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BOT Alex 2024-04-21 03:07:47 +02:00
commit de408cf3d9
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using UnityEngine;
using System.Collections;
public class CubeRotator : MonoBehaviour
{
// Speed of rotation
public float rotationSpeed = 50f;
// Cubes to rotate
public GameObject[] cubes;
// Start is called before the first frame update
void Start()
{
// Assign random rotation axis to each cube
foreach (GameObject cube in cubes)
{
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RotateCube(cube, randomAxis, rotationSpeed);
}
}
// Update is called once per frame
void Update()
{
// Cubes rotate automatically, no need to do anything in Update
}
// Rotate cube around its axis
void RotateCube(GameObject cube, Vector3 axis, float speed)
{
// Start rotation coroutine for the cube
StartCoroutine(RotateCoroutine(cube.transform, axis, speed));
}
// Coroutine for rotating the cube
IEnumerator RotateCoroutine(Transform cubeTransform, Vector3 axis, float speed)
{
while (true)
{
// Rotate the cube around its axis
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@ -1812,6 +2012,7 @@ MonoBehaviour:
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m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
towerCam: {fileID: 0}
mainCamera: {fileID: 1970787082} mainCamera: {fileID: 1970787082}
layerMask: layerMask:
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@ -1909,7 +2110,8 @@ SceneRoots:
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View File

@ -53,6 +53,7 @@ public class BeamTower : AimTower
beam.positionCount = hitPoints.Count; beam.positionCount = hitPoints.Count;
beam.SetPositions(hitPoints.ToArray()); beam.SetPositions(hitPoints.ToArray());
this.OnAttack?.Invoke();
yield return new WaitForSeconds(attackSecondsDelay); yield return new WaitForSeconds(attackSecondsDelay);
} while (true); } while (true);
} }

View File

@ -14,6 +14,9 @@ public class GravityTower : Tower
[SerializeField] [SerializeField]
private AnimationCurve distToAcceleration; private AnimationCurve distToAcceleration;
[SerializeField]
private string audioName;
public override void TowerSelected(bool selected) public override void TowerSelected(bool selected)
{ {
@ -24,6 +27,17 @@ public class GravityTower : Tower
base.Awake(); base.Awake();
} }
protected override void Start()
{
base.Start();
if (!string.IsNullOrEmpty(audioName))
{
Debug.Log("play");
AudioManager.PlaySound(audioName, transform.position);
}
}
protected override void FixedUpdate() protected override void FixedUpdate()
{ {
Collider[] projectilesInRadius = Physics.OverlapSphere(orb.position, radius, affectedBodies); Collider[] projectilesInRadius = Physics.OverlapSphere(orb.position, radius, affectedBodies);

View File

@ -30,6 +30,7 @@ public class ProjectileTower : AimTower
Debug.DrawRay(transform.position, verticalArc.ToKnobVector, Color.green, attackSecondsDelay); Debug.DrawRay(transform.position, verticalArc.ToKnobVector, Color.green, attackSecondsDelay);
Debug.DrawRay(transform.position, AimDirection, Color.yellow, attackSecondsDelay); Debug.DrawRay(transform.position, AimDirection, Color.yellow, attackSecondsDelay);
projectileSpawner.RunBulletSequence(barrel.Tip.position, transform.up, AimDirection, projectileSequence); projectileSpawner.RunBulletSequence(barrel.Tip.position, transform.up, AimDirection, projectileSequence);
this.OnAttack?.Invoke();
} while (true); } while (true);
} }
} }

View File

@ -1,5 +1,6 @@
using System; using System;
using UnityEngine; using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Assertions; using UnityEngine.Assertions;
public abstract class Tower : MonoBehaviour public abstract class Tower : MonoBehaviour
@ -13,6 +14,8 @@ public abstract class Tower : MonoBehaviour
protected Camera mainCam; protected Camera mainCam;
[SerializeField] protected UnityEvent OnAttack;
// Getters // Getters
public virtual void TowerSelected(bool selected) public virtual void TowerSelected(bool selected)
{ {

View File

@ -0,0 +1,23 @@
using UnityEngine;
public class EnableCompare : MonoBehaviour
{
[SerializeField] private GameObject toEnable;
[SerializeField] private float threshold = 20f;
public void EnableIfLess(float value)
{
if (value < threshold)
{
toEnable.SetActive(true);
}
}
public void EnableIfGreater(float value)
{
if (value > threshold)
{
toEnable.SetActive(true);
}
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -13,6 +13,8 @@ public class HealthComponent : MonoBehaviour
public float StartHealth => startHealth; public float StartHealth => startHealth;
public UnityEvent OnHealthZero; public UnityEvent OnHealthZero;
public UnityEvent<float, float> OnHealthChange; public UnityEvent<float, float> OnHealthChange;
public UnityEvent<float> OnHealthChange2;
public UnityEvent OnHealthChange3;
void Awake() void Awake()
{ {
@ -22,6 +24,8 @@ public class HealthComponent : MonoBehaviour
public void TakeDamage(float damage) public void TakeDamage(float damage)
{ {
OnHealthChange?.Invoke(currentHealth, currentHealth - damage); OnHealthChange?.Invoke(currentHealth, currentHealth - damage);
OnHealthChange2?.Invoke(currentHealth - damage);
OnHealthChange3.Invoke();
OnHealthChangeAtPos?.Invoke(transform.position, currentHealth - damage); OnHealthChangeAtPos?.Invoke(transform.position, currentHealth - damage);
currentHealth -= damage; currentHealth -= damage;

View File

@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlaySound : MonoBehaviour
{
public void PlayASound(string filename)
{
AudioManager.PlaySound(filename, transform.position);
}
}

View File

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