BlockDrop, Crate Escape, ClawMachine Completed. Before Allin1Shader

This commit is contained in:
Ali Sharoz 2025-08-30 22:59:11 +05:00
parent 70498eb545
commit 31adcab536
282 changed files with 4554548 additions and 60 deletions

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using UnityEngine;
public class BlockDrop_BerryBomb : MonoBehaviour
{
public float speed = 18f;
public float life = 3f;
public Vector3 explosionSize = new Vector3(3f, 3f, 0.5f);
public LayerMask blockMask;
void Start() { Destroy(gameObject, life); }
void Update()
{
transform.position += transform.forward * speed * Time.deltaTime;
}
void OnTriggerEnter(Collider other)
{
Explode();
}
void Explode()
{
Collider[] hits = Physics.OverlapBox(transform.position, explosionSize * 0.5f, Quaternion.identity, blockMask);
foreach (var c in hits)
{
if (c.TryGetComponent<BlockDrop_Block>(out var b))
{
if (b.type != BlockDrop_BlockType.Indestructible) b.Hit(10);
}
}
Destroy(gameObject);
}
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using UnityEngine;
public enum BlockDrop_BlockType { Normal, Indestructible, Berry }
[RequireComponent(typeof(Rigidbody), typeof(BoxCollider))]
public class BlockDrop_Block : MonoBehaviour
{
public BlockDrop_BlockType type = BlockDrop_BlockType.Normal;
public int hitPoints = 1;
private bool collectedBerry = false;
public void Hit(int damage)
{
if (type == BlockDrop_BlockType.Indestructible) return;
hitPoints -= damage;
if (hitPoints <= 0)
{
if (type == BlockDrop_BlockType.Berry && !collectedBerry)
{
collectedBerry = true;
BlockDrop_GameManager3D.Instance.AddBerryAmmo(1);
}
Destroy(gameObject);
}
}
}

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using UnityEngine;
using System.Collections.Generic;
public class BlockDrop_BlockManager3D : MonoBehaviour
{
[Header("Parent for blocks")]
public Transform blockParent; // drag your parent Transform here
[Header("Grid (local values relative to parent)")]
public Vector3 localGridOrigin = new Vector3(0f, 6f, 0f);
public int columns = 16;
public float cellSize = 1f;
public float spawnHeight = 12f;
[Header("Prefabs")]
public GameObject normalBlock;
public GameObject indestructibleBlock;
public GameObject berryBlock;
[Header("Rates")]
public float fallInterval = 1.2f;
[Range(0f, 1f)] public float indestructibleChance = 0.15f;
[Range(0f, 1f)] public float berryChance = 0.12f;
[Header("Existing Blocks")]
public bool convertExistingChildren = true;
public float existingBlockFallDelay = 2f; // delay before existing blocks start falling
private List<BlockDrop_Block> staticBlocks = new List<BlockDrop_Block>();
private List<BlockDrop_Block> fallingBlocks = new List<BlockDrop_Block>();
void Start()
{
if (convertExistingChildren && blockParent != null)
{
foreach (Transform child in blockParent)
{
// ensure each child has a Block component
BlockDrop_Block block = child.GetComponent<BlockDrop_Block>();
if (block == null) block = child.gameObject.AddComponent<BlockDrop_Block>();
// check if it should be static (indestructible walls) or falling
if (block.type == BlockDrop_BlockType.Indestructible)
{
staticBlocks.Add(block);
}
else
{
fallingBlocks.Add(block);
// disable rigidbody so it doesn't fall immediately
Rigidbody rb = child.GetComponent<Rigidbody>();
if (rb == null) rb = child.gameObject.AddComponent<Rigidbody>();
rb.isKinematic = true;
}
}
// schedule falling for existing blocks
InvokeRepeating(nameof(DropExistingBlock), existingBlockFallDelay, fallInterval);
}
// schedule normal falling spawns
InvokeRepeating(nameof(SpawnFallingBlock), 1.5f, fallInterval);
}
void DropExistingBlock()
{
if (fallingBlocks.Count == 0) return;
// pick one existing block and enable falling
BlockDrop_Block block = fallingBlocks[0];
fallingBlocks.RemoveAt(0);
Rigidbody rb = block.GetComponent<Rigidbody>();
if (rb != null) rb.isKinematic = false; // let it fall with gravity
}
public void SpawnFallingBlock()
{
int col = Random.Range(0, columns);
// Local position relative to parent
Vector3 localSpawnPos = new Vector3(localGridOrigin.x + col * cellSize, spawnHeight, localGridOrigin.z);
// Convert to world position
Vector3 worldSpawnPos = blockParent != null
? blockParent.TransformPoint(localSpawnPos)
: localSpawnPos;
// Choose prefab
float r = Random.value;
GameObject prefab = normalBlock;
if (r < indestructibleChance) prefab = indestructibleBlock;
else if (r < indestructibleChance + berryChance) prefab = berryBlock;
// Instantiate under parent
GameObject blockObj = Instantiate(prefab, worldSpawnPos, Quaternion.identity, blockParent);
Rigidbody rbObj= blockObj.GetComponent<Rigidbody>();
rbObj.isKinematic = false;
}
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using UnityEngine;
public class BlockDrop_Bullet : MonoBehaviour
{
public float speed = 25f;
public int damage = 1;
public float life = 3f;
void Start() { Destroy(gameObject, life); }
void Update()
{
transform.position += transform.forward * speed * Time.deltaTime;
}
void OnTriggerEnter(Collider other)
{
if (other.TryGetComponent<BlockDrop_Block>(out var block))
{
block.Hit(damage);
Destroy(gameObject);
}
}
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using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Rigidbody))]
public class BlockDrop_BunnyAI3D : MonoBehaviour
{
[Header("Movement")]
public float moveSpeed = 2.5f;
public bool horizontalPatrol = true; // true = X axis, false = Y axis
public float patrolRange = 6f;
public float planeZ = 0f;
[Header("Cloning & Traps")]
public float cloneEverySeconds = 20f;
public GameObject carrotTrapPrefab;
public float trapInterval = 7f;
[Header("Collision Spawning")]
public float spawnCooldown = 5f; // seconds between collision spawns
public int maxBunnies = 30; // population cap
private Rigidbody rb;
private Vector3 startPos;
private int dir = 1;
private float lastSpawnTime;
void Awake()
{
rb = GetComponent<Rigidbody>();
rb.useGravity = false;
rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ;
startPos = transform.position;
// snap bunny to plane Z
Vector3 p = transform.position;
p.z = planeZ;
transform.position = p;
}
void OnEnable()
{
// If you want timed cloning, enable this:
// StartCoroutine(CloneRoutine());
if (carrotTrapPrefab) StartCoroutine(TrapRoutine());
}
void FixedUpdate()
{
float axis = dir * moveSpeed;
// Patrol horizontally or vertically
Vector3 vel = horizontalPatrol
? new Vector3(axis, 0f, 0f)
: new Vector3(0f, axis, 0f);
rb.velocity = vel;
// Distance from starting position
float d = horizontalPatrol
? Mathf.Abs(transform.position.x - startPos.x)
: Mathf.Abs(transform.position.y - startPos.y);
// Reverse direction when reaching patrol range
if (d >= patrolRange)
{
startPos = transform.position;
dir *= -1;
}
}
void OnCollisionEnter(Collision col)
{
if (col.collider.CompareTag("Bunny"))
{
// prevent exponential spawning
if (Time.time - lastSpawnTime >= spawnCooldown)
{
lastSpawnTime = Time.time;
// population cap
if (BlockDrop_GameManager3D.Instance != null &&
BlockDrop_GameManager3D.Instance.bunnyParent.childCount < maxBunnies)
{
BlockDrop_GameManager3D.Instance.SpawnBunny(
transform.position + new Vector3(Random.Range(-2.5f, 2.5f), Random.Range(-2.5f, 2.5f), 0)
);
}
}
}
}
IEnumerator CloneRoutine()
{
var wait = new WaitForSeconds(cloneEverySeconds);
while (true)
{
yield return wait;
if (BlockDrop_GameManager3D.Instance != null &&
BlockDrop_GameManager3D.Instance.bunnyParent.childCount < maxBunnies)
{
BlockDrop_GameManager3D.Instance.SpawnBunny(
transform.position + new Vector3(Random.Range(-1f, 1f), 0f, 0f)
);
}
}
}
IEnumerator TrapRoutine()
{
var wait = new WaitForSeconds(trapInterval);
while (true)
{
yield return wait;
if (carrotTrapPrefab != null)
{
Vector3 trapPos = new Vector3(transform.position.x, transform.position.y + 0.1f, 0f);
Instantiate(carrotTrapPrefab, trapPos, carrotTrapPrefab.transform.rotation);
}
}
}
}

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using UnityEngine;
public class BlockDrop_CarrotTrap : MonoBehaviour
{
public float lifeTime = 15f;
void Start()
{
Destroy(gameObject, lifeTime);
}
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player") || other.GetComponent<BlockDrop_WolfController3D>() != null)
{
BlockDrop_GameManager3D.Instance.GameOver("Wolf hit a carrot trap!");
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlockDrop_Exit : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
if(other.gameObject.CompareTag("Player"))
{
BlockDrop_GameManager3D.Instance.GameWon.SetActive(true);
Time.timeScale = 0;
}
}
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