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18
Assets/Scripts/BalloonFloat/BalloonCollisionDetector.cs
Normal file
18
Assets/Scripts/BalloonFloat/BalloonCollisionDetector.cs
Normal file
@ -0,0 +1,18 @@
|
||||
using UnityEngine;
|
||||
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||||
public class BalloonCollisionDetector : MonoBehaviour
|
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{
|
||||
private BalloonGameManager gameManager;
|
||||
|
||||
void Start()
|
||||
{
|
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gameManager = FindObjectOfType<BalloonGameManager>();
|
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}
|
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private void OnCollisionEnter2D(Collision2D collision)
|
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{
|
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if (collision.gameObject.CompareTag("Enemy"))
|
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{
|
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gameManager.TriggerGameOver();
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}
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}
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}
|
11
Assets/Scripts/BalloonFloat/BalloonCollisionDetector.cs.meta
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11
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Normal file
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42
Assets/Scripts/BalloonFloat/BalloonGameManager.cs
Normal file
42
Assets/Scripts/BalloonFloat/BalloonGameManager.cs
Normal file
@ -0,0 +1,42 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
public class BalloonGameManager : MonoBehaviour
|
||||
{
|
||||
public CameraScroller cameraScroller;
|
||||
public GameObject gameOverPanel;
|
||||
public TextMeshProUGUI scoreTextInGame;
|
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public TextMeshProUGUI scoreTextGameOver;
|
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public GameObject balloon; // Assign your Balloon object here
|
||||
|
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private float score = 0f;
|
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private bool gameOver = false;
|
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public static bool IsGameOver { get; private set; } = false;
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void Update()
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{
|
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if (BalloonGameManager.IsGameOver) return;
|
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|
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|
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// Score increases with time
|
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score += Time.deltaTime;
|
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if (scoreTextInGame != null)
|
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scoreTextInGame.text = "Score: "+Mathf.FloorToInt(score).ToString();
|
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}
|
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|
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public void TriggerGameOver()
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{
|
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if (IsGameOver) return;
|
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|
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IsGameOver = true;
|
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|
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if (cameraScroller != null)
|
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cameraScroller.enabled = false;
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|
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if (gameOverPanel != null)
|
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gameOverPanel.SetActive(true);
|
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|
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if (scoreTextGameOver != null)
|
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scoreTextGameOver.text = "Score: " + Mathf.FloorToInt(score).ToString();
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}
|
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}
|
11
Assets/Scripts/BalloonFloat/BalloonGameManager.cs.meta
Normal file
11
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Normal file
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
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|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
public class ShieldController : MonoBehaviour
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{
|
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public float followSpeed = 20f; // How fast the shield follows your finger
|
||||
public float pushForce = 10f; // Force applied to obstacles
|
||||
public LayerMask pushableLayers; // Only apply force to selected layers
|
||||
public float followSpeed = 20f;
|
||||
public float pushForce = 10f;
|
||||
public LayerMask pushableLayers;
|
||||
|
||||
private Rigidbody2D rb;
|
||||
private Camera mainCam;
|
||||
|
||||
private HashSet<GameObject> hitEnemies = new HashSet<GameObject>();
|
||||
|
||||
void Start()
|
||||
{
|
||||
rb = GetComponent<Rigidbody2D>();
|
||||
@ -18,7 +20,15 @@ public class ShieldController : MonoBehaviour
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetMouseButton(0)) // For both mobile and desktop
|
||||
if (BalloonGameManager.IsGameOver) return;
|
||||
|
||||
HandleMovement();
|
||||
DestroyOffscreenEnemies();
|
||||
}
|
||||
|
||||
void HandleMovement()
|
||||
{
|
||||
if (Input.GetMouseButton(0))
|
||||
{
|
||||
Vector2 touchPosition = mainCam.ScreenToWorldPoint(Input.mousePosition);
|
||||
Vector2 direction = (touchPosition - rb.position);
|
||||
@ -26,8 +36,14 @@ public class ShieldController : MonoBehaviour
|
||||
}
|
||||
else
|
||||
{
|
||||
rb.velocity = Vector2.zero; // Stop when not dragging
|
||||
rb.velocity = Vector2.zero;
|
||||
}
|
||||
|
||||
// Clamp shield inside the camera
|
||||
Vector3 viewPos = mainCam.WorldToViewportPoint(transform.position);
|
||||
viewPos.x = Mathf.Clamp01(viewPos.x);
|
||||
viewPos.y = Mathf.Clamp01(viewPos.y);
|
||||
transform.position = mainCam.ViewportToWorldPoint(viewPos);
|
||||
}
|
||||
|
||||
private void OnCollisionEnter2D(Collision2D collision)
|
||||
@ -40,7 +56,47 @@ public class ShieldController : MonoBehaviour
|
||||
Vector2 forceDir = collision.transform.position - transform.position;
|
||||
forceDir.Normalize();
|
||||
otherRb.AddForce(forceDir * pushForce, ForceMode2D.Impulse);
|
||||
|
||||
// Add to list of hit enemies
|
||||
if (!hitEnemies.Contains(collision.gameObject))
|
||||
{
|
||||
hitEnemies.Add(collision.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DestroyOffscreenEnemies()
|
||||
{
|
||||
float buffer = 1f; // World units to extend camera bounds (adjust as needed)
|
||||
List<GameObject> toRemove = new List<GameObject>();
|
||||
|
||||
foreach (GameObject enemy in hitEnemies)
|
||||
{
|
||||
if (enemy == null) continue;
|
||||
|
||||
Vector3 enemyPos = enemy.transform.position;
|
||||
Vector3 camPos = mainCam.transform.position;
|
||||
|
||||
float camHeight = 2f * mainCam.orthographicSize;
|
||||
float camWidth = camHeight * mainCam.aspect;
|
||||
|
||||
float left = camPos.x - camWidth / 2f - buffer;
|
||||
float right = camPos.x + camWidth / 2f + buffer;
|
||||
float bottom = camPos.y - camHeight / 2f - buffer;
|
||||
float top = camPos.y + camHeight / 2f + buffer;
|
||||
|
||||
if (enemyPos.x < left || enemyPos.x > right ||
|
||||
enemyPos.y < bottom || enemyPos.y > top)
|
||||
{
|
||||
Destroy(enemy);
|
||||
toRemove.Add(enemy);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (GameObject e in toRemove)
|
||||
{
|
||||
hitEnemies.Remove(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -9,4 +9,8 @@ public class SceneSelector : MonoBehaviour
|
||||
{
|
||||
SceneManager.LoadScene(index);
|
||||
}
|
||||
public void Restart()
|
||||
{
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
|
||||
}
|
||||
}
|
||||
|
@ -81,16 +81,16 @@ public class WhackAMoleGameManager : MonoBehaviour
|
||||
GameObject hammer = Instantiate(hammerPrefab, hammerPos.position, hammerPos.rotation);
|
||||
AnimateHammerMesh(hammer);
|
||||
}
|
||||
void InstantiateHammerAtClick(Vector3 position)
|
||||
{
|
||||
void InstantiateHammerAtClick(Vector3 position)
|
||||
{
|
||||
Quaternion referenceRotation = moleHammerPositions[0].rotation;
|
||||
|
||||
// Calculate lifted position using the reference's up direction
|
||||
Vector3 liftedPosition = position + referenceRotation * Vector3.up * 0.5f;
|
||||
Vector3 liftedPosition = position + referenceRotation * Vector3.zero;
|
||||
|
||||
GameObject hammer = Instantiate(hammerPrefab, liftedPosition, referenceRotation);
|
||||
AnimateHammerMesh(hammer);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void AnimateHammerMesh(GameObject hammer)
|
||||
|
@ -8,6 +8,9 @@ EditorBuildSettings:
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/MainMenu.unity
|
||||
guid: 2c7507e67227be143ad14af32c6b28cb
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/Forage Grove.unity
|
||||
guid: e1323357692ca68489ed8334c4583f92
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/WhackAMole.unity
|
||||
guid: 9fc0d4010bbf28b4594072e72b8655ab
|
||||
@ -18,9 +21,15 @@ EditorBuildSettings:
|
||||
path: Assets/Scenes/BerryBullsEye.unity
|
||||
guid: e5aa1b471aac2f54bb31b08175e9da5f
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/FeedTheZibu.unity
|
||||
guid: 2ccc400ec771453428e1f25a49906737
|
||||
path: Assets/Scenes/BalloonFloat.unity
|
||||
guid: 2a14fa06d53c9384d998e07bcbe8d461
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/BreakTheBox.unity
|
||||
guid: 3b0dc5e594206994bb887130f284e330
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/ButterflyCatch.unity
|
||||
guid: c31dd759b8d083a47ba3d5d0deeefd9a
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/FeedTheZibu.unity
|
||||
guid: 2ccc400ec771453428e1f25a49906737
|
||||
m_configObjects: {}
|
||||
|
@ -3,7 +3,7 @@
|
||||
--- !u!19 &1
|
||||
Physics2DSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 4
|
||||
serializedVersion: 6
|
||||
m_Gravity: {x: 0, y: -9.81}
|
||||
m_DefaultMaterial: {fileID: 0}
|
||||
m_VelocityIterations: 8
|
||||
@ -38,19 +38,11 @@ Physics2DSettings:
|
||||
m_IslandSolverJointCostScale: 10
|
||||
m_IslandSolverBodiesPerJob: 50
|
||||
m_IslandSolverContactsPerJob: 50
|
||||
m_AutoSimulation: 1
|
||||
m_SimulationMode: 0
|
||||
m_QueriesHitTriggers: 1
|
||||
m_QueriesStartInColliders: 1
|
||||
m_CallbacksOnDisable: 1
|
||||
m_ReuseCollisionCallbacks: 1
|
||||
m_AutoSyncTransforms: 0
|
||||
m_AlwaysShowColliders: 0
|
||||
m_ShowColliderSleep: 1
|
||||
m_ShowColliderContacts: 0
|
||||
m_ShowColliderAABB: 0
|
||||
m_ContactArrowScale: 0.2
|
||||
m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412}
|
||||
m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
|
||||
m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
|
||||
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
|
||||
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
m_GizmoOptions: 10
|
||||
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffff7fffffffbfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
|
@ -161,7 +161,8 @@ PlayerSettings:
|
||||
resetResolutionOnWindowResize: 0
|
||||
androidSupportedAspectRatio: 1
|
||||
androidMaxAspectRatio: 2.1
|
||||
applicationIdentifier: {}
|
||||
applicationIdentifier:
|
||||
Standalone: com.DefaultCompany.MiniGames
|
||||
buildNumber:
|
||||
Standalone: 0
|
||||
VisionOS: 0
|
||||
|
@ -9,6 +9,7 @@ TagManager:
|
||||
- Target
|
||||
- Enemy
|
||||
- Wall
|
||||
- Ball
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
@ -17,7 +18,7 @@ TagManager:
|
||||
- Water
|
||||
- UI
|
||||
- Player
|
||||
-
|
||||
- Ball
|
||||
-
|
||||
-
|
||||
-
|
||||
|
Loading…
x
Reference in New Issue
Block a user