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b/Assets/Scenes/StageSelection.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0a080a0a286db754f88627ef78567652 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Bomb.cs b/Assets/Scripts/Bomb.cs index 6286420..58867a3 100644 --- a/Assets/Scripts/Bomb.cs +++ b/Assets/Scripts/Bomb.cs @@ -63,7 +63,7 @@ public void Explode() foreach(Collider2D en in enemies) { // Check if it has a rigidbody (since there is only one per enemy, on the parent). - Rigidbody2D rb = en.rigidbody2D; + Rigidbody2D rb = en.GetComponent(); if(rb != null && rb.tag == "Enemy") { // Find the Enemy script and set the enemy's health to zero. diff --git a/Assets/Scripts/Enemy.cs b/Assets/Scripts/Enemy.cs index 8ab6f77..059092d 100644 --- a/Assets/Scripts/Enemy.cs +++ b/Assets/Scripts/Enemy.cs @@ -1,120 +1,138 @@ -using UnityEngine; -using System.Collections; - -public class Enemy : MonoBehaviour -{ - public float moveSpeed = 2f; // The speed the enemy moves at. - public int HP = 2; // How many times the enemy can be hit before it dies. - public Sprite deadEnemy; // A sprite of the enemy when it's dead. - public Sprite damagedEnemy; // An optional sprite of the enemy when it's damaged. - public AudioClip[] deathClips; // An array of audioclips that can play when the enemy dies. - public GameObject hundredPointsUI; // A prefab of 100 that appears when the enemy dies. - public float deathSpinMin = -100f; // A value to give the minimum amount of Torque when dying - public float deathSpinMax = 100f; // A value to give the maximum amount of Torque when dying - - - private SpriteRenderer ren; // Reference to the sprite renderer. - private Transform frontCheck; // Reference to the position of the gameobject used for checking if something is in front. - private bool dead = false; // Whether or not the enemy is dead. - private Score score; // Reference to the Score script. - - - void Awake() - { - // Setting up the references. - ren = transform.Find("body").GetComponent(); - frontCheck = transform.Find("frontCheck").transform; - score = GameObject.Find("Score").GetComponent(); - } - - void FixedUpdate () - { - // Create an array of all the colliders in front of the enemy. - Collider2D[] frontHits = Physics2D.OverlapPointAll(frontCheck.position, 1); - - // Check each of the colliders. - foreach(Collider2D c in frontHits) - { - // If any of the colliders is an Obstacle... - if(c.tag == "Obstacle") - { - // ... Flip the enemy and stop checking the other colliders. - Flip (); - break; - } - } - - // Set the enemy's velocity to moveSpeed in the x direction. - rigidbody2D.velocity = new Vector2(transform.localScale.x * moveSpeed, rigidbody2D.velocity.y); - - // If the enemy has one hit point left and has a damagedEnemy sprite... - if(HP == 1 && damagedEnemy != null) - // ... set the sprite renderer's sprite to be the damagedEnemy sprite. - ren.sprite = damagedEnemy; - - // If the enemy has zero or fewer hit points and isn't dead yet... - if(HP <= 0 && !dead) - // ... call the death function. - Death (); - } - - public void Hurt() - { - // Reduce the number of hit points by one. - HP--; - } - - void Death() - { - // Find all of the sprite renderers on this object and it's children. - SpriteRenderer[] otherRenderers = GetComponentsInChildren(); - - // Disable all of them sprite renderers. - foreach(SpriteRenderer s in otherRenderers) - { - s.enabled = false; - } - - // Re-enable the main sprite renderer and set it's sprite to the deadEnemy sprite. - ren.enabled = true; - ren.sprite = deadEnemy; - - // Increase the score by 100 points - score.score += 100; - - // Set dead to true. - dead = true; - - // Allow the enemy to rotate and spin it by adding a torque. - rigidbody2D.fixedAngle = false; - rigidbody2D.AddTorque(Random.Range(deathSpinMin,deathSpinMax)); - - // Find all of the colliders on the gameobject and set them all to be triggers. - Collider2D[] cols = GetComponents(); - foreach(Collider2D c in cols) - { - c.isTrigger = true; - } - - // Play a random audioclip from the deathClips array. - int i = Random.Range(0, deathClips.Length); - AudioSource.PlayClipAtPoint(deathClips[i], transform.position); - - // Create a vector that is just above the enemy. - Vector3 scorePos; - scorePos = transform.position; - scorePos.y += 1.5f; - - // Instantiate the 100 points prefab at this point. - Instantiate(hundredPointsUI, scorePos, Quaternion.identity); - } - - - public void Flip() - { - // Multiply the x component of localScale by -1. - Vector3 enemyScale = transform.localScale; - enemyScale.x *= -1; - transform.localScale = enemyScale; - } -} +using UnityEngine; +using System.Collections; + +public class Enemy : MonoBehaviour +{ + public float moveSpeed = 2f; // The speed the enemy moves at. + public int HP = 2; // How many times the enemy can be hit before it dies. + public Sprite deadEnemy; // A sprite of the enemy when it's dead. + public Sprite damagedEnemy; // An optional sprite of the enemy when it's damaged. + public AudioClip[] deathClips; // An array of audioclips that can play when the enemy dies. + public GameObject hundredPointsUI; // A prefab of 100 that appears when the enemy dies. + public float deathSpinMin = -100f; // A value to give the minimum amount of Torque when dying + public float deathSpinMax = 100f; // A value to give the maximum amount of Torque when dying + + + private SpriteRenderer ren; // Reference to the sprite renderer. + private Transform frontCheck; // Reference to the position of the gameobject used for checking if something is in front. + private bool dead = false; // Whether or not the enemy is dead. + private Score score; // Reference to the Score script. + + + void Awake() + { + // Setting up the references. + ren = transform.Find("body").GetComponent(); + frontCheck = transform.Find("frontCheck").transform; + score = GameObject.Find("Score").GetComponent(); + switch (StageSelection.Difficulty) + { + case "Easy": + HP = 2; + moveSpeed = 2f; + Debug.Log("Mode is Easy"); + break; + case "Medium": + HP = 3; + moveSpeed = 4f; + Debug.Log("Mode is Medium"); + break; + case "Hard": + HP = 4; + moveSpeed = 8f; + Debug.Log("Mode is Hard"); + break; + } + } + + void FixedUpdate () + { + // Create an array of all the colliders in front of the enemy. + Collider2D[] frontHits = Physics2D.OverlapPointAll(frontCheck.position, 1); + + // Check each of the colliders. + foreach(Collider2D c in frontHits) + { + // If any of the colliders is an Obstacle... + if(c.tag == "Obstacle") + { + // ... Flip the enemy and stop checking the other colliders. + Flip (); + break; + } + } + + // Set the enemy's velocity to moveSpeed in the x direction. + GetComponent().velocity = new Vector2(transform.localScale.x * moveSpeed, GetComponent().velocity.y); + + // If the enemy has one hit point left and has a damagedEnemy sprite... + if(HP == 1 && damagedEnemy != null) + // ... set the sprite renderer's sprite to be the damagedEnemy sprite. + ren.sprite = damagedEnemy; + + // If the enemy has zero or fewer hit points and isn't dead yet... + if(HP <= 0 && !dead) + // ... call the death function. + Death (); + } + + public void Hurt() + { + // Reduce the number of hit points by one. + HP--; + } + + void Death() + { + // Find all of the sprite renderers on this object and it's children. + SpriteRenderer[] otherRenderers = GetComponentsInChildren(); + + // Disable all of them sprite renderers. + foreach(SpriteRenderer s in otherRenderers) + { + s.enabled = false; + } + + // Re-enable the main sprite renderer and set it's sprite to the deadEnemy sprite. + ren.enabled = true; + ren.sprite = deadEnemy; + + // Increase the score by 100 points + score.score += 100; + + // Set dead to true. + dead = true; + + // Allow the enemy to rotate and spin it by adding a torque. + GetComponent().fixedAngle = false; + GetComponent().AddTorque(Random.Range(deathSpinMin,deathSpinMax)); + + // Find all of the colliders on the gameobject and set them all to be triggers. + Collider2D[] cols = GetComponents(); + foreach(Collider2D c in cols) + { + c.isTrigger = true; + } + + // Play a random audioclip from the deathClips array. + int i = Random.Range(0, deathClips.Length); + AudioSource.PlayClipAtPoint(deathClips[i], transform.position); + + // Create a vector that is just above the enemy. + Vector3 scorePos; + scorePos = transform.position; + scorePos.y += 1.5f; + + // Instantiate the 100 points prefab at this point. + Instantiate(hundredPointsUI, scorePos, Quaternion.identity); + } + + + public void Flip() + { + // Multiply the x component of localScale by -1. + Vector3 enemyScale = transform.localScale; + enemyScale.x *= -1; + transform.localScale = enemyScale; + } +} diff --git a/Assets/Scripts/GameOverScript.cs b/Assets/Scripts/GameOverScript.cs new file mode 100644 index 0000000..63e2e9f --- /dev/null +++ b/Assets/Scripts/GameOverScript.cs @@ -0,0 +1,18 @@ +using UnityEngine; +using UnityEngine.SceneManagement; + +public class GameOverScript : MonoBehaviour { + + //Display Gameover Menu + void OnGUI(){ + const int width = 120, height = 60; + + Rect buttonRetry = new Rect(Screen.width / 2 - (width / 2), (2 * Screen.height / 4) - (height / 2), width, height); + Rect buttonMenu = new Rect(Screen.width / 2 - (width / 2), (2 * Screen.height / 3) - (height / 2), width, height); + + if (GUI.Button(buttonRetry, "Retry")) + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1); + else if(GUI.Button(buttonMenu, "Back to menu")) + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 3); + } +} diff --git a/Assets/Scripts/GameOverScript.cs.meta b/Assets/Scripts/GameOverScript.cs.meta new file mode 100644 index 0000000..b7c42e4 --- /dev/null +++ b/Assets/Scripts/GameOverScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 771cb58c3e366134c8c66c3b73509a55 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gun.cs b/Assets/Scripts/Gun.cs index 2647b46..8e1dcd3 100644 --- a/Assets/Scripts/Gun.cs +++ b/Assets/Scripts/Gun.cs @@ -26,7 +26,7 @@ void Update () { // ... set the animator Shoot trigger parameter and play the audioclip. anim.SetTrigger("Shoot"); - audio.Play(); + GetComponent().Play(); // If the player is facing right... if(playerCtrl.facingRight) diff --git a/Assets/Scripts/LayBombs.cs b/Assets/Scripts/LayBombs.cs index b520f66..56a9276 100644 --- a/Assets/Scripts/LayBombs.cs +++ b/Assets/Scripts/LayBombs.cs @@ -16,7 +16,7 @@ public class LayBombs : MonoBehaviour void Awake () { // Setting up the reference. - bombHUD = GameObject.Find("ui_bombHUD").guiTexture; + bombHUD = GameObject.Find("ui_bombHUD").GetComponent(); } diff --git a/Assets/Scripts/Menu.cs b/Assets/Scripts/Menu.cs new file mode 100644 index 0000000..2ec4120 --- /dev/null +++ b/Assets/Scripts/Menu.cs @@ -0,0 +1,16 @@ +using UnityEngine; +using UnityEngine.SceneManagement; + +public class Menu : MonoBehaviour +{ + //Display Game Menu + void OnGUI() + { + const int width = 120, height = 60; + + Rect buttonRect = new Rect(Screen.width / 2 - (width / 2), (2 * Screen.height / 3) - (height / 2), width, height); + + if (GUI.Button(buttonRect, "Start New Game")) + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); + } +} diff --git a/Assets/Scripts/Menu.cs.meta b/Assets/Scripts/Menu.cs.meta new file mode 100644 index 0000000..ee1ab35 --- /dev/null +++ b/Assets/Scripts/Menu.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3ada2a416deacf54db65263d8599b2c5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Pauser.cs b/Assets/Scripts/Pauser.cs index 8a05e82..4096835 100644 --- a/Assets/Scripts/Pauser.cs +++ b/Assets/Scripts/Pauser.cs @@ -1,19 +1,38 @@ using UnityEngine; -using System.Collections; +using UnityEngine.SceneManagement; public class Pauser : MonoBehaviour { - private bool paused = false; - - // Update is called once per frame - void Update () { - if(Input.GetKeyUp(KeyCode.P)) - { - paused = !paused; - } - - if(paused) - Time.timeScale = 0; - else - Time.timeScale = 1; + private bool paused = false; + const int width = 120, height = 60; + Rect buttonRestart = new Rect(Screen.width / 2 - (width / 2), (2 * Screen.height / 4) - (height / 2), width, height); + Rect buttonMenu = new Rect(Screen.width / 2 - (width / 2), (2 * Screen.height / 3) - (height / 2), width, height); + + // Update is called once per frame + void Update() { + if (Input.GetKeyUp(KeyCode.P)) + { + paused = !paused; + } + + if (paused) + Time.timeScale = 0; + else + Time.timeScale = 1; } + + //Display Pause Menu + void OnGUI() + { + if (paused == true) + { + if (GUI.Button(buttonRestart, "Restart")) + { + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); + } + else if (GUI.Button(buttonMenu, "Back to Menu")) + { + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 2); + } + } + } } diff --git a/Assets/Scripts/PlayerControl.cs b/Assets/Scripts/PlayerControl.cs index 34fb8af..695e510 100644 --- a/Assets/Scripts/PlayerControl.cs +++ b/Assets/Scripts/PlayerControl.cs @@ -52,14 +52,14 @@ void FixedUpdate () anim.SetFloat("Speed", Mathf.Abs(h)); // If the player is changing direction (h has a different sign to velocity.x) or hasn't reached maxSpeed yet... - if(h * rigidbody2D.velocity.x < maxSpeed) + if(h * GetComponent().velocity.x < maxSpeed) // ... add a force to the player. - rigidbody2D.AddForce(Vector2.right * h * moveForce); + GetComponent().AddForce(Vector2.right * h * moveForce); // If the player's horizontal velocity is greater than the maxSpeed... - if(Mathf.Abs(rigidbody2D.velocity.x) > maxSpeed) + if(Mathf.Abs(GetComponent().velocity.x) > maxSpeed) // ... set the player's velocity to the maxSpeed in the x axis. - rigidbody2D.velocity = new Vector2(Mathf.Sign(rigidbody2D.velocity.x) * maxSpeed, rigidbody2D.velocity.y); + GetComponent().velocity = new Vector2(Mathf.Sign(GetComponent().velocity.x) * maxSpeed, GetComponent().velocity.y); // If the input is moving the player right and the player is facing left... if(h > 0 && !facingRight) @@ -81,7 +81,7 @@ void FixedUpdate () AudioSource.PlayClipAtPoint(jumpClips[i], transform.position); // Add a vertical force to the player. - rigidbody2D.AddForce(new Vector2(0f, jumpForce)); + GetComponent().AddForce(new Vector2(0f, jumpForce)); // Make sure the player can't jump again until the jump conditions from Update are satisfied. jump = false; @@ -111,14 +111,14 @@ public IEnumerator Taunt() yield return new WaitForSeconds(tauntDelay); // If there is no clip currently playing. - if(!audio.isPlaying) + if(!GetComponent().isPlaying) { // Choose a random, but different taunt. tauntIndex = TauntRandom(); // Play the new taunt. - audio.clip = taunts[tauntIndex]; - audio.Play(); + GetComponent().clip = taunts[tauntIndex]; + GetComponent().Play(); } } } diff --git a/Assets/Scripts/PlayerHealth.cs b/Assets/Scripts/PlayerHealth.cs index d0b687d..7eeaf45 100644 --- a/Assets/Scripts/PlayerHealth.cs +++ b/Assets/Scripts/PlayerHealth.cs @@ -1,108 +1,112 @@ -using UnityEngine; -using System.Collections; - -public class PlayerHealth : MonoBehaviour -{ - public float health = 100f; // The player's health. - public float repeatDamagePeriod = 2f; // How frequently the player can be damaged. - public AudioClip[] ouchClips; // Array of clips to play when the player is damaged. - public float hurtForce = 10f; // The force with which the player is pushed when hurt. - public float damageAmount = 10f; // The amount of damage to take when enemies touch the player - - private SpriteRenderer healthBar; // Reference to the sprite renderer of the health bar. - private float lastHitTime; // The time at which the player was last hit. - private Vector3 healthScale; // The local scale of the health bar initially (with full health). - private PlayerControl playerControl; // Reference to the PlayerControl script. - private Animator anim; // Reference to the Animator on the player - - - void Awake () - { - // Setting up references. - playerControl = GetComponent(); - healthBar = GameObject.Find("HealthBar").GetComponent(); - anim = GetComponent(); - - // Getting the intial scale of the healthbar (whilst the player has full health). - healthScale = healthBar.transform.localScale; - } - - - void OnCollisionEnter2D (Collision2D col) - { - // If the colliding gameobject is an Enemy... - if(col.gameObject.tag == "Enemy") - { - // ... and if the time exceeds the time of the last hit plus the time between hits... - if (Time.time > lastHitTime + repeatDamagePeriod) - { - // ... and if the player still has health... - if(health > 0f) - { - // ... take damage and reset the lastHitTime. - TakeDamage(col.transform); - lastHitTime = Time.time; - } - // If the player doesn't have health, do some stuff, let him fall into the river to reload the level. - else - { - // Find all of the colliders on the gameobject and set them all to be triggers. - Collider2D[] cols = GetComponents(); - foreach(Collider2D c in cols) - { - c.isTrigger = true; - } - - // Move all sprite parts of the player to the front - SpriteRenderer[] spr = GetComponentsInChildren(); - foreach(SpriteRenderer s in spr) - { - s.sortingLayerName = "UI"; - } - - // ... disable user Player Control script - GetComponent().enabled = false; - - // ... disable the Gun script to stop a dead guy shooting a nonexistant bazooka - GetComponentInChildren().enabled = false; - - // ... Trigger the 'Die' animation state - anim.SetTrigger("Die"); - } - } - } - } - - - void TakeDamage (Transform enemy) - { - // Make sure the player can't jump. - playerControl.jump = false; - - // Create a vector that's from the enemy to the player with an upwards boost. - Vector3 hurtVector = transform.position - enemy.position + Vector3.up * 5f; - - // Add a force to the player in the direction of the vector and multiply by the hurtForce. - rigidbody2D.AddForce(hurtVector * hurtForce); - - // Reduce the player's health by 10. - health -= damageAmount; - - // Update what the health bar looks like. - UpdateHealthBar(); - - // Play a random clip of the player getting hurt. - int i = Random.Range (0, ouchClips.Length); - AudioSource.PlayClipAtPoint(ouchClips[i], transform.position); - } - - - public void UpdateHealthBar () - { - // Set the health bar's colour to proportion of the way between green and red based on the player's health. - healthBar.material.color = Color.Lerp(Color.green, Color.red, 1 - health * 0.01f); - - // Set the scale of the health bar to be proportional to the player's health. - healthBar.transform.localScale = new Vector3(healthScale.x * health * 0.01f, 1, 1); - } -} +using UnityEngine; +using UnityEngine.SceneManagement; +using System.Collections; + +public class PlayerHealth : MonoBehaviour +{ + public float health = 100f; // The player's health. + public float repeatDamagePeriod = 2f; // How frequently the player can be damaged. + public AudioClip[] ouchClips; // Array of clips to play when the player is damaged. + public float hurtForce = 10f; // The force with which the player is pushed when hurt. + public float damageAmount = 10f; // The amount of damage to take when enemies touch the player + + private SpriteRenderer healthBar; // Reference to the sprite renderer of the health bar. + private float lastHitTime; // The time at which the player was last hit. + private Vector3 healthScale; // The local scale of the health bar initially (with full health). + private PlayerControl playerControl; // Reference to the PlayerControl script. + private Animator anim; // Reference to the Animator on the player + + + void Awake () + { + // Setting up references. + playerControl = GetComponent(); + healthBar = GameObject.Find("HealthBar").GetComponent(); + anim = GetComponent(); + + // Getting the intial scale of the healthbar (whilst the player has full health). + healthScale = healthBar.transform.localScale; + } + + + void OnCollisionEnter2D (Collision2D col) + { + // If the colliding gameobject is an Enemy... + if(col.gameObject.tag == "Enemy") + { + // ... and if the time exceeds the time of the last hit plus the time between hits... + if (Time.time > lastHitTime + repeatDamagePeriod) + { + // ... and if the player still has health... + if(health > 0f) + { + // ... take damage and reset the lastHitTime. + TakeDamage(col.transform); + lastHitTime = Time.time; + } + // If the player doesn't have health, do some stuff, let him fall into the river to reload the level. + else + { + // Find all of the colliders on the gameobject and set them all to be triggers. + Collider2D[] cols = GetComponents(); + foreach(Collider2D c in cols) + { + c.isTrigger = true; + } + + // Move all sprite parts of the player to the front + SpriteRenderer[] spr = GetComponentsInChildren(); + foreach(SpriteRenderer s in spr) + { + s.sortingLayerName = "UI"; + } + + // ... disable user Player Control script + GetComponent().enabled = false; + + // ... disable the Gun script to stop a dead guy shooting a nonexistant bazooka + GetComponentInChildren().enabled = false; + + // ... Trigger the 'Die' animation state + anim.SetTrigger("Die"); + + //Game Over + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); + } + } + } + } + + + void TakeDamage (Transform enemy) + { + // Make sure the player can't jump. + playerControl.jump = false; + + // Create a vector that's from the enemy to the player with an upwards boost. + Vector3 hurtVector = transform.position - enemy.position + Vector3.up * 5f; + + // Add a force to the player in the direction of the vector and multiply by the hurtForce. + GetComponent().AddForce(hurtVector * hurtForce); + + // Reduce the player's health by 10. + health -= damageAmount; + + // Update what the health bar looks like. + UpdateHealthBar(); + + // Play a random clip of the player getting hurt. + int i = Random.Range (0, ouchClips.Length); + AudioSource.PlayClipAtPoint(ouchClips[i], transform.position); + } + + + public void UpdateHealthBar () + { + // Set the health bar's colour to proportion of the way between green and red based on the player's health. + healthBar.material.color = Color.Lerp(Color.green, Color.red, 1 - health * 0.01f); + + // Set the scale of the health bar to be proportional to the player's health. + healthBar.transform.localScale = new Vector3(healthScale.x * health * 0.01f, 1, 1); + } +} diff --git a/Assets/Scripts/Score.cs b/Assets/Scripts/Score.cs index 8d3209a..dcd0a40 100644 --- a/Assets/Scripts/Score.cs +++ b/Assets/Scripts/Score.cs @@ -20,7 +20,7 @@ void Awake () void Update () { // Set the score text. - guiText.text = "Score: " + score; + GetComponent().text = "Score: " + score; // If the score has changed... if(previousScore != score) diff --git a/Assets/Scripts/ScoreShadow.cs b/Assets/Scripts/ScoreShadow.cs index 4cdf7ad..0df697f 100644 --- a/Assets/Scripts/ScoreShadow.cs +++ b/Assets/Scripts/ScoreShadow.cs @@ -18,6 +18,6 @@ void Awake() void Update () { // Set the text to equal the copy's text. - guiText.text = guiCopy.guiText.text; + GetComponent().text = guiCopy.GetComponent().text; } } diff --git a/Assets/Scripts/SetParticleSortingLayer.cs b/Assets/Scripts/SetParticleSortingLayer.cs index 292e8dd..f2fe1b4 100644 --- a/Assets/Scripts/SetParticleSortingLayer.cs +++ b/Assets/Scripts/SetParticleSortingLayer.cs @@ -9,6 +9,6 @@ public class SetParticleSortingLayer : MonoBehaviour void Start () { // Set the sorting layer of the particle system. - particleSystem.renderer.sortingLayerName = sortingLayerName; + GetComponent().GetComponent().sortingLayerName = sortingLayerName; } } diff --git a/Assets/Scripts/StageSelection.cs b/Assets/Scripts/StageSelection.cs new file mode 100644 index 0000000..c2b3130 --- /dev/null +++ b/Assets/Scripts/StageSelection.cs @@ -0,0 +1,37 @@ +using UnityEngine; +using UnityEngine.SceneManagement; + +public class StageSelection : MonoBehaviour { + + private static string difficulty = ""; + + public static string Difficulty + { + get { return difficulty; } + set { difficulty = value; } + + } + + //Display Stage Difficulty + void OnGUI() + { + const int width = 120, height = 60; + + Rect buttonEasy = new Rect(Screen.width / 2 - (width / 2), (2 * Screen.height / 6) - (height / 2), width, height); + Rect buttonMedium = new Rect(Screen.width / 2 - (width / 2), (2 * Screen.height / 4) - (height / 2), width, height); + Rect buttonHard = new Rect(Screen.width / 2 - (width / 2), (2 * Screen.height / 3) - (height / 2), width, height); + + if (GUI.Button(buttonEasy, "Easy")) { + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); + Difficulty = "Easy"; + } + else if (GUI.Button(buttonMedium, "Medium")){ + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); + Difficulty = "Medium"; + } + else if (GUI.Button(buttonHard, "Hard")){ + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); + Difficulty = "Hard"; + } + } +} diff --git a/Assets/Scripts/StageSelection.cs.meta b/Assets/Scripts/StageSelection.cs.meta new file mode 100644 index 0000000..0aa03ed --- /dev/null +++ b/Assets/Scripts/StageSelection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9c4f673a49f243740b70dc528b982866 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Timer.cs b/Assets/Scripts/Timer.cs new file mode 100644 index 0000000..49c30cc --- /dev/null +++ b/Assets/Scripts/Timer.cs @@ -0,0 +1,25 @@ +using UnityEngine; +using UnityEngine.SceneManagement; + +public class Timer : MonoBehaviour { + + public float TimeLeft; + + void Update () { + TimeLeft -= Time.deltaTime; + + string minutes = ((int)TimeLeft / 60).ToString(); + string seconds = (TimeLeft % 60).ToString("f2"); + + GetComponent().text = "Time: " + minutes + seconds; + if (TimeLeft <= 10) + { + GetComponent().color = Color.red; + if (TimeLeft <= 0) + { + //Game Over + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); + } + } + } +} diff --git a/Assets/Scripts/Timer.cs.meta b/Assets/Scripts/Timer.cs.meta new file mode 100644 index 0000000..84d333d --- /dev/null +++ b/Assets/Scripts/Timer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dcb47510276caab479732529ea1fffee +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/ClusterInputManager.asset b/ProjectSettings/ClusterInputManager.asset new file mode 100644 index 0000000..e7886b2 --- /dev/null +++ b/ProjectSettings/ClusterInputManager.asset @@ -0,0 +1,6 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!236 &1 +ClusterInputManager: + m_ObjectHideFlags: 0 + m_Inputs: [] diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index 6cd8315..59b7a28 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset 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