Commit add4fe8f authored by Parsa Rahmaty's avatar Parsa Rahmaty

The game is now playable

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......@@ -60,4 +60,9 @@ public class Movable : MonoBehaviour
this.isOnWorldSpace = isOnWorldSpace;
mode = Mode.Direction;
}
public void UnoReverseCard()
{
direction = -1 * direction;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CannonBarrel : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
if(other.gameObject.tag.Equals("Cannonball") && other.gameObject.GetComponent<Cannonball>().hasHitObstacle)
{
//Game Lost
Destroy(other.gameObject);
GameEvents.instance.TriggerOnGameLostEvent();
}
}
}
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......@@ -6,25 +6,29 @@ public class CannonControls : MonoBehaviour
{
[SerializeField] private GameObject projectile = null;
[SerializeField] private float shootingDelay = 0.2f;
[SerializeField] private Collider[] cannonColliders = null;
[SerializeField] private Collider[] cannonColliders;
private float delay;
private float timeLeftToShoot = 0f; // the amount of time passed since last shot
private bool isOn = true;
void Start()
{
delay = shootingDelay;
GameEvents.instance.onNextLevelEvent += PauseControl;
GameEvents.instance.onGameLostEvent += TurnOffControls;
GameEvents.instance.onGameRestartEvent += TurnOnControls;
}
void Update()
{
if(Input.GetKey(KeyCode.Space))
if(isOn && Input.GetKey(KeyCode.Space))
{
if (timeLeftToShoot <= 0f)
{
// start shooting cannonballs
GameObject childObject = Instantiate(projectile) as GameObject;
foreach (Collider collider in cannonColliders)
Physics.IgnoreCollision(childObject.GetComponent<Collider>(), collider, true);
//foreach (Collider collider in cannonColliders)
// Physics.IgnoreCollision(childObject.GetComponent<Collider>(), collider, true);
childObject.transform.parent = gameObject.transform;
childObject.transform.localPosition = new Vector3(0, 0, 0);
childObject.transform.LookAt(GameObject.Find("Shooting Target").transform);
......@@ -43,4 +47,26 @@ public class CannonControls : MonoBehaviour
timeLeftToShoot = 0f;
}
}
public void TurnOnControls()
{
isOn = true;
}
public void TurnOffControls()
{
isOn = false;
}
void PauseControl()
{
StartCoroutine("StopControls");
}
IEnumerator StopControls()
{
isOn = false;
yield return new WaitForSeconds(1);
isOn = true;
}
}
......@@ -6,15 +6,48 @@ public class Cannonball : MonoBehaviour
{
public float speed = 10f;
public bool hasHitObstacle { get; private set; } = false;
public bool hasHitStackNode { get; private set; } = false;
void Awake()
{
if (Time.timeScale != 0)
{
GetComponent<Movable>().SetDirection(Vector3.forward, speed, false);
Destroy(this.gameObject, 1f);
}
else
{
Destroy(gameObject);
}
}
private void Start()
{
GameEvents.instance.onNextLevelEvent += SelfDestruct;
}
public void HitObstacle()
{
hasHitObstacle = true;
}
//IEnumerator SelfDestruct()
//{
// yield return new WaitForSeconds(1);
// Destroy("");
//}
public void HitNode()
{
hasHitStackNode = true;
}
public void SelfDestruct()
{
if(!hasHitStackNode && this != null)
Destroy(gameObject);
}
private void OnCollisionEnter(Collision collision)
{
if(collision.gameObject.tag.Equals("Cannonball") && !hasHitObstacle)
{
Destroy(gameObject);
}
}
}
......@@ -18,4 +18,25 @@ public class GameEvents : MonoBehaviour
{
onHitEvent?.Invoke();
}
public event Action onGameLostEvent;
public void TriggerOnGameLostEvent()
{
onGameLostEvent?.Invoke();
}
public event Action onGameRestartEvent;
public void TriggerOnGameRestartEvent()
{
onGameRestartEvent?.Invoke();
}
public event Action onNextLevelEvent;
public void TriggerOnNextLevelEvent()
{
onNextLevelEvent?.Invoke();
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
[SerializeField] private int scoreOnWinLevel = 3000;
[HideInInspector] public static GameManager instance;
private void Awake()
{
instance = this;
}
private void Start()
{
//GameEvents.instance.onGameLostEvent += StopGame;
GameEvents.instance.onNextLevelEvent += AddWinScore;
//GameEvents.instance.onNextLevelEvent += ShortPause;
}
private void StopGame()
{
Time.timeScale = 0;
}
private void AddWinScore()
{
ScoreKeeper.instance.IncrementScore(scoreOnWinLevel);
}
//private void ShortPause()
//{
// StartCoroutine("Pause");
//}
//IEnumerator Pause()
//{
// Time.timeScale = 0;
// yield return new WaitForSeconds(2);
// Time.timeScale = 1;
//}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NextLevel : MonoBehaviour
{
private void Start()
{
GameEvents.instance.onNextLevelEvent += ShowNextlevelText;
}
private void ShowNextlevelText()
{
GetComponent<Animator>().SetTrigger("NextLevelTrigger");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Obstacle : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
if(other.gameObject.tag.Equals("Cannonball"))
{
other.gameObject.GetComponent<Movable>().UnoReverseCard();
other.gameObject.GetComponent<Cannonball>().HitObstacle();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObstacleCircle : MonoBehaviour
{
[SerializeField] private GameObject obstacle = null;
[SerializeField] private int numberOfUnits = 0;
[SerializeField] private float rotationOffset = 0f;
[SerializeField] private float[] rotationSpeed = null;
// 'o' means obstacle, followed by the number of adjacent of them.
// 'e' means empty or no obstacle, followed by the number of empty units
// the sum of all numbers in an string should be equal to the numberOfUnits field;
[SerializeField] private string[] levelEditor = null;
private float initialRotationY;
private ArrayList obstacles = new ArrayList();
private int levelIndex = 0;
private void Awake()
{
initialRotationY = transform.localEulerAngles.y;
}
private void Start()
{
transform.localEulerAngles += new Vector3(0f, rotationOffset, 0f);
if (levelEditor.Length != 0)
MakeNextLevel();
GameEvents.instance.onNextLevelEvent += NextLevel;
GameEvents.instance.onGameRestartEvent += Restart;
}
private void FixedUpdate()
{
transform.localEulerAngles += new Vector3(0f, (rotationSpeed.Length != 0)?(rotationSpeed[levelIndex] * Time.fixedDeltaTime):(0f), 0f);
}
private void MakeNextLevel()
{
string level = levelEditor[levelIndex];
char[] legalChars = { 'o', 'e' };
string leftover = level;
int currentUnitIndex = 0;
int endIndex;
while(leftover.IndexOfAny(legalChars, 1) != -1)
{
endIndex = leftover.IndexOfAny(legalChars, 1);
string set = leftover.Substring(0, endIndex);
int count = int.Parse(leftover.Substring(1, endIndex - 1));
if (set[0] == 'o')
{
for (int i = 0; i < count; i++)
{
GameObject childObject = Instantiate(obstacle);
obstacles.Add(childObject);
childObject.transform.parent = gameObject.transform;
childObject.transform.localPosition = new Vector3(0, 0, 0);
childObject.transform.localEulerAngles = new Vector3(0f, currentUnitIndex * 360f / numberOfUnits, 0f);
currentUnitIndex++;
}
}
else if (set[0] == 'e')
{
currentUnitIndex += count;
}
leftover = leftover.Substring(endIndex);
}
if (leftover[0] == 'o')
{
for (int i = 0; i < int.Parse(leftover.Substring(1)); i++)
{
GameObject childObject = Instantiate(obstacle);
obstacles.Add(childObject);
childObject.transform.parent = gameObject.transform;
childObject.transform.localPosition = new Vector3(0, 0, 0);
childObject.transform.localEulerAngles = new Vector3(0f, currentUnitIndex * 360f / numberOfUnits, 0f);
currentUnitIndex++;
}
}
levelIndex = (levelIndex + 1) % levelEditor.Length;
}
private void Restart()
{
levelIndex = 0;
NextLevel();
}
private void NextLevel()
{
foreach (GameObject element in obstacles)
{
//obstacles.Remove(element);
Destroy(element);
}
obstacles = new ArrayList();
transform.localEulerAngles = new Vector3(0f, initialRotationY + rotationOffset, 0f);
if (levelEditor.Length != 0)
MakeNextLevel();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ScoreKeeper : MonoBehaviour
{
public static ScoreKeeper instance;
public int score { get; private set; } = 0;
private void Awake()
{
instance = this;
}
private void Start()
{
GameEvents.instance.onGameRestartEvent += ResetScore;
}
private void Update()
{
GetComponent<Text>().text = "Score: " + score;
}
public void IncrementScore(int score)
{
this.score += score;
}
public void ResetScore()
{
this.score = 0;
}
}
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......@@ -5,16 +5,25 @@ using UnityEngine;
public class Stack : MonoBehaviour
{
[SerializeField] private int numberOfNodes;
[SerializeField] private float nodeMultiplyer = 1.2f;
[HideInInspector] public int nodesLeft;
private int initialNodeCount;
private NodeHolder nodeHolder = null;
void Awake()
{
initialNodeCount = numberOfNodes;
nodeHolder = gameObject.transform.GetChild(0).GetComponent<NodeHolder>();
refreshStack(numberOfNodes);
}
private void Start()
{
GameEvents.instance.onGameRestartEvent += RestartStack;
}
private void refreshStack(int nodeCount)
{
numberOfNodes = nodesLeft = nodeCount;
......@@ -27,14 +36,24 @@ public class Stack : MonoBehaviour
{
GameEvents.instance.TriggerOnHitEvent();
// Destroy the last stack node
collision.gameObject.GetComponent<Cannonball>().HitNode();
Destroy(collision.gameObject);
ScoreKeeper.instance.IncrementScore(nodeHolder.GetBottomNode().gameObject.GetComponent<StackNode>().score);
nodeHolder.RemoveBottomNode();
nodesLeft--;
if(nodesLeft == 0)
{
refreshStack((int)(numberOfNodes * 1.5f));
GameEvents.instance.TriggerOnNextLevelEvent();
refreshStack((int)(numberOfNodes * nodeMultiplyer));
}
}
}
private void RestartStack()
{
numberOfNodes = initialNodeCount;
nodeHolder = gameObject.transform.GetChild(0).GetComponent<NodeHolder>();
refreshStack(numberOfNodes);
}
}
......@@ -7,7 +7,7 @@ public class StackNode : MonoBehaviour
[SerializeField] private float rotationSpeed = 10f;
[SerializeField] private float descendTime = 0.2f;
[SerializeField] private float nodeHeight = 1f;
public int score = 100;
private Movable movable;
private void Awake()
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class YouLost : MonoBehaviour
{
private void Start()
{
GameEvents.instance.onGameLostEvent += ShowYouLostText;
GameEvents.instance.onGameRestartEvent += HideYouLostText;
}
private void ShowYouLostText()
{
GetComponent<Animator>().SetBool("YouLostBool", true);
}
private void HideYouLostText()
{
GetComponent<Animator>().SetBool("YouLostBool", false);
}
}
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