
Added a Score to the Game Added an actual blackhole material and shader to the black hole Added a new Main menu and How to Play menu system Added Beam swords to all ships (replacing the light saber things the player had) Added a pause menu Overhauled the UI for the game scene Added List to hold the amount of core energy needed for each level Added the URP package for better rendering (apparently) Added a GameState enum to set which part of the game the player is in Added Magnet powerup to game Changed the way powerups are spawned, enemies now have a loot table Changed cores to core energy which is a percentage needed to pass a level Changed all the Ints to Hidden Value ints to maybe stop cheat engine users finding the important values Changed all level loads to use sceneloadasync Updated all of the materials to use URP shaders Removed Junk Files from external sources Rearranged the folders inside the unity project to try and reduce some name length issues
65 lines
1.8 KiB
C#
65 lines
1.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Audio;
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/// <summary>
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/// Class to deal with the other collisions for the core
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/// </summary>
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public class MultiCollider : ColliderManager
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{
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public AudioClip corePickupSFX;
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public GameObject radiusToken;
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public GameObject PlayerOne;
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public SphereCollider Cores;
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private GameObject areaAround;
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public int radiusTick;
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// Bool checks if the core has been collected, this is because the ships are made of multiple collision boxes and would trigger more than once.
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private bool _tokenCollected = false;
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public override void ProcessCollision(CollisionDirection direction, Collision collision, bool wasChild)
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{
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GameObject collisionGO;
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if (wasChild)
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{
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collisionGO = collision.transform.parent.gameObject;
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}
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else
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{
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collisionGO = collision.gameObject;
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}
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// Check the tag of the collided object, Direction doesnt matter i assume
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switch (collisionGO.tag)
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{
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case "Player":
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PickupToken();
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break;
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}
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}
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/// <summary>
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/// Process the core pick up and destroy the core object.
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/// </summary>
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public void PickupToken()
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{
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// If the core has been collected ignore it.
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if (!_tokenCollected)
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{
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Debug.Log("Pick up radius");
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_tokenCollected = true;
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AudioSource.PlayClipAtPoint(corePickupSFX, transform.position);
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Destroy(radiusToken);
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while (radiusTick > 0)
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{
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Cores.radius = 10;
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radiusTick -= 1;
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}
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Destroy(areaAround);
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}
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}
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}
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