heroes come from door, then spread out
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0c9b53280b
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838d8b5be7
4 changed files with 25 additions and 24 deletions
30
Assets/Prefabs/Hero.prefab
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30
Assets/Prefabs/Hero.prefab
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@ -10,8 +10,8 @@ GameObject:
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m_Component:
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- component: {fileID: 3021765642569073804}
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- component: {fileID: 3021765642569073807}
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- component: {fileID: 5083176976606134597}
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- component: {fileID: 8641468276557857728}
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- component: {fileID: 3082253598467112898}
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m_Layer: 0
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m_Name: Hero
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m_TagString: Untagged
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@ -84,20 +84,6 @@ SpriteRenderer:
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m_WasSpriteAssigned: 1
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m_MaskInteraction: 0
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m_SpriteSortPoint: 0
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--- !u!114 &5083176976606134597
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 3021765642569073806}
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m_Script: {fileID: 11500000, guid: 847b2a28cac2e4ee49ab279670c7ac93, type: 3}
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m_Name:
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speed: 6
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timeToMove: 2
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--- !u!61 &8641468276557857728
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BoxCollider2D:
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m_ObjectHideFlags: 0
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@ -124,3 +110,17 @@ BoxCollider2D:
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serializedVersion: 2
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m_Size: {x: 1, y: 1}
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m_EdgeRadius: 0
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--- !u!114 &3082253598467112898
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m_GameObject: {fileID: 3021765642569073806}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 847b2a28cac2e4ee49ab279670c7ac93, type: 3}
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8
Assets/Scenes/Gameplay.unity
generated
8
Assets/Scenes/Gameplay.unity
generated
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@ -170,8 +170,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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hero: {fileID: 3021765642569073806, guid: 56983197fa2e04a4c8d44100f0ef42b4, type: 3}
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timeRemaining: 3
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numberOfHeros: 2
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timeRemaining: 10
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numberOfHeros: 5
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--- !u!82 &422242827
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AudioSource:
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m_ObjectHideFlags: 0
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@ -556,8 +556,8 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1903661299}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0.12011865, y: 0.20069107, z: 1}
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m_LocalScale: {x: 18.594135, y: 10.121618, z: 1}
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m_LocalPosition: {x: 0.1735, y: 0.2007, z: 1}
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m_LocalScale: {x: 18.70012, y: 10.121618, z: 1}
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m_Children: []
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m_Father: {fileID: 422242825}
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m_RootOrder: 1
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@ -4,8 +4,9 @@ using UnityEngine;
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public class Hero : MonoBehaviour
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{
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public float speed = 3.0f;
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public float speed = 6.0f;
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public float timeToMove = 3;
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public float yLane = 0.0f;
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private float originalTimeToMove;
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private float[] xPositions = new float[]{0.0f, 1.0f, 2.0f, 3.0f, 4.0f};
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private int numberOfPositions = 5;
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@ -13,7 +14,6 @@ public class Hero : MonoBehaviour
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void Start()
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{
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Debug.Log("Prepare to Die, Dragon!");
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originalTimeToMove = timeToMove;
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}
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@ -33,7 +33,7 @@ public class Hero : MonoBehaviour
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void MoveTowardsDragon()
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{
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float step = speed * Time.deltaTime;
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Vector2 targetPosition = new Vector2(xPositions[currentPosition], transform.position.y);
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Vector2 targetPosition = new Vector2(xPositions[currentPosition], yLane);
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transform.position = Vector2.MoveTowards(transform.position, targetPosition, step);
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}
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}
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@ -38,12 +38,13 @@ public class HeroSpawner : MonoBehaviour
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}
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}
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void SpawnHero(float heroStartingY)
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void SpawnHero(float heroYLane)
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{
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float heroStartingX = -3.0f;
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/* float heroStartingY = yPositions[Random.Range(0, numberOfYPositions - 1)]; */
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float heroStartingY = 0.0f;
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Vector2 heroStartingPosition = new Vector2(heroStartingX, heroStartingY);
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timeRemaining = originalTimeRemaining;
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GameObject spawnedHero = Instantiate(hero, heroStartingPosition, Quaternion.identity);
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spawnedHero.GetComponent<Hero>().yLane = heroYLane;
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}
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}
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