diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj
index 8f67206..bbf4f05 100644
--- a/Assembly-CSharp.csproj
+++ b/Assembly-CSharp.csproj
@@ -60,7 +60,7 @@
-
+
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diff --git a/Assets/Prefabs/EnemyBullet.prefab.meta b/Assets/Prefabs/EnemyBullet.prefab.meta
deleted file mode 100644
index 607787a..0000000
--- a/Assets/Prefabs/EnemyBullet.prefab.meta
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diff --git a/Assets/Prefabs/Player.prefab b/Assets/Prefabs/Player.prefab
index 17e2e67..d86428d 100644
--- a/Assets/Prefabs/Player.prefab
+++ b/Assets/Prefabs/Player.prefab
@@ -15,7 +15,7 @@ GameObject:
- component: {fileID: 2690590977808455802}
- component: {fileID: 2690590977808455803}
- component: {fileID: 2690590977808455796}
- m_Layer: 8
+ m_Layer: 0
m_Name: Player
m_TagString: Untagged
m_Icon: {fileID: 0}
@@ -113,7 +113,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 35183fd85dde156de82c2af47fea6156, type: 3}
m_Name:
m_EditorClassIdentifier:
- _maxSpeed: 7
+ _maxSpeed: 10
_maxHealth: 3
_maxEnergy: 100
_energyRegen: 20
@@ -153,8 +153,3 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 61bf45c54c3d922598ce965db2dc869c, type: 3}
m_Name:
m_EditorClassIdentifier:
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- _direction: {x: 1, y: 0}
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diff --git a/Assets/Prefabs/PlayerBullet.prefab b/Assets/Prefabs/PlayerBullet.prefab
deleted file mode 100644
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diff --git a/Assets/Prefabs/PlayerBullet.prefab.meta b/Assets/Prefabs/PlayerBullet.prefab.meta
deleted file mode 100644
index 2273622..0000000
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diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity
index 63d4d68..1440b88 100644
--- a/Assets/Scenes/SampleScene.unity
+++ b/Assets/Scenes/SampleScene.unity
@@ -270,5 +270,10 @@ PrefabInstance:
propertyPath: m_LocalEulerAnglesHint.z
value: 0
objectReference: {fileID: 0}
+ - target: {fileID: 2690590977808455797, guid: 3ae3c84bd570eb26d86ed9ec4e5fcba0,
+ type: 3}
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+ value: 7
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diff --git a/Assets/Scripts/AbstractCharacter.cs b/Assets/Scripts/AbstractCharacter.cs
index 1875216..5e9fb91 100644
--- a/Assets/Scripts/AbstractCharacter.cs
+++ b/Assets/Scripts/AbstractCharacter.cs
@@ -15,22 +15,22 @@ public abstract class AbstractCharacter : MonoBehaviour
// Characteristics and status of a character
//
// Speed in m/s
- [SerializeField] protected float _maxSpeed = 10;
+ [SerializeField] protected float _maxSpeed;
public float MaxSpeed
{
get { return _maxSpeed; }
set { _maxSpeed = value; }
}
- [SerializeField] protected int _maxHealth = 1;
+ [SerializeField] protected int _maxHealth;
public int MaxHealth => _maxHealth;
public int CurrentHealth { get; set; }
- [SerializeField] protected float _maxEnergy = 100;
+ [SerializeField] protected float _maxEnergy;
public float MaxEnergy => _maxEnergy;
public float CurrentEnergy { get; set; }
// Energy gained back per second
- [SerializeField] private float _energyRegen = 20;
+ [SerializeField] private float _energyRegen;
public float EnergyRegen
{
get { return _energyRegen; }
@@ -44,8 +44,12 @@ public abstract class AbstractCharacter : MonoBehaviour
// Start is called before the first frame update
void Start()
{
+ MaxSpeed = 10;
+ _maxHealth = 1;
CurrentHealth = MaxHealth;
+ _maxEnergy = 100;
CurrentEnergy = MaxEnergy;
+ EnergyRegen = 20;
_mover = GetComponentInParent();
_shooter = GetComponentInParent();
@@ -78,17 +82,13 @@ public abstract class AbstractCharacter : MonoBehaviour
_isDepleted = false;
}
}
- if (CurrentEnergy <= 0)
+ if (CurrentEnergy < 0)
{
CurrentEnergy = 0;
- _isDepleted = true;
}
// The InputManager is executed before and updates it to true if needed
_isShooting = false;
-
- // FIXME : Debug drawing to show energy level
- Debug.DrawLine(new Vector3(-5,4), new Vector3(-5 + 10 * CurrentEnergy/MaxEnergy,4),Color.blue);
}
public abstract void Move(Vector2 movementDirection);
diff --git a/Assets/Scripts/AbstractShooter.cs b/Assets/Scripts/AbstractShooter.cs
index 9c41aae..a44c212 100644
--- a/Assets/Scripts/AbstractShooter.cs
+++ b/Assets/Scripts/AbstractShooter.cs
@@ -1,57 +1,18 @@
-using System;
-using System.Collections;
+using System.Collections;
using System.Collections.Generic;
using UnityEngine;
-public abstract class AbstractShooter : MonoBehaviour
+public class AbstractShooter : MonoBehaviour
{
- // Energy consumed per shot
- [SerializeField] protected float _energyCost = 2;
- public float EnergyCost => _energyCost;
-
- // Minimum time between two shots
- protected float _minDeltaTime = 1f / 5;
-
- [SerializeField] private int _shotsPerSecond = 5;
- public int ShotsPerSecond
- {
- get { return _shotsPerSecond; }
- set
- {
- _shotsPerSecond = value;
- _minDeltaTime = 1f / _shotsPerSecond;
- }
- }
-
- private float _timeLeft;
-
// Start is called before the first frame update
void Start()
{
- _minDeltaTime = 1f / ShotsPerSecond;
- _timeLeft = 0;
+
}
+ // Update is called once per frame
void Update()
{
- _timeLeft -= Time.deltaTime;
+
}
-
- private void OnValidate()
- {
- _minDeltaTime = 1f / ShotsPerSecond;
- }
-
- public bool Shoot(float currentEnergy)
- {
- if (_timeLeft <= 0 && currentEnergy > 0)
- {
- InstantiateProjectiles();
- _timeLeft = _minDeltaTime;
- return true;
- }
-
- return false;
- }
- protected abstract void InstantiateProjectiles();
}
diff --git a/Assets/Scripts/BasicShooter.cs b/Assets/Scripts/BasicShooter.cs
index 9e0af9b..a4df3d7 100644
--- a/Assets/Scripts/BasicShooter.cs
+++ b/Assets/Scripts/BasicShooter.cs
@@ -4,26 +4,15 @@ using UnityEngine;
public class BasicShooter : AbstractShooter
{
- // Bullet that will be fired
- [SerializeField] private GameObject _bullet;
-
- private Transform _parentTransform;
-
- // Direction the bullet will be going
- [SerializeField] private Vector2 _direction = Vector2.right;
-
- // Offset between parent and newly created bullet
- [SerializeField] private Vector2 _offset = Vector2.zero;
-
+ // Start is called before the first frame update
void Start()
{
- _parentTransform = GetComponentInParent();
+
}
- protected override void InstantiateProjectiles()
+ // Update is called once per frame
+ void Update()
{
- Vector3 newPosition = _parentTransform.position + (Vector3)_offset;
- GameObject child = Instantiate(_bullet, newPosition, Quaternion.identity);
- child.GetComponent().Direction = _direction;
+
}
}
diff --git a/Assets/Scripts/Bullet.cs b/Assets/Scripts/Bullet.cs
index e142cce..0ef04c7 100644
--- a/Assets/Scripts/Bullet.cs
+++ b/Assets/Scripts/Bullet.cs
@@ -35,14 +35,15 @@ public class Bullet : MonoBehaviour
mover.MaxSpeed = Speed;
}
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+
// Destroy on Stay, collision effects should be handled on Enter
private void OnCollisionStay2D(Collision2D other)
{
Destroy(gameObject);
}
-
- private void OnBecameInvisible()
- {
- Destroy(gameObject);
- }
}
diff --git a/Assets/Scripts/EnemyCharacter.cs b/Assets/Scripts/EnnemyCharacter.cs
similarity index 85%
rename from Assets/Scripts/EnemyCharacter.cs
rename to Assets/Scripts/EnnemyCharacter.cs
index 82a4deb..8be75cf 100644
--- a/Assets/Scripts/EnemyCharacter.cs
+++ b/Assets/Scripts/EnnemyCharacter.cs
@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
-public class EnemyCharacter : MonoBehaviour
+public class EnnemyCharacter : MonoBehaviour
{
// Start is called before the first frame update
void Start()
diff --git a/Assets/Scripts/EnemyCharacter.cs.meta b/Assets/Scripts/EnnemyCharacter.cs.meta
similarity index 75%
rename from Assets/Scripts/EnemyCharacter.cs.meta
rename to Assets/Scripts/EnnemyCharacter.cs.meta
index f3f75ae..949d5ae 100644
--- a/Assets/Scripts/EnemyCharacter.cs.meta
+++ b/Assets/Scripts/EnnemyCharacter.cs.meta
@@ -1,10 +1,10 @@
fileFormatVersion: 2
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+guid: 42afd9ea63e8b291086605e45d3d151f
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serializedVersion: 2
defaultReferences: []
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+ executionOrder: -3
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diff --git a/Assets/Scripts/Mover.cs b/Assets/Scripts/Mover.cs
index 93b3499..f044b7b 100644
--- a/Assets/Scripts/Mover.cs
+++ b/Assets/Scripts/Mover.cs
@@ -30,10 +30,7 @@ public class Mover : MonoBehaviour
void Update()
{
- if (_character != null)
- {
- _maxSpeed = _character.MaxSpeed;
- }
+ _maxSpeed = _character.MaxSpeed;
Vector2 currentPosition = _transform.position;
_transform.position = currentPosition + _maxSpeed * Time.deltaTime * _direction;
}
diff --git a/Assets/Scripts/PlayerCharacter.cs b/Assets/Scripts/PlayerCharacter.cs
index c23377d..a73a9ed 100644
--- a/Assets/Scripts/PlayerCharacter.cs
+++ b/Assets/Scripts/PlayerCharacter.cs
@@ -7,21 +7,15 @@ public class PlayerCharacter : AbstractCharacter
public override void Move(Vector2 movementDirection)
{
// TODO : Implement limits
+ Debug.Log("Direction:");
+ Debug.Log(movementDirection);
_mover.Direction = movementDirection;
}
public override void Shoot()
{
- _isShooting = true;
- if (!_isDepleted && _shooter.Shoot(CurrentEnergy))
- {
- CurrentEnergy -= _shooter.EnergyCost;
- }
- else if (_isDepleted)
- {
- // Force regen when depleted even if holding the trigger
- _isShooting = false;
- }
+ // TODO : Implement
+ throw new System.NotImplementedException();
}
protected override void Death()
diff --git a/Assets/Sprites/Bullet.png b/Assets/Sprites/Bullet.png
deleted file mode 100644
index 6114aff..0000000
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deleted file mode 100644
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- forceMaximumCompressionQuality_BC6H_BC7: 0
- spriteSheet:
- serializedVersion: 2
- sprites: []
- outline: []
- physicsShape: []
- bones: []
- spriteID: 5e97eb03825dee720800000000000000
- internalID: 0
- vertices: []
- indices:
- edges: []
- weights: []
- secondaryTextures: []
- spritePackingTag:
- pSDRemoveMatte: 0
- pSDShowRemoveMatteOption: 0
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/ProjectSettings/Physics2DSettings.asset b/ProjectSettings/Physics2DSettings.asset
index b110650..31e124d 100644
--- a/ProjectSettings/Physics2DSettings.asset
+++ b/ProjectSettings/Physics2DSettings.asset
@@ -53,4 +53,4 @@ Physics2DSettings:
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: ffffffffffffffffffffffffffffffffffffffffdffcffffffffffffffffffffdffeffffdffdffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
+ m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
index eec2bfa..1c92a78 100644
--- a/ProjectSettings/TagManager.asset
+++ b/ProjectSettings/TagManager.asset
@@ -13,8 +13,8 @@ TagManager:
- UI
-
-
- - Player
- - Enemy
+ -
+ -
-
-
-