Add breakout balls, cubes, materials, scripts.
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Assets/Objects (Prefabs)/XR/Breakout/Breakable Cube.prefab
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File diff suppressed because it is too large
Load Diff
86
Assets/Scripts/Breakout/BreakableCube.cs
Normal file
86
Assets/Scripts/Breakout/BreakableCube.cs
Normal file
@ -0,0 +1,86 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using Oculus.Platform.Models;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Assertions.Must;
|
||||||
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
|
namespace Breakout
|
||||||
|
{
|
||||||
|
public class BreakableCube : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Vector3 speed;
|
||||||
|
public bool spawnBall;
|
||||||
|
public GameObject ballPrefab;
|
||||||
|
public float fadeTime = 2f;
|
||||||
|
|
||||||
|
private bool _hasSpawnedBall;
|
||||||
|
private static readonly int Dissolve = Shader.PropertyToID("Vector1_b97048ce40a9495091dbb3eb2c84769e"); // From Dissolve Shader Graph
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
Events.OnBreakoutEndGame += DestroyCube;
|
||||||
|
Events.OnBreakoutSetSpeed += SetSpeed;
|
||||||
|
_hasSpawnedBall = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
Events.OnBreakoutEndGame -= DestroyCube;
|
||||||
|
Events.OnBreakoutSetSpeed -= SetSpeed;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
transform.position += (speed * Time.deltaTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCollisionEnter(Collision other)
|
||||||
|
{
|
||||||
|
BreakoutBall ball = other.gameObject.GetComponent<BreakoutBall>();
|
||||||
|
|
||||||
|
if (ball == null) return;
|
||||||
|
DestroyCube();
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void DestroyCube()
|
||||||
|
{
|
||||||
|
|
||||||
|
if (spawnBall & !_hasSpawnedBall)
|
||||||
|
{
|
||||||
|
_hasSpawnedBall = true;
|
||||||
|
var ball = Instantiate(ballPrefab, transform.position, Quaternion.identity, null);
|
||||||
|
|
||||||
|
ball.GetComponent<Rigidbody>().AddForce(
|
||||||
|
new Vector3(
|
||||||
|
Random.Range(-2.0f, 2.0f),
|
||||||
|
Random.Range(-2.0f, 2.0f),
|
||||||
|
Random.Range(-2.0f, 2.0f)
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
speed.x = 0;
|
||||||
|
|
||||||
|
StartCoroutine(FadeMaterial(GetComponent<MeshRenderer>().material, fadeTime));
|
||||||
|
|
||||||
|
//Destroy(gameObject, Time.maximumDeltaTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetSpeed(float newspeed)
|
||||||
|
{
|
||||||
|
speed.x = newspeed;
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator FadeMaterial(Material material, float fadeTime)
|
||||||
|
{
|
||||||
|
while (material.GetFloat(Dissolve) < 0.9)
|
||||||
|
{
|
||||||
|
var newDissolve = Mathf.MoveTowards(material.GetFloat(Dissolve), 1, fadeTime * Time.deltaTime);
|
||||||
|
material.SetFloat(Dissolve, newDissolve);
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Breakout/BreakableCube.cs.meta
Normal file
11
Assets/Scripts/Breakout/BreakableCube.cs.meta
Normal file
@ -0,0 +1,11 @@
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|
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|
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|
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|
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|
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|
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|
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|
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|
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40
Assets/Scripts/Breakout/BreakoutBall.cs
Normal file
40
Assets/Scripts/Breakout/BreakoutBall.cs
Normal file
@ -0,0 +1,40 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Breakout
|
||||||
|
{
|
||||||
|
public class BreakoutBall : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float speed = 2f;
|
||||||
|
private Rigidbody _rigidbody;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
Events.OnBreakoutEndGame += DestroyBall;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
Events.OnBreakoutEndGame -= DestroyBall;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
_rigidbody = GetComponent<Rigidbody>();
|
||||||
|
}
|
||||||
|
|
||||||
|
void FixedUpdate()
|
||||||
|
{
|
||||||
|
// Fix velocity on X axis so ball is more predictable.
|
||||||
|
var velocity = _rigidbody.velocity;
|
||||||
|
velocity.x = Math.Sign(velocity.x) * speed;
|
||||||
|
velocity = velocity.normalized * (speed * 1.5f);
|
||||||
|
_rigidbody.velocity = velocity;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DestroyBall()
|
||||||
|
{
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
95
Assets/Scripts/Breakout/BreakoutManager.cs
Normal file
95
Assets/Scripts/Breakout/BreakoutManager.cs
Normal file
@ -0,0 +1,95 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Runtime.InteropServices;
|
||||||
|
using Breakout;
|
||||||
|
using Unity.Mathematics;
|
||||||
|
using UnityEngine;
|
||||||
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
|
public class BreakoutManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
private static BreakoutManager _instance;
|
||||||
|
public static BreakoutManager Instance { get { return _instance; } }
|
||||||
|
|
||||||
|
public GameObject defaultBreakablePrefab;
|
||||||
|
public GameObject extraBallBreakablePrefab;
|
||||||
|
|
||||||
|
public List<Transform> spawnPoints;
|
||||||
|
|
||||||
|
public float timeBetweenRows = 5f;
|
||||||
|
public float startRowSpeed = 0.15f;
|
||||||
|
private float speedIncreasePerRow = 0.01f;
|
||||||
|
public float extraBallBreakableChance = 0.1f;
|
||||||
|
|
||||||
|
private float nextRowTime;
|
||||||
|
private float currentRowSpeed;
|
||||||
|
|
||||||
|
private bool gameStarted;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (_instance != null && _instance != this)
|
||||||
|
{
|
||||||
|
Destroy(gameObject);
|
||||||
|
} else {
|
||||||
|
_instance = this;
|
||||||
|
}
|
||||||
|
|
||||||
|
gameStarted = true;
|
||||||
|
Events.OnBreakoutEndGame += EndGame;
|
||||||
|
nextRowTime = Time.time;
|
||||||
|
currentRowSpeed = startRowSpeed;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDestroy()
|
||||||
|
{
|
||||||
|
Events.OnBreakoutEndGame -= EndGame;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (!gameStarted) return;
|
||||||
|
|
||||||
|
if (nextRowTime < Time.time)
|
||||||
|
{
|
||||||
|
SpawnRow();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void StartGame()
|
||||||
|
{
|
||||||
|
gameStarted = true;
|
||||||
|
SpawnRow();
|
||||||
|
}
|
||||||
|
|
||||||
|
void EndGame()
|
||||||
|
{
|
||||||
|
gameStarted = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SpawnRow()
|
||||||
|
{
|
||||||
|
nextRowTime = Time.time + timeBetweenRows;
|
||||||
|
//currentRowSpeed += speedIncreasePerRow;
|
||||||
|
|
||||||
|
foreach (var point in spawnPoints)
|
||||||
|
{
|
||||||
|
GameObject box;
|
||||||
|
|
||||||
|
if (Random.value <= extraBallBreakableChance)
|
||||||
|
{
|
||||||
|
box = Instantiate(extraBallBreakablePrefab, point.position, Quaternion.identity, null);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
box = Instantiate(defaultBreakablePrefab, point.position, Quaternion.identity, null);
|
||||||
|
}
|
||||||
|
|
||||||
|
var cube = box.GetComponent<BreakableCube>();
|
||||||
|
|
||||||
|
cube.speed.x = currentRowSpeed;
|
||||||
|
}
|
||||||
|
|
||||||
|
Events.BreakoutSetSpeed(currentRowSpeed);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Breakout/BreakoutManager.cs.meta
Normal file
11
Assets/Scripts/Breakout/BreakoutManager.cs.meta
Normal file
@ -0,0 +1,11 @@
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userData:
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assetBundleVariant:
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@ -1,18 +1,17 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class EndForcefield : MonoBehaviour
|
namespace Breakout
|
||||||
{
|
{
|
||||||
// Start is called before the first frame update
|
public class EndForcefield : MonoBehaviour
|
||||||
void Start()
|
|
||||||
{
|
{
|
||||||
|
private void OnCollisionEnter(Collision other)
|
||||||
}
|
{
|
||||||
|
BreakableCube breakableCube = other.gameObject.GetComponent<BreakableCube>();
|
||||||
|
|
||||||
// Update is called once per frame
|
if (breakableCube != null)
|
||||||
void Update()
|
{
|
||||||
{
|
Events.BreakoutEndGame();
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,35 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class RigidbodySpeedLimiter : MonoBehaviour
|
|
||||||
{
|
|
||||||
public float maxSpeed = 5f;
|
|
||||||
public float minSpeed = 2f;
|
|
||||||
|
|
||||||
private Rigidbody _rigidbody;
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
_rigidbody = GetComponent<Rigidbody>();
|
|
||||||
}
|
|
||||||
|
|
||||||
void FixedUpdate()
|
|
||||||
{
|
|
||||||
if (_rigidbody.IsSleeping()) return;
|
|
||||||
|
|
||||||
float velocity = _rigidbody.velocity.magnitude;
|
|
||||||
|
|
||||||
Debug.Log(velocity);
|
|
||||||
|
|
||||||
if (velocity < minSpeed)
|
|
||||||
{
|
|
||||||
_rigidbody.velocity = _rigidbody.velocity.normalized * minSpeed;
|
|
||||||
}
|
|
||||||
else if (velocity > maxSpeed)
|
|
||||||
{
|
|
||||||
_rigidbody.velocity = Vector3.ClampMagnitude(_rigidbody.velocity, maxSpeed);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
11
Assets/Scripts/Events.cs
Normal file
11
Assets/Scripts/Events.cs
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
using System;
|
||||||
|
|
||||||
|
public static class Events
|
||||||
|
{
|
||||||
|
public static event Action OnBreakoutEndGame;
|
||||||
|
public static void BreakoutEndGame() => OnBreakoutEndGame?.Invoke();
|
||||||
|
|
||||||
|
public static event Action<float> OnBreakoutSetSpeed;
|
||||||
|
public static void BreakoutSetSpeed(float speed) => OnBreakoutSetSpeed?.Invoke(speed);
|
||||||
|
|
||||||
|
}
|
11
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Normal file
11
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Normal file
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Normal file
1821
Assets/Shaders/Dissolve.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
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Normal file
10
Assets/Shaders/Dissolve.shadergraph.meta
Normal file
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130
Assets/Shaders/DissolveGreen.mat
Normal file
130
Assets/Shaders/DissolveGreen.mat
Normal file
@ -0,0 +1,130 @@
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Normal file
129
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Normal file
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m_BuildTextureStacks: []
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8
Assets/Shaders/DissolveRed.mat.meta
Normal file
8
Assets/Shaders/DissolveRed.mat.meta
Normal file
@ -0,0 +1,8 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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Loading…
x
Reference in New Issue
Block a user