Fix Vive controllers, add repeating game loop to breakout
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|
||||
type: 3}
|
||||
|
@ -19,14 +19,19 @@ namespace Breakout
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Events.OnBreakoutEndGame += DestroyCube;
|
||||
Events.OnBreakoutEndGame += EventDestroyCube;
|
||||
Events.OnBreakoutSetSpeed += SetSpeed;
|
||||
_hasSpawnedBall = false;
|
||||
}
|
||||
|
||||
private void EventDestroyCube()
|
||||
{
|
||||
DestroyCube(false);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
Events.OnBreakoutEndGame -= DestroyCube;
|
||||
Events.OnBreakoutEndGame -= EventDestroyCube;
|
||||
Events.OnBreakoutSetSpeed -= SetSpeed;
|
||||
}
|
||||
|
||||
@ -40,13 +45,13 @@ namespace Breakout
|
||||
BreakoutBall ball = other.gameObject.GetComponent<BreakoutBall>();
|
||||
|
||||
if (ball == null) return;
|
||||
DestroyCube();
|
||||
DestroyCube(true);
|
||||
}
|
||||
|
||||
public virtual void DestroyCube()
|
||||
private void DestroyCube(bool allowBallSpawn)
|
||||
{
|
||||
|
||||
if (spawnBall & !_hasSpawnedBall)
|
||||
if (spawnBall & !_hasSpawnedBall & allowBallSpawn)
|
||||
{
|
||||
_hasSpawnedBall = true;
|
||||
var ball = Instantiate(ballPrefab, transform.position, Quaternion.identity, null);
|
||||
@ -57,6 +62,8 @@ namespace Breakout
|
||||
Random.Range(-2.0f, 2.0f),
|
||||
Random.Range(-2.0f, 2.0f)
|
||||
));
|
||||
|
||||
Events.AddBalls();
|
||||
}
|
||||
|
||||
speed.x = 0;
|
||||
|
@ -36,5 +36,14 @@ namespace Breakout
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision other)
|
||||
{
|
||||
KinematicSpeedTransfer kst = other.gameObject.GetComponent<KinematicSpeedTransfer>();
|
||||
|
||||
if (kst == null) return;
|
||||
|
||||
Events.BreakoutStartGame();
|
||||
}
|
||||
}
|
||||
}
|
@ -8,49 +8,55 @@ 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 GameObject startBallSpawnPoint;
|
||||
public GameObject ballPrefab;
|
||||
|
||||
public List<Transform> spawnPoints;
|
||||
|
||||
public float timeBetweenRows = 5f;
|
||||
public float startRowSpeed = 0.15f;
|
||||
private float speedIncreasePerRow = 0.01f;
|
||||
//private float _speedIncreasePerRow = 0.01f;
|
||||
public float extraBallBreakableChance = 0.1f;
|
||||
|
||||
private float nextRowTime;
|
||||
private float currentRowSpeed;
|
||||
private float _nextRowTime;
|
||||
private float _currentRowSpeed;
|
||||
|
||||
private bool gameStarted;
|
||||
private int _ballCount;
|
||||
|
||||
private bool _gameStarted;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (_instance != null && _instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
} else {
|
||||
_instance = this;
|
||||
}
|
||||
|
||||
gameStarted = true;
|
||||
_gameStarted = false;
|
||||
_ballCount = 1;
|
||||
_nextRowTime = Time.time;
|
||||
_currentRowSpeed = startRowSpeed;
|
||||
|
||||
Events.OnBreakoutEndGame += EndGame;
|
||||
nextRowTime = Time.time;
|
||||
currentRowSpeed = startRowSpeed;
|
||||
Events.OnBreakoutStartGame += StartGame;
|
||||
|
||||
Events.OnBreakoutReduceBalls += ReduceBalls;
|
||||
Events.OnBreakoutAddBalls += AddBalls;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
Events.OnBreakoutEndGame -= EndGame;
|
||||
Events.OnBreakoutStartGame -= StartGame;
|
||||
|
||||
Events.OnBreakoutReduceBalls -= ReduceBalls;
|
||||
Events.OnBreakoutAddBalls -= AddBalls;
|
||||
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!gameStarted) return;
|
||||
if (!_gameStarted) return;
|
||||
|
||||
if (nextRowTime < Time.time)
|
||||
if (_nextRowTime < Time.time)
|
||||
{
|
||||
SpawnRow();
|
||||
}
|
||||
@ -58,24 +64,35 @@ public class BreakoutManager : MonoBehaviour
|
||||
|
||||
void StartGame()
|
||||
{
|
||||
gameStarted = true;
|
||||
SpawnRow();
|
||||
if (_gameStarted) return;
|
||||
_gameStarted = true;
|
||||
_nextRowTime = Time.time;
|
||||
}
|
||||
|
||||
private void SpawnBall()
|
||||
{
|
||||
Instantiate(ballPrefab, startBallSpawnPoint.transform.position, Quaternion.identity, null);
|
||||
_ballCount += 1;
|
||||
}
|
||||
|
||||
void EndGame()
|
||||
{
|
||||
gameStarted = false;
|
||||
if (!_gameStarted) return;
|
||||
_gameStarted = false;
|
||||
|
||||
SpawnBall();
|
||||
_ballCount = 1;
|
||||
}
|
||||
|
||||
void SpawnRow()
|
||||
{
|
||||
nextRowTime = Time.time + timeBetweenRows;
|
||||
_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);
|
||||
@ -87,9 +104,25 @@ public class BreakoutManager : MonoBehaviour
|
||||
|
||||
var cube = box.GetComponent<BreakableCube>();
|
||||
|
||||
cube.speed.x = currentRowSpeed;
|
||||
cube.speed.x = _currentRowSpeed;
|
||||
}
|
||||
|
||||
Events.BreakoutSetSpeed(currentRowSpeed);
|
||||
|
||||
Events.BreakoutSetSpeed(_currentRowSpeed);
|
||||
|
||||
}
|
||||
|
||||
void ReduceBalls()
|
||||
{
|
||||
_ballCount -= 1;
|
||||
|
||||
if (_ballCount <= 0)
|
||||
{
|
||||
Events.BreakoutEndGame();
|
||||
}
|
||||
}
|
||||
|
||||
void AddBalls()
|
||||
{
|
||||
_ballCount += 1;
|
||||
}
|
||||
}
|
||||
|
16
Assets/Scripts/Breakout/DestroyBallForcefield.cs
Normal file
16
Assets/Scripts/Breakout/DestroyBallForcefield.cs
Normal file
@ -0,0 +1,16 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Breakout;
|
||||
using UnityEngine;
|
||||
|
||||
public class DestroyBallForcefield : MonoBehaviour
|
||||
{
|
||||
private void OnCollisionEnter(Collision other)
|
||||
{
|
||||
BreakoutBall ball = other.gameObject.GetComponent<BreakoutBall>();
|
||||
|
||||
if (ball == null) return;
|
||||
Events.ReduceBalls();
|
||||
Destroy(ball.gameObject);
|
||||
}
|
||||
}
|
11
Assets/Scripts/Breakout/DestroyBallForcefield.cs.meta
Normal file
11
Assets/Scripts/Breakout/DestroyBallForcefield.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9acb76ffa96cc784e9f873c1c22c695c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -4,8 +4,17 @@ public static class Events
|
||||
{
|
||||
public static event Action OnBreakoutEndGame;
|
||||
public static void BreakoutEndGame() => OnBreakoutEndGame?.Invoke();
|
||||
|
||||
public static event Action OnBreakoutStartGame;
|
||||
public static void BreakoutStartGame() => OnBreakoutStartGame?.Invoke();
|
||||
|
||||
public static event Action<float> OnBreakoutSetSpeed;
|
||||
public static void BreakoutSetSpeed(float speed) => OnBreakoutSetSpeed?.Invoke(speed);
|
||||
|
||||
public static event Action OnBreakoutReduceBalls;
|
||||
public static void ReduceBalls() => OnBreakoutReduceBalls?.Invoke();
|
||||
|
||||
public static event Action OnBreakoutAddBalls;
|
||||
public static void AddBalls() => OnBreakoutAddBalls?.Invoke();
|
||||
|
||||
|
||||
}
|
||||
|
@ -424,7 +424,7 @@
|
||||
{
|
||||
"name": "",
|
||||
"id": "20496338-aab2-43d6-bbe3-4ebe5b229c1f",
|
||||
"path": "<XRController>{RightHand}/triggerPressed",
|
||||
"path": "<XRController>{LeftHand}/triggerPressed",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "Generic XR Controller",
|
@ -18,7 +18,7 @@ PhysicsManager:
|
||||
m_ClothInterCollisionDistance: 0
|
||||
m_ClothInterCollisionStiffness: 0
|
||||
m_ContactsGeneration: 1
|
||||
m_LayerCollisionMatrix: ffffff7fffffff7fffffffffffffffffffffff7fffffff7fffffff7f7fffff7fffffff7fffffff7fffffff7fffffff7fffffff7fffffffffffffff7fffffffffffffff7fffffffffffffff7fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff0ca0faff
|
||||
m_LayerCollisionMatrix: ffffff7fffffff7fffffffffffffffffffffff7fffffff7fffffff7f7fffff7fffffff7fffffff7fffffff7fffffff7fffffff7fffffffffffffff7fffffffffffffff7fffffffffffffff7fffffeffffffff7ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff0ca0faff
|
||||
m_AutoSimulation: 1
|
||||
m_AutoSyncTransforms: 0
|
||||
m_ReuseCollisionCallbacks: 1
|
||||
|
@ -24,8 +24,8 @@ TagManager:
|
||||
- EditorOnly
|
||||
-
|
||||
- Lights
|
||||
-
|
||||
-
|
||||
- Ball
|
||||
- Ignore Ball
|
||||
-
|
||||
-
|
||||
-
|
||||
|
Loading…
x
Reference in New Issue
Block a user