Add scripts & prefabs

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2024-09-27 22:22:07 -05:00
parent 3912418cb1
commit 7ba6caa8eb
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using UnityEngine;
using Random = UnityEngine.Random;
public class Asteroid : MonoBehaviour
{
private PolygonCollider2D _polygonCollider;
private LineRenderer _lineRenderer;
public new Rigidbody2D rigidbody;
[Range(0.1f, 10f)]
public float radius = 2f;
[Range(0.1f, 10f)]
public float jaggedness = 1.5f;
[SerializeField, Range(3, 150)]
public int pointCountLow = 8;
[SerializeField, Range(3, 150)]
public int pointCountHigh = 12;
private void Awake()
{
_lineRenderer = GetComponent<LineRenderer>();
_polygonCollider = GetComponent<PolygonCollider2D>();
rigidbody = GetComponent<Rigidbody2D>();
// Set white color
_lineRenderer.startColor = Color.white;
_lineRenderer.endColor = Color.white;
_lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
}
void Start()
{
GenerateLine();
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
GenerateLine();
}
}
void GenerateLine()
{
_lineRenderer.positionCount = Random.Range(pointCountLow, pointCountHigh);
_lineRenderer.loop = true;
var previousRadius = radius;
for (var i = 0; i < _lineRenderer.positionCount; i++)
{
var angle = i * Mathf.PI * 2 / _lineRenderer.positionCount;
var pointRadius = previousRadius * 0.2f + (radius + Random.Range(0, jaggedness)) * 0.8f;
_lineRenderer.SetPosition(i, new Vector3(pointRadius * Mathf.Cos(angle), pointRadius * Mathf.Sin(angle), 0));
previousRadius = pointRadius;
}
// Use the line render to create collider path
var path = new Vector2[_lineRenderer.positionCount + 1];
for (var i = 0; i < _lineRenderer.positionCount; i++)
{
var p = _lineRenderer.GetPosition(i);
path[i] = new Vector2(p.x, p.y);
}
path[_lineRenderer.positionCount] = path[0];
_polygonCollider.SetPath(0, path);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Test : MonoBehaviour
{
public Asteroid asteroidPrefab;
private float spawningLeft;
private float spawningRight;
private float spawningHeight;
public float inset = 0.8f;
void Start()
{
InvokeRepeating(nameof(SpawnAsteroids), 0, 1.4f);
// Get screen corners
var cam = Camera.main;
var topLeft = cam.ScreenToWorldPoint(new Vector3(0, cam.pixelHeight, cam.nearClipPlane));
var topRight = cam.ScreenToWorldPoint(new Vector3(cam.pixelWidth, cam.pixelHeight * inset, cam.nearClipPlane));
spawningRight = topRight.x * 0.8f;
spawningLeft = topLeft.x + (1f - inset) * spawningRight;
spawningHeight = topLeft.y * 1.4f;
}
private void SpawnAsteroids()
{
var x = Random.Range(spawningLeft, spawningRight);
var asteroid = Instantiate(asteroidPrefab, new Vector3(x, spawningHeight, 0), new Quaternion());
asteroid.rigidbody.AddForce(new Vector2(Random.Range(-1, 1f) * 20, Random.Range(-90, -110)));
asteroid.rigidbody.AddTorque(Random.Range(-1f, 1f) * 10);
}
}
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using System;
using UnityEngine;
public class Player : MonoBehaviour
{
private LineRenderer _lineRenderer;
private PolygonCollider2D _polygonCollider;
private Rigidbody2D _rigidbody;
[Range(0.01f, 1.2f)] public float shipWidth = 1.3f;
[Range(0.01f, 1.2f)] public float shipHeight = 0.8f;
[Range(0.01f, 1.2f)] public float shipHeightRatio = 0.5f;
void Awake()
{
_lineRenderer = GetComponent<LineRenderer>();
_polygonCollider = GetComponent<PolygonCollider2D>();
_rigidbody = GetComponent<Rigidbody2D>();
_lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
_lineRenderer.startColor = Color.white;
_lineRenderer.endColor = Color.white;
_lineRenderer.useWorldSpace = false;
}
void Start()
{
GenerateShape();
}
void GenerateShape()
{
var points = new[]
{
new Vector2(0, shipHeight),
new Vector2(-shipWidth / 2, -shipHeight),
new Vector2(0, shipHeight * -shipHeightRatio),
new Vector2(shipWidth / 2, -shipHeight),
new Vector2(0, 0)
};
points[points.Length -1] = points[0];
_polygonCollider.SetPath(0, points);
_lineRenderer.loop = false;
_lineRenderer.positionCount = _polygonCollider.points.Length;
_lineRenderer.SetPositions(Array.ConvertAll(_polygonCollider.points,
point => new Vector3(point.x, point.y, 0)));
}
private void OnTriggerEnter2D(Collider2D collision)
{
Debug.Log("Player collided with " + collision.gameObject.name);
}
private void FixedUpdate()
{
transform.position += new Vector3(Input.GetAxis("Horizontal") * 0.4f, 0, 0);
}
}
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