Fertiges Game hochgeladen
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Assets/Scenes/Start-Menü/Menü Canvas Profile.asset.meta
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Assets/Scripts/Gegner.meta
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Assets/Scripts/Gegner.meta
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77
Assets/Scripts/Gegner/Bullet Movement CDM.cs
Normal file
77
Assets/Scripts/Gegner/Bullet Movement CDM.cs
Normal file
@ -0,0 +1,77 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class Bullet_movement_Enemy : MonoBehaviour
|
||||
{
|
||||
[SerializeField] float dmg = 0.0f;
|
||||
[SerializeField] private float verticalSpeed = 15.0f;
|
||||
public float remainInAir = 1.0f;
|
||||
private float counter = 0f;
|
||||
private Slider slider;
|
||||
private GameObject uiElement;
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
slider = FindObjectOfType<Slider>(); //Findet den ersten slider in der scene - hier den Healthbar
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
Movement();
|
||||
}
|
||||
|
||||
private void Movement()
|
||||
{
|
||||
transform.Translate(Vector3.up * Time.deltaTime * verticalSpeed); // bullet geschwindigkeit
|
||||
counter += Time.deltaTime;
|
||||
|
||||
if (counter >= remainInAir)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Starship"))
|
||||
{
|
||||
Destroy(gameObject); // berechnet den dmg
|
||||
slider.value -= dmg;
|
||||
}
|
||||
|
||||
if (other.CompareTag("Starship") && slider.value <= 0f) // zerstört das Starship bei 0hp oder weniger
|
||||
{
|
||||
other.gameObject.GetComponent<OnPlayerDeath>().onDeathUI();
|
||||
Destroy(other.gameObject);
|
||||
|
||||
if(other.gameObject.CompareTag("Dead"))
|
||||
{
|
||||
uiElement.SetActive(true);
|
||||
}
|
||||
if (other.gameObject.CompareTag("Score"))
|
||||
{
|
||||
uiElement.SetActive(false);
|
||||
}
|
||||
if (other.gameObject.CompareTag("Highscore"))
|
||||
{
|
||||
uiElement.SetActive(false);
|
||||
}
|
||||
if (other.gameObject.CompareTag("RoundCounter"))
|
||||
{
|
||||
uiElement.SetActive(false);
|
||||
}
|
||||
if (other.gameObject.CompareTag("EnemiesLeft"))
|
||||
{
|
||||
uiElement.SetActive(false);
|
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}
|
||||
}
|
||||
}
|
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}
|
11
Assets/Scripts/Gegner/Bullet Movement CDM.cs.meta
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67
Assets/Scripts/Gegner/Enemie_Movement.cs
Normal file
67
Assets/Scripts/Gegner/Enemie_Movement.cs
Normal file
@ -0,0 +1,67 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Enemie_Movement : MonoBehaviour
|
||||
{
|
||||
public float speed = 3f; // Bewegungsgeschwindigkeit
|
||||
public float shootingInterval = 2f; // Schuss-Intervall
|
||||
public int life = 5;
|
||||
public GameObject CDM_Enemy_LASER_bullet; // Projektil-Objekt
|
||||
public Transform firePoint; // Punkt, von dem die Kugeln abgefeuert werden
|
||||
Enemie_Spawn_System enemie_Spawn_System;
|
||||
private Transform player; // Referenz auf den Spieler
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Spieler-Objekt finden
|
||||
player = GameObject.FindGameObjectWithTag("Starship").transform;
|
||||
enemie_Spawn_System = GameObject.Find("Enemie_Spawner_System").GetComponent<Enemie_Spawn_System>();
|
||||
|
||||
// Starte das Schießen in Intervallen
|
||||
InvokeRepeating(nameof(Shoot), shootingInterval, shootingInterval);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (player == null) return; // Falls kein Spieler gefunden wurde, nichts tun
|
||||
|
||||
// 1. Richtung zum Spieler berechnen
|
||||
Vector2 direction = (player.position - transform.position).normalized;
|
||||
|
||||
// 2. Gegner drehen (damit er den Spieler anvisiert)
|
||||
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
|
||||
transform.rotation = Quaternion.Euler(0, 0, angle - 90);
|
||||
|
||||
// 3. Bewegung zum Spieler
|
||||
transform.position = Vector2.MoveTowards(transform.position, player.position, speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
void Shoot()
|
||||
{
|
||||
if (CDM_Enemy_LASER_bullet != null && firePoint != null)
|
||||
{
|
||||
Instantiate(CDM_Enemy_LASER_bullet, firePoint.position, firePoint.rotation);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Player Bullet"))
|
||||
{
|
||||
Bullet_movement bulletScript = other.gameObject.GetComponent<Bullet_movement>();
|
||||
|
||||
if (bulletScript != null)
|
||||
{
|
||||
life--;
|
||||
Debug.Log("Gegner Getroffen! -1");
|
||||
|
||||
if (life <= 0)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
enemie_Spawn_System.ChangeEnemyCounter(-1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Gegner/Enemie_Movement.cs.meta
Normal file
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Normal file
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76
Assets/Scripts/Gegner/Enemie_Movement_Kamikaze.cs
Normal file
76
Assets/Scripts/Gegner/Enemie_Movement_Kamikaze.cs
Normal file
@ -0,0 +1,76 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Enemie_Movement_Kamikaze : MonoBehaviour
|
||||
{
|
||||
public float speed = 3f; // Bewegungsgeschwindigkeit
|
||||
private Transform player; // Referenz auf den Spieler
|
||||
public int life = 2;
|
||||
private Slider slider;
|
||||
public GameObject uiElement;
|
||||
Enemie_Spawn_System enemie_Spawn_System;
|
||||
[SerializeField] float dmg = 0.0f;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Spieler-Objekt finden
|
||||
player = GameObject.FindGameObjectWithTag("Starship").transform;
|
||||
slider = FindObjectOfType<Slider>();
|
||||
enemie_Spawn_System = GameObject.Find("Enemie_Spawner_System").GetComponent<Enemie_Spawn_System>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (player == null) return; // Falls kein Spieler gefunden wurde, nichts tun
|
||||
|
||||
// 1. Richtung zum Spieler berechnen
|
||||
Vector2 direction = (player.position - transform.position).normalized;
|
||||
|
||||
// 2. Gegner drehen (damit er den Spieler anvisiert)
|
||||
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
|
||||
transform.rotation = Quaternion.Euler(0, 0, angle - 90);
|
||||
|
||||
// 3. Bewegung zum Spieler
|
||||
transform.position = Vector2.MoveTowards(transform.position, player.position, speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Player Bullet"))
|
||||
{
|
||||
Bullet_movement bulletScript = other.gameObject.GetComponent<Bullet_movement>();
|
||||
|
||||
if (bulletScript != null)
|
||||
{
|
||||
life--;
|
||||
Debug.Log("Gegner Getroffen! -2");
|
||||
|
||||
if (life <= 0)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
enemie_Spawn_System.ChangeEnemyCounter(-1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (other.CompareTag("Starship"))
|
||||
{
|
||||
Destroy(gameObject);
|
||||
enemie_Spawn_System.ChangeEnemyCounter(-1);
|
||||
slider.value -= dmg;
|
||||
}
|
||||
|
||||
if (other.CompareTag("Starship") && slider.value <= 0f) // zerstört das Starship bei 0hp oder weniger
|
||||
{
|
||||
Destroy(other.gameObject);
|
||||
//ChangeEnemyCounter(-1);
|
||||
|
||||
if (other.CompareTag("Dead"))
|
||||
{
|
||||
uiElement.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Gegner/Enemie_Movement_Kamikaze.cs.meta
Normal file
11
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Normal file
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75
Assets/Scripts/Gegner/Enemie_Movement_Panzer.cs
Normal file
75
Assets/Scripts/Gegner/Enemie_Movement_Panzer.cs
Normal file
@ -0,0 +1,75 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
|
||||
public class Enemie_Movement_Panzer : MonoBehaviour
|
||||
{
|
||||
public float speed = 3f; // Bewegungsgeschwindigkeit
|
||||
public float shootingInterval = 2f; // Schuss-Intervall
|
||||
public GameObject bulletPrefab; // Projektil-Objekt
|
||||
public Transform firePointA; // Punkt, von dem die Kugeln abgefeuert werden
|
||||
public Transform firePointB;
|
||||
public Transform firePointC;
|
||||
public int life = 20;
|
||||
Enemie_Spawn_System enemie_Spawn_System;
|
||||
|
||||
private Transform player; // Referenz auf den Spieler
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Spieler-Objekt finden
|
||||
player = GameObject.FindGameObjectWithTag("Starship").transform;
|
||||
|
||||
// Starte das Schießen in Intervallen
|
||||
InvokeRepeating(nameof(Shoot), shootingInterval, shootingInterval);
|
||||
enemie_Spawn_System = GameObject.Find("Enemie_Spawner_System").GetComponent<Enemie_Spawn_System>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
|
||||
if (player == null) return; // Falls kein Spieler gefunden wurde, nichts tun
|
||||
|
||||
// 1. Richtung zum Spieler berechnen
|
||||
Vector2 direction = (player.position - transform.position).normalized;
|
||||
|
||||
// 2. Gegner drehen (damit er den Spieler anvisiert)
|
||||
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
|
||||
transform.rotation = Quaternion.Euler(0, 0, angle - 90);
|
||||
|
||||
// 3. Bewegung zum Spieler
|
||||
transform.position = Vector2.MoveTowards(transform.position, player.position, speed * Time.deltaTime);
|
||||
|
||||
}
|
||||
|
||||
void Shoot()
|
||||
{
|
||||
if (bulletPrefab != null && firePointA != null && firePointB != null && firePointC != null)
|
||||
{
|
||||
Instantiate(bulletPrefab, firePointA.position, firePointA.rotation);
|
||||
Instantiate(bulletPrefab, firePointB.position, firePointB.rotation);
|
||||
Instantiate(bulletPrefab, firePointC.position, firePointC.rotation);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Player Bullet"))
|
||||
{
|
||||
Bullet_movement bulletScript = other.gameObject.GetComponent<Bullet_movement>();
|
||||
|
||||
if (bulletScript != null)
|
||||
{
|
||||
life--;
|
||||
Debug.Log("Gegner Getroffen! -2");
|
||||
|
||||
if (life <= 0)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
enemie_Spawn_System.ChangeEnemyCounter(-1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} //chat gpt modified, nicht komplett generiert
|
11
Assets/Scripts/Gegner/Enemie_Movement_Panzer.cs.meta
Normal file
11
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Normal file
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|
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externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Scripts/Menüs.meta
Normal file
8
Assets/Scripts/Menüs.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2a42ac5addf35ab4093b1c4473e932a5
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
17
Assets/Scripts/Menüs/Haupt_Menü.cs
Normal file
17
Assets/Scripts/Menüs/Haupt_Menü.cs
Normal file
@ -0,0 +1,17 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class Haupt_Menü : MonoBehaviour
|
||||
{
|
||||
public void StarteSpiel()
|
||||
{
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex +1);
|
||||
}
|
||||
|
||||
public void VerlasseSpiel()
|
||||
{
|
||||
Application.Quit();
|
||||
}
|
||||
}
|
11
Assets/Scripts/Menüs/Haupt_Menü.cs.meta
Normal file
11
Assets/Scripts/Menüs/Haupt_Menü.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cbcbe4ebdc142f641ae18af3bd622ed3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
31
Assets/Scripts/Menüs/Load Open World.cs
Normal file
31
Assets/Scripts/Menüs/Load Open World.cs
Normal file
@ -0,0 +1,31 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class LoadOpenWorld : MonoBehaviour
|
||||
{
|
||||
private KeyCode loadMeToOpWo = KeyCode.Mouse0;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
ActionToLoadOpWo();
|
||||
}
|
||||
|
||||
private void ActionToLoadOpWo()
|
||||
{
|
||||
if (Input.GetKeyDown(loadMeToOpWo))
|
||||
{
|
||||
SceneManager.LoadScene(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
//https://www.youtube.com/watch?v=ztJPnBpae_0&t=470s
|
||||
|
11
Assets/Scripts/Menüs/Load Open World.cs.meta
Normal file
11
Assets/Scripts/Menüs/Load Open World.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 666b6272125f93a4699b053b2289b3a1
|
||||
MonoImporter:
|
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externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
48
Assets/Scripts/Menüs/Ui Text Fade.cs
Normal file
48
Assets/Scripts/Menüs/Ui Text Fade.cs
Normal file
@ -0,0 +1,48 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System.Collections;
|
||||
|
||||
public class UIFadeText : MonoBehaviour
|
||||
{
|
||||
public Text uiText; // Das UI-Text-Element
|
||||
public float fadeDuration = 1.5f; // Dauer des Fade-Effekts
|
||||
public float waitTime = 1.0f; // Wartezeit zwischen Fade-Out und Fade-In
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (uiText == null)
|
||||
{
|
||||
uiText = GetComponent<Text>(); // Falls kein Text zugewiesen ist, wird dieser gesucht.
|
||||
}
|
||||
StartCoroutine(FadeTextLoop());
|
||||
}
|
||||
|
||||
private IEnumerator FadeTextLoop()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
yield return StartCoroutine(FadeText(1, 0)); // Text ausblenden
|
||||
yield return new WaitForSeconds(waitTime);
|
||||
yield return StartCoroutine(FadeText(0, 1)); // Text einblenden
|
||||
yield return new WaitForSeconds(waitTime);
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator FadeText(float startAlpha, float endAlpha)
|
||||
{
|
||||
float elapsedTime = 0;
|
||||
Color textColor = uiText.color;
|
||||
|
||||
while (elapsedTime < fadeDuration)
|
||||
{
|
||||
elapsedTime += Time.deltaTime;
|
||||
float newAlpha = Mathf.Lerp(startAlpha, endAlpha, elapsedTime / fadeDuration);
|
||||
uiText.color = new Color(textColor.r, textColor.g, textColor.b, newAlpha);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
uiText.color = new Color(textColor.r, textColor.g, textColor.b, endAlpha);
|
||||
}
|
||||
}
|
||||
|
||||
//https://chatgpt.com
|
11
Assets/Scripts/Menüs/Ui Text Fade.cs.meta
Normal file
11
Assets/Scripts/Menüs/Ui Text Fade.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f576dac274966fe488e0e9bfadf2eb36
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Scripts/Player.meta
Normal file
8
Assets/Scripts/Player.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 80c7e4ea3ad54ce4da63ec04489daebd
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
46
Assets/Scripts/Player/Bullet_movement Starship.cs
Normal file
46
Assets/Scripts/Player/Bullet_movement Starship.cs
Normal file
@ -0,0 +1,46 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
public class Bullet_movement : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float verticalSpeed = 15.0f;
|
||||
[SerializeField] private float remainInAir = 1.0f;
|
||||
private float counter = 0f;
|
||||
public GameObject player;
|
||||
private PlayerMovement playerMovement;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
player = GameObject.FindWithTag("Starship");
|
||||
playerMovement = player.GetComponent<PlayerMovement>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
Movement();
|
||||
}
|
||||
|
||||
private void Movement()
|
||||
{
|
||||
transform.Translate(Vector3.up * Time.deltaTime * verticalSpeed);
|
||||
counter += Time.deltaTime;
|
||||
|
||||
if (counter >= remainInAir)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Enemy"))
|
||||
{
|
||||
playerMovement.score += 1f;
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Player/Bullet_movement Starship.cs.meta
Normal file
11
Assets/Scripts/Player/Bullet_movement Starship.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 46ad55f1ca916ab4181702851302ed61
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
20
Assets/Scripts/Player/Menü_Rotation.cs
Normal file
20
Assets/Scripts/Player/Menü_Rotation.cs
Normal file
@ -0,0 +1,20 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
public class Menü_Rotation : MonoBehaviour
|
||||
{
|
||||
|
||||
void Update()
|
||||
{
|
||||
Movement();
|
||||
}
|
||||
private void Movement()
|
||||
{
|
||||
Vector3 mousePosition = Input.mousePosition;
|
||||
mousePosition = Camera.main.ScreenToWorldPoint(mousePosition);
|
||||
Vector2 direction = new Vector2(mousePosition.x - transform.position.x, mousePosition.y - transform.position.y);
|
||||
transform.up = direction;
|
||||
}
|
||||
}
|
11
Assets/Scripts/Player/Menü_Rotation.cs.meta
Normal file
11
Assets/Scripts/Player/Menü_Rotation.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 27b46396c158a514596bd2267b42702b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
24
Assets/Scripts/Player/OnPlayerDeath.cs
Normal file
24
Assets/Scripts/Player/OnPlayerDeath.cs
Normal file
@ -0,0 +1,24 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
public class OnPlayerDeath : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private UnityEngine.UI.Image DeathScreen;
|
||||
[SerializeField] private TMP_Text Score;
|
||||
[SerializeField] private TMP_Text Highscore;
|
||||
[SerializeField] private TMP_Text RoundCounter;
|
||||
[SerializeField] private TMP_Text Verbleibend;
|
||||
// Start is called before the first frame update
|
||||
|
||||
public void onDeathUI()
|
||||
{
|
||||
DeathScreen.gameObject.SetActive(true);
|
||||
Score.gameObject.SetActive(false);
|
||||
Highscore.gameObject.SetActive(false);
|
||||
RoundCounter.gameObject.SetActive(false);
|
||||
Verbleibend.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
11
Assets/Scripts/Player/OnPlayerDeath.cs.meta
Normal file
11
Assets/Scripts/Player/OnPlayerDeath.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b0968f69075fa284c84b3e1486927770
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
20
Assets/Scripts/Player/Player Rotation.cs
Normal file
20
Assets/Scripts/Player/Player Rotation.cs
Normal file
@ -0,0 +1,20 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerRotation : MonoBehaviour
|
||||
{
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
Vector3 mousePosition = Input.mousePosition;
|
||||
mousePosition = Camera.main.ScreenToWorldPoint(mousePosition);
|
||||
|
||||
Vector2 direction = new Vector2(mousePosition.x - transform.position.x, mousePosition.y - transform.position.y);
|
||||
|
||||
transform.up = direction;
|
||||
|
||||
//https://www.youtube.com/watch?v=9_i6S_rDZuA script von hier
|
||||
|
||||
}
|
||||
}
|
11
Assets/Scripts/Player/Player Rotation.cs.meta
Normal file
11
Assets/Scripts/Player/Player Rotation.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1003146b57994ee4a8c8daa2f402e5b2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
40
Assets/Scripts/Player/Player Shooting_Laser.cs
Normal file
40
Assets/Scripts/Player/Player Shooting_Laser.cs
Normal file
@ -0,0 +1,40 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerShooting_Laser : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private KeyCode shootingKeyCode = KeyCode.Mouse0;
|
||||
[SerializeField] private float shootDelay = 1;
|
||||
private float timer = 0;
|
||||
public GameObject Starship_LASER_bullet;
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
HandleShooting();
|
||||
}
|
||||
|
||||
private void HandleShooting()
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
if (Input.GetKey(shootingKeyCode) && timer >= shootDelay)
|
||||
{
|
||||
timer = 0;
|
||||
|
||||
if (Starship_LASER_bullet != null)
|
||||
{
|
||||
GameObject newBullet = Instantiate(Starship_LASER_bullet, transform.position, Quaternion.identity);
|
||||
newBullet.transform.up = transform.up;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user