Fertiges Game hochgeladen

This commit is contained in:
Maxi Höltke 2025-03-14 15:09:56 +01:00
parent d1ed78ae57
commit eb964d5fca
558 changed files with 81656 additions and 0 deletions

6
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{
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using System.Collections;
using System.Collections.Generic;
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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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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);
}
}
}
}
}

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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);
}
}
}
}

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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

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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();
}
}

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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

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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

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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);
}
}
}

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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;
}
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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);
}
}

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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
}
}

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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;
}
}
}
}

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