horiaci_drak/Assets/scripts/enemykiller.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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//include textmeshpro
using TMPro;
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public class enemykiller : MonoBehaviour
{
// Start is called before the first frame update
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//get textmeshpro text
public TextMeshProUGUI text;
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public ParticleSystem part;
public List<ParticleCollisionEvent> collisionEvents;
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public int score = 0;
public int highscore = 0;
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public int lives = 12;
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void Start()
{
part = GetComponent<ParticleSystem>();
collisionEvents = new List<ParticleCollisionEvent>();
}
// Update is called once per frame
void Update()
{
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if (lives <= 0)
{
text.text = "GAME OVER";
}
else
{
text.text = "Score: " + score + "\nHighscore: " + highscore + "\nLives: " + lives + "\nKings remaining: " + GameObject.FindGameObjectsWithTag("king").Length + "\nEnemies remaining: " + GameObject.FindGameObjectsWithTag("enemy").Length;;
}
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}
//on particle coolision
void OnParticleCollision(GameObject otherx)
{
int numCollisionEvents = part.GetCollisionEvents(otherx, collisionEvents);
int i = 0;
while (i < numCollisionEvents)
{
GameObject other = collisionEvents[i].colliderComponent.gameObject;
//check if object exists
if (other == null)
{
i++;
continue;
}
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if (other.tag == "enemy")
{
Destroy(other);
Debug.Log("enemy killed (" + other.name+ ")");
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//increase score
score++;
if (score > highscore)
{
highscore = score;
}
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//update text
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}
if (other.tag == "king")
{
Destroy(other);
Debug.Log("killed king" + other.name);
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//decrease score
score-= 20;
lives--;
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}
i++;
}
}
}