2022-04-27 19:12:09 +02:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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//include textmeshpro
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using TMPro;
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2022-04-27 19:12:09 +02:00
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public class enemykiller : MonoBehaviour
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{
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// Start is called before the first frame update
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//get textmeshpro text
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public TextMeshProUGUI text;
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public ParticleSystem part;
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public List<ParticleCollisionEvent> collisionEvents;
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public int score = 0;
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public int highscore = 0;
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public int lives = 12;
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void Start()
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{
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part = GetComponent<ParticleSystem>();
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collisionEvents = new List<ParticleCollisionEvent>();
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}
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// Update is called once per frame
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void Update()
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{
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if (lives <= 0)
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{
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text.text = "GAME OVER";
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}
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else
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{
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text.text = "Score: " + score + "\nHighscore: " + highscore + "\nLives: " + lives + "\nKings remaining: " + GameObject.FindGameObjectsWithTag("king").Length + "\nEnemies remaining: " + GameObject.FindGameObjectsWithTag("enemy").Length;;
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}
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}
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//on particle coolision
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void OnParticleCollision(GameObject otherx)
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{
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int numCollisionEvents = part.GetCollisionEvents(otherx, collisionEvents);
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int i = 0;
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while (i < numCollisionEvents)
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{
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GameObject other = collisionEvents[i].colliderComponent.gameObject;
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//check if object exists
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if (other == null)
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{
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i++;
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continue;
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}
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if (other.tag == "enemy")
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{
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Destroy(other);
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Debug.Log("enemy killed (" + other.name+ ")");
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//increase score
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score++;
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if (score > highscore)
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{
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highscore = score;
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}
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//update text
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}
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if (other.tag == "king")
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{
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Destroy(other);
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Debug.Log("killed king" + other.name);
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//decrease score
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score-= 20;
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lives--;
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}
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i++;
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}
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}
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}
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