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4 Commits

Author SHA1 Message Date
68d7b40ec1 Update 4 2022-05-08 12:57:47 +02:00
caecc3be01 update stuff 2022-05-08 09:49:42 +02:00
dace42b399 updated readme 2022-04-28 20:37:17 +02:00
d98fbf5501 updated to 0.0.2 2022-04-28 20:33:56 +02:00
29 changed files with 1261 additions and 76 deletions

@ -154,8 +154,8 @@ MonoBehaviour:
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king: {fileID: 758130062}
numkings: 16
numenemies: 90
kings_modulo: 4
numenemies: 300
--- !u!4 &18701317
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@ -373,7 +373,7 @@ Mesh:
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@ -875,9 +875,10 @@ GameObject:
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@ -1631,6 +1825,7 @@ GameObject:
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@ -1712,6 +1907,102 @@ Transform:
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@ -2844,7 +3135,7 @@ Mesh:
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m_PrefabAsset: {fileID: 0}
m_Name: pb_Mesh24030
m_Name: pb_Mesh23880
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@ -3373,7 +3664,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1570390063}
m_LocalRotation: {x: -0, y: 0.7071068, z: -0, w: 0.7071068}
m_LocalPosition: {x: 6, y: -0.98, z: 0.02}
m_LocalPosition: {x: 6.7, y: -0.98, z: 0.02}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
@ -3536,7 +3827,7 @@ ParticleSystem:
startLifetime:
serializedVersion: 2
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scalar: 1.2
scalar: 4.8
minScalar: 5
maxCurve:
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@ -3707,7 +3998,7 @@ ParticleSystem:
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scalar: 1
scalar: 0.72
minScalar: 1
maxCurve:
serializedVersion: 2
@ -4024,7 +4315,7 @@ ParticleSystem:
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randomizeRotationDirection: 0
gravitySource: 0
maxNumParticles: 9
maxNumParticles: 2280
customEmitterVelocity: {x: 0, y: 0, z: 0}
size3D: 0
rotation3D: 0
@ -4085,7 +4376,7 @@ ParticleSystem:
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enabled: 1
type: 4
angle: 7.14
angle: 5.68
length: 5
boxThickness: {x: 0, y: 0, z: 0}
radiusThickness: 1
@ -4171,7 +4462,7 @@ ParticleSystem:
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randomPositionAmount: 0
radius:
value: 0.0001
value: 0.11
mode: 0
spread: 0
speed:
@ -4229,8 +4520,8 @@ ParticleSystem:
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arc:
value: 0
mode: 3
spread: 0
mode: 0
spread: 0.8
speed:
serializedVersion: 2
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@ -4290,7 +4581,7 @@ ParticleSystem:
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serializedVersion: 2
minMaxState: 0
scalar: 2
scalar: 91.9
minScalar: 10
maxCurve:
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@ -4343,7 +4634,7 @@ ParticleSystem:
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serializedVersion: 2
minMaxState: 0
scalar: 30.49
scalar: 118
minScalar: 0
maxCurve:
serializedVersion: 2
@ -7157,7 +7448,7 @@ ParticleSystem:
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serializedVersion: 2
minMaxState: 0
scalar: 0
scalar: 1
minScalar: 0
maxCurve:
serializedVersion: 2
@ -8192,7 +8483,8 @@ MonoBehaviour:
part: {fileID: 1570390066}
score: 0
highscore: 0
lives: 3
lives: 12
killed: []
--- !u!1 &1581468909
GameObject:
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@ -8625,7 +8917,7 @@ Light:
m_BounceIntensity: 1
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_BoundingSphereOverride: {x: 1.02e-43, y: 1e-45, z: 1.02e-43, w: 5.2e-44}
m_BoundingSphereOverride: {x: 0, y: 1e-45, z: 1.02e-43, w: 8e-45}
m_UseBoundingSphereOverride: 0
m_UseViewFrustumForShadowCasterCull: 1
m_ShadowRadius: 0

@ -44,7 +44,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Texture: {fileID: 2800000, guid: 53ccf1f208780aeea8ee0e93b0651b47, type: 3}
m_Scale: {x: 1, y: 1}
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@ -78,6 +78,6 @@ Material:
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- _ZWrite: 1
m_Colors:
- _Color: {r: 0, g: 0.5943396, b: 0.49865192, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
m_BuildTextureStacks: []

@ -44,7 +44,7 @@ Material:
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@ -78,6 +78,6 @@ Material:
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@ -44,7 +44,7 @@ Material:
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@ -78,6 +78,6 @@ Material:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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@ -44,7 +44,7 @@ Material:
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m_Texture: {fileID: 2800000, guid: 3d77374e8252d49aa8876def3692fb82, type: 3}
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@ -78,6 +78,6 @@ Material:
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
m_BuildTextureStacks: []

@ -44,7 +44,7 @@ Material:
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m_Offset: {x: 0, y: 0}
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m_Scale: {x: 1, y: 1}
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@ -78,6 +78,6 @@ Material:
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m_Colors:
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@ -39,16 +39,7 @@ public class dragoncontrols : MonoBehaviour
//control flames
if (flamethrover)
{
//if not playing
if (!flames.isPlaying)
{
//play flames
flames.Play();
}
}
else
{
flames.Stop();
flames.Emit(1);
}
//move relative to camera
//transform.Translate(xinput * Time.deltaTime * 4, yinput * Time.deltaTime * 4, zinput * Time.deltaTime);
@ -60,7 +51,14 @@ public class dragoncontrols : MonoBehaviour
//add rotation from ziput
//transform.Rotate(0, zinput * Time.deltaTime * rotspeed, xrot * Time.deltaTime / 2 * rotspeed);
//set rotation from ziput addforce
//Vector3 m_EulerAngleVelocity = new Vector3(0, yrot * Time.fixedDeltaTime * rotspeed, xrot * Time.fixedDeltaTime / 2 * rotspeed);
//make the rotation slower
//m_EulerAngleVelocity *= 0.1f;
Vector3 m_EulerAngleVelocity = new Vector3(0, yrot * Time.fixedDeltaTime * rotspeed, xrot * Time.fixedDeltaTime / 2 * rotspeed);
//slow the rotation
m_EulerAngleVelocity *= 0.3f;
//add the rotation
rb.AddTorque(m_EulerAngleVelocity);
Quaternion deltaRotation = Quaternion.Euler(m_EulerAngleVelocity * Time.fixedDeltaTime);
rb.MoveRotation(deltaRotation);
}

@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//include textmeshpro
using TMPro;
@ -13,7 +14,9 @@ public class enemykiller : MonoBehaviour
public List<ParticleCollisionEvent> collisionEvents;
public int score = 0;
public int highscore = 0;
public int lives = 3;
public int lives = 12;
//array of killed gameobjects
public List<GameObject> killed = new List<GameObject>();
void Start()
{
part = GetComponent<ParticleSystem>();
@ -23,7 +26,18 @@ public class enemykiller : MonoBehaviour
// Update is called once per frame
void Update()
{
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;;
}
}
void OnSoundEnd()
{
}
//on particle coolision
void OnParticleCollision(GameObject otherx)
@ -39,15 +53,23 @@ public class enemykiller : MonoBehaviour
i++;
continue;
}
//check if object in killed list
if (killed.Contains(other))
{
i++;
continue;
}
if (other.tag == "enemy")
{
Destroy(other);
//play sound from enemy
other.GetComponent<AudioSource>().Play();
//turn off collider
other.GetComponent<Collider>().enabled = false;
//turn off renderer
other.GetComponent<Renderer>().enabled = false;
//add object to killed
killed.Add(other);
Debug.Log("enemy killed (" + other.name+ ")");
//spawn new enemy
GameObject enemyclone = Instantiate(other, new Vector3(Random.Range(10, 100), Random.Range(-70, -60), Random.Range(-90, 0)), Quaternion.identity);
//set enemy name
enemyclone.name = "enemy" + i;
enemyclone.tag = "enemy";
//increase score
score++;
if (score > highscore)
@ -55,30 +77,22 @@ public class enemykiller : MonoBehaviour
highscore = score;
}
//update text
text.text = "Score: " + score + "\nHighscore: " + highscore + "\nLives: " + lives;
}
if (other.tag == "king")
{
Destroy(other);
//play sound from enemy
other.GetComponent<AudioSource>().Play();
//turn off collider
other.GetComponent<Collider>().enabled = false;
//turn off renderer
other.GetComponent<Renderer>().enabled = false;
//add object to killed
killed.Add(other);
Debug.Log("killed king" + other.name);
//spawn new king
GameObject kingclone = Instantiate(other, new Vector3(Random.Range(10, 100), Random.Range(-70, -60), Random.Range(-90, -20)), Quaternion.identity);
//set king name
kingclone.name = "king" + i;
kingclone.tag = "king";
GameObject kingclone2 = Instantiate(other, new Vector3(Random.Range(10, 100), Random.Range(-70, -60), Random.Range(-90, -20)), Quaternion.identity);
//set king name
kingclone2.name = "kingy" + i;
kingclone2.tag = "king";
//decrease score
score-= 20;
lives--;
if (lives <= 0)
{
text.text = "GAME OVER";
}
//update text
text.text = "Score: " + score + "\nHighscore: " + highscore + "\nLives: " + lives;
}
i++;
}

@ -7,12 +7,14 @@ public class spawner : MonoBehaviour
//get enemy and king prefab
public GameObject enemy;
public GameObject king;
public int numkings = 16;
public int numenemies = 90;
public int kings_modulo = 4;
public int numenemies = 300;
// Start is called before the first frame update
void Start()
{
//spawn enemies
for (int i = 0; i < numenemies; i++)
{
@ -21,15 +23,15 @@ public class spawner : MonoBehaviour
//set enemy name
enemyclone.name = "enemy" + i;
enemyclone.tag = "enemy";
}
//spawn kings
for (int i = 0; i < numkings; i++)
{
//spawn king
GameObject kingclone = Instantiate(king, new Vector3(Random.Range(10, 125), Random.Range(-70, -60), Random.Range(-100, -10)), Quaternion.identity);
//set king name
kingclone.name = "king" + i;
kingclone.tag = "king";
//evenly ditribute kings
if (i % kings_modulo == 0)
{
//spawn king
GameObject kingclone = Instantiate(king, new Vector3(Random.Range(10, 125), Random.Range(-70, -60), Random.Range(-100, -10)), Quaternion.identity);
//set king name
kingclone.name = "king" + i;
kingclone.tag = "king";
}
}
}

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# horiaci_drak
# Flaming Dragon
This is a simple game where you control a dragon and try to enemy knights but you have to avoid the kings or you will lose score and lives.