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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
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public class CatapillerMovement : MonoBehaviour { | ||
[SerializeField]private Transform Cylinder; | ||
public float Speed; | ||
private bool faceingRight = false; | ||
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// Use this for initialization | ||
void Start () { | ||
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} | ||
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// Update is called once per frame | ||
void FixedUpdate () { | ||
if (Cylinder.transform.position.y > 0) { | ||
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if (Cylinder.transform.position.x - transform.position.x > 0 && Cylinder.transform.position.x - transform.position.x < 10) { | ||
Vector3 temp = transform.position; | ||
temp.x += Speed; | ||
transform.position = temp; | ||
} | ||
if (Cylinder.transform.position.x - transform.position.x < 0 && Cylinder.transform.position.x - transform.position.x > -10) { | ||
Vector3 temp = transform.position; | ||
temp.x -= Speed; | ||
transform.position = temp; | ||
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} | ||
if (faceingRight == false && Cylinder.transform.position.x - transform.position.x > 0) { | ||
Flip(); | ||
} else if (faceingRight == true && Cylinder.transform.position.x - transform.position.x < 0) { | ||
Flip(); | ||
} | ||
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} | ||
} | ||
void Flip(){ | ||
Vector3 Scaler = transform.localScale; | ||
Vector3 position = transform.position; | ||
Scaler.x *= -1; | ||
if (faceingRight == true) { | ||
position.x -= -4f; | ||
} | ||
if (faceingRight == false) { | ||
position.x -= 4f; | ||
} | ||
transform.position = position; | ||
transform.localScale = Scaler; | ||
faceingRight = !faceingRight; | ||
} | ||
void OnTriggerEnter2D(Collider2D other){ | ||
if (other.tag == "goodBullet") { | ||
Destroy (other); | ||
Destroy (gameObject); | ||
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} | ||
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} | ||
} |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
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public class EnermyBullet : MonoBehaviour { | ||
public TurretShoot shoot; | ||
public bool isfirst = true; | ||
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void Awake(){ | ||
shoot = gameObject.GetComponentInParent<TurretShoot> (); | ||
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} | ||
void OnTriggerStay2D(Collider2D col){ | ||
if (col.CompareTag ("Player")) { | ||
shoot.Attack (); | ||
} | ||
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} | ||
} |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
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public class GoodBullet : MonoBehaviour { | ||
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void OnTriggerEnter2D(Collider2D other){ | ||
if (other.tag == "Enermy1") { | ||
DestroyObject(gameObject); | ||
} | ||
if (other.tag == "Enermy2") { | ||
DestroyObject (gameObject); | ||
} | ||
if (other.tag == "Enermy3") { | ||
DestroyObject(gameObject); | ||
} | ||
} | ||
} |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
using UnityEngine.UI; | ||
using UnityEngine.SceneManagement; | ||
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public class NewBehaviourScript1 : MonoBehaviour { | ||
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private Rigidbody2D myRigidbody; | ||
public float Speed; | ||
public float jumpForce; | ||
private float moveInput; | ||
private bool faceingRight = true; | ||
private bool Grounded; | ||
public Transform groundCheck; | ||
public float checkRadius; | ||
public LayerMask WIGround; | ||
private int extraJumps; | ||
public int health=5; | ||
public int maxHealth = 5; | ||
public int healthAfterLevel = 2; | ||
public Text healthText; | ||
public float bulletSpeed; | ||
public float interval; | ||
public GameObject bullet; | ||
public int magic = 2; | ||
public Text magicText; | ||
// Use this for initialization | ||
void Start () { | ||
health = maxHealth; | ||
myRigidbody = GetComponent<Rigidbody2D>(); | ||
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} | ||
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// Update is called once per frame | ||
void FixedUpdate () { | ||
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Grounded = Physics2D.OverlapCircle(groundCheck.position,checkRadius, WIGround); | ||
moveInput = Input.GetAxis("Horizontal"); | ||
myRigidbody.velocity = new Vector2(moveInput * Speed, myRigidbody.velocity.y); | ||
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if (faceingRight == false && moveInput > 0) { | ||
Flip(); | ||
} else if (faceingRight == true && moveInput < 0) { | ||
Flip(); | ||
} | ||
} | ||
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void Update(){ | ||
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if (Grounded == true) { | ||
extraJumps = 1; | ||
} | ||
if (Input.GetKeyDown (KeyCode.UpArrow) && extraJumps > 0) { | ||
myRigidbody.velocity = Vector2.up * jumpForce; | ||
extraJumps--; | ||
} else if (Input.GetKeyDown (KeyCode.UpArrow) && extraJumps == 0 && Grounded == true) { | ||
extraJumps = 1; | ||
} | ||
if (transform.position.y <= 30) { | ||
magicText.text = "Magic:" + magic; | ||
} | ||
healthText.text = "Lives:" + health; | ||
if (health == 0) { | ||
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); | ||
health = health + 5; | ||
} | ||
if(magic > 0 && Input.GetKeyDown(KeyCode.Space)){ | ||
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GameObject lightningbulletG; | ||
lightningbulletG = Instantiate (bullet, transform.position, transform.rotation)as GameObject; | ||
lightningbulletG.GetComponent<Rigidbody2D> ().velocity = Vector2.right * bulletSpeed; | ||
magic--; | ||
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} | ||
} | ||
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void Flip(){ | ||
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faceingRight = !faceingRight; | ||
Vector3 Scaler = transform.localScale; | ||
Scaler.x *= -1; | ||
transform.localScale = Scaler; | ||
} | ||
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[SerializeField]private Transform level3Respawn; | ||
[SerializeField]private Transform level1Respawn; | ||
[SerializeField]private Transform level2Respawn; | ||
[SerializeField]private Transform bossRespawn; | ||
void OnTriggerEnter2D(Collider2D other){ | ||
if (other.tag == "death3") { | ||
health--; | ||
transform.position = level3Respawn.position; | ||
Vector3 playerPos = level3Respawn.transform.position; | ||
playerPos.z = 0f; | ||
transform.position = playerPos; | ||
} | ||
if (other.tag == "death") { | ||
health--; | ||
transform.position = level1Respawn.position; | ||
Vector3 playerPos = level1Respawn.transform.position; | ||
playerPos.z = 0f; | ||
transform.position = playerPos; | ||
} | ||
if (other.tag == "death2") { | ||
health--; | ||
transform.position = level2Respawn.position; | ||
Vector3 playerPos = level2Respawn.transform.position; | ||
playerPos.z += 0f; | ||
transform.position = playerPos; | ||
} | ||
if (other.tag == "deathboss") { | ||
health--; | ||
transform.position = bossRespawn.position; | ||
Vector3 playerPos = bossRespawn.transform.position; | ||
playerPos.z = 0f; | ||
transform.position = playerPos; | ||
} | ||
if (other.tag == "portal1") { | ||
health++; | ||
magic++; | ||
magic++; | ||
transform.position = level2Respawn.transform.position; | ||
Vector3 playerPos = level2Respawn.transform.position; | ||
playerPos.z = 0f; | ||
transform.position = playerPos; | ||
} | ||
if (other.tag == "portal2") { | ||
health++; | ||
transform.position = level3Respawn.transform.position; | ||
Vector3 playerPos = level3Respawn.transform.position; | ||
playerPos.z = 0f; | ||
transform.position = playerPos; | ||
} | ||
if (other.tag == "portal3") { | ||
health++; | ||
magic++; | ||
magic++; | ||
transform.position = bossRespawn.transform.position; | ||
Vector3 playerPos = bossRespawn.transform.position; | ||
playerPos.z = 0f; | ||
transform.position = playerPos; | ||
} | ||
if (other.tag == "portal4") { | ||
health++; | ||
magic++; | ||
magic++; | ||
transform.position = bossRespawn.transform.position; | ||
Vector3 playerPos = bossRespawn.transform.position; | ||
playerPos.z = 0f; | ||
transform.position = playerPos; | ||
} | ||
if (other.tag == "Enermy1") { | ||
health--; | ||
transform.position = level1Respawn.transform.position; | ||
} | ||
if (other.tag == "Enermy2") { | ||
health--; | ||
transform.position = level2Respawn.transform.position; | ||
} | ||
if (other.tag == "Enermy3") { | ||
health--; | ||
transform.position = level3Respawn.transform.position; | ||
} | ||
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} | ||
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} | ||
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
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public class Tristanatan : MonoBehaviour { | ||
[SerializeField]public Transform Tritanatan; | ||
public float speed; | ||
public float bulletSpeed; | ||
public float bulletTime; | ||
public float interval; | ||
// Use this for initialization | ||
void Start () { | ||
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} | ||
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// Update is called once per frame | ||
void Update () { | ||
if (transform.position.x > 5) { | ||
Vector3 Temp = transform.position; | ||
Temp.x += speed; | ||
transform.position = Temp; | ||
} | ||
if (transform.position.x < 3) { | ||
Vector3 Temp = transform.position; | ||
Temp.x -= speed; | ||
transform.position = Temp; | ||
} | ||
} | ||
} |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
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public class TurretShoot : MonoBehaviour { | ||
[SerializeField]private Transform Player; | ||
public float bulletSpeed; | ||
public float bulletTime; | ||
public float interval; | ||
public GameObject bullet; | ||
public float distance; | ||
[SerializeField]private Transform magicTurret1B; | ||
[SerializeField]private Transform magicTurretB; | ||
[SerializeField]private Transform magicTurret1; | ||
[SerializeField]private Transform magicTurret; | ||
// Use this for initialization | ||
void Start () { | ||
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} | ||
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// Update is called once per frame | ||
void Update () { | ||
distance = Vector3.Distance (transform.position, Player.transform.position); | ||
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} | ||
public void Attack (){ | ||
bulletTime += Time.deltaTime; | ||
if (bulletTime >= interval && (magicTurret)) { | ||
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GameObject lightningbullet; | ||
lightningbullet = Instantiate (bullet, magicTurretB.transform.position, magicTurretB.transform.rotation)as GameObject; | ||
lightningbullet.GetComponent<Rigidbody2D> ().velocity = Vector2.left * bulletSpeed; | ||
bulletTime = 0; | ||
} | ||
if (bulletTime >= interval && (magicTurret1)) { | ||
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GameObject lightningbullet1; | ||
lightningbullet1 = Instantiate (bullet, magicTurret1B.transform.position, magicTurret1B.transform.rotation)as GameObject; | ||
lightningbullet1.GetComponent<Rigidbody2D> ().velocity = Vector2.left * bulletSpeed; | ||
bulletTime = 0; | ||
} | ||
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} | ||
void OnTriggerEnter2D(Collider2D other){ | ||
if (other.tag == "goodBullet") { | ||
Destroy (other); | ||
Destroy (gameObject); | ||
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} | ||
} | ||
} | ||
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
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public class bullet : MonoBehaviour { | ||
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void OnTriggerEnter2D(Collider2D col){ | ||
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if (col.isTrigger != true) { | ||
if (col.CompareTag ("PLayer")) { | ||
Destroy (gameObject); | ||
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} | ||
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} | ||
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}} |
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