feat: collectible weapons and collectible spawner

This commit is contained in:
Jakob Feldmann 2024-06-12 13:36:20 +02:00
parent f977b3c71d
commit d2169f846b
69 changed files with 10129 additions and 129 deletions

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using System.Collections;
using System.Collections.Generic;
using Managers;
using Unity.Mathematics;
using UnityEngine;
public class CollectibleSpawner : MonoBehaviour
{
public float SpawnSphereRadius = 1.5f;
public float SecondsTillNextSpawn = 10;
public int MaxSpawnedObjects = 4;
public List<GameObject> Spawnables;
private List<GameObject> spawnedObjects = new();
private float secondsSinceLastSpawn = 0;
// Start is called before the first frame update
void SpawnRandom()
{
int index = UnityEngine.Random.Range(0, Spawnables.Count);
int angle = UnityEngine.Random.Range(0, 360);
Vector3 spawnPosition = new Vector3(math.cos(angle), math.sin(angle), 0);
spawnPosition *= SpawnSphereRadius;
SpawnCollectible(index, spawnPosition);
}
private void SpawnCollectible(int spawnableIndex, Vector3 spawnPosition)
{
var spawned = Instantiate(Spawnables[spawnableIndex]);
spawned.transform.SetParent(transform);
spawned.transform.localPosition = spawnPosition;
spawnedObjects.Add(spawned);
UIManager.G.OffScreenManager.AddTarget(spawned);
}
void Update()
{
for (int i = 0; i < spawnedObjects.Count; ++i)
{
if (!spawnedObjects[i].activeSelf)
{
Destroy(spawnedObjects[i]);
spawnedObjects.RemoveAt(i);
}
}
if (spawnedObjects.Count < MaxSpawnedObjects)
{
secondsSinceLastSpawn += Time.deltaTime;
}
if (secondsSinceLastSpawn > SecondsTillNextSpawn)
{
secondsSinceLastSpawn = 0;
SpawnRandom();
}
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using System.Collections;
using System.Collections.Generic;
using FORGE3D;
using PrimeTween;
using UnityEngine;
using UnityEngine.Animations;
public class CollectibleWeapon : MonoBehaviour
{
public WeaponEffect weapon;
public bool spin;
public float spinSpeed = 1f;
public GameObject model;
void Update()
{
model.transform.localRotation *= Quaternion.Euler(0, 0, spinSpeed);
}
private void OnTriggerEnter(Collider other)
{
if (other.tag != "Ship")
{
return;
}
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{
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}
ship.EquipWeapon(weapon);
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