Basic functionality
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78
Assets/Materials/Collectible.mat
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78
Assets/Materials/Collectible.mat
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47
Assets/Scripts/Collectible.cs
Normal file
47
Assets/Scripts/Collectible.cs
Normal file
@@ -0,0 +1,47 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
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public class Collectible : MonoBehaviour
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{
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public int score = 1;
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void Start()
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if (collected || !isEnabled)
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{
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void Update()
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{
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}
|
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public void Collect()
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{
|
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collected = true;
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void Hide()
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{
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void Show()
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{
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}
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}
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11
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Normal file
11
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Normal file
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18
Assets/Scripts/Collectibles.cs
Normal file
18
Assets/Scripts/Collectibles.cs
Normal file
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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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public class Collectibles : MonoBehaviour
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{
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11
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Normal file
11
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82
Assets/Scripts/FishCollector.cs
Normal file
82
Assets/Scripts/FishCollector.cs
Normal file
@@ -0,0 +1,82 @@
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using System;
|
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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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public class FishCollector : MonoBehaviour
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{
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public GameObject collectiblesContainer;
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// Total score of all collectibles
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public int totalScore = 0;
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Collectible[] collectibles;
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// Start is called before the first frame update
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void Start()
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{
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cc = GetComponent<CharacterController>();
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collectibles = collectiblesContainer.GetComponentsInChildren<Collectible>();
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}
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// FixedUpdate is called consistently at 50 fps (by default)
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// Figured we can do collection checks slightly less frequently :)
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void FixedUpdate()
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{
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foreach (Collectible collectible in collectibles)
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{
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if (collectible.collected || !collectible.isEnabled)
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{
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// Skip collectibles already collected or disabled
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continue;
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}
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// Debug.Log(String.Format("FishPosition: {0}, CollectiblePosition: {1}, CollectibleRadius: {2}", fishPosition, collectiblePosition, collectibleRadius));
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// Check if we are colliding with the collectible
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if (fishPosition.x >= collectiblePosition.x - collectibleRadius &&
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{
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x = true;
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}
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if (fishPosition.y >= collectiblePosition.y - collectibleRadius &&
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{
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y = true;
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}
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if (fishPosition.z >= collectiblePosition.z - collectibleRadius &&
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{
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z = true;
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}
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if (x && y && z)
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{
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totalScore += collectible.score;
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collectible.Collect();
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// Assume we aren't colliding with 2 at the same time!
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break;
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}
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}
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}
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}
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11
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11
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Reference in New Issue
Block a user