Add score
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@@ -2,13 +2,16 @@ 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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using UnityEngine.UI;
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public class FishCollector : MonoBehaviour
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{
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public GameObject collectiblesContainer;
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public Text scoreText;
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// Total score of all collectibles
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public int totalScore = 0;
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public int totalScore = 0;
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private int maxScore = 0;
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Collectible[] collectibles;
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@@ -23,11 +26,16 @@ public class FishCollector : MonoBehaviour
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cc = GetComponent<CharacterController>();
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collectibles = collectiblesContainer.GetComponentsInChildren<Collectible>();
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foreach (Collectible collectible in collectibles)
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{
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maxScore += collectible.score;
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}
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UpdateUI();
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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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void Update()
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{
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Vector3 fishPosition = r.bounds.center;
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@@ -47,8 +55,6 @@ public class FishCollector : MonoBehaviour
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bool y = false;
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bool z = false;
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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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fishPosition.x <= collectiblePosition.x + collectibleRadius)
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@@ -72,11 +78,18 @@ public class FishCollector : MonoBehaviour
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{
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totalScore += collectible.score;
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collectible.Collect();
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// Update UI
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UpdateUI();
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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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void UpdateUI()
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{
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scoreText.text = String.Format("Score: {0}/{1}", totalScore, maxScore);
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}
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}
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