Browse Source

added clouds

master
Josh 2 years ago
parent
commit
177cb98897
  1. 8
      unity/Assets/Prefabs.meta
  2. 138
      unity/Assets/Prefabs/Cloud.prefab
  3. 7
      unity/Assets/Prefabs/Cloud.prefab.meta
  4. 252
      unity/Assets/Scenes/SampleScene.unity
  5. 8
      unity/Assets/Scripts.meta
  6. 19
      unity/Assets/Scripts/Cloud.cs
  7. 11
      unity/Assets/Scripts/Cloud.cs.meta
  8. 21
      unity/Assets/Scripts/DragonMovement.cs
  9. 0
      unity/Assets/Scripts/DragonMovement.cs.meta
  10. 15
      unity/Assets/Scripts/Wraparound.cs
  11. 0
      unity/Assets/Scripts/Wraparound.cs.meta
  12. BIN
      unity/Assets/Sprites/cloud.png
  13. 108
      unity/Assets/Sprites/cloud.png.meta

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unity/Assets/Scripts/Cloud.cs

@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Cloud : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
const float SPEED = 1f;
this.transform.position = new Vector3(transform.position.x - SPEED, transform.position.y, transform.position.z);
}
}

11
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21
unity/Assets/DragonMovement.cs → unity/Assets/Scripts/DragonMovement.cs

@ -10,6 +10,19 @@ public class DragonMovement : MonoBehaviour
[SerializeField] float FlapForce = 300f;
[SerializeField] float FlapLength = .25f;
bool _inCloud;
private void OnTriggerEnter2D(Collider2D collision)
{
Debug.Log("ontriggerenter");
_inCloud = true;
}
private void OnTriggerExit2D(Collider2D collision)
{
_inCloud = false;
}
void Start()
{
_rigidbody = this.GetComponent<Rigidbody2D>();
@ -31,5 +44,13 @@ public class DragonMovement : MonoBehaviour
}
_flapTime -= Time.deltaTime;
float horizontalSpeed = .4f;
if (_inCloud)
{
horizontalSpeed = -1f;
}
transform.position = new Vector3(transform.position.x + horizontalSpeed, transform.position.y, transform.position.z);
}
}

0
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15
unity/Assets/Wraparound.cs → unity/Assets/Scripts/Wraparound.cs

@ -4,6 +4,7 @@ using UnityEngine;
public class Wraparound : MonoBehaviour
{
[SerializeField] bool _justVertical = false;
// Start is called before the first frame update
void Start()
{
@ -14,6 +15,7 @@ public class Wraparound : MonoBehaviour
void Update()
{
const int SCREEN_HEIGHT = 1080;
const int SCREEN_WIDTH = 1920;
if (this.transform.position.y < 0)
{
this.transform.position = new Vector3(transform.position.x, transform.position.y + SCREEN_HEIGHT, transform.position.z);
@ -23,5 +25,18 @@ public class Wraparound : MonoBehaviour
{
this.transform.position = new Vector3(transform.position.x, transform.position.y - SCREEN_HEIGHT, transform.position.z);
}
if (_justVertical == false)
{
if (this.transform.position.x < 0)
{
this.transform.position = new Vector3(transform.position.x + SCREEN_WIDTH, transform.position.y, transform.position.z);
}
if (this.transform.position.y > SCREEN_WIDTH)
{
this.transform.position = new Vector3(transform.position.x - SCREEN_WIDTH, transform.position.y, transform.position.z);
}
}
}
}

0
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