Polishing the sprites

This commit is contained in:
2018-04-22 23:36:11 +10:00
parent c25705bd01
commit c6b700f51e
35 changed files with 1643 additions and 5 deletions
+3 -1
View File
@@ -39,7 +39,9 @@ public class BlockIce : MonoBehaviour {
bomb.GetComponent<Bomb> ().timer = bombTimer;
bomb.GetComponent<Bomb> ().respawner = respawner;
}
respawner.enabled = true;
if (respawner != null) {
respawner.enabled = true;
}
Destroy (gameObject);
}
+11 -1
View File
@@ -3,19 +3,27 @@ using System.Collections.Generic;
using UnityEngine;
public class Bomb : MonoBehaviour {
Animator animator;
Rigidbody2D rigidBody;
public float timer;
GameObject explosion;
public GameObject iceBlockPrefab;
public Sprite deadBomb;
public Respawner respawner; //this can be respawned
float birthTime;
void Awake() {
animator = GetComponent<Animator> ();
rigidBody = GetComponent<Rigidbody2D> ();
if (timer < 0) {
animator.enabled = false;
}
}
void Start() {
@@ -53,7 +61,9 @@ public class Bomb : MonoBehaviour {
yield return new WaitForSeconds (delay);
explosion.SetActive (true);
transform.DetachChildren ();
respawner.enabled = true;
if (respawner != null) {
respawner.enabled = true;
}
Destroy (gameObject);
}
}
+47
View File
@@ -0,0 +1,47 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Cannon : MonoBehaviour {
SpriteRenderer spriteRenderer;
public enum Direction {
NORTH, EAST, SOUTH, WEST
};
public Direction direction;
public GameObject pelletPrefab;
public float delay;
float speed = 3f;
public Sprite sprite; //TMP, hopefully
void Awake() {
spriteRenderer = GetComponent<SpriteRenderer> ();
spriteRenderer.sprite = sprite;
StartCoroutine (FireOnTimer (delay));
}
IEnumerator FireOnTimer(float seconds) {
while(true) {
yield return new WaitForSeconds (seconds);
GameObject go = Instantiate (pelletPrefab);
go.transform.position = transform.position;
switch (direction) {
case Direction.NORTH:
go.GetComponent<Rigidbody2D> ().AddForce (new Vector2 (0, speed), ForceMode2D.Impulse);
break;
case Direction.EAST:
go.GetComponent<Rigidbody2D> ().AddForce (new Vector2 (speed, 0), ForceMode2D.Impulse);
break;
case Direction.SOUTH:
go.GetComponent<Rigidbody2D> ().AddForce (new Vector2 (0, -speed), ForceMode2D.Impulse);
break;
case Direction.WEST:
go.GetComponent<Rigidbody2D> ().AddForce (new Vector2 (-speed, 0), ForceMode2D.Impulse);
break;
}
}
}
}
+13
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@@ -0,0 +1,13 @@
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