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when the velocity of the alien will change automaticly + */ + public float velocityChangeTimer = 5f; + + + /** + * The aliens spawn audio clip + */ + public AudioClip spawnAudioClip; + + + /** + * Fires missiles in the players direction if possible + */ + private void Update() + { + if (this.IsActive() && this.CanFireMissile()) + { + var playerPosition = GameManager.Instance.player.transform.position; + var alienPosition = this.weaponTransform.position; + + playerPosition.x -= alienPosition.x; + playerPosition.y -= alienPosition.y; + var angle = (Mathf.Atan2(playerPosition.y, playerPosition.x) * Mathf.Rad2Deg) - 90f; + var quaternion = Quaternion.Euler(new Vector3(0f, 0f, angle)); + + this.FireMissile(alienPosition, quaternion, playerPosition.normalized); + } + } + + + /** + * Activates the alien + */ + public override void Activate(Vector2 position, Vector2 velocity) + { + var speed = Random.Range(this.minSpeed, this.maxSpeed); + this.gameObject.transform.position = position; + this.lastSeenInViewport = Time.time; // Ensures that last seen in viewport will work correctly + this.lastMissileShot = Time.time; // Ensures that the alien will fire after a short delay + + AudioManager.Instance.Play(this.spawnAudioClip); + this.gameObject.SetActive(true); + + this.rigidbody2DComponent.velocity = velocity * speed; + + Invoke("ChangeVelocityRandomly", this.velocityChangeTimer); + } + + + /** + * Deactivates the alien if he is too long outside of the viewport + */ + protected override void TooLongOutsideOfViewport() + { + Debug.Log("TooLongOutsideOfViewport!"); + this.Deactivate(); + } + + + /** + * Changes the velocity of the alien randomly + */ + private void ChangeVelocityRandomly() + { + var speed = Random.Range(this.minSpeed, this.maxSpeed); + this.rigidbody2DComponent.velocity = new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f)) * speed; + + Invoke("ChangeVelocityRandomly", this.velocityChangeTimer); + } +} diff --git a/Assets/Scripts/GamePlay/Alien.cs.meta 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asteroids after destruction + */ + public int spawnAmountAfterDestruction = 2; + + + /** + * The spawn size after destruction + */ + public Enum.AsteroidSize spawnAsteroidSize = Enum.AsteroidSize.Big; + + + /** + * An array of all asteroid sprites + */ + public Sprite[] spriteArray; + + + /** + * An array of colliders for every asteroid shape within a specific size + */ + private PolygonCollider2D[] polygonColliderArray; + + + /** + * The image component + */ + private Image image; + + + /** + * Loads all needed components on start up + */ + protected override void Awake() + { + base.Awake(); + + this.polygonColliderArray = this.GetComponents(); + this.image = this.GetComponent(); + } + + + /** + * Is called if the asteroid is too long outside of the viewport + * Deactives the current one a spawns a new one with the same size and to the players direction + */ + protected override void TooLongOutsideOfViewport() + { + this.Deactivate(); + AsteroidManager.Instance.SpawnAsteroid(this.size); + } + + + /** + * Is called after a hit by a collider + */ + public override void HitByCollider(Collider2D collider) + { + base.HitByCollider(collider); // Call the base method to use standard missile handling + + if (collider.CompareTag(Config.Tags.flyingObject)) + { + var flyingObject = collider.GetComponent(); + if (flyingObject.flyingObject != Enum.FlyingObject.Asteroid) + { + this.Destroy(false); + } + } + } + + + /** + * Destroies the asteroid and spawns new if configured + */ + public override void Destroy(bool addScore = true) + { + AudioManager.Instance.Play(this.destructionAudioClip); + this.Deactivate(); + + if (this.spawnAmountAfterDestruction > 0) + { + for (var index = 0; index < this.spawnAmountAfterDestruction; index ++) + { + AsteroidManager.Instance.SpawnAsteroid(this.spawnAsteroidSize, this.transform.position); + } + } + else + { + GameManager.Instance.SpawnNewAsteroids(); + } + + if (addScore == true) + { + GameManager.Instance.player.AddScore(this.score); + } + } + + + /** + * Deactivates the asteroid + */ + public override void Deactivate() + { + this.gameObject.SetActive(false); + } + + + /** + * Activates the asteroid and chooses a random appearance + */ + public override void Activate(Vector2 position, Vector2 velocity) + { + this.SetRandomAppearance(); + + var speed = Random.Range(this.minSpeed, this.maxSpeed); + var rotation = Random.Range(0f, 359.99f); + + this.gameObject.transform.position = position; + this.gameObject.transform.rotation = Quaternion.Euler(new Vector3(0, 0, rotation)); + + this.gameObject.SetActive(true); + + this.rigidbody2DComponent.velocity = velocity.normalized * speed; + + // Set last seen in viewport even if the asteroid is positioned outside of the viewport so that it will be validated correctly + this.lastSeenInViewport = Time.time; + } + + + /** + * Sets the appearance and the appropriate collider of the asteroid randomly + */ + private void SetRandomAppearance() + { + var appearance = (int) Random.Range(0, this.spriteArray.Length); + this.image.sprite = this.spriteArray[appearance]; + this.image.SetNativeSize(); + + for (var index = 0; index < this.spriteArray.Length; index ++) + { + if (index == appearance) + { + this.polygonColliderArray[index].enabled = true; + } + else + { + this.polygonColliderArray[index].enabled = false; + } + } + } +} diff --git a/Assets/Scripts/GamePlay/Asteroid.cs.meta b/Assets/Scripts/GamePlay/Asteroid.cs.meta new file mode 100755 index 0000000..6ca2051 --- /dev/null +++ b/Assets/Scripts/GamePlay/Asteroid.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f8ab992fa99399f4f9e6af8d3e56e6a2 +timeCreated: 1431523049 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/GamePlay/Character.cs b/Assets/Scripts/GamePlay/Character.cs new file mode 100755 index 0000000..cb24ceb --- /dev/null +++ b/Assets/Scripts/GamePlay/Character.cs @@ -0,0 +1,100 @@ +using UnityEngine; +using System.Collections.Generic; + +/** + * A character which extends the flying object class and extends it with misiles + */ +public abstract class Character : FlyingObject +{ + /** + * The characters weapon transform + */ + public Transform weaponTransform; + + + /** + * The delay between the missiles + */ + public float delayBetweenMissiles = 0.1f; + + + /** + * The timestamp when the last missile was shot + */ + protected float lastMissileShot = 0f; + + + /** + * Is called if the character is too long outside of the viewport + */ + protected override void TooLongOutsideOfViewport() {} + + + /** + * Is called after a hit by a collider + */ + public override void HitByCollider(Collider2D collider) + { + base.HitByCollider(collider); // Call the base method to use standard missile handling + + if (collider.CompareTag(Config.Tags.flyingObject)) + { + this.Destroy(false); + } + } + + + /** + * Activates the character + */ + public override void Activate(Vector2 position, Vector2 velocity) {} + + + /** + * Destroies the character + */ + public override void Destroy(bool addScore) + { + AudioManager.Instance.Play(this.destructionAudioClip); + this.Deactivate(); + + if (addScore == true) + { + GameManager.Instance.player.AddScore(this.score); + } + } + + + /** + * Deactivates the character + */ + public override void Deactivate() + { + this.gameObject.SetActive(false); + this.CancelInvoke(); + } + + + /** + * Fires a missile + */ + public void FireMissile(Vector3 position, Quaternion rotation, Vector2 force) + { + if (this.CanFireMissile()) + { + this.lastMissileShot = Time.time; + var missile = MissileManager.Instance.GetMissile(this.flyingObject); + + missile.Activate(position, rotation, force); + } + } + + + /** + * Returns true if the character can fire a missile + */ + public bool CanFireMissile() + { + return (this.lastMissileShot + this.delayBetweenMissiles <= Time.time); + } +} diff --git a/Assets/Scripts/GamePlay/Character.cs.meta b/Assets/Scripts/GamePlay/Character.cs.meta new file mode 100755 index 0000000..511481a --- /dev/null +++ b/Assets/Scripts/GamePlay/Character.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: de7959e73d4614f40b0ceaa1bc66cd54 +timeCreated: 1431375896 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/GamePlay/FlyingObject.cs b/Assets/Scripts/GamePlay/FlyingObject.cs new file mode 100755 index 0000000..34ceb95 --- /dev/null +++ b/Assets/Scripts/GamePlay/FlyingObject.cs @@ -0,0 +1,162 @@ +using UnityEngine; + +/** + * The flying object ground class which provides some basic features every flying object needs + * It extends more specific flying objects + */ +public abstract class FlyingObject : MonoBehaviour +{ + /** + * The flying object type + */ + public Enum.FlyingObject flyingObject; + + + /** + * The score of the flying object + */ + public int score = 0; + + + /** + * The maximal speed of the flying object + */ + public float maxSpeed = 1f; + + + /** + * The flying objects destruction audio clip + */ + public AudioClip destructionAudioClip; + + + /** + * The rigidbody 2D component of the flying object + */ + protected Rigidbody2D rigidbody2DComponent; + + + /** + * The time when the flying object was last seen within the viewport + */ + protected float lastSeenInViewport; + + + /** + * Loads all needed components and starts the "in view port" verification + */ + protected virtual void Awake() + { + this.rigidbody2DComponent = this.GetComponent(); + + this.Invoke("VerifyIsInViewport", 1f); + } + + + /** + * Returns true if the flying object is active + */ + public bool IsActive() + { + return this.gameObject.activeSelf; + } + + + /** + * Is called if a flying object was hit by a collider + */ + public virtual void HitByCollider(Collider2D collider) + { + if (collider.CompareTag(Config.Tags.missile)) + { + var missile = collider.GetComponent(); + + if (missile.ownedBy != this.flyingObject) + { + var addScore = (missile.ownedBy == Enum.FlyingObject.Player); + + missile.Deactivate(); + this.Destroy(addScore); + } + } + } + + + /** + * Is called if the flying object is too long outside of the viewport + */ + protected abstract void TooLongOutsideOfViewport(); + + + /** + * Is called if the flying object is destroied + */ + public abstract void Destroy(bool addScore); + + + /** + * Activates the flying pbject + */ + public abstract void Activate(Vector2 position, Vector2 velocity); + + + /** + * Deactivates the flying pbject + */ + public abstract void Deactivate(); + + + /** + * Handles what hapens if a missile enters the flying object collider + */ + protected virtual void OnTriggerEnter2D(Collider2D collider) + { + this.HitByCollider(collider); + } + + + /** + * Handles the flying object if it leaves the viewport + * In this case: Teleports the flying object to the other side of the "world" + */ + public void OnLeaveViewport() + { + var screenPosition = Camera.main.WorldToScreenPoint(this.transform.position); + var position = this.transform.position; + + // Teleport on the x-axis + if (Screen.width < screenPosition.x || screenPosition.x < 0) + { + position.x *= -1; + } + // Teleport on the y-axis + else if (Screen.height < screenPosition.y || screenPosition.y < 0) + { + position.y *= -1; + } + + this.transform.position = position; + } + + + /** + * Verifies that the flying object is in the viewport after a teleport + */ + private void VerifyIsInViewport() + { + if (this.IsActive()) + { + RaycastHit2D hit = Physics2D.Raycast(this.transform.position, -Vector2.up, Mathf.Infinity, Config.Layer.viewport); + if (hit.collider != null && hit.collider.CompareTag(Config.Tags.viewport)) + { + this.lastSeenInViewport = Time.time; + } + else if (this.lastSeenInViewport + 5f < Time.time) + { + this.TooLongOutsideOfViewport(); + } + } + + this.Invoke("VerifyIsInViewport", 1f); + } +} diff --git a/Assets/Scripts/GamePlay/FlyingObject.cs.meta b/Assets/Scripts/GamePlay/FlyingObject.cs.meta new file mode 100755 index 0000000..2e83f20 --- /dev/null +++ b/Assets/Scripts/GamePlay/FlyingObject.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 299d6878d4afc73488556e9006599ea7 +timeCreated: 1431375895 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/GamePlay/Missile.cs b/Assets/Scripts/GamePlay/Missile.cs new file mode 100755 index 0000000..b65aec2 --- /dev/null +++ b/Assets/Scripts/GamePlay/Missile.cs @@ -0,0 +1,135 @@ +using UnityEngine; + +/** + * The missile of a character + */ +public class Missile : MonoBehaviour +{ + /** + * The missiles lifetime + */ + public float lifetime = 1f; + + + /** + * The missiles speed + */ + public float speed = 500f; + + + /** + * The layer mask which is used for the collision raycast + */ + public LayerMask collisionRaycastLayerMask; + + + /** + * The missile is owned by the specified flying object + */ + public Enum.FlyingObject ownedBy; + + + /** + * The missiles rigidbody 2D + */ + private Rigidbody2D rigidbody2DComponent; + + + /** + * The missiles collider + */ + private Collider2D collider2DComponent; + + + /** + * The missiles despawn time + */ + private float despawnTime; + + + /** + * The previous rigidbody2D position + */ + private Vector3 previousRigidbody2DPosition; + + + /** + * Deactivate the missile on instantiation + * Grep the some needed components + */ + private void Awake() + { + this.rigidbody2DComponent = this.GetComponent(); + this.collider2DComponent = this.GetComponent(); + this.previousRigidbody2DPosition = this.rigidbody2DComponent.position; + + this.Deactivate(); + } + + + /** + * Deactivates the missile after it reaches the despawn time + * Also uses raycast to extend the collision detection for "high" speed objects to help the slow physics collision detection + */ + private void FixedUpdate() + { + if (this.IsActive()) + { + var raycastToPosition = this.transform.position - this.previousRigidbody2DPosition; + RaycastHit2D hit = Physics2D.Raycast(this.previousRigidbody2DPosition, raycastToPosition, Vector2.Distance(this.transform.position, this.previousRigidbody2DPosition), this.collisionRaycastLayerMask.value); + + if (hit.collider != null && hit.collider.CompareTag(Config.Tags.flyingObject)) + { + var flyingObject = hit.collider.GetComponent(); + if (this.ownedBy != flyingObject.flyingObject) + { + flyingObject.HitByCollider(this.collider2DComponent); + this.rigidbody2DComponent.position = hit.point; + } + } + + this.previousRigidbody2DPosition = this.rigidbody2DComponent.position; + + if (this.despawnTime <= Time.time) + { + this.Deactivate(); + } + } + } + + + /** + * Deactivates the missile + */ + public void Deactivate() + { + this.gameObject.SetActive(false); + this.rigidbody2DComponent.velocity = Vector2.zero; + } + + + /** + * Activates the missile and sets position and rotation and adds a force to the rigidbody + */ + public void Activate(Vector3 position, Quaternion rotation, Vector2 force) + { + this.gameObject.transform.position = position; + this.gameObject.transform.rotation = rotation; + this.despawnTime = Time.time + this.lifetime; + this.rigidbody2DComponent.position = position; + this.previousRigidbody2DPosition = this.rigidbody2DComponent.position; + + this.gameObject.SetActive(true); + + this.rigidbody2DComponent.AddForce(force * this.speed); + } + + + /** + * Returns true if the missile is active + */ + public bool IsActive() + { + return this.gameObject.activeSelf; + } +} diff --git a/Assets/Scripts/GamePlay/Missile.cs.meta b/Assets/Scripts/GamePlay/Missile.cs.meta new file mode 100755 index 0000000..0a683c6 --- /dev/null +++ b/Assets/Scripts/GamePlay/Missile.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8bc85b3f30ad43445befa0f9375e4586 +timeCreated: 1431375412 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/GamePlay/Player.cs b/Assets/Scripts/GamePlay/Player.cs new file mode 100755 index 0000000..c2a0ef5 --- /dev/null +++ b/Assets/Scripts/GamePlay/Player.cs @@ -0,0 +1,313 @@ +using UnityEngine; +using System.Collections; + +/** + * The player which extends the character class + */ +public class Player : Character +{ + /** + * The thrust of the players space ship + */ + public float thrust = 10f; + + + /** + * The thrust loss ratio of the players space ship + */ + public float thrustLossRatio = 0.02f; + + + /** + * The max life and start amount of the player + */ + public int maxLife = 3; + + + /** + * The time the player stays indestructible after a hit + */ + public float indestructibleTime = 3f; + + + /** + * Is true if the players space ship has thrust + * Also plays / stops the looped thrust sfx + */ + public bool hasThrust + { + get + { + return this._hasThrust; + } + set + { + if (value == true) + { + this.audioSource.Play(); + } + else + { + this.audioSource.Stop(); + } + + this._hasThrust = value; + } + } + + + /** + * The current life amount of the player + */ + private int life = 0; + + + /** + * The time until the player is indestructible + */ + private float indestructibleUntil = 0f; + + + /** + * The players audio source + */ + private AudioSource audioSource; + + + /** + * Is true if the players space ship has thrust + */ + private bool _hasThrust = false; + + + /** + * Loads needed components + */ + protected override void Awake() + { + base.Awake(); + + this.audioSource = this.GetComponent(); + } + + + #if UNITY_EDITOR + /** + * Handle player inputs within the Unity Editor + */ + private void Update() + { + this.RotateAroundMouse(); + + if (Input.GetKeyDown(KeyCode.LeftControl)) + { + this.hasThrust = true; + } + else if (this.hasThrust && Input.GetKeyUp(KeyCode.LeftControl)) + { + this.hasThrust = false; + } + + if (Input.GetMouseButton(0)) + { + this.FireMissile(); + } + } + #endif + + + /** + * Gives thrust to the player or reduces the thrust automaticly to zero + */ + private void FixedUpdate() + { + if (this.IsActive() && this.hasThrust) + { + this.Thrust(); + } + else + { + this.ReduceThrust(); + } + } + + + /** + * Fires a missile if possible + */ + public void FireMissile() + { + if (this.IsActive() && this.lastMissileShot + this.delayBetweenMissiles <= Time.time) + { + this.lastMissileShot = Time.time; + var missile = MissileManager.Instance.GetMissile(this.flyingObject); + + missile.Activate(this.weaponTransform.position, this.transform.rotation, this.transform.up); + } + } + + + /** + * Rotates the player around the mouse + */ + private void RotateAroundMouse() + { + var mousePosition = Input.mousePosition; + var playerPosition = Camera.main.WorldToScreenPoint(this.transform.position); + + mousePosition.x -= playerPosition.x; + mousePosition.y -= playerPosition.y; + var playerAngle = Mathf.Atan2(mousePosition.y, mousePosition.x) * Mathf.Rad2Deg; + + this.transform.rotation = Quaternion.Euler(new Vector3(0, 0, playerAngle - 90f)); + } + + + /** + * Increases or holds the players thrust + */ + public void Thrust() + { + if(this.rigidbody2DComponent.velocity.magnitude > this.maxSpeed) + { + this.rigidbody2DComponent.velocity = this.rigidbody2DComponent.velocity.normalized * this.maxSpeed; + } + else + { + this.rigidbody2DComponent.AddForce(this.transform.up * this.thrust); + } + } + + + /** + * Reduces the players thrust + */ + private void ReduceThrust() + { + if (this.rigidbody2DComponent.velocity.magnitude > 0) + { + this.rigidbody2DComponent.velocity *= 1f - this.thrustLossRatio; + } + } + + + /** + * Sets the players rotation + */ + public void Rotate(Quaternion rotation) + { + this.transform.rotation = rotation; + } + + + /** + * Returns true if the player is indistructable + */ + public bool IsIndistructable() + { + return this.indestructibleUntil > Time.time; + } + + + /** + * Adds the given score to the player score + */ + public void AddScore(int score) + { + this.SetScore(this.score + score); + } + + + /** + * Sets the players score + */ + private void SetScore(int score) + { + this.score = score; + + UIManager.Instance.GetPanel(Enum.Panel.Ingame).SetScore(this.score); + } + + + /** + * Reduces the players life + */ + private void ReduceLife(int life = 1) + { + this.SetLife(this.life - life); + } + + + /** + * Sets the players lifes + */ + private void SetLife(int life) + { + this.life = life; + + UIManager.Instance.GetPanel(Enum.Panel.Ingame).SetLife(this.life); + } + + + /** + * Destroies the player + */ + public override void Destroy(bool addScore = false) + { + if (!this.IsIndistructable()) + { + AudioManager.Instance.Play(this.destructionAudioClip); + + this.ReduceLife(); + + if (this.life == 0) + { + this.Deactivate(); + GameManager.Instance.GameOver(); + } + else + { + this.indestructibleUntil = Time.time + this.indestructibleTime; + this.transform.position = Vector3.zero; + this.rigidbody2DComponent.velocity = Vector2.zero; + this.hasThrust = false; + + this.GetComponent().SetBool("Indistructable", true); + this.Invoke("RemoveIndistructable", this.indestructibleTime); + } + } + } + + + /** + * Activates the player + */ + public void Activate() + { + this.gameObject.SetActive(true); + this.Reset(); + } + + + /** + * Removes the indistructable effect + */ + private void RemoveIndistructable() + { + this.GetComponent().SetBool("Indistructable", false); + } + + + /** + * Resets the player object + */ + private void Reset() + { + this.SetScore(0); + this.SetLife(this.maxLife); + + this.indestructibleUntil = 0f; + this.transform.position = Vector3.zero; + this.rigidbody2DComponent.velocity = Vector2.zero; + } +} diff --git a/Assets/Scripts/GamePlay/Player.cs.meta b/Assets/Scripts/GamePlay/Player.cs.meta new file mode 100755 index 0000000..075c6fd --- /dev/null +++ b/Assets/Scripts/GamePlay/Player.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0edd2d5a32b5df24f8e9f602d2de187f +timeCreated: 1431351282 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Manager.meta b/Assets/Scripts/Manager.meta new file mode 100755 index 0000000..9a0eac3 --- /dev/null +++ b/Assets/Scripts/Manager.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4a0b10fe29e744242bbedfef2d88db52 +folderAsset: yes +timeCreated: 1431529350 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Manager/AsteroidManager.cs b/Assets/Scripts/Manager/AsteroidManager.cs new file mode 100755 index 0000000..cba2f01 --- /dev/null +++ b/Assets/Scripts/Manager/AsteroidManager.cs @@ -0,0 +1,135 @@ +using UnityEngine; +using System.Collections.Generic; + +/** + * The asteroid manager handles the asteroids spawning and object pooling of every asteroid + */ +public class AsteroidManager : Singleton +{ + /** + * The asteroid prefabs + */ + public GameObject[] asteroidPrefabs; + + + /** + * The asteroid container so that new asteroids do not clutter our hierachy view + */ + public Transform asteroidContainer; + + + /** + * The asteroid object pool so we do not have to inistantiate and destroy them every time + */ + private Dictionary> asteroidObjectPool = new Dictionary>(); + + + /** + * Adds an asteroid to the object pool by the given size + */ + private Asteroid AddAsteroidToObjectPool(Enum.AsteroidSize size) + { + var asteroidSizeIndex = (int) size; + var asteroidGameObject = this.Instantiate(this.asteroidPrefabs[asteroidSizeIndex]) as GameObject; + asteroidGameObject.name = this.asteroidPrefabs[asteroidSizeIndex].name; + asteroidGameObject.transform.SetParent(this.asteroidContainer, false); + var asteroid = asteroidGameObject.GetComponent(); + + if (!this.asteroidObjectPool.ContainsKey(size)) + { + this.asteroidObjectPool.Add(size, new List()); + } + + this.asteroidObjectPool[size].Add(asteroid); + + return asteroid; + } + + + /** + * Deactivates all asteroids + */ + public void DeactivateAllAsteroids() + { + if (this.GetActiveAsteroidAmount() > 0) + { + foreach (KeyValuePair> asteroid in this.asteroidObjectPool) + { + for (var index = 0; index < asteroid.Value.Count; index ++) + { + asteroid.Value[index].Deactivate(); + } + } + } + } + + + /** + * Returns the active asteroid amount + */ + public int GetActiveAsteroidAmount() + { + var activeAsteroidAmount = 0; + + foreach (KeyValuePair> asteroid in this.asteroidObjectPool) + { + for (var index = 0; index < asteroid.Value.Count; index ++) + { + if (asteroid.Value[index].IsActive()) + { + activeAsteroidAmount ++; + } + } + } + + return activeAsteroidAmount; + } + + + /** + * Returns a pooled asteroid + */ + public Asteroid GetAsteroid(Enum.AsteroidSize size) + { + if (this.asteroidObjectPool.ContainsKey(size)) + { + for (var index = 0; index < this.asteroidObjectPool[size].Count; index ++) + { + if (!this.asteroidObjectPool[size][index].IsActive()) + { + return this.asteroidObjectPool[size][index]; + } + } + } + + return this.AddAsteroidToObjectPool(size); + } + + + /** + * Spawns an asteroid + * If position and velocity were not set -> spawn outside the viewport and target the player + * If velocity is not set -> use random velocity + */ + public void SpawnAsteroid(Enum.AsteroidSize size, Vector2 position = default(Vector2), Vector2 velocity = default(Vector2)) + { + if (position == default(Vector2) && velocity == default(Vector2)) + { + var playerPosition = GameManager.Instance.player.transform.position; + var spawnPosition = GameManager.Instance.GetValidSpawnCoordinateOutsideTheViewport(); + + playerPosition.x -= spawnPosition.x; + playerPosition.y -= spawnPosition.y; + + position = spawnPosition; + velocity = playerPosition.normalized; + } + else if (velocity == default(Vector2)) + { + velocity = new Vector2(Random.Range(-1, 1f), Random.Range(-1f, 1f)); + } + + var asteroid = AsteroidManager.Instance.GetAsteroid(size); + asteroid.Activate(position, velocity); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Manager/AsteroidManager.cs.meta b/Assets/Scripts/Manager/AsteroidManager.cs.meta new file mode 100755 index 0000000..4414827 --- /dev/null +++ b/Assets/Scripts/Manager/AsteroidManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6de63254c53af51439adf8db93a195af +timeCreated: 1431524045 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Manager/AudioManager.cs b/Assets/Scripts/Manager/AudioManager.cs new file mode 100755 index 0000000..08878b9 --- /dev/null +++ b/Assets/Scripts/Manager/AudioManager.cs @@ -0,0 +1,31 @@ +using UnityEngine; + +/** + * The audio manager provides a simple audio playback for objects that will be deactivated but still has to play a sound + */ +public class AudioManager : Singleton +{ + /** + * The audio managers audio source + */ + private AudioSource audioSource; + + + /** + * Load the audio source component + * It's used to playback audio even if the game object is disabled (For example: Destroied asteroids or aliens) + */ + private void Start() + { + this.audioSource = this.GetComponent(); + } + + + /** + * Simply plays the given audio clip + */ + public void Play(AudioClip audioClip) + { + this.audioSource.PlayOneShot(audioClip); + } +} diff --git a/Assets/Scripts/Manager/AudioManager.cs.meta b/Assets/Scripts/Manager/AudioManager.cs.meta new file mode 100755 index 0000000..acc76f3 --- /dev/null +++ b/Assets/Scripts/Manager/AudioManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 65c7e53c8ab076d48a502ff199c52aa0 +timeCreated: 1431688706 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Manager/GameManager.cs b/Assets/Scripts/Manager/GameManager.cs new file mode 100755 index 0000000..7d54714 --- /dev/null +++ b/Assets/Scripts/Manager/GameManager.cs @@ -0,0 +1,158 @@ +using UnityEngine; + +/** + * The game manager handles the game and provides easy access to relevant objects + */ +public class GameManager : Singleton +{ + /** + * The player + */ + public Player player; + + + /** + * The alien + */ + public Alien alien; + + + /** + * Start with this amount of asteroids + */ + public int asteroidStartAmount = 4; + + + /** + * This is the minimum amount of active asteroids + * Exception: On game start there can be less asteroids + */ + public int minActiveAsteroids = 6; + + + /** + * Defines after how many seconds the next alien will spawn + */ + public float alienSpawnTimer = 30f; + + + /** + * Starts a new game + * - Shows the ingame ui + * - Spawns random start asteroids + * - Triggers the alien spawn + * - Activates the players space ship + */ + public void StartNewGame() + { + UIManager.Instance.Show(Enum.Panel.Ingame); + + this.player.Activate(); + this.InitializeAsteroids(this.asteroidStartAmount); + this.Invoke("SpawnAlien", this.alienSpawnTimer); + } + + + /** + * Initializes the given amount of asteroids + */ + public void InitializeAsteroids(int amount) + { + AsteroidManager.Instance.DeactivateAllAsteroids(); + + for (var index = 0; index < amount; index ++) + { + var asteroidSize = (Enum.AsteroidSize) Random.Range(0, 3); + AsteroidManager.Instance.SpawnAsteroid(asteroidSize, this.GetValidSpawnCoordinate()); + } + } + + + /** + * Spawns new asteroids outside the viewport until the asteroid amount reaches the minimum active asteroid amount + */ + public void SpawnNewAsteroids() + { + if (AsteroidManager.Instance.GetActiveAsteroidAmount() < this.minActiveAsteroids) + { + var spawnAmount = this.minActiveAsteroids - AsteroidManager.Instance.GetActiveAsteroidAmount(); + for (var index = 0; index < spawnAmount; index ++) + { + var asteroidSize = (Enum.AsteroidSize) Random.Range(0, 3); + AsteroidManager.Instance.SpawnAsteroid(asteroidSize); + } + } + } + + + /** + * Spawns the alien if it's not already active + */ + private void SpawnAlien() + { + if (!this.alien.IsActive()) + { + var playerPosition = GameManager.Instance.player.transform.position; + var spawnPosition = this.GetValidSpawnCoordinateOutsideTheViewport(); + + playerPosition.x -= spawnPosition.x; + playerPosition.y -= spawnPosition.y; + + this.alien.Activate(spawnPosition, playerPosition.normalized); + } + + this.Invoke("SpawnAlien", this.alienSpawnTimer); + } + + + /** + * Returns a valid spawn point inside the viewport + */ + public Vector2 GetValidSpawnCoordinate() + { + var randomScreenCoordinate = new Vector2(Random.Range(0f, Screen.width), Random.Range(0f, Screen.height)); + var randomWorldCoordinate = Camera.main.ScreenToWorldPoint(randomScreenCoordinate); + + RaycastHit2D hit = Physics2D.Raycast(randomWorldCoordinate, -Vector2.up); + if (hit.collider != null && !hit.collider.CompareTag(Config.Tags.viewport)) + { + return this.GetValidSpawnCoordinate(); + } + else + { + return randomWorldCoordinate; + } + } + + + /** + * Returns a valid spawn point outside of the viewport + */ + public Vector2 GetValidSpawnCoordinateOutsideTheViewport() + { + var randomScreenCoordinate = new Vector2(Random.Range(0f - (Screen.width * 0.4f), Screen.width * 1.4f), Random.Range(0f * (Screen.height * 0.2f), Screen.height * 1.2f)); + var randomWorldCoordinate = Camera.main.ScreenToWorldPoint(randomScreenCoordinate); + + RaycastHit2D hit = Physics2D.Raycast(randomWorldCoordinate, -Vector2.up); + if (hit.collider != null) + { + return this.GetValidSpawnCoordinateOutsideTheViewport(); + } + else + { + return randomWorldCoordinate; + } + } + + + /** + * Is called if the game is over + */ + public void GameOver() + { + // Stops the alien respawn + this.CancelInvoke(); + + UIManager.Instance.GetPanel(Enum.Panel.Ingame).ShowGameOverScreen(); + } +} diff --git a/Assets/Scripts/Manager/GameManager.cs.meta b/Assets/Scripts/Manager/GameManager.cs.meta new file mode 100755 index 0000000..a4f4b08 --- /dev/null +++ b/Assets/Scripts/Manager/GameManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e92242d2802bc2546b55bb36bee12470 +timeCreated: 1431529508 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Manager/HighscoreManager.cs b/Assets/Scripts/Manager/HighscoreManager.cs new file mode 100755 index 0000000..9b7e87e --- /dev/null +++ b/Assets/Scripts/Manager/HighscoreManager.cs @@ -0,0 +1,84 @@ +using UnityEngine; +using System.Collections.Generic; +using System.Linq; + +/** + * The highscore manager handles the highscore list + */ +public class HighscoreManager : Singleton +{ + /** + * The length of the highscore list + */ + public int highscoreListLength = 15; + + + /** + * The highscore list + */ + [HideInInspector] + public List highscoreList = new List(); + + + /** + * Loads the highscore list from the player prefs + */ + private void Start() + { + for (var rank = 1; rank <= this.highscoreListLength; rank ++) + { + if (PlayerPrefs.HasKey("Rank" + rank + "Name")) + { + var name = PlayerPrefs.GetString("Rank" + rank + "Name"); + var score = PlayerPrefs.GetInt("Rank" + rank + "Score"); + var scoreStruct = new Struct.Score(name, score); + + this.highscoreList.Add(scoreStruct); + } + } + } + + + /** + * Adds the given score to the highscore list if its high enough + */ + public void AddScore(string name, int score) + { + if (this.IsInHighscoreList(score)) + { + var scoreStruct = new Struct.Score(name, score); + this.highscoreList.Add(scoreStruct); + this.highscoreList = this.highscoreList.OrderByDescending(orderScoreStruct => orderScoreStruct.score).ToList(); + + // Remove the the last entry if the highscore list is longer that it should be + if (this.highscoreList.Count > this.highscoreListLength) + { + this.highscoreList.RemoveAt(this.highscoreListLength); + } + + this.Save(); + } + } + + + /** + * Saves the highscore list + */ + private void Save() + { + for (var rank = 1; rank <= this.highscoreList.Count; rank ++) + { + PlayerPrefs.SetString("Rank" + rank + "Name", this.highscoreList[rank - 1].name); + PlayerPrefs.SetInt("Rank" + rank + "Score", this.highscoreList[rank - 1].score); + } + } + + + /** + * Returns true if the given score is within the highscore list + */ + public bool IsInHighscoreList(int score) + { + return (this.highscoreList.Count < this.highscoreListLength || score > this.highscoreList.Last().score); + } +} diff --git a/Assets/Scripts/Manager/HighscoreManager.cs.meta b/Assets/Scripts/Manager/HighscoreManager.cs.meta new file mode 100755 index 0000000..bde2403 --- /dev/null +++ b/Assets/Scripts/Manager/HighscoreManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c6f99c7a83e421f4e92795f84cab0620 +timeCreated: 1431792178 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Manager/MissileManager.cs b/Assets/Scripts/Manager/MissileManager.cs new file mode 100755 index 0000000..0afd4d8 --- /dev/null +++ b/Assets/Scripts/Manager/MissileManager.cs @@ -0,0 +1,67 @@ +using UnityEngine; +using System.Collections.Generic; + +/** + * The missile manager handles every missile within the game and pools them + */ +public class MissileManager : Singleton +{ + /** + * The missile prefabs + */ + public GameObject[] missilePrefabs; + + + /** + * The missile container so that new missiles do not clutter our hierachy view + */ + public Transform missileContainer; + + + /** + * The missile object pool so we do not have to inistantiate and destroy them every time + */ + private Dictionary> missileObjectPool = new Dictionary>(); + + + /** + * Adds a missile to the object pool by the given flying object + */ + private Missile AddMissileToObjectPool(Enum.FlyingObject flyingObject) + { + var flyingObjectIndex = (int) flyingObject; + var missileGameObject = this.Instantiate(this.missilePrefabs[flyingObjectIndex]) as GameObject; + missileGameObject.name = this.missilePrefabs[flyingObjectIndex].name; + missileGameObject.transform.SetParent(this.missileContainer, false); + var missile = missileGameObject.GetComponent(); + + if (!this.missileObjectPool.ContainsKey(flyingObject)) + { + this.missileObjectPool.Add(flyingObject, new List()); + } + + this.missileObjectPool[flyingObject].Add(missile); + + return missile; + } + + + /** + * Returns a pooled missile + */ + public Missile GetMissile(Enum.FlyingObject flyingObject) + { + if (this.missileObjectPool.ContainsKey(flyingObject)) + { + for (var index = 0; index < this.missileObjectPool[flyingObject].Count; index ++) + { + if (!this.missileObjectPool[flyingObject][index].IsActive()) + { + return this.missileObjectPool[flyingObject][index]; + } + } + } + + return this.AddMissileToObjectPool(flyingObject); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Manager/MissileManager.cs.meta b/Assets/Scripts/Manager/MissileManager.cs.meta new file mode 100755 index 0000000..f3dd902 --- /dev/null +++ b/Assets/Scripts/Manager/MissileManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: cd78e5b08929110438651eda1aabb669 +timeCreated: 1431860359 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Manager/UIManager.cs b/Assets/Scripts/Manager/UIManager.cs new file mode 100755 index 0000000..bc0af4e --- /dev/null +++ b/Assets/Scripts/Manager/UIManager.cs @@ -0,0 +1,69 @@ +using UnityEngine; + +/** + * The UI manager handles which panel is displayed + */ +public class UIManager : Singleton +{ + /** + * Includes all used panels + */ + public Panel[] panelArray; + + + /** + * The current active panel + */ + private Enum.Panel activePanel = Enum.Panel.MainMenu; + + + /** + * Shows the main menu on start up + */ + private void Start() + { + this.Show(Enum.Panel.MainMenu); + } + + + /** + * Shows the panel with the given id and hides the active one + */ + public void Show(Enum.Panel panel) + { + if (this.activePanel != panel) + { + this.GetPanel(this.activePanel).Disable(); + } + + this.GetPanel(panel).Enable(); + this.activePanel = panel; + } + + + + /** + * Returns the panel by the given panel type + */ + public Panel GetPanel(Enum.Panel panel) + { + for (var index = 0; index < this.panelArray.Length; index ++) + { + if (this.panelArray[index].panel == panel) + { + return this.panelArray[index]; + } + } + + throw new UnityException("Panel not found!"); + } + + + /** + * Returns the panel by the given panel type + */ + public Type GetPanel(Enum.Panel panel) where Type : Panel + { + return (Type) this.GetPanel(panel); + } +} diff --git a/Assets/Scripts/Manager/UIManager.cs.meta b/Assets/Scripts/Manager/UIManager.cs.meta new file mode 100755 index 0000000..62e395d --- /dev/null +++ b/Assets/Scripts/Manager/UIManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c043c38210c15754cbc3e42daa0f6c1b +timeCreated: 1431778848 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI.meta b/Assets/Scripts/UI.meta new file mode 100755 index 0000000..c9f1e64 --- /dev/null +++ b/Assets/Scripts/UI.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 34d6033dce627ff4194c72ec79ddc900 +folderAsset: yes +timeCreated: 1431421417 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Panel.meta b/Assets/Scripts/UI/Panel.meta new file mode 100755 index 0000000..e73de6c --- /dev/null +++ b/Assets/Scripts/UI/Panel.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a9ec4d3134e7c954ba6e8c754c0ab172 +folderAsset: yes +timeCreated: 1431784075 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Panel/HighscorePanel.cs b/Assets/Scripts/UI/Panel/HighscorePanel.cs new file mode 100755 index 0000000..60f7489 --- /dev/null +++ b/Assets/Scripts/UI/Panel/HighscorePanel.cs @@ -0,0 +1,125 @@ +using UnityEngine; +using System.Collections.Generic; + +/** + * Handles the highscore UI + */ +public class HighscorePanel : Panel +{ + /** + * The highscore row blueprint + */ + public GameObject rowBlueprint; + + + /** + * The highscore list transform + */ + public Transform highscoreListTransform; + + + /** + * The distance between two rows + */ + public float distanceBetweenTwoRows = 30f; + + + /** + * The list of all displayed highscore rows + */ + private List rowList = new List(); + + + /** + * Is called by the new game button within the highscore UI + * Starts a new game + */ + public void StarNewGame() + { + GameManager.Instance.StartNewGame(); + } + + + /** + * Is called by the main menu button within the highscore UI + * Shows the main menu + */ + public void ShowMainMenu() + { + UIManager.Instance.Show(Enum.Panel.MainMenu); + } + + + /** + * Fils the highscore list with the highscore data + */ + protected override void Initialize() + { + this.HideRows(); + + var highscoreList = HighscoreManager.Instance.highscoreList; + for (var rank = 1; rank <= highscoreList.Count; rank ++) + { + var highscorePanelRow = this.GetHighscorePanelRow(); + highscorePanelRow.SetRowData(rank, highscoreList[rank - 1]); + } + } + + + /** + * Hides all available rows + */ + private void HideRows() + { + for (var index = 0; index < rowList.Count; index ++) + { + this.rowList[index].gameObject.SetActive(false); + } + } + + + /** + * Returns a valid highscore list row + */ + public HighscorePanelRow GetHighscorePanelRow() + { + for (var index = 0; index < this.rowList.Count; index ++) + { + if (this.rowList[index].gameObject.activeSelf == false) + { + this.rowList[index].gameObject.SetActive(true); + return this.rowList[index]; + } + } + + return this.AddHighscorePanelRow(); + } + + + /** + * Adds a highscore panel row + */ + private HighscorePanelRow AddHighscorePanelRow() + { + var row = this.Instantiate(this.rowBlueprint) as GameObject; + var highscorePanelRow = row.GetComponent(); + + row.SetActive(true); + row.transform.SetParent(this.highscoreListTransform, false); + + var rowPosition = row.transform.localPosition; + rowPosition.y = this.rowBlueprint.transform.localPosition.y - (this.rowList.Count * this.distanceBetweenTwoRows); + row.transform.localPosition = rowPosition; + + this.rowList.Add(highscorePanelRow); + + return highscorePanelRow; + } + + + + /** + * Reset method of the highscore panel + */ + protected override void Reset() {} +} \ No newline at end of file diff --git a/Assets/Scripts/UI/Panel/HighscorePanel.cs.meta b/Assets/Scripts/UI/Panel/HighscorePanel.cs.meta new file mode 100755 index 0000000..3e2f5c7 --- /dev/null +++ b/Assets/Scripts/UI/Panel/HighscorePanel.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: abd0ed62d4159df4f87742a5bf090196 +timeCreated: 1431790469 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Panel/HighscorePanelRow.cs b/Assets/Scripts/UI/Panel/HighscorePanelRow.cs new file mode 100755 index 0000000..861d275 --- /dev/null +++ b/Assets/Scripts/UI/Panel/HighscorePanelRow.cs @@ -0,0 +1,36 @@ +using UnityEngine; +using UnityEngine.UI; + +/** + * Handles a row within the highscore list + */ +public class HighscorePanelRow : MonoBehaviour +{ + /** + * The rank + */ + public Text rank; + + + /** + * The players name + */ + public Text playerName; + + + /** + * The score + */ + public Text score; + + + /** + * Sets the row display data + */ + public void SetRowData(int rank, Struct.Score scoreStruct) + { + this.rank.text = rank + "."; + this.playerName.text = scoreStruct.name; + this.score.text = scoreStruct.score.ToString("n0"); + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/Panel/HighscorePanelRow.cs.meta b/Assets/Scripts/UI/Panel/HighscorePanelRow.cs.meta new file mode 100755 index 0000000..60e0646 --- /dev/null +++ b/Assets/Scripts/UI/Panel/HighscorePanelRow.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 68b6f65c821fcc9409ae846873089386 +timeCreated: 1431791784 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Panel/IngamePanel.cs b/Assets/Scripts/UI/Panel/IngamePanel.cs new file mode 100755 index 0000000..3158b84 --- /dev/null +++ b/Assets/Scripts/UI/Panel/IngamePanel.cs @@ -0,0 +1,195 @@ +using UnityEngine; +using UnityEngine.UI; + +/** + * Handles the ingame UI + */ +public class IngamePanel : Panel +{ + /** + * The score text + */ + public Text score; + + + /** + * All life indicators + */ + public GameObject[] lifeIndicatorArray; + + + /** + * The thrust button + */ + public TouchElement thrustButton; + + + /** + * The fire button + */ + public TouchElement fireButton; + + + /** + * The rotation input + */ + public TouchElement rotationInput; + + + /** + * The game over screen + */ + public GameObject gameOverScreen; + + + /** + * The game over screen score + */ + public Text gameOverScreenScore; + + + /** + * The game over player name + */ + public InputField gameOverPlayerName; + + + + /** + * Handles the touch element inputs + */ + private void Update() + { + this.HandleThrustButton(); + this.HandleFireButton(); + this.HandleRotationInput(); + } + + + /** + * Initalize method of the ingame panel + */ + protected override void Initialize() {} + + + /** + * Reset method of the ingame panel + */ + protected override void Reset() + { + this.gameOverScreen.SetActive(false); + } + + + /** + * Handles the thrust button + * Activates / Deactivates the players space ship thrust on touch + * + * Note: Is disabled within the Unity editor because it collides with the Unity editor controls + */ + private void HandleThrustButton() + { + #if !UNITY_EDITOR + if(!GameManager.Instance.player.hasThrust && this.thrustButton.IsTouched()) + { + GameManager.Instance.player.hasThrust = true; + } + else if (GameManager.Instance.player.hasThrust && !this.thrustButton.IsTouched()) + { + GameManager.Instance.player.hasThrust = false; + } + #endif + } + + + /** + * Handles the fire button + * Activates / Deactivates the players missile fire on touch + */ + private void HandleFireButton() + { + if(this.fireButton.IsTouched()) + { + GameManager.Instance.player.FireMissile(); + } + } + + + /** + * Handles the touch rotation input + * Rotates the players space ship depending on where he touches the rotation input element + */ + private void HandleRotationInput() + { + if(this.rotationInput.IsTouched()) + { + var touches = Input.touches; + + for (int index = 0; index < touches.Length; index++) + { + if (this.rotationInput.GetFingerId() == touches[index].fingerId) + { + var touchPosition = touches[index].position; + var buttonPosition = Camera.main.WorldToScreenPoint(this.rotationInput.transform.position); + + touchPosition.x -= buttonPosition.x; + touchPosition.y -= buttonPosition.y; + var playerAngle = Mathf.Atan2(touchPosition.y, touchPosition.x) * Mathf.Rad2Deg; + + GameManager.Instance.player.Rotate(Quaternion.Euler(new Vector3(0, 0, playerAngle - 90f))); + + return; + } + } + } + } + + + /** + * Shows the game over screen + */ + public void ShowGameOverScreen() + { + this.gameOverScreenScore.text = this.score.text; + this.gameOverScreen.SetActive(true); + } + + + /** + * Sets UI score text + */ + public void SetScore(int score) + { + this.score.text = score.ToString("n0"); + } + + + /** + * Saves the current score and shows the highscore list + * Is called by the ok button within the ingame game over UI + */ + public void SaveScore() + { + HighscoreManager.Instance.AddScore(this.gameOverPlayerName.text, GameManager.Instance.player.score); + UIManager.Instance.Show(Enum.Panel.Highscore); + } + + + /** + * Sets the UI life amount + */ + public void SetLife(int life) + { + for (var index = 0; index < this.lifeIndicatorArray.Length; index ++) + { + if (index < life) + { + this.lifeIndicatorArray[index].SetActive(true); + } + else if (this.lifeIndicatorArray[index].activeSelf == true) + { + this.lifeIndicatorArray[index].SetActive(false); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/Panel/IngamePanel.cs.meta b/Assets/Scripts/UI/Panel/IngamePanel.cs.meta new file mode 100755 index 0000000..55e627a --- /dev/null +++ b/Assets/Scripts/UI/Panel/IngamePanel.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b7e248bb873f6c94487e70f74fabe620 +timeCreated: 1431783549 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Panel/MainMenuPanel.cs b/Assets/Scripts/UI/Panel/MainMenuPanel.cs new file mode 100755 index 0000000..50feff2 --- /dev/null +++ b/Assets/Scripts/UI/Panel/MainMenuPanel.cs @@ -0,0 +1,47 @@ +using UnityEngine; + +/** + * Handles the main menu UI + */ +public class MainMenuPanel : Panel +{ + /** + * Initializes some background asteroids on start up + */ + private void Start() + { + GameManager.Instance.InitializeAsteroids(10); + } + + + /** + * Starts a new game + * Is called by the start button within the main menu UI + */ + public void StartNewGame() + { + GameManager.Instance.StartNewGame(); + } + + + /** + * Shows the highscore screen + * Is called by the highscore button within the main menu UI + */ + public void ShowHighscore() + { + UIManager.Instance.Show(Enum.Panel.Highscore); + } + + + /** + * Initalize method of the main menu panel + */ + protected override void Initialize() {} + + + /** + * Reset method of the main menu panel + */ + protected override void Reset() {} +} \ No newline at end of file diff --git a/Assets/Scripts/UI/Panel/MainMenuPanel.cs.meta b/Assets/Scripts/UI/Panel/MainMenuPanel.cs.meta new file mode 100755 index 0000000..1cd5216 --- /dev/null +++ b/Assets/Scripts/UI/Panel/MainMenuPanel.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f4dc7bab566b08843a3c801b7ea31e8d +timeCreated: 1431786201 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Panel/Panel.cs b/Assets/Scripts/UI/Panel/Panel.cs new file mode 100755 index 0000000..37a364a --- /dev/null +++ b/Assets/Scripts/UI/Panel/Panel.cs @@ -0,0 +1,46 @@ +using UnityEngine; + +/** + * Handles a panel (UI) + */ +public abstract class Panel : MonoBehaviour +{ + /** + * The panel + */ + public Enum.Panel panel; + + + /** + * Abstract initalize method of the panel + * Will automaticly be called if a panel is enabled + */ + protected abstract void Initialize(); + + + /** + * Abstract reset method of the panel + * Will automaticly be called if a panel is disabled + */ + protected abstract void Reset(); + + + /** + * Enables the panel + */ + public void Enable() + { + this.Initialize(); + this.gameObject.SetActive(true); + } + + + /** + * Disables the panel + */ + public void Disable() + { + this.gameObject.SetActive(false); + this.Reset(); + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/Panel/Panel.cs.meta b/Assets/Scripts/UI/Panel/Panel.cs.meta new file mode 100755 index 0000000..781526a --- /dev/null +++ b/Assets/Scripts/UI/Panel/Panel.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: fcf4f1aed098ce940a51f34d4c36f7bd +timeCreated: 1431778880 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/TouchElement.cs b/Assets/Scripts/UI/TouchElement.cs new file mode 100755 index 0000000..ca2a2a3 --- /dev/null +++ b/Assets/Scripts/UI/TouchElement.cs @@ -0,0 +1,61 @@ +using UnityEngine; +using UnityEngine.EventSystems; + +/** + * An UI touch element + */ +public class TouchElement : MonoBehaviour, IPointerDownHandler, IPointerUpHandler +{ + /** + * Is true if the element is touched + */ + private bool touched = false; + + + /** + * The finger id which touches the current element + */ + private int fingerId; + + + /** + * Handles the on pointer down event + */ + public void OnPointerDown(PointerEventData pointerEventData) + { + if (this.touched == false) + { + this.touched = true; + this.fingerId = pointerEventData.pointerId; + } + } + + /** + * Handles the on pointer up event + */ + public void OnPointerUp(PointerEventData pointerEventData) + { + if (pointerEventData.pointerId == this.fingerId) + { + this.touched = false; + } + } + + + /** + * Returns true if the current element is touched + */ + public bool IsTouched() + { + return this.touched; + } + + + /** + * Returns the current touching finger id + */ + public int GetFingerId() + { + return this.fingerId; + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/TouchElement.cs.meta b/Assets/Scripts/UI/TouchElement.cs.meta new file mode 100755 index 0000000..c766ab1 --- /dev/null +++ b/Assets/Scripts/UI/TouchElement.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 522013ac22018c648bb53b09cec4a765 +timeCreated: 1431440670 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utilities.meta b/Assets/Scripts/Utilities.meta new file mode 100755 index 0000000..deb234b --- /dev/null +++ b/Assets/Scripts/Utilities.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ae5f8c2aed9fbe6488632797fb4081ad +folderAsset: yes +timeCreated: 1431523370 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utilities/Enum.cs b/Assets/Scripts/Utilities/Enum.cs new file mode 100755 index 0000000..9785eff --- /dev/null +++ b/Assets/Scripts/Utilities/Enum.cs @@ -0,0 +1,37 @@ +/** + * This enum class contains every enum within this project + */ +public class Enum +{ + /** + * The asteroid sizes + */ + public enum AsteroidSize + { + Small = 0, + Middle = 1, + Big = 2 + } + + + /** + * The flying objects + */ + public enum FlyingObject + { + Player = 0, + Alien = 1, + Asteroid = 2 + } + + + /** + * The panels (UI) + */ + public enum Panel + { + MainMenu, + Highscore, + Ingame + } +} diff --git a/Assets/Scripts/Utilities/Enum.cs.meta b/Assets/Scripts/Utilities/Enum.cs.meta new file mode 100755 index 0000000..4e0776a --- /dev/null +++ b/Assets/Scripts/Utilities/Enum.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e790f63c16519664e898023664006e59 +timeCreated: 1431523384 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + 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newline at end of file diff --git a/Assets/Scripts/Utilities/Singleton.cs.meta b/Assets/Scripts/Utilities/Singleton.cs.meta new file mode 100755 index 0000000..de67ba3 --- /dev/null +++ b/Assets/Scripts/Utilities/Singleton.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 00f31417ab7acc641b214a72a6626ed0 +timeCreated: 1431524045 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utilities/Struct.cs b/Assets/Scripts/Utilities/Struct.cs new file mode 100755 index 0000000..694d987 --- /dev/null +++ b/Assets/Scripts/Utilities/Struct.cs @@ -0,0 +1,33 @@ +/** + * The struct class contains every struct used within this project + * Structs within this project are just simple data container + */ +public class Struct +{ + /** + * A score entry + */ + public struct Score + { + /** + * The score of the player + */ + public int score; + + + /** + * The name of the player + */ + public string name; + + + /** + * The Constructor + */ + public Score(string name, int score) + { + this.name = name; + this.score = score; + } + } +} diff --git a/Assets/Scripts/Utilities/Struct.cs.meta b/Assets/Scripts/Utilities/Struct.cs.meta new file mode 100755 index 0000000..8c15cf0 --- /dev/null +++ b/Assets/Scripts/Utilities/Struct.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b31b638e7bbc6ef41a7d35f7c10448aa +timeCreated: 1431796554 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Viewport.cs b/Assets/Scripts/Viewport.cs new file mode 100755 index 0000000..dfa65da --- /dev/null +++ b/Assets/Scripts/Viewport.cs @@ -0,0 +1,39 @@ +using UnityEngine; +using UnityEngine.UI; + +/** + * Handles the viewport behaviour + */ +public class Viewport : MonoBehaviour +{ + /** + * The main 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including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in all -copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -SOFTWARE. - +The MIT License (MIT) + +Copyright (c) 2015 Christian Putzke + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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tags: + - FlyingObject + - Missile + - Viewport + layers: + - Default + - TransparentFX + - Ignore Raycast + - + - Water + - UI + - + - + - Viewport + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + m_SortingLayers: + - name: Default + uniqueID: 0 + locked: 0 + - name: UI + uniqueID: 1658040455 + locked: 0 diff --git a/ProjectSettings/TimeManager.asset b/ProjectSettings/TimeManager.asset new file mode 100755 index 0000000..b636f2b --- /dev/null +++ b/ProjectSettings/TimeManager.asset @@ -0,0 +1,8 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!5 &1 +TimeManager: + m_ObjectHideFlags: 0 + Fixed Timestep: .0199999996 + Maximum Allowed Timestep: .333333343 + m_TimeScale: 1 diff --git a/README.md b/README.md index fab5fa0..caa765f 100644 --- a/README.md +++ b/README.md @@ -1,2 +1,20 @@ -# asteroids -The classical game Asteroids made with the Unity Game Engine. +# asteroids +The classical game asteroids made with the Unity Game Engine (Version 5). +It's a small mobile test project made for android smartphones but it will run on tablets as well. + +## Tested on ## +* **PC (Unity Editor)** +* **Sony Xperia Z3** +* **Sony Xperia Z Tablet** + +## Asset sources and license +* **Assets/Textures/Background.png** [hubblesite.org](http://hubblesite.org/newscenter/archive/releases/2008/28/image/a/) - License: Public Domain +* **Assets/Fonts/Neuropol.ttf** [Typodermic Fonts @ 1001freefonts.com](http://www.1001freefonts.com/neuropol.font) - License: Free +* **Assets/Audio/Music.wav** [ERH @ freesound.org](https://www.freesound.org/people/ERH/sounds/62068/) - License: CC BY-NC 3.0 +* **Assets/Audio/Gameplay/AlienSpawn.wav** [cosmician @ freesound.org](https://www.freesound.org/people/cosmician/sounds/158410/) - License: CC0 1.0 +* **Assets/Audio/Gameplay/ExplosionAsteroid.wav** [Willlewis @ freesound.org](https://www.freesound.org/people/Willlewis/sounds/244345/) - License: CC0 1.0 +* **Assets/Audio/Gameplay/ExplosionCharacter.wav** [klangfabrik @ freesound.org](https://www.freesound.org/people/klangfabrik/sounds/210613/) - License: CC0 1.0 +* **Assets/Audio/Gameplay/Missile.wav** [klangfabrik @ freesound.org](https://www.freesound.org/people/Julien%20Matthey/sounds/268343/) - License: CC0 1.0 +* **Assets/Audio/Gameplay/Thrust.wav** [nathanshadow @ freesound.org](https://www.freesound.org/people/nathanshadow/sounds/22455/) - License: CC Sampling Plus 1.0 +* **Assets/Audio/UI/Click.wav** [GameAudio @ freesound.org](https://www.freesound.org/people/GameAudio/sounds/220166/) - License: CC0 1.0 +* **All other assets and code** [Christian Putzke @ christian-putzke.de](http://www.christian-putzke.de) - License: The MIT License (MIT) \ No newline at end of file