Commit 23813d0f by Naliwe GS

Added several graphic pieces

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using UnityEngine;
using System.Collections;
public class Collectible : MonoBehaviour
{
void Start()
{
}
void Update()
{
}
void OnTriggerEnter2D(Collider2D other)
{
gameObject.SetActive(false);
}
}
\ No newline at end of file
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......@@ -46,7 +46,7 @@ namespace Assets.Scripts
_ca = new CellularAutomaton(_map, TileType.Wall) {CanGrowRule = CADelegates.CanGrow};
_tiles = new GameObject[_map.Columns*_map.Rows];
for (uint i = 0 ; i < _map.Columns * _map.Rows ; i++)
for (uint i = 0; i < _map.Columns*_map.Rows; i++)
{
_tiles[i] = (GameObject) Instantiate(Wall, new Vector3(0, 0, 0), Quaternion.identity);
_tiles[i].SetActive(false);
......@@ -55,7 +55,7 @@ namespace Assets.Scripts
void Update()
{
Camera.main.transform.Translate(new Vector3(0.5f * Time.deltaTime, 0, 0));
Camera.main.transform.Translate(new Vector3(2f*Time.deltaTime, 0, 0));
var rightBorder = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width,
Screen.height, 0)).x;
var leftBorder = Camera.main.ScreenToWorldPoint(new Vector3(0, 0, 0)).x;
......@@ -69,12 +69,12 @@ namespace Assets.Scripts
{
for (uint y = 0; y < _map.Rows; y++)
{
for (uint x = (uint) min % _map.Columns; x < max + 1 % _map.Columns; x++)
for (uint x = (uint) min%_map.Columns; x < max + 1%_map.Columns; x++)
{
if (_map[x, y] == TileType.Wall)
{
var tile = _tiles[_map.Columns * y + x];
var newX = (uint) (min / _map.Columns) * _map.Columns + x;
var tile = _tiles[_map.Columns*y + x];
var newX = (uint) (min/_map.Columns)*_map.Columns + x;
tile.transform.position = new Vector3(newX, y, 0);
tile.SetActive(true);
......
......@@ -14,7 +14,7 @@ namespace Assets.Scripts
void Update()
{
var newPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
newPos.z = 0;
newPos.z = -1;
_pos.position = Vector3.Lerp(_pos.position, newPos, 10 * Time.deltaTime);
}
......
......@@ -4,15 +4,28 @@ using UnityEngine.UI;
public class SimpleEnnemy : MonoBehaviour
{
public Transform position;
private Transform _position;
public float Speed = 2f;
void Start ()
{
position = GetComponent<Transform>();
_position = GetComponent<Transform>();
}
void Update ()
{
_position.Translate(new Vector3(Speed * Time.deltaTime, 0, 0));
if (_position.position.x < Camera.main.ScreenToWorldPoint(new Vector3(0, 0, 0)).x)
{
gameObject.SetActive(false);
}
}
void OnTriggerEnter2D(Collider2D other)
{
Debug.Log("Entered");
gameObject.SetActive(false);
}
}
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