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Random.seed = System.DateTime.Today.Millisecond; + Random.InitState(System.DateTime.Today.Millisecond); // Start the Spawn coroutine. StartCoroutine("Spawn"); diff --git a/Assets/Scripts/Bomb.cs b/Assets/Scripts/Bomb.cs index 6286420..58867a3 100644 --- a/Assets/Scripts/Bomb.cs +++ b/Assets/Scripts/Bomb.cs @@ -63,7 +63,7 @@ public void Explode() foreach(Collider2D en in enemies) { // Check if it has a rigidbody (since there is only one per enemy, on the parent). - Rigidbody2D rb = en.rigidbody2D; + Rigidbody2D rb = en.GetComponent(); if(rb != null && rb.tag == "Enemy") { // Find the Enemy script and set the enemy's health to zero. diff --git a/Assets/Scripts/Enemy.cs b/Assets/Scripts/Enemy.cs index 8ab6f77..fac251f 100644 --- a/Assets/Scripts/Enemy.cs +++ b/Assets/Scripts/Enemy.cs @@ -45,7 +45,7 @@ void FixedUpdate () } // Set the enemy's velocity to moveSpeed in the x direction. - rigidbody2D.velocity = new Vector2(transform.localScale.x * moveSpeed, rigidbody2D.velocity.y); + GetComponent().velocity = new Vector2(transform.localScale.x * moveSpeed, GetComponent().velocity.y); // If the enemy has one hit point left and has a damagedEnemy sprite... if(HP == 1 && damagedEnemy != null) @@ -85,9 +85,10 @@ void Death() // Set dead to true. dead = true; - // Allow the enemy to rotate and spin it by adding a torque. - rigidbody2D.fixedAngle = false; - rigidbody2D.AddTorque(Random.Range(deathSpinMin,deathSpinMax)); + // Allow the enemy to rotate and spin it by adding a torque. + GetComponent().constraints = RigidbodyConstraints2D.None; + //GetComponent().fixedAngle = false; + GetComponent().AddTorque(Random.Range(deathSpinMin,deathSpinMax)); // Find all of the colliders on the gameobject and set them all to be triggers. Collider2D[] cols = GetComponents(); diff --git a/Assets/Scripts/Gun.cs b/Assets/Scripts/Gun.cs index 2647b46..8e1dcd3 100644 --- a/Assets/Scripts/Gun.cs +++ b/Assets/Scripts/Gun.cs @@ -26,7 +26,7 @@ void Update () { // ... set the animator Shoot trigger parameter and play the audioclip. anim.SetTrigger("Shoot"); - audio.Play(); + GetComponent().Play(); // If the player is facing right... if(playerCtrl.facingRight) diff --git a/Assets/Scripts/LayBombs.cs b/Assets/Scripts/LayBombs.cs index b520f66..56a9276 100644 --- a/Assets/Scripts/LayBombs.cs +++ b/Assets/Scripts/LayBombs.cs @@ -16,7 +16,7 @@ public class LayBombs : MonoBehaviour void Awake () { // Setting up the reference. - bombHUD = GameObject.Find("ui_bombHUD").guiTexture; + bombHUD = GameObject.Find("ui_bombHUD").GetComponent(); } diff --git a/Assets/Scripts/PlayerControl.cs b/Assets/Scripts/PlayerControl.cs index 34fb8af..695e510 100644 --- a/Assets/Scripts/PlayerControl.cs +++ b/Assets/Scripts/PlayerControl.cs @@ -52,14 +52,14 @@ void FixedUpdate () anim.SetFloat("Speed", Mathf.Abs(h)); // If the player is changing direction (h has a different sign to velocity.x) or hasn't reached maxSpeed yet... - if(h * rigidbody2D.velocity.x < maxSpeed) + if(h * GetComponent().velocity.x < maxSpeed) // ... add a force to the player. - rigidbody2D.AddForce(Vector2.right * h * moveForce); + GetComponent().AddForce(Vector2.right * h * moveForce); // If the player's horizontal velocity is greater than the maxSpeed... - if(Mathf.Abs(rigidbody2D.velocity.x) > maxSpeed) + if(Mathf.Abs(GetComponent().velocity.x) > maxSpeed) // ... set the player's velocity to the maxSpeed in the x axis. - rigidbody2D.velocity = new Vector2(Mathf.Sign(rigidbody2D.velocity.x) * maxSpeed, rigidbody2D.velocity.y); + GetComponent().velocity = new Vector2(Mathf.Sign(GetComponent().velocity.x) * maxSpeed, GetComponent().velocity.y); // If the input is moving the player right and the player is facing left... if(h > 0 && !facingRight) @@ -81,7 +81,7 @@ void FixedUpdate () AudioSource.PlayClipAtPoint(jumpClips[i], transform.position); // Add a vertical force to the player. - rigidbody2D.AddForce(new Vector2(0f, jumpForce)); + GetComponent().AddForce(new Vector2(0f, jumpForce)); // Make sure the player can't jump again until the jump conditions from Update are satisfied. jump = false; @@ -111,14 +111,14 @@ public IEnumerator Taunt() yield return new WaitForSeconds(tauntDelay); // If there is no clip currently playing. - if(!audio.isPlaying) + if(!GetComponent().isPlaying) { // Choose a random, but different taunt. tauntIndex = TauntRandom(); // Play the new taunt. - audio.clip = taunts[tauntIndex]; - audio.Play(); + GetComponent().clip = taunts[tauntIndex]; + GetComponent().Play(); } } } diff --git a/Assets/Scripts/PlayerHealth.cs b/Assets/Scripts/PlayerHealth.cs index d0b687d..bcb2002 100644 --- a/Assets/Scripts/PlayerHealth.cs +++ b/Assets/Scripts/PlayerHealth.cs @@ -83,7 +83,7 @@ void TakeDamage (Transform enemy) Vector3 hurtVector = transform.position - enemy.position + Vector3.up * 5f; // Add a force to the player in the direction of the vector and multiply by the hurtForce. - rigidbody2D.AddForce(hurtVector * hurtForce); + GetComponent().AddForce(hurtVector * hurtForce); // Reduce the player's health by 10. health -= damageAmount; diff --git a/Assets/Scripts/Remover.cs b/Assets/Scripts/Remover.cs index af2afcf..4f275c3 100644 --- a/Assets/Scripts/Remover.cs +++ b/Assets/Scripts/Remover.cs @@ -1,10 +1,11 @@ using UnityEngine; +using UnityEngine.SceneManagement; using System.Collections; public class Remover : MonoBehaviour { public GameObject splash; - + public string mainMenuName = "MainMenu"; void OnTriggerEnter2D(Collider2D col) { @@ -14,18 +15,25 @@ void OnTriggerEnter2D(Collider2D col) // .. stop the camera tracking the player GameObject.FindGameObjectWithTag("MainCamera").GetComponent().enabled = false; - // .. stop the Health Bar following the player - if(GameObject.FindGameObjectWithTag("HealthBar").activeSelf) - { - GameObject.FindGameObjectWithTag("HealthBar").SetActive(false); - } + // .. stop the Health Bar following the player + GameObject healthBarObj = GameObject.FindGameObjectWithTag("HealthBar"); + if (healthBarObj != null) + { + if (healthBarObj.activeSelf) + { + healthBarObj.SetActive(false); + } + } // ... instantiate the splash where the player falls in. Instantiate(splash, col.transform.position, transform.rotation); // ... destroy the player. Destroy (col.gameObject); - // ... reload the level. - StartCoroutine("ReloadGame"); + // ... reload the level. + //StartCoroutine("ReloadGame"); + + // Go back to the main menu + StartCoroutine(ReturnToMainMenu()); } else { @@ -42,6 +50,12 @@ IEnumerator ReloadGame() // ... pause briefly yield return new WaitForSeconds(2); // ... and then reload the level. - Application.LoadLevel(Application.loadedLevel); + SceneManager.LoadScene(SceneManager.GetActiveScene().name); } + + IEnumerator ReturnToMainMenu() + { + yield return new WaitForSeconds(2); + SceneManager.LoadScene(mainMenuName); + } } diff --git a/Assets/Scripts/SceneTransitioner.cs b/Assets/Scripts/SceneTransitioner.cs new file mode 100644 index 0000000..f2b9987 --- /dev/null +++ b/Assets/Scripts/SceneTransitioner.cs @@ -0,0 +1,27 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class SceneTransitioner : MonoBehaviour { + + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void Update () { + + } + + public void GoToScene(string sceneName) + { + SceneManager.LoadScene(sceneName); + } + + public void QuitGame() + { + Application.Quit(); + } +} diff --git a/Assets/Scripts/SceneTransitioner.cs.meta b/Assets/Scripts/SceneTransitioner.cs.meta new file mode 100644 index 0000000..5729932 --- /dev/null +++ b/Assets/Scripts/SceneTransitioner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0f94422164e9fb44f8592e470e03543d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Score.cs b/Assets/Scripts/Score.cs index 8d3209a..dcd0a40 100644 --- a/Assets/Scripts/Score.cs +++ b/Assets/Scripts/Score.cs @@ -20,7 +20,7 @@ void Awake () void Update () { // Set the score text. - guiText.text = "Score: " + score; + GetComponent().text = 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