Files
uni/year3/semester1/CT3536: Games Programming/labs/Weeks 4-8/lab6/code/Asteroid.cs

92 lines
3.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Asteroid : MonoBehaviour {
// inspector settings
public Rigidbody rigidBody;
public GameObject miniAsteroid;
public GameObject smallAsteroid; // spawn small asteroids in the place of the large asteroid
// Use this for initialization
void Start () {
// randomise size+mass
transform.localScale = new Vector3(Random.Range(0.06f,0.09f), Random.Range(0.06f,0.09f), Random.Range
(0.06f,0.09f));
rigidBody.mass = transform.localScale.x * transform.localScale.y * transform.localScale.z;
// randomise velocity
rigidBody.velocity = new Vector3 (Random.Range (-20f, 20f), 0f, Random.Range (-20f, 20f));
rigidBody.angularVelocity = new Vector3 (Random.Range (-20f, 20f), Random.Range (-
20f, 20f), Random.Range (-20f, 20f));
// start periodically checking for being off-screen
InvokeRepeating ("CheckScreenEdges", 0.2f, 0.2f);
}
private void CheckScreenEdges() {
Vector3 pos = transform.position;
Vector3 vel = rigidBody.velocity;
float xTeleport = 0f, zTeleport = 0f;
if (pos.x < GameManager.screenBottomLeft.x && vel.x <= 0f) // velocity check as sanity test
xTeleport = GameManager.screenWidth;
else if (pos.x > GameManager.screenTopRight.x && vel.x >= 0f)
xTeleport = -GameManager.screenWidth;
if (pos.z < GameManager.screenBottomLeft.z && vel.z <= 0f)
zTeleport = GameManager.screenHeight;
else if (pos.z > GameManager.screenTopRight.z && vel.z >= 0f)
zTeleport = -GameManager.screenHeight;
if (xTeleport != 0f || zTeleport != 0f)
transform.position = new Vector3 (pos.x + xTeleport, 0f, pos.z + zTeleport);
}
// method to spawn mini-asteroid fragments at the contact point(s) of a collision
private void OnCollisionEnter(Collision collision) {
// if collided with the spaceship, destroy it and recreate it at 0,0,0
if (collision.gameObject.CompareTag("spaceship")) {
Destroy(collision.gameObject);
GameManager.CreatePlayerSpaceship();
}
// if collided with the bullet, destroy it and asteroid and spawn small asteroids
if (collision.gameObject.CompareTag("bullet")) {
Destroy(collision.gameObject);
Destroy(this);
for (int i = 0; i <= numF4ragments; i++) {
GameObject fragment = Instantiate(miniAsteroid);
Instantiate(smallAsteroid, transform.position, transform.rotation);
}
}
// Arraylist to keep track of the mini asteroids created for a collision
ArrayList fragments = new ArrayList();
foreach (ContactPoint contact in collision.contacts) {
// instantiating a random number of mini asteroid between 1 and 5 inclusive
int numFragments = Random.Range(1, 5);
for (int i = 1; i <= numFragments; i++) {
GameObject fragment = Instantiate(miniAsteroid);
fragment.transform.position = contact.point;
fragments.Add(fragment);
}
}
StartCoroutine(DestroyFragments(fragments));
}
// coroutine to destroy all the fragments from a collision
IEnumerator DestroyFragments(ArrayList fragments) {
yield return new WaitForSeconds(3);
foreach (GameObject fragment in fragments) {
Destroy(fragment);
}
}
}