/
AsteroidMovement.cs
86 lines (74 loc) · 2.41 KB
/
AsteroidMovement.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AsteroidMovement : MonoBehaviour
{
private GameManager gameManager;
public GameObject nextAsteroid;
public float maxSpeed;
public float minSpeed;
public float shieldDamage;
public bool isSmall;
private float xMoving;
private float yMoving;
private float angle;
private float timerDamage;
private bool canDamage;
void Start()
{
gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
// 50-50 chance +/-, ensures min speed is abided by is either direction
if (Random.Range(0, 2) == 1) {
xMoving = Random.Range(minSpeed, maxSpeed);
}
else {
xMoving = Random.Range(-minSpeed, -maxSpeed);
}
if (Random.Range(0, 2) == 1) {
yMoving = Random.Range(minSpeed, maxSpeed);
}
else {
yMoving = Random.Range(-minSpeed, -maxSpeed);
}
angle = Random.Range(-0.5f, 0.5f);
canDamage = false;
}
void Update()
{
if (!canDamage) {
CheckCanDamage();
}
}
void FixedUpdate()
{
transform.position = new Vector2(transform.position.x + xMoving, transform.position.y + yMoving);
transform.Rotate(0, 0, angle);
}
private void CheckCanDamage()
{
timerDamage += Time.deltaTime;
if (timerDamage >= 1.0f) {
canDamage = true;
}
}
private void OnTriggerEnter2D(Collider2D other)
{
if (canDamage) {
if (other.gameObject.CompareTag("Player")) {
PlayerController player = other.GetComponent<PlayerController>();
if (player.getShieldEnergy() > 0) {
player.setShieldEnergy(shieldDamage);
if (isSmall == false){
Instantiate(nextAsteroid, transform.position, nextAsteroid.transform.rotation);
Instantiate(nextAsteroid, transform.position, nextAsteroid.transform.rotation);
}
gameManager.SetAsteroidsDestroyed(1);
Destroy(gameObject);
}
else {
player.KillPlayer();
}
}
}
}
}