Archival of the game.

This commit is contained in:
2022-08-25 20:08:32 +02:00
commit c6deb71ef0
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class AntivirusController : MonoBehaviour
{
[SerializeField] private float posY;
[SerializeField] private GameObject AVShot;
public float health;
public float maxHealth;
//Barra de Vida.
[SerializeField] private Image barraVida;
//Combate
[SerializeField] private float dañoBalas = 10;
private void Update()
{
Mov();
if (Input.GetMouseButtonDown(0))
{
Disparar();
}
SetHeathBar();
if (health <= 0)
{
GameObject gamesystem = GameObject.FindGameObjectWithTag("GameSystem");
gamesystem.GetComponent<GameSystem>().EndGame();
}
}
private void Mov()
{
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
mousePos.x = Mathf.Clamp(mousePos.x, -8.2f, 8.2f);
this.transform.position = new Vector2(mousePos.x, posY);
}
public void Disparar()
{
Instantiate(AVShot, this.gameObject.transform.position, AVShot.transform.rotation);
}
private void SetHeathBar()
{
barraVida.fillAmount = health / maxHealth;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("V-Shot"))
{
health = health - dañoBalas;
Destroy(collision.gameObject);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DefensasSystem : MonoBehaviour
{
public float health;
public float maxHealth;
//Barra de Vida.
[SerializeField] private Image barraVida;
[SerializeField] private GameObject healthPanel;
//Combate
[SerializeField] private float dañoBalas = 10;
private void Update()
{
if(health != maxHealth)
{
healthPanel.gameObject.SetActive(true);
SetHealthBar();
}
if(health == 0)
{
healthPanel.gameObject.SetActive(false);
Destroy(this.gameObject);
}
}
private void SetHealthBar()
{
barraVida.fillAmount = health / maxHealth;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if(collision.gameObject.CompareTag("V-Shot") || collision.gameObject.CompareTag("AV-Shot"))
{
health = health - dañoBalas;
Destroy(collision.gameObject);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovimientoBalas : MonoBehaviour {
public float balaSpeed;
[SerializeField] private bool haveMov;
[SerializeField] private float maxYValue;
[SerializeField] private float minYValue;
void Update ()
{
if (haveMov)
{
BalaMove();
}
if(transform.position.y > maxYValue || transform.position.y < minYValue)
{
DestroyBala();
}
}
private void BalaMove()
{
transform.position = new Vector2(transform.position.x, transform.position.y + 1 * balaSpeed);
}
public void DestroyBala()
{
Destroy(this.gameObject);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class VirusController : MonoBehaviour
{
public float health;
public float maxHealth;
[SerializeField] private float dañoBalas = 10;
[SerializeField] private Image barraVida;
//Movimiento y disparo.
[SerializeField] private float speed;
[SerializeField] private float MinShotTime;
[SerializeField] private float MaxShotTime;
private Transform target;
[SerializeField] private GameObject VShot;
private bool isShot;
float time;
private void Start()
{
target = GameObject.FindGameObjectWithTag("AntiVirus").GetComponent<Transform>();
isShot = true;
Shot();
}
private void Update()
{
SetHealthBar();
if (health <= 0)
{
StopAllCoroutines();
GameObject gamesystem = GameObject.FindGameObjectWithTag("GameSystem");
gamesystem.GetComponent<GameSystem>().WinGame();
}
Vector2 AVPos = new Vector2(target.position.x, transform.position.y);
transform.position = Vector2.MoveTowards(transform.position, AVPos, speed * Time.deltaTime);
time = Random.Range(MinShotTime, MaxShotTime);
}
private void Shot()
{
StartCoroutine(Shoting());
}
IEnumerator Shoting()
{
while (isShot)
{
yield return new WaitForSeconds(time);
Vector3 virusPos = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y, 0f);
Instantiate(VShot, virusPos, Quaternion.Euler(0,0,0));
}
}
private void SetHealthBar()
{
barraVida.fillAmount = health / maxHealth;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("AV-Shot"))
{
Debug.Log("tocado");
health = health - dañoBalas;
Destroy(collision.gameObject);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CerrarVentana : MonoBehaviour {
[SerializeField] private GameObject objetoADestruir;
[SerializeField] private GameObject gameSystem;
public bool isOpen = true;
float ram;
private void Start()
{
gameSystem = GameObject.FindGameObjectWithTag("GameSystem");
}
private void Update()
{
ram = gameSystem.GetComponent<GameSystem>().ramUsage;
}
private void OnMouseDown()
{
isOpen = false;
DestroyVentana();
}
public void DestroyVentana()
{
if (isOpen == false)
{
Destroy(objetoADestruir);
ram = ram - 10;
gameSystem.GetComponent<GameSystem>().ramUsage = ram;
gameSystem.GetComponent<GameSystem>().ventanasCerradas++;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class DialogosSystem : MonoBehaviour
{
[SerializeField] private GameObject gameSystem;
[SerializeField] private GameObject dialogosPanel;
[SerializeField] private Text dialogoText;
[SerializeField] private Text nameText;
[SerializeField] private Image hablante;
[SerializeField] private string[] stringsDialogo1;
[SerializeField] private int[] hablanteSegunHistoria1;
[SerializeField] private string[] stringsDialogo2;
[SerializeField] private int[] hablanteSegunHistoria2;
[SerializeField] private string[] stringsDialogo3;
[SerializeField] private int[] hablanteSegunHistoria3;
[SerializeField] private string[] stringsDialogoFail;
[SerializeField] private int[] hablanteSegunHistoriaFail;
[SerializeField] private string[] stringsDialogoWin;
[SerializeField] private int[] hablanteSegunHistoriaWin;
[SerializeField] private Sprite[] hablanteSprites;
[SerializeField] private string[] hablanteNames;
//Partes Historia
[SerializeField] private bool isDialogos1;
int dialogosInt1;
[SerializeField] private bool isDialogos2;
int dialogosInt2;
[SerializeField] private bool isDialogos3;
int dialogosInt3;
[SerializeField] private bool isDialogosFail;
int dialogosIntFail;
[SerializeField] private bool isDialogosWin;
int dialogosIntWin;
//GameSystems
private int ventanasCerradas;
private double time;
private void Start()
{
isDialogos1 = true;
isDialogos2 = false;
isDialogos3 = false;
isDialogosFail = false;
isDialogosWin = false;
dialogosInt1 = -1;
dialogosInt2 = -1;
dialogosInt3 = -1;
dialogosIntFail = -1;
dialogosIntWin = -1;
}
private void Update()
{
ventanasCerradas = gameSystem.GetComponent<GameSystem>().ventanasCerradas;
time = gameSystem.GetComponent<GameSystem>().remTime;
if (Input.GetMouseButtonDown(1))
{
if(dialogosPanel.activeSelf == true)
{
Debug.Log("Siguiente");
HistoriaPartDetector();
}
}
if (time <= 0 && isDialogos2 == true)
{
gameSystem.GetComponent<GameSystem>().PausaResumeGame();
dialogosPanel.SetActive(true);
isDialogos1 = false;
isDialogos2 = false;
isDialogos3 = true;
HistoriaPartDetector();
}
if (ventanasCerradas == 5 && isDialogos1 == true)
{
gameSystem.GetComponent<GameSystem>().PausaResumeGame();
dialogosPanel.SetActive(true);
isDialogos1 = false;
isDialogos2 = true;
HistoriaPartDetector();
}
if (isDialogosFail == false && gameSystem.GetComponent<GameSystem>().fail == true)
{
dialogosPanel.SetActive(true);
isDialogos1 = false;
isDialogos2 = false;
isDialogos3 = false;
isDialogosFail = true;
HistoriaPartDetector();
}
if (isDialogosWin == false && gameSystem.GetComponent<GameSystem>().win == true)
{
dialogosPanel.SetActive(true);
isDialogos1 = false;
isDialogos2 = false;
isDialogos3 = false;
isDialogosFail = false;
isDialogosWin = true;
HistoriaPartDetector();
}
}
public void HistoriaPartDetector()
{
Debug.Log("Detectando Historia");
if (isDialogos1 == true)
{
dialogosInt1++;
}
if (isDialogos2 == true)
{
dialogosInt2++;
}
if (isDialogos3 == true)
{
dialogosInt3++;
}
if (isDialogosFail == true)
{
dialogosIntFail++;
}
if (isDialogosWin == true)
{
dialogosIntWin++;
}
if (isDialogos1 == true && dialogosInt1 < 3)
{
UpdateHistoria(stringsDialogo1, hablanteSegunHistoria1 ,dialogosInt1);
}
if(isDialogos1 == true && dialogosInt1 == 3)
{
dialogosPanel.SetActive(false);
gameSystem.GetComponent<GameSystem>().StartGame();
}
if(isDialogos2 == true && dialogosInt2 < 2)
{
Debug.Log(dialogosInt2);
UpdateHistoria(stringsDialogo2, hablanteSegunHistoria2, dialogosInt2);
}
if (isDialogos2 == true && dialogosInt2 == 2)
{
dialogosPanel.SetActive(false);
gameSystem.GetComponent<GameSystem>().StartGame();
gameSystem.GetComponent<GameSystem>().ramUsage = 2;
}
if (isDialogos3 == true && dialogosInt3 < 2)
{
UpdateHistoria(stringsDialogo3, hablanteSegunHistoria3, dialogosInt3);
}
if (isDialogos3 == true && dialogosInt3 == 2)
{
dialogosPanel.SetActive(false);
gameSystem.GetComponent<GameSystem>().StartFinalBattle();
}
if (isDialogosFail == true && dialogosIntFail < 3)
{
UpdateHistoria(stringsDialogoFail, hablanteSegunHistoriaFail, dialogosIntFail);
}
if (isDialogosFail == true && dialogosIntFail == 3)
{
dialogosPanel.SetActive(false);
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
if (isDialogosWin == true && dialogosIntWin < 3)
{
UpdateHistoria(stringsDialogoWin, hablanteSegunHistoriaWin, dialogosIntWin);
}
if (isDialogosWin == true && dialogosIntWin == 3)
{
dialogosPanel.SetActive(false);
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
public void UpdateHistoria(string[] stringsDialogo, int[] queHablante,int dialogoNumber)
{
Debug.Log("actualizando Historia");
dialogoText.text = stringsDialogo[dialogoNumber];
if(queHablante[dialogoNumber] == 0)
{
hablante.sprite = hablanteSprites[0];
nameText.text = hablanteNames[0];
}
if (queHablante[dialogoNumber] == 1)
{
hablante.sprite = hablanteSprites[1];
nameText.text = hablanteNames[1];
}
if (queHablante[dialogoNumber] == 2)
{
hablante.sprite = hablanteSprites[2];
nameText.text = hablanteNames[2];
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class GameSystem : MonoBehaviour {
//variables de crear ventanas
[SerializeField] private GameObject[] ventanasPrefab;
[SerializeField] private Vector2 spawnValues;
[SerializeField] private float spawnWait;
[SerializeField] private float maxSpawnWait;
[SerializeField] private float minSpawnWait;
public bool generate;
private int randEnemy;
//Barra de Ram
public float ramUsage = 10f;
public float maxRam = 100f;
[SerializeField] public Image RamBarra;
[SerializeField] private float barVibration;
//StartGame variables
[SerializeField] private GameObject dialogoSystem;
[SerializeField] private GameObject ramPanel;
[SerializeField] private GameObject ventanas;
public double remTime;
public bool haveTimer;
[SerializeField] private Text timer;
[SerializeField] private GameObject timerPanel;
//Dialogos Entre partidas
public int ventanasCerradas = 0;
public bool fail;
public bool win;
//Battalla Final
[SerializeField] private GameObject antivirus;
[SerializeField] private GameObject virus;
[SerializeField] private GameObject defensas;
[SerializeField] private GameObject panelBatallaFinal;
private void Start()
{
RamBarra.GetComponent<Image>();
ventanasCerradas = 0;
fail = false;
win = false;
haveTimer = false;
}
void Update ()
{
spawnWait = Random.Range(minSpawnWait, maxSpawnWait);
float ram = ramUsage;
ramUsage = Random.Range(ramUsage-barVibration, ramUsage+barVibration);
SetRamBar();
ramUsage = ram;
if(ramUsage >= maxRam && fail == false)
{
EndGame();
}
if (haveTimer)
{
remTime = remTime - Time.deltaTime;
timer.text = remTime.ToString();
}
}
#region Start/End Game
public void StartGame()
{
Debug.Log("Empieza El juego");
ventanasCerradas = 0;
ramUsage = 2;
remTime = 60;
haveTimer = true;
timerPanel.SetActive(true);
ramPanel.SetActive(true);
generate = true;
CreateVentana();
}
public void StartFinalBattle()
{
generate = false;
ramPanel.SetActive(false);
panelBatallaFinal.SetActive(true);
defensas.SetActive(true);
antivirus.SetActive(true);
virus.SetActive(true);
}
public void PausaResumeGame()
{
generate = false;
haveTimer = false;
timerPanel.SetActive(false);
GameObject[] todasVentanas = GameObject.FindGameObjectsWithTag("Ventana");
int i = 0;
while (i < todasVentanas.Length)
{
Destroy(todasVentanas[i]);
i++;
}
}
public void EndGame()
{
Debug.Log("Perdiste El juego");
generate = false;
GameObject[] todasVentanas = GameObject.FindGameObjectsWithTag("Ventana");
int i = 0;
while(i < todasVentanas.Length)
{
Destroy(todasVentanas[i]);
i++;
}
fail = true;
ramPanel.SetActive(false);
panelBatallaFinal.SetActive(false);
defensas.SetActive(false);
antivirus.SetActive(false);
virus.SetActive(false);
}
public void WinGame()
{
Debug.Log("Ganaste El juego");
generate = false;
GameObject[] todasVentanas = GameObject.FindGameObjectsWithTag("Ventana");
int i = 0;
while (i < todasVentanas.Length)
{
Destroy(todasVentanas[i]);
i++;
}
panelBatallaFinal.SetActive(false);
defensas.SetActive(false);
antivirus.SetActive(false);
virus.SetActive(false);
win = true;
}
#endregion
private void SetRamBar()
{
RamBarra.fillAmount = ramUsage / maxRam;
}
#region Crear ventanas
public void CreateVentana()
{
StartCoroutine(CreateWindow());
}
IEnumerator CreateWindow()
{
yield return new WaitForSeconds(spawnWait);
while (generate)
{
randEnemy = Random.Range(0, 2);
Vector3 SpawnPos = new Vector3(Random.Range(-spawnValues.x, spawnValues.x), Random.Range(-spawnValues.y, spawnValues.y), 0);
Instantiate(ventanasPrefab[randEnemy], SpawnPos + transform.TransformPoint(0, 0, 0), transform.rotation);
ramUsage = ramUsage + 10;
yield return new WaitForSeconds(spawnWait);
}
}
#endregion
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MenuSystem : MonoBehaviour {
public void QuitGame()
{
Application.Quit();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoverVentanas : MonoBehaviour {
[SerializeField] private float yVariation;
[SerializeField] private GameObject interactuaCon;
public GameObject[] todasLasVentanas;
[SerializeField] private bool isSelected;
private void OnMouseDrag()
{
Vector2 MousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
MousePos.x = Mathf.Clamp(MousePos.x, -5.1f, 5.1f);
MousePos.y = Mathf.Clamp(MousePos.y, -3.1f, 4.75f);
interactuaCon.gameObject.transform.position = new Vector2(MousePos.x, MousePos.y - yVariation);
interactuaCon.GetComponentInParent<SpriteRenderer>().sortingOrder = 1;
//isSelected = true;
}
private void OnMouseDown()
{
SetOrdingLayerTo0();
/*
if (!isSelected)
{
SetOrdingLayerTo0();
}
if (isSelected)
{
isSelected = false;
}
*/
}
public void SetOrdingLayerTo0()
{
int i = 0;
todasLasVentanas = GameObject.FindGameObjectsWithTag("Ventana");
while (i < todasLasVentanas.Length)
{
todasLasVentanas[i].GetComponent<SpriteRenderer>().sortingOrder = 0;
i++;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VentanasSystem : MonoBehaviour
{
}
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