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*.{cs,meta} filter=lfs diff=lfs merge=lfs -text

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repository "SquareDash@englerju02@cloud" repository "My project@englerju02@cloud"
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SquareDash My project
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Block2Script : MonoBehaviour
{
public float moveSpeed = 5;
public float deadZone = -15;
public BlockScript player;
// Start is called before the first frame update
void Start()
{
player = GameObject.FindGameObjectWithTag("Player").GetComponent<BlockScript>();
}
// Update is called once per frame
void Update()
{
if (player.IsAlive) {
transform.position = transform.position + (Vector3.left * moveSpeed) * Time.deltaTime;
}
if(transform.position.x<deadZone){
Debug.Log("Block Deleted");
Destroy(gameObject);
}
}
void OnCollisionEnter2D(Collision2D collision) {
if (collision.gameObject.layer==7) {
Debug.Log("Block Destroyed cause of Overlapping!");
Destroy(gameObject);
}
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}

View File

@ -9,13 +9,11 @@ public class Block2SpawnerScript : MonoBehaviour
public float spawnRate = 0; public float spawnRate = 0;
private float timer = 0; private float timer = 0;
public BlockScript player; public BlockScript player;
public LogicScript logic;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
player = GameObject.FindGameObjectWithTag("Player").GetComponent<BlockScript>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent<BlockScript>();
logic = GameObject.FindGameObjectWithTag("Logic").GetComponent<LogicScript>();
} }
// Update is called once per frame // Update is called once per frame
@ -32,7 +30,7 @@ public class Block2SpawnerScript : MonoBehaviour
} }
void spawnBlock(){ void spawnBlock(){
if (player.IsAlive&&!logic.IsFreezed) { if (player.IsAlive) {
Instantiate(Block, transform.position, transform.rotation); Instantiate(Block, transform.position, transform.rotation);
} }
} }

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlockScript : MonoBehaviour
{
public Rigidbody2D myRigidbody;
public float blockStrength;
public bool IsAlive = true;
public LogicScript logic;
[SerializeField] private Vector3 rotation;
[SerializeField] private float speed;
public bool IsFlying = false;
[SerializeField] private AudioSource JumpSound;
[SerializeField] private AudioSource DieSound;
// Start is called before the first frame update
void Start()
{
logic = GameObject.FindGameObjectWithTag("Logic").GetComponent<LogicScript>();
}
// Update is called once per frame
void Update()
{
if (IsFlying) {
rotation = Vector3.back;
transform.Rotate(rotation * speed * Time.deltaTime);
}
if(Input.GetKeyDown(KeyCode.Space) && IsAlive && IsFlying==false) {
IsFlying = true;
JumpSound.Play();
myRigidbody.velocity = Vector2.up * blockStrength;
}
}
void OnCollisionEnter2D(Collision2D collision) {
if (collision.gameObject.layer==7) {
DieSound.Play();
logic.gameOver();
IsAlive = false;
Destroy(gameObject);
}
if (collision.gameObject.layer==6) {
IsFlying=false;
}
if (collision.gameObject.layer==8) {
IsFlying = true;
myRigidbody.velocity = Vector2.up * 10;
}
if (collision.gameObject.layer==9) {
IsFlying = true;
myRigidbody.velocity = Vector2.up * 17;
}
}
}

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Casual Game BGM Pack #5
It is a game sound with a theme of cute casual game.
All music files are made in WAV 441 16bit.
music is a loop.
It is free. It is freely usable.
Do not resell.
--------Contents-----
BGM_01 - WAV/ 441Hz/ 16Bit/ Loop/ 01:09 - A bright and exciting theme park feel.
BGM_02 - WAV/ 441Hz/ 16Bit/ Loop/ 00:14 - A simple song that fits the loading screen.
BGM_03 - WAV/ 441Hz/ 16Bit/ Loop/ 01:15 - A cute song suitable for casual game titles.
BGM_04 - WAV/ 441Hz/ 16Bit/ Loop/ 00:27 - A cute song suitable for casual game titles.
If you have any problems with the product, please contact us by e-mail.
4crain@gmail.com

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