diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj
new file mode 100644
index 0000000..e5831a3
--- /dev/null
+++ b/Assembly-CSharp.csproj
@@ -0,0 +1,318 @@
+
+
+
+ 4
+
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+ 10.0.20506
+ 2.0
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+ {82046576-C011-7ADA-282F-8E9E2216DFF3}
+ Library
+ Properties
+ Assembly-CSharp
+ v3.5
+ 512
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+
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+ true
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+ Temp\bin\Debug\
+ DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_2_2;UNITY_2018_2;UNITY_2018;PLATFORM_ARCH_64;UNITY_64;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITES;ENABLE_GRID;ENABLE_TILEMAP;ENABLE_TERRAIN;ENABLE_TEXTURE_STREAMING;ENABLE_DIRECTOR;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_TIMELINE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;ENABLE_MONO_BDWGC;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_VIDEO;ENABLE_PACKMAN;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_LOCALIZATION;PLATFORM_STANDALONE_WIN;PLATFORM_STANDALONE;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_EVENT_QUEUE;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_AR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE
+ prompt
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diff --git a/Assets/Done/Done_Prefabs/Done_Player.prefab b/Assets/Done/Done_Prefabs/Done_Player.prefab
index bce1544..b59da4d 100644
Binary files a/Assets/Done/Done_Prefabs/Done_Player.prefab and b/Assets/Done/Done_Prefabs/Done_Player.prefab differ
diff --git a/Assets/Done/Done_Prefabs/Done_VFX/Done_Explosions/done_explosion_asteroid.prefab b/Assets/Done/Done_Prefabs/Done_VFX/Done_Explosions/done_explosion_asteroid.prefab
index 3c37ba4..cacb22d 100644
Binary files a/Assets/Done/Done_Prefabs/Done_VFX/Done_Explosions/done_explosion_asteroid.prefab and b/Assets/Done/Done_Prefabs/Done_VFX/Done_Explosions/done_explosion_asteroid.prefab differ
diff --git a/Assets/Done/Done_Prefabs/Done_VFX/Done_Explosions/done_explosion_enemy.prefab b/Assets/Done/Done_Prefabs/Done_VFX/Done_Explosions/done_explosion_enemy.prefab
index 0d1acd5..34950b8 100644
Binary files a/Assets/Done/Done_Prefabs/Done_VFX/Done_Explosions/done_explosion_enemy.prefab and b/Assets/Done/Done_Prefabs/Done_VFX/Done_Explosions/done_explosion_enemy.prefab differ
diff --git a/Assets/Done/Done_Prefabs/Done_VFX/Done_Explosions/done_explosion_player.prefab b/Assets/Done/Done_Prefabs/Done_VFX/Done_Explosions/done_explosion_player.prefab
index 940b149..afc55e7 100644
Binary files a/Assets/Done/Done_Prefabs/Done_VFX/Done_Explosions/done_explosion_player.prefab and b/Assets/Done/Done_Prefabs/Done_VFX/Done_Explosions/done_explosion_player.prefab differ
diff --git a/Assets/Done/Done_Scenes/Done_Main.unity b/Assets/Done/Done_Scenes/Done_Main.unity
index 90feca4..e8e73d6 100644
Binary files a/Assets/Done/Done_Scenes/Done_Main.unity and b/Assets/Done/Done_Scenes/Done_Main.unity differ
diff --git a/Assets/Done/Done_Scripts/Done_EvasiveManeuver.cs b/Assets/Done/Done_Scripts/Done_EvasiveManeuver.cs
index 68a0ae1..db4c808 100644
--- a/Assets/Done/Done_Scripts/Done_EvasiveManeuver.cs
+++ b/Assets/Done/Done_Scripts/Done_EvasiveManeuver.cs
@@ -14,9 +14,12 @@ public class Done_EvasiveManeuver : MonoBehaviour
private float currentSpeed;
private float targetManeuver;
+ private Rigidbody rigidBody;
+
void Start ()
{
- currentSpeed = rigidbody.velocity.z;
+ rigidBody = GetComponent ();
+ currentSpeed = rigidBody.velocity.z;
StartCoroutine(Evade());
}
@@ -34,15 +37,15 @@ IEnumerator Evade ()
void FixedUpdate ()
{
- float newManeuver = Mathf.MoveTowards (rigidbody.velocity.x, targetManeuver, smoothing * Time.deltaTime);
- rigidbody.velocity = new Vector3 (newManeuver, 0.0f, currentSpeed);
- rigidbody.position = new Vector3
+ float newManeuver = Mathf.MoveTowards (rigidBody.velocity.x, targetManeuver, smoothing * Time.deltaTime);
+ rigidBody.velocity = new Vector3 (newManeuver, 0.0f, currentSpeed);
+ rigidBody.position = new Vector3
(
- Mathf.Clamp(rigidbody.position.x, boundary.xMin, boundary.xMax),
+ Mathf.Clamp(rigidBody.position.x, boundary.xMin, boundary.xMax),
0.0f,
- Mathf.Clamp(rigidbody.position.z, boundary.zMin, boundary.zMax)
+ Mathf.Clamp(rigidBody.position.z, boundary.zMin, boundary.zMax)
);
- rigidbody.rotation = Quaternion.Euler (0, 0, rigidbody.velocity.x * -tilt);
+ rigidBody.rotation = Quaternion.Euler (0, 0, rigidBody.velocity.x * -tilt);
}
}
diff --git a/Assets/Done/Done_Scripts/Done_Mover.cs b/Assets/Done/Done_Scripts/Done_Mover.cs
index d40a798..242e99a 100644
--- a/Assets/Done/Done_Scripts/Done_Mover.cs
+++ b/Assets/Done/Done_Scripts/Done_Mover.cs
@@ -5,8 +5,11 @@ public class Done_Mover : MonoBehaviour
{
public float speed;
+ private Rigidbody rigidBody;
+
void Start ()
{
- rigidbody.velocity = transform.forward * speed;
+ rigidBody = GetComponent ();
+ rigidBody.velocity = transform.forward * speed;
}
}
diff --git a/Assets/Done/Done_Scripts/Done_PlayerController.cs b/Assets/Done/Done_Scripts/Done_PlayerController.cs
index 9892460..b919a9b 100644
--- a/Assets/Done/Done_Scripts/Done_PlayerController.cs
+++ b/Assets/Done/Done_Scripts/Done_PlayerController.cs
@@ -18,14 +18,22 @@ public class Done_PlayerController : MonoBehaviour
public float fireRate;
private float nextFire;
-
+ private Rigidbody rigidBody;
+ private AudioSource audioSource;
+
+ void Start()
+ {
+ rigidBody = GetComponent ();
+ audioSource = GetComponent ();
+ }
+
void Update ()
{
if (Input.GetButton("Fire1") && Time.time > nextFire)
{
nextFire = Time.time + fireRate;
Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
- audio.Play ();
+ audioSource.Play ();
}
}
@@ -35,15 +43,15 @@ void FixedUpdate ()
float moveVertical = Input.GetAxis ("Vertical");
Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
- rigidbody.velocity = movement * speed;
+ rigidBody.velocity = movement * speed;
- rigidbody.position = new Vector3
+ rigidBody.position = new Vector3
(
- Mathf.Clamp (rigidbody.position.x, boundary.xMin, boundary.xMax),
+ Mathf.Clamp (rigidBody.position.x, boundary.xMin, boundary.xMax),
0.0f,
- Mathf.Clamp (rigidbody.position.z, boundary.zMin, boundary.zMax)
+ Mathf.Clamp (rigidBody.position.z, boundary.zMin, boundary.zMax)
);
- rigidbody.rotation = Quaternion.Euler (0.0f, 0.0f, rigidbody.velocity.x * -tilt);
+ rigidBody.rotation = Quaternion.Euler (0.0f, 0.0f, rigidBody.velocity.x * -tilt);
}
}
diff --git a/Assets/Done/Done_Scripts/Done_RandomRotator.cs b/Assets/Done/Done_Scripts/Done_RandomRotator.cs
index e28e8af..a32b45a 100644
--- a/Assets/Done/Done_Scripts/Done_RandomRotator.cs
+++ b/Assets/Done/Done_Scripts/Done_RandomRotator.cs
@@ -4,9 +4,12 @@
public class Done_RandomRotator : MonoBehaviour
{
public float tumble;
-
+
+ private Rigidbody rigidBody;
+
void Start ()
{
- rigidbody.angularVelocity = Random.insideUnitSphere * tumble;
+ rigidBody = GetComponent ();
+ rigidBody.angularVelocity = Random.insideUnitSphere * tumble;
}
}
\ No newline at end of file
diff --git a/Assets/Done/Done_Scripts/Done_WeaponController.cs b/Assets/Done/Done_Scripts/Done_WeaponController.cs
index 18adf9d..98ee284 100644
--- a/Assets/Done/Done_Scripts/Done_WeaponController.cs
+++ b/Assets/Done/Done_Scripts/Done_WeaponController.cs
@@ -8,14 +8,17 @@ public class Done_WeaponController : MonoBehaviour
public float fireRate;
public float delay;
+ private AudioSource audioSource;
+
void Start ()
{
+ audioSource = GetComponent ();
InvokeRepeating ("Fire", delay, fireRate);
}
void Fire ()
{
Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
- audio.Play();
+ audioSource.Play();
}
}
diff --git a/Assets/Models/vehicle_enemyShip.FBX.meta b/Assets/Models/vehicle_enemyShip.FBX.meta
index 7ca3a59..4c0a2a3 100644
--- a/Assets/Models/vehicle_enemyShip.FBX.meta
+++ b/Assets/Models/vehicle_enemyShip.FBX.meta
@@ -1,7 +1,7 @@
fileFormatVersion: 2
guid: 9ddab293e2a8af3499dac05f5fd6169c
ModelImporter:
- serializedVersion: 16
+ serializedVersion: 23
fileIDToRecycleName:
100000: //RootNode
400000: //RootNode
@@ -11,57 +11,97 @@ ModelImporter:
4300002: enemy_ship
4300004: vehicle_enemyShip
9500000: //RootNode
+ 2186277476908879412: ImportLogs
+ externalObjects:
+ - first:
+ type: UnityEngine:Material
+ assembly: UnityEngine.CoreModule
+ name: vehicle_enemyShip_glow_mat
+ second: {fileID: 2100000, guid: 1e0350b97c61bfb4a91c62d756d01727, type: 2}
+ - first:
+ type: UnityEngine:Material
+ assembly: UnityEngine.CoreModule
+ name: vehicle_enemyShip_metal_mat
+ second: {fileID: 2100000, guid: c547624e174de984882f0a14b4bb32e1, type: 2}
materials:
importMaterials: 1
materialName: 1
materialSearch: 1
+ materialLocation: 0
animations:
legacyGenerateAnimations: 4
bakeSimulation: 0
+ resampleCurves: 1
optimizeGameObjects: 0
motionNodeName:
+ rigImportErrors:
+ rigImportWarnings:
+ animationImportErrors:
+ animationImportWarnings:
+ animationRetargetingWarnings:
+ animationDoRetargetingWarnings: 0
+ importAnimatedCustomProperties: 0
+ importConstraints: 0
animationCompression: 1
- animationRotationError: .5
- animationPositionError: .5
- animationScaleError: .5
+ animationRotationError: 0.5
+ animationPositionError: 0.5
+ animationScaleError: 0.5
animationWrapMode: 0
extraExposedTransformPaths: []
+ extraUserProperties: []
clipAnimations: []
isReadable: 1
meshes:
lODScreenPercentages: []
- globalScale: .00999999978
+ globalScale: 0.01
meshCompression: 0
addColliders: 0
+ importVisibility: 0
importBlendShapes: 1
+ importCameras: 0
+ importLights: 0
swapUVChannels: 0
generateSecondaryUV: 0
useFileUnits: 1
optimizeMeshForGPU: 1
+ keepQuads: 0
weldVertices: 1
+ preserveHierarchy: 0
+ indexFormat: 1
secondaryUVAngleDistortion: 8
secondaryUVAreaDistortion: 15.000001
secondaryUVHardAngle: 88
secondaryUVPackMargin: 4
+ useFileScale: 0
+ previousCalculatedGlobalScale: 1
+ hasPreviousCalculatedGlobalScale: 0
tangentSpace:
normalSmoothAngle: 60
- splitTangentsAcrossUV: 1
normalImportMode: 0
- tangentImportMode: 1
+ tangentImportMode: 4
+ normalCalculationMode: 0
importAnimation: 0
copyAvatar: 0
humanDescription:
+ serializedVersion: 2
human: []
skeleton: []
- armTwist: .5
- foreArmTwist: .5
- upperLegTwist: .5
- legTwist: .5
- armStretch: .0500000007
- legStretch: .0500000007
+ armTwist: 0.5
+ foreArmTwist: 0.5
+ upperLegTwist: 0.5
+ legTwist: 0.5
+ armStretch: 0.05
+ legStretch: 0.05
feetSpacing: 0
rootMotionBoneName:
+ rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1}
+ hasTranslationDoF: 0
+ hasExtraRoot: 0
+ skeletonHasParents: 0
lastHumanDescriptionAvatarSource: {instanceID: 0}
animationType: 0
+ humanoidOversampling: 1
additionalBone: 0
userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Models/vehicle_playerShip.FBX.meta b/Assets/Models/vehicle_playerShip.FBX.meta
index 03b95de..2ff385d 100644
--- a/Assets/Models/vehicle_playerShip.FBX.meta
+++ b/Assets/Models/vehicle_playerShip.FBX.meta
@@ -1,7 +1,7 @@
fileFormatVersion: 2
guid: d9808401c68af274a8edfbed3d1b53c7
ModelImporter:
- serializedVersion: 16
+ serializedVersion: 23
fileIDToRecycleName:
100000: //RootNode
400000: //RootNode
@@ -10,57 +10,97 @@ ModelImporter:
4300000: player_ship
4300002: vehicle_playerShip
9500000: //RootNode
+ 2186277476908879412: ImportLogs
+ externalObjects:
+ - first:
+ type: UnityEngine:Material
+ assembly: UnityEngine.CoreModule
+ name: vehicle_playerShip_glass_mat
+ second: {fileID: 2100000, guid: f36c72c738c55f741afcd674a0b1245f, type: 2}
+ - first:
+ type: UnityEngine:Material
+ assembly: UnityEngine.CoreModule
+ name: vehicle_playerShip_metal_mat
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diff --git a/Assets/TouchControls.meta b/Assets/TouchControls.meta
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diff --git a/Assets/TouchControls/Scripts.meta b/Assets/TouchControls/Scripts.meta
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+++ b/Assets/TouchControls/Scripts.meta
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diff --git a/Assets/TouchControls/Scripts/Joystick.cs b/Assets/TouchControls/Scripts/Joystick.cs
new file mode 100644
index 0000000..8b1f7c9
--- /dev/null
+++ b/Assets/TouchControls/Scripts/Joystick.cs
@@ -0,0 +1,78 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.EventSystems;
+
+public class Joystick : MonoBehaviour, IDragHandler, IPointerUpHandler, IPointerDownHandler
+{
+ // How far the joystick can move
+ [Tooltip("Joystick Movement Range")]
+ public float movementRange = 50.0f;
+
+ // Joystick tint colour when pressed
+ public Color pressedColour;
+
+ // Getter for joystick position
+ public Vector3 JoystickInput{
+ get { return joystickInput; }
+ }
+
+ // Joystick graphic
+ private Image joystick;
+
+ // Joystick start position
+ private Vector3 startPosition;
+
+ // Joystick position from [-1, 1] range in x and y
+ private Vector3 joystickInput;
+
+ void Start()
+ {
+ // Cache joystick start position
+ startPosition = transform.position;
+
+ // Get Image component
+ joystick = GetComponent ();
+ }
+
+ public virtual void OnPointerDown(PointerEventData pointerEvent)
+ {
+ SetJoystickTintColour (pressedColour);
+ OnDrag (pointerEvent);
+ }
+
+ public virtual void OnPointerUp(PointerEventData pointerEvent)
+ {
+ SetJoystickTintColour (Color.white);
+ ResetJoystick ();
+ }
+
+ public virtual void OnDrag(PointerEventData pointerEvent)
+ {
+ // Calculate delta position
+ Vector3 deltaPosition = new Vector3 (pointerEvent.position.x - startPosition.x, pointerEvent.position.y - startPosition.y, 0.0f);
+
+ // Clamp joystick movement range
+ Vector3 clampedVector = (deltaPosition.sqrMagnitude > movementRange * movementRange) ? deltaPosition.normalized * movementRange : deltaPosition;
+
+ // Add new position to joystick
+ joystick.transform.position = clampedVector + startPosition;
+
+ // get a value between -1 and 1 based on the joystick graphic location
+ joystickInput.x = (joystick.rectTransform.position.x + movementRange - startPosition.x) / movementRange - 1;
+ joystickInput.y = (joystick.rectTransform.position.y + movementRange - startPosition.y) / movementRange - 1;
+ }
+
+ public void ResetJoystick()
+ {
+ // Set joystick position back to original position
+ joystick.transform.position = startPosition;
+ joystickInput = Vector3.zero;
+ }
+
+ public void SetJoystickTintColour(Color tintColour)
+ {
+ joystick.color = tintColour;
+ }
+}
\ No newline at end of file
diff --git a/Assets/TouchControls/Scripts/Joystick.cs.meta b/Assets/TouchControls/Scripts/Joystick.cs.meta
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+++ b/Assets/TouchControls/Scripts/Joystick.cs.meta
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diff --git a/Assets/TouchControls/Scripts/TouchControls.cs b/Assets/TouchControls/Scripts/TouchControls.cs
new file mode 100644
index 0000000..5e61cb5
--- /dev/null
+++ b/Assets/TouchControls/Scripts/TouchControls.cs
@@ -0,0 +1,140 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class TouchControls : MonoBehaviour {
+ // Ship maximum speed
+ [Tooltip("Ship maximum movement Speed")]
+ public float maxSpeed = 500;
+
+ // Ship acceleration
+ [Tooltip("Ship acceleration speed")]
+ public float acceleration = 100;
+
+ // Ship tilt angle
+ [Tooltip("How far ship tilts")]
+ public float tilt;
+
+ // Movement joystick
+ [Tooltip("Ship movement joystick")]
+ public Joystick movementJoystick;
+
+ // Ship boundary
+ [Tooltip("Boundarys that ship can't cross")]
+ public Done_Boundary boundary;
+
+ // Bullet prefab
+ [Tooltip("What kind of bullet ship will fire")]
+ public GameObject shot;
+
+ // Bullet spawn location
+ [Tooltip("Where to spawn bullet")]
+ public Transform shotSpawn;
+
+ // How many times ship fires in minute
+ [Tooltip("How many times ship fires in minute")]
+ public float shotsPerMinute;
+
+ // Ship movement vector
+ private Vector3 movement;
+
+ // Does ship want to fire
+ private bool wantsToFire;
+
+ // How long before we can fire again
+ private float nextFire;
+
+ // Ships current movement vector
+ private Vector3 currentMovement;
+
+ // How much time there is between shots
+ private float timeBetweenShots;
+
+ // Rigidbody Component
+ private Rigidbody rigidBody;
+
+ // AudioSource Component
+ private AudioSource audioSource;
+
+ // Use this for initialization
+ void Start ()
+ {
+ // Cache rigidbody and audio source components
+ rigidBody = GetComponent ();
+ audioSource = GetComponent ();
+
+ // Initialize time between shots
+ timeBetweenShots = 60.0f / shotsPerMinute;
+ }
+
+ void Update()
+ {
+ // Get ship movement vector
+ movement = Vector3.zero;
+ movement = Movement (Time.deltaTime);
+ }
+
+ void FixedUpdate()
+ {
+ // Set velocity to rigidbody component
+ rigidBody.velocity = movement;
+
+ // Clamp ship position so it can't go beyond boundarys
+ rigidBody.position = new Vector3
+ (
+ Mathf.Clamp (rigidBody.position.x, boundary.xMin, boundary.xMax),
+ 0.0f,
+ Mathf.Clamp (rigidBody.position.z, boundary.zMin, boundary.zMax)
+ );
+
+ // Set ship rotation
+ rigidBody.rotation = Quaternion.Euler (0.0f, 0.0f, rigidBody.velocity.x * -tilt);
+ }
+
+ public Vector3 Movement(float deltaTime)
+ {
+ // Get normalized value from joystick
+ Vector3 inputVector = new Vector3(movementJoystick.JoystickInput.x, 0.0f, movementJoystick.JoystickInput.y);
+
+ // Linear interpolation to the max speed
+ currentMovement = Vector3.Lerp(currentMovement, inputVector * maxSpeed, acceleration * deltaTime);
+
+ // return current movement vector
+ return currentMovement * deltaTime;
+ }
+
+ public void BeginFire()
+ {
+ if (!wantsToFire)
+ {
+ wantsToFire = true;
+ HandleFire ();
+ }
+ }
+
+ public void EndFire()
+ {
+ if (wantsToFire)
+ {
+ wantsToFire = false;
+ CancelInvoke ();
+ }
+ }
+
+ private void HandleFire()
+ {
+ // Instantitate bullet prefab
+ Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
+
+ // Play weapon fire audio
+ audioSource.Play ();
+
+ // Determine if refiring ship weapon is needed
+ bool refiring = (wantsToFire && (timeBetweenShots > 0)) ? true : false;
+ if (refiring)
+ {
+ // Call weapon fire again
+ Invoke ("HandleFire", timeBetweenShots);
+ }
+ }
+}
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new file mode 100644
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new file mode 100644
index 0000000..1342d0a
--- /dev/null
+++ b/Packages/manifest.json
@@ -0,0 +1,39 @@
+{
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+ "com.unity.modules.video": "1.0.0",
+ "com.unity.modules.vr": "1.0.0",
+ "com.unity.modules.wind": "1.0.0",
+ "com.unity.modules.xr": "1.0.0"
+ }
+}
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new file mode 100644
index 0000000..ba61616
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+++ b/unitydemo-SpaceShooter.userprefs
@@ -0,0 +1,14 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
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\ No newline at end of file