tweak: change input mini game
parent
2127e328b3
commit
34e5dc9f2b
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@ -1246,6 +1246,7 @@ MonoBehaviour:
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GameTime: 60
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_basket: {fileID: 1254852291}
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_lerp: 10
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_speed: 20
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_spawnTime: 0.5
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_bombChange: 0.2
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_spawnArea:
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@ -18,6 +18,7 @@ namespace GadGame.Manager
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public void UpdateScore(int value)
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{
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_score += value;
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if (_score <= 0) _score = 0;
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OnScoreUpdate?.Invoke(_score);
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}
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@ -15,6 +15,7 @@ namespace GadGame.MiniGame
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public int GameTime;
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[SerializeField] private Transform _basket;
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[SerializeField] private float _lerp;
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[SerializeField] private float _speed;
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[SerializeField] private float _spawnTime;
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[SerializeField, Range(0,1)] private float _bombChange;
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[SerializeField] private Rect _spawnArea;
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@ -30,16 +31,14 @@ namespace GadGame.MiniGame
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[SerializeField] private Pool<Bomb>[] _bombPools;
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private GameManager _gameManager;
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private Camera _camera;
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private float _spawnTimer;
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private void Start()
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{
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_gameManager = GameManager.Instance;
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_gameManager.OnPause += Pause;
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_gameManager.OnResume += Resume;
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_gameManager.OnScoreUpdate += OnScoreUpdate;
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_camera = Camera.main;
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SetState<PlayingGameState>();
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_time.text = GameTime.ToString();
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}
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@ -73,16 +72,13 @@ namespace GadGame.MiniGame
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{
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//640x480;
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var inputData = DataReceiver.Instance.DataReceived.PosPoint;
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var inputNormalize = new Vector2(inputData.x / 640, inputData.y / 480);
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var input = new Vector2();
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input.x = Mathf.Lerp(0, _canvas.pixelRect.width, inputNormalize.x);
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input.y = -Mathf.Lerp(0, _canvas.pixelRect.height, inputNormalize.y);
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if (input != Vector2.zero)
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var inputNormalize = new Vector2(inputData.x / 640, -inputData.y / 480).normalized;
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if (inputNormalize != Vector2.zero)
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{
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var mousePos = input;
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var pos = _camera.ScreenToWorldPoint(mousePos);
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var dirMove = inputNormalize;
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var currentPosition = _basket.position;
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pos.x *= -1;
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var pos = currentPosition + (Vector3)dirMove * (_speed * Time.deltaTime);
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pos.x = Mathf.Clamp(pos.x, -2.25f, 2.25f);
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pos.y = currentPosition.y;
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pos.z = 0;
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_basket.position = Vector3.Lerp(currentPosition, pos, _lerp * Time.deltaTime);
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