架构大更
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using static Demo_Project.SceneManager;
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namespace Demo_Project
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{
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public class Target : MonoBehaviour
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{
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public GameObject hitObj = null;
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public float increaseSizeRate = .01f;
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public float targetRandomOffset = .5f;
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public float targetShrinkSize = .75f;
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// Start is called before the first frame update
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void Start()
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{
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SceneManager.listOfTargets.Add(this.gameObject);
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}
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// Increase the target back to its original size
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void ReturnToNormalSize()
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{
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if (transform.localScale.x < 1)
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{
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Vector3 localScale = transform.localScale;
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localScale.x += increaseSizeRate;
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localScale.y += increaseSizeRate;
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localScale.z += increaseSizeRate;
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transform.localScale = localScale;
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}
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}
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// Displays the hit pop-up
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void GenerateHitObj()
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{
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float randomX = Random.Range(-targetRandomOffset, targetRandomOffset);
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float randomY = Random.Range(-targetRandomOffset, targetRandomOffset);
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GameObject tempHitTarget = Instantiate(hitObj, new Vector3(transform.position.x + randomX, transform.position.y + randomY, transform.position.z), Quaternion.Euler(0, 0, 0));
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SceneManager.listOfImpacts.Add(tempHitTarget);
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}
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// Shrinks the target size
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void ShrinkTarget()
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{
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transform.localScale = new Vector3(targetShrinkSize, targetShrinkSize, targetShrinkSize);
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}
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// Determine the collision
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void OnCollisionEnter2D(Collision2D col)
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{
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ShrinkTarget();
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GenerateHitObj();
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}
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// Update is called once per frame
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void Update()
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{
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ReturnToNormalSize();
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}
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}
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}
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