From 1cf68b32a19b358a09fb6b9ef67937b9fb1e9527 Mon Sep 17 00:00:00 2001 From: Miguel Astor Date: Wed, 12 Aug 2026 00:52:57 -0400 Subject: [PATCH] TO SQUASH: Started map covering. --- Assets/Prefabs/Ball Explosion.prefab | 7 +- Assets/Prefabs/Basic Ball.prefab | 7 +- Assets/Prefabs/Debris.prefab | 7 +- Assets/Prefabs/Eye Ball.prefab | 7 +- Assets/Prefabs/Fruit Ball.prefab | 7 +- Assets/Prefabs/Glass Ball.prefab | 7 +- .../Prefabs/Horizontal Bar Component.prefab | 7 +- .../Prefabs/Horizontal Laser Component.prefab | 5 +- Assets/Prefabs/Multiplier.prefab | 4 +- Assets/Prefabs/Nuclear Ball.prefab | 7 +- Assets/Prefabs/Ooze Ball.prefab | 8 +- Assets/Prefabs/Screen Borders.prefab | 7 +- Assets/Prefabs/Shark.prefab | 4 +- Assets/Prefabs/Spark.prefab | 7 +- Assets/Prefabs/Stencil Wall.prefab | 265 +++++ Assets/Prefabs/Stencil Wall.prefab.meta | 7 + Assets/Prefabs/Vertical Bar Component.prefab | 7 +- .../Prefabs/Vertical Laser Component.prefab | 5 +- Assets/Prefabs/Yummy Cake.prefab | 4 +- Assets/Prefabs/Yummy Key.prefab | 4 +- Assets/Prefabs/Yummy Laser.prefab | 4 +- Assets/Prefabs/Yummy Lighting.prefab | 4 +- Assets/Prefabs/Yummy Magnet.prefab | 4 +- .../Patterns/{1000.1Back.png => back_1.png} | Bin .../{1000.1Back.png.meta => back_1.png.meta} | 0 .../Patterns/{1009.10Back.png => back_10.png} | Bin ...{1009.10Back.png.meta => back_10.png.meta} | 0 .../Patterns/{1002.3Back.png => back_3.png} | Bin .../{1002.3Back.png.meta => back_3.png.meta} | 0 .../Patterns/{1003.4Back.png => back_4.png} | Bin .../{1003.4Back.png.meta => back_4.png.meta} | 0 .../Patterns/{1005.6Back.png => back_6.png} | Bin .../{1005.6Back.png.meta => back_6.png.meta} | 0 .../Patterns/{1006.7Back.png => back_7.png} | Bin .../{1006.7Back.png.meta => back_7.png.meta} | 0 .../Patterns/{1007.8Back.png => back_8.png} | Bin .../{1007.8Back.png.meta => back_8.png.meta} | 0 .../Patterns/{1008.9Back.png => back_9.png} | Bin .../{1008.9Back.png.meta => back_9.png.meta} | 0 Assets/Scenes/Game.unity | 978 +++++++++++++----- Assets/Scripts/Game/Foreground.cs | 42 + Assets/Scripts/Game/Foreground.cs.meta | 2 + Assets/Scripts/Game/GameBoard.cs | 6 - Assets/Scripts/Game/Player.meta | 8 + Assets/Scripts/Game/Player/BarBase.cs | 64 ++ Assets/Scripts/Game/Player/BarBase.cs.meta | 2 + .../Game/{ => Player}/HorizontalBar.cs | 32 +- .../Game/{ => Player}/HorizontalBar.cs.meta | 0 .../Game/{ => Player}/HorizontalLaser.cs | 28 +- .../Game/{ => Player}/HorizontalLaser.cs.meta | 0 Assets/Scripts/Game/{ => Player}/Player.cs | 17 +- .../Scripts/Game/{ => Player}/Player.cs.meta | 0 Assets/Scripts/Game/{ => Player}/PlayerGun.cs | 0 .../Game/{ => Player}/PlayerGun.cs.meta | 0 .../Scripts/Game/{ => Player}/VerticalBar.cs | 32 +- .../Game/{ => Player}/VerticalBar.cs.meta | 0 .../Game/{ => Player}/VerticalLaser.cs | 28 +- .../Game/{ => Player}/VerticalLaser.cs.meta | 0 Assets/Scripts/Game/Spawners/BallSpawner.cs | 5 + Assets/Scripts/Game/Spawners/SharkSpawner.cs | 2 +- Assets/Scripts/Game/WorldFiller.cs | 75 ++ Assets/Scripts/Game/WorldFiller.cs.meta | 2 + ProjectSettings/ProjectAuditorSettings.asset | 34 - ProjectSettings/TagManager.asset | 11 +- 64 files changed, 1275 insertions(+), 488 deletions(-) create mode 100644 Assets/Prefabs/Stencil Wall.prefab create mode 100644 Assets/Prefabs/Stencil Wall.prefab.meta rename Assets/Resources/Patterns/{1000.1Back.png => back_1.png} (100%) rename Assets/Resources/Patterns/{1000.1Back.png.meta => back_1.png.meta} (100%) rename Assets/Resources/Patterns/{1009.10Back.png => back_10.png} (100%) rename Assets/Resources/Patterns/{1009.10Back.png.meta => back_10.png.meta} (100%) rename Assets/Resources/Patterns/{1002.3Back.png => back_3.png} (100%) rename Assets/Resources/Patterns/{1002.3Back.png.meta => back_3.png.meta} (100%) rename Assets/Resources/Patterns/{1003.4Back.png => back_4.png} (100%) rename Assets/Resources/Patterns/{1003.4Back.png.meta => back_4.png.meta} (100%) rename Assets/Resources/Patterns/{1005.6Back.png => back_6.png} (100%) rename Assets/Resources/Patterns/{1005.6Back.png.meta => back_6.png.meta} (100%) rename Assets/Resources/Patterns/{1006.7Back.png => back_7.png} (100%) rename Assets/Resources/Patterns/{1006.7Back.png.meta => back_7.png.meta} (100%) rename Assets/Resources/Patterns/{1007.8Back.png => back_8.png} (100%) rename Assets/Resources/Patterns/{1007.8Back.png.meta => back_8.png.meta} (100%) rename Assets/Resources/Patterns/{1008.9Back.png => back_9.png} (100%) rename Assets/Resources/Patterns/{1008.9Back.png.meta => back_9.png.meta} (100%) create mode 100644 Assets/Scripts/Game/Foreground.cs create mode 100644 Assets/Scripts/Game/Foreground.cs.meta create mode 100644 Assets/Scripts/Game/Player.meta create mode 100644 Assets/Scripts/Game/Player/BarBase.cs create mode 100644 Assets/Scripts/Game/Player/BarBase.cs.meta rename Assets/Scripts/Game/{ => Player}/HorizontalBar.cs (71%) rename Assets/Scripts/Game/{ => Player}/HorizontalBar.cs.meta (100%) rename Assets/Scripts/Game/{ => Player}/HorizontalLaser.cs (69%) rename Assets/Scripts/Game/{ => Player}/HorizontalLaser.cs.meta (100%) rename Assets/Scripts/Game/{ => Player}/Player.cs (94%) rename Assets/Scripts/Game/{ => Player}/Player.cs.meta (100%) rename Assets/Scripts/Game/{ => Player}/PlayerGun.cs (100%) rename Assets/Scripts/Game/{ => Player}/PlayerGun.cs.meta (100%) rename Assets/Scripts/Game/{ => Player}/VerticalBar.cs (71%) rename Assets/Scripts/Game/{ => Player}/VerticalBar.cs.meta (100%) rename Assets/Scripts/Game/{ => Player}/VerticalLaser.cs (69%) rename Assets/Scripts/Game/{ => Player}/VerticalLaser.cs.meta (100%) create mode 100644 Assets/Scripts/Game/WorldFiller.cs create mode 100644 Assets/Scripts/Game/WorldFiller.cs.meta diff --git a/Assets/Prefabs/Ball Explosion.prefab b/Assets/Prefabs/Ball Explosion.prefab index 4d51e2b..8d0347f 100644 --- a/Assets/Prefabs/Ball Explosion.prefab +++ b/Assets/Prefabs/Ball Explosion.prefab @@ -35,7 +35,7 @@ Transform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!212 &7402419950365427160 SpriteRenderer: - 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{fileID: 292763468} - {fileID: 40868030} - {fileID: 1162851830} + - {fileID: 1771745345} diff --git a/Assets/Scripts/Game/Foreground.cs b/Assets/Scripts/Game/Foreground.cs new file mode 100644 index 0000000..e0d445f --- /dev/null +++ b/Assets/Scripts/Game/Foreground.cs @@ -0,0 +1,42 @@ +using UnityEngine; + +public class Foreground : MonoBehaviour +{ + private SpriteRenderer spriteRenderer; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + spriteRenderer = GetComponent(); + ResetBoard(); + } + + public void ResetBoard() + { + // Reset the game board to its initial state + int currentLevel = PlayerPrefs.GetInt("CurrentLevel"); + currentLevel = currentLevel == 0 ? 1 : currentLevel; // Ensure currentLevel is at least 1 + currentLevel = (((currentLevel - 1) / 5) % 10 + 10) % 10 + 1; + + Debug.Log($"Current Level: {currentLevel}"); + + string resourcePath = $"Patterns/back_{currentLevel}"; + + Texture2D texture = Resources.Load(resourcePath); + if (texture == null) + { + Debug.LogWarning($"Could not load Sprite or Texture2D at Resources/{resourcePath}"); + return; + } + + // Fallback if the asset is imported as Texture instead of Sprite. + Sprite runtimeSprite = Sprite.Create( + texture, + new Rect(0, 0, texture.width, texture.height), + new Vector2(0.5f, 0.5f), + 100f + ); + + spriteRenderer.sprite = runtimeSprite; + } +} diff --git a/Assets/Scripts/Game/Foreground.cs.meta b/Assets/Scripts/Game/Foreground.cs.meta new file mode 100644 index 0000000..84319c4 --- /dev/null +++ b/Assets/Scripts/Game/Foreground.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 83f9939f8fdda54efa78f609f9bceff5 \ No newline at end of file diff --git a/Assets/Scripts/Game/GameBoard.cs b/Assets/Scripts/Game/GameBoard.cs index 9f00e2e..4a4ac4a 100644 --- a/Assets/Scripts/Game/GameBoard.cs +++ b/Assets/Scripts/Game/GameBoard.cs @@ -12,12 +12,6 @@ public class GameBoard : MonoBehaviour ResetBoard(); } - // Update is called once per frame - void Update() - { - - } - public void ResetBoard() { // Reset the game board to its initial state diff --git a/Assets/Scripts/Game/Player.meta b/Assets/Scripts/Game/Player.meta new file mode 100644 index 0000000..0744d2a --- /dev/null +++ b/Assets/Scripts/Game/Player.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5262a150f7acbf5f8869006f848a443d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Game/Player/BarBase.cs b/Assets/Scripts/Game/Player/BarBase.cs new file mode 100644 index 0000000..32a8556 --- /dev/null +++ b/Assets/Scripts/Game/Player/BarBase.cs @@ -0,0 +1,64 @@ +using UnityEngine; + +public class BarBase : MonoBehaviour +{ + public float firingSpeed = 0.03f; + + public bool canFireLeft = true; + + public bool canFireRight = true; + + public bool canFireTop = true; + + public bool canFireBottom = true; + + protected float firingTimer = 0.0f; + + protected Bounds bounds; + + protected bool canFire = true; + + protected void Initialize() + { + SpriteRenderer spriteRenderer = GetComponent(); + bounds = spriteRenderer.bounds; + + var walls = GameObject.FindGameObjectsWithTag("Wall"); + + if (walls.Length > 0) + { + // Cap the firing ability if the bar is already intersecting with a wall. + foreach (var wall in walls) + { + var wallBounds = wall.GetComponent().bounds; + if (wallBounds.Intersects(bounds)) + { + canFire = false; + + // Register the intersection with the WorldFiller. + var worldFiller = GameObject.FindAnyObjectByType(); + + if (worldFiller != null) + { + var intersectionBounds = GetIntersectionBounds(wallBounds, bounds); + worldFiller.SetWallPosition(intersectionBounds.center); + } + + break; + } + } + } + } + + protected Bounds GetIntersectionBounds(Bounds wallBounds, Bounds barBounds) + { + Bounds intersectionBounds = new Bounds(); + + intersectionBounds.SetMinMax( + Vector3.Max(wallBounds.min, barBounds.min), + Vector3.Min(wallBounds.max, barBounds.max) + ); + + return intersectionBounds; + } +} diff --git a/Assets/Scripts/Game/Player/BarBase.cs.meta b/Assets/Scripts/Game/Player/BarBase.cs.meta new file mode 100644 index 0000000..2a78ceb --- /dev/null +++ b/Assets/Scripts/Game/Player/BarBase.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cc658019d9b712031b48788b92920756 \ No newline at end of file diff --git a/Assets/Scripts/Game/HorizontalBar.cs b/Assets/Scripts/Game/Player/HorizontalBar.cs similarity index 71% rename from Assets/Scripts/Game/HorizontalBar.cs rename to Assets/Scripts/Game/Player/HorizontalBar.cs index 3d8afa7..ed09a70 100644 --- a/Assets/Scripts/Game/HorizontalBar.cs +++ b/Assets/Scripts/Game/Player/HorizontalBar.cs @@ -1,41 +1,13 @@ using UnityEngine; -public class HorizontalBar : MonoBehaviour +public class HorizontalBar : BarBase { - public float firingSpeed = 0.03f; - public GameObject horizontalBarrierPrefab; - public bool canFireLeft = true; - - public bool canFireRight = true; - - private float firingTimer = 0.0f; - - private Bounds bounds; - - private bool canFire = true; - // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { - SpriteRenderer spriteRenderer = GetComponent(); - bounds = spriteRenderer.bounds; - - var walls = GameObject.FindGameObjectsWithTag("Wall"); - - if (walls.Length > 0) - { - // Cap the firing ability if the bar is already intersecting with a wall. - foreach (var wall in walls) - { - if (wall.GetComponent().bounds.Intersects(bounds)) - { - canFire = false; - break; - } - } - } + Initialize(); } // Update is called once per frame diff --git a/Assets/Scripts/Game/HorizontalBar.cs.meta b/Assets/Scripts/Game/Player/HorizontalBar.cs.meta similarity index 100% rename from Assets/Scripts/Game/HorizontalBar.cs.meta rename to Assets/Scripts/Game/Player/HorizontalBar.cs.meta diff --git a/Assets/Scripts/Game/HorizontalLaser.cs b/Assets/Scripts/Game/Player/HorizontalLaser.cs similarity index 69% rename from Assets/Scripts/Game/HorizontalLaser.cs rename to Assets/Scripts/Game/Player/HorizontalLaser.cs index 7f921cb..be81e17 100644 --- a/Assets/Scripts/Game/HorizontalLaser.cs +++ b/Assets/Scripts/Game/Player/HorizontalLaser.cs @@ -1,37 +1,13 @@ using UnityEngine; -public class HorizontalLaser : MonoBehaviour +public class HorizontalLaser : BarBase { public GameObject horizontalLaserPrefab; - public bool canFireLeft = true; - - public bool canFireRight = true; - - private Bounds bounds; - - private bool canFire = true; - // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { - SpriteRenderer spriteRenderer = GetComponent(); - bounds = spriteRenderer.bounds; - - var walls = GameObject.FindGameObjectsWithTag("Wall"); - - if (walls.Length > 0) - { - // Cap the firing ability if the bar is already intersecting with a wall. - foreach (var wall in walls) - { - if (wall.GetComponent().bounds.Intersects(bounds)) - { - canFire = false; - break; - } - } - } + Initialize(); } // Update is called once per frame diff --git a/Assets/Scripts/Game/HorizontalLaser.cs.meta b/Assets/Scripts/Game/Player/HorizontalLaser.cs.meta similarity index 100% rename from Assets/Scripts/Game/HorizontalLaser.cs.meta rename to Assets/Scripts/Game/Player/HorizontalLaser.cs.meta diff --git a/Assets/Scripts/Game/Player.cs b/Assets/Scripts/Game/Player/Player.cs similarity index 94% rename from Assets/Scripts/Game/Player.cs rename to Assets/Scripts/Game/Player/Player.cs index 54021c4..8537a91 100644 --- a/Assets/Scripts/Game/Player.cs +++ b/Assets/Scripts/Game/Player/Player.cs @@ -72,6 +72,8 @@ public class Player : MonoBehaviour public BallSpawner ballSpawner; + public int percentCovered = 0; + private bool flipped = false; private bool gameOver = false; @@ -150,16 +152,19 @@ public class Player : MonoBehaviour } // Update is called once per frame - void FixedUpdate() + void Update() { // Foce reset the rotation. transform.rotation = Quaternion.identity; + transform.eulerAngles = new Vector3(0, 0, flipped ? 90 : 0); + // Update the damage timer. if (damageTimer > 0.0f) { - damageTimer -= Time.fixedDeltaTime; + damageTimer -= Time.deltaTime; } + // Player movement is based on the mouse position, clamped to the game board bounds. if (!exploding) { Vector2 mouseScreen = Mouse.current.position.ReadValue(); @@ -176,12 +181,13 @@ public class Player : MonoBehaviour transform.position = new Vector3(clampedX, clampedY, transform.position.z); } + // Handle keyboard input for flipping, game over, and toggling laser/magnet modes. if (Keyboard.current != null) { if (Keyboard.current.spaceKey.wasPressedThisFrame) { flipped = !flipped; - transform.eulerAngles = new Vector3(0, 0, flipped ? 90 : 0); + // transform.eulerAngles = new Vector3(0, 0, flipped ? 90 : 0); audioSource.PlayOneShot(flip); } @@ -216,6 +222,7 @@ public class Player : MonoBehaviour } } + // Mouse input handling for firing lasers, magnets, or normal barriers. if (Mouse.current.leftButton.wasPressedThisFrame && canFire && !exploding) { if (laserActive) @@ -232,6 +239,7 @@ public class Player : MonoBehaviour } } + // Check for game over or revival conditions. if (gameOver) { StartCoroutine(EndGame()); @@ -244,6 +252,7 @@ public class Player : MonoBehaviour StartCoroutine(Revive()); } + // Handle magnet timer countdown and deactivation. if (magnetTimer > 0.0f) { magnetTimer -= Time.deltaTime; @@ -487,7 +496,7 @@ public class Player : MonoBehaviour StartCoroutine(SetGameOver()); } - canFire = true; // Allow firing again after bar hit + canFire = true; // Allow firing again after bar hit. } void OnCollisionEnter2D(Collision2D collision) diff --git a/Assets/Scripts/Game/Player.cs.meta b/Assets/Scripts/Game/Player/Player.cs.meta similarity index 100% rename from Assets/Scripts/Game/Player.cs.meta rename to Assets/Scripts/Game/Player/Player.cs.meta diff --git a/Assets/Scripts/Game/PlayerGun.cs b/Assets/Scripts/Game/Player/PlayerGun.cs similarity index 100% rename from Assets/Scripts/Game/PlayerGun.cs rename to Assets/Scripts/Game/Player/PlayerGun.cs diff --git a/Assets/Scripts/Game/PlayerGun.cs.meta b/Assets/Scripts/Game/Player/PlayerGun.cs.meta similarity index 100% rename from Assets/Scripts/Game/PlayerGun.cs.meta rename to Assets/Scripts/Game/Player/PlayerGun.cs.meta diff --git a/Assets/Scripts/Game/VerticalBar.cs b/Assets/Scripts/Game/Player/VerticalBar.cs similarity index 71% rename from Assets/Scripts/Game/VerticalBar.cs rename to Assets/Scripts/Game/Player/VerticalBar.cs index 31b554c..c805c42 100644 --- a/Assets/Scripts/Game/VerticalBar.cs +++ b/Assets/Scripts/Game/Player/VerticalBar.cs @@ -1,41 +1,13 @@ using UnityEngine; -public class VerticalBar : MonoBehaviour +public class VerticalBar : BarBase { - public float firingSpeed = 0.03f; - public GameObject verticalBarrierPrefab; - public bool canFireTop = true; - - public bool canFireBottom = true; - - private float firingTimer = 0.0f; - - private Bounds bounds; - - private bool canFire = true; - // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { - SpriteRenderer spriteRenderer = GetComponent(); - bounds = spriteRenderer.bounds; - - var walls = GameObject.FindGameObjectsWithTag("Wall"); - - if (walls.Length > 0) - { - // Cap the firing ability if the bar is already intersecting with a wall. - foreach (var wall in walls) - { - if (wall.GetComponent().bounds.Intersects(bounds)) - { - canFire = false; - break; - } - } - } + Initialize(); } // Update is called once per frame diff --git a/Assets/Scripts/Game/VerticalBar.cs.meta b/Assets/Scripts/Game/Player/VerticalBar.cs.meta similarity index 100% rename from Assets/Scripts/Game/VerticalBar.cs.meta rename to Assets/Scripts/Game/Player/VerticalBar.cs.meta diff --git a/Assets/Scripts/Game/VerticalLaser.cs b/Assets/Scripts/Game/Player/VerticalLaser.cs similarity index 69% rename from Assets/Scripts/Game/VerticalLaser.cs rename to Assets/Scripts/Game/Player/VerticalLaser.cs index ed99fd4..d7861ef 100644 --- a/Assets/Scripts/Game/VerticalLaser.cs +++ b/Assets/Scripts/Game/Player/VerticalLaser.cs @@ -1,37 +1,13 @@ using UnityEngine; -public class VerticalLaser : MonoBehaviour +public class VerticalLaser : BarBase { public GameObject verticalLaserPrefab; - public bool canFireTop = true; - - public bool canFireBottom = true; - - private Bounds bounds; - - private bool canFire = true; - // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { - SpriteRenderer spriteRenderer = GetComponent(); - bounds = spriteRenderer.bounds; - - var walls = GameObject.FindGameObjectsWithTag("Wall"); - - if (walls.Length > 0) - { - // Cap the firing ability if the bar is already intersecting with a wall. - foreach (var wall in walls) - { - if (wall.GetComponent().bounds.Intersects(bounds)) - { - canFire = false; - break; - } - } - } + Initialize(); } // Update is called once per frame diff --git a/Assets/Scripts/Game/VerticalLaser.cs.meta b/Assets/Scripts/Game/Player/VerticalLaser.cs.meta similarity index 100% rename from Assets/Scripts/Game/VerticalLaser.cs.meta rename to Assets/Scripts/Game/Player/VerticalLaser.cs.meta diff --git a/Assets/Scripts/Game/Spawners/BallSpawner.cs b/Assets/Scripts/Game/Spawners/BallSpawner.cs index 38a17b8..5dd81e7 100644 --- a/Assets/Scripts/Game/Spawners/BallSpawner.cs +++ b/Assets/Scripts/Game/Spawners/BallSpawner.cs @@ -200,4 +200,9 @@ public class BallSpawner : MonoBehaviour } } } + + public Queue GetBalls() + { + return balls; + } } diff --git a/Assets/Scripts/Game/Spawners/SharkSpawner.cs b/Assets/Scripts/Game/Spawners/SharkSpawner.cs index bf7e069..98f707b 100644 --- a/Assets/Scripts/Game/Spawners/SharkSpawner.cs +++ b/Assets/Scripts/Game/Spawners/SharkSpawner.cs @@ -14,7 +14,7 @@ public class SharkSpawner : MonoBehaviour private bool isActive = true; - private static float spawnProbability = 0.5f; + private static float spawnProbability = 0.1f; // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() diff --git a/Assets/Scripts/Game/WorldFiller.cs b/Assets/Scripts/Game/WorldFiller.cs new file mode 100644 index 0000000..75fcb80 --- /dev/null +++ b/Assets/Scripts/Game/WorldFiller.cs @@ -0,0 +1,75 @@ +using UnityEngine; + +public class WorldFiller : MonoBehaviour +{ + public Player player; + + public SpriteRenderer gameBoardSpriteRenderer; + + public GameObject wallPrefab; + + private Bounds gameBoardBounds; + + private Vector2?[] wallPositions; + + private int wallCount = 0; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + gameBoardBounds = gameBoardSpriteRenderer.bounds; + ClearWalls(); + } + + public void ClearWalls() + { + wallPositions = new Vector2?[2]; + wallPositions[0] = null; + wallPositions[1] = null; + wallCount = 0; + } + + public void SetWallPosition(Vector2 position) + { + if (wallCount >= wallPositions.Length) + { + Debug.LogError("Index out of bounds for wall positions."); + return; + } + + wallPositions[wallCount] = position; + wallCount++; + + SpawnWall(); + } + + public void SpawnWall() + { + // If both wall positions are set, spawn a wall. + if (wallPositions[0] != null && wallPositions[1] != null) + { + Debug.Log($"Spawning wall with wall line: ({wallPositions[0]}, {wallPositions[1]})"); + + // Get all the balls in the scene. + var ballSpawner = FindAnyObjectByType(); + var balls = ballSpawner.GetBalls(); + + // There are three possible scenarios for the wall positions: + // 1. Only one side of the wall line is empty (either left or right). + // 2. All sides of the wall line are occupied. + // 3. All sides of the wall line are empty. + + + // Destroy all bar segments after we are done. + GameObject[] barSegments = GameObject.FindGameObjectsWithTag("Bar"); + + foreach (GameObject barSegment in barSegments) + { + Destroy(barSegment); + } + + // Clear the pending wall line. + ClearWalls(); + } + } +} diff --git a/Assets/Scripts/Game/WorldFiller.cs.meta b/Assets/Scripts/Game/WorldFiller.cs.meta new file mode 100644 index 0000000..1a68960 --- /dev/null +++ b/Assets/Scripts/Game/WorldFiller.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 85b8e4c52283a887494c3424f55c5bd2 \ No newline at end of file diff --git a/ProjectSettings/ProjectAuditorSettings.asset b/ProjectSettings/ProjectAuditorSettings.asset index 9abc029..e34a87a 100644 --- a/ProjectSettings/ProjectAuditorSettings.asset +++ b/ProjectSettings/ProjectAuditorSettings.asset @@ -34,37 +34,3 @@ MonoBehaviour: - Key: LoadInBackGroundClipSizeThresholdBytes Value: 204800 CurrentParamsIndex: 0 ---- !u!114 &2 -MonoBehaviour: - m_ObjectHideFlags: 53 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 0} - m_Name: - m_EditorClassIdentifier: UnityEditor.ProjectAuditorModule:Unity.ProjectAuditor.Editor:ProjectAuditorSettings - Rules: - rules: [] - DiagnosticParams: - paramsStack: - - PlatformGroup: - m_String: Unknown - m_SerializedParams: - - Key: StreamingAssetsFolderSizeLimit - Value: 50 - - Key: SpriteAtlasEmptySpaceLimit - Value: 50 - - Key: TextureStreamingMipmapsSizeLimit - Value: 4000 - - Key: StreamingClipThresholdBytes - Value: 218294 - - Key: LongDecompressedClipThresholdBytes - Value: 204800 - - Key: LongCompressedMobileClipThresholdBytes - Value: 204800 - - Key: LoadInBackGroundClipSizeThresholdBytes - Value: 204800 - CurrentParamsIndex: 0 diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index c7639e7..7536590 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -21,7 +21,7 @@ TagManager: - - Water - UI - - + - Foreground - - Editor Only - @@ -51,6 +51,15 @@ TagManager: - name: Default uniqueID: 0 locked: 0 + - name: Foreground + uniqueID: 1734364689 + locked: 0 + - name: Items + uniqueID: 3814860171 + locked: 0 + - name: Screens + uniqueID: 2638523801 + locked: 0 m_RenderingLayers: - Default m_MigratedRenderPipelines: []