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@ -0,0 +1,59 @@
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using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Drag a Rigidbody2D by selecting one of its colliders by pressing the mouse down.
|
||||
/// When the collider is selected, add a TargetJoint2D.
|
||||
/// While the mouse is moving, continually set the target to the mouse position.
|
||||
/// When the mouse is released, the TargetJoint2D is deleted.`
|
||||
/// </summary>
|
||||
public class DragTarget : MonoBehaviour
|
||||
{
|
||||
public LayerMask m_DragLayers;
|
||||
|
||||
[Range (0.0f, 100.0f)]
|
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public float m_Damping = 1.0f;
|
||||
|
||||
[Range (0.0f, 100.0f)]
|
||||
public float m_Frequency = 5.0f;
|
||||
|
||||
private TargetJoint2D m_TargetJoint;
|
||||
|
||||
void Update ()
|
||||
{
|
||||
// Calculate the world position for the mouse.
|
||||
var worldPos = Camera.main.ScreenToWorldPoint (Input.mousePosition);
|
||||
|
||||
if (Input.GetMouseButtonDown (0))
|
||||
{
|
||||
// Fetch the first collider.
|
||||
// NOTE: We could do this for multiple colliders.
|
||||
var collider = Physics2D.OverlapPoint (worldPos, m_DragLayers);
|
||||
if (!collider)
|
||||
return;
|
||||
|
||||
// Fetch the collider body.
|
||||
var body = collider.attachedRigidbody;
|
||||
if (!body)
|
||||
return;
|
||||
|
||||
// Add a target joint.
|
||||
m_TargetJoint = collider.gameObject.AddComponent<TargetJoint2D> ();
|
||||
m_TargetJoint.dampingRatio = m_Damping;
|
||||
m_TargetJoint.frequency = m_Frequency;
|
||||
|
||||
// Attach the anchor to the local-point where we clicked.
|
||||
m_TargetJoint.anchor = body.GetPoint (worldPos);
|
||||
|
||||
}
|
||||
else if (Input.GetMouseButtonUp (0))
|
||||
{
|
||||
Destroy (m_TargetJoint);
|
||||
m_TargetJoint = null;
|
||||
return;
|
||||
}
|
||||
|
||||
// Update the joint target.
|
||||
if (m_TargetJoint)
|
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m_TargetJoint.target = worldPos;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
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@ -0,0 +1,34 @@
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|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Set the TargetJoint2D to follow the mouse position.
|
||||
/// </summary>
|
||||
public class MouseTarget : MonoBehaviour
|
||||
{
|
||||
TargetJoint2D targetJoint;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Fetch the target joint.
|
||||
targetJoint = GetComponent<TargetJoint2D> ();
|
||||
|
||||
// Finish if no joint detected.
|
||||
if (targetJoint == null)
|
||||
return;
|
||||
}
|
||||
|
||||
void FixedUpdate ()
|
||||
{
|
||||
// Finish if no joint detected.
|
||||
if (targetJoint == null)
|
||||
return;
|
||||
|
||||
// Calculate the world position for the mouse.
|
||||
var worldPos = Camera.main.ScreenToWorldPoint (Input.mousePosition);
|
||||
|
||||
// Set the joint target.
|
||||
targetJoint.target = worldPos;
|
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}
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}
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using System.Collections;
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using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Spawn objects into the scene.
|
||||
/// </summary>
|
||||
public class Spawner : MonoBehaviour
|
||||
{
|
||||
[Range (0.0f, 10.0f)]
|
||||
public float m_SpawnTime = 1f;
|
||||
|
||||
[Range (1, 100)]
|
||||
public int m_SpawnCount = 1;
|
||||
|
||||
[Range (1, 1000)]
|
||||
public int m_SpawnMaximum = 10;
|
||||
|
||||
public Transform m_SpawnParent;
|
||||
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||||
public Vector2 m_Area;
|
||||
|
||||
[Range (0.1f, 10.0f)]
|
||||
public float m_MinScale = 1.0f;
|
||||
[Range (0.1f, 10.0f)]
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public float m_MaxScale = 1.0f;
|
||||
|
||||
[Range (0, 360)]
|
||||
public float m_RandomRotation = 0.0f;
|
||||
|
||||
[Range (0, 31)]
|
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public int m_Layer;
|
||||
|
||||
public GameObject[] m_SpawnItems;
|
||||
|
||||
private int m_SpawnTotal;
|
||||
|
||||
/// <summary>
|
||||
/// Infinitely spawn items until maximum allowed has been reached.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public IEnumerator Start ()
|
||||
{
|
||||
if (m_SpawnItems != null && m_SpawnItems.Length > 0)
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
Spawn ();
|
||||
yield return new WaitForSeconds (m_SpawnTime);
|
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}
|
||||
}
|
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}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn the current items for this period.
|
||||
/// </summary>
|
||||
private void Spawn ()
|
||||
{
|
||||
for (int n = 0; n < m_SpawnCount; ++n)
|
||||
{
|
||||
if (m_SpawnTotal >= m_SpawnMaximum)
|
||||
return;
|
||||
|
||||
var obj = m_SpawnItems[Random.Range (0, m_SpawnItems.Length)];
|
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if (obj)
|
||||
{
|
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var spawnRange = m_Area * 0.5f;
|
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var position = transform.TransformPoint (new Vector3 (Random.Range (-spawnRange.x, spawnRange.x), Random.Range (-spawnRange.y, spawnRange.y), transform.position.z));
|
||||
var rotation = Random.Range (0.0f, m_RandomRotation);
|
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var spawnObj = Instantiate (obj, position, Quaternion.Euler (0f, 0f, rotation), m_SpawnParent ? m_SpawnParent : transform);
|
||||
var randomScale = Random.Range (m_MinScale, m_MaxScale);
|
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spawnObj.transform.localScale = new Vector3 (randomScale, randomScale);
|
||||
spawnObj.layer = m_Layer;
|
||||
++m_SpawnTotal;
|
||||
}
|
||||
}
|
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}
|
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}
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