Browse Source

Player object and movement

master
Ken Schaefer 1 year ago
parent
commit
9aba6a4dad
  1. 74
      Space Shooter/.gitignore
  2. 6
      Space Shooter/.vsconfig
  3. 8
      Space Shooter/Assets/Materials.meta
  4. 83
      Space Shooter/Assets/Materials/Player_mat.mat
  5. 8
      Space Shooter/Assets/Materials/Player_mat.mat.meta
  6. 8
      Space Shooter/Assets/Scenes.meta
  7. 430
      Space Shooter/Assets/Scenes/Game.unity
  8. 7
      Space Shooter/Assets/Scenes/Game.unity.meta
  9. 8
      Space Shooter/Assets/Scripts.meta
  10. 50
      Space Shooter/Assets/Scripts/Player.cs
  11. 11
      Space Shooter/Assets/Scripts/Player.cs.meta
  12. 41
      Space Shooter/Packages/manifest.json
  13. 382
      Space Shooter/Packages/packages-lock.json
  14. 19
      Space Shooter/ProjectSettings/AudioManager.asset
  15. 6
      Space Shooter/ProjectSettings/ClusterInputManager.asset
  16. 34
      Space Shooter/ProjectSettings/DynamicsManager.asset
  17. 8
      Space Shooter/ProjectSettings/EditorBuildSettings.asset
  18. 30
      Space Shooter/ProjectSettings/EditorSettings.asset
  19. 63
      Space Shooter/ProjectSettings/GraphicsSettings.asset
  20. 295
      Space Shooter/ProjectSettings/InputManager.asset
  21. 35
      Space Shooter/ProjectSettings/MemorySettings.asset
  22. 91
      Space Shooter/ProjectSettings/NavMeshAreas.asset
  23. 35
      Space Shooter/ProjectSettings/PackageManagerSettings.asset
  24. 5
      Space Shooter/ProjectSettings/Packages/com.unity.testtools.codecoverage/Settings.json
  25. 56
      Space Shooter/ProjectSettings/Physics2DSettings.asset
  26. 7
      Space Shooter/ProjectSettings/PresetManager.asset
  27. 754
      Space Shooter/ProjectSettings/ProjectSettings.asset
  28. 2
      Space Shooter/ProjectSettings/ProjectVersion.txt
  29. 232
      Space Shooter/ProjectSettings/QualitySettings.asset
  30. 167
      Space Shooter/ProjectSettings/SceneTemplateSettings.json
  31. 43
      Space Shooter/ProjectSettings/TagManager.asset
  32. 9
      Space Shooter/ProjectSettings/TimeManager.asset
  33. 36
      Space Shooter/ProjectSettings/UnityConnectSettings.asset
  34. 12
      Space Shooter/ProjectSettings/VFXManager.asset
  35. 8
      Space Shooter/ProjectSettings/VersionControlSettings.asset
  36. 10
      Space Shooter/ProjectSettings/XRSettings.asset

74
Space Shooter/.gitignore vendored

@ -0,0 +1,74 @@
# ---> Unity
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*

6
Space Shooter/.vsconfig

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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

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Space Shooter/Assets/Scripts/Player.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
[SerializeField]
private float speed = 1.0f;
void Start()
{
// Take the current position = new position (0, 0, 0)
transform.position = new Vector3(0, 0, 0);
}
void Update()
{
CalculateMovement();
}
private void CalculateMovement()
{
float horizontalInput = Input.GetAxis("Horizontal");
float verticalInput = Input.GetAxis("Vertical");
transform.Translate(new Vector3(horizontalInput, verticalInput, 0) * speed * Time.deltaTime);
// Set boundaries on top and bottom
//if (transform.position.y >= 0)
//{
// transform.position = new Vector3(transform.position.x, 0, 0);
//}
//else if (transform.position.y < -3.8f)
//{
// transform.position = new Vector3(transform.position.x, -3.8f, 0);
//}
// Same as the if statement above but cleaner.
transform.position = new Vector3(transform.position.x, Mathf.Clamp(transform.position.y, -3.8f, 0), 0);
// Pass through on the left and right side
if (transform.position.x >= 11.3f)
{
transform.position = new Vector3(-11.3f, transform.position.y, 0);
}
else if (transform.position.x < -11.3f)
{
transform.position = new Vector3(11.3f, transform.position.y, 0);
}
}
}

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