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Unit 2 Basic Gameplay prototpye 2 was finished
The game was finished in Unity from Unit 2 - Collision Decisions Lesson 2.4.1-2.4.6
1 parent 9e8a33b commit c9bb822

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Prototype 2/Assets/Prefabs/Animal_Cow_White.prefab

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Prototype 2/Assets/Prefabs/Animal_Horse_Black.prefab

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Prototype 2/Assets/Prefabs/Dog_BullDog_01.prefab

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Prototype 2/Assets/Prefabs/Food_Cookie_01.prefab

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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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public class DetectCollision : MonoBehaviour
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{
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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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}
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// Update is called once per frame
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void Update()
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{
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}
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private void OnTriggerEnter(Collider other)
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{
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Destroy(gameObject);
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Destroy(other.gameObject);
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}
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}

Prototype 2/Assets/Scripts/DetectCollision.cs.meta

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Prototype 2/Assets/Scripts/PlayerController.cs

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public class PlayerController : MonoBehaviour
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{
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private float leftRightSpeed = 10f;
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private float leftRightSpeed = 20f;
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private float xRange = 12f;
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private float horizontalInput;
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Prototype 2/Assets/Scripts/SpawnManager.cs

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public GameObject[] animalPrefabs;
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private float spawnRangeX = 13f;
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private float spawnPosZ = 20f;
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private float startDelay = 2f;
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private float spawnInterval = 1.5f;
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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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InvokeRepeating("SpawnRandomAnimal", startDelay, spawnInterval);
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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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int animalIndex = Random.Range(0, animalPrefabs.Length);
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Vector3 spawnPosition = new Vector3(Random.Range(-spawnRangeX,spawnRangeX), 0, spawnPosZ);
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if (Input.GetKeyDown(KeyCode.S))
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{
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Instantiate(animalPrefabs[animalIndex], spawnPosition, animalPrefabs[animalIndex].transform.rotation);
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}
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}
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private void SpawnRandomAnimal()
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{
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int animalIndex = Random.Range(0, animalPrefabs.Length);
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Vector3 spawnPosition = new Vector3(Random.Range(-spawnRangeX, spawnRangeX), 0, spawnPosZ);
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Instantiate(animalPrefabs[animalIndex], spawnPosition, animalPrefabs[animalIndex].transform.rotation);
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}
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}

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