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 | using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Asteroid : MonoBehaviour
{
    public GameObject debrisTemplate;
    private float initializationTime;
    // Start is called before the first frame update
    void Start()
    {
        Rigidbody2D rb = GetComponent<Rigidbody2D>();
        //Choose a random angle
        float angle = Random.Range(0f, 360f);
        this.transform.rotation = Quaternion.Euler(0, 0, angle);
        //Choose a random speed
        float speed = Random.Range(0.5f, 2f);
        Vector3 s = new Vector3(0, speed, 0);
        rb.velocity = transform.rotation * s;
        initializationTime = Time.timeSinceLevelLoad;
    }
    // Update is called once per frame
    void Update()
    {
        //Handle screen wrapping
        int margin = 50;
        //Work out our screen position
        Vector2 screenPos = Camera.main.WorldToScreenPoint(transform.position);
        //Check if we've moved too far offscreen
        if( screenPos.x > Screen.width+margin ){
            //off right, move to left
            screenPos.x = -margin/2;
        }else if( screenPos.x < -margin ){
            //off left, move to right
            screenPos.x = Screen.width+margin/2;
        }
        if( screenPos.y > Screen.height+margin ){
            //off bottom, move to top
            screenPos.y = -margin/2;
        }else if( screenPos.y < -margin ){
            //off top, move to bottom
            screenPos.y = Screen.height+margin/2;
        }
        //Work out our new world position
        Vector3 newPos = Camera.main.ScreenToWorldPoint(screenPos);
        transform.position = new Vector2(newPos.x, newPos.y);
    }
    void OnTriggerEnter2D(Collider2D other)
    {
        if( Time.timeSinceLevelLoad - initializationTime < 0.5 ){
            return;
        }
        if( other.gameObject.CompareTag("LaserBlast") ){
            if( debrisTemplate != null){ // "!=" = "!" + "="
                float angle = Random.Range(0f, 180f);
                float speed = Random.Range(5f, 10f);
                Vector3 s = new Vector3(0, speed, 0);
                GameObject a = Instantiate(debrisTemplate,
                    this.transform.position, this.transform.rotation)
                    as GameObject;
                a.GetComponent<Rigidbody2D>().velocity = a.transform.rotation * s;
                GameObject b = Instantiate(debrisTemplate,
                    this.transform.position, this.transform.rotation * Quaternion.Euler(0, 0, angle))
                    as GameObject;
                b.GetComponent<Rigidbody2D>().velocity = b.transform.rotation * s;
                GameObject c = Instantiate(debrisTemplate,
                    this.transform.position, this.transform.rotation * Quaternion.Euler(0, 0, -angle))
                    as GameObject;
                c.GetComponent<Rigidbody2D>().velocity = c.transform.rotation * s;
            }
            Destroy(this.gameObject);
            Destroy(other.gameObject);
        }
    }
}
 |