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Oyun Programlama 2.Asteroid Oyunu
------------------------------------
public class asteroidharaket : MonoBehaviour {
Rigidbody fizik;
public int hiz;
void Start()
{
fizik = GetComponent<Rigidbody>();
fizik.velocity = transform.forward * hiz;
}
-------------------------------------
public class FxKontrol : MonoBehaviour {
Rigidbody fizik;
public int hiz;
void Start () {
fizik = GetComponent<Rigidbody>();
fizik.velocity = transform.forward*hiz;
}
-------------------------------------
using UnityEngine.SceneManagement; // kütüphaneden çağiriyor.
public class oyunkontrol : MonoBehaviour
{
public GameObject asteroid;
public Vector3 randomPos;
int score;
public Text text;
bool oyunbittikontrol = false;
bool yenidenbaslakontrol = false;
public Text oyunbitti;
public Text yenidenbasla;
void Start()
{
score = 0;
text.text = "Score= " + score;
StartCoroutine(olustur());
}
void Update()
{
if (Input.GetKeyDown(KeyCode.R)&&yenidenbaslakontrol)
{
SceneManager.LoadScene("oyun");
}
}
IEnumerator olustur()
{
while (true)
{
for (int i = 0; i < 10; i++)
{
Vector3 vec = new Vector3(Random.Range(-randomPos.x, randomPos.x), 0, randomPos.z);
Instantiate(asteroid, vec, Quaternion.identity);
yield return new WaitForSeconds(1);
}
if (oyunbittikontrol)
{
yenidenbasla.text = "Yeniden Başlamak İçin 'R' Tuşuna Basın";
yenidenbaslakontrol = true;
break;
}
yield return new WaitForSeconds(3);
}
}
public void ScoreArttir(int gelenscore)
{
score += gelenscore;
text.text = "Score= " + score;
}
public void oyunbitir()
{
oyunbitti.text = "Oyun Bitti";

oyunbittikontrol = true;
}
}
--------------------------------------
public class patlamasil : MonoBehaviour {

// Use this for initialization
void Start () {
Destroy(gameObject, 3);
}
--------------------------------------
public class PlayerKontrol : MonoBehaviour {
Rigidbody fizik;
float yatay;
float dikey;
Vector3 vec;
public int hiz;
public float minX;
public float maxX;
public float minZ;
public float maxZ;
public int egim;
float ateszamani = 0;
public GameObject Kursun;
public Transform Cıkısyeri;
void Start () {
fizik = GetComponent<Rigidbody>();
}
void Update()
{
if (Input.GetButton("Fire1") && Time.time > ateszamani)
{
ateszamani = Time.time + 1;
Instantiate(Kursun, Cıkısyeri.position,Quaternion.identity);
}
}
void FixedUpdate () {
yatay = Input.GetAxis("Horizontal");
dikey = Input.GetAxis("Vertical");
vec = new Vector3(yatay, 0, dikey);
fizik.velocity = vec * hiz;
fizik.position = new Vector3(Mathf.Clamp(fizik.position.x, minX, maxX), 0.0f, Mathf.Clamp(fizik.position.z, minZ, maxZ));
fizik.rotation = Quaternion.Euler(0, 0, fizik.velocity.x*-egim);
}
}
-----------------------------------------
public class rotasyon : MonoBehaviour {
Rigidbody fizik;
public int hiz;
void Start () {
fizik = GetComponent<Rigidbody>();
fizik.angularVelocity = Random.insideUnitSphere*hiz;
}
------------------------------------------
public class sil : MonoBehaviour {
void OnTriggerExit(Collider col)
{
Destroy(col.gameObject);
}
}
--------------------------------------------
public class Temaslayokol : MonoBehaviour {
GameObject OyunKontrol;
oyunkontrol kontrol;
public GameObject patlama;
public GameObject playerpatlama;
void Start()
{
OyunKontrol = GameObject.FindGameObjectWithTag("OyunKontrol");
kontrol = OyunKontrol.GetComponent<oyunkontrol>();
}
void OnTriggerEnter(Collider col)
{
if (col.tag != "sinir")
{
Destroy(col.gameObject);
Destroy(gameObject);
Instantiate(patlama, transform.position, transform.rotation);
kontrol.ScoreArttir(10);
}
if (col.tag == "Player")
{
Instantiate(playerpatlama, col.transform.position, col.transform.rotation);
kontrol.oyunbitir();
}
}
}
     
 
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