Initial Commit

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2026-03-16 14:38:46 +02:00
commit b8f7327a21
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using System;
using ModestTree;
using UnityEngine;
namespace Zenject.Asteroids
{
public class Asteroid : MonoBehaviour
{
LevelHelper _level;
Rigidbody _rigidBody;
Settings _settings;
// We could just add [Inject] to the field declarations but
// it's often better practice to use PostInject methods
// Note that we can't use Constructors here because this is
// a MonoBehaviour
[Inject]
public void Construct(LevelHelper level, Settings settings)
{
_level = level;
_settings = settings;
_rigidBody = GetComponent<Rigidbody>();
}
public Vector3 Position
{
get { return transform.position; }
set { transform.position = value; }
}
public float Mass
{
get { return _rigidBody.mass; }
set { _rigidBody.mass = value; }
}
public float Scale
{
get
{
var scale = transform.localScale;
// We assume scale is uniform
Assert.That(scale[0] == scale[1] && scale[1] == scale[2]);
return scale[0];
}
set
{
transform.localScale = new Vector3(value, value, value);
_rigidBody.mass = value;
}
}
public Vector3 Velocity
{
get { return _rigidBody.linearVelocity; }
set { _rigidBody.linearVelocity = value; }
}
public void FixedTick()
{
// Limit speed to a maximum
var speed = _rigidBody.linearVelocity.magnitude;
if (speed > _settings.maxSpeed)
{
var dir = _rigidBody.linearVelocity / speed;
_rigidBody.linearVelocity = dir * _settings.maxSpeed;
}
}
public void Tick()
{
CheckForTeleport();
}
void CheckForTeleport()
{
if (Position.x > _level.Right + Scale && IsMovingInDirection(Vector3.right))
{
transform.SetX(_level.Left - Scale);
}
else if (Position.x < _level.Left - Scale && IsMovingInDirection(-Vector3.right))
{
transform.SetX(_level.Right + Scale);
}
else if (Position.y < _level.Bottom - Scale && IsMovingInDirection(-Vector3.up))
{
transform.SetY(_level.Top + Scale);
}
else if (Position.y > _level.Top + Scale && IsMovingInDirection(Vector3.up))
{
transform.SetY(_level.Bottom - Scale);
}
transform.RotateAround(transform.position, Vector3.up, 30 * Time.deltaTime);
}
bool IsMovingInDirection(Vector3 dir)
{
return Vector3.Dot(dir, _rigidBody.linearVelocity) > 0;
}
[Serializable]
public class Settings
{
public float massScaleFactor;
public float maxSpeed;
}
public class Factory : PlaceholderFactory<Asteroid>
{
}
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using ModestTree;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Zenject.Asteroids
{
public class AsteroidManager : ITickable, IFixedTickable
{
readonly List<Asteroid> _asteroids = new List<Asteroid>();
readonly Queue<AsteroidAttributes> _cachedAttributes = new Queue<AsteroidAttributes>();
readonly Settings _settings;
readonly Asteroid.Factory _asteroidFactory;
readonly LevelHelper _level;
float _timeToNextSpawn;
float _timeIntervalBetweenSpawns;
bool _started;
[InjectOptional]
bool _autoSpawn = true;
public AsteroidManager(
Settings settings, Asteroid.Factory asteroidFactory, LevelHelper level)
{
_settings = settings;
_timeIntervalBetweenSpawns = _settings.maxSpawnTime / (_settings.maxSpawns - _settings.startingSpawns);
_timeToNextSpawn = _timeIntervalBetweenSpawns;
_asteroidFactory = asteroidFactory;
_level = level;
}
public IEnumerable<Asteroid> Asteroids
{
get { return _asteroids; }
}
public void Start()
{
Assert.That(!_started);
_started = true;
ResetAll();
GenerateRandomAttributes();
for (int i = 0; i < _settings.startingSpawns; i++)
{
SpawnNext();
}
}
// Generate the full list of size and speeds so that we can maintain an approximate average
// this way we don't get wildly different difficulties each time the game is run
// For example, if we just chose speed randomly each time we spawned an asteroid, in some
// cases that might result in the first set of asteroids all going at max speed, or min speed
void GenerateRandomAttributes()
{
Assert.That(_cachedAttributes.Count == 0);
var speedTotal = 0.0f;
var sizeTotal = 0.0f;
for (int i = 0; i < _settings.maxSpawns; i++)
{
var sizePx = Random.Range(0.0f, 1.0f);
var speed = Random.Range(_settings.minSpeed, _settings.maxSpeed);
_cachedAttributes.Enqueue(new AsteroidAttributes {
SizePx = sizePx,
InitialSpeed = speed
});
speedTotal += speed;
sizeTotal += sizePx;
}
var desiredAverageSpeed = (_settings.minSpeed + _settings.maxSpeed) * 0.5f;
var desiredAverageSize = 0.5f;
var averageSize = sizeTotal / _settings.maxSpawns;
var averageSpeed = speedTotal / _settings.maxSpawns;
var speedScaleFactor = desiredAverageSpeed / averageSpeed;
var sizeScaleFactor = desiredAverageSize / averageSize;
foreach (var attributes in _cachedAttributes)
{
attributes.SizePx *= sizeScaleFactor;
attributes.InitialSpeed *= speedScaleFactor;
}
Assert.That(Mathf.Approximately(_cachedAttributes.Average(x => x.InitialSpeed), desiredAverageSpeed));
Assert.That(Mathf.Approximately(_cachedAttributes.Average(x => x.SizePx), desiredAverageSize));
}
void ResetAll()
{
foreach (var asteroid in _asteroids)
{
GameObject.Destroy(asteroid.gameObject);
}
_asteroids.Clear();
_cachedAttributes.Clear();
}
public void Stop()
{
Assert.That(_started);
_started = false;
}
public void FixedTick()
{
for (int i = 0; i < _asteroids.Count; i++)
{
_asteroids[i].FixedTick();
}
}
public void Tick()
{
for (int i = 0; i < _asteroids.Count; i++)
{
_asteroids[i].Tick();
}
if (_started && _autoSpawn)
{
_timeToNextSpawn -= Time.deltaTime;
if (_timeToNextSpawn < 0 && _asteroids.Count < _settings.maxSpawns)
{
_timeToNextSpawn = _timeIntervalBetweenSpawns;
SpawnNext();
}
}
}
public void SpawnNext()
{
var asteroid = _asteroidFactory.Create();
var attributes = _cachedAttributes.Dequeue();
asteroid.Scale = Mathf.Lerp(_settings.minScale, _settings.maxScale, attributes.SizePx);
asteroid.Mass = Mathf.Lerp(_settings.minMass, _settings.maxMass, attributes.SizePx);
asteroid.Position = GetRandomStartPosition(asteroid.Scale);
asteroid.Velocity = GetRandomDirection() * attributes.InitialSpeed;
_asteroids.Add(asteroid);
}
Vector3 GetRandomDirection()
{
var theta = Random.Range(0, Mathf.PI * 2.0f);
return new Vector3(Mathf.Cos(theta), Mathf.Sin(theta), 0);
}
Vector3 GetRandomStartPosition(float scale)
{
var side = (Side)Random.Range(0, (int)Side.Count);
var rand = Random.Range(0.0f, 1.0f);
switch (side)
{
case Side.Top:
{
return new Vector3(_level.Left + rand * _level.Width, _level.Top + scale, 0);
}
case Side.Bottom:
{
return new Vector3(_level.Left + rand * _level.Width, _level.Bottom - scale, 0);
}
case Side.Right:
{
return new Vector3(_level.Right + scale, _level.Bottom + rand * _level.Height, 0);
}
case Side.Left:
{
return new Vector3(_level.Left - scale, _level.Bottom + rand * _level.Height, 0);
}
}
throw Assert.CreateException();
}
enum Side
{
Top,
Bottom,
Left,
Right,
Count
}
[Serializable]
public class Settings
{
public float minSpeed;
public float maxSpeed;
public float minScale;
public float maxScale;
public int startingSpawns;
public int maxSpawns;
public float maxSpawnTime;
public float maxMass;
public float minMass;
}
class AsteroidAttributes
{
public float SizePx;
public float InitialSpeed;
}
}
}
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