Game Class Structure¶
As we have developed our game, the different parts that are active in our process are getting harder to track of.
Therefore I will be making a UML in this document to indicate the different classes, inheritances and dependencies in one clear overview.
---
title: Micro Mayhem diagram
---
classDiagram
class Player{
-Weapon _weapon
-RigidBody2D _rigidbody
-Camera _camera
+float movementSpeed
-Vector2 _moveInput
-Vector2 _aimInput
-InputBindings _bindings
-float _maxHealth
-float _health
+float MaxHealth
+float Health
+int _lives
-PowerupUpdate()
-GetMoveInput()
+Damage()
+CollectData()
}
class Score{
-int _score
+int Value
}
class Powerup{
+Player player
+float threshold
+PowerupType type
+float powerupValue
-Powerup nextThreshold
+List<int> applyEffects
+Powerup[] powerupArray
+List<Powerup> powerupList
-string liststring
+ApplyPowerups()
+SaveCurrentPowerup()
+GetPowerUp()
+CheckNextPowerup()
}
class Neardodge{
-RigidBody2D _rigidbody
-SpriteRenderer _spriteRenderer
+Player player
+Create(Player playerComponent)
}
class Enemy{
+float maxHealth
+int score
-float _health
_float damage
+float Health
+Initialize()
+Die()
+Damage()
}
class SlidingEnemy{
+float speed
-RigidBody2D _rb
-Vector2 _direction
}
class HUD{
+Canvas canvas
+DoubleGauge HealthBar
+TMP_Text TimerText
+TMP_Text ScoreText
+TextMeshProUGUI livesText
+Initialize()
-CreateTimer()
-CreateHealthBar
-ShowLives()
-CreateScoreText()
}
class DoubleGauge
class MonoBehavior
Last update:
June 2, 2023