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8 changes: 8 additions & 0 deletions Assets/_Game/Assignment.meta

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64 changes: 64 additions & 0 deletions Assets/_Game/Assignment/ScreenBounds.cs
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using UnityEngine;

namespace Assignment
{
public class ScreenBounds : MonoBehaviour
{
public VoidEventChannelSO screenWrapChannelX;
public VoidEventChannelSO screenWrapChannelY;
public Camera mainCamera;
[SerializeField] private Renderer[] _renderers;

private bool IsWrappingX = false;
private bool IsWrappingY = false;

bool CheckRenderers()
{
foreach (var renderer in _renderers)
{
if (renderer.isVisible)
{
return true;
}
}

return false;
}

private void Update()
{
Wrapping();
}

private void Wrapping()
{
bool isVisible = CheckRenderers();

if (isVisible)
{
IsWrappingY = false;
IsWrappingX = false;
return;
}

if (IsWrappingX && IsWrappingY)
{
return;
}

var viewportPosition = mainCamera.WorldToViewportPoint(transform.position);
if (viewportPosition.x > 1 || viewportPosition.x < 0)
{
screenWrapChannelX.RaiseEvent();
}

if ( viewportPosition.y > 1 || viewportPosition.y < 0)
{
screenWrapChannelY.RaiseEvent();
}


}
}
}
11 changes: 11 additions & 0 deletions Assets/_Game/Assignment/ScreenBounds.cs.meta

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14 changes: 14 additions & 0 deletions Assets/_Game/Assignment/ScreenWrapX.asset
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%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
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MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
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m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 0151c758e338e894a991c76757896644, type: 3}
m_Name: ScreenWrapX
m_EditorClassIdentifier:
8 changes: 8 additions & 0 deletions Assets/_Game/Assignment/ScreenWrapX.asset.meta

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14 changes: 14 additions & 0 deletions Assets/_Game/Assignment/ScreenWrapY.asset
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@@ -0,0 +1,14 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
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m_Script: {fileID: 11500000, guid: 0151c758e338e894a991c76757896644, type: 3}
m_Name: ScreenWrapY
m_EditorClassIdentifier:
8 changes: 8 additions & 0 deletions Assets/_Game/Assignment/ScreenWrapY.asset.meta

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41 changes: 41 additions & 0 deletions Assets/_Game/Assignment/ShipListener.cs
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using UnityEngine;

namespace Assignment
{
public class ShipListener : MonoBehaviour
{
public VoidEventChannelSO screenWrapChannelX;
public VoidEventChannelSO screenWrapChannelY;
void OnEnable()
{
screenWrapChannelX.OnEventRaised += ScreenWrapX;
screenWrapChannelY.OnEventRaised += ScreenWrapY;
}

private void OnDisable()
{
screenWrapChannelX.OnEventRaised -= ScreenWrapX;
screenWrapChannelY.OnEventRaised -= ScreenWrapY;
}


//the screenwrapping is a little bit buggy if you slowly approach the ends of the camera but i ran out of time
//and i dont really know how to fix it beyond adding that tiny offset
private void ScreenWrapX()
{
Vector3 newPositionX = transform.position;
newPositionX.x = -newPositionX.x + 0.2f;

transform.position = newPositionX;
}

private void ScreenWrapY()
{
Vector3 newPositionY = transform.position;
newPositionY.y = -newPositionY.y + 0.2f;

transform.position = newPositionY;
}
}
}
11 changes: 11 additions & 0 deletions Assets/_Game/Assignment/ShipListener.cs.meta

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17 changes: 17 additions & 0 deletions Assets/_Game/Assignment/VoidEventChannelSO.cs
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using UnityEngine;
using UnityEngine.Events;

namespace Assignment
{
[CreateAssetMenu(menuName = "Events/Void Event Channel")]
public class VoidEventChannelSO : ScriptableObject
{
public UnityAction OnEventRaised;

public void RaiseEvent()
{
OnEventRaised?.Invoke();
}
}
}

11 changes: 11 additions & 0 deletions Assets/_Game/Assignment/VoidEventChannelSO.cs.meta

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