mirror of
https://github.com/ConjureETS/Unity_Utils.git
synced 2026-03-24 04:50:58 +00:00
Merged the other utility and remove meta files
This commit is contained in:
parent
33bc524297
commit
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63
.gitignore
vendored
63
.gitignore
vendored
@ -1,63 +0,0 @@
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# This .gitignore file should be placed at the root of your Unity project directory
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#
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# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
|
||||
#
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||||
/[Ll]ibrary/
|
||||
/[Tt]emp/
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||||
/[Oo]bj/
|
||||
/[Bb]uild/
|
||||
/[Bb]uilds/
|
||||
/[Ll]ogs/
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||||
/[Mm]emoryCaptures/
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||||
|
||||
# Never ignore Asset meta data
|
||||
!/[Aa]ssets/**/*.meta
|
||||
|
||||
# Uncomment this line if you wish to ignore the asset store tools plugin
|
||||
# /[Aa]ssets/AssetStoreTools*
|
||||
|
||||
# TextMesh Pro files
|
||||
[Aa]ssets/TextMesh*Pro/
|
||||
|
||||
# Autogenerated Jetbrains Rider plugin
|
||||
[Aa]ssets/Plugins/Editor/JetBrains*
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||||
|
||||
# Visual Studio cache directory
|
||||
.vs/
|
||||
|
||||
# Gradle cache directory
|
||||
.gradle/
|
||||
|
||||
# Autogenerated VS/MD/Consulo solution and project files
|
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ExportedObj/
|
||||
.consulo/
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*.csproj
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*.unityproj
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||||
*.sln
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||||
*.suo
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||||
*.tmp
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||||
*.user
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||||
*.userprefs
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||||
*.pidb
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*.booproj
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||||
*.svd
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*.pdb
|
||||
*.mdb
|
||||
*.opendb
|
||||
*.VC.db
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||||
|
||||
# Unity3D generated meta files
|
||||
*.pidb.meta
|
||||
*.pdb.meta
|
||||
*.mdb.meta
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||||
|
||||
# Unity3D generated file on crash reports
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sysinfo.txt
|
||||
|
||||
# Builds
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*.apk
|
||||
*.unitypackage
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||||
|
||||
# Crashlytics generated file
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||||
crashlytics-build.properties
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||||
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||||
@ -1,8 +0,0 @@
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||||
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||||
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||||
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|
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|
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|
||||
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|
||||
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|
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||||
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|
||||
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userData:
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||||
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|
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|
||||
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|
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folderAsset: yes
|
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userData:
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assetBundleName:
|
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|
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fileFormatVersion: 2
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|
||||
externalObjects: {}
|
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|
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|
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|
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|
||||
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|
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|
||||
fileFormatVersion: 2
|
||||
guid: 9bcc5f534b0cca64a9a36934a8dbf04a
|
||||
folderAsset: yes
|
||||
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|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
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|
||||
fileFormatVersion: 2
|
||||
guid: 22fab10465bd9734099aa2aa507307b7
|
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|
||||
externalObjects: {}
|
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serializedVersion: 2
|
||||
defaultReferences: []
|
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|
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|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
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|
||||
fileFormatVersion: 2
|
||||
guid: b9efd6bfb94ac7a438475c81db125207
|
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|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
20
ChildUpdator/UpdateChildObjects.cs
Normal file
20
ChildUpdator/UpdateChildObjects.cs
Normal file
@ -0,0 +1,20 @@
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using UnityEngine;
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||||
|
||||
public class UpdateChild{
|
||||
|
||||
public static void recursiveCallOnChild (GameObject _obj)
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||||
{
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||||
if (_obj == null)
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||||
return;
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||||
|
||||
//Changes to the current object
|
||||
|
||||
foreach (Transform _child in _obj.transform)
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||||
{
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if (_child == null)
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continue;
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recursiveCallOnChild(_child.gameObject);
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}
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}
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}
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27
DiceRolling/ApplyRandForce.cs
Normal file
27
DiceRolling/ApplyRandForce.cs
Normal file
@ -0,0 +1,27 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ApplyRandForce : MonoBehaviour {
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public string buttonName = "Fire1";
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public float forceAmount = 10.0f;
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public float torqueAmount = 10.0f;
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public ForceMode forceMode;
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public float maxAngularVelocity;
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public Rigidbody rb;
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void Start() {
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rb.maxAngularVelocity = maxAngularVelocity;
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}
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void FixedUpdate ()
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{
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if(Input.GetButtonDown(buttonName))
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{
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rb.AddForce(Random.onUnitSphere*forceAmount,forceMode);
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rb.AddTorque(Random.onUnitSphere * torqueAmount, forceMode);
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}
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}
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}
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11
DiceRolling/DieValue.cs
Normal file
11
DiceRolling/DieValue.cs
Normal file
@ -0,0 +1,11 @@
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using UnityEngine;
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public class DieValue : MonoBehaviour
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{
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public int value;
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public int getValue() {
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return value;
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}
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}
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31
DiceRolling/DisplayCurrentDieValue.cs
Normal file
31
DiceRolling/DisplayCurrentDieValue.cs
Normal file
@ -0,0 +1,31 @@
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using UnityEngine;
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public class DisplayCurrentDieValue : MonoBehaviour
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{
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public LayerMask dieValueColliderLayer;
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public Rigidbody rb;
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private int currentValue;
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private bool rollComplete = false;
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void Update () {
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if (rb.IsSleeping() && !rollComplete)
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{
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rollComplete = true;
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Debug.Log("Dice stopped rolling, result is: " + currentValue.ToString());
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}
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else if(!rb.IsSleeping())
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{
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rollComplete = false;
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}
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RaycastHit hit;
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if(Physics.Raycast(transform.position,Vector3.up,out hit,Mathf.Infinity,dieValueColliderLayer)){
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// Reading the value of the collider on the die top face
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currentValue = hit.collider.GetComponent<DieValue>().getValue();
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}
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}
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}
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226
Grid System/GridSystem.cs
Normal file
226
Grid System/GridSystem.cs
Normal file
@ -0,0 +1,226 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GridSystem : MonoBehaviour {
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public LayerMask mask;
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public GameObject prefab;
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public float nodeSize = 1f;
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private Grid grid;
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private GameObject currentPrefab;
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private int gridSizeX;
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private int gridSizeZ;
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private Boolean currentPrefabOnMat = false;
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// Use this for initialization
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void Start () {
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//Get Size of the gameMat
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GetGridSize();
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//Create the grid of nodes to the size of the mat
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CreateGrid();
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}
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void Update () {
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CheckKeyDown();
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CheckMouseDown();
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currentPrefabOnMat = MovePrefabToMouse();
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}
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private Boolean MovePrefabToMouse() {
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int x;
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int y;
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||||
if (MouseOnTableMat(out x, out y)) {
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if (currentPrefab != null) {
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if (x != -1 && y != -1) {
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MoveCurrentPrefab(x, y);
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return prefabOnMat();
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}
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}
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}
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return false;
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}
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private bool prefabOnMat() {
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Boolean onMat = true;
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foreach (Transform child in currentPrefab.transform) {
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int x = Mathf.FloorToInt(currentPrefab.transform.position.x -
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nodeSize / 2 +
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child.localPosition.x / nodeSize +
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gridSizeX / 2 -
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transform.position.x);
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int y = Mathf.FloorToInt(currentPrefab.transform.position.z -
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nodeSize / 2 +
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child.localPosition.z / nodeSize +
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gridSizeZ / 2 -
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transform.position.z);
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if (!(Mathf.Clamp(x, 0, gridSizeX - 1) == x &&
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Mathf.Clamp(y, 0, gridSizeZ - 1) == y)) {
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onMat = false;
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||||
} else {
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||||
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if (grid.grid[x, y].occupied) {
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onMat = false;
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}
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}
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}
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return onMat;
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}
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private void CheckMouseDown() {
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|
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if (Input.GetMouseButtonDown(0) && currentPrefabOnMat) {
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||||
foreach (Transform child in currentPrefab.transform) {
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int x = Mathf.Clamp(
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Mathf.FloorToInt(currentPrefab.transform.position.x -
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nodeSize / 2 +
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child.localPosition.x / nodeSize +
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gridSizeX / 2 -
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transform.position.x),
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0, gridSizeX - 1);
|
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|
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int y = Mathf.Clamp(
|
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Mathf.FloorToInt(currentPrefab.transform.position.z -
|
||||
nodeSize / 2 +
|
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child.localPosition.z / nodeSize +
|
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gridSizeZ / 2 -
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transform.position.z),
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||||
0, gridSizeZ - 1);
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||||
|
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grid.grid[x, y].occupied = true;
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||||
}
|
||||
|
||||
currentPrefab = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void CheckKeyDown() {
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.A)) {
|
||||
|
||||
if (currentPrefab == null) {
|
||||
|
||||
currentPrefab = Instantiate(prefab)
|
||||
} else {
|
||||
|
||||
Destroy(currentPrefab);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void MoveCurrentPrefab(int x, int y) {
|
||||
|
||||
currentPrefab.transform.position = grid.grid[x,y].centerWorldPosition;
|
||||
}
|
||||
|
||||
private bool MouseOnTableMat(out int x, out int y) {
|
||||
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit hitPoint;
|
||||
|
||||
if (Physics.Raycast(ray, out hitPoint, Mathf.Infinity, mask)) {
|
||||
|
||||
if (hitPoint.collider == GetComponent<Collider>()) {
|
||||
|
||||
x = Mathf.Clamp(
|
||||
Mathf.FloorToInt(hitPoint.point.x - transform.position.x + gridSizeX / 2),
|
||||
0, gridSizeX - 1);
|
||||
|
||||
y = Mathf.Clamp(
|
||||
Mathf.FloorToInt(hitPoint.point.z - transform.position.z + gridSizeZ / 2),
|
||||
0, gridSizeZ - 1);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
x = -1;
|
||||
y = -1;
|
||||
return false;
|
||||
}
|
||||
|
||||
private void GetGridSize() {
|
||||
|
||||
Bounds borders = GetComponent<Renderer>().bounds;
|
||||
gridSizeX = Mathf.RoundToInt(borders.size.x);
|
||||
gridSizeZ = Mathf.RoundToInt(borders.size.z);
|
||||
|
||||
}
|
||||
|
||||
private void CreateGrid() {
|
||||
|
||||
grid = new Grid(transform.position, gridSizeX, gridSizeZ, nodeSize);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public class Node{
|
||||
|
||||
public Vector3 centerWorldPosition;
|
||||
public bool occupied;
|
||||
|
||||
public Node(Vector3 centerWorldPosition)
|
||||
{
|
||||
this.centerWorldPosition = centerWorldPosition;
|
||||
occupied = false;
|
||||
}
|
||||
}
|
||||
|
||||
public class Grid{
|
||||
|
||||
public Node[,] grid;
|
||||
|
||||
public Grid(Vector3 gridCenter, int gridSizeX, int gridSizeZ, float NodeSize){
|
||||
|
||||
grid = new Node[gridSizeX, gridSizeZ];
|
||||
|
||||
for (int row = 0 ; row < gridSizeX; row++){
|
||||
for (int collumn = 0; collumn < gridSizeZ ; collumn++){
|
||||
|
||||
Vector3 centerWorldPosition = gridCenter - (Vector3.right * gridSizeX / 2) -
|
||||
(Vector3.forward * gridSizeZ / 2) +
|
||||
(Vector3.right * NodeSize * row) +
|
||||
(Vector3.forward * NodeSize * collumn) +
|
||||
(Vector3.right * NodeSize / 2) +
|
||||
(Vector3.forward * NodeSize / 2);
|
||||
|
||||
grid[row,collumn] = new Node(centerWorldPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public String toString() {
|
||||
|
||||
String str = "";
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
for (int y = 0; y < 4; y++) {
|
||||
str += $"\n[{i},{y}] : {grid[i, y].centerWorldPosition} - {grid[i, y].occupied}";
|
||||
}
|
||||
}
|
||||
|
||||
return str;
|
||||
}
|
||||
}
|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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38
Utility/PopupMessage.cs
Normal file
38
Utility/PopupMessage.cs
Normal file
@ -0,0 +1,38 @@
|
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using System.Collections;
|
||||
using UnityEngine;
|
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using UnityEngine.UI;
|
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using TMPro;
|
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|
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/// <summary>
|
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/// This class sets the text and image of the popup message
|
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/// </summary>
|
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public class PopupMessage : MonoBehaviour
|
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{
|
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public TextMeshProUGUI popupMessage;
|
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private Image image;
|
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|
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/// <summary>
|
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/// Gets the X mark image in the child object
|
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/// </summary>
|
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private void Awake()
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{
|
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image = GetComponentsInChildren<Image>()[1];
|
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}
|
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|
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|
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/// <summary>
|
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/// Sets the new test and shows or hides the X mark image.
|
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/// Hides the whole gameObject after 2 seconds
|
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/// </summary>
|
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/// <param name="newText"></param>
|
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/// <param name="enabled"></param>
|
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/// <returns></returns>
|
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public IEnumerator Reset(string newText, bool enabled = false)
|
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{
|
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|
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popupMessage.text = newText;
|
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image.gameObject.SetActive(enabled);
|
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yield return new WaitForSeconds(2f);
|
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gameObject.SetActive(false);
|
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}
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}
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11
package.json
11
package.json
@ -1,11 +0,0 @@
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{
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"name": "com.johnson-utils",
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"version": "1.0.1",
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"displayName": "Johnson Utils",
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"description": "Utility used in prototypes and game dev",
|
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"unity": "2019.3",
|
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"author":{
|
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"name": "Martin Johnson",
|
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"email": "martinjohnson@live.ca"
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Loading…
x
Reference in New Issue
Block a user