Merge branch 'main' into art/all3Dimensions

This commit is contained in:
craftwill 2022-05-14 18:11:28 -04:00
commit 2b9542c689
44 changed files with 18753 additions and 125 deletions

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@ -1036,6 +1072,7 @@ Transform:
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@ -2632,6 +2669,11 @@ MonoBehaviour:
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@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.EventSystems;
public class CannonScript : MonoBehaviour
{
@ -12,30 +13,63 @@ public class CannonScript : MonoBehaviour
[SerializeField] private float fireRate = 0.5f;
[SerializeField]private float fireTimer;
private bool firing = false;
[SerializeField]private float damage = 1f;
private Vector3 lookDir;
private Vector3[] offsets;
[SerializeField]private int bullets;
// Start is called before the first frame update
void Start()
{
lookDir = Vector3.zero;
offsets = new Vector3[] {new Vector3(-0.1f, 0), new Vector3(0.1f, 0), new Vector3(0, -0.1f), new Vector3(0, 0.1f)};
bullets = 1;
}
// Update is called once per frame
void Update()
{
if(firing){
if(firing && !EventSystem.current.IsPointerOverGameObject()){
fireTimer += Time.deltaTime;
if(fireTimer >= fireRate){
GameObject proj = Instantiate(projectile, transform.position, cannon.transform.rotation);
proj.GetComponent<Rigidbody>().AddForce(cannonForce * lookDir, ForceMode.Impulse);
Fire();
fireTimer = 0;
RaycastHit hit;
if (Physics.Raycast(transform.position, lookDir, out hit, Mathf.Infinity))
{
Debug.DrawRay(transform.position, lookDir * hit.distance, Color.yellow);
GameObject hitObject = hit.collider.gameObject;
if (hitObject.tag == "Enemy")
{
hitObject.GetComponent<Enemy>().IsShot();
}
}
}
}else if(fireTimer < fireRate){
fireTimer += Time.deltaTime;
}
}
void Fire(){
GameObject proj = Instantiate(projectile, cannon.transform.position, cannon.transform.rotation);
proj.GetComponent<Projectile>().SetDamage(damage);
proj.GetComponent<Rigidbody>().AddForce(cannonForce * lookDir, ForceMode.Impulse);
if(bullets > 1){
//Pick random offset from lookDir
for (int i = 0; i < bullets-1; i++)
{
proj = Instantiate(projectile, cannon.transform.position, cannon.transform.rotation);
proj.GetComponent<Projectile>().SetDamage(damage);
proj.GetComponent<Rigidbody>().AddForce(cannonForce * (lookDir+offsets[i]), ForceMode.Impulse);
}
}
}
private Vector3 GetMouseWorldPosition(){
Vector3 screenPos = Mouse.current.position.ReadValue();
screenPos.z = lookDepth;
@ -61,4 +95,28 @@ public class CannonScript : MonoBehaviour
}
}
public void SetFireRate(float nFireRate){
this.fireRate = nFireRate;
}
public float GetFireRate(){
return fireRate;
}
public void SetDamage(float dmg){
this.damage = dmg;
}
public float GetDamage(){
return damage;
}
public void SetBullets(int nBullets){
this.bullets = nBullets;
}
public int GetBullets(){
return bullets;
}
}

View File

@ -0,0 +1,29 @@
using UnityEngine;
public class DimensionController : MonoBehaviour
{
[SerializeField] private int dimensionId;
[SerializeField] private int maxHp;
private float _hp;
private void Start()
{
_hp = maxHp;
}
private void OnTriggerEnter(Collider other)
{
var enemy = other.GetComponent<Enemy>();
if (ReferenceEquals(enemy, null)) return;
// Update HP (temp for now)
_hp -= 1;
// Destroy projectile
Destroy(other.gameObject);
// Check loss condition
if (_hp <= 0) GameManager.Instance.TriggerGameOver(dimensionId);
}
}

View File

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@ -4,26 +4,42 @@ using UnityEngine;
public class Enemy : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
public Transform landingPoint;
public float flyingSpeed;
Vector3 launchDirection;
private void Update()
{
//Debug.DrawRay(transform.position, launchDirection, Color.red);
}
// Update is called once per frame
void Update()
public void SetLandingPoint(Transform landingPoint)
{
this.landingPoint = landingPoint;
gameObject.transform.LookAt(landingPoint);
GetLaunchDirection();
}
void SpawnFinished()
{
Debug.Log("launch");
Launch();
}
//TODO: find direction between spawn point and landing point
Vector3 GetLaunchDirection()
void GetLaunchDirection()
{
return new Vector3(0,0,0);
this.launchDirection = transform.position - landingPoint.position;
}
void Launch()
{
gameObject.GetComponent<Rigidbody>().velocity = gameObject.transform.forward * flyingSpeed;
}
public void IsShot()
{
Destroy(gameObject);
}
}

View File

@ -0,0 +1,43 @@
using UnityEngine;
using UnityEngine.InputSystem;
public class GameManager : MonoBehaviour
{
[SerializeField] private PlayerInput _controls;
[SerializeField, ReadOnly] private GameState _state;
public static GameManager Instance { get; private set; }
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
}
else
{
Instance = this;
_state = GameState.InGame;
}
}
public void TriggerGameOver(int dimensionID)
{
if (_state == GameState.Loss) return;
// Stop controls
_controls.SwitchCurrentActionMap("UI");
// Show Game Over Message
Debug.Log("Game Over: Dimension " + dimensionID + " has been destroyed");
// Show Options (Return to Menu / Retry)
_state = GameState.Loss;
}
}
public enum GameState
{
InGame,
Loss
}

View File

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@ -7,10 +7,11 @@ public class PlayerController : MonoBehaviour
[SerializeField] private float points;
[SerializeField] private CannonScript cannon;
//private FireRateUpgrade fireRateUpgrade;
// Start is called before the first frame update
void Start()
{
points = 0;
//fireRateUpgrade = new FireRateUpgrade("Fire rate 1", 10, 0.4f);
}
// Update is called once per frame
@ -19,22 +20,41 @@ public class PlayerController : MonoBehaviour
}
public bool OnUpgrade(Upgrade selectedUpgrade){
if(points >= selectedUpgrade.GetCost()){
points = points - selectedUpgrade.GetCost();
return true;
}
return false;
}
public float getPoints(){
public void UpgradeFireRate(FireRateUpgrade upgrade){
cannon.SetFireRate(upgrade.GetFireRate());
}
public void UpgradeDamage(DamageUpgrade upgrade){
cannon.SetDamage(upgrade.GetDamage());
}
public void UpgradeBullets(BulletsAmountUpgrade upgrade){
cannon.SetBullets(upgrade.GetBullets());
}
public float GetPoints(){
return points;
}
public void setPoints(float nPoints){
public void SetPoints(float nPoints){
points = nPoints;
}
public void spendPoints(float amount){
public void SpendPoints(float amount){
if(amount <= points){
points = points - amount;
}
}
public void gainPoints(float amount){
public void GainPoints(float amount){
points += amount;
}
}

View File

@ -5,6 +5,7 @@ using UnityEngine;
public class Projectile : MonoBehaviour
{
[SerializeField]private float lifeTime = 1f;
private float damage;
private float timer;
// Start is called before the first frame update
void Start()
@ -20,4 +21,12 @@ public class Projectile : MonoBehaviour
Destroy(gameObject);
}
}
public void SetDamage(float dmg){
this.damage = dmg;
}
public float GetDamage(){
return damage;
}
}

View File

@ -0,0 +1,151 @@
using System;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
// Source: https://answers.unity.com/questions/489942/how-to-make-a-readonly-property-in-inspector.html
/// <summary>
/// Display a field with disabled read-only controls in the inspector.
/// Works with CustomPropertyDrawers.
/// </summary>
/// <seealso cref="ReadOnlyAttribute"/>
/// <seealso cref="BeginShowOnlyGroupAttribute"/>
/// <seealso cref="EndShowOnlyGroupAttribute"/>
public class ShowOnlyAttribute : PropertyAttribute { }
/// <summary>
/// Display a field as a custom read-only text in the inspector.
/// CustomPropertyDrawers will not work when this attribute is used.
/// </summary>
/// <seealso cref="ShowOnlyAttribute"/>
/// <seealso cref="BeginShowOnlyGroupAttribute"/>
/// <seealso cref="EndShowOnlyGroupAttribute"/>
public class ReadOnlyAttribute : PropertyAttribute { }
/// <summary>
/// Display one or more fields as read-only in the inspector.
/// Use <see cref="EndShowOnlyGroupAttribute"/> to close the group.
/// Works with CustomPropertyDrawers.
/// </summary>
/// <seealso cref="EndShowOnlyGroupAttribute"/>
/// <seealso cref="ShowOnlyAttribute"/>
public class BeginShowOnlyGroupAttribute : PropertyAttribute { }
/// <summary>
/// Use with <see cref="BeginShowOnlyGroupAttribute"/>.
/// Close the read-only group and resume editable fields.
/// </summary>
/// <seealso cref="BeginShowOnlyGroupAttribute"/>
/// <seealso cref="ShowOnlyAttribute"/>
public class EndShowOnlyGroupAttribute : PropertyAttribute { }
// Custom Drawers declarations must be in a if Unity Editor assembly condition to allow a project to compile
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(ShowOnlyAttribute))]
public class ShowOnlyDrawer : PropertyDrawer
{
public override float GetPropertyHeight( SerializedProperty property, GUIContent label ) {
return EditorGUI.GetPropertyHeight( property, label, true );
}
public override void OnGUI( Rect position, SerializedProperty prop, GUIContent label )
{
var currentGuiState = GUI.enabled;
GUI.enabled = false;
EditorGUI.PropertyField(position, prop, label, true);
GUI.enabled = currentGuiState;
}
}
[CustomPropertyDrawer( typeof( ReadOnlyAttribute ) )]
public class ReadOnlyDrawer : PropertyDrawer {
public override float GetPropertyHeight( SerializedProperty property, GUIContent label ) {
return EditorGUI.GetPropertyHeight( property, label, true );
}
public override void OnGUI( Rect position, SerializedProperty prop, GUIContent label )
{
EditorGUI.LabelField(position, label.text,PropToString(prop));
}
private string PropToString(SerializedProperty prop)
{
string valueStr;
switch (prop.propertyType)
{
case SerializedPropertyType.Generic:
valueStr = "Array";
break;
case SerializedPropertyType.Integer:
valueStr = prop.intValue.ToString();
break;
case SerializedPropertyType.Boolean:
valueStr = prop.boolValue.ToString();
break;
case SerializedPropertyType.Float:
valueStr = prop.floatValue.ToString("0.00000");
break;
case SerializedPropertyType.String:
valueStr = prop.stringValue;
break;
case SerializedPropertyType.Enum:
valueStr = prop.enumDisplayNames[prop.enumValueIndex];
break;
case SerializedPropertyType.ObjectReference:
try {
valueStr = prop.objectReferenceValue.ToString();
} catch (NullReferenceException) {
valueStr = "Object ToString not defined";
}
break;
case SerializedPropertyType.Vector4:
valueStr = prop.vector4Value.ToString();
break;
case SerializedPropertyType.Vector3:
valueStr = prop.vector3Value.ToString();
break;
case SerializedPropertyType.Vector2:
valueStr = prop.vector2Value.ToString();
break;
case SerializedPropertyType.Vector2Int:
valueStr = prop.vector2IntValue.ToString();
break;
case SerializedPropertyType.Vector3Int:
valueStr = prop.vector3IntValue.ToString();
break;
default:
valueStr = "( " + prop.type + " isn't supported )";
break;
}
return valueStr;
}
}
[CustomPropertyDrawer( typeof( BeginShowOnlyGroupAttribute ) )]
public class BeginShowOnlyGroupDrawer : DecoratorDrawer {
public override float GetHeight() { return 0; }
public override void OnGUI( Rect position )
{
GUI.enabled = false;
}
}
[CustomPropertyDrawer( typeof( EndShowOnlyGroupAttribute ) )]
public class EndShowOnlyGroupDrawer : DecoratorDrawer {
public override float GetHeight() { return 0; }
public override void OnGUI( Rect position )
{
GUI.enabled = true;
}
}
#endif

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@ -6,6 +6,7 @@ public class SpawnManager : MonoBehaviour
{
public GameObject[] spawningEnemies;
public Transform[] spawnPoints;
public GameObject[] landingPoints;
public bool running = true;
float elapsedTime;
@ -27,8 +28,8 @@ public class SpawnManager : MonoBehaviour
{
while (running)
{
Instantiate(GetRandomEnemy(), GetRandomSpawn().transform.position, Quaternion.identity);
GameObject spawned = Instantiate(GetRandomEnemy(), GetRandomSpawn().transform.position, Quaternion.identity);
spawned.GetComponent<Enemy>().SetLandingPoint(GetRandomLandingPoint().transform);
//TODO: replace 2f by function depending on elapsed time, decreasing waiting time over time
yield return new WaitForSeconds(2f);
}
@ -41,6 +42,12 @@ public class SpawnManager : MonoBehaviour
return spawningEnemies[index];
}
GameObject GetRandomLandingPoint()
{
int index = Random.Range(0, landingPoints.Length);
return landingPoints[index];
}
/**
* Get a random spawn point in array.
* You can't get the same spawn point twice

View File

@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class UIController : MonoBehaviour
{
[SerializeField]private PlayerController player;
[SerializeField]private TMP_Text pointsTxt;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
pointsTxt.text = player.GetPoints().ToString();
}
}

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@ -0,0 +1,8 @@
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@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletsAmountUpgrade : Upgrade
{
[SerializeField]private int[] amounts;
public BulletsAmountUpgrade(string name, float[] cost, int[] amounts){
this.cost = cost;
this.upgradeName = name;
this.amounts = amounts;
}
public void SetBullets(int[] nAmounts){
this.amounts = nAmounts;
}
public int GetBullets(){
return amounts[lvlUnlocked-1];
}
public override void Activate(){
if(base.UpgradeAttempt()){
player.UpgradeBullets(this);
}
}
}

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@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DamageUpgrade : Upgrade
{
[SerializeField]private float[] damages;
public DamageUpgrade(string name, float[] cost, float[] damages){
this.cost = cost;
this.upgradeName = name;
this.damages = damages;
}
public void SetDamages(float[] nDamages){
this.damages = nDamages;
}
public float GetDamage(){
return damages[lvlUnlocked-1];
}
public override void Activate(){
if(base.UpgradeAttempt()){
player.UpgradeDamage(this);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FireRateUpgrade : Upgrade
{
[SerializeField]private float[] fireRates;
public FireRateUpgrade(string name, float[] cost, float[] fireRate){
this.cost = cost;
this.upgradeName = name;
this.fireRates = fireRate;
}
public void SetFireRates(float[] nFireRate){
this.fireRates = nFireRate;
}
public float GetFireRate(){
return fireRates[lvlUnlocked-1];
}
public override void Activate(){
if(base.UpgradeAttempt()){
player.UpgradeFireRate(this);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using TMPro;
public abstract class Upgrade : MonoBehaviour
{
[SerializeField]protected float[] cost;
[SerializeField]protected TMP_Text costTxt;
[SerializeField]protected string upgradeName;
protected int lvlUnlocked;
[SerializeField]protected Sprite unlockedSprite;
[SerializeField]protected GameObject hoverObj;
[SerializeField]protected Image[] imgs;
[SerializeField]protected PlayerController player;
private void Start() {
lvlUnlocked = 0;
costTxt.text = cost[lvlUnlocked].ToString();
}
private void Update() {
}
public void OnPointerEnter(){
if(lvlUnlocked < imgs.Length){
hoverObj.SetActive(true);
}
}
public void OnPointerExit(){
hoverObj.SetActive(false);
}
public float GetCost(){
return cost[lvlUnlocked];
}
public string GetName(){
return name;
}
public virtual void Activate(){
UpgradeAttempt();
}
protected bool UpgradeAttempt(){
if(lvlUnlocked < imgs.Length && player.OnUpgrade(this)){
imgs[lvlUnlocked].sprite = unlockedSprite;
lvlUnlocked++;
if(lvlUnlocked < imgs.Length){
costTxt.text = cost[lvlUnlocked].ToString();
}else{
costTxt.text = "--";
}
return true;
}
return false;
}
}

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@ -8,7 +8,7 @@ ScriptedImporter:
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@ -7,6 +7,7 @@ PhysicsManager:
m_Gravity: {x: 0, y: -9.81, z: 0}
m_DefaultMaterial: {fileID: 0}
m_BounceThreshold: 2
m_DefaultMaxDepenetrationVelocity: 10
m_SleepThreshold: 0.005
m_DefaultContactOffset: 0.01
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@ -17,7 +18,7 @@ PhysicsManager:
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m_ClothInterCollisionStiffness: 0.2
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tags: []
tags:
- Enemy
layers:
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- TransparentFX
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- UI
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