Merge branch 'main' into origin/feature/Interface-Carte

This commit is contained in:
craftwill 2023-07-14 12:47:13 -04:00
commit d12b9c2a62
152 changed files with 44056 additions and 8246 deletions

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@ -120,9 +120,10 @@ Important considerations :
foreach (TilemapData tilemapData in targ.Level)
{
var tilemap = new GameObject(tilemapData.Key).AddComponent<Tilemap>();
tilemap.tileAnchor = Vector3.zero;
tilemap.gameObject.AddComponent<TilemapRenderer>();
tilemapData.LoadToTilemap(tilemap);
tilemap.transform.SetParent(targ.transform);
tilemapData.LoadToTilemap(tilemap);
}
_infoText = string.Empty;
EditorSceneManager.MarkAllScenesDirty();

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@ -0,0 +1,53 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KeepLevelAnchored : MonoBehaviour
{
Camera _camera;
Rect _levelBound;
// Start is called before the first frame update
void Start()
{
LevelManager.Instance.LevelLoaded += CalculateBound;
CalculateBound(LevelManager.Instance.CurrentLevel);
_camera = Camera.main;
}
private void CalculateBound(GatherAndDefend.LevelEditor.Level level)
{
_levelBound = level.CalculateBounds();
}
void OnDestroy()
{
LevelManager.Instance.LevelLoaded -= CalculateBound;
}
// Update is called once per frame
void Update()
{
//move right
var xMax = _levelBound.xMax;
var width = _camera.ScreenToWorldPoint(Vector2.one * _camera.pixelWidth).x;
var rightDiff = width - xMax;
var camPos = _camera.transform.position;
camPos.x -= rightDiff;
_camera.transform.position = camPos;
//resize
var xMin = _levelBound.xMin;
var left = _camera.ScreenToWorldPoint(Vector2.zero).x;
var center = _camera.ScreenToWorldPoint(Vector2.one * _camera.pixelWidth / 3).x;
var leftDiff = xMax - xMin;
var centerDiff = xMax - center;
var ratio = centerDiff / leftDiff;
_camera.orthographicSize /= ratio;
}
}

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@ -4,8 +4,14 @@ using UnityEngine;
public class Ally : Entity
{
public override void Start()
{
base.Start();
void Update() {
}
void Update()
{
if(IsEnemyDetected) {
AttackEnemy();
@ -13,17 +19,12 @@ public class Ally : Entity
}
void AttackEnemy() {
void AttackEnemy()
{
//Attack Cooldown
if(AttackSpeed < AttackSpeedWait) {
Enemy.Hp-=AttackDamage;
Debug.Log("Opponent Hp = " + Enemy.Hp);
//Kill if no hp
if(Enemy.Hp <= 0) {
Destroy(Enemy);
}
Animation.PlayAttackAnim();
AttackSpeedWait = 0f;
}

View File

@ -5,37 +5,30 @@ using UnityEngine;
public class Archer : Ally
{
[SerializeField]
private GameObject _arrow;
private Rigidbody2D _rigidbodyAlly;
private Rigidbody2D _rigidbodyOpponent;
void Start() {
_rigidbodyAlly = GetComponent<Rigidbody2D>();
public override void Start()
{
base.Start();
Animation = gameObject.AddComponent<AnimationEntity>();
}
void Update() {
void Update()
{
if(IsEnemyDetected) {
_rigidbodyOpponent = Enemy.GetComponent<Rigidbody2D>();
AttackEnemy();
}
}
void AttackEnemy() {
void AttackEnemy()
{
//Attack Cooldown
if(AttackSpeed < AttackSpeedWait) {
GameObject _newArrow = Instantiate(_arrow, _rigidbodyAlly.position, Quaternion.identity);
Animation.PlayAttackAnim();
//Warning : the Speed of the arrow is equal to the speed of this unit, if this unit need to move, use an other variable !
_newArrow.GetComponent<Projectile>().Damage = AttackDamage;
_newArrow.GetComponent<Projectile>().EnemySpeed = Enemy.Speed;
_newArrow.GetComponent<Projectile>().VectorStart = _rigidbodyAlly.position;
_newArrow.GetComponent<Projectile>().VectorEnd = _rigidbodyOpponent.position;
_newArrow.GetComponent<Projectile>().Target = Enemy;
AttackSpeedWait = 0f;

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@ -0,0 +1,6 @@
using UnityEngine;
using System.Collections.Generic;
public class Harvester : Entity
{
}

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@ -0,0 +1,56 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AnimationEntity : MonoBehaviour
{
private Animator _animatorEntity;
private bool _doSomething = false;
private bool _isDead = false;
void Start()
{
_animatorEntity = GetComponentInChildren<Animator>();
}
void Update()
{
if (_doSomething && _animatorEntity.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1f)
{
PlayIdleAnim();
_doSomething = false;
}
}
public void PlayIdleAnim()
{
if(!_isDead) {
_animatorEntity.Play("idle", 0, 0f);
}
}
public void PlayWalkAnim()
{
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_animatorEntity.Play("walk", 0, 0f);
}
}
public void PlayAttackAnim()
{
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_doSomething = true;
}
}
public void PlayDieAnim()
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@ -4,7 +4,15 @@ using UnityEngine;
public class Detection : MonoBehaviour
{
public Rect DetectionRectangle
{
get
{
var collider = GetComponent<Collider2D>();
var bounds = collider.bounds;
return new Rect(bounds.min - transform.position, bounds.size);
}
}
[SerializeField]
private Entity _entityLinked;
@ -14,19 +22,24 @@ public class Detection : MonoBehaviour
void OnTriggerEnter2D(Collider2D other)
{
//Projectiles detection + damage deal
if(_entityLinked != null) {
if(_projectileDamage > 0 && other.gameObject.GetComponent<Entity>() == _entityLinked) {
other.gameObject.GetComponent<Entity>().Hp -= _projectileDamage;
_entityLinked.Hit(_projectileDamage);
//Kill if no hp
if(other.gameObject.GetComponent<Entity>().Hp <= 0) {
Destroy(other.gameObject);
other.gameObject.GetComponent<Entity>().Death();
_entityLinked = null;
}
}
}
void OnTriggerStay2D(Collider2D other) {
}
void OnTriggerStay2D(Collider2D other)
{
if(_entityLinked != null) {
if(_entityLinked.Enemy == null) {
//Detect the enemy and inform the Ally
if (other.gameObject.tag == "Opponent" && _entityLinked is Ally) {
@ -40,16 +53,19 @@ public class Detection : MonoBehaviour
_entityLinked.Enemy = other.gameObject.GetComponent<Entity>();
}
}
}
}
void OnTriggerExit2D(Collider2D other)
{
if(_entityLinked != null) {
if(_projectileDamage == 0) {
if ((other.gameObject.tag == "Opponent" && _entityLinked is Ally) || (other.gameObject.tag == "Ally" && _entityLinked is Opponent)) {
_entityLinked.IsEnemyDetected = false;
}
}
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}

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@ -0,0 +1,116 @@
using Codice.CM.Client.Differences;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public abstract class DraggablePlaceholder : MonoBehaviour
{
public int Food { get; set; }
public int Rock { get; set; }
public int Wood { get; set; }
protected const string OutlineColor = "_OutlineColor";
[SerializeField]
protected Color _validColor = Color.green;
[SerializeField]
protected Color _invalidColor = Color.red;
protected Camera _mainCamCache;
protected Rect _lvlBoundsCache;
protected bool _canBePlacedHere;
private List<SpriteRenderer> _outlineRenderers = new List<SpriteRenderer>();
public List<SpriteRenderer> OutlineRenderers
{
get => _outlineRenderers;
}
private List<SpriteRenderer> _allRenderers = new List<SpriteRenderer>();
/// <summary>
/// calculate level boundaries and finds main camera.
/// </summary>
protected virtual void Start()
{
_mainCamCache = Camera.main;
_lvlBoundsCache = LevelManager.Instance.CurrentLevel.CalculateBounds();
_lvlBoundsCache.xMax += 1;
_lvlBoundsCache.yMax += 1;
_allRenderers = GetComponentsInChildren<SpriteRenderer>().ToList();
UpdatePosition();
}
/// <summary>
/// check for mouse click being released (and tries to place object)<br/>
/// also updates placeholder's position and shows if position is valid
/// </summary>
protected virtual void Update()
{
if (!Input.GetMouseButton(0))
{
if (_canBePlacedHere)
{
ResourceManager.Instance.Remove(Rock, Wood, Food);
Place();
}
Destroy(gameObject);
}
_canBePlacedHere = CanBePlacedHere();
UpdatePosition();
ShowValidity();
}
/// <summary>
/// sets the position of the placeholder on the grid so it follows the mouse
/// </summary>
protected virtual void UpdatePosition()
{
var mousePos = Vector3Int.RoundToInt(_mainCamCache.ScreenToWorldPoint(Input.mousePosition));
mousePos.z = 0;
if (!_lvlBoundsCache.Contains(mousePos))
{
_allRenderers.ForEach(x => x.enabled = false);
}
else
{
_allRenderers.ForEach(x => x.enabled = true);
}
transform.position = mousePos;
}
/// <summary>
/// helps determine if a unit can be placed on the tile sitting at unit's position (out of bound? obstacle? invalid tile?<br/>
/// default behaviour is : you cant place anything over any already existing thing<br/>
/// override to change this behaviour
/// </summary>
public virtual bool CanBePlacedHere()
{
return !LevelManager.Instance.Has<ILevelObject>(obj => obj.Position.IsContainedIn(transform.position))
&& _lvlBoundsCache.Contains(transform.position)
&& ResourceManager.Instance.EnoughFor(Rock, Wood, Food);
}
/// <summary>
/// how your character will appear depending on the validity of the tile you want to put them on<br/>
/// default behaviour is changes color of all sprite renderers of the Outline Transform to red if invalid, green otherwise
/// </summary>
/// <param name="isValidPosition"></param>
/// <returns></returns>
public virtual void ShowValidity()
{
Color getColor() => _canBePlacedHere ? _validColor : _invalidColor;
foreach (var child in _outlineRenderers)
{
child.material.SetColor(OutlineColor, getColor());
}
}
public abstract void Place();
}

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using System.Linq;
using UnityEngine;
public class GameObjectPlacementButton : UnitPlacementButton
{
[SerializeField]
private GameObject _prefab;
protected override DraggablePlaceholder Place()
{
var instance = Instantiate(_prefab);
//we need to fetch the detection size before stripping the object
var detectComp = _prefab.GetComponentInChildren<Detection>();
Rect detectionRect = default;
if(detectComp) detectionRect = _prefab.GetComponentInChildren<Detection>().DetectionRectangle;
//strip the object
foreach (var r_body in instance.transform.GetAllComponents<Rigidbody2D>()) Destroy(r_body);
foreach (var coll in instance.transform.GetAllComponents<Collider2D>()) Destroy(coll);
foreach (var script in instance.transform.GetAllComponents<MonoBehaviour>()) Destroy(script);
var placeholder = instance.AddComponent<ObjectPlaceholder>();
placeholder.Prefab = _prefab;
//assign outline material to all renderers of the placeholder
foreach (var rend in instance.transform.GetAllComponents<SpriteRenderer>())
{
var color = rend.color;
color.a = 0.6f;
rend.color = color;
rend.material = _outlineMaterial;
placeholder.OutlineRenderers.Add(rend);
}
CreateRange(placeholder, detectionRect);
return placeholder;
}
void CreateRange(DraggablePlaceholder placeholder, Rect detectionRect)
{
if (detectionRect == default) return;
var detection = new GameObject("Detection");
var rend = detection.AddComponent<SpriteRenderer>();
rend.sprite = _detectionRangeSprite;
rend.sortingLayerName = "Character";
rend.sortingOrder = 0;
rend.color = new Color(1, 1, 1, 0.2f);
detection.transform.SetParent(placeholder.transform);
detection.transform.localPosition = detectionRect.center;
detection.transform.localScale = detectionRect.size;
}
}

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fileFormatVersion: 2
guid: c01785e9696dc5f41bd182315a19f6bf
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEngine;
public class ObjectPlaceholder : DraggablePlaceholder
{
public GameObject Prefab { get; set; }
public override void Place()
{
Prefab.Create(transform.position);
}
public override bool CanBePlacedHere()
{
var objsOnPosition = LevelManager.Instance.GetAll<ILevelObject>(obj => obj.Position.IsContainedIn(transform.position));
var positionIsCollidable = objsOnPosition.Exists(obj => obj.IsCollidable);
return !positionIsCollidable
&& _lvlBoundsCache.Contains(transform.position)
&& ResourceManager.Instance.EnoughFor(Rock, Wood, Food);
}
}

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using UnityEngine;
public class TilePlaceholder : DraggablePlaceholder
{
public LevelTile Tile { get; set; }
public override void Place()
{
LevelManager.Instance.DynamicTilemap.SetTile(Vector3Int.RoundToInt(transform.position), Tile);
}
}

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fileFormatVersion: 2
guid: e9baa24d153f3314d8c0858eb70c5392
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TilePlacementButton : UnitPlacementButton
{
public LevelTile tile;
protected override DraggablePlaceholder Place()
{
var instance = new GameObject(tile.name);
var placeholder = instance.AddComponent<TilePlaceholder>();
placeholder.Tile = tile;
var rend = instance.AddComponent<SpriteRenderer>();
rend.sprite = tile.Sprite;
rend.sortingLayerName = "Character";
rend.material = _outlineMaterial;
rend.sortingOrder = 2;
return placeholder;
}
}

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