Fix game conflict and added correct UI for the victory and defeat screens

This commit is contained in:
William 2023-10-15 18:34:42 -04:00
commit e2ff56264e
65 changed files with 5217 additions and 1277 deletions

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using UnityEditor;
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@ -0,0 +1,50 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static Codice.Client.Common.WebApi.WebApiEndpoints;
public class CloudAnimation : MonoBehaviour
{
[System.Serializable]
public class Properties
{
public float fadeInTime = 1;
public float stayTime = 1;
public float fadeOutTime = 1;
public float speed = 1;
}
CanvasGroup canvasGroup;
public Properties properties;
private Coroutine coroutine;
// Start is called before the first frame update
void Start()
{
canvasGroup = GetComponent<CanvasGroup>();
coroutine = StartCoroutine(AnimateCloud());
}
public void Kill()
{
StopCoroutine(coroutine);
StartCoroutine(KillCloud());
}
IEnumerator AnimateCloud()
{
canvasGroup.alpha = 0;
yield return canvasGroup.FadeTo(1, properties.fadeInTime);
yield return new WaitForSeconds(properties.stayTime);
yield return KillCloud();
}
IEnumerator KillCloud()
{
yield return canvasGroup.FadeTo(0, properties.fadeOutTime);
Destroy(gameObject);
}
// Update is called once per frame
void Update()
{
transform.position += properties.speed * Time.deltaTime * Vector3.left * Camera.main.orthographicSize;
}
}

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@ -0,0 +1,11 @@
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@ -4,6 +4,8 @@ using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using GatherAndDefend.Events;
using static LevelManager;
[RequireComponent(typeof(Button))]
public abstract class UnitPlacementButton : MonoBehaviour, IPointerDownHandler
@ -28,13 +30,30 @@ public abstract class UnitPlacementButton : MonoBehaviour, IPointerDownHandler
[SerializeField]
private TMP_Text _rockLabel;
private bool _canSpawn = false;
protected virtual void Start()
{
{
_button = GetComponent<Button>();
_button.enabled = false;
EventAggregator.Instance.GetEvent<LevelLoadedEvent>().Attach(OnLevelLoaded);
EventAggregator.Instance.GetEvent<ExitingLevelEvent>().Attach(DeactivateButton);
}
private void OnLevelLoaded(GatherAndDefend.LevelEditor.Level level)
{
_canSpawn = true;
EventAggregator.Instance.GetEvent<LevelLoadedEvent>().Detach(OnLevelLoaded);
}
void DeactivateButton()
{
EventAggregator.Instance.GetEvent<ExitingLevelEvent>().Detach(DeactivateButton);
_canSpawn = false;
}
protected virtual void Update()
{
_button.interactable = ResourceManager.Instance.EnoughFor(_rock, _wood, _food);
_button.interactable = ResourceManager.Instance.EnoughFor(_rock, _wood, _food) && _button.enabled && _canSpawn;
SetTextFor(_foodLabel, _food);
SetTextFor(_rockLabel, _rock);
SetTextFor(_woodLabel, _wood);

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@ -0,0 +1,8 @@
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@ -0,0 +1,28 @@
using System.Collections.Generic;
namespace GatherAndDefend.Events
{
/// <summary>
/// makes it possible to add custom and centralized event observables<br/>
/// </summary>
public class EventAggregator : Singleton<EventAggregator>
{
private List<EventBase> events = new List<EventBase>();
/// <summary>
/// returns an event observable of given type. Creates it if non-existent
/// </summary>
/// <typeparam name="T">the type of the event</typeparam>
/// <returns></returns>
public T GetEvent<T>() where T : EventBase, new()
{
var evt = events.Find(x => x is T);
if (evt == null)
{
evt = new T();
events.Add(evt);
}
return evt as T;
}
}
}

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@ -0,0 +1,34 @@

namespace GatherAndDefend.Events
{
/// <summary>
/// lets you create custom events for the event aggregator
/// </summary>
public abstract class EventBase
{
private event System.Action innerEvent;
public void Invoke()
{
innerEvent?.Invoke();
}
public void Attach(System.Action handler)
{
innerEvent += handler;
}
public void Detach(System.Action handler)
{
innerEvent -= handler;
}
}
/// <summary>
/// lets you create custom event with given parameter for the event aggregator
/// </summary>
/// <typeparam name="T"></typeparam>
public abstract class EventBase<T> : EventBase
{
private event System.Action<T> innerEvent;
public void Invoke(T value) => innerEvent?.Invoke(value);
public void Attach(System.Action<T> handler) => innerEvent += handler;
public void Detach(System.Action<T> handler) => innerEvent -= handler;
}
}

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@ -0,0 +1,3 @@
using GatherAndDefend.Events;
public class ExitingLevelEvent : EventBase { }

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@ -0,0 +1,7 @@
using GatherAndDefend.Events;
using GatherAndDefend.LevelEditor;
public class LevelLoadedEvent : EventBase<Level>
{
}

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@ -0,0 +1,5 @@
using GatherAndDefend.Events;
public class ScreenActivatedEvent : EventBase
{
}

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@ -0,0 +1,5 @@
using GatherAndDefend.Events;
public class ScreenDeactivatedEvent : EventBase
{
}

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@ -0,0 +1,9 @@
using UnityEngine;
public class DontDestroy : MonoBehaviour
{
void Awake()
{
DontDestroyOnLoad(gameObject);
}
}

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@ -0,0 +1,11 @@
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@ -5,9 +5,17 @@ using UnityEngine;
using System.Collections;
using GatherAndDefend.LevelEditor;
using System.Linq;
using System.Threading.Tasks;
public static class Extensions
{
public static async Task WaitWhile(Func<bool> toKeepTrue)
{
while (toKeepTrue?.Invoke() == true)
{
await Task.Yield();
}
}
public static T[] GetAllComponents<T>(this Component component) where T : Component
{
List<T> comps = new List<T>();
@ -97,7 +105,12 @@ public static class Extensions
{
return Vector2.Distance(vect, tilePosition) < 0.5f;
}
public static Vector2 RandomInRectangle(float x, float y)
{
var randX = UnityEngine.Random.Range(0, x);
var randY = UnityEngine.Random.Range(0, y);
return new Vector2(randX, randY);
}
public static T Minimum<T>(this IEnumerable<T> list, Func<T, float> func)
{
if (list.Count() < 1) throw new Exception("in " + nameof(Minimum) + " : Cannot find minimum of empty list : " + nameof(list));
@ -115,4 +128,16 @@ public static class Extensions
}
return minT;
}
public static IEnumerator FadeTo(this CanvasGroup item, float value, float duration)
{
var delta = value - item.alpha;
var direction = Mathf.Sign(delta);
while (Mathf.Abs(value - item.alpha) > 0)
{
item.alpha += Time.deltaTime * direction / duration;
yield return null;
}
item.alpha = value;
}
}

View File

@ -2,6 +2,7 @@ using UnityEngine;
public class GlobalConfig : SingletonBehaviour<GlobalConfig>
{
[SerializeField]
private GlobalConfigFile _current;
public GlobalConfigFile Current

View File

@ -30,4 +30,9 @@ public class GlobalConfigFile : ScriptableObject
public bool useRandomHarvestDuration = false;
public int randomHarvestDurationMinimum = 0;
public int randomHarvestDurationMaximum = 0;
[Header("loading screen")]
public float loadingAddedTime = 3;
public float baseTileSpawnSpeed = 12;
public float tileSpawnAcceleration = 1;
}

View File

@ -0,0 +1,12 @@
public class Reference<T>
{
private T _value;
public T Value { get => _value; set => _value = value; }
public Reference() : this(default) { }
public Reference(T initial = default)
{
_value = initial;
}
public static implicit operator Reference<T>(T value) => new Reference<T>(value);
public static implicit operator T(Reference<T> reference) => reference.Value;
}

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@ -0,0 +1,11 @@
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@ -15,6 +15,6 @@ public class SingletonBehaviour<T> : MonoBehaviour where T : SingletonBehaviour<
protected virtual void Awake()
{
if (!Instance) Instance = this as T;
else Destroy(gameObject);
else Destroy(this);
}
}

View File

@ -0,0 +1,32 @@
using GatherAndDefend.Events;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GoToScene : MonoBehaviour
{
[SerializeField]
private bool _useLoadingScreen = true;
[SerializeField][Scene]
private string _loadingScreenScene;
[SerializeField][Scene]
private string _sceneToLoad;
[SerializeField]
private int _levelToLoad;
public void Execute()
{
if (_useLoadingScreen)
{
PlayerPrefs.SetString(LoadingManager.SceneToLoad, _sceneToLoad);
PlayerPrefs.SetInt(LoadingManager.LevelToLoad, _levelToLoad);
SceneManager.LoadScene(_loadingScreenScene, LoadSceneMode.Additive);
}
else
{
SceneManager.LoadScene(_sceneToLoad);
}
EventAggregator.Instance.GetEvent<ExitingLevelEvent>().Invoke();
}
}

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@ -0,0 +1,11 @@
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@ -1,32 +1,40 @@
using GatherAndDefend.Events;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static LevelManager;
public class KeepLevelAnchored : MonoBehaviour
{
Camera _camera;
Rect _levelBound;
bool _boundCalculated = false;
// Start is called before the first frame update
void Start()
{
LevelManager.Instance.LevelLoaded += CalculateBound;
CalculateBound(LevelManager.Instance.CurrentLevel);
_camera = Camera.main;
EventAggregator.Instance.GetEvent<LevelLoadedEvent>().Attach(CalculateBound);
if (!LevelManager.Instance.CurrentLevel) return;
CalculateBound(LevelManager.Instance.CurrentLevel);
}
private void CalculateBound(GatherAndDefend.LevelEditor.Level level)
{
_boundCalculated = false;
_levelBound = level.CalculateBounds();
_boundCalculated = true;
}
void OnDestroy()
{
LevelManager.Instance.LevelLoaded -= CalculateBound;
EventAggregator.Instance.GetEvent<LevelLoadedEvent>().Attach(CalculateBound);
}
// Update is called once per frame
void Update()
{
if (!_boundCalculated) return;
//move right
var xMax = _levelBound.xMax;
var width = _camera.ScreenToWorldPoint(Vector2.one * _camera.pixelWidth).x;

View File

@ -19,13 +19,7 @@ namespace GatherAndDefend.LevelEditor
data.SaveFromTilemap(tilemap);
_data.Add(data);
}
public void LoadToTilemap(Tilemap tilemap)
{
var data = _data.Find(x => x.Key == tilemap.name);
if (data == null) return;
data.LoadToTilemap(tilemap);
}
public WaveConfig WaveConfig { get { return _waveConfig; } }
public IEnumerator<TilemapData> GetEnumerator()

View File

@ -5,6 +5,7 @@ using System;
using System.Collections;
using System.Linq;
using Newtonsoft.Json;
using System.Threading.Tasks;
namespace GatherAndDefend.LevelEditor
{
@ -33,8 +34,14 @@ namespace GatherAndDefend.LevelEditor
public string Key => _key;
public void LoadToTilemap(Tilemap reference)
/// <summary>
///
/// </summary>
/// <param name="reference">the current tilemap</param>
/// <returns></returns>
public void LoadToTilemapEditor(Tilemap reference)
{
var tilesPerSecond = Application.isPlaying ? GlobalConfig.Instance.Current.baseTileSpawnSpeed : float.Epsilon;
reference.transform.localPosition = _position;
reference.transform.localScale = _scale;
@ -48,12 +55,65 @@ namespace GatherAndDefend.LevelEditor
collision.isTrigger = _isTrigger;
}
//all tiles are loaded after their animation is over. use a task to asyncroneously load them and keep control over the flow
var tasks = new List<Task>();
foreach (TileData data in _tiles)
{
reference.SetTile(data.Position, data.Tile);
}
}
/// <summary>
///
/// </summary>
/// <param name="reference">the current tilemap</param>
/// <param name="placementAnimation">the tiles falling on the tilemap</param>
/// <param name="allTilesSpawned">a reference value that is used in caller method to detect when all tiles have been spawned</param>
/// <param name="tileSpawnAcceleration">a delegate which speeds up the spawning of the tiles over time</param>
/// <returns></returns>
public async Task LoadToTilemap(Tilemap reference, Func<bool> shouldKillTask, PlacementAnimationHandler placementAnimation = null, Action allTilesSpawned = default, Func<float> tileSpawnAcceleration = default)
{
// if the function we receive is null, we just make it constant 1
if (tileSpawnAcceleration == default) tileSpawnAcceleration = () => 1;
if (placementAnimation == null) placementAnimation = (tileData, placer, killer) =>
{
reference.SetTile(tileData.Position, tileData.Tile);
return null;
};
var tilesPerSecond = Application.isPlaying ? GlobalConfig.Instance.Current.baseTileSpawnSpeed : float.Epsilon;
reference.transform.localPosition = _position;
reference.transform.localScale = _scale;
var rend = reference.GetComponent<TilemapRenderer>();
rend.sortingOrder = _renderOrder;
rend.sortingLayerName = _renderLayer;
if (_isInvisible) rend.gameObject.layer = INVISIBLE_LAYER;
if (_isCollidable)
{
var collision = rend.gameObject.AddComponent<TilemapCollider2D>();
collision.isTrigger = _isTrigger;
}
//all tiles are loaded after their animation is over. use a task to asyncroneously load them and keep control over the flow
var tasks = new List<Task>();
foreach (TileData data in _tiles)
{
tasks.Add(placementAnimation(data, () => reference.SetTile(data.Position, data.Tile), shouldKillTask));
if (shouldKillTask())
{
return;
}
await Task.Delay((int)(1000f / (tilesPerSecond * tileSpawnAcceleration())));
}
allTilesSpawned?.Invoke();
if (shouldKillTask())
{
return;
}
await Task.WhenAll(tasks);
}
/// <summary>
/// saves a tilemap into the level object
/// </summary>
/// <param name="reference"></param>

View File

@ -6,6 +6,9 @@ using UnityEngine;
using System.Linq;
using Newtonsoft.Json;
using System.IO;
using System.Collections;
using System.Threading.Tasks;
using GatherAndDefend.Events;
/// <summary>
/// data class for containing everything level related
@ -14,8 +17,6 @@ public class LevelManager : Singleton<LevelManager>
{
string SavePath => Application.dataPath + "/save.txt";
public event OnLevelLoaded LevelLoaded;
public delegate void OnLevelLoaded(Level level);
public delegate void LevelAction(ILevelObject levelObject);
public delegate bool LevelPredicate<T>(T levelObject) where T : ILevelObject;
@ -24,6 +25,8 @@ public class LevelManager : Singleton<LevelManager>
private readonly List<ILevelObject> _toRemove;
private readonly List<ILevelObject> _levelObjects;
private WaveObserver _waveObserver;
private bool _isLoading = true;
private bool _shouldKillTask = false;
private Tilemap _dynamicTilemap;
public Tilemap DynamicTilemap
@ -50,6 +53,8 @@ public class LevelManager : Singleton<LevelManager>
set;
}
public bool Loading { get; private set; } = false;
public LevelManager()
{
_toAdd = new List<ILevelObject>();
@ -96,8 +101,8 @@ public class LevelManager : Singleton<LevelManager>
#endregion
#region [Level management]
public void AddAndRemoveObjects()
void AddAndRemoveObjects()
{
//add and remove
var toAdd = new List<ILevelObject>(_toAdd);
@ -119,6 +124,7 @@ public class LevelManager : Singleton<LevelManager>
public void UpdateLevel()
{
if (_isLoading) return;
AddAndRemoveObjects();
_levelObjects.ForEach(levelObject =>
@ -138,17 +144,25 @@ public class LevelManager : Singleton<LevelManager>
Clear();
}
/// <summary>
/// permet de loader un scriptable object de niveau
/// </summary>
/// <param name="level">le niveau à loader</param>
/// <param name="shouldClear">est ce qu'on veut effacer ce qui est déjà là?</param>
public void LoadLevel(Level level, bool shouldClear = false)
public void KillLoading()
{
if (shouldClear)
{
ClearLevel();
}
_shouldKillTask = true;
}
/// <summary>
/// loads a Level scriptable object
/// </summary>
/// <param name="level">the level to load</param>
/// <param name="shouldClear">do we want to clear what's already there before loading?</param>
/// <param name="placementAnimation">the tiles falling from the top of the screen</param>
public async Task LoadLevel(Level level, PlacementAnimationHandler placementAnimation = null)
{
_isLoading = true;
_shouldKillTask = false;
float accelerationOfAcceleration = GlobalConfig.Instance.Current.tileSpawnAcceleration;
float tileCurrentAcceleration = 1;
float tileSpawnAccelerationFunc() => (tileCurrentAcceleration += accelerationOfAcceleration * Time.deltaTime);
ClearLevel();
_currentLevel = level;
_waveObserver = WaveObserver.Instance;
@ -170,36 +184,49 @@ public class LevelManager : Singleton<LevelManager>
}
}
var tasks = new List<Task>();
//generate all tilemaps
foreach (TilemapData tilemapData in _currentLevel)
{
bool allTilesSpawned = false;
System.Action OnAllTilesSpawned = () => allTilesSpawned = true;
var tilemap = new GameObject(tilemapData.Key).AddComponent<Tilemap>();
tilemap.tileAnchor = Vector3.zero;
tilemap.gameObject.AddComponent<TilemapRenderer>();
tilemapData.LoadToTilemap(tilemap);
tilemap.transform.SetParent(grid.transform);
tasks.Add(tilemapData.LoadToTilemap(tilemap, () => _shouldKillTask, placementAnimation, OnAllTilesSpawned, tileSpawnAccelerationFunc));
if (_shouldKillTask)
{
return;
}
await Extensions.WaitWhile(() => !allTilesSpawned);
}
LevelLoaded?.Invoke(level);
if (_shouldKillTask)
{
return;
}
await Task.WhenAll(tasks);
EventAggregator.Instance.GetEvent<LevelLoadedEvent>().Invoke(level);
_isLoading = false;
Debug.Log("level loaded successfully");
}
/// <summary>
/// permet de loader un scriptable object de niveau
/// load a Level scriptable object using its name
/// </summary>
/// <param name="levelName">le nom du niveau à loader</param>
/// <param name="shouldClear">est ce qu'on veut effacer ce qui est déjà là?</param>
public void LoadLevel(string levelName, bool shouldClear = false)
/// <param name="levelName">the name of the loaded Level</param>
/// <param name="shouldClear">should we clear what's already there?</param>
/// <param name="placementAnimation">the tiles falling animation</param>
public async Task LoadLevel(string levelName, PlacementAnimationHandler placementAnimation = null)
{
if (shouldClear)
{
ClearLevel();
}
//fetch level from database
_currentLevel = Database.Instance.ScriptableObjects[levelName] as Level;
LoadLevel(_currentLevel, shouldClear);
await LoadLevel(_currentLevel, placementAnimation).ConfigureAwait(false);
}
public void SaveFile()
@ -239,8 +266,7 @@ public class LevelManager : Singleton<LevelManager>
var otherDict = dicts.Find(x => x[nameof(ILevelObject.ObjectType)].ToString() == nameof(ILevelObject.ObjectType.Other));
DictToOtherValues(otherDict);
LevelLoaded?.Invoke(_currentLevel);
EventAggregator.Instance.GetEvent<LevelLoadedEvent>().Invoke(_currentLevel);
Debug.Log("game loaded successfully");
}

View File

@ -1,34 +1,113 @@
using UnityEngine;
using UnityEngine.SceneManagement;
using Level = GatherAndDefend.LevelEditor.Level;
public class LevelManagerScript : MonoBehaviour
using GatherAndDefend.LevelEditor;
using System.Collections;
using UnityEngine.Tilemaps;
using System.Threading.Tasks;
using System;
using GatherAndDefend.Events;
using static LevelManager;
/// <param name="position">The position the tile should be placed on</param>
/// <param name="tile">the tile we should place</param>
/// <param name="tilePlacement">the action of placing the tile on the tilemap</param>
/// <returns></returns>
public delegate Task PlacementAnimationHandler(GatherAndDefend.LevelEditor.TileData tileData, Action tilePlacement, Func<bool> shouldKillTask);
public class LevelManagerScript : SingletonBehaviour<LevelManagerScript>
{
[Scene][SerializeField]
private string _gameScene;
[SerializeField]
private Level _firstLevel;
private void Start()
private Action updateAction = null;
public bool loadOnStart = false;
public Level firstLevel;
async void Start()
{
LevelManager.Instance.LevelTransform = transform;
int levelToLoadFromWorldMap = PlayerPrefs.GetInt("LevelToLoad", -1);
if (levelToLoadFromWorldMap != -1)
//only when the level is loaded do we start updating
EventAggregator.Instance.GetEvent<LevelLoadedEvent>().Attach(Instance_LevelLoaded);
EventAggregator.Instance.GetEvent<ExitingLevelEvent>().Attach(KillLoading);
if (loadOnStart && firstLevel)
{
string lvlName = $"Level{levelToLoadFromWorldMap}";
LevelManager.Instance.LoadLevel(lvlName, true);
return;
}
else if (_firstLevel)
{
LevelManager.Instance.LoadLevel(_firstLevel, true);
}
else
{
Debug.LogWarning("there is no first level set in the level manager script");
await LevelManager.Instance.LoadLevel(firstLevel, PlacementAnimation);
}
}
void OnDestroy()
{
EventAggregator.Instance.GetEvent<ExitingLevelEvent>().Detach(KillLoading);
updateAction = null;
}
void Update()
{
LevelManager.Instance.UpdateLevel();
updateAction?.Invoke();
}
private void Instance_LevelLoaded(Level level)
{
//only when the level is loaded do we start updating
updateAction = LevelManager.Instance.UpdateLevel;
}
/// <summary>
/// the tile falls from the top of the screen, up to it's position on the tilemap
/// </summary>
/// <param name="position">where it should land</param>
/// <param name="tile">what the tile represents</param>
/// <param name="putTileOnTilemap">the action of actually placing the tile</param>
/// <returns></returns>
public static async Task PlacementAnimation(GatherAndDefend.LevelEditor.TileData tile, Action putTileOnTilemap, Func<bool> shouldKillTask)
{
const string layer = "Unit";
float speed = 0;
float acceleration = -9.81f;
//create the falling GameObject that will placehold for the tile
var tilePlaceholder = new GameObject("tile");
tilePlaceholder.transform.SetParent(Instance.transform);
var rend = tilePlaceholder.AddComponent<SpriteRenderer>();
rend.sortingOrder = 10;
rend.sortingLayerName = layer;
if (tile.Tile is LevelTile)
{
rend.sprite = (tile.Tile as LevelTile).Sprite;
}
else
{
rend.sprite = (tile.Tile as Tile).sprite;
}
//position the tile over the board (past the camera's FOV)
tilePlaceholder.transform.position = tile.Position + Vector3.up * Camera.main.orthographicSize * 2;
var delta = tilePlaceholder.transform.position - tile.Position;
var direction = delta.normalized;
var signY = delta.y / Mathf.Abs(delta.y);
while (true)
{
//if the placeholder was destroyed, stop
if (!tilePlaceholder) break;
//make the placeholder fall and check if we went past the target position
speed += acceleration * Time.deltaTime;
tilePlaceholder.transform.position += speed * Time.deltaTime * direction;
var newDelta = tilePlaceholder.transform.position - tile.Position;
var newSign = newDelta.y / Mathf.Abs(newDelta.y);
if (newSign != signY) break;
if (shouldKillTask())
{
return;
}
await Task.Yield();
}
//place the tile and destroy the placeholder
putTileOnTilemap.Invoke();
Destroy(tilePlaceholder);
}
void KillLoading()
{
LevelManager.Instance.KillLoading();
}
}

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@ -0,0 +1,109 @@
using GatherAndDefend.Events;
using System.Collections;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
/// <summary>
/// manages the logic of loading
/// </summary>
public class LoadingManager : MonoBehaviour
{
public const string LevelToLoad = nameof(LevelToLoad);
public const string SceneToLoad = nameof(SceneToLoad);
public const int NoLevel = -1;
private LoadingScreen loadingScreen;
void Start()
{
loadingScreen = GetComponent<LoadingScreen>();
EventAggregator.Instance.GetEvent<ScreenActivatedEvent>().Attach(LoadTargetSceneAndCloseOthers);
loadingScreen.ShowLoadingScreen();
}
void Update()
{
foreach (var button in FindObjectsOfType<Button>())
{
button.enabled = false;
}
}
void OnDestroy()
{
foreach (var button in FindObjectsOfType<Button>())
{
button.enabled = true;
}
}
/// <summary>
/// loads the target scene after given time
/// </summary>
private void LoadTargetSceneAndCloseOthers()
{
StartCoroutine(LoadSceneAfterTime());
IEnumerator LoadSceneAfterTime()
{
yield return new WaitForSeconds(GlobalConfig.Instance.Current.loadingAddedTime);
EventAggregator.Instance.GetEvent<ScreenActivatedEvent>().Detach(LoadTargetSceneAndCloseOthers);
SceneManager.sceneLoaded += StartHidingLoadingScreen;
var sceneToLoad = PlayerPrefs.GetString(SceneToLoad);
//unload all scenes except loading screen
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
if (scene.name == gameObject.scene.name) continue;
SceneManager.UnloadSceneAsync(scene.name);
}
SceneManager.LoadScene(sceneToLoad, LoadSceneMode.Additive);
}
}
/// <summary>
/// hide loading screen after target scene has finished loading
/// </summary>
/// <param name="arg0">unused</param>
/// <param name="arg1">unused</param>
private void StartHidingLoadingScreen(Scene arg0, LoadSceneMode arg1)
{
SceneManager.sceneLoaded -= StartHidingLoadingScreen;
EventAggregator.Instance.GetEvent<ScreenDeactivatedEvent>().Attach(StartLoadingLevel);
loadingScreen.HideLoadingScreen();
}
/// <summary>
/// when loading screen is hidden, we load the level if we have a level to load (might not, if we have loaded another scene than the Game scene)
/// </summary>
private void StartLoadingLevel()
{
EventAggregator.Instance.GetEvent<ScreenDeactivatedEvent>().Detach(StartLoadingLevel);
var levelToLoad = PlayerPrefs.GetInt(LevelToLoad, NoLevel);
if(levelToLoad != NoLevel)
{
string lvlName = $"Level{levelToLoad}";
_ = LevelManager.Instance.LoadLevel(lvlName, LevelManagerScript.PlacementAnimation);
}
UnloadLoadingScreenScene();
}
/// <summary>
/// close the loading screen scene and start playing! w00t w00t
/// </summary>
/// <param name="level"></param>
private void UnloadLoadingScreenScene()
{
SceneManager.UnloadSceneAsync(gameObject.scene.name);
}
}

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@ -0,0 +1,80 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using GatherAndDefend.Events;
[CustomEditor(typeof(LoadingScreen))]
public class LoadingScreenEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
if (!Application.isPlaying) return;
if (GUILayout.Button("start"))
{
(target as LoadingScreen).ShowLoadingScreen();
}
else if (GUILayout.Button("stop"))
{
(target as LoadingScreen).HideLoadingScreen();
}
}
}
/// <summary>
/// the view-model associated with the loading screen view.
/// </summary>
public class LoadingScreen : SingletonBehaviour<LoadingScreen>
{
[Header("Screen")]
public CanvasGroup blueScreen;
public float fadeInDuration = 1;
public float fadeOutDuration = 1;
public GameObject cloudPrefab;
public int maxClouds = 10;
public CloudAnimation.Properties cloudProperties;
private List<CloudAnimation> clouds = new List<CloudAnimation>();
private Coroutine screenCoroutine, cloudCoroutine;
private IEnumerator SpawnClouds()
{
while (true)
{
var randPos = Extensions.RandomInRectangle(Screen.width + 100, Screen.height - 100);
var cloudInstance = Instantiate(cloudPrefab, randPos, Quaternion.identity);
cloudInstance.transform.SetParent(transform);
var cloudComponent = cloudInstance.GetComponent<CloudAnimation>();
cloudComponent.properties = cloudProperties;
clouds.Add(cloudComponent);
yield return new WaitForSeconds(fadeInDuration);
}
}
private IEnumerator EnableLoadingScreen()
{
yield return blueScreen.FadeTo(1, fadeInDuration);
EventAggregator.Instance.GetEvent<ScreenActivatedEvent>().Invoke();
}
private IEnumerator DisableLoadingScreen()
{
yield return blueScreen.FadeTo(0, fadeOutDuration);
EventAggregator.Instance.GetEvent<ScreenDeactivatedEvent>().Invoke();
}
public void ShowLoadingScreen()
{
screenCoroutine = StartCoroutine(EnableLoadingScreen());
cloudCoroutine = StartCoroutine(SpawnClouds());
}
public void HideLoadingScreen()
{
StopCoroutine(screenCoroutine);
StopCoroutine(cloudCoroutine);
clouds.FindAll(x => x).ForEach(x => x.Kill());
StartCoroutine(DisableLoadingScreen());
}
}

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@ -0,0 +1,11 @@
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@ -68,6 +68,7 @@ public class ResourceMaker : MonoBehaviour
public void GenerateResource()
{
if (!_rigidbody) return;
_isPlaying = true;
_rigidbody.gravityScale = 0.0f;
_rigidbody.velocity = Vector2.zero;

View File

@ -17,13 +17,11 @@ public class ResourceText : MonoBehaviour
private ResourceManager _resourceManager;
// Start is called before the first frame update
void Start()
{
_resourceManager = ResourceManager.Instance;
}
// Update is called once per frame
void Update()
{
_rockText.text = _resourceManager.RockAmount.ToString();

View File

@ -24,6 +24,8 @@ public class Root : MonoBehaviour
Rigidbody2D _rigidbodyAlly;
Rigidbody2D _rigidbodyOpponent;
_rigidbodyAlly = _entity.GetComponent<Rigidbody2D>();
if (!_entity.Enemy) return;
_rigidbodyOpponent = _entity.Enemy.GetComponent<Rigidbody2D>();
Vector3 spawnPos = (_projectileSpawn == null) ? _rigidbodyAlly.position : _projectileSpawn.position;

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@ -0,0 +1,5 @@
using UnityEngine;
public class SceneAttribute : PropertyAttribute
{
}

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@ -0,0 +1,11 @@
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@ -4,15 +4,12 @@ using UnityEngine;
public class VictoryDefeat : MonoBehaviour
{
private bool _wavesEnd = false;
public Canvas victoryCanvas;
public Canvas defeatCanvas;
public const float positionLoseLimit = -10.0f;
void Start()
{
victoryCanvas.gameObject.SetActive(false);
@ -29,7 +26,6 @@ public class VictoryDefeat : MonoBehaviour
//win !
}
//I estimate that we lose if one of the enemies arrives behind our line of defense (to be modified in the case it's not that)
foreach (Opponent opponent in opponentsList)
@ -41,7 +37,5 @@ public class VictoryDefeat : MonoBehaviour
//lose :(
}
}
}
}

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@ -1,13 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
using UnityEngine.SceneManagement;
using System;
using UnityEditor;
public class WorldMapManager : MonoBehaviour
{
[Scene][SerializeField]
private string _loadingScreenScene;
[Scene][SerializeField]
private string _gameScene;
[SerializeField]
private GameObject[] _buttonList;
[SerializeField]
@ -16,8 +16,6 @@ public class WorldMapManager : MonoBehaviour
private Sprite _lockedIcon;
[SerializeField]
private Sprite _savedIcon;
[Scene][SerializeField]
private string gameScene;
private WorldMapSave _worldMapSave;
@ -72,10 +70,12 @@ public class WorldMapManager : MonoBehaviour
public void CallLevelWorld1(int levelToCall)
{
string levelToGet = "1-" + levelToCall;
if (_buttonList[levelToCall - 1].GetComponent<Image>().sprite.name != "worldmap_level_locked")
{
PlayerPrefs.SetInt("LevelToLoad", levelToCall);
SceneManager.LoadScene(gameScene);
PlayerPrefs.SetString(LoadingManager.SceneToLoad, _gameScene);
PlayerPrefs.SetInt(LoadingManager.LevelToLoad, levelToCall);
SceneManager.LoadScene(_loadingScreenScene, LoadSceneMode.Additive);
}
}
}

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@ -8,8 +8,11 @@ EditorBuildSettings:
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- enabled: 1
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