Fix game conflict and added correct UI for the victory and defeat screens
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e2ff56264e
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@ -123,7 +123,7 @@ Important considerations :
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using UnityEditor;
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using UnityEngine;
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388
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7
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7
Assets/Scenes/LoadingScreen.unity.meta
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50
Assets/Scripts/CloudAnimation.cs
Normal file
50
Assets/Scripts/CloudAnimation.cs
Normal file
@ -0,0 +1,50 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using static Codice.Client.Common.WebApi.WebApiEndpoints;
|
||||
|
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public class CloudAnimation : MonoBehaviour
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{
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[System.Serializable]
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public class Properties
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{
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public float fadeInTime = 1;
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public float stayTime = 1;
|
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public float fadeOutTime = 1;
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public float speed = 1;
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}
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CanvasGroup canvasGroup;
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public Properties properties;
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private Coroutine coroutine;
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// Start is called before the first frame update
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void Start()
|
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{
|
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canvasGroup = GetComponent<CanvasGroup>();
|
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coroutine = StartCoroutine(AnimateCloud());
|
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}
|
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|
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public void Kill()
|
||||
{
|
||||
StopCoroutine(coroutine);
|
||||
StartCoroutine(KillCloud());
|
||||
}
|
||||
IEnumerator AnimateCloud()
|
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{
|
||||
|
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canvasGroup.alpha = 0;
|
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yield return canvasGroup.FadeTo(1, properties.fadeInTime);
|
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yield return new WaitForSeconds(properties.stayTime);
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|
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}
|
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IEnumerator KillCloud()
|
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{
|
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|
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Destroy(gameObject);
|
||||
}
|
||||
|
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// Update is called once per frame
|
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void Update()
|
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{
|
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|
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}
|
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}
|
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11
Assets/Scripts/CloudAnimation.cs.meta
Normal file
11
Assets/Scripts/CloudAnimation.cs.meta
Normal file
@ -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;
|
||||
|
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[RequireComponent(typeof(Button))]
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public abstract class UnitPlacementButton : MonoBehaviour, IPointerDownHandler
|
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@ -28,13 +30,30 @@ public abstract class UnitPlacementButton : MonoBehaviour, IPointerDownHandler
|
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[SerializeField]
|
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private TMP_Text _rockLabel;
|
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|
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private bool _canSpawn = false;
|
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|
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protected virtual void Start()
|
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{
|
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{
|
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_button = GetComponent<Button>();
|
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|
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_button.enabled = false;
|
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EventAggregator.Instance.GetEvent<LevelLoadedEvent>().Attach(OnLevelLoaded);
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EventAggregator.Instance.GetEvent<ExitingLevelEvent>().Attach(DeactivateButton);
|
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}
|
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private void OnLevelLoaded(GatherAndDefend.LevelEditor.Level level)
|
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{
|
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_canSpawn = true;
|
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EventAggregator.Instance.GetEvent<LevelLoadedEvent>().Detach(OnLevelLoaded);
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}
|
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|
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void DeactivateButton()
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{
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EventAggregator.Instance.GetEvent<ExitingLevelEvent>().Detach(DeactivateButton);
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_canSpawn = false;
|
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}
|
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protected virtual void Update()
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{
|
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_button.interactable = ResourceManager.Instance.EnoughFor(_rock, _wood, _food);
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_button.interactable = ResourceManager.Instance.EnoughFor(_rock, _wood, _food) && _button.enabled && _canSpawn;
|
||||
SetTextFor(_foodLabel, _food);
|
||||
SetTextFor(_rockLabel, _rock);
|
||||
SetTextFor(_woodLabel, _wood);
|
||||
|
||||
8
Assets/Scripts/Events.meta
Normal file
8
Assets/Scripts/Events.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b232aec3472e8a7408e34c6ae8608d4a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
28
Assets/Scripts/Events/EventAggregator.cs
Normal file
28
Assets/Scripts/Events/EventAggregator.cs
Normal file
@ -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;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Events/EventAggregator.cs.meta
Normal file
11
Assets/Scripts/Events/EventAggregator.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2ac29c6e09760dc45a27054e159f1240
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
34
Assets/Scripts/Events/EventBase.cs
Normal file
34
Assets/Scripts/Events/EventBase.cs
Normal file
@ -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;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Events/EventBase.cs.meta
Normal file
11
Assets/Scripts/Events/EventBase.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 515b3ee1c144baa4abe1951ad6039ae4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
3
Assets/Scripts/Events/ExitingLevelEvent.cs
Normal file
3
Assets/Scripts/Events/ExitingLevelEvent.cs
Normal file
@ -0,0 +1,3 @@
|
||||
using GatherAndDefend.Events;
|
||||
|
||||
public class ExitingLevelEvent : EventBase { }
|
||||
11
Assets/Scripts/Events/ExitingLevelEvent.cs.meta
Normal file
11
Assets/Scripts/Events/ExitingLevelEvent.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ac71e91f163c3c446850b85d7b6a59c4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
7
Assets/Scripts/Events/LevelLoadedEvent.cs
Normal file
7
Assets/Scripts/Events/LevelLoadedEvent.cs
Normal file
@ -0,0 +1,7 @@
|
||||
using GatherAndDefend.Events;
|
||||
using GatherAndDefend.LevelEditor;
|
||||
|
||||
public class LevelLoadedEvent : EventBase<Level>
|
||||
{
|
||||
|
||||
}
|
||||
11
Assets/Scripts/Events/LevelLoadedEvent.cs.meta
Normal file
11
Assets/Scripts/Events/LevelLoadedEvent.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ccf2a9d05b59e0947b1f327a8cb970f7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
5
Assets/Scripts/Events/ScreenActivatedEvent.cs
Normal file
5
Assets/Scripts/Events/ScreenActivatedEvent.cs
Normal file
@ -0,0 +1,5 @@
|
||||
using GatherAndDefend.Events;
|
||||
|
||||
public class ScreenActivatedEvent : EventBase
|
||||
{
|
||||
}
|
||||
11
Assets/Scripts/Events/ScreenActivatedEvent.cs.meta
Normal file
11
Assets/Scripts/Events/ScreenActivatedEvent.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c2b6c01fae276b7448d4ed179443af4e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
5
Assets/Scripts/Events/ScreenDeactivatedEvent.cs
Normal file
5
Assets/Scripts/Events/ScreenDeactivatedEvent.cs
Normal file
@ -0,0 +1,5 @@
|
||||
using GatherAndDefend.Events;
|
||||
|
||||
public class ScreenDeactivatedEvent : EventBase
|
||||
{
|
||||
}
|
||||
11
Assets/Scripts/Events/ScreenDeactivatedEvent.cs.meta
Normal file
11
Assets/Scripts/Events/ScreenDeactivatedEvent.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 864c47f40960dde46b92c49f90bd812c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
9
Assets/Scripts/General/DontDestroy.cs
Normal file
9
Assets/Scripts/General/DontDestroy.cs
Normal file
@ -0,0 +1,9 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class DontDestroy : MonoBehaviour
|
||||
{
|
||||
void Awake()
|
||||
{
|
||||
DontDestroyOnLoad(gameObject);
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/General/DontDestroy.cs.meta
Normal file
11
Assets/Scripts/General/DontDestroy.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fa9f587ee4cf938499416afd7af15106
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -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;
|
||||
}
|
||||
}
|
||||
@ -2,6 +2,7 @@ using UnityEngine;
|
||||
|
||||
public class GlobalConfig : SingletonBehaviour<GlobalConfig>
|
||||
{
|
||||
|
||||
[SerializeField]
|
||||
private GlobalConfigFile _current;
|
||||
public GlobalConfigFile Current
|
||||
|
||||
@ -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;
|
||||
}
|
||||
|
||||
12
Assets/Scripts/General/Reference.cs
Normal file
12
Assets/Scripts/General/Reference.cs
Normal 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;
|
||||
}
|
||||
11
Assets/Scripts/General/Reference.cs.meta
Normal file
11
Assets/Scripts/General/Reference.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e003bd06f19862c4cbbea35f38821ae6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -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);
|
||||
}
|
||||
}
|
||||
32
Assets/Scripts/GoToScene.cs
Normal file
32
Assets/Scripts/GoToScene.cs
Normal 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();
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/GoToScene.cs.meta
Normal file
11
Assets/Scripts/GoToScene.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a71d8cb1374fce94592f4b1c232f38d8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -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;
|
||||
|
||||
@ -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()
|
||||
|
||||
@ -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>
|
||||
|
||||
@ -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");
|
||||
}
|
||||
|
||||
|
||||
@ -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();
|
||||
}
|
||||
}
|
||||
109
Assets/Scripts/LoadingManager.cs
Normal file
109
Assets/Scripts/LoadingManager.cs
Normal file
@ -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);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
11
Assets/Scripts/LoadingManager.cs.meta
Normal file
11
Assets/Scripts/LoadingManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aef75be033508a4498fa7f546d6ebef2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
80
Assets/Scripts/LoadingScreen.cs
Normal file
80
Assets/Scripts/LoadingScreen.cs
Normal file
@ -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());
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/LoadingScreen.cs.meta
Normal file
11
Assets/Scripts/LoadingScreen.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8a9b542d59e659741b005556831a3390
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -68,6 +68,7 @@ public class ResourceMaker : MonoBehaviour
|
||||
|
||||
public void GenerateResource()
|
||||
{
|
||||
if (!_rigidbody) return;
|
||||
_isPlaying = true;
|
||||
_rigidbody.gravityScale = 0.0f;
|
||||
_rigidbody.velocity = Vector2.zero;
|
||||
|
||||
@ -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();
|
||||
|
||||
@ -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;
|
||||
|
||||
5
Assets/Scripts/SceneAttribute.cs
Normal file
5
Assets/Scripts/SceneAttribute.cs
Normal file
@ -0,0 +1,5 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class SceneAttribute : PropertyAttribute
|
||||
{
|
||||
}
|
||||
11
Assets/Scripts/SceneAttribute.cs.meta
Normal file
11
Assets/Scripts/SceneAttribute.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
|
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guid: 81fe69393310ffa48ae32ee2a2d0b677
|
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MonoImporter:
|
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externalObjects: {}
|
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serializedVersion: 2
|
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defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -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 :(
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because one or more lines are too long
BIN
Assets/bridge_cloud_1.png
Normal file
BIN
Assets/bridge_cloud_1.png
Normal file
Binary file not shown.
|
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Assets/bridge_cloud_1.png.meta
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|
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|
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|
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@ -8,8 +8,11 @@ EditorBuildSettings:
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|
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guid: c1efd9104a876984eb669c4bd54598d1
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|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user