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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} }
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using UnityEditor; using UnityEditor;
using UnityEngine; using UnityEngine;
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[CustomPropertyDrawer(typeof(SceneAttribute))] [CustomPropertyDrawer(typeof(SceneAttribute))]
public class SceneDrawer : PropertyDrawer public class SceneDrawer : PropertyDrawer
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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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@ -4,6 +4,8 @@ using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
using UnityEngine.UI; using UnityEngine.UI;
using GatherAndDefend.Events;
using static LevelManager;
[RequireComponent(typeof(Button))] [RequireComponent(typeof(Button))]
public abstract class UnitPlacementButton : MonoBehaviour, IPointerDownHandler public abstract class UnitPlacementButton : MonoBehaviour, IPointerDownHandler
@ -28,13 +30,30 @@ public abstract class UnitPlacementButton : MonoBehaviour, IPointerDownHandler
[SerializeField] [SerializeField]
private TMP_Text _rockLabel; private TMP_Text _rockLabel;
private bool _canSpawn = false;
protected virtual void Start() protected virtual void Start()
{ {
_button = GetComponent<Button>(); _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() 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(_foodLabel, _food);
SetTextFor(_rockLabel, _rock); SetTextFor(_rockLabel, _rock);
SetTextFor(_woodLabel, _wood); SetTextFor(_woodLabel, _wood);

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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 System.Collections;
using GatherAndDefend.LevelEditor; using GatherAndDefend.LevelEditor;
using System.Linq; using System.Linq;
using System.Threading.Tasks;
public static class Extensions 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 public static T[] GetAllComponents<T>(this Component component) where T : Component
{ {
List<T> comps = new List<T>(); List<T> comps = new List<T>();
@ -97,7 +105,12 @@ public static class Extensions
{ {
return Vector2.Distance(vect, tilePosition) < 0.5f; 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) 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)); 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; 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> public class GlobalConfig : SingletonBehaviour<GlobalConfig>
{ {
[SerializeField] [SerializeField]
private GlobalConfigFile _current; private GlobalConfigFile _current;
public GlobalConfigFile Current public GlobalConfigFile Current

View File

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

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@ -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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@ -15,6 +15,6 @@ public class SingletonBehaviour<T> : MonoBehaviour where T : SingletonBehaviour<
protected virtual void Awake() protected virtual void Awake()
{ {
if (!Instance) Instance = this as T; 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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@ -1,32 +1,40 @@
using GatherAndDefend.Events;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using static LevelManager;
public class KeepLevelAnchored : MonoBehaviour public class KeepLevelAnchored : MonoBehaviour
{ {
Camera _camera; Camera _camera;
Rect _levelBound; Rect _levelBound;
bool _boundCalculated = false;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
LevelManager.Instance.LevelLoaded += CalculateBound;
CalculateBound(LevelManager.Instance.CurrentLevel);
_camera = Camera.main; _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) private void CalculateBound(GatherAndDefend.LevelEditor.Level level)
{ {
_boundCalculated = false;
_levelBound = level.CalculateBounds(); _levelBound = level.CalculateBounds();
_boundCalculated = true;
} }
void OnDestroy() void OnDestroy()
{ {
LevelManager.Instance.LevelLoaded -= CalculateBound; EventAggregator.Instance.GetEvent<LevelLoadedEvent>().Attach(CalculateBound);
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if (!_boundCalculated) return;
//move right //move right
var xMax = _levelBound.xMax; var xMax = _levelBound.xMax;
var width = _camera.ScreenToWorldPoint(Vector2.one * _camera.pixelWidth).x; var width = _camera.ScreenToWorldPoint(Vector2.one * _camera.pixelWidth).x;

View File

@ -19,13 +19,7 @@ namespace GatherAndDefend.LevelEditor
data.SaveFromTilemap(tilemap); data.SaveFromTilemap(tilemap);
_data.Add(data); _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 WaveConfig WaveConfig { get { return _waveConfig; } }
public IEnumerator<TilemapData> GetEnumerator() public IEnumerator<TilemapData> GetEnumerator()

View File

@ -5,6 +5,7 @@ using System;
using System.Collections; using System.Collections;
using System.Linq; using System.Linq;
using Newtonsoft.Json; using Newtonsoft.Json;
using System.Threading.Tasks;
namespace GatherAndDefend.LevelEditor namespace GatherAndDefend.LevelEditor
{ {
@ -33,8 +34,14 @@ namespace GatherAndDefend.LevelEditor
public string Key => _key; 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.localPosition = _position;
reference.transform.localScale = _scale; reference.transform.localScale = _scale;
@ -48,12 +55,65 @@ namespace GatherAndDefend.LevelEditor
collision.isTrigger = _isTrigger; 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) foreach (TileData data in _tiles)
{ {
reference.SetTile(data.Position, data.Tile); reference.SetTile(data.Position, data.Tile);
} }
} }
/// <summary> /// <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 /// saves a tilemap into the level object
/// </summary> /// </summary>
/// <param name="reference"></param> /// <param name="reference"></param>

View File

@ -6,6 +6,9 @@ using UnityEngine;
using System.Linq; using System.Linq;
using Newtonsoft.Json; using Newtonsoft.Json;
using System.IO; using System.IO;
using System.Collections;
using System.Threading.Tasks;
using GatherAndDefend.Events;
/// <summary> /// <summary>
/// data class for containing everything level related /// data class for containing everything level related
@ -14,8 +17,6 @@ public class LevelManager : Singleton<LevelManager>
{ {
string SavePath => Application.dataPath + "/save.txt"; string SavePath => Application.dataPath + "/save.txt";
public event OnLevelLoaded LevelLoaded;
public delegate void OnLevelLoaded(Level level); public delegate void OnLevelLoaded(Level level);
public delegate void LevelAction(ILevelObject levelObject); public delegate void LevelAction(ILevelObject levelObject);
public delegate bool LevelPredicate<T>(T levelObject) where T : ILevelObject; 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> _toRemove;
private readonly List<ILevelObject> _levelObjects; private readonly List<ILevelObject> _levelObjects;
private WaveObserver _waveObserver; private WaveObserver _waveObserver;
private bool _isLoading = true;
private bool _shouldKillTask = false;
private Tilemap _dynamicTilemap; private Tilemap _dynamicTilemap;
public Tilemap DynamicTilemap public Tilemap DynamicTilemap
@ -50,6 +53,8 @@ public class LevelManager : Singleton<LevelManager>
set; set;
} }
public bool Loading { get; private set; } = false;
public LevelManager() public LevelManager()
{ {
_toAdd = new List<ILevelObject>(); _toAdd = new List<ILevelObject>();
@ -97,7 +102,7 @@ public class LevelManager : Singleton<LevelManager>
#region [Level management] #region [Level management]
public void AddAndRemoveObjects() void AddAndRemoveObjects()
{ {
//add and remove //add and remove
var toAdd = new List<ILevelObject>(_toAdd); var toAdd = new List<ILevelObject>(_toAdd);
@ -119,6 +124,7 @@ public class LevelManager : Singleton<LevelManager>
public void UpdateLevel() public void UpdateLevel()
{ {
if (_isLoading) return;
AddAndRemoveObjects(); AddAndRemoveObjects();
_levelObjects.ForEach(levelObject => _levelObjects.ForEach(levelObject =>
@ -138,17 +144,25 @@ public class LevelManager : Singleton<LevelManager>
Clear(); Clear();
} }
/// <summary> public void KillLoading()
/// 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)
{ {
if (shouldClear) _shouldKillTask = true;
{
ClearLevel();
} }
/// <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; _currentLevel = level;
_waveObserver = WaveObserver.Instance; _waveObserver = WaveObserver.Instance;
@ -170,36 +184,49 @@ public class LevelManager : Singleton<LevelManager>
} }
} }
var tasks = new List<Task>();
//generate all tilemaps //generate all tilemaps
foreach (TilemapData tilemapData in _currentLevel) foreach (TilemapData tilemapData in _currentLevel)
{ {
bool allTilesSpawned = false;
System.Action OnAllTilesSpawned = () => allTilesSpawned = true;
var tilemap = new GameObject(tilemapData.Key).AddComponent<Tilemap>(); var tilemap = new GameObject(tilemapData.Key).AddComponent<Tilemap>();
tilemap.tileAnchor = Vector3.zero; tilemap.tileAnchor = Vector3.zero;
tilemap.gameObject.AddComponent<TilemapRenderer>(); tilemap.gameObject.AddComponent<TilemapRenderer>();
tilemapData.LoadToTilemap(tilemap);
tilemap.transform.SetParent(grid.transform); 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"); Debug.Log("level loaded successfully");
} }
/// <summary> /// <summary>
/// permet de loader un scriptable object de niveau /// load a Level scriptable object using its name
/// </summary> /// </summary>
/// <param name="levelName">le nom du niveau à loader</param> /// <param name="levelName">the name of the loaded Level</param>
/// <param name="shouldClear">est ce qu'on veut effacer ce qui est déjà là?</param> /// <param name="shouldClear">should we clear what's already there?</param>
public void LoadLevel(string levelName, bool shouldClear = false) /// <param name="placementAnimation">the tiles falling animation</param>
public async Task LoadLevel(string levelName, PlacementAnimationHandler placementAnimation = null)
{ {
if (shouldClear)
{
ClearLevel();
}
//fetch level from database //fetch level from database
_currentLevel = Database.Instance.ScriptableObjects[levelName] as Level; _currentLevel = Database.Instance.ScriptableObjects[levelName] as Level;
LoadLevel(_currentLevel, shouldClear); await LoadLevel(_currentLevel, placementAnimation).ConfigureAwait(false);
} }
public void SaveFile() 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)); var otherDict = dicts.Find(x => x[nameof(ILevelObject.ObjectType)].ToString() == nameof(ILevelObject.ObjectType.Other));
DictToOtherValues(otherDict); DictToOtherValues(otherDict);
EventAggregator.Instance.GetEvent<LevelLoadedEvent>().Invoke(_currentLevel);
LevelLoaded?.Invoke(_currentLevel);
Debug.Log("game loaded successfully"); Debug.Log("game loaded successfully");
} }

View File

@ -1,34 +1,113 @@
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using GatherAndDefend.LevelEditor;
using Level = GatherAndDefend.LevelEditor.Level; using System.Collections;
public class LevelManagerScript : MonoBehaviour 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 Action updateAction = null;
private string _gameScene; public bool loadOnStart = false;
[SerializeField] public Level firstLevel;
private Level _firstLevel; async void Start()
private void Start()
{ {
LevelManager.Instance.LevelTransform = transform; //only when the level is loaded do we start updating
int levelToLoadFromWorldMap = PlayerPrefs.GetInt("LevelToLoad", -1); EventAggregator.Instance.GetEvent<LevelLoadedEvent>().Attach(Instance_LevelLoaded);
if (levelToLoadFromWorldMap != -1) EventAggregator.Instance.GetEvent<ExitingLevelEvent>().Attach(KillLoading);
if (loadOnStart && firstLevel)
{ {
string lvlName = $"Level{levelToLoadFromWorldMap}"; await LevelManager.Instance.LoadLevel(firstLevel, PlacementAnimation);
LevelManager.Instance.LoadLevel(lvlName, true);
return;
} }
else if (_firstLevel)
{
LevelManager.Instance.LoadLevel(_firstLevel, true);
} }
else
void OnDestroy()
{ {
Debug.LogWarning("there is no first level set in the level manager script"); EventAggregator.Instance.GetEvent<ExitingLevelEvent>().Detach(KillLoading);
} updateAction = null;
} }
void Update() 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();
} }
} }

View 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);
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: aef75be033508a4498fa7f546d6ebef2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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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 @@
fileFormatVersion: 2
guid: 8a9b542d59e659741b005556831a3390
MonoImporter:
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executionOrder: 0
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@ -68,6 +68,7 @@ public class ResourceMaker : MonoBehaviour
public void GenerateResource() public void GenerateResource()
{ {
if (!_rigidbody) return;
_isPlaying = true; _isPlaying = true;
_rigidbody.gravityScale = 0.0f; _rigidbody.gravityScale = 0.0f;
_rigidbody.velocity = Vector2.zero; _rigidbody.velocity = Vector2.zero;

View File

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

View File

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

View File

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

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 81fe69393310ffa48ae32ee2a2d0b677
MonoImporter:
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -4,15 +4,12 @@ using UnityEngine;
public class VictoryDefeat : MonoBehaviour public class VictoryDefeat : MonoBehaviour
{ {
private bool _wavesEnd = false; private bool _wavesEnd = false;
public Canvas victoryCanvas; public Canvas victoryCanvas;
public Canvas defeatCanvas; public Canvas defeatCanvas;
public const float positionLoseLimit = -10.0f; public const float positionLoseLimit = -10.0f;
void Start() void Start()
{ {
victoryCanvas.gameObject.SetActive(false); victoryCanvas.gameObject.SetActive(false);
@ -30,7 +27,6 @@ public class VictoryDefeat : MonoBehaviour
//win ! //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) //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) foreach (Opponent opponent in opponentsList)
{ {
@ -41,7 +37,5 @@ public class VictoryDefeat : MonoBehaviour
//lose :( //lose :(
} }
} }
} }
} }

View File

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

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