Added a main menu with assets

This commit is contained in:
Jimmy Tremblay-Bernier 2023-10-24 22:31:17 -04:00
parent 25e0b231aa
commit c08254e34d
153 changed files with 25097 additions and 23 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using Conjure.Input;
using Obvious.Soap;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.InputSystem;
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[ReadOnly]
[BoxGroup("Debug")]
public void OnMove(InputAction.CallbackContext context)
{
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using System;
using Obvious.Soap;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Conjure.Input
{
public class CharacterMovements : SerializedMonoBehaviour
{
[Required]
[SerializeField] private Vector3Variable playerMoveDirection;
[Required]
[SerializeField] private FloatVariable movementSpeed;
[BoxGroup("Debug")]
[ReadOnly]
[SerializeField] private Vector3 direction = Vector3.zero;
[BoxGroup("Debug")]
[ReadOnly]
[SerializeField] private CharacterController CC;
// Start is called before the first frame update
void Start()
{
CC = GetComponent<CharacterController>();
if (!TryGetComponent(out CC))
{
throw new NullReferenceException($"A character controller should be available on this GameObject: {transform.name}");
}
playerMoveDirection.OnValueChanged += UpdateDirection;
}
private void Update()
{
CC.Move(direction * (Time.deltaTime * movementSpeed.Value));
}
private void UpdateDirection(Vector3 newDirection)
{
direction = newDirection;
}
private void OnDestroy()
{
playerMoveDirection.OnValueChanged -= UpdateDirection;
}
}
}

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using System;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Conjure.Input
{
public class InputInstancier : SerializedMonoBehaviour
{
[Required]
[SerializeField]
private InputManagerServer inputManagerServer;
[SerializeField] private InputActionAsset sharedInput;
[SerializeField] private InputVariablePlayersReference inputVariablePlayersReference;
public void Join(InputAction.CallbackContext context)
{
InputDevice device = context.control.device;
if (inputManagerServer.GetPlayerFromDeviceId(device.deviceId) != PlayerEnum.None){
return;
}
// CHECK IF THERE'S A SLOT FREE
PlayerEnum player = inputManagerServer.RegisterDevice(device.deviceId);
if (player == PlayerEnum.None)
{
return;
}
// COPY AND INIT THE INPUT ACTION
string inputAssetAsJson = sharedInput.ToJson();
InputActionAsset sharedInputCopy = InputActionAsset.FromJson(inputAssetAsJson);
sharedInputCopy.devices = new []{ device };
sharedInputCopy.Enable();
// CREATE AN OBJECT TO HOLD THE COMPONENT
GameObject managerClient = new GameObject();
managerClient.transform.name = $"Input Manager Client Device {device.deviceId}";
managerClient.AddComponent<InputManagerClient>().Constructor(sharedInputCopy, inputVariablePlayersReference, player);
DontDestroyOnLoad(managerClient);
}
}
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using System;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Conjure.Input
{
public class InputManagerClient: SerializedMonoBehaviour
{
private InputVariablePlayersReference _inputVariablePlayersReference;
private InputActionAsset _inputActionAsset;
private PlayerEnum _player;
private InputAction _moveAction;
public void Constructor(InputActionAsset inputActionAsset, InputVariablePlayersReference inputVariablePlayersReference, PlayerEnum player)
{
if (player == PlayerEnum.None)
{
throw new PlayerEnumNoneException();
}
_inputActionAsset = inputActionAsset;
_inputVariablePlayersReference = inputVariablePlayersReference;
_player = player;
_moveAction = _inputActionAsset.FindAction("Move");
_moveAction.started += OnMove;
_moveAction.performed += OnMove;
_moveAction.canceled += OnMove;
}
private void OnMove(InputAction.CallbackContext context)
{
if (_player == PlayerEnum.None)
{
return;
}
Vector2 direction = context.action.ReadValue<Vector2>();
_inputVariablePlayersReference.GetReferenceByPlayerEnum(_player).MovementDirectionVariable.Value = new Vector3(direction.x, 0, direction.y);
}
private void OnDestroy()
{
_moveAction.started -= OnMove;
_moveAction.performed -= OnMove;
_moveAction.canceled -= OnMove;
}
}
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using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Conjure.Input
{
public class InputManagerServer: SerializedMonoBehaviour
{
private const int None = (int)PlayerEnum.None;
[SerializeField] private Dictionary<PlayerEnum, int> playerIdDictionary = new Dictionary<PlayerEnum, int>();
private int _numberPlayer = 0;
InputManagerServer()
{
playerIdDictionary[PlayerEnum.Player1] = (int)PlayerEnum.None;
playerIdDictionary[PlayerEnum.Player2] = (int)PlayerEnum.None;
}
public PlayerEnum RegisterDevice(int deviceId)
{
PlayerEnum playerSlot;
playerSlot = GetPlayerFromDeviceId(deviceId);
if (playerSlot != PlayerEnum.None)
{
return playerSlot;
}
if (!HasFreeSlot())
{
return PlayerEnum.None;
}
playerSlot = GetFirstFreeSlot();
playerIdDictionary[playerSlot] = deviceId;
_numberPlayer++;
return playerSlot;
}
public void UnregisterDevice(int deviceId)
{
// TODO refactor this when I get time so it's not a if else doing the same thing at different index
if (playerIdDictionary.ContainsKey(PlayerEnum.Player1) && playerIdDictionary[PlayerEnum.Player1] == deviceId)
{
playerIdDictionary[PlayerEnum.Player1] = None;
_numberPlayer--;
}
else if (playerIdDictionary.ContainsKey(PlayerEnum.Player2) && playerIdDictionary[PlayerEnum.Player2] == deviceId)
{
playerIdDictionary[PlayerEnum.Player2] = None;
_numberPlayer--;
}
}
public int GetDeviceIdFromPlayerEnum(PlayerEnum player)
{
if (player == PlayerEnum.None)
{
return None;
}
return playerIdDictionary[player];
}
public int GetNumberPlayers()
{
return _numberPlayer;
}
public PlayerEnum GetPlayerFromDeviceId(int deviceId)
{
if (playerIdDictionary.ContainsKey(PlayerEnum.Player1) && playerIdDictionary[PlayerEnum.Player1] == deviceId)
{
return PlayerEnum.Player1;
}
if (playerIdDictionary.ContainsKey(PlayerEnum.Player2) && playerIdDictionary[PlayerEnum.Player2] == deviceId)
{
return PlayerEnum.Player2;
}
return PlayerEnum.None;
}
private bool HasFreeSlot()
{
return playerIdDictionary.Count < 2;
}
private PlayerEnum GetFirstFreeSlot()
{
if (!playerIdDictionary.ContainsKey(PlayerEnum.Player1))
{
return PlayerEnum.Player1;
}
if (!playerIdDictionary.ContainsKey(PlayerEnum.Player2))
{
return PlayerEnum.Player2;
}
return PlayerEnum.None;
}
}
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using Sirenix.OdinInspector;
using UnityEngine;
namespace Conjure.Input
{
[CreateAssetMenu(fileName = "InputVariablePlayersReference", menuName = "ScriptableObjects/inputs/InputVariablePlayersReference", order = 0)]
public class InputVariablePlayersReference : SerializedScriptableObject
{
[SerializeField] private InputVariableReference[] inputReferences = new InputVariableReference[2];
public InputVariableReference GetReferenceByPlayerEnum(PlayerEnum player)
{
if (player == PlayerEnum.None)
{
return null;
}
return inputReferences[(int)player];
}
}
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using Obvious.Soap;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Conjure.Input
{
[CreateAssetMenu(fileName = "InputVariableReference", menuName = "ScriptableObjects/inputs/InputVariableReference", order = 0)]
public class InputVariableReference : SerializedScriptableObject
{
[SerializeField]
public Vector3Variable MovementDirectionVariable { get; private set; }
}
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using System;
namespace Conjure.Input
{
public enum PlayerEnum
{
None = -1,
Player1 = 0,
Player2 = 1
}
class PlayerEnumNoneException: Exception
{
public PlayerEnumNoneException(): base("This player shouldn't be none") {}
}
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Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

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