diff --git a/.gitignore b/.gitignore index c592bb8e..c4f09136 100644 --- a/.gitignore +++ b/.gitignore @@ -1,6 +1,6 @@ # This .gitignore file should be placed at the root of your Unity project directory # -# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore +# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore # /[Ll]ibrary/ /[Tt]emp/ @@ -14,8 +14,8 @@ # They also could contain extremely sensitive data /[Mm]emoryCaptures/ -# Asset meta data should only be ignored when the corresponding asset is also ignored -!/[Aa]ssets/**/*.meta +# Recordings can get excessive in size +/[Rr]ecordings/ # Uncomment this line if you wish to ignore the asset store tools plugin # /[Aa]ssets/AssetStoreTools* @@ -59,6 +59,7 @@ sysinfo.txt *.apk *.aab *.unitypackage +*.app # Crashlytics generated file crashlytics-build.properties diff --git a/Assets/Animations/Base/BaseAnimation.anim b/Assets/Animations/Base/BaseAnimation.anim index 3afbc68b..1f9b17ac 100644 --- a/Assets/Animations/Base/BaseAnimation.anim +++ b/Assets/Animations/Base/BaseAnimation.anim @@ -20,151 +20,145 @@ AnimationClip: - serializedVersion: 3 time: 0 value: {x: -90, y: 0, z: 0} - inSlope: {x: 0, y: 156.9147, z: 0} - outSlope: {x: 0, y: 156.9147, z: 0} + inSlope: {x: 0, y: 36.16589, z: 0} + outSlope: {x: 0, y: 36.16589, z: 0} tangentMode: 0 weightedMode: 0 inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} - outWeight: {x: 0.33333334, y: 0.24799886, z: 0.33333334} + outWeight: {x: 0.33333334, y: 0.24776547, z: 0.33333334} - serializedVersion: 3 - time: 1.5 + time: 5 value: {x: -90, y: 180, z: 0} - inSlope: {x: 0, y: 120, z: 0} - outSlope: {x: 0, y: 120, z: 0} + inSlope: {x: 0, y: 36, z: 0} + outSlope: {x: 0, y: 36, z: 0} tangentMode: 0 weightedMode: 0 inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} - serializedVersion: 3 - time: 3 + time: 10 value: {x: -90, y: 360, z: 0} - inSlope: {x: 0, y: 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tangentMode: 136 @@ -522,8 +518,8 @@ AnimationClip: inWeight: 0.33333334 outWeight: 0.33333334 - serializedVersion: 3 - time: 1.5 - value: 1 + time: 5 + value: 0.8 inSlope: 0 outSlope: 0 tangentMode: 136 @@ -531,8 +527,8 @@ AnimationClip: inWeight: 0.33333334 outWeight: 0.33333334 - serializedVersion: 3 - time: 3 - value: 1 + time: 10 + value: 0 inSlope: 0 outSlope: 0 tangentMode: 136 @@ -542,16 +538,16 @@ AnimationClip: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 - attribute: material._BaseColor.a - path: base/Cylinder.006 - classID: 23 + attribute: m_LocalPosition.y + path: base/Crystal/LargeCrystal (1) + classID: 4 script: {fileID: 0} - curve: serializedVersion: 2 m_Curve: - serializedVersion: 3 time: 0 - value: -0.022546768 + value: 0.5739641 inSlope: 0 outSlope: 0 tangentMode: 136 @@ -559,8 +555,8 @@ AnimationClip: inWeight: 0.33333334 outWeight: 0.33333334 - serializedVersion: 3 - time: 3 - value: -0.022546768 + time: 10 + value: 0.5739641 inSlope: 0 outSlope: 0 tangentMode: 136 @@ -570,8 +566,8 @@ AnimationClip: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 - attribute: m_LocalPosition.x - path: base/Cylinder.006 + attribute: m_LocalPosition.z + path: base/Crystal/LargeCrystal (1) classID: 4 script: {fileID: 0} - curve: @@ -579,16 +575,72 @@ AnimationClip: m_Curve: - serializedVersion: 3 time: 0 - value: 5.578458 + value: -90 + inSlope: 0 + outSlope: 0 + tangentMode: 136 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 10 + value: -90 inSlope: 0 outSlope: 0 tangentMode: 136 weightedMode: 0 inWeight: 0.33333334 outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + attribute: localEulerAnglesRaw.x + path: base/Crystal/LargeCrystal (1) + classID: 4 + script: {fileID: 0} + - curve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 0 + inSlope: 37.90764 + outSlope: 37.90764 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + 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+ quality: 1 + conversionMode: 0 + 7: + loadType: 0 + sampleRateSetting: 0 + sampleRateOverride: 44100 + compressionFormat: 1 + quality: 1 + conversionMode: 0 + forceToMono: 0 + normalize: 1 + preloadAudioData: 1 + loadInBackground: 0 + ambisonic: 0 + 3D: 1 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AudioFIles/file.txt b/Assets/AudioFIles/file.txt deleted file mode 100644 index dac6614d..00000000 --- a/Assets/AudioFIles/file.txt +++ /dev/null @@ -1,6 +0,0 @@ -I am a file. -I need to be here to maintain git folder structure. -You may remove me if there are other files in this folder. -I am just glad to be of help. - -Goodbye.... \ No newline at end of file diff --git a/Assets/EditorAttributes/ReadOnlyAttribute.cs b/Assets/EditorAttributes/ReadOnlyAttribute.cs deleted file mode 100644 index 35e719fe..00000000 --- a/Assets/EditorAttributes/ReadOnlyAttribute.cs +++ /dev/null @@ -1,3 +0,0 @@ -using UnityEngine; - -public class ReadOnlyAttribute : PropertyAttribute {} diff --git a/Assets/InputSettings.meta b/Assets/InputSettings.meta new file mode 100644 index 00000000..7a3879cd --- /dev/null +++ b/Assets/InputSettings.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5808c8faec6d3c44d8c70de690c4e947 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/InputSystem.inputsettings.asset b/Assets/InputSettings/InputSystem.inputsettings.asset similarity index 100% rename from Assets/InputSystem.inputsettings.asset rename to Assets/InputSettings/InputSystem.inputsettings.asset diff --git a/Assets/InputSystem.inputsettings.asset.meta b/Assets/InputSettings/InputSystem.inputsettings.asset.meta similarity index 100% rename from Assets/InputSystem.inputsettings.asset.meta rename to Assets/InputSettings/InputSystem.inputsettings.asset.meta diff --git a/Assets/Prefabs/PlayerControls.inputactions b/Assets/InputSettings/PlayerControls.inputactions similarity index 68% rename from Assets/Prefabs/PlayerControls.inputactions rename to Assets/InputSettings/PlayerControls.inputactions index 372a6c19..c46efc49 100644 --- a/Assets/Prefabs/PlayerControls.inputactions +++ b/Assets/InputSettings/PlayerControls.inputactions @@ -30,7 +30,7 @@ "interactions": "" }, { - "name": "Back", + "name": "Cancel", "type": "Button", "id": "edbb2489-0819-43dd-bbbf-39f2ad7c7800", "expectedControlType": "Button", @@ -45,6 +45,14 @@ "processors": "", "interactions": "" }, + { + "name": "Pause", + "type": "Button", + "id": "6702a6d5-4f86-4f26-90c0-615b6eeedd8c", + "expectedControlType": "Button", + "processors": "", + "interactions": "" + }, { "name": "Ready for next wave", "type": "Button", @@ -52,6 +60,46 @@ "expectedControlType": "Button", "processors": "", "interactions": "" + }, + { + "name": "Move tower", + "type": "Button", + "id": "34be8f5b-dd5f-48f5-91c6-67c76e24d444", + "expectedControlType": "Button", + "processors": "", + "interactions": "" + }, + { + "name": "DUp", + "type": "Button", + "id": "ae0a9726-d0a4-4757-81f8-3683dffdbb50", + "expectedControlType": "Button", + "processors": "", + "interactions": "" + }, + { + "name": "DDown", + "type": "Button", + "id": "42a6c193-0d8b-472e-bc38-c688b7372cdc", + "expectedControlType": "Button", + "processors": "", + "interactions": "" + }, + { + "name": "DLeft", + "type": "Button", + "id": "53e9d0f4-0937-4c45-8553-462f3d4f5258", + "expectedControlType": "Button", + "processors": "", + "interactions": "" + }, + { + "name": "DRight", + "type": "Button", + "id": "c47fb957-6919-48e8-9969-a148317e8161", + "expectedControlType": "Button", + "processors": "", + "interactions": "" } ], "bindings": [ @@ -190,7 +238,7 @@ { "name": "", "id": "bac400b0-2247-4df1-9c23-f98655a46a99", - "path": "/buttonEast", + "path": "/buttonSouth", "interactions": "", "processors": "", "groups": "Controller", @@ -201,7 +249,7 @@ { "name": "", "id": "1fa37b50-7164-456f-9b73-1a444e0b65b8", - "path": "/e", + "path": "/#(E)", 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{} - mainObjectFileID: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scenes/enemy.unity b/Assets/Scenes/enemy.unity deleted file mode 100644 index bb9973b0..00000000 --- a/Assets/Scenes/enemy.unity +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:06a6c9960e924ffb5ea712b223463c6d219aa8d7a813ceff01ae22e61487db8e -size 13474 diff --git a/Assets/ScriptableObjects/README.md b/Assets/ScriptableObjects/README.md index 630b78f3..859c29de 100644 --- a/Assets/ScriptableObjects/README.md +++ b/Assets/ScriptableObjects/README.md @@ -1,4 +1,4 @@ -This directory contains scripts that define scriptable objects, and folders that holds specific instances of the defined scriptable objects. +This directory contains instances of the scriptable objects in [`Scripts/ScriptableObjects`](../Scripts/ScriptableObjects). Scriptable objects are made to streamline the process of making prefabs, both for UI elements like icons and descriptions, and functional variables like cost. diff --git a/Assets/ScriptableObjects/TowerObjects/Axe.asset b/Assets/ScriptableObjects/TowerObjects/Axe.asset index fa81d18d..4e215389 100644 --- a/Assets/ScriptableObjects/TowerObjects/Axe.asset +++ b/Assets/ScriptableObjects/TowerObjects/Axe.asset @@ -14,6 +14,6 @@ MonoBehaviour: m_EditorClassIdentifier: towerName: Axe Tower cost: 10 - tower: {fileID: 3049860759449414087, guid: 2a1e6d3988707374cb7a56af40c64f56, type: 3} + towerConstructionPrefab: {fileID: 4378456093730250763, guid: 2a1e6d3988707374cb7a56af40c64f56, type: 3} icon: {fileID: 21300000, guid: f80fae3def271ef40a6d22ba620a34bf, type: 3} iconHighlight: {fileID: 21300000, guid: 19685a87494c2494fb77214dd0805ae5, type: 3} diff --git a/Assets/ScriptableObjects/TowerObjects/Lightning.asset b/Assets/ScriptableObjects/TowerObjects/Lightning.asset index fc26064f..c0aaa6b9 100644 --- a/Assets/ScriptableObjects/TowerObjects/Lightning.asset +++ b/Assets/ScriptableObjects/TowerObjects/Lightning.asset @@ -14,6 +14,6 @@ MonoBehaviour: m_EditorClassIdentifier: towerName: Lightning Tower cost: 20 - tower: {fileID: 7425059109847644991, guid: 82323e899627197458687641724feb2e, type: 3} + towerConstructionPrefab: {fileID: 5005483425291373339, guid: 82323e899627197458687641724feb2e, type: 3} icon: {fileID: 21300000, guid: fa8af8745608b524f9f1ec52216dbb43, type: 3} iconHighlight: {fileID: 21300000, guid: 9b4fee474c377fc4d8ef53cf595bae8c, type: 3} diff --git a/Assets/ScriptableObjects/TowerObjects/Wheel.asset b/Assets/ScriptableObjects/TowerObjects/Wheel.asset index 0bfa2821..e0a93621 100644 --- a/Assets/ScriptableObjects/TowerObjects/Wheel.asset +++ b/Assets/ScriptableObjects/TowerObjects/Wheel.asset @@ -14,6 +14,6 @@ MonoBehaviour: m_EditorClassIdentifier: towerName: Wheel Tower cost: 20 - tower: {fileID: 4073339244315473739, guid: db4cf6bf2ec202a4d9beec3d1e41ae19, type: 3} + towerConstructionPrefab: {fileID: 7722909000114666498, guid: db4cf6bf2ec202a4d9beec3d1e41ae19, type: 3} icon: {fileID: 0} iconHighlight: {fileID: 0} diff --git a/Assets/ScriptableObjects/TowerScript.cs b/Assets/ScriptableObjects/TowerScript.cs deleted file mode 100644 index a282108d..00000000 --- a/Assets/ScriptableObjects/TowerScript.cs +++ /dev/null @@ -1,14 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; - -[CreateAssetMenu(menuName = "TowerScriptableObject")] -public class TowerScript : ScriptableObject -{ - public string towerName; - public int cost; - public GameObject tower; - public Sprite icon; - public Sprite iconHighlight; -} diff --git a/Assets/Scripts/Animation/ExplosionController.cs b/Assets/Scripts/Animation/ExplosionController.cs index 85e0af3a..c98963c8 100644 --- a/Assets/Scripts/Animation/ExplosionController.cs +++ b/Assets/Scripts/Animation/ExplosionController.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using UnityEngine; + public class ExplosionController : MonoBehaviour { public AnimationCurve explosionCurve; diff --git a/Assets/Scripts/Audio.meta b/Assets/Scripts/Audio.meta new file mode 100644 index 00000000..aab6cef1 --- /dev/null +++ b/Assets/Scripts/Audio.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 64f12bc1e33587742bd30524a3327223 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Audio/DistortOnDamage.cs b/Assets/Scripts/Audio/DistortOnDamage.cs new file mode 100644 index 00000000..0e421980 --- /dev/null +++ b/Assets/Scripts/Audio/DistortOnDamage.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +public class DistortOnDamage : MonoBehaviour +{ + public AnimationCurve distortCurve; + public float distortTime; + bool distorting = false; + + private HealthLogic baseHealthLogic; + private AudioSource audioSource; + + void Awake() + { + audioSource = GetComponent(); + } + + void Start() + { + baseHealthLogic = BaseController.Singleton.GetComponent(); + baseHealthLogic.onDamage += Distort; + } + + void OnDestroy() + { + baseHealthLogic.onDamage -= Distort; + } + + private void Distort(DamageInfo d) + { + if (!distorting) + StartCoroutine(DistortRoutine()); + } + + private IEnumerator DistortRoutine() + { + distorting = true; + + float startTime = Time.time; + while (Time.time < startTime + distortTime) + { + audioSource.pitch = distortCurve.Evaluate((Time.time - startTime) / distortTime); + yield return null; + } + + distorting = false; + } +} diff --git a/Assets/Scripts/Enemy/Types/PlaceholderEnemy.cs.meta b/Assets/Scripts/Audio/DistortOnDamage.cs.meta similarity index 83% rename from Assets/Scripts/Enemy/Types/PlaceholderEnemy.cs.meta rename to Assets/Scripts/Audio/DistortOnDamage.cs.meta index 2f6cb77f..688996f2 100644 --- a/Assets/Scripts/Enemy/Types/PlaceholderEnemy.cs.meta +++ b/Assets/Scripts/Audio/DistortOnDamage.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 575f3d6c9f8cf014584948f3ca1a6c53 +guid: d425046e64c0b584b95947c3ae77ccb0 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Editor.meta b/Assets/Scripts/Editor.meta similarity index 100% rename from Assets/Editor.meta rename to Assets/Scripts/Editor.meta diff --git a/Assets/Scripts/Editor/HexCoordinatesDrawer.cs b/Assets/Scripts/Editor/HexCoordinatesDrawer.cs new file mode 100644 index 00000000..7a4c61f5 --- /dev/null +++ b/Assets/Scripts/Editor/HexCoordinatesDrawer.cs @@ -0,0 +1,7 @@ +using UnityEditor; + + +// Provides a way for the inspector to show the value of `HexCoordinates` fields +[CustomPropertyDrawer(typeof(HexCoordinates))] +public class HexCoordinatesDrawer : TextLabelDrawer +{} diff --git a/Assets/Animations/Editor/HexCoordinatesDrawer.cs.meta b/Assets/Scripts/Editor/HexCoordinatesDrawer.cs.meta similarity index 100% rename from Assets/Animations/Editor/HexCoordinatesDrawer.cs.meta rename to Assets/Scripts/Editor/HexCoordinatesDrawer.cs.meta diff --git a/Assets/Scripts/Editor/HexGridDrawer.cs b/Assets/Scripts/Editor/HexGridDrawer.cs new file mode 100644 index 00000000..c6e56c88 --- /dev/null +++ b/Assets/Scripts/Editor/HexGridDrawer.cs @@ -0,0 +1,15 @@ +using UnityEditor; +using UnityEngine; + + +[CustomEditor(typeof(HexGrid))] +public class HexGridDrawer : Editor +{ + public override void OnInspectorGUI() + { + base.OnInspectorGUI(); + + if (GUILayout.Button("Generate Terrain")) + ((HexGrid)target).RebuildTerrain(); + } +} diff --git a/Assets/Scripts/Interactables/TowerConstructor.cs.meta b/Assets/Scripts/Editor/HexGridDrawer.cs.meta similarity index 83% rename from Assets/Scripts/Interactables/TowerConstructor.cs.meta rename to Assets/Scripts/Editor/HexGridDrawer.cs.meta index 540cf393..589c96de 100644 --- a/Assets/Scripts/Interactables/TowerConstructor.cs.meta +++ b/Assets/Scripts/Editor/HexGridDrawer.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: f3e6a1e5ca21f8e44a5a83f31b6d7f8c +guid: 65523fbc5023fbb49b2b7aec12916161 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Editor/ReadOnlyDrawer.cs b/Assets/Scripts/Editor/ReadOnlyDrawer.cs similarity index 59% rename from Assets/Editor/ReadOnlyDrawer.cs rename to Assets/Scripts/Editor/ReadOnlyDrawer.cs index 032b84f6..923cf256 100644 --- a/Assets/Editor/ReadOnlyDrawer.cs +++ b/Assets/Scripts/Editor/ReadOnlyDrawer.cs @@ -5,18 +5,20 @@ [CustomPropertyDrawer(typeof(ReadOnlyAttribute))] public class ReadOnlyDrawer : PropertyDrawer { - public override float GetPropertyHeight(SerializedProperty property, - GUIContent label) + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { return EditorGUI.GetPropertyHeight(property, label, true); } - public override void OnGUI(Rect position, - SerializedProperty property, - GUIContent label) + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { GUI.enabled = false; - EditorGUI.PropertyField(position, property, label, true); + DrawGUIField(position, property, label); GUI.enabled = true; } + + protected virtual void DrawGUIField(Rect position, SerializedProperty property, GUIContent label) + { + EditorGUI.PropertyField(position, property, label, true); + } } diff --git a/Assets/Editor/ReadOnlyDrawer.cs.meta b/Assets/Scripts/Editor/ReadOnlyDrawer.cs.meta similarity index 100% rename from Assets/Editor/ReadOnlyDrawer.cs.meta rename to Assets/Scripts/Editor/ReadOnlyDrawer.cs.meta diff --git a/Assets/Scripts/Editor/TextLabelDrawer.cs b/Assets/Scripts/Editor/TextLabelDrawer.cs new file mode 100644 index 00000000..4500fc33 --- /dev/null +++ b/Assets/Scripts/Editor/TextLabelDrawer.cs @@ -0,0 +1,36 @@ +using UnityEditor; +using UnityEngine; + + +[CustomPropertyDrawer(typeof(TextLabelAttribute))] +public class TextLabelDrawer : ReadOnlyDrawer +{ + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + float baseHeight = EditorGUI.GetPropertyHeight(property, label, true); + int numLines = GetFieldStringRepr(property).Split('\n').Length; + return numLines * baseHeight; + } + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + if (attribute is TextLabelAttribute textLabelAttribute && textLabelAttribute.greyedOut) + base.OnGUI(position, property, label); + else + { + // Skip the greying-out logic in the base class (through disabling and re-enabling `GUI`) + DrawGUIField(position, property, label); + } + } + + protected override void DrawGUIField(Rect position, SerializedProperty property, GUIContent label) + { + EditorGUI.LabelField(position, label.text, GetFieldStringRepr(property)); + } + + private string GetFieldStringRepr(SerializedProperty property) + { + object attributeValue = fieldInfo.GetValue(property.serializedObject.targetObject); + return attributeValue.ToString(); + } +} diff --git a/Assets/Scripts/Terrain/HexEdgeType.cs.meta b/Assets/Scripts/Editor/TextLabelDrawer.cs.meta similarity index 83% rename from Assets/Scripts/Terrain/HexEdgeType.cs.meta rename to Assets/Scripts/Editor/TextLabelDrawer.cs.meta index 89b57410..07e5ca55 100644 --- a/Assets/Scripts/Terrain/HexEdgeType.cs.meta +++ b/Assets/Scripts/Editor/TextLabelDrawer.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 1f732f5bb4a1d6b4ca7f3ec35cfd85a7 +guid: 9eb11d95884461949a0bf9440a6e5bac MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/EditorAttributes.meta b/Assets/Scripts/EditorAttributes.meta similarity index 100% rename from Assets/EditorAttributes.meta rename to Assets/Scripts/EditorAttributes.meta diff --git a/Assets/Scripts/EditorAttributes/ReadOnlyAttribute.cs b/Assets/Scripts/EditorAttributes/ReadOnlyAttribute.cs new file mode 100644 index 00000000..0b22fb09 --- /dev/null +++ b/Assets/Scripts/EditorAttributes/ReadOnlyAttribute.cs @@ -0,0 +1,5 @@ +using UnityEngine; + + +public class ReadOnlyAttribute : PropertyAttribute +{} diff --git a/Assets/EditorAttributes/ReadOnlyAttribute.cs.meta b/Assets/Scripts/EditorAttributes/ReadOnlyAttribute.cs.meta similarity index 100% rename from Assets/EditorAttributes/ReadOnlyAttribute.cs.meta rename to Assets/Scripts/EditorAttributes/ReadOnlyAttribute.cs.meta diff --git a/Assets/Scripts/EditorAttributes/TextLabelAttribute.cs b/Assets/Scripts/EditorAttributes/TextLabelAttribute.cs new file mode 100644 index 00000000..11bc3cf1 --- /dev/null +++ b/Assets/Scripts/EditorAttributes/TextLabelAttribute.cs @@ -0,0 +1,7 @@ +using UnityEngine; + + +public class TextLabelAttribute : PropertyAttribute +{ + public bool greyedOut { get; set; } +} diff --git a/Assets/Scripts/Terrain/HexGridChunk.cs.meta b/Assets/Scripts/EditorAttributes/TextLabelAttribute.cs.meta similarity index 83% rename from Assets/Scripts/Terrain/HexGridChunk.cs.meta rename to Assets/Scripts/EditorAttributes/TextLabelAttribute.cs.meta index 1f722a67..250de081 100644 --- a/Assets/Scripts/Terrain/HexGridChunk.cs.meta +++ b/Assets/Scripts/EditorAttributes/TextLabelAttribute.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: e8935bad96381c94c97d2e0fd33b7a94 +guid: 6e7486acc27bdff449ac676253f71276 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Enemy/Types.meta b/Assets/Scripts/Enemy/Enemies.meta similarity index 100% rename from Assets/Scripts/Enemy/Types.meta rename to Assets/Scripts/Enemy/Enemies.meta diff --git a/Assets/Scripts/Enemy/Enemies/Skeleton.meta b/Assets/Scripts/Enemy/Enemies/Skeleton.meta new file mode 100644 index 00000000..6c7a7675 --- /dev/null +++ b/Assets/Scripts/Enemy/Enemies/Skeleton.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7fb24c38653b8e34493c3ea55a224b6c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonController.cs b/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonController.cs new file mode 100644 index 00000000..875ab6f1 --- /dev/null +++ b/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonController.cs @@ -0,0 +1,199 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Random = UnityEngine.Random; + + +public class SkeletonController : Enemy +{ + [SerializeField] + protected float walkSpeed = 1.8f; + + [SerializeField] + protected float chaseSpeed = 5f; + + [SerializeField] + protected float baseAttackDistance = 2f; + + [SerializeField] + protected float playerAttackDistance = 1f; + + [SerializeField] + protected float playerChaseStopDistance = 4f; + + private static readonly int attackAnimatorParam = Animator.StringToHash("Attack"); + private static readonly int chasingAnimatorParam = Animator.StringToHash("Chasing"); + private static readonly int walkModeAnimatorParam = Animator.StringToHash("WalkMode"); + + protected override void Die(DamageInfo damageInfo) + { + base.Die(damageInfo); + + UIManager.Singleton.IncreaseScore(scoreValue); + } + + protected override void Start() + { + base.Start(); + + agent.speed = walkSpeed; + + AnimationSetup(); + // Set random animation start time for current animation state + anim.Play(0, -1, Random.value); + } + + private void AnimationSetup() + { + // Set random walk animation + anim.SetFloat(walkModeAnimatorParam, Mathf.Floor(Random.Range(0, 2))); + } + + void FixedUpdate() + { + HasLostTargetCheck(); + + if (CurrentTarget) + MakeDecisionOnTarget(); + } + + private void HasLostTargetCheck() + { + if (currentState == EnemyState.DEAD) + return; + + if (!CurrentTarget) // Previous target was destroyed + { + if (baseTransform) + { + CurrentTarget = baseTransform; + SetState(EnemyState.WALKING); + } else + CurrentTarget = null; + } + } + + private void MakeDecisionOnTarget() + { + switch (currentState) + { + case EnemyState.WALKING: + if (transform.position.DistanceLessThan(baseAttackDistance, baseTransform.position)) + SetState(EnemyState.ATTACK_BASE); + + break; + case EnemyState.ATTACK_PLAYER: + break; + case EnemyState.ATTACK_BASE: + break; + case EnemyState.CHASING: + if (transform.position.DistanceLessThan(playerAttackDistance, CurrentTarget.position)) + SetState(EnemyState.ATTACK_PLAYER); + else if (transform.position.DistanceGreaterThan(playerChaseStopDistance, CurrentTarget.position)) + SetState(EnemyState.WALKING); + else + UpdateTargetDestination(); + + break; + case EnemyState.DEAD: + break; + } + } + + protected override void SetState(EnemyState newState) + { + base.SetState(newState); + + HasLostTargetCheck(); + } + + protected override void HandleStateChange(EnemyState oldState, EnemyState newState) + { + switch (oldState) + { + case EnemyState.WALKING: + break; + case EnemyState.ATTACK_PLAYER: + case EnemyState.ATTACK_BASE: + anim.SetBool(attackAnimatorParam, false); + break; + case EnemyState.CHASING: + agent.speed = walkSpeed; + anim.SetBool(chasingAnimatorParam, false); + break; + case EnemyState.DEAD: + return; + } + + switch (newState) + { + case EnemyState.WALKING: + CurrentTarget = baseTransform; + agent.stoppingDistance = baseAttackDistance; + break; + case EnemyState.ATTACK_PLAYER: + agent.stoppingDistance = playerAttackDistance; + anim.SetBool(attackAnimatorParam, true); + break; + case EnemyState.ATTACK_BASE: + CurrentTarget = baseTransform; + agent.stoppingDistance = baseAttackDistance; + anim.SetBool(attackAnimatorParam, true); + break; + case EnemyState.CHASING: + agent.speed = chaseSpeed; + agent.stoppingDistance = playerAttackDistance; + anim.SetBool(chasingAnimatorParam, true); + break; + case EnemyState.DEAD: + CurrentTarget = null; + Destroy(gameObject, 2.5f); + break; + } + } + + private void UpdateTargetDestination() + { + // Invoke the logic in CurrentTarget's setter + CurrentTarget = CurrentTarget; + } + + public void OnPlayerDetected(Transform playerTransform) + { + if (currentState == EnemyState.WALKING) + { + CurrentTarget = playerTransform; + SetState(EnemyState.CHASING); + } + } + + public void OnDealDamage() + { + switch (currentState) + { + case EnemyState.WALKING: + break; + case EnemyState.ATTACK_PLAYER: + HealthLogic playerHealth = CurrentTarget.GetComponent(); + playerHealth.OnReceiveDamage(attackDamage); + if (playerHealth.health <= 0) + { + SetState(EnemyState.WALKING); + return; + } + + if (transform.position.DistanceGreaterThan(playerAttackDistance, CurrentTarget.position)) + SetState(EnemyState.CHASING); + + break; + case EnemyState.ATTACK_BASE: + baseHealth?.OnReceiveDamage(attackDamage); + break; + case EnemyState.CHASING: + break; + case EnemyState.DEAD: + break; + } + } +} diff --git a/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonController.cs.meta b/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonController.cs.meta new file mode 100644 index 00000000..2a9a82fa --- /dev/null +++ b/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c06abda960a9a7241bfbfac97eb789c3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonEventHelper.cs b/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonEventHelper.cs new file mode 100644 index 00000000..69b265d2 --- /dev/null +++ b/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonEventHelper.cs @@ -0,0 +1,16 @@ +using UnityEngine; + + +public class SkeletonEventHelper : MonoBehaviour +{ + [SerializeField] + private SkeletonController controller; + + /// + /// Called through an animation event on the Armature_Attack_1.anim skeleton animation. + /// + public void OnAttackEvent() + { + controller.OnDealDamage(); + } +} diff --git a/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonEventHelper.cs.meta b/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonEventHelper.cs.meta new file mode 100644 index 00000000..8857e910 --- /dev/null +++ b/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonEventHelper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0f64362eb748f8642a6cab60b55f8194 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonRagdollController.cs b/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonRagdollController.cs new file mode 100644 index 00000000..9ae8d9ae --- /dev/null +++ b/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonRagdollController.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.AI; + + +[RequireComponent(typeof(HealthLogic))] +public class SkeletonRagdollController : MonoBehaviour +{ + [SerializeField] + private Animator anim; + + [SerializeField] + private Collider colliderToDisable; + + [SerializeField] + private Collider colliderToEnable; + + [SerializeField] + private Vector2 launchSpeed; + + [SerializeField] + private float launchRotationSpeed; + + private Rigidbody body; + private NavMeshAgent agent; + private HealthLogic health; + + private static readonly int deadAnimatorParam = Animator.StringToHash("Dead"); + private static readonly int deathModeAnimatorParam = Animator.StringToHash("DeathMode"); + + void Awake() + { + body = GetComponent(); + agent = GetComponent(); + health = GetComponent(); + health.onDeath += Launch; + } + + void OnDestroy() + { + health.onDeath -= Launch; + } + + private void Launch(DamageInfo dmg) + { + anim.SetBool(deadAnimatorParam, true); + // Set random death animation + anim.SetFloat(deathModeAnimatorParam, Mathf.Floor(Random.Range(0, 8))); + + agent.enabled = false; + colliderToDisable.enabled = false; + colliderToEnable.enabled = true; + + body.centerOfMass = new Vector3(0, 1.5f, 0); + body.isKinematic = false; + body.useGravity = true; + body.maxAngularVelocity = Mathf.Infinity; + + body.AddForce(dmg.KnockBackDir * dmg.KnockBackForce, ForceMode.VelocityChange); + body.AddTorque(Random.onUnitSphere * Mathf.Pow(Random.Range(0f, 1f), 2) * launchRotationSpeed, ForceMode.VelocityChange); + } +} diff --git a/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonRagdollController.cs.meta b/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonRagdollController.cs.meta new file mode 100644 index 00000000..a835235f --- /dev/null +++ b/Assets/Scripts/Enemy/Enemies/Skeleton/SkeletonRagdollController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 44aeb75c17c6bb242b9da7bec99c01aa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Enemy/Enemies/Skeleton/Skeleton_PlayerDetector.cs b/Assets/Scripts/Enemy/Enemies/Skeleton/Skeleton_PlayerDetector.cs new file mode 100644 index 00000000..f254805a --- /dev/null +++ b/Assets/Scripts/Enemy/Enemies/Skeleton/Skeleton_PlayerDetector.cs @@ -0,0 +1,17 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +public class Skeleton_PlayerDetector : MonoBehaviour +{ + [SerializeField] + private SkeletonController skeleton; + + void OnTriggerEnter(Collider collider) + { + // If the colliding object is a player: + if (collider.CompareTag("Player")) + skeleton.OnPlayerDetected(collider.transform); + } +} diff --git a/Assets/Scripts/Enemy/Enemy_PlayerDetector.cs.meta b/Assets/Scripts/Enemy/Enemies/Skeleton/Skeleton_PlayerDetector.cs.meta similarity index 100% rename from Assets/Scripts/Enemy/Enemy_PlayerDetector.cs.meta rename to Assets/Scripts/Enemy/Enemies/Skeleton/Skeleton_PlayerDetector.cs.meta diff --git a/Assets/Scripts/Enemy/Enemies/UnigolemController.cs b/Assets/Scripts/Enemy/Enemies/UnigolemController.cs new file mode 100644 index 00000000..fd30a20b --- /dev/null +++ b/Assets/Scripts/Enemy/Enemies/UnigolemController.cs @@ -0,0 +1,68 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +public class UnigolemController : Enemy +{ + [SerializeField] + private Transform model; + + [SerializeField] + private float tiltAngleSide = 30f; + + [SerializeField] + private float tiltAngleFront = 30f; + + [SerializeField] + private float detonationDistance = 2f; + + private Vector3 lastForward; + + private static readonly int speedAnimatorParam = Animator.StringToHash("Speed"); + + protected override void Start() + { + base.Start(); + + CurrentTarget = baseTransform; + lastForward = transform.forward; + } + + protected override void HandleStateChange(EnemyState oldState, EnemyState newState) + { + switch (newState) + { + case EnemyState.WALKING: + case EnemyState.ATTACK_PLAYER: + case EnemyState.ATTACK_BASE: + case EnemyState.CHASING: + break; + case EnemyState.DEAD: + Destroy(gameObject); + break; + } + } + + void FixedUpdate() + { + float angularSpeed = Vector3.Cross(lastForward, transform.forward).y / Time.deltaTime; + lastForward = transform.forward; + + float sidewaysAngle = -tiltAngleSide * angularSpeed; + float speed = agent.velocity.magnitude / agent.speed; + anim.SetFloat(speedAnimatorParam, speed); + float forwardAngle = tiltAngleFront * speed; + + model.localRotation = Quaternion.Euler(forwardAngle, 0, sidewaysAngle); + + if (Vector3.Distance(transform.position, baseTransform.position) < detonationDistance) + Detonate(); + } + + private void Detonate() + { + baseHealth?.OnReceiveDamage(attackDamage); + Destroy(gameObject); + } +} diff --git a/Assets/Scripts/Enemy/Enemies/UnigolemController.cs.meta b/Assets/Scripts/Enemy/Enemies/UnigolemController.cs.meta new file mode 100644 index 00000000..d41194cb --- /dev/null +++ b/Assets/Scripts/Enemy/Enemies/UnigolemController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8aef6c4389403004fb375d20b6a56bc3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Enemy/Enemy.cs b/Assets/Scripts/Enemy/Enemy.cs index b5481cea..0fb77d68 100644 --- a/Assets/Scripts/Enemy/Enemy.cs +++ b/Assets/Scripts/Enemy/Enemy.cs @@ -1,61 +1,93 @@ -using System; -using System.Collections; +using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; + +public enum EnemyState +{ + WALKING, + ATTACK_PLAYER, + ATTACK_BASE, + CHASING, + DEAD, +} + +[RequireComponent(typeof(NavMeshAgent), typeof(HealthLogic))] public abstract class Enemy : MonoBehaviour { - public Transform playerBase; + [ReadOnly, SerializeField] + protected Transform _currentTarget; - [ReadOnly] - public Transform currentTarget; + [TextLabel(greyedOut = true), SerializeField] + protected EnemyState currentState = EnemyState.WALKING; - public float damageDealt = 1.0f; + [SerializeField] + protected Animator anim; - private NavMeshAgent agent; + [SerializeField] + protected float attackDamage = 1f; - public float speed = 5f; + [SerializeField] + protected int scoreValue = 10; - void Awake() - { - if (playerBase == null) - playerBase = BaseController.Singleton.transform; + protected NavMeshAgent agent; + protected HealthLogic healthLogic; - GetComponent().onDeath += Die; - } + protected Transform baseTransform; + protected HealthLogic baseHealth; - protected void Start() + protected Transform CurrentTarget { - currentTarget = playerBase; - agent = GetComponent(); - agent.speed = speed; + get => _currentTarget; + set + { + _currentTarget = value; + if (_currentTarget) + { + agent.SetDestination(_currentTarget.position); + if (agent.isStopped) + agent.isStopped = false; + } else + { + agent.SetDestination(agent.nextPosition); + agent.isStopped = true; + } + } } - void FixedUpdate() + protected virtual void Awake() { - agent.destination = currentTarget.position; + agent = GetComponent(); + healthLogic = GetComponent(); + healthLogic.onDeath += Die; } - void OnDestroy() + protected virtual void OnDestroy() { - GetComponent().onDeath -= Die; + healthLogic.onDeath -= Die; } - void OnCollisionEnter(Collision collision) + protected virtual void Die(DamageInfo damageInfo) { - HealthLogic healthComponent = collision.collider.GetComponent(); - if (healthComponent) - healthComponent.DealDamage(damageDealt); + SetState(EnemyState.DEAD); } - public void OnPlayerDetected(Transform playerTransform) + protected virtual void Start() { - currentTarget = playerTransform; + baseTransform = BaseController.Singleton.transform; + CurrentTarget = baseTransform; + baseHealth = baseTransform.GetComponent(); } - public void Die() + protected virtual void SetState(EnemyState newState) { - Destroy(gameObject); + if (newState == currentState) + return; + + HandleStateChange(currentState, newState); + currentState = newState; } + + protected abstract void HandleStateChange(EnemyState oldState, EnemyState newState); } diff --git a/Assets/Scripts/Enemy/EnemyManager.cs b/Assets/Scripts/Enemy/EnemyManager.cs index 8296122a..aff52dea 100644 --- a/Assets/Scripts/Enemy/EnemyManager.cs +++ b/Assets/Scripts/Enemy/EnemyManager.cs @@ -1,23 +1,18 @@ using System; -using System.Collections; using System.Collections.Generic; using UnityEngine; using Random = UnityEngine.Random; + public class EnemyManager : MonoBehaviour { private static EnemyManager SINGLETON; - public static readonly Type[] ENEMY_TYPES = {typeof(PlaceholderEnemy)}; - private static readonly Dictionary ENEMY_TYPE_TO_PREFAB = new Dictionary(ENEMY_TYPES.Length); + public static readonly Type[] ENEMY_TYPES = { typeof(SkeletonController) }; + private Dictionary enemyTypeToPrefab; public GameObject[] enemyPrefabs; - public HexGrid hexGrid; - - [Header("Enemy Variables")] - public float speed = 5f; - void Awake() { #region Singleton boilerplate @@ -37,13 +32,17 @@ void Awake() #endregion Singleton boilerplate + enemyTypeToPrefab = new Dictionary(ENEMY_TYPES.Length); foreach (GameObject prefab in enemyPrefabs) { Type enemyType = prefab.GetComponent().GetType(); - if (ENEMY_TYPE_TO_PREFAB.ContainsKey(enemyType)) - throw new ArgumentException($"Enemy type {enemyType} appears more than once among the enemy prefabs!"); + if (enemyTypeToPrefab.ContainsKey(enemyType)) + { + Debug.LogError($"Enemy type {enemyType} appears more than once among the enemy prefabs!"); + break; + } - ENEMY_TYPE_TO_PREFAB.Add(enemyType, prefab); + enemyTypeToPrefab.Add(enemyType, prefab); } } @@ -51,18 +50,17 @@ public void SpawnEnemy(Type enemyType) { GameObject prefab = GetEnemyPrefab(enemyType); Vector3 spawnPos = ChoosePosForSpawningEnemy(); - Enemy spawnedEnemy = Instantiate(prefab, spawnPos, Quaternion.identity, transform).GetComponent(); - // Pass along the enemy settings - spawnedEnemy.speed = speed; + Instantiate(prefab, spawnPos, Quaternion.identity, transform); } private Vector3 ChoosePosForSpawningEnemy() { - return hexGrid.edgeCells[Random.Range(0, hexGrid.edgeCells.Length)].transform.position; + HexCell[] edgeCells = HexGrid.Singleton.edgeCells; + return edgeCells[Random.Range(0, edgeCells.Length)].transform.position; } public static GameObject GetEnemyPrefab(Type enemyType) { - return ENEMY_TYPE_TO_PREFAB[enemyType]; + return SINGLETON.enemyTypeToPrefab[enemyType]; } } diff --git a/Assets/Scripts/Enemy/Enemy_PlayerDetector.cs b/Assets/Scripts/Enemy/Enemy_PlayerDetector.cs deleted file mode 100644 index 925baf55..00000000 --- a/Assets/Scripts/Enemy/Enemy_PlayerDetector.cs +++ /dev/null @@ -1,15 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class Enemy_PlayerDetector : MonoBehaviour -{ - public Enemy enemy; - - void OnTriggerEnter(Collider collider) - { - // If the colliding object is a player: - if (collider.GetComponent()) - enemy.OnPlayerDetected(collider.transform); - } -} diff --git a/Assets/Scripts/Enemy/Types/PlaceholderEnemy.cs b/Assets/Scripts/Enemy/Types/PlaceholderEnemy.cs deleted file mode 100644 index 1d4f4ea7..00000000 --- a/Assets/Scripts/Enemy/Types/PlaceholderEnemy.cs +++ /dev/null @@ -1,6 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class PlaceholderEnemy : Enemy -{} diff --git a/Assets/Scripts/GameState/BaseController.cs b/Assets/Scripts/GameState/BaseController.cs index babe5a00..acf3a8f0 100644 --- a/Assets/Scripts/GameState/BaseController.cs +++ b/Assets/Scripts/GameState/BaseController.cs @@ -1,22 +1,33 @@ using UnityEngine; +using System.Collections; using System.Collections.Generic; using UnityEngine.VFX; + public class BaseController : MonoBehaviour { public static BaseController Singleton { get; private set; } + [Header("Death components")] // GameOverScreen [SerializeField] private GameObject gameOverScreen; - //Explosion + // Rigidbody base + [SerializeField] + private GameObject destroyedBase; + + // Particle Effect [SerializeField] - private GameObject explosion; + private GameObject deathParticles; [SerializeField] private Transform spawnPoint; + // Crystal Transform + [SerializeField] + private Transform mainCrystal; + // Death flag private bool dead = false; @@ -27,8 +38,23 @@ public class BaseController : MonoBehaviour public GameObject drainRay; private List rays = new List(); + public int explosionLightningCount = 20; + public float explosionLightningSpawnDelay = 0.2f; + + private HealthLogic healthController; + + public HealthLogic HealthController => healthController; + + private Animator anim; + + // The gamemanager object that organizes enemies and player spawning + private EndlessMode gameManager; + public Transform SpawnPoint => spawnPoint; + private static readonly int deathAnimatorParam = Animator.StringToHash("death"); + private static readonly int lengthShaderProperty = Shader.PropertyToID("Length"); + void Awake() { #region Singleton boilerplate @@ -48,63 +74,80 @@ void Awake() #endregion Singleton boilerplate - GetComponent().onDeath += Die; + healthController = GetComponent(); + healthController.onDeath += Die; + anim = GetComponent(); + + if (mainCrystal == null) + Debug.LogError("Main Crystal not set."); + } + + void Start() + { + gameManager = EndlessMode.Singleton; } void OnDestroy() { - GetComponent().onDeath -= Die; + healthController.onDeath -= Die; } - void OnTriggerEnter(Collider other) + private void Die(DamageInfo dmg) { - PlayerStateController player = other.GetComponentInParent(); - Loot loot = player.GetComponentInChildren(); - if (loot != null) + if (!dead) { - loot.Absorb(this); + // Disable spawning of enemies + gameManager.enabled = false; - // Add VFX - if (GetIdVFX(player.transform) == -1) // Check that we have not added one already - { - Transform ray = Instantiate(drainRay, transform.position, transform.rotation).transform; - ray.SetParent(transform); - - // 1 is the index of the first child (after the parent itself) - Transform target = ray.GetComponentsInChildren()[1]; - target.SetParent(loot.transform); - target.localPosition = Vector3.zero; + // Start overloading the crystal + anim.SetBool(deathAnimatorParam, true); - rays.Add(new Ray(ray, target)); - loot.target = target; - } + // Prepare the explosion + StartCoroutine(nameof(Explode)); } + + dead = true; } - void OnTriggerExit(Collider other) + void OnTriggerEnter(Collider other) { PlayerStateController player = other.GetComponentInParent(); - Loot loot = player.GetComponentInChildren(); - if (loot != null) + Loot loot = player?.GetComponentInChildren(); + if (!loot) + return; + + loot.Absorb(); + + // Add VFX + if (GetIdVFX(player.transform) == -1) // Check that we have not added one already { - // Stop the absorbtion - loot.CancelAbsorb(); - // Remove VFX - RemoveRayVFX(player.transform, 0f); + Transform ray = Instantiate(drainRay, mainCrystal.transform.position, mainCrystal.transform.rotation).transform; + ray.SetParent(mainCrystal); + + // 1 is the index of the first child (after the parent itself) + Transform target = ray.GetComponentsInChildren()[1]; + target.SetParent(loot.transform); + target.localPosition = Vector3.zero; + + rays.Add(new Ray(ray, target)); + loot.target = target; } } - private void Die() + void OnTriggerExit(Collider other) { - if (!dead) - { - //BIG EXPLOSION - Instantiate(explosion, transform.position, Quaternion.identity, transform); - // Creates the GUI "GameOverScreen" - Instantiate(gameOverScreen); - } + PlayerStateController player = other.GetComponentInParent(); + if (!player) + return; - dead = true; + Loot loot = player.GetComponentInChildren(); + if (!loot) + return; + + // Stop the absorbtion + loot.CancelAbsorb(); + // Remove VFX + RemoveRayVFX(player.transform, 0f); } public void RemoveRayVFX(Transform target, float delay) @@ -125,14 +168,14 @@ public void ArcLengthVFX(Transform target, float change) if (i >= 0) { Transform r = rays[i].ray; - r.GetComponent().SetFloat("Length", change); + r.GetComponent().SetFloat(lengthShaderProperty, change); if (change <= 0.1f) r.GetComponent().SendEvent("OnDie"); } } /// - /// Returns -1 if `t` does not contain loot, -2 if loot was not registered + /// Returns -1 if t does not contain loot, -2 if loot was not registered /// public int GetIdVFX(Transform t) { @@ -148,4 +191,49 @@ public int GetIdVFX(Transform t) return -2; } + + IEnumerator Explode() + { + // Get a list of all transforms (lightning targets) + Transform[] transforms = FindObjectsOfType(); + + // Create lightning as the crystal charges + for (int i = 0; i <= explosionLightningCount; i++) + { + Vector3 rayPos = transform.position + new Vector3(Random.Range(-1, 1), 5f, Random.Range(-1, 1)); + Transform ray = Instantiate(drainRay, rayPos, transform.rotation, transform).transform; + + // 1 is the index of the first child (after the parent itself) + Transform target = ray.GetComponentsInChildren()[1]; + Transform randomLightningTarget = transforms[Random.Range(0, transforms.Length)]; + target.SetParent(randomLightningTarget); + target.localPosition = Vector3.zero; + + // Ensure correct camera focus + Camera.main.GetComponent().Focus(transform); + + yield return new WaitForSeconds(explosionLightningSpawnDelay); + } + + // Replace the base with a rigidbody based one + GameObject deadBase = Instantiate(destroyedBase, transform.position, Quaternion.identity); + + // Add an explosion force on the base + foreach (Rigidbody rb in deadBase.GetComponentsInChildren()) + { + rb.AddForce(new Vector3(Random.Range(-250f, 250f), Random.Range(500f, 800f), Random.Range(-250f, 250f))); + } + + // Switch camera focus to the new base + Camera.main.GetComponent().Focus(deadBase.transform); + + // Creates the GUI "GameOverScreen" + Instantiate(gameOverScreen); + + // Add particle system + Instantiate(deathParticles, transform.position + new Vector3(0, 3, 0), deathParticles.transform.rotation); + + // Clean up + Destroy(gameObject); + } } diff --git a/Assets/Scripts/GameState/MainMenu.cs b/Assets/Scripts/GameState/Disclaimer.cs similarity index 87% rename from Assets/Scripts/GameState/MainMenu.cs rename to Assets/Scripts/GameState/Disclaimer.cs index 08786dce..954d25ea 100644 --- a/Assets/Scripts/GameState/MainMenu.cs +++ b/Assets/Scripts/GameState/Disclaimer.cs @@ -3,7 +3,8 @@ using UnityEngine; using UnityEngine.SceneManagement; -public class MainMenu : MonoBehaviour + +public class Disclaimer : MonoBehaviour { // Simple function called to load the next scene from the built in unity button public void StartGame() diff --git a/Assets/Scripts/GameState/MainMenu.cs.meta b/Assets/Scripts/GameState/Disclaimer.cs.meta similarity index 100% rename from Assets/Scripts/GameState/MainMenu.cs.meta rename to Assets/Scripts/GameState/Disclaimer.cs.meta diff --git a/Assets/Scripts/GameState/EndlessMode.cs b/Assets/Scripts/GameState/EndlessMode.cs new file mode 100644 index 00000000..06455468 --- /dev/null +++ b/Assets/Scripts/GameState/EndlessMode.cs @@ -0,0 +1,125 @@ +using System; +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using UnityEngine.Assertions; +using Random = UnityEngine.Random; + + +[Serializable] +public struct EnemySpawnData +{ + public Enemy prefab; + public int probabilityWeight; +} + + +public class EndlessMode : MonoBehaviour +{ + public static EndlessMode Singleton { get; private set; } + + // Serialized variables + [SerializeField] + private EnemySpawnData[] enemyPrefabs; + + [Header("Enemies: f(x) = linearSpawnRate * x^(exponentialSpawnRate)")] + [Range(1, 10), SerializeField] + private float linearSpawnRate = 3; + + [Range(1, 3), SerializeField] + private float exponentialSpawnRate = 1.1f; + + [Header("Wave Interval")] + [SerializeField] + private float waveInterval = 15f; + + // Private variables + private int waveNumber = 1; + private float timeSinceLastWaveStart = 0; + + private int spawnProbabilityWeightSum; + + void Awake() + { + #region Singleton boilerplate + + if (Singleton != null) + { + if (Singleton != this) + { + Debug.LogWarning($"There's more than one {Singleton.GetType()} in the scene!"); + Destroy(gameObject); + } + + return; + } + + Singleton = this; + + #endregion Singleton boilerplate + + spawnProbabilityWeightSum = 0; + foreach (EnemySpawnData spawnData in enemyPrefabs) + { + if (spawnData.probabilityWeight <= 0) + Debug.LogError($"A probability weight cannot be less than 1! Was {spawnData.probabilityWeight} for \"{spawnData.prefab}\""); + spawnProbabilityWeightSum += spawnData.probabilityWeight; + } + } + + void Start() + { // Ensure values are assigned + if (enemyPrefabs.Length == 0) + Debug.LogError("Enemies are not assigned"); + } + + void Update() + { + timeSinceLastWaveStart += Time.deltaTime; + + if (timeSinceLastWaveStart >= waveInterval) + { + // Start the coroutine + StartSpawningWave(); + timeSinceLastWaveStart = 0; + } + } + + private void StartSpawningWave() + { + // Calculate the amount of enemies to spawn + int spawnNum = Mathf.RoundToInt(linearSpawnRate * Mathf.Pow(waveNumber, exponentialSpawnRate)); + + for (int i = 0; i < spawnNum; i++) + SpawnEnemy(); + + waveNumber++; + } + + /// + /// Spawn a random enemy at a random edgecell + /// + private void SpawnEnemy() + { + Enemy enemyToSpawn = ChooseRandomEnemy(); + Assert.IsNotNull(enemyToSpawn); + HexCell[] edgeCells = HexGrid.Singleton.edgeCells; + Vector3 spawnPos = edgeCells[Random.Range(0, edgeCells.Length - 1)].transform.position; + Instantiate(enemyToSpawn.gameObject, spawnPos, Quaternion.identity, transform); + } + + private Enemy ChooseRandomEnemy() + { + int weightedSpawnProbabilityChoice = Random.Range(0, spawnProbabilityWeightSum); + int cumulativeWeight = 0; + foreach (EnemySpawnData spawnData in enemyPrefabs) + { + cumulativeWeight += spawnData.probabilityWeight; + if (weightedSpawnProbabilityChoice < cumulativeWeight) + return spawnData.prefab; + } + + // Should never be reached + return null; + } +} diff --git a/Assets/Scripts/GameState/EndlessMode.cs.meta b/Assets/Scripts/GameState/EndlessMode.cs.meta new file mode 100644 index 00000000..9ee0a0c1 --- /dev/null +++ b/Assets/Scripts/GameState/EndlessMode.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 264c9da06c9051942b41b23bd6e2ec81 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/GameState/EnemyWave.cs b/Assets/Scripts/GameState/EnemyWave.cs index 12ad63d1..fa9806d6 100644 --- a/Assets/Scripts/GameState/EnemyWave.cs +++ b/Assets/Scripts/GameState/EnemyWave.cs @@ -3,6 +3,7 @@ using System.Collections.Generic; using UnityEngine; + /// /// A wave consisting of one or more sub-waves. /// diff --git a/Assets/Scripts/GameState/EnemyWaveManager.cs b/Assets/Scripts/GameState/EnemyWaveManager.cs index 355cd545..485e6a72 100644 --- a/Assets/Scripts/GameState/EnemyWaveManager.cs +++ b/Assets/Scripts/GameState/EnemyWaveManager.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using UnityEngine; + public class EnemyWaveManager : MonoBehaviour { private static EnemyWaveManager SINGLETON; @@ -15,23 +16,23 @@ public class EnemyWaveManager : MonoBehaviour #region State variables for debugging - [ReadOnly] - public bool hasWaveEnded; + [ReadOnly, SerializeField] + private bool hasWaveEnded; - [ReadOnly] - public bool readyForNextWave; + [ReadOnly, SerializeField] + private bool readyForNextWave; - [ReadOnly] - public float timeUntilNextSpawn; + [TextLabel(greyedOut = true), SerializeField] + private float timeUntilNextSpawn; - [ReadOnly] - public int currentWaveIndex; + [TextLabel(greyedOut = true), SerializeField] + private int currentWaveIndex; - [ReadOnly] - public int currentSubWaveIndex; + [TextLabel(greyedOut = true), SerializeField] + private int currentSubWaveIndex; - [ReadOnly] - public int currentSubWaveEnemyCounter; + [TextLabel(greyedOut = true), SerializeField] + private int currentSubWaveEnemyCounter; #endregion State variables for debugging @@ -90,9 +91,20 @@ void FixedUpdate() SpawnNextEnemy(); } + public static void Pause() + { + SINGLETON.enabled = false; + } + + public static void Resume() + { + SINGLETON.enabled = true; + } + public static void ReadyForNextWave() { - SINGLETON.readyForNextWave = true; + //TODO: This function should be called when not in endless mode. To be implemented again later. + //SINGLETON.readyForNextWave = true; } private void PrepareNextWave() diff --git a/Assets/Scripts/GameState/GameOverScreen.cs b/Assets/Scripts/GameState/GameOverScreen.cs index f757faf3..4de37825 100644 --- a/Assets/Scripts/GameState/GameOverScreen.cs +++ b/Assets/Scripts/GameState/GameOverScreen.cs @@ -3,26 +3,48 @@ using UnityEngine.SceneManagement; using UnityEngine.UI; + +/// +/// Contains button functionality for the Game Over screen UI Canvas +/// public class GameOverScreen : MonoBehaviour { [SerializeField] - private Text timerText; + private Text nameInput; - public float time = 5f; + [SerializeField] + private Text errorMsg; - void Update() - { - timerText.text = Mathf.Round(time).ToString(); - // Fix UI - time -= Time.deltaTime; + [SerializeField] + private Text scoreText; - if (time <= 0) - Restart(); + void Start() + { + scoreText.text = UIManager.Singleton.score.ToString(); + PauseManager.Singleton.gameObject.SetActive(false); } public void Restart() { - // Reloads the scene - SceneManager.LoadScene(SceneManager.GetActiveScene().name); + UpdateLeaderboardAndLoadScene("Endless Mode"); + } + + public void MainMenu() + { + UpdateLeaderboardAndLoadScene("Main Menu"); + } + + private void UpdateLeaderboardAndLoadScene(string sceneName) + { + if (nameInput.text == "") + { + errorMsg.enabled = true; + return; + } + + // Update leaderboard + LeaderboardData.AddScore(UIManager.Singleton.score, nameInput.text); + + SceneManager.LoadScene(sceneName); } } diff --git a/Assets/Scripts/GameState/LeaderboardData.cs b/Assets/Scripts/GameState/LeaderboardData.cs new file mode 100644 index 00000000..ee0108be --- /dev/null +++ b/Assets/Scripts/GameState/LeaderboardData.cs @@ -0,0 +1,123 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Runtime.Serialization; +using System.Runtime.Serialization.Formatters.Binary; +using UnityEngine; + + +[Serializable] +public struct Highscore +{ + public int score; + public string name; + + public Highscore(int score, string name) + { + this.score = score; + this.name = name; + } +} + +class HighscoreComparator : IComparer +{ + public int Compare(Highscore x, Highscore y) + { + if (x.score == 0) + return y.score; + if (y.score == 0) + return x.score; + + return y.score.CompareTo(x.score); + } +} + +public static class LeaderboardData +{ + // Path to where highscore data is saved + private static readonly string highscoresDataPath = $"{Application.persistentDataPath}/highscores.data"; + + /// + /// Add a new score to the leaderboard + /// + public static void AddScore(int score, string name) + { + if (score == 0) + return; + List highscores = LoadScores(); + highscores.Add(new Highscore(score, name)); + + // Sort the struct using a custom comparator + highscores.Sort(new HighscoreComparator()); + + SaveScores(highscores); + } + + /// + /// Save all the given scores + /// + private static void SaveScores(List scores) + { + using (FileStream stream = File.OpenWrite(highscoresDataPath)) + { + new BinaryFormatter().Serialize(stream, scores); + } + } + + /// + /// Load all saved scores + /// + /// An ordered list of Highscore structs. + public static List LoadScores() + { + if (!File.Exists(highscoresDataPath)) + return CreateMockLeaderboard(); + + List data; + try + { + using (FileStream stream = File.OpenRead(highscoresDataPath)) + { + data = (List)new BinaryFormatter().Deserialize(stream); + } + } catch (SystemException e) when (e is SerializationException || e is InvalidCastException) + { + File.Delete(highscoresDataPath); + Debug.LogWarning($"Highscore data was corrupted, it has been replaced.\nException message: {e.Message}"); + return LoadScores(); + } + + // check scores for 0 values + foreach (Highscore highScore in data) + { + if (highScore.score == 0) + { + File.Delete(highscoresDataPath); + return LoadScores(); + } + } + + return data; + } + + private static List CreateMockLeaderboard() + { + // No leaderboard exists, so create a mock leaderboard + List highscores = new List + { + new Highscore(5000, "The Archetype"), + new Highscore(4500, "Fuereoduriko"), + new Highscore(4000, "Dabble"), + new Highscore(3500, "Frisk"), + new Highscore(3000, "Jesper"), + new Highscore(2500, "Rodrigues"), + new Highscore(2000, "Zedd"), + new Highscore(1500, "Grønnmerke"), + new Highscore(1000, "KHTangent"), + new Highscore(10, "Endie"), + }; + + SaveScores(highscores); + return highscores; + } +} diff --git a/Assets/Scripts/GameState/LeaderboardData.cs.meta b/Assets/Scripts/GameState/LeaderboardData.cs.meta new file mode 100644 index 00000000..3de23afa --- /dev/null +++ b/Assets/Scripts/GameState/LeaderboardData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f104af3e9ba0fc24281abee20b4a3907 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/GameState/Levels/level1_waves.txt b/Assets/Scripts/GameState/Levels/level1_waves.txt index 0edcf576..09302d95 100644 --- a/Assets/Scripts/GameState/Levels/level1_waves.txt +++ b/Assets/Scripts/GameState/Levels/level1_waves.txt @@ -1,10 +1,10 @@ --- Wave 0 --- -5 placeholder1 +5 skeleton --- Wave 1 --- -5 placeholder1 +5 skeleton // Pauses for 30 seconds after all the previously listed enemies have been killed pause 30 -5 placeholder2 -5 placeholder1 +5 skeleton +5 skeleton diff --git a/Assets/Scripts/GameState/PauseManager.cs b/Assets/Scripts/GameState/PauseManager.cs new file mode 100644 index 00000000..0f16957b --- /dev/null +++ b/Assets/Scripts/GameState/PauseManager.cs @@ -0,0 +1,80 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +public class PauseManager : MonoBehaviour +{ + public static PauseManager Singleton { get; private set; } + + [SerializeField] + public GameObject ui; + + // An array of all audiosources in the game. + [SerializeField] + private AudioSource[] audioSources; + + [SerializeField] + private float normalAudioVolume = 1f; + + [SerializeField] + private float pauseAudioVolume = 0.3f; + + public bool IsPaused { get; private set; } = false; + + private float initialTimeScale; + + void Awake() + { + #region Singleton boilerplate + + if (Singleton != null) + { + if (Singleton != this) + { + Debug.LogWarning($"There's more than one {Singleton.GetType()} in the scene!"); + Destroy(gameObject); + } + + return; + } + + Singleton = this; + + #endregion Singleton boilerplate + + ui.SetActive(IsPaused); + } + + void Start() + { + initialTimeScale = Time.timeScale; + } + + public void PauseGame() + { + if (!gameObject.activeSelf) + return; + + IsPaused = !IsPaused; + Time.timeScale = IsPaused ? 0 : initialTimeScale; + ui.SetActive(IsPaused); + + // Pause every audiosource in array. + foreach (AudioSource source in audioSources) + { + if (IsPaused) + source.Pause(); + else + source.UnPause(); + } + + // Reduce the listener volume level + AudioListener.volume = IsPaused ? pauseAudioVolume : normalAudioVolume; + } + + public void QuitGame() + { + Application.Quit(); + } +} diff --git a/Assets/Scripts/GameState/PauseManager.cs.meta b/Assets/Scripts/GameState/PauseManager.cs.meta new file mode 100644 index 00000000..2e5f8531 --- /dev/null +++ b/Assets/Scripts/GameState/PauseManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1badc3338099b7c4bb1b4c31fa7c8848 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: + - uiPrefab: {fileID: 1663500159831055120, guid: 115481d4343226c429fa4f98af7a6a9f, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interactables/Build.cs b/Assets/Scripts/Interactables/Build.cs index ff751a52..477a8155 100644 --- a/Assets/Scripts/Interactables/Build.cs +++ b/Assets/Scripts/Interactables/Build.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using UnityEngine; + public class Build : MonoBehaviour { void Start() diff --git a/Assets/Scripts/Interactables/Interactable.cs b/Assets/Scripts/Interactables/Interactable.cs index bb7c0281..2534af10 100644 --- a/Assets/Scripts/Interactables/Interactable.cs +++ b/Assets/Scripts/Interactables/Interactable.cs @@ -2,22 +2,16 @@ using System.Collections.Generic; using UnityEngine; -public class Interactable : MonoBehaviour + +public abstract class Interactable : MonoBehaviour { public bool canInteract = true; public virtual void Focus(PlayerStateController player) - { - Debug.Log("I am focused"); - } + {} public virtual void Unfocus(PlayerStateController player) - { - Debug.Log("I am unfocused (Aren't we all?)"); - } + {} - public virtual void Interact(PlayerStateController player) - { - Debug.Log("Player interacted"); - } + public abstract void Interact(PlayerStateController player); } diff --git a/Assets/Scripts/Interactables/Loot.cs b/Assets/Scripts/Interactables/Loot.cs index 234a163d..7224e44b 100644 --- a/Assets/Scripts/Interactables/Loot.cs +++ b/Assets/Scripts/Interactables/Loot.cs @@ -1,14 +1,16 @@ -using System.Collections; +using System; +using System.Collections; using System.Collections.Generic; using UnityEngine; + public class Loot : Interactable { // Selection / highlight material public Material selectionMaterial; // All mesh renderers attached to the object - private List meshRenderers = new List(); + private MeshRenderer[] meshRenderers; [ReadOnly] // Is the object being carried @@ -20,7 +22,7 @@ public class Loot : Interactable // The position to be absorbed in private Vector3 absorbTarget; - BaseController baseController; + private BaseController baseController; // The current dissolve state private float dissolveState = 0; @@ -32,13 +34,25 @@ public class Loot : Interactable public int lootValue = 10; private InventoryManager inventory; - private Material[] newMat; + // Loot Rigidbody + private Rigidbody rigidbody; - void Start() + // Loot collider + private MeshCollider meshCollider; + + private static readonly int stateMaterialProperty = Shader.PropertyToID("State"); + private static readonly int rateMaterialProperty = Shader.PropertyToID("Rate"); + + void Awake() { - foreach (MeshRenderer childRenderer in GetComponentsInChildren()) - meshRenderers.Add(childRenderer); + meshRenderers = GetComponentsInChildren(); + rigidbody = GetComponent(); + meshCollider = GetComponent(); + } + void Start() + { + baseController = BaseController.Singleton; inventory = InventoryManager.Singleton; } @@ -46,43 +60,50 @@ void Update() { // Destroy the loot properly (to be replaced with animation) if (destroy && !canInteract) + DestroyAnimation(); + } + + private void DestroyAnimation() + { + transform.position = Vector3.Lerp(transform.position, absorbTarget, Time.deltaTime); + if (transform.position.DistanceGreaterThan(0.7f, absorbTarget)) + return; + + foreach (MeshRenderer meshRenderer in meshRenderers) { - transform.position = Vector3.Lerp(transform.position, absorbTarget, Time.deltaTime); - if (Vector3.Distance(transform.position, absorbTarget) < 0.7f) + // Check if the material has the correct property + if (!meshRenderer.material.HasProperty(stateMaterialProperty)) + continue; + + meshRenderer.material.SetFloat(stateMaterialProperty, dissolveState); // Continue animation + baseController.ArcLengthVFX(transform, 1 - dissolveState); + + // If the animation is finished + if (meshRenderers[0].material.GetFloat(stateMaterialProperty) + / meshRenderers[0].material.GetFloat(rateMaterialProperty) + > 1) { - for (int y = 0; y < meshRenderers.Count; y++) - { - // Check if list item is empty - if (meshRenderers[y] != null) - { - // Check if the material has the correct property - if (meshRenderers[y].material.HasProperty("State")) - { - meshRenderers[y].material.SetFloat("State", dissolveState); // Continue animation - baseController.ArcLengthVFX(transform, 1 - dissolveState); - - // If the animation is finished - if (meshRenderers[0].material.GetFloat("State") / meshRenderers[0].material.GetFloat("Rate") > 1) - { - baseController.crystals++; - baseController.RemoveRayVFX(transform, 10f); - - //Add resources to inventory - inventory.ResourceAmount += lootValue; - - Destroy(gameObject); - } - } - } else - { - meshRenderers.RemoveAt(y); - return; - } - } - - dissolveState += Time.deltaTime; + baseController.crystals++; + baseController.RemoveRayVFX(transform, 10f); + + //Add resources to inventory + inventory.ResourceAmount += lootValue; + + Destroy(gameObject); } } + + dissolveState += Time.deltaTime; + } + + public override void Focus(PlayerStateController player) + { + Highlight(); + } + + public override void Unfocus(PlayerStateController player) + { + Unhighlight(); } public override void Interact(PlayerStateController player) @@ -91,77 +112,78 @@ public override void Interact(PlayerStateController player) { // Carry the loot! carried = true; + + // Reset rigidbody + rigidbody.isKinematic = true; + rigidbody.velocity = Vector3.zero; + rigidbody.angularVelocity = Vector3.zero; + + // Disable collider + meshCollider.enabled = false; + player.Lift(gameObject); } else { // Drop the loot! carried = false; + rigidbody.isKinematic = false; + meshCollider.enabled = true; + // If i'm to be destroyed, prevent me from being interacted with if (destroy) + { canInteract = false; + rigidbody.isKinematic = true; + } player.Drop(gameObject); absorbTarget = transform.position + new Vector3(0, 3, 0); } } - public override void Focus(PlayerStateController player) - { - Highlight(); - } - - public override void Unfocus(PlayerStateController player) - { - Unhighlight(); - } - - public void Absorb(BaseController baseController) + /// + /// Prepares the loot object to be destroyed. + /// + public void Absorb() { // Set the object to be destroyed - this.baseController = baseController; destroy = true; GetComponent().enabled = false; //Prevents the vfx from being aborted when it leaves the base-sphere } + /// + /// Prevents the object from being destroyed afterall, called when the loot leaves the base trigger zone. + /// public void CancelAbsorb() { destroy = false; } - public void Highlight() + /// + /// Highlight the loot object + /// + private void Highlight() { - // Add the hologram material on all existing meshes - for (int y = 0; y < meshRenderers.Count; y++) + // Add the selection material to all existing meshes + foreach (MeshRenderer meshRenderer in meshRenderers) { - if (meshRenderers[y] != null) - { - newMat = new Material[meshRenderers[y].materials.Length + 1]; - for (int i = 0; i < newMat.Length; i++) - { - if (i < newMat.Length - 1) - newMat[i] = meshRenderers[y].materials[i]; - else - newMat[i] = selectionMaterial; - - meshRenderers[y].materials = newMat; - } - } + List rendererMaterials = new List(meshRenderer.materials); + rendererMaterials.Add(selectionMaterial); + meshRenderer.materials = rendererMaterials.ToArray(); } } - public void Unhighlight() + /// + /// Remove the highlight material + /// + private void Unhighlight() { // Remove selection material from all meshes - for (int y = 0; y < meshRenderers.Count; y++) + foreach (MeshRenderer meshRenderer in meshRenderers) { - if (meshRenderers[y] != null) - { - newMat = new Material[meshRenderers[y].materials.Length - 1]; - for (int i = 0; i < newMat.Length; i++) - newMat[i] = meshRenderers[y].materials[i]; - - meshRenderers[y].materials = newMat; - } + Material[] rendererMaterials = meshRenderer.materials; + Array.Resize(ref rendererMaterials, rendererMaterials.Length - 1); + meshRenderer.materials = rendererMaterials; } } } diff --git a/Assets/Scripts/Interactables/TowerConstructor.cs b/Assets/Scripts/Interactables/TowerConstructor.cs deleted file mode 100644 index 95475b4c..00000000 --- a/Assets/Scripts/Interactables/TowerConstructor.cs +++ /dev/null @@ -1,108 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class TowerConstructor : MonoBehaviour -{ - public Material hologramMaterial; - private bool hologram = false; - - public List oldMaterials = new List(); - private SkinnedMeshRenderer[] skinnedMeshRenderers; - private MeshRenderer[] meshRenderers; - - // Component lists - private List components = new List(); - private List animators = new List(); - - private HexGrid terrain; - private HexCell targetCell; - - void Start() - { - terrain = GameObject.FindGameObjectWithTag("Grid").GetComponent(); - ToggleHologram(); - - // Deactivate turret scripts - foreach (MonoBehaviour component in GetComponentsInChildren()) - { - if (component != this) - { - components.Add(component); - component.enabled = false; - } - } - - foreach (Animator anim in GetComponentsInChildren()) - { - animators.Add(anim); - anim.enabled = false; - } - - // Find all materials and store them - meshRenderers = GetComponentsInChildren(); - skinnedMeshRenderers = GetComponentsInChildren(); - - for (int i = 0; i < skinnedMeshRenderers.Length + meshRenderers.Length; i++) - { - if (i < meshRenderers.Length) - oldMaterials.Add(meshRenderers[i].materials); - else - oldMaterials.Add(skinnedMeshRenderers[i - meshRenderers.Length].materials); - } - } - - void FixedUpdate() - { - targetCell = terrain.GetCell(transform.position + Vector3.forward * HexMetrics.outerRadius); - } - - public void BuildTurret() - { - // Construction assignments - transform.position = targetCell.transform.position; - targetCell.occupier = gameObject; - - // Visual changes - ToggleHologram(); - - // Activate all components - foreach (MonoBehaviour component in components) - component.enabled = true; - - foreach (Animator anim in animators) - anim.enabled = true; - - // Clean up - Destroy(this); - } - - public void ToggleHologram() - { - // Turn off hologram material - if (hologram) - { - for (int i = 0; i < oldMaterials.Count; i++) - { - if (i < meshRenderers.Length) - meshRenderers[i].materials = oldMaterials[i]; - else - skinnedMeshRenderers[i - meshRenderers.Length].materials = oldMaterials[i]; - } - } - // Turn on hologram material - else - { - Material[] newMat = { hologramMaterial }; - for (int i = 0; i < oldMaterials.Count; i++) - { - if (i < meshRenderers.Length) - meshRenderers[i].materials = newMat; - else - skinnedMeshRenderers[i - meshRenderers.Length].materials = newMat; - } - - hologram = true; - } - } -} diff --git a/Assets/Scripts/Player/CameraFocusController.cs b/Assets/Scripts/Player/CameraFocusController.cs index bf97e45e..0a52eb31 100644 --- a/Assets/Scripts/Player/CameraFocusController.cs +++ b/Assets/Scripts/Player/CameraFocusController.cs @@ -3,6 +3,7 @@ using System.Collections.Generic; using UnityEngine; + public class CameraFocusController : MonoBehaviour { public static CameraFocusController Singleton { get; private set; } @@ -18,6 +19,12 @@ public class CameraFocusController : MonoBehaviour // Minimum distance the camera is from the `focusObjects` public float minDistance; + // Overview distance + public float overviewDistance; + + // Are we in overview mode + public bool overview; + // The Lerp point; higher = more snappy and responsive public float smoothing; @@ -70,7 +77,11 @@ private Vector3 boundingBoxCenter() float radialDist = Mathf.Sqrt(xDist * xDist + yDist * yDist); //Taking the mean sqare avg of the mindistance and box distance - distance = Mathf.Sqrt(radialDist * radialDist + minDistance * minDistance); + if (!overview) + distance = Mathf.Sqrt(radialDist * radialDist + minDistance * minDistance); + else + distance = Mathf.Sqrt(radialDist * radialDist + overviewDistance * overviewDistance); + return center + distance * viewDir; } @@ -85,4 +96,25 @@ public void RemoveFocusObject(Transform obj) { focusObjects.Remove(obj); } + + /// + /// Replace all focus objects with a single target + /// + public void Focus(Transform obj) + { + focusObjects.Clear(); + AddFocusObject(obj); + + // Switch to overview mode + EnableOverview(); + } + + public void EnableOverview() + { + if (!overview) + { + overview = true; + smoothing /= 10; + } + } } diff --git a/Assets/Scripts/Player/DahlPropController.cs b/Assets/Scripts/Player/DahlPropController.cs index 815e8795..4674b877 100644 --- a/Assets/Scripts/Player/DahlPropController.cs +++ b/Assets/Scripts/Player/DahlPropController.cs @@ -2,49 +2,52 @@ using System.Collections.Generic; using UnityEngine; + /// -/// Component made for updating dahls props when states are changed. Latches on to playerStateContollers onStateChange delegate to enable/disabled the crate and blueprints +/// Component made for updating Dahl's props when states are changed. +/// Latches on to PlayerStateContoller's onPlayerStateChange delegate to enable/disabled the crate and blueprints. /// public class DahlPropController : MonoBehaviour { + [SerializeField] + private MeshRenderer crate; [SerializeField] - private MeshRenderer Crate, Blueprint; - void Start() + private MeshRenderer blueprint; + + private PlayerStateController playerStateController; + + void Awake() { - GetComponent().onPlayerStateChange += onPlayerStateChange; + playerStateController = GetComponent(); + playerStateController.onPlayerStateChange += OnPlayerStateChange; } - private void OnDestroy() + + void OnDestroy() { - GetComponent().onPlayerStateChange -= onPlayerStateChange; + playerStateController.onPlayerStateChange -= OnPlayerStateChange; } - private void onPlayerStateChange(PlayerStateController.PlayerStates newState, PlayerStateController.PlayerStates oldState) + private void OnPlayerStateChange(PlayerStates newState, PlayerStates oldState) { switch (oldState) { - case PlayerStateController.PlayerStates.BUILDING: - Crate.enabled = false; - break; - case PlayerStateController.PlayerStates.IN_TURRET_MENU: - Blueprint.enabled = false; + case PlayerStates.BUILDING: + crate.enabled = false; break; - default: + case PlayerStates.IN_TURRET_MENU: + blueprint.enabled = false; break; } switch (newState) { - case PlayerStateController.PlayerStates.BUILDING: - Crate.enabled = true; + case PlayerStates.BUILDING: + crate.enabled = true; break; - case PlayerStateController.PlayerStates.IN_TURRET_MENU: - Blueprint.enabled = true; - break; - default: + case PlayerStates.IN_TURRET_MENU: + blueprint.enabled = true; break; } - - } -} +} diff --git a/Assets/Scripts/Player/MenuInputController.cs b/Assets/Scripts/Player/MenuInputController.cs index 153e7985..45003101 100644 --- a/Assets/Scripts/Player/MenuInputController.cs +++ b/Assets/Scripts/Player/MenuInputController.cs @@ -3,6 +3,7 @@ using UnityEngine; using UnityEngine.InputSystem; + public class MenuInputController : MonoBehaviour { public delegate void MouseClickEvent(Vector2 pos); @@ -14,7 +15,7 @@ public class MenuInputController : MonoBehaviour private void MouseClick_Performed(InputAction.CallbackContext ctx) => OnClick(mousePos); private void MouseMove_Performed(InputAction.CallbackContext ctx) => mousePos = ctx.ReadValue(); - private void Awake() + void Awake() { input = GetComponent(); @@ -22,7 +23,7 @@ private void Awake() input.actions["MouseMove"].performed += MouseMove_Performed; } - private void OnDestroy() + void OnDestroy() { input.actions["MouseClick"].performed -= MouseClick_Performed; input.actions["MouseMove"].performed -= MouseMove_Performed; diff --git a/Assets/Scripts/Player/PlayerControls.cs b/Assets/Scripts/Player/PlayerControls.cs index 67e32db1..788508db 100644 --- a/Assets/Scripts/Player/PlayerControls.cs +++ b/Assets/Scripts/Player/PlayerControls.cs @@ -1,4 +1,4 @@ -// GENERATED AUTOMATICALLY FROM 'Assets/Prefabs/PlayerControls.inputactions' +// GENERATED AUTOMATICALLY FROM 'Assets/InputSettings/PlayerControls.inputactions' using System; using System.Collections; @@ -43,7 +43,7 @@ public @PlayerControls() ""interactions"": """" }, { - ""name"": ""Back"", + ""name"": ""Cancel"", ""type"": ""Button"", ""id"": ""edbb2489-0819-43dd-bbbf-39f2ad7c7800"", ""expectedControlType"": ""Button"", @@ -58,6 +58,14 @@ public @PlayerControls() ""processors"": """", ""interactions"": """" }, + { + ""name"": ""Pause"", + ""type"": ""Button"", + ""id"": ""6702a6d5-4f86-4f26-90c0-615b6eeedd8c"", + ""expectedControlType"": ""Button"", + ""processors"": """", + ""interactions"": """" + }, { ""name"": ""Ready for next wave"", ""type"": ""Button"", @@ -65,6 +73,46 @@ public @PlayerControls() ""expectedControlType"": ""Button"", ""processors"": """", ""interactions"": """" + }, + { + ""name"": ""Move tower"", + ""type"": ""Button"", + ""id"": ""34be8f5b-dd5f-48f5-91c6-67c76e24d444"", + ""expectedControlType"": ""Button"", + ""processors"": """", + ""interactions"": """" + }, + { + ""name"": ""DUp"", + ""type"": ""Button"", + ""id"": ""ae0a9726-d0a4-4757-81f8-3683dffdbb50"", + ""expectedControlType"": ""Button"", + ""processors"": """", + ""interactions"": """" + }, + { + ""name"": ""DDown"", + ""type"": ""Button"", + ""id"": ""42a6c193-0d8b-472e-bc38-c688b7372cdc"", + ""expectedControlType"": ""Button"", + ""processors"": """", + ""interactions"": """" + }, + { + ""name"": ""DLeft"", + ""type"": ""Button"", + ""id"": ""53e9d0f4-0937-4c45-8553-462f3d4f5258"", + ""expectedControlType"": ""Button"", + ""processors"": """", + ""interactions"": """" + }, + { + ""name"": ""DRight"", + ""type"": ""Button"", + ""id"": ""c47fb957-6919-48e8-9969-a148317e8161"", + ""expectedControlType"": ""Button"", + ""processors"": """", + ""interactions"": """" } ], ""bindings"": [ @@ -203,7 +251,7 @@ public @PlayerControls() { ""name"": """", ""id"": ""bac400b0-2247-4df1-9c23-f98655a46a99"", - ""path"": ""/buttonEast"", + ""path"": ""/buttonSouth"", ""interactions"": """", ""processors"": """", ""groups"": ""Controller"", @@ -214,7 +262,7 @@ public @PlayerControls() { ""name"": """", ""id"": ""1fa37b50-7164-456f-9b73-1a444e0b65b8"", - ""path"": ""/e"", + ""path"": ""/#(E)"", ""interactions"": """", ""processors"": """", ""groups"": ""Keyboard"", @@ -225,7 +273,7 @@ public @PlayerControls() { ""name"": """", ""id"": ""1aab1220-e456-4e6f-afdf-dd88a698329e"", - ""path"": ""/start"", + ""path"": ""/rightTrigger"", ""interactions"": """", ""processors"": """", ""groups"": ""Controller"", @@ -236,7 +284,7 @@ public @PlayerControls() { ""name"": """", ""id"": ""d3a671d1-a478-4c46-87e1-3ba1c1720988"", - ""path"": ""/r"", + ""path"": ""/#(R)"", ""interactions"": """", ""processors"": """", ""groups"": ""Keyboard"", @@ -247,35 +295,123 @@ public @PlayerControls() { ""name"": """", ""id"": ""4ddd6f56-69c5-495d-b7f6-0d6711169908"", - ""path"": ""/buttonSouth"", + ""path"": ""/buttonEast"", ""interactions"": """", ""processors"": """", ""groups"": ""Controller"", - ""action"": ""Back"", + ""action"": ""Cancel"", ""isComposite"": false, ""isPartOfComposite"": false }, { ""name"": """", ""id"": ""eeed5e82-f945-41b1-924f-37ce63a89e81"", - ""path"": ""/f"", + ""path"": ""/escape"", ""interactions"": """", ""processors"": """", ""groups"": ""Keyboard"", - ""action"": ""Back"", + ""action"": ""Cancel"", ""isComposite"": false, ""isPartOfComposite"": false }, { ""name"": """", ""id"": ""3d61bf77-1cda-452c-927e-df6ea1888261"", - ""path"": ""/n"", + ""path"": ""/#(N)"", ""interactions"": """", ""processors"": """", ""groups"": ""Keyboard"", ""action"": ""Ready for next wave"", ""isComposite"": false, ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""4c1bc488-9030-434a-a8a3-eaf1bad2bea1"", + ""path"": ""/start"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Controller"", + ""action"": ""Pause"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""f01a655d-a686-401a-83fc-abf3fddc7d5f"", + ""path"": ""/#(P)"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Keyboard"", + ""action"": ""Pause"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""43c9fc11-5452-4f1b-b055-121563ed34c0"", + ""path"": ""/buttonNorth"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Controller"", + ""action"": ""Move tower"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""ac308be8-d7ad-4bf2-a443-5a947eaf84b5"", + ""path"": ""/#(M)"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Keyboard"", + ""action"": ""Move tower"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""07799a7b-60d6-43de-a68c-9fd8c16c3d9e"", + ""path"": ""/dpad/up"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""DUp"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""76b11653-92b3-485a-b4aa-007a2496413d"", + ""path"": ""/dpad/down"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""DDown"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""e6091ca3-d08f-4892-bb79-738b4048a4c7"", + ""path"": ""/dpad/left"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""DLeft"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""bb45578f-4af0-4821-a136-3d35355f1a6f"", + ""path"": ""/dpad/right"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""DRight"", + ""isComposite"": false, + ""isPartOfComposite"": false } ] }, @@ -361,9 +497,15 @@ public @PlayerControls() m_MovePlayer_Move = m_MovePlayer.FindAction("Move", throwIfNotFound: true); m_MovePlayer_Interact = m_MovePlayer.FindAction("Interact", throwIfNotFound: true); m_MovePlayer_Select = m_MovePlayer.FindAction("Select", throwIfNotFound: true); - m_MovePlayer_Back = m_MovePlayer.FindAction("Back", throwIfNotFound: true); + m_MovePlayer_Cancel = m_MovePlayer.FindAction("Cancel", throwIfNotFound: true); m_MovePlayer_Aim = m_MovePlayer.FindAction("Aim", throwIfNotFound: true); + m_MovePlayer_Pause = m_MovePlayer.FindAction("Pause", throwIfNotFound: true); m_MovePlayer_Readyfornextwave = m_MovePlayer.FindAction("Ready for next wave", throwIfNotFound: true); + m_MovePlayer_Movetower = m_MovePlayer.FindAction("Move tower", throwIfNotFound: true); + m_MovePlayer_DUp = m_MovePlayer.FindAction("DUp", throwIfNotFound: true); + m_MovePlayer_DDown = m_MovePlayer.FindAction("DDown", throwIfNotFound: true); + m_MovePlayer_DLeft = m_MovePlayer.FindAction("DLeft", throwIfNotFound: true); + m_MovePlayer_DRight = m_MovePlayer.FindAction("DRight", throwIfNotFound: true); // Menu m_Menu = asset.FindActionMap("Menu", throwIfNotFound: true); m_Menu_MouseMove = m_Menu.FindAction("MouseMove", throwIfNotFound: true); @@ -420,9 +562,15 @@ public void Disable() private readonly InputAction m_MovePlayer_Move; private readonly InputAction m_MovePlayer_Interact; private readonly InputAction m_MovePlayer_Select; - private readonly InputAction m_MovePlayer_Back; + private readonly InputAction m_MovePlayer_Cancel; private readonly InputAction m_MovePlayer_Aim; + private readonly InputAction m_MovePlayer_Pause; private readonly InputAction m_MovePlayer_Readyfornextwave; + private readonly InputAction m_MovePlayer_Movetower; + private readonly InputAction m_MovePlayer_DUp; + private readonly InputAction m_MovePlayer_DDown; + private readonly InputAction m_MovePlayer_DLeft; + private readonly InputAction m_MovePlayer_DRight; public struct MovePlayerActions { private @PlayerControls m_Wrapper; @@ -430,9 +578,15 @@ public struct MovePlayerActions public InputAction @Move => m_Wrapper.m_MovePlayer_Move; public InputAction @Interact => m_Wrapper.m_MovePlayer_Interact; public InputAction @Select => m_Wrapper.m_MovePlayer_Select; - public InputAction @Back => m_Wrapper.m_MovePlayer_Back; + public InputAction @Cancel => m_Wrapper.m_MovePlayer_Cancel; public InputAction @Aim => m_Wrapper.m_MovePlayer_Aim; + public InputAction @Pause => m_Wrapper.m_MovePlayer_Pause; public InputAction @Readyfornextwave => m_Wrapper.m_MovePlayer_Readyfornextwave; + public InputAction @Movetower => m_Wrapper.m_MovePlayer_Movetower; + public InputAction @DUp => m_Wrapper.m_MovePlayer_DUp; + public InputAction @DDown => m_Wrapper.m_MovePlayer_DDown; + public InputAction @DLeft => m_Wrapper.m_MovePlayer_DLeft; + public InputAction @DRight => m_Wrapper.m_MovePlayer_DRight; public InputActionMap Get() { return m_Wrapper.m_MovePlayer; } public void Enable() { Get().Enable(); } public void Disable() { Get().Disable(); } @@ -451,15 +605,33 @@ public void SetCallbacks(IMovePlayerActions instance) @Select.started -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnSelect; @Select.performed -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnSelect; @Select.canceled -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnSelect; - @Back.started -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnBack; - @Back.performed -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnBack; - @Back.canceled -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnBack; + @Cancel.started -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnCancel; + @Cancel.performed -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnCancel; + @Cancel.canceled -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnCancel; @Aim.started -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnAim; @Aim.performed -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnAim; @Aim.canceled -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnAim; + @Pause.started -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnPause; + @Pause.performed -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnPause; + @Pause.canceled -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnPause; @Readyfornextwave.started -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnReadyfornextwave; @Readyfornextwave.performed -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnReadyfornextwave; @Readyfornextwave.canceled -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnReadyfornextwave; + @Movetower.started -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnMovetower; + @Movetower.performed -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnMovetower; + @Movetower.canceled -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnMovetower; + @DUp.started -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnDUp; + @DUp.performed -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnDUp; + @DUp.canceled -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnDUp; + @DDown.started -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnDDown; + @DDown.performed -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnDDown; + @DDown.canceled -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnDDown; + @DLeft.started -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnDLeft; + @DLeft.performed -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnDLeft; + @DLeft.canceled -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnDLeft; + @DRight.started -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnDRight; + @DRight.performed -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnDRight; + @DRight.canceled -= m_Wrapper.m_MovePlayerActionsCallbackInterface.OnDRight; } m_Wrapper.m_MovePlayerActionsCallbackInterface = instance; if (instance != null) @@ -473,15 +645,33 @@ public void SetCallbacks(IMovePlayerActions instance) @Select.started += instance.OnSelect; @Select.performed += instance.OnSelect; @Select.canceled += instance.OnSelect; - @Back.started += instance.OnBack; - @Back.performed += instance.OnBack; - @Back.canceled += instance.OnBack; + @Cancel.started += instance.OnCancel; + @Cancel.performed += instance.OnCancel; + @Cancel.canceled += instance.OnCancel; @Aim.started += instance.OnAim; @Aim.performed += instance.OnAim; @Aim.canceled += instance.OnAim; + @Pause.started += instance.OnPause; + @Pause.performed += instance.OnPause; + @Pause.canceled += instance.OnPause; @Readyfornextwave.started += instance.OnReadyfornextwave; @Readyfornextwave.performed += instance.OnReadyfornextwave; @Readyfornextwave.canceled += instance.OnReadyfornextwave; + @Movetower.started += instance.OnMovetower; + @Movetower.performed += instance.OnMovetower; + @Movetower.canceled += instance.OnMovetower; + @DUp.started += instance.OnDUp; + @DUp.performed += instance.OnDUp; + @DUp.canceled += instance.OnDUp; + @DDown.started += instance.OnDDown; + @DDown.performed += instance.OnDDown; + @DDown.canceled += instance.OnDDown; + @DLeft.started += instance.OnDLeft; + @DLeft.performed += instance.OnDLeft; + @DLeft.canceled += instance.OnDLeft; + @DRight.started += instance.OnDRight; + @DRight.performed += instance.OnDRight; + @DRight.canceled += instance.OnDRight; } } } @@ -550,9 +740,15 @@ public interface IMovePlayerActions void OnMove(InputAction.CallbackContext context); void OnInteract(InputAction.CallbackContext context); void OnSelect(InputAction.CallbackContext context); - void OnBack(InputAction.CallbackContext context); + void OnCancel(InputAction.CallbackContext context); void OnAim(InputAction.CallbackContext context); + void OnPause(InputAction.CallbackContext context); void OnReadyfornextwave(InputAction.CallbackContext context); + void OnMovetower(InputAction.CallbackContext context); + void OnDUp(InputAction.CallbackContext context); + void OnDDown(InputAction.CallbackContext context); + void OnDLeft(InputAction.CallbackContext context); + void OnDRight(InputAction.CallbackContext context); } public interface IMenuActions { diff --git a/Assets/Scripts/Player/PlayerMotion.cs b/Assets/Scripts/Player/PlayerMotion.cs index 02e6d631..1c55e7de 100644 --- a/Assets/Scripts/Player/PlayerMotion.cs +++ b/Assets/Scripts/Player/PlayerMotion.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using UnityEngine; + /// /// Controls the player movement and aligns the player towards the movement direction. /// Also currently updates the animation of the player to match the movement speed. @@ -19,10 +20,11 @@ public class PlayerMotion : MonoBehaviour //Temporary solution, have not yet decided upon exact player component hierarchy [SerializeField] - private Animator anim = null; + private Animator anim; + + private static readonly int speedAnimatorParam = Animator.StringToHash("Speed"); - //Sets up required instances for input to work. - void Start() + void Awake() { state = GetComponent(); body = GetComponent(); @@ -30,13 +32,16 @@ void Start() public void Move() { + if (state == null) + return; + UpdateSpeed(); UpdateRotation(); } private void UpdateSpeed() { - if (state.CurrentState == PlayerStateController.PlayerStates.DEAD) + if (state.CurrentState == PlayerStates.DEAD) return; Vector2 scaledMoveInput = new Vector2(state.MoveInput.x, state.MoveInput.y) * 2f; @@ -51,7 +56,7 @@ private void UpdateSpeed() Vector3 force = speedDifference * playerAcceleration * scaledMoveInput.magnitude * Time.fixedDeltaTime; body.AddForce(force, ForceMode.VelocityChange); - anim.SetFloat("Speed", body.velocity.sqrMagnitude/Mathf.Pow(playerSpeed,2)); + anim.SetFloat(speedAnimatorParam, body.velocity.sqrMagnitude / Mathf.Pow(playerSpeed, 2)); } private void UpdateRotation() diff --git a/Assets/Scripts/Player/PlayerSpecificManager.cs b/Assets/Scripts/Player/PlayerSpecificManager.cs index f2df7523..6a1fb92f 100644 --- a/Assets/Scripts/Player/PlayerSpecificManager.cs +++ b/Assets/Scripts/Player/PlayerSpecificManager.cs @@ -3,34 +3,39 @@ using UnityEngine; using UnityEngine.InputSystem; + public class PlayerSpecificManager : MonoBehaviour { - private static int playerNum = 0; + private static int playerCount = 0; private int playerIndex; private PlayerInput input; [SerializeField] - private GameObject playerPrefab; + private GameObject[] playerPrefabs; private PlayerStateController instantiatedPlayer; public Vector3 spawnPoint; void Awake() { - playerIndex = playerNum; - playerNum++; + playerIndex = playerCount++; input = GetComponent(); } void Start() { - spawnPoint = BaseController.Singleton ? BaseController.Singleton.SpawnPoint.position : Vector3.zero; InitializePlayer(); } public void InitializePlayer() { - instantiatedPlayer = Instantiate(playerPrefab, spawnPoint, Quaternion.identity).GetComponent(); + // Get spawnpoint + spawnPoint = BaseController.Singleton ? BaseController.Singleton.SpawnPoint.position : Vector3.zero; + // Spawn at a random position around the base + spawnPoint += new Vector3(Random.Range(-5, 5), 1, Random.Range(-5, 5)); + + GameObject playerToSpawn = playerPrefabs[playerIndex % playerPrefabs.Length]; + instantiatedPlayer = Instantiate(playerToSpawn, spawnPoint, playerToSpawn.transform.rotation).GetComponent(); instantiatedPlayer.SetUpInput(input, this); CameraFocusController.Singleton.AddFocusObject(instantiatedPlayer.transform); } diff --git a/Assets/Scripts/Player/PlayerStateController.cs b/Assets/Scripts/Player/PlayerStateController.cs index 243a14f2..7493eeb1 100644 --- a/Assets/Scripts/Player/PlayerStateController.cs +++ b/Assets/Scripts/Player/PlayerStateController.cs @@ -1,116 +1,157 @@ using System.Collections; using System.Collections.Generic; +using System.Linq; using UnityEngine; + +public enum PlayerStates +{ + IN_ANIMATION, + LIFTING, + DEAD, + FREE, + BUILDING, + IN_TURRET_MENU, +} + /// -/// The input-related code is in `PlayerStateController_Input.cs`. +/// The input-related code is in PlayerStateController_Input.cs. /// public partial class PlayerStateController : MonoBehaviour { private HealthLogic health; // Reference to the health script - private PlayerStates currentState = PlayerStates.FREE; // The current player state + + [TextLabel(greyedOut = true), SerializeField] + private PlayerStates _currentState = PlayerStates.FREE; + private PlayerSpecificManager manager; private PlayerMotion motion; private PlayerUi ui; private InventoryManager inventoryManager; + private HashSet interactables = new HashSet(); // List of interactables in range - private List interactables = new List(); // List of interactables in range + [ReadOnly, SerializeField] private Interactable heldInteractable; + + [ReadOnly, SerializeField] private Interactable focusedInteractable; // The currently focused interactable + + [ReadOnly, SerializeField] private GameObject liftedObject; // Object being lifted + public Transform inventory; // Where items are carried - private HexGrid terrain; // Reference to the terrain + [ReadOnly, SerializeField] private HexCell targetCell; [SerializeField] private Animator anim; //Reference to animation controller of the player [SerializeField] - private Transform HeldItemBone; + private Transform heldItemBone; + + public PlayerStates CurrentState { get => _currentState; private set => _currentState = value; } - public PlayerStates CurrentState { get => currentState; } + public HexCell TargetCell => targetCell; public delegate void PlayerStateDelegate(PlayerStates newState, PlayerStates oldState); public PlayerStateDelegate onPlayerStateChange; //To allow other components to subscribe to stateChange events - public enum PlayerStates - { - IN_ANIMATION, - LIFTING, - DEAD, - FREE, - BUILDING, - IN_TURRET_MENU, - } + private static readonly int liftingAnimatorParam = Animator.StringToHash("Lifting"); + private static readonly int planningAnimatorParam = Animator.StringToHash("Planning"); - void Start() + void Awake() { motion = GetComponent(); health = GetComponent(); health.onDeath += Die; + ui = GetComponent(); - terrain = GameObject.FindGameObjectWithTag("Grid").GetComponent(); + } + + void OnDestroy() + { + health.onDeath -= Die; + + OnDestroy_Input(); + } + + private void Die(DamageInfo dmg) + { + // Drop anything we are carrying + if (liftedObject) + liftedObject.GetComponent().Interact(this); + + SetState(PlayerStates.DEAD); + manager.RespawnPlayer(1f); + + CameraFocusController.Singleton.RemoveFocusObject(transform); + Destroy(gameObject); + } + + void Start() + { inventoryManager = InventoryManager.Singleton; + + CurrentState = PlayerStates.FREE; } void FixedUpdate() { - UpdateFocusedInteractable(); - switch (currentState) + switch (CurrentState) { case PlayerStates.IN_ANIMATION: break; case PlayerStates.LIFTING: - //global + UpdateFocusedInteractable(); motion.Move(); break; case PlayerStates.DEAD: break; case PlayerStates.FREE: + UpdateFocusedInteractable(); + motion.Move(); + if (Select) SetState(PlayerStates.IN_TURRET_MENU); - //global - motion.Move(); break; case PlayerStates.IN_TURRET_MENU: - //global ui.Select(); motion.Move(); - //Lift(spawnedTower); break; case PlayerStates.BUILDING: - //global + UpdateFocusedInteractable(); motion.Move(); - targetCell = terrain.GetCell(transform.position + HexMetrics.outerRadius * 2f * transform.forward); - focusedInteractable.GetComponent().FocusCell(targetCell); - //case specific - if (back) + UpdateConstructionTowerTargetCell(); + if (Cancel) { - //Refund turret - inventoryManager.ResourceAmount += ui.GetSelectedCost(); - - RemoveInteractable(heldInteractable); - Destroy(heldInteractable.gameObject); - heldInteractable = null; + SellTower(); SetState(PlayerStates.FREE); } - if (interact) + if (Interact) SetState(PlayerStates.FREE); - break; - default: break; } } + private void UpdateConstructionTowerTargetCell() + { + HexCell newTargetCell = HexGrid.Singleton.GetCell(transform.position + HexMetrics.OUTER_RADIUS * 2f * transform.forward); + if (newTargetCell != targetCell) + { + targetCell = newTargetCell; + focusedInteractable.GetComponent().FocusCell(targetCell); + } + } + void OnTriggerEnter(Collider other) { Interactable interactable = other.GetComponentInParent(); - if (interactable != null && interactable.canInteract) + if (interactable && interactable.canInteract) AddInteractable(interactable); } @@ -120,47 +161,30 @@ void OnTriggerExit(Collider other) RemoveInteractable(other.GetComponentInParent()); } - - private void Die() - { - // Drop anything we are carrying - if (liftedObject != null) - liftedObject.GetComponent().Interact(this); - - SetFocusedInteractable(null); - SetState(PlayerStates.DEAD); - manager.RespawnPlayer(1f); - - CameraFocusController.Singleton.RemoveFocusObject(transform); - Destroy(gameObject); - } - public void SetState(PlayerStates state) { - if (state == currentState) + if (state == CurrentState) return; - onPlayerStateChange?.Invoke(state, currentState); //In case any script wants to subscribe to state change events + onPlayerStateChange?.Invoke(state, CurrentState); //In case any script wants to subscribe to state change events //Cleanup from previous state - switch (currentState) + switch (CurrentState) { case PlayerStates.IN_ANIMATION: break; case PlayerStates.LIFTING: //TODO: Remove the current item the player is lifting - anim.SetBool("Lifting", false); + anim.SetBool(liftingAnimatorParam, false); break; case PlayerStates.DEAD: break; case PlayerStates.FREE: break; case PlayerStates.BUILDING: - anim.SetBool("Lifting", false); + anim.SetBool(liftingAnimatorParam, false); break; case PlayerStates.IN_TURRET_MENU: - anim.SetBool("Planning", false); - break; - default: + anim.SetBool(planningAnimatorParam, false); break; } @@ -168,39 +192,49 @@ public void SetState(PlayerStates state) switch (state) { case PlayerStates.LIFTING: - anim.SetBool("Lifting", true); + anim.SetBool(liftingAnimatorParam, true); break; case PlayerStates.DEAD: + if (heldInteractable) + { + //Refund turret + SellTower(); + } + + SetFocusedInteractable(null); break; case PlayerStates.FREE: break; case PlayerStates.IN_TURRET_MENU: - anim.SetBool("Planning", true); + SetFocusedInteractable(null); + anim.SetBool(planningAnimatorParam, true); break; case PlayerStates.BUILDING: - anim.SetBool("Lifting", true); - //AddInteractable(liftedObject.GetComponent()); + anim.SetBool(liftingAnimatorParam, true); break; case PlayerStates.IN_ANIMATION: - break; - default: + SetFocusedInteractable(null); break; } - currentState = state; + CurrentState = state; } // Gets called when interact button is pressed private void OnInteract() { - if (focusedInteractable != null) - focusedInteractable.Interact(this); // interact with the current target - if (focusedInteractable != null && !focusedInteractable.canInteract) + if (!focusedInteractable) + return; + + if (!focusedInteractable.canInteract) { RemoveInteractable(focusedInteractable); + return; } - if (currentState == PlayerStates.BUILDING) + focusedInteractable.Interact(this); // interact with the current target + + if (CurrentState == PlayerStates.BUILDING && targetCell.CanPlaceTowerOnCell) { // Build the turret we are holding focusedInteractable.GetComponent().Construct(targetCell); @@ -210,11 +244,21 @@ private void OnInteract() } } - public void AddInteractable(Interactable interactable) + // Called when the "Move tower" button is pressed + private void OnMoveTower() { - if (interactables.Contains(interactable)) // Do not add an interactable twice + if (!(focusedInteractable is TowerLogic tower)) return; + tower.TowerScriptableObject.InstantiateConstructionTower(this); + SetState(PlayerStates.BUILDING); + + RemoveInteractable(tower); + Destroy(tower.gameObject); + } + + public void AddInteractable(Interactable interactable) + { interactables.Add(interactable); } @@ -226,9 +270,16 @@ public void RemoveInteractable(Interactable interactable) // Update the focused interactable based on distance from player private void UpdateFocusedInteractable() { + // Lifted objects are top priority + if (heldInteractable) + { + SetFocusedInteractable(heldInteractable); + return; + } + if (interactables.Count == 0) { - if (focusedInteractable != null) // The object we were focusing is no longer focusable + if (focusedInteractable) // The object we were focusing is no longer focusable { focusedInteractable.Unfocus(this); focusedInteractable = null; @@ -238,27 +289,23 @@ private void UpdateFocusedInteractable() return; } else if (interactables.Count == 1) // If there is only one interactable object select that object { - SetFocusedInteractable(interactables[0]); + SetFocusedInteractable(interactables.Single()); return; - } else if (focusedInteractable == null && heldInteractable == null) // Wait until we have at least one object to interact with + } else if (!focusedInteractable && !heldInteractable) // Wait until we have at least one object to interact with return; - // Lifted objects are top priority - if (heldInteractable != null && heldInteractable != focusedInteractable) - { - SetFocusedInteractable(heldInteractable); - return; - } - // Otherwise get closest interactable Interactable closest = focusedInteractable; - float dist = (focusedInteractable.transform.position - transform.position).sqrMagnitude; - foreach (Interactable i in interactables) + float closestDistSqr = (focusedInteractable.transform.position - transform.position).sqrMagnitude; + // Remove non-existent interactables (e.g. if they were destroyed) + interactables.RemoveWhere(interactable => !interactable); + foreach (Interactable interactable in interactables) { - if ((i.transform.position - transform.position).sqrMagnitude < dist) + float distSqr = (interactable.transform.position - transform.position).sqrMagnitude; + if (distSqr < closestDistSqr) { - dist = (i.transform.position - transform.position).sqrMagnitude; - closest = i; + closestDistSqr = distSqr; + closest = interactable; } } @@ -280,20 +327,24 @@ private void SetFocusedInteractable(Interactable interactable) focusedInteractable = interactable; } + private void SellTower() + { + if (!(heldInteractable is TurretPrefabConstruction tower)) + return; + + inventoryManager.ResourceAmount += tower.TowerScriptableObject.Cost; + + RemoveInteractable(tower); + Destroy(tower.gameObject); + } + public void Lift(GameObject obj) { liftedObject = obj; SetState(PlayerStates.LIFTING); - obj.transform.SetParent(HeldItemBone); + obj.transform.SetParent(heldItemBone); obj.transform.localPosition = Vector3.zero; - - } - - public void PrepareTurret(Interactable turret) - { - heldInteractable = turret; - AddInteractable(turret); - Debug.Log(turret); + obj.transform.localEulerAngles = Vector3.zero; } public void Drop(GameObject obj) @@ -301,8 +352,13 @@ public void Drop(GameObject obj) liftedObject = null; obj.transform.parent = null; SetState(PlayerStates.FREE); - // Check if we can still interact with the object - //if (!obj.GetComponent().canInteract) - // RemoveInteractable(obj.GetComponent()); + } + + public void PrepareTurret(Interactable turret) + { + AddInteractable(turret); + heldInteractable = turret; + SetFocusedInteractable(turret); + UpdateConstructionTowerTargetCell(); } } diff --git a/Assets/Scripts/Player/PlayerStateController_Input.cs b/Assets/Scripts/Player/PlayerStateController_Input.cs index 1b9e64a5..9cac8d6d 100644 --- a/Assets/Scripts/Player/PlayerStateController_Input.cs +++ b/Assets/Scripts/Player/PlayerStateController_Input.cs @@ -4,34 +4,78 @@ using UnityEngine; using UnityEngine.InputSystem; + partial class PlayerStateController { private PlayerInput input; // Controller input - private Vector2 moveInput = Vector2.zero; - private Vector2 aimInput = Vector2.zero; - private bool interact = false; - private bool back = false; - private bool select = false; - - public Vector2 MoveInput { get => moveInput; } - public Vector2 AimInput { get => aimInput; } - public bool Interact { get => interact; } - public bool Back { get => back; } - public bool Select { get => select; } - - private void MoveInput_Performed(InputAction.CallbackContext ctx) => moveInput = ctx.ReadValue(); - private void MoveInput_Canceled(InputAction.CallbackContext ctx) => moveInput = Vector2.zero; - private void AimInput_Performed(InputAction.CallbackContext ctx) => aimInput = ctx.ReadValue(); - private void AimInput_Canceled(InputAction.CallbackContext ctx) => aimInput = Vector2.zero; + public Vector2 MoveInput { get; private set; } = Vector2.zero; + public Vector2 AimInput { get; private set; } = Vector2.zero; + public bool Interact { get; private set; } = false; + public bool Cancel { get; private set; } = false; + public bool Select { get; private set; } = false; + + #region D-pad + + public bool DLeft { get; private set; } = false; + public bool DRight { get; private set; } = false; + public bool DUp { get; private set; } = false; + public bool DDown { get; private set; } = false; + + #endregion D-pad + + private void MoveInput_Performed(InputAction.CallbackContext ctx) => MoveInput = ctx.ReadValue(); + private void MoveInput_Canceled(InputAction.CallbackContext ctx) => MoveInput = Vector2.zero; + private void AimInput_Performed(InputAction.CallbackContext ctx) => AimInput = ctx.ReadValue(); + private void AimInput_Canceled(InputAction.CallbackContext ctx) => AimInput = Vector2.zero; private void InteractInput_Performed(InputAction.CallbackContext ctx) => OnInteract(); - private void BackInput_Performed(InputAction.CallbackContext ctx) => back = true; - private void BackInput_Canceled(InputAction.CallbackContext ctx) => back = false; - private void SelectInput_Performed(InputAction.CallbackContext ctx) => select = true; - private void SelectInput_Canceled(InputAction.CallbackContext ctx) => select = false; + private void CancelInput_Performed(InputAction.CallbackContext ctx) => Cancel = true; + private void CancelInput_Canceled(InputAction.CallbackContext ctx) => Cancel = false; + private void SelectInput_Performed(InputAction.CallbackContext ctx) => Select = true; + private void SelectInput_Canceled(InputAction.CallbackContext ctx) => Select = false; + private void PauseInput_Performed(InputAction.CallbackContext ctx) => PauseManager.Singleton.PauseGame(); + + #region D-pad + + private void DLeft_Performed(InputAction.CallbackContext ctx) + { + DLeft = true; + OnDLeft(); + } + + private void DLeft_Canceled(InputAction.CallbackContext ctx) => DLeft = false; + + private void DRight_Performed(InputAction.CallbackContext ctx) + { + DRight = true; + OnDRight(); + } - private void ReadyForNextWaveInput_Canceled(InputAction.CallbackContext ctx) => EnemyWaveManager.ReadyForNextWave(); + private void DRight_Canceled(InputAction.CallbackContext ctx) => DRight = false; + private void DUp_Performed(InputAction.CallbackContext ctx) + { + DUp = true; + OnDUp(); + } + + private void DUp_Canceled(InputAction.CallbackContext ctx) => DUp = false; + + private void DDown_Performed(InputAction.CallbackContext ctx) + { + DDown = true; + OnDDown(); + } + + private void DDown_Canceled(InputAction.CallbackContext ctx) => DDown = false; + + #endregion D-pad + + private void MoveTowerInput_Performed(InputAction.CallbackContext ctx) => OnMoveTower(); + + private void ReadyForNextWaveInput_Performed(InputAction.CallbackContext ctx) => EnemyWaveManager.ReadyForNextWave(); + + // Called by `PlayerSpecificManager` after instantiating the player public void SetUpInput(PlayerInput newInput, PlayerSpecificManager newManager) { input = newInput; @@ -42,19 +86,34 @@ public void SetUpInput(PlayerInput newInput, PlayerSpecificManager newManager) newInput.actions["Aim"].performed += AimInput_Performed; newInput.actions["Aim"].canceled += AimInput_Canceled; newInput.actions["Interact"].performed += InteractInput_Performed; - newInput.actions["Back"].performed += BackInput_Performed; - newInput.actions["Back"].canceled += BackInput_Canceled; + newInput.actions["Cancel"].performed += CancelInput_Performed; + newInput.actions["Cancel"].canceled += CancelInput_Canceled; newInput.actions["Select"].performed += SelectInput_Performed; newInput.actions["Select"].canceled += SelectInput_Canceled; + newInput.actions["Pause"].performed += PauseInput_Performed; + newInput.actions["Move tower"].performed += MoveTowerInput_Performed; + + #region D-pad + + newInput.actions["DLeft"].performed += DLeft_Performed; + newInput.actions["DLeft"].canceled += DLeft_Canceled; + newInput.actions["DRight"].performed += DRight_Performed; + newInput.actions["DRight"].canceled += DRight_Canceled; + newInput.actions["DUp"].performed += DUp_Performed; + newInput.actions["DUp"].canceled += DUp_Canceled; + newInput.actions["DDown"].performed += DDown_Performed; + newInput.actions["DDown"].canceled += DDown_Canceled; + + #endregion D-pad #region Developer hotkeys - newInput.actions["Ready for next wave"].performed += ReadyForNextWaveInput_Canceled; + newInput.actions["Ready for next wave"].performed += ReadyForNextWaveInput_Performed; #endregion Developer hotkeys } - void OnDestroy() + private void OnDestroy_Input() { if (input) { @@ -63,12 +122,66 @@ void OnDestroy() input.actions["Aim"].performed -= AimInput_Performed; input.actions["Aim"].canceled -= AimInput_Canceled; input.actions["Interact"].performed -= InteractInput_Performed; - input.actions["Back"].performed -= BackInput_Performed; - input.actions["Back"].canceled -= BackInput_Canceled; + input.actions["Cancel"].performed -= CancelInput_Performed; + input.actions["Cancel"].canceled -= CancelInput_Canceled; input.actions["Select"].performed -= SelectInput_Performed; input.actions["Select"].canceled -= SelectInput_Canceled; + input.actions["Pause"].performed -= PauseInput_Performed; + input.actions["Move tower"].performed -= MoveTowerInput_Performed; + + #region D-pad + + input.actions["DLeft"].performed -= DLeft_Performed; + input.actions["DLeft"].canceled -= DLeft_Canceled; + input.actions["DRight"].performed -= DRight_Performed; + input.actions["DRight"].canceled -= DRight_Canceled; + input.actions["DUp"].performed -= DUp_Performed; + input.actions["DUp"].canceled -= DUp_Canceled; + input.actions["DDown"].performed -= DDown_Performed; + input.actions["DDown"].canceled -= DDown_Canceled; + + #endregion D-pad - input.actions["Ready for next wave"].performed -= ReadyForNextWaveInput_Canceled; + #region Developer hotkeys + + input.actions["Ready for next wave"].performed -= ReadyForNextWaveInput_Performed; + + #endregion Developer hotkeys } } + + #region D-pad + + private void OnDLeft() + { + DoDPadAction(0); + } + + private void OnDRight() + { + DoDPadAction(1); + } + + private void OnDUp() + { + DoDPadAction(0); + } + + private void OnDDown() + { + DoDPadAction(1); + } + + private void DoDPadAction(int towerIndex) + { + TowerScriptableObject tower = ui.ControllerWheel.GetTower(towerIndex); + if (_currentState == PlayerStates.FREE && inventoryManager.ResourceAmount >= tower.Cost) + { + inventoryManager.ResourceAmount -= tower.Cost; + tower.InstantiateConstructionTower(this); + SetState(PlayerStates.BUILDING); + } + } + + #endregion D-pad } diff --git a/Assets/Scripts/Player/PlayerUi.cs b/Assets/Scripts/Player/PlayerUi.cs index 5e8a2cb2..9bd51e29 100644 --- a/Assets/Scripts/Player/PlayerUi.cs +++ b/Assets/Scripts/Player/PlayerUi.cs @@ -3,35 +3,45 @@ using UnityEngine; using UnityEngine.UI; + public class PlayerUi : MonoBehaviour { [SerializeField] - private PlayerStateController state; + private PlayerStateController playerStateController; public GameObject ui; - public int uiSegmentAmount = 4; + + [Tooltip("The number of degrees the menu segments are tilted.")] public float segmentTiltDegrees; - private Transform mainCameraTransform; + private Transform mainCameraTransform; private InventoryManager inventory; - private TowerScript selectedSegment; + private UIControllerWheel controllerWheel; + + public UIControllerWheel ControllerWheel => controllerWheel; + + void Awake() + { + playerStateController = GetComponent(); + controllerWheel = ui.GetComponentInChildren(); + } - //Sets up required components to handle input void Start() { - state = GetComponent(); mainCameraTransform = Camera.main.transform; inventory = InventoryManager.Singleton; } - public GameObject GetSelectedSegment() + void LateUpdate() { - return selectedSegment.tower; + //Points the UI to the main camera + Vector3 lookAtPos = transform.position + mainCameraTransform.rotation * Vector3.forward; + ui.transform.LookAt(lookAtPos, mainCameraTransform.rotation * Vector3.up); } - public int GetSelectedCost() + public TowerScriptableObject GetSelectedSegment() { - return selectedSegment.cost; + return controllerWheel.GetSelectedTower(); } public void Select() @@ -40,73 +50,43 @@ public void Select() ui.gameObject.SetActive(true); UpdatePos(); //Turns off the UI if button no longer held - if (!state.Select) + if (!playerStateController.Select) { - ui.gameObject.SetActive(false); - if (selectedSegment) + TowerScriptableObject selectedSegment = GetSelectedSegment(); + if (selectedSegment + && inventory.ResourceAmount - selectedSegment.Cost >= 0) { - inventory.ResourceAmount -= GetSelectedCost(); - if (inventory.ResourceAmount >= 0) - { - GameObject spawnedTower = Instantiate(GetSelectedSegment()); - state.PrepareTurret(spawnedTower.GetComponent()); - state.SetState(PlayerStateController.PlayerStates.BUILDING); - } + inventory.ResourceAmount -= selectedSegment.Cost; + selectedSegment.InstantiateConstructionTower(playerStateController); + playerStateController.SetState(PlayerStates.BUILDING); } else - { - state.SetState(PlayerStateController.PlayerStates.FREE); - } - } + playerStateController.SetState(PlayerStates.FREE); - } - - private void LateUpdate() - { - //Points the UI to the main camera - Vector3 lookAtPos = transform.position + mainCameraTransform.rotation * Vector3.forward; - ui.transform.LookAt(lookAtPos, mainCameraTransform.rotation * Vector3.up); + ui.gameObject.SetActive(false); + } } //Finds which segment of the radialUi the control stick is pointing towards private void UpdatePos() { - if (state.CurrentState != PlayerStateController.PlayerStates.IN_TURRET_MENU) + if (playerStateController.CurrentState != PlayerStates.IN_TURRET_MENU) { Debug.LogError("You seem to be in the wrong state for the UI"); return; } - if (state.AimInput != Vector2.zero) + // The controller points to nothing + if (playerStateController.AimInput == Vector2.zero) { - float angle = 180 * Mathf.Atan2(state.AimInput.x, state.AimInput.y) / Mathf.PI; - - //Degree-tilt on segments to accomadate for tilted menus. - angle += segmentTiltDegrees; + controllerWheel.SelectedSegmentIndex = null; + return; + } - //absoluteValue of angle - if (angle < 0) - angle += 360; + float inputAngle = 180f * Mathf.Atan2(playerStateController.AimInput.x, playerStateController.AimInput.y) / Mathf.PI; + inputAngle = MathUtils.NormalizeDegreeAngle(inputAngle + segmentTiltDegrees); - float segmentAreaDegrees = 360f / uiSegmentAmount; - for (int i = 0; i < uiSegmentAmount; i++) - { - if (angle >= i * segmentAreaDegrees - && angle < (i + 1) * segmentAreaDegrees) - { - //Sets all ui segments to their normal non-highlighted texture - ui.GetComponentInChildren().NormalizeSegments(); - //Highlights the selected segment - ui.GetComponentInChildren().HighlightSegment(i); - //Sets the current selected tower gameobject derived from the corresponding scriptable object - selectedSegment = ui.GetComponentInChildren().GetTower(i); - } - } - } - //The controller points to nothing - else - { - selectedSegment = null; - ui.GetComponentInChildren().NormalizeSegments(); - } + float segmentAreaDegrees = 360f / controllerWheel.GetNumSegments(); + int selectedSegmentIndex = Mathf.FloorToInt(inputAngle / segmentAreaDegrees); + controllerWheel.SelectedSegmentIndex = selectedSegmentIndex; } } diff --git a/Assets/Scripts/ScriptableObjects.meta b/Assets/Scripts/ScriptableObjects.meta new file mode 100644 index 00000000..9ce86469 --- /dev/null +++ b/Assets/Scripts/ScriptableObjects.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c8fcfe4190568654f9198d2e3b43d9d0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/FlexibleUI/FlexibleUIData.cs b/Assets/Scripts/ScriptableObjects/FlexibleUIData.cs similarity index 99% rename from Assets/Scripts/UI/FlexibleUI/FlexibleUIData.cs rename to Assets/Scripts/ScriptableObjects/FlexibleUIData.cs index 58030f6a..a2a22252 100644 --- a/Assets/Scripts/UI/FlexibleUI/FlexibleUIData.cs +++ b/Assets/Scripts/ScriptableObjects/FlexibleUIData.cs @@ -3,6 +3,7 @@ using UnityEngine; using UnityEngine.UI; + [CreateAssetMenu(menuName = "Flexible UI Data")] public class FlexibleUIData : ScriptableObject { diff --git a/Assets/Scripts/UI/FlexibleUI/FlexibleUIData.cs.meta b/Assets/Scripts/ScriptableObjects/FlexibleUIData.cs.meta similarity index 100% rename from Assets/Scripts/UI/FlexibleUI/FlexibleUIData.cs.meta rename to Assets/Scripts/ScriptableObjects/FlexibleUIData.cs.meta diff --git a/Assets/Scripts/ScriptableObjects/TowerScriptableObject.cs b/Assets/Scripts/ScriptableObjects/TowerScriptableObject.cs new file mode 100644 index 00000000..28b0beb8 --- /dev/null +++ b/Assets/Scripts/ScriptableObjects/TowerScriptableObject.cs @@ -0,0 +1,29 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + + +[CreateAssetMenu(menuName = "TowerScriptableObject")] +public class TowerScriptableObject : ScriptableObject +{ + public string towerName; + + [SerializeField] + private int cost; + + public TurretPrefabConstruction towerConstructionPrefab; + public Sprite icon; + public Sprite iconHighlight; + + public int Cost => cost; + + public TurretPrefabConstruction InstantiateConstructionTower(PlayerStateController controller) + { + GameObject spawnedConstructionTower = Instantiate(towerConstructionPrefab.gameObject); + controller.PrepareTurret(spawnedConstructionTower.GetComponent()); + TurretPrefabConstruction turretConstruction = spawnedConstructionTower.GetComponent(); + turretConstruction.FocusCell(controller.TargetCell); + return turretConstruction; + } +} diff --git a/Assets/ScriptableObjects/TowerScript.cs.meta b/Assets/Scripts/ScriptableObjects/TowerScriptableObject.cs.meta similarity index 100% rename from Assets/ScriptableObjects/TowerScript.cs.meta rename to Assets/Scripts/ScriptableObjects/TowerScriptableObject.cs.meta diff --git a/Assets/Scripts/Terrain/HexCell.cs b/Assets/Scripts/Terrain/HexCell.cs index d6579c27..6a296d19 100644 --- a/Assets/Scripts/Terrain/HexCell.cs +++ b/Assets/Scripts/Terrain/HexCell.cs @@ -1,90 +1,136 @@ +using System; using System.Collections; using UnityEngine; -using Unity.Mathematics; +using UnityEngine.Rendering; + + +[Serializable] +public struct HexCellType +{ + public Material material; + public float elevation; +} [ExecuteInEditMode] -public class HexCell : MonoBehaviour { +public class HexCell : MonoBehaviour +{ + public HexCoordinates coordinates; - public HexCoordinates coordinates; + [ReadOnly, SerializeField] + private HexCellType _cellType; - // Is an object currently occupying (is placed on) the HexCell(tm)? This bit of code has the answers! - public bool isOccupied; - public GameObject occupier; + [ReadOnly, SerializeField] + private HexCell[] neighbors; + // Is an object currently occupying (is placed on) the HexCell(tm)? This bit of code has the answers! [SerializeField] - private MeshRenderer mesh; - //public RectTransform uiRect; - private Vector3 position; - private Vector3 newPos; - private int elevation; - public int Elevation + private GameObject _occupyingObject; + + private MeshRenderer meshRenderer; + + private float? lastSetElevation = null; + + public HexCellType CellType { - get - { - return elevation; - } + get => _cellType; set { - elevation = value; - position = transform.localPosition; - //position.y = value * HexMetrics.elevationStep; - //position.y += (HexMetrics.SampleNoise(position).y * 2f - 1f) * HexMetrics.elevationPerturbStrength; - transform.localPosition = position; + _cellType = value; + + float elevationDelta = _cellType.elevation - (lastSetElevation ?? 0f); + transform.localPosition += elevationDelta * Vector3.up; + lastSetElevation = _cellType.elevation; + + meshRenderer.material = _cellType.material; + // For performance reasons, cells do not cast shadows, but we wish elevated cells to do so + meshRenderer.shadowCastingMode = _cellType.elevation > 0f ? ShadowCastingMode.On : ShadowCastingMode.Off; } } - public float pertubValue; - public Vector3 Position + /// + /// The GameObject placed on top of this cell. + ///
+ /// Note: this might be an already destroyed GameObject! + ///
+ public GameObject OccupyingObject { - get + get => _occupyingObject; + set { - return transform.localPosition; + if (value && IsOccupied) + { + Destroy(value); + Debug.LogError($"Cannot place {value} on cell at {coordinates}, as it's already occupied by {_occupyingObject}!"); + return; + } + + _occupyingObject = value; } } - public Material[] materials; + /// + /// Whether this cell has a game object placed on it or not. + ///

+ /// (Destroying a game object that was occupying this cell, will make this property return true + /// - without having to change the value of OccupyingObject.) + ///
+ public bool IsOccupied => OccupyingObject; + /// + /// false if the cell is occupied by another object, or if it's too close to the player base or another tower; + /// true otherwise. + /// + public bool CanPlaceTowerOnCell + { + get + { + if (IsOccupied) + return false; - public float animationScale = 10f; + foreach (HexDirection direction in Enum.GetValues(typeof(HexDirection))) + { + GameObject neighboringOccupyingObject = GetNeighbor(direction).OccupyingObject; + if (!neighboringOccupyingObject) + continue; + // If a neighboring cell has a tower or the player base on top of it, it's not allowed to place a tower on this cell, + // as they would be too close to each other + if (neighboringOccupyingObject.GetComponent() + || neighboringOccupyingObject.GetComponent()) + { + return false; + } + } - [SerializeField] - HexCell[] neighbors; + return true; + } + } - private Transform hq; + void Awake() + { + meshRenderer = GetComponentInChildren(); + } - private void Start() - { - if(mesh == null) + public GameObject InstantiatePrefabOnCell(GameObject prefab) + { + if (IsOccupied) { - mesh = GetComponent(); + Debug.LogError($"Cannot place {prefab} on cell at {coordinates}, as it's already occupied by {OccupyingObject}!"); + return null; } - pertubValue = HexMetrics.SampleNoise(Position).y; - mesh.material = materials[elevation]; - hq = GameObject.Find("Base").transform; + + GameObject obj = Instantiate(prefab, transform.position, Quaternion.identity, transform); + OccupyingObject = obj; + return obj; } - - public HexCell GetNeighbor (HexDirection direction) { - return neighbors[(int)direction]; - } - - public void SetNeighbor (HexDirection direction, HexCell cell) { - neighbors[(int)direction] = cell; - cell.neighbors[(int)direction.Opposite()] = this; - } - - public HexEdgeType GetEdgeType(HexDirection direction) - { - return HexMetrics.GetEdgeType(elevation, neighbors[(int)direction].elevation); - } - - public HexEdgeType GetEdgeType(HexCell otherCell) + + public HexCell GetNeighbor(HexDirection direction) { - return HexMetrics.GetEdgeType(elevation, otherCell.elevation); + return neighbors[(int)direction]; } - public void SetTower(GameObject tower) + public void SetNeighbor(HexDirection direction, HexCell cell) { - isOccupied = true; - occupier = tower; + neighbors[(int)direction] = cell; + cell.neighbors[(int)direction.Opposite()] = this; } -} \ No newline at end of file +} diff --git a/Assets/Scripts/Terrain/HexCoordinates.cs b/Assets/Scripts/Terrain/HexCoordinates.cs index 537c1fdf..25cdd096 100644 --- a/Assets/Scripts/Terrain/HexCoordinates.cs +++ b/Assets/Scripts/Terrain/HexCoordinates.cs @@ -1,73 +1,68 @@ -using UnityEngine; - -[System.Serializable] - -public struct HexCoordinates { - - [SerializeField] - private int x, z; - - public int X { - get { - return x; - } - } - - public int Z { - get { - return z; - } - } - - public int Y { - get { - return -X - Z; - } - } - - public HexCoordinates (int x, int z) { - this.x = x; - this.z = z; - } - - public static HexCoordinates FromOffsetCoordinates (int x, int z) { - return new HexCoordinates(x - z / 2, z); - } - - public static HexCoordinates FromPosition (Vector3 position) { - float x = position.x / (HexMetrics.innerRadius * 2f); - float y = -x; - - float offset = position.z / (HexMetrics.outerRadius * 3f); - x -= offset; - y -= offset; - - int iX = Mathf.RoundToInt(x); - int iY = Mathf.RoundToInt(y); - int iZ = Mathf.RoundToInt(-x -y); - - if (iX + iY + iZ != 0) { - float dX = Mathf.Abs(x - iX); - float dY = Mathf.Abs(y - iY); - float dZ = Mathf.Abs(-x -y - iZ); - - if (dX > dY && dX > dZ) { - iX = -iY - iZ; - } - else if (dZ > dY) { - iZ = -iX - iY; - } - } - - return new HexCoordinates(iX, iZ); - } - - public override string ToString () { - return "(" + - X.ToString() + ", " + Y.ToString() + ", " + Z.ToString() + ")"; - } - - public string ToStringOnSeparateLines () { - return X.ToString() + "\n" + Y.ToString() + "\n" + Z.ToString(); - } +using System; +using UnityEngine; + + +[Serializable] +public struct HexCoordinates +{ + [SerializeField] + private int _x; + + [SerializeField] + private int _z; + + public int X => _x; + + public int Z => _z; + + public int Y => -X - Z; + + public HexCoordinates(int x, int z) + { + _x = x; + _z = z; + } + + public static HexCoordinates FromOffsetCoordinates(int x, int z) + { + return new HexCoordinates(x - z / 2, z); + } + + public static HexCoordinates FromPosition(Vector3 position) + { + float x = position.x / (HexMetrics.INNER_RADIUS * 2f); + float y = -x; + + float offset = position.z / (HexMetrics.OUTER_RADIUS * 3f); + x -= offset; + y -= offset; + + int iX = Mathf.RoundToInt(x); + int iY = Mathf.RoundToInt(y); + int iZ = Mathf.RoundToInt(-x - y); + + if (iX + iY + iZ != 0) + { + float dX = Mathf.Abs(x - iX); + float dY = Mathf.Abs(y - iY); + float dZ = Mathf.Abs(-x - y - iZ); + + if (dX > dY && dX > dZ) + iX = -iY - iZ; + else if (dZ > dY) + iZ = -iX - iY; + } + + return new HexCoordinates(iX, iZ); + } + + public override string ToString() + { + return $"({X}, {Y}, {Z})"; + } + + public string ToStringOnSeparateLines() + { + return $"{X}\n{Y}\n{Z}"; + } } diff --git a/Assets/Scripts/Terrain/HexDirection.cs b/Assets/Scripts/Terrain/HexDirection.cs index 6f6ead97..f46bc9c1 100644 --- a/Assets/Scripts/Terrain/HexDirection.cs +++ b/Assets/Scripts/Terrain/HexDirection.cs @@ -1,18 +1,28 @@ -public enum HexDirection { - NE, E, SE, SW, W, NW +public enum HexDirection +{ + NE, + E, + SE, + SW, + W, + NW, } -public static class HexDirectionExtensions { +public static class HexDirectionExtensions +{ + public static HexDirection Opposite(this HexDirection direction) + { + int oppositeDirectionIndex = ((int)direction + 3) % 6; + return (HexDirection)oppositeDirectionIndex; + } - public static HexDirection Opposite (this HexDirection direction) { - return (int)direction < 3 ? (direction + 3) : (direction - 3); - } + public static HexDirection Previous(this HexDirection direction) + { + return direction == HexDirection.NE ? HexDirection.NW : direction - 1; + } - public static HexDirection Previous (this HexDirection direction) { - return direction == HexDirection.NE ? HexDirection.NW : (direction - 1); - } - - public static HexDirection Next (this HexDirection direction) { - return direction == HexDirection.NW ? HexDirection.NE : (direction + 1); - } + public static HexDirection Next(this HexDirection direction) + { + return direction == HexDirection.NW ? HexDirection.NE : direction + 1; + } } diff --git a/Assets/Scripts/Terrain/HexEdgeType.cs b/Assets/Scripts/Terrain/HexEdgeType.cs deleted file mode 100644 index 03e2ba77..00000000 --- a/Assets/Scripts/Terrain/HexEdgeType.cs +++ /dev/null @@ -1,8 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public enum HexEdgeType -{ - Flat, Slope, Cliff -} \ No newline at end of file diff --git a/Assets/Scripts/Terrain/HexGrid.cs b/Assets/Scripts/Terrain/HexGrid.cs index 5d4a0292..9c8276f3 100644 --- a/Assets/Scripts/Terrain/HexGrid.cs +++ b/Assets/Scripts/Terrain/HexGrid.cs @@ -1,270 +1,383 @@ using System.Collections.Generic; +using System.Linq; using UnityEngine; -using Unity.Jobs; -using Unity.Mathematics; -using Unity.Collections; + [ExecuteInEditMode] -public class HexGrid : MonoBehaviour { +public class HexGrid : MonoBehaviour +{ + public static HexGrid Singleton { get; private set; } + + private int cellCountX; + private int cellCountZ; + + [Header("Structural Variables")] + [Range(1, 20)] + public int chunkCountX = 4; + + [Range(1, 20)] + public int chunkCountZ = 3; + + [SerializeField] + private Transform chunkPrefab; + + [SerializeField] + private HexCell cellPrefab; - private int cellCountX, cellCountZ; + private GameObject playerBase; - public int chunkCountX = 4; - public int chunkCountZ = 3; + [Header("Terrain Data")] + private Transform[] chunks; - public HexGridChunk chunkPrefab; + [HideInInspector] + public HexCell[] cells; - public HexCell cellPrefab; - //public Text cellLabelPrefab; - - HexGridChunk[] chunks; - public HexCell[] cells; - public HexCell[] edgeCells; + public HexCell[] edgeCells; - public bool recalculate; + [Header("Scenery Variables")] + [SerializeField] + private GameObject[] occupyingSceneryObjects; + + [SerializeField] + private GameObject[] nonOccupyingSceneryObjects; + + [SerializeField] + private bool mountainBorder; + + [SerializeField] + private bool treeBorder; - [Header("Noise")] - public Texture2D noise; + [Header("Noise")] + [SerializeField] + private Texture2D noise; [Header("Noise Scale")] - public float noiseScale; + [SerializeField] + private float noiseScale; - [Header("Terrain Animation")] - public bool isEnabled = false; + // Custom inspector variables + [Header("Cell Variables")] [SerializeField] - private Transform hq; - public float scale = 0.1f; - public float speed = 0.5f; + private HexCellType[] cellTypes; - private void OnEnable() - { - HexMetrics.noiseSource = noise; - HexMetrics.noiseScale = noiseScale; - } - private void Awake() { - cellCountX = chunkCountX * HexMetrics.chunkSizeX; - cellCountZ = chunkCountZ * HexMetrics.chunkSizeZ; + [Header("Savekey")] + [SerializeField] + private GameObject[] towerPrefabs; - CreateChunks(); - CreateCells(); + private IDictionary nameToGameObject; + private IDictionary gameObjectToName; - edgeCells = GetEdgeCells(); - hq = GameObject.FindGameObjectWithTag("Base").transform; + void OnEnable() + { + HexMetrics.noiseScale = noiseScale; } - private void Update() + + void Awake() { - if (recalculate) + #region Singleton boilerplate + + if (Singleton != null) { - recalculate = false; + if (Singleton != this) + { + Debug.LogWarning($"There's more than one {Singleton.GetType()} in the scene!"); + Destroy(gameObject); + } + + return; + } + + Singleton = this; + + #endregion Singleton boilerplate - cellCountX = chunkCountX * HexMetrics.chunkSizeX; - cellCountZ = chunkCountZ * HexMetrics.chunkSizeZ; + playerBase = GameObject.FindGameObjectWithTag("Base"); - CreateChunks(); - CreateCells(); + // Calculate borders for the terrain + cellCountX = chunkCountX * HexMetrics.CHUNK_SIZE_X; + cellCountZ = chunkCountZ * HexMetrics.CHUNK_SIZE_Z; - edgeCells = GetEdgeCells(); - } + nameToGameObject = new Dictionary(); + gameObjectToName = new Dictionary(); - // Terain floating job - if (isEnabled) + IEnumerable allGameObjectArrays = towerPrefabs.Concat(occupyingSceneryObjects).Concat(nonOccupyingSceneryObjects); + foreach (GameObject obj in allGameObjectArrays) { - NativeArray cellPosArray = new NativeArray(cells.Length, Allocator.TempJob); - NativeArray cellElevation = new NativeArray(cells.Length, Allocator.TempJob); - NativeArray result = new NativeArray(cells.Length, Allocator.TempJob); - for (int i = 0; i < cells.Length; i++) - { - cellPosArray[i] = cells[i].transform.position; - } - CellAnimJob cellAnim = new CellAnimJob - { - time = Time.realtimeSinceStartup, - targetPos = hq.position, - currPosArray = cellPosArray, - scale = scale, - speed = speed, - elevationStep = HexMetrics.elevationStep, - elevation = cellElevation, - adjustment = result, - }; - - JobHandle jobHandle = cellAnim.Schedule(cells.Length, 100); - jobHandle.Complete(); - - // Apply the values - for (int i = 0; i < cells.Length; i++) - { - cells[i].transform.position = new Vector3( - cells[i].transform.position.x, - result[i], - cells[i].transform.position.z); - } - cellPosArray.Dispose(); - cellElevation.Dispose(); - result.Dispose(); + string gameObjectName = $"{obj.name}(Clone)"; + nameToGameObject.Add(gameObjectName, obj); + gameObjectToName.Add(obj, gameObjectName); } } - void CreateChunks() - { - // Remove previous chunks - chunks = GetComponentsInChildren(); - foreach (HexGridChunk chunk in chunks) - { - DestroyImmediate(chunk.gameObject); - } - - chunks = new HexGridChunk[chunkCountX * chunkCountZ]; - - for (int z = 0, i = 0; z < chunkCountZ; z++) - { - for (int x = 0; x < chunkCountX; x++) - { - HexGridChunk chunk = chunks[i++] = Instantiate(chunkPrefab); - chunk.transform.SetParent(transform); + /// + /// Rebuild the terrain from scratch + /// + public void RebuildTerrain() + { + // Calculate borders + cellCountX = chunkCountX * HexMetrics.CHUNK_SIZE_X; + cellCountZ = chunkCountZ * HexMetrics.CHUNK_SIZE_Z; + + // Create the terrain + CreateChunks(); + CreateCells(); + + PlacePlayerBase(); + + PlaceSceneryObjects(); + } + + private void PlacePlayerBase() + { + // Place the base in the middle of the terrain + Vector3 firstCellPos = cells[0].transform.position; + Vector3 lastCellPos = cells[cells.Length - 1].transform.position; + Vector3 basePos = (lastCellPos - firstCellPos) / 2f; + HexCell centerCell = GetCell(basePos); + + playerBase.transform.position = centerCell.transform.position; + centerCell.OccupyingObject = playerBase; + } + + // Create the chunks to better organize the cell data + private void CreateChunks() + { + // Remove previous chunks + while (transform.childCount > 0) + DestroyImmediate(transform.GetChild(0).gameObject); + + chunks = new Transform[chunkCountX * chunkCountZ]; + + for (int z = 0, i = 0; z < chunkCountZ; z++) + { + for (int x = 0; x < chunkCountX; x++) + { + Transform chunk = chunks[i++] = Instantiate(chunkPrefab); + chunk.transform.SetParent(transform); + chunk.name = $"Chunk ({x}, {z})"; chunk.transform.position -= new Vector3( - HexMetrics.innerRadius * cellCountX, + HexMetrics.INNER_RADIUS * cellCountX, 0, - HexMetrics.outerRadius * cellCountZ * 1.5f / 2f - ); - } - } - } + HexMetrics.OUTER_RADIUS * cellCountZ * 1.5f / 2f + ); + } + } + } - void CreateCells() + // Creates an array of all cells and fills it out with individual cells + private void CreateCells() { - cells = new HexCell[cellCountZ * cellCountX]; - - for (int z = 0, i = 0; z < cellCountZ; z++) - { - for (int x = 0; x < cellCountX; x++) - { - CreateCell(x, z, i++); - } - } - } + cells = new HexCell[cellCountZ * cellCountX]; + + for (int z = 0, i = 0; z < cellCountZ; z++) + { + for (int x = 0; x < cellCountX; x++) + CreateCell(x, z, i++); + } + + edgeCells = GetEdgeCells(); + } + // Returns the HexCell at a given position - public HexCell GetCell (Vector3 position) { - position = transform.InverseTransformPoint(position); + public HexCell GetCell(Vector3 position) + { + position = transform.InverseTransformPoint(position); position -= cells[0].transform.position; - HexCoordinates coordinates = HexCoordinates.FromPosition(position); - int index = coordinates.X + coordinates.Z * cellCountX + coordinates.Z / 2; + HexCoordinates coordinates = HexCoordinates.FromPosition(position); + int index = coordinates.X + coordinates.Z * cellCountX + coordinates.Z / 2; + return cells[index]; - } - - - void CreateCell (int x, int z, int i) { - Vector3 position; - position.x = (x + z * 0.5f - z / 2) * (HexMetrics.innerRadius * 2f); - position.y = 0f; - position.z = z * (HexMetrics.outerRadius * 1.5f); - - HexCell cell = cells[i] = Instantiate(cellPrefab); - cell.transform.localPosition = position; - cell.coordinates = HexCoordinates.FromOffsetCoordinates(x, z); - - if (x > 0) { - cell.SetNeighbor(HexDirection.W, cells[i - 1]); - } - if (z > 0) { - if ((z & 1) == 0) { - cell.SetNeighbor(HexDirection.SE, cells[i - cellCountX]); - if (x > 0) { - cell.SetNeighbor(HexDirection.SW, cells[i - cellCountX - 1]); - } - } - else { - cell.SetNeighbor(HexDirection.SW, cells[i - cellCountX]); - if (x < cellCountX - 1) { - cell.SetNeighbor(HexDirection.SE, cells[i - cellCountX + 1]); - } - } - } - /* - Text label = Instantiate(cellLabelPrefab); - label.rectTransform.anchoredPosition = - new Vector2(position.x, position.z); - label.rectTransform.sizeDelta = - new Vector2(HexMetrics.outerRadius * 2, HexMetrics.innerRadius * 2); - label.text = cell.coordinates.ToStringOnSeparateLines(); - cell.uiRect = label.rectTransform; - */ - - cell.Elevation = Mathf.FloorToInt(HexMetrics.SampleNoise(cell.transform.localPosition).y * cell.materials.Length * 1.1f); - - AddCellToChunk(x, z, cell); - } - - void AddCellToChunk(int x, int z, HexCell cell) + } + + private void CreateCell(int x, int z, int i) { - int chunkX = x / HexMetrics.chunkSizeX; - int chunkZ = z / HexMetrics.chunkSizeZ; - HexGridChunk chunk = chunks[chunkX + chunkZ * chunkCountX]; + // Determine the position of the cell + Vector3 position; + position.x = (x + z * 0.5f - z / 2) * (HexMetrics.INNER_RADIUS * 2f); + position.y = 0f; + position.z = z * (HexMetrics.OUTER_RADIUS * 1.5f); + + // Instantiate and set up the cell + HexCell cell = cells[i] = Instantiate(cellPrefab); + cell.transform.localPosition = position; + + cell.coordinates = HexCoordinates.FromOffsetCoordinates(x, z); + + // Assign the neighbors of the cell + if (x > 0) + cell.SetNeighbor(HexDirection.W, cells[i - 1]); + + if (z > 0) + { + if ((z & 1) == 0) + { + cell.SetNeighbor(HexDirection.SE, cells[i - cellCountX]); + if (x > 0) + cell.SetNeighbor(HexDirection.SW, cells[i - cellCountX - 1]); + } else + { + cell.SetNeighbor(HexDirection.SW, cells[i - cellCountX]); + if (x < cellCountX - 1) + cell.SetNeighbor(HexDirection.SE, cells[i - cellCountX + 1]); + } + } + + // Add cell to correlating chunk + int chunkX = x / HexMetrics.CHUNK_SIZE_X; + int chunkZ = z / HexMetrics.CHUNK_SIZE_Z; + + cell.transform.SetParent(chunks[chunkX + chunkZ * chunkCountX]); + + SetTypeForCell(cell); + } - int localX = x - chunkX * HexMetrics.chunkSizeX; - int localZ = z - chunkZ * HexMetrics.chunkSizeZ; - chunk.AddCell(localX + localZ * HexMetrics.chunkSizeX, cell); - } + /// + /// Adjust a cells transform and material information based off the elevation integer. + /// + /// The target cell + private void SetTypeForCell(HexCell cell) + { + float noiseValue = HexMetrics.SampleNoise(cell.transform.localPosition, noise).y; // will be between 0.0 and 1.0 (both inclusive) + int cellTypeIndex = Mathf.FloorToInt(noiseValue * cellTypes.Length * 0.99f); // will be between 0 and the last index of `cellTypes` + cell.CellType = cellTypes[cellTypeIndex]; + } - public HexCell[] GetEdgeCells() + /// + /// Returns an array containing the cells on the edge of the map. + /// + /// + public HexCell[] GetEdgeCells() { - HexCell[] edgeCells = new HexCell[2 * cellCountX + 2 * cellCountZ - 4]; - // Get the lower edge - int i = 0; - Vector2Int currentPos = new Vector2Int(0, 0); + HexCell[] edgeCells = new HexCell[2 * cellCountX + 2 * cellCountZ - 4]; + // Get the lower edge + int i = 0; + Vector2Int currentPos = new Vector2Int(0, 0); + + for (int x = 0; x < cellCountX - 1; x++) + { + edgeCells[i] = cells[currentPos.x + currentPos.y * cellCountX]; + i++; + currentPos += new Vector2Int(1, 0); + } - for(int x = 0; x < cellCountX - 1; x++) + for (int x = 0; x < cellCountZ - 1; x++) { - edgeCells[i] = cells[currentPos.x + currentPos.y * cellCountX]; - i++; - currentPos = currentPos + new Vector2Int(1, 0); + edgeCells[i] = cells[currentPos.x + currentPos.y * cellCountX]; + i++; + currentPos += new Vector2Int(0, 1); } - for (int x = 0; x < cellCountZ - 1; x++) - { - edgeCells[i] = cells[currentPos.x + currentPos.y * cellCountX]; - i++; - currentPos = currentPos + new Vector2Int(0, 1); - } - for (int x = 0; x < cellCountX - 1; x++) - { - edgeCells[i] = cells[currentPos.x + currentPos.y * cellCountX]; - i++; - currentPos = currentPos + new Vector2Int(-1, 0); - } - for (int x = 0; x < cellCountZ - 1; x++) - { - edgeCells[i] = cells[currentPos.x + currentPos.y * cellCountX]; - i++; - currentPos = currentPos + new Vector2Int(0, -1); - } - foreach (HexGridChunk chunk in chunks) + + for (int x = 0; x < cellCountX - 1; x++) { - chunk.Refresh(); + edgeCells[i] = cells[currentPos.x + currentPos.y * cellCountX]; + i++; + currentPos += new Vector2Int(-1, 0); } - return edgeCells; + + for (int x = 0; x < cellCountZ - 1; x++) + { + edgeCells[i] = cells[currentPos.x + currentPos.y * cellCountX]; + i++; + currentPos += new Vector2Int(0, -1); + } + + return edgeCells; } - -} + /// + /// Creates the map decorations + /// + private void PlaceSceneryObjects() + { + if (occupyingSceneryObjects.Length == 0) + { + Debug.LogError("No scenery objects have been assigned!"); + return; + } + + // Code from https://stackoverflow.com/a/3188804 + HexCellType tallestCellType = cellTypes.Aggregate((t1, t2) => t1.elevation > t2.elevation ? t1 : t2); + PlaceSceneryOnMapEdge(tallestCellType); + PlaceSceneryOnPlayArea(occupyingSceneryObjects, true, tallestCellType); + PlaceSceneryOnPlayArea(nonOccupyingSceneryObjects, false, tallestCellType); + } + + private void PlaceSceneryOnMapEdge(HexCellType tallestCellType) + { + // Adding a wall around the map + foreach (HexCell cell in edgeCells) + { + if (mountainBorder) + cell.CellType = tallestCellType; + + if (treeBorder) + { + GameObject sceneryObj = cell.InstantiatePrefabOnCell(occupyingSceneryObjects[0]); + float yRotation = Random.Range(0f, 360f); + sceneryObj.transform.Rotate(0, yRotation, 0); + } + } + } + + private void PlaceSceneryOnPlayArea(GameObject[] sceneryObjects, bool occupying, HexCellType tallestCellType) + { + foreach (HexCell cell in cells) + { + float elevation = cell.CellType.elevation; + if (Random.Range(0, 100) > 10f + || elevation < 0 + || elevation >= tallestCellType.elevation + || cell.IsOccupied) + continue; + + int sceneryIndex = Random.Range(0, sceneryObjects.Length); + GameObject sceneryObject = cell.InstantiatePrefabOnCell(sceneryObjects[sceneryIndex]); + float yRotation = Random.Range(0f, 360f); + sceneryObject.transform.Rotate(0, yRotation, 0); + + if (!occupying) + cell.OccupyingObject = null; + } + } + + public void SaveTerrain() + { + SaveSystem.SaveTerrain(this); + } + + public void LoadTerrain() + { + TerrainData data = SaveSystem.LoadTerrain(); + if (data == null) + return; -public struct CellAnimJob : IJobParallelFor{ - public NativeArray currPosArray; - public NativeArray elevation; - [ReadOnly] public float3 targetPos; - [ReadOnly] public float time; - [ReadOnly] public float scale; - [ReadOnly] public float speed; - [ReadOnly] public float elevationStep; - - public NativeArray adjustment; - - public void Execute(int index){ - // Animated terrain waves - // Distance between cell and the base - float dst = math.sqrt( - (targetPos.x - currPosArray[index].x) * (targetPos.x - currPosArray[index].x) + - (targetPos.z - currPosArray[index].z) * (targetPos.z - currPosArray[index].z)); - - adjustment[index] = math.sin(-2 * math.PI * time * speed + dst) * scale; - } + chunkCountX = data.xChunks; + chunkCountZ = data.zChunks; + + // Create a basic terrain + CreateChunks(); + CreateCells(); + + PlacePlayerBase(); + + // Update all cells according to stored data + for (int i = 0; i < cells.Length; i++) + { + HexCellData hexCellData = data.hexCells[i]; + cells[i].CellType = hexCellData.cellType; + + if (hexCellData.occupier == "null" || !nameToGameObject.ContainsKey(hexCellData.occupier)) + continue; + + GameObject sceneryObject = cells[i].InstantiatePrefabOnCell(nameToGameObject[hexCellData.occupier]); + if (sceneryObject.GetComponent() is RotatableTowerLogic rotatableTowerLogic) + { + Quaternion rotation = rotatableTowerLogic.rotAxis.rotation; + rotatableTowerLogic.rotAxis.rotation = rotation * Quaternion.Euler(0f, hexCellData.occupierRotation, 0f); + } else + { + sceneryObject.transform.rotation = Quaternion.Euler(0f, hexCellData.occupierRotation, 0f); + } + } + } } diff --git a/Assets/Scripts/Terrain/HexGridChunk.cs b/Assets/Scripts/Terrain/HexGridChunk.cs deleted file mode 100644 index c432ba5e..00000000 --- a/Assets/Scripts/Terrain/HexGridChunk.cs +++ /dev/null @@ -1,48 +0,0 @@ -using System.ComponentModel; -using UnityEngine; -using UnityEngine.UI; - -[ExecuteInEditMode] -public class HexGridChunk : MonoBehaviour -{ - HexCell[] cells; - - HexMesh hexmesh; - Canvas gridCanvas; - - private void Awake() - { - gridCanvas = GetComponentInChildren(); - hexmesh = GetComponentInChildren(); - - cells = new HexCell[HexMetrics.chunkSizeX * HexMetrics.chunkSizeZ]; - } - - private void Start() - { - hexmesh.Triangulate(cells); - } - - private void Update() - { - if(cells.Length == 0) - { - cells = new HexCell[HexMetrics.chunkSizeX * HexMetrics.chunkSizeZ]; - } - } - - public void AddCell(int index, HexCell cell) - { - cells[index] = cell; - cell.transform.SetParent(transform, false); - //cell.Elevation = Mathf.RoundToInt(HexMetrics.SampleNoise(cell.coordinates).x*cell.materials.Length); - //cell.uiRect.SetParent(gridCanvas.transform, false); - - } - - public void Refresh() - { - hexmesh.Triangulate(cells); - } -} - diff --git a/Assets/Scripts/Terrain/HexMapEditor.cs b/Assets/Scripts/Terrain/HexMapEditor.cs deleted file mode 100644 index fbc52858..00000000 --- a/Assets/Scripts/Terrain/HexMapEditor.cs +++ /dev/null @@ -1,54 +0,0 @@ -using UnityEngine; -using UnityEngine.EventSystems; - -[ExecuteAlways] -public class HexMapEditor : MonoBehaviour { - - public Color[] colors; - - public HexGrid hexGrid; - - private Color activeColor; - - void Awake () { - SelectColor(0); - } - - void Update () { - return; - /* - if ( - Input.GetMouseButton(0) && - !EventSystem.current.IsPointerOverGameObject() - ) { - HandleInput(); - } - */ - } - - void HandleInput () { - return; - /* - Ray inputRay = Camera.main.ScreenPointToRay(Input.mousePosition); - RaycastHit hit; - if (Physics.Raycast(inputRay, out hit)) { - EditCell(hexGrid.GetCell(hit.point)); - } - */ - } - - int activeElevation; - void EditCell(HexCell cell) - { - cell.Elevation = activeElevation; - } - - public void SetElevation (float elevation) - { - activeElevation = (int)elevation; - } - - public void SelectColor (int index) { - activeColor = colors[index]; - } -} \ No newline at end of file diff --git a/Assets/Scripts/Terrain/HexMapEditor.cs.meta b/Assets/Scripts/Terrain/HexMapEditor.cs.meta deleted file mode 100644 index ed6e5dea..00000000 --- a/Assets/Scripts/Terrain/HexMapEditor.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 1e363bf5181e448a78cb05f5d6a64930 -timeCreated: 1454067612 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Terrain/HexMesh.cs b/Assets/Scripts/Terrain/HexMesh.cs deleted file mode 100644 index 5ffabb8a..00000000 --- a/Assets/Scripts/Terrain/HexMesh.cs +++ /dev/null @@ -1,358 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -[ExecuteInEditMode] -[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] -public class HexMesh : MonoBehaviour { - - Mesh hexMesh; - List vertices; - List colors; - List triangles; - - MeshCollider meshCollider; - //Material mat; - - void Awake () { - GetComponent().mesh = hexMesh = new Mesh(); - //mat = GetComponent().sharedMaterial; - //mat.SetVector("vector2Tiling", new Vector2(0.866025404f/ (HexMetrics.outerRadius * 3), 1 / (HexMetrics.outerRadius * 3))); - meshCollider = gameObject.GetComponent(); - hexMesh.name = "Hex Mesh"; - vertices = new List(); - colors = new List(); - triangles = new List(); - - GetComponent().enabled = false; - gameObject.isStatic = true; - } - - public void Triangulate (HexCell[] cells) { - hexMesh.Clear(); - vertices.Clear(); - colors.Clear(); - triangles.Clear(); - - for (int i = 0; i < cells.Length; i++) { - Triangulate(cells[i]); - } - hexMesh.vertices = vertices.ToArray(); - hexMesh.colors = colors.ToArray(); - hexMesh.triangles = triangles.ToArray(); - hexMesh.RecalculateNormals(); - meshCollider.sharedMesh = hexMesh; - } - - void Triangulate (HexCell cell) { - for (HexDirection d = HexDirection.NE; d <= HexDirection.NW; d++) { - Triangulate(d, cell); - } - } - - void Triangulate (HexDirection direction, HexCell cell) { - if(cell != null){ - Vector3 center = cell.Position; - Vector3 v1 = center + HexMetrics.GetFirstSolidCorner(direction); - Vector3 v2 = center + HexMetrics.GetSecondSolidCorner(direction); - - AddTriangle(center, v1, v2); - //AddTriangleColor(cell.color); - - if (direction <= HexDirection.SE) { - TriangulateConnection(direction, cell, v1, v2); - } - } - } - - void TriangulateConnection (HexDirection direction, HexCell cell, Vector3 v1, Vector3 v2) { - HexCell neighbor = cell.GetNeighbor(direction); - if (neighbor == null) { - return; - } - - Vector3 bridge = HexMetrics.GetBridge(direction); - Vector3 v3 = v1 + bridge; - Vector3 v4 = v2 + bridge; - v3.y = v4.y = neighbor.Position.y; - - if(cell.GetEdgeType(direction) == HexEdgeType.Slope) - { - TriangulateEdgeTerraces(v1, v2, cell, v3, v4, neighbor); - } - else - { - AddQuad(v1, v2, v3, v4); - //AddQuadColor(cell.color, neighbor.color); - } - - HexCell nextNeighbor = cell.GetNeighbor(direction.Next()); - - if (direction <= HexDirection.E && nextNeighbor != null) { - Vector3 v5 = v2 + HexMetrics.GetBridge(direction.Next()); - v5.y = nextNeighbor.Position.y; - AddTriangle(v2, v4, v5); - //AddTriangleColor(cell.color, neighbor.color, nextNeighbor.color); - - if (cell.Elevation <= neighbor.Elevation) - { - if (cell.Elevation <= nextNeighbor.Elevation) - { - TriangulateCorner(v2, cell, v4, neighbor, v5, nextNeighbor); - } - else - { - TriangulateCorner(v5, nextNeighbor, v2, cell, v4, neighbor); - } - } - else if(neighbor.Elevation <= nextNeighbor.Elevation) - { - TriangulateCorner(v4, neighbor, v5, nextNeighbor, v2, cell); - } - else - { - TriangulateCorner(v5, nextNeighbor, v2, cell, v3, neighbor); - } - } - } - - void TriangulateEdgeTerraces ( - Vector3 beginLeft, Vector3 beginRight, HexCell beginCell, - Vector3 endLeft, Vector3 endRight, HexCell endCell) - { - Vector3 v3 = HexMetrics.TerraceLerp(beginLeft, endLeft, 1); - Vector3 v4 = HexMetrics.TerraceLerp(beginRight, endRight, 1); - //Color c2 = HexMetrics.TerraceLerp(beginCell.color, endCell.color, 1); - - AddQuad(beginLeft, beginRight, v3, v4); - //AddQuadColor(beginCell.color, c2); - - for (int i = 2; i < HexMetrics.terraceSteps; i++) - { - Vector3 v1 = v3; - Vector3 v2 = v4; - //Color c1 = c2; - v3 = HexMetrics.TerraceLerp(beginLeft, endLeft, i); - v4 = HexMetrics.TerraceLerp(beginRight, endRight, i); - //c2 = HexMetrics.TerraceLerp(beginCell.color, endCell.color, i); - - AddQuad(v1, v2, v3, v4); - //AddQuadColor(c1, c2); - } - - AddQuad(v3, v4, endLeft, endRight); - //AddQuadColor(c2, endCell.color); - } - - void TriangulateCorner ( - Vector3 bottom, HexCell bottomCell, - Vector3 left, HexCell leftCell, - Vector3 right, HexCell rightCell) - { - HexEdgeType leftEdgeType = bottomCell.GetEdgeType(leftCell); - HexEdgeType rightEdgeType = bottomCell.GetEdgeType(rightCell); - - if (leftEdgeType == HexEdgeType.Slope) - { - if (rightEdgeType == HexEdgeType.Slope) - { - TriangulateCornerTerraces(bottom, bottomCell, left, leftCell, right, rightCell); - } - else if (rightEdgeType == HexEdgeType.Flat) - { - TriangulateCornerTerraces(left, leftCell, right, rightCell, bottom, bottomCell); - } - else - { - TriangulateCornerTerracesCliff(bottom, bottomCell, left, leftCell, right, rightCell); - } - } - else if (rightEdgeType == HexEdgeType.Slope) - { - if (leftEdgeType == HexEdgeType.Flat) - { - TriangulateCornerTerraces(right, rightCell, bottom, bottomCell, left, leftCell); - } - else - { - TriangulateCornerCliffTerraces(bottom, bottomCell, left, leftCell, right, rightCell); - } - } - else if (leftCell.GetEdgeType(rightCell) == HexEdgeType.Slope) - { - if (leftCell.Elevation < rightCell.Elevation) - { - TriangulateCornerCliffTerraces(right, rightCell, bottom, bottomCell, left, leftCell); - } - else - { - TriangulateCornerTerracesCliff(left, leftCell, right, rightCell, bottom, bottomCell); - } - } - else - { - AddTriangle(bottom, left, right); - //AddTriangleColor(bottomCell.color, leftCell.color, rightCell.color); - } - - } - - void TriangulateCornerTerraces( - Vector3 begin, HexCell beginCell, - Vector3 left, HexCell leftCell, - Vector3 right, HexCell rightCell) - { - Vector3 v3 = HexMetrics.TerraceLerp(begin, left, 1); - Vector3 v4 = HexMetrics.TerraceLerp(begin, right, 1); - //Color c3 = HexMetrics.TerraceLerp(beginCell.color, leftCell.color, 1); - //Color c4 = HexMetrics.TerraceLerp(beginCell.color, rightCell.color, 1); - - AddTriangle(begin, v3, v4); - //AddTriangleColor(beginCell.color, c3, c4); - - for (int i = 2; i < HexMetrics.terraceSteps; i++) - { - Vector3 v1 = v3; - Vector3 v2 = v4; - //Color c1 = c3; - //Color c2 = c4; - v3 = HexMetrics.TerraceLerp(begin, left, i); - v4 = HexMetrics.TerraceLerp(begin, right, i); - //c3 = HexMetrics.TerraceLerp(beginCell.color, leftCell.color, i); - //c4 = HexMetrics.TerraceLerp(beginCell.color, rightCell.color, i); - AddQuad(v1, v2, v3, v4); - //AddQuadColor(c1, c2, c3, c4); - } - - AddQuad(v3, v4, left, right); - //AddQuadColor(c3, c4, leftCell.color, rightCell.color); - } - - void TriangulateCornerTerracesCliff( - Vector3 begin, HexCell beginCell, - Vector3 left, HexCell leftCell, - Vector3 right, HexCell rightCell) - { - float b = 1f / (rightCell.Elevation - beginCell.Elevation); - if (b < 0) - { - b = -b; - } - Vector3 boundary = Vector3.Lerp(begin, right, b); - //Color boundaryColor = Color.Lerp(beginCell.color, rightCell.color, b); - - TriangulateBoundaryTriangle(begin, beginCell, left, leftCell, boundary); - - if(leftCell.GetEdgeType(rightCell)== HexEdgeType.Slope) - { - TriangulateBoundaryTriangle(left, leftCell, right, rightCell, boundary); - } - else - { - AddTriangle(left, right, boundary); - //AddTriangleColor(leftCell.color, rightCell.color, boundaryColor); - } - } - - void TriangulateCornerCliffTerraces( - Vector3 begin, HexCell beginCell, - Vector3 left, HexCell leftCell, - Vector3 right, HexCell rightCell) - { - float b = 1f / (leftCell.Elevation - beginCell.Elevation); - if (b < 0) - { - b = -b; - } - Vector3 boundary = Vector3.Lerp(begin, left, b); - //Color boundaryColor = Color.Lerp(beginCell.color, leftCell.color, b); - - TriangulateBoundaryTriangle(right, rightCell, begin, beginCell, boundary); - - if (leftCell.GetEdgeType(rightCell) == HexEdgeType.Slope) - { - TriangulateBoundaryTriangle(right, rightCell, begin, beginCell, boundary); - } - else - { - AddTriangle(left, right, boundary); - //AddTriangleColor(leftCell.color, rightCell.color, boundaryColor); - } - } - - void TriangulateBoundaryTriangle( - Vector3 begin, HexCell beginCell, - Vector3 left, HexCell leftCell, - Vector3 boundary) - { - Vector3 v2 = HexMetrics.TerraceLerp(begin, left, 1); - //Color c2 = HexMetrics.TerraceLerp(beginCell.color, leftCell.color, 1); - - AddTriangle(begin, v2, boundary); - //AddTriangleColor(beginCell.color, c2, boundaryColor); - - for (int i = 2; i < HexMetrics.terraceSteps; i++) - { - Vector3 v1 = v2; - //Color c1 = c2; - v2 = HexMetrics.TerraceLerp(begin, left, i); - //c2 = HexMetrics.TerraceLerp(beginCell.color, leftCell.color, i); - AddTriangle(v1, v2, boundary); - //AddTriangleColor(c1, c2, boundaryColor); - } - - AddTriangle(v2, left, boundary); - //AddTriangleColor(c2, leftCell.color, boundaryColor); - } - - void AddTriangle (Vector3 v1, Vector3 v2, Vector3 v3) { - int vertexIndex = vertices.Count; - vertices.Add(v1); - vertices.Add(v2); - vertices.Add(v3); - triangles.Add(vertexIndex); - triangles.Add(vertexIndex + 1); - triangles.Add(vertexIndex + 2); - } - - - void AddTriangleColor (Color color) { - colors.Add(color); - colors.Add(color); - colors.Add(color); - } - - void AddTriangleColor (Color c1, Color c2, Color c3) { - colors.Add(c1); - colors.Add(c2); - colors.Add(c3); - } - - void AddQuad (Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4) { - int vertexIndex = vertices.Count; - vertices.Add(v1); - vertices.Add(v2); - vertices.Add(v3); - vertices.Add(v4); - - triangles.Add(vertexIndex); - triangles.Add(vertexIndex + 2); - triangles.Add(vertexIndex + 1); - triangles.Add(vertexIndex + 1); - triangles.Add(vertexIndex + 2); - triangles.Add(vertexIndex + 3); - } - - void AddQuadColor (Color c1, Color c2) { - colors.Add(c1); - colors.Add(c1); - colors.Add(c2); - colors.Add(c2); - } - - void AddQuadColor (Color c1, Color c2, Color c3, Color c4) { - colors.Add(c1); - colors.Add(c2); - colors.Add(c3); - colors.Add(c4); - } -} diff --git a/Assets/Scripts/Terrain/HexMesh.cs.meta b/Assets/Scripts/Terrain/HexMesh.cs.meta deleted file mode 100644 index 660535b1..00000000 --- a/Assets/Scripts/Terrain/HexMesh.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: c547250cafb924e6397c4c850c04fe5f -timeCreated: 1453997337 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Terrain/HexMetrics.cs b/Assets/Scripts/Terrain/HexMetrics.cs index 2597790b..e99dccdb 100644 --- a/Assets/Scripts/Terrain/HexMetrics.cs +++ b/Assets/Scripts/Terrain/HexMetrics.cs @@ -1,105 +1,24 @@ using UnityEngine; -public static class HexMetrics { - public const float outerRadius = 1f; +public static class HexMetrics +{ + public const float OUTER_RADIUS = 1f; - public const float innerRadius = outerRadius * 0.866025404f; + public static readonly float INNER_RADIUS = OUTER_RADIUS * Mathf.Sqrt(3) / 2f; - public const float solidFactor = 0.9f; + public const float ELEVATION_STEP = 0.1f; - public const float blendFactor = 1f - solidFactor; + public static float noiseScale = 0.003f; - public const float elevationStep = 0.1f; + public const int CHUNK_SIZE_X = 5; + public const int CHUNK_SIZE_Z = 5; - public const int terracesPerSlope = 0; - - public const int terraceSteps = terracesPerSlope * 2 + 1; - - public const float horizontalTerraceStepSize = 1f / terraceSteps; - - public const float verticalTerraceStepSize = 1f / (terracesPerSlope + 1); - - public static Texture2D noiseSource; - - public static float noiseScale = 0.003f; - - public const float elevationPerturbStrength = 1f; - - public const int chunkSizeX = 5, chunkSizeZ = 5; - - static Vector3[] corners = { - new Vector3(0f, 0f, outerRadius), - new Vector3(innerRadius, 0f, 0.5f * outerRadius), - new Vector3(innerRadius, 0f, -0.5f * outerRadius), - new Vector3(0f, 0f, -outerRadius), - new Vector3(-innerRadius, 0f, -0.5f * outerRadius), - new Vector3(-innerRadius, 0f, 0.5f * outerRadius), - new Vector3(0f, 0f, outerRadius) - }; - - public static Vector3 GetFirstCorner (HexDirection direction) { - return corners[(int)direction]; - } - - public static Vector3 GetSecondCorner (HexDirection direction) { - return corners[(int)direction + 1]; - } - - public static Vector3 GetFirstSolidCorner (HexDirection direction) { - return corners[(int)direction] * solidFactor; - } - - public static Vector3 GetSecondSolidCorner (HexDirection direction) { - return corners[(int)direction + 1] * solidFactor; - } - - public static Vector3 GetBridge (HexDirection direction) { - return (corners[(int)direction] + corners[(int)direction + 1]) * - blendFactor; - } - - public static Vector3 TerraceLerp (Vector3 a, Vector3 b, int step) - { - float h = step * HexMetrics.horizontalTerraceStepSize; - a.x += (b.x - a.x) * h; - a.z += (b.z - a.z) * h; - float v = ((step + 1) / 2) * HexMetrics.verticalTerraceStepSize; - a.y += (b.y - a.y) * v; - return a; - } - - public static Color TerraceLerp (Color a, Color b, int step) - { - float h = step * HexMetrics.horizontalTerraceStepSize; - return Color.Lerp(a, b, h); - } - - public static HexEdgeType GetEdgeType(int elevation1, int elevation2) - { - if(elevation1 == elevation2) - { - return HexEdgeType.Flat; - } - int delta = elevation2 - elevation1; - if(delta == 1 || delta == -1) - { - return HexEdgeType.Slope; - } - return HexEdgeType.Cliff; - } - - public static Vector4 SampleNoise(Vector3 position) + public static Vector4 SampleNoise(Vector3 position, Texture2D noiseSource) { - //return Mathf.PerlinNoise(position.x/scale, position.z/scale); - if(noiseSource == null) - { - noiseSource = GameObject.Find("Terrain").GetComponent().noise; - } - return noiseSource.GetPixelBilinear( - position.x * noiseScale, - position.z * noiseScale - ); + return noiseSource.GetPixelBilinear( + position.x * noiseScale, + position.z * noiseScale + ); } } - diff --git a/Assets/Scripts/Terrain/SaveSystem.cs b/Assets/Scripts/Terrain/SaveSystem.cs new file mode 100644 index 00000000..5ab470f6 --- /dev/null +++ b/Assets/Scripts/Terrain/SaveSystem.cs @@ -0,0 +1,38 @@ +using UnityEngine; +using System.IO; +using System.Runtime.Serialization.Formatters.Binary; + + +public static class SaveSystem +{ + private static string DataPath => $"{Application.persistentDataPath}/terrain.data"; + + public static void SaveTerrain(HexGrid grid) + { + BinaryFormatter formatter = new BinaryFormatter(); + FileStream stream = new FileStream(DataPath, FileMode.Create); + + TerrainData data = new TerrainData(grid); + + formatter.Serialize(stream, data); + stream.Close(); + } + + public static TerrainData LoadTerrain() + { + if (File.Exists(DataPath)) + { + BinaryFormatter formatter = new BinaryFormatter(); + FileStream stream = new FileStream(DataPath, FileMode.Open); + + TerrainData data = formatter.Deserialize(stream) as TerrainData; + + stream.Close(); + return data; + } else + { + Debug.LogError($"Terrain data not found at {DataPath}"); + return null; + } + } +} diff --git a/Assets/Scripts/Terrain/SaveSystem.cs.meta b/Assets/Scripts/Terrain/SaveSystem.cs.meta new file mode 100644 index 00000000..39d36ba7 --- /dev/null +++ b/Assets/Scripts/Terrain/SaveSystem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ce87a324fe791f743aecaf0ef7fa4398 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Terrain/TerrainData.cs b/Assets/Scripts/Terrain/TerrainData.cs new file mode 100644 index 00000000..41205c7e --- /dev/null +++ b/Assets/Scripts/Terrain/TerrainData.cs @@ -0,0 +1,60 @@ +using System; +using UnityEngine; + + +[Serializable] +public struct HexCellData +{ + public HexCellType cellType; + public string occupier; + public float occupierRotation; +} + +[Serializable] +public class TerrainData +{ + public int xChunks; + public int zChunks; + + public HexCellData[] hexCells; + + public TerrainData(HexGrid grid) + { + xChunks = grid.chunkCountX; + zChunks = grid.chunkCountZ; + + int numCells = grid.cells.Length; + hexCells = new HexCellData[numCells]; + + for (int i = 0; i < numCells; i++) + { + HexCell hexCell = grid.cells[i]; + HexCellData hexCellData = new HexCellData(); + hexCellData.cellType = hexCell.CellType; + + if (hexCell.OccupyingObject) + { + hexCellData.occupier = GetOccupierName(hexCell); + hexCellData.occupierRotation = GetOccupierRotation(hexCell); + } else + { + hexCellData.occupier = "null"; + hexCellData.occupierRotation = 0f; + } + + hexCells[i] = hexCellData; + } + } + + private string GetOccupierName(HexCell cell) + { + return cell.OccupyingObject.name; + } + + private float GetOccupierRotation(HexCell cell) + { + RotatableTowerLogic rotatableTowerLogic = cell.OccupyingObject.GetComponent(); + Transform occupierTransform = rotatableTowerLogic ? rotatableTowerLogic.rotAxis : cell.OccupyingObject.transform; + return occupierTransform.rotation.eulerAngles.y; + } +} diff --git a/Assets/Scripts/Terrain/TerrainData.cs.meta b/Assets/Scripts/Terrain/TerrainData.cs.meta new file mode 100644 index 00000000..94cafea5 --- /dev/null +++ b/Assets/Scripts/Terrain/TerrainData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b9562916af3829a498b656fe095fdb74 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Towers/BulletLogic.cs b/Assets/Scripts/Towers/BulletLogic.cs index 9588dd25..a6e6f14d 100644 --- a/Assets/Scripts/Towers/BulletLogic.cs +++ b/Assets/Scripts/Towers/BulletLogic.cs @@ -2,13 +2,11 @@ using System.Collections.Generic; using UnityEngine; + public class BulletLogic : MonoBehaviour { - private float bulletSpeed; - private float damage; - - public float BulletSpeed { get => bulletSpeed; set => bulletSpeed = value; } - public float Damage { get => damage; set => damage = value; } + public float BulletSpeed { get; set; } + public float Damage { get; set; } void Start() { @@ -18,7 +16,7 @@ void Start() void Update() { //move the bullet with specified speed - transform.position += transform.forward * bulletSpeed * Time.deltaTime; + transform.position += transform.forward * BulletSpeed * Time.deltaTime; } //On collision -> call collided objects damagelogic if it has one and destroy this bullet @@ -26,7 +24,7 @@ void OnTriggerEnter(Collider other) { HealthLogic healthLogic = other.GetComponent(); if (healthLogic) - healthLogic.DealDamage(damage); + healthLogic.OnReceiveDamage(Damage); Destroy(gameObject); } diff --git a/Assets/Scripts/Towers/ProjectileTowerLogic.cs b/Assets/Scripts/Towers/ProjectileTowerLogic.cs new file mode 100644 index 00000000..21be8351 --- /dev/null +++ b/Assets/Scripts/Towers/ProjectileTowerLogic.cs @@ -0,0 +1,21 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +public class ProjectileTowerLogic : MonoBehaviour +{ + public GameObject bullet; + public GameObject bulletSpawnPoint; + public float bulletSpeed; + public float bulletDamage; + + public void LaunchProjectile() + { + GameObject newBullet = Instantiate(bullet, bulletSpawnPoint.transform.position, bulletSpawnPoint.transform.rotation); + newBullet.transform.SetParent(transform); + BulletLogic newBulletLogic = newBullet.GetComponent(); + newBulletLogic.Damage = bulletDamage; + newBulletLogic.BulletSpeed = bulletSpeed; + } +} diff --git a/Assets/Scripts/Towers/ProjectileTowerLogic.cs.meta b/Assets/Scripts/Towers/ProjectileTowerLogic.cs.meta new file mode 100644 index 00000000..36e1096d --- /dev/null +++ b/Assets/Scripts/Towers/ProjectileTowerLogic.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c9aab47f9c6e15941975dfb0bc7c8db4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Towers/README.md b/Assets/Scripts/Towers/README.md index 1d9ba90a..ae20351c 100644 --- a/Assets/Scripts/Towers/README.md +++ b/Assets/Scripts/Towers/README.md @@ -1,17 +1,37 @@ -This directory hold tower(or turret) related scripts. Scripts usable by all towers are placed in this folder, while scripts that define logic exclusive to a certain tower are to be placed in the "Specific towers" folder. +This directory holds tower (or turret) related scripts. +Scripts usable by all towers are placed in this folder, +while scripts that define logic exclusive to a certain tower are to be placed in the [`Specific towers`](Specific towers) folder. Following are simple descriptions of the different scripts usable by every tower. -BulletLogic - - Defines the charetristics of the specific object a tower shoots, like velocity or damage. This script is placed on a bullet prefab you want to spawn. -Tower_SpawnShot +[`BulletLogic`](BulletLogic.cs) + - Defines the characteristics of the specific object a tower shoots, like velocity or damage. + This script is placed on a bullet prefab you want to spawn. + +[`ProjectileTowerLogic`](ProjectileTowerLogic.cs) + - Contains logic for spawning projectiles fired by towers. + It should be placed on tower prefabs that fire a single projectile at a time. + +[`RotatableTowerLogic`](RotatableTowerLogic.cs) + - Extends `TowerLogic` with logic for rotating towers, + including displaying a pointer when the player is focusing a tower, which indicates which direction it's firing. + It should be placed on tower prefabs that fire a single projectile at a time. + +[`Tower_SpawnShot`](Tower_SpawnShot.cs) - A script to be placed on an empty game object inside a tower prefab to indicate where on the tower model you want the shot to spawn from. -TowerLogic - - Holds logic related to how players can interact with the tower by rotating it and holds a lot of variables that, among many things, defines properties like what specific bullet prefab you want to shoot and how fast the tower shoots, etc. This script is to be placed on the tower prefab. - - TowerLogic also supports having an invisible pointer inside the model to indicate which way a tower is looking towards by turning it visible when a player walks near. -TurretInput - - This script defines how the tower should act when interacted with, like being placed on the terrain grid or when receiving inputs from the PlayerStateController. This placed should be placed on tower prefabs. -TurretInterface - - This script is a functional interface, and is called by an animation every time the tower should shoot. All towers should implement this interface so they can be called by the same function in the animation controller. -TurretPrefabConstruction + +[`TowerLogic`](TowerLogic.cs) + - Contains basic logic for positioning and focusing towers. + It should be placed on all tower prefabs. + +[`TurretInput`](TurretInput.cs) + - This script defines how the tower should act when interacted with, + like being placed on the terrain grid or when receiving inputs from the `PlayerStateController`. + It should be placed on tower prefabs. + +[`TurretInterface`](TurretInterface.cs) + - This script is a functional interface, and is called by an animation every time the tower should shoot. + All towers should implement this interface so they can be called by the same function in the animation controller. + +[`TurretPrefabConstruction`](TurretPrefabConstruction.cs) - A script to be attached to the see-through object that represents a tower when it's previewed in the "Building" state. diff --git a/Assets/Scripts/Towers/Repair logic.meta b/Assets/Scripts/Towers/Repair logic.meta new file mode 100644 index 00000000..c74a801a --- /dev/null +++ b/Assets/Scripts/Towers/Repair logic.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cc104990e8e15094ab01c9a079e11239 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Towers/Repair logic/RepairAnimationController.cs b/Assets/Scripts/Towers/Repair logic/RepairAnimationController.cs new file mode 100644 index 00000000..a8c2464d --- /dev/null +++ b/Assets/Scripts/Towers/Repair logic/RepairAnimationController.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +public class RepairAnimationController : RepairController +{ + [SerializeField] + private GameObject lowWearVFXPrefab; + + [SerializeField] + private GameObject mediumWearVFXPrefab; + + [SerializeField] + private GameObject highWearVFXPrefab; + + // Prefab instances + private GameObject lowWearVFX; + private GameObject mediumWearVFX; + private GameObject highWearVFX; + + void Awake() + { + lowWearVFX = Instantiate(lowWearVFXPrefab, transform); + mediumWearVFX = Instantiate(mediumWearVFXPrefab, transform); + highWearVFX = Instantiate(highWearVFXPrefab, transform); + DisableVFXInstances(); + onWearStateChange += UpdateParticles; + } + + void OnDestroy() + { + onWearStateChange -= UpdateParticles; + } + + private void DisableVFXInstances() + { + foreach (GameObject obj in new[] { lowWearVFX, mediumWearVFX, highWearVFX }) + obj.SetActive(false); + } + + private void UpdateParticles(WearState newState, WearState previousState) + { + switch (newState) + { + case WearState.NONE: + DisableVFXInstances(); + break; + case WearState.LOW: + lowWearVFX.SetActive(true); + break; + case WearState.MEDIUM: + mediumWearVFX.SetActive(true); + break; + case WearState.HIGH: + highWearVFX.SetActive(true); + break; + default: + DisableVFXInstances(); + break; + } + } +} diff --git a/Assets/Scripts/Towers/Repair logic/RepairAnimationController.cs.meta b/Assets/Scripts/Towers/Repair logic/RepairAnimationController.cs.meta new file mode 100644 index 00000000..4142ac4a --- /dev/null +++ b/Assets/Scripts/Towers/Repair logic/RepairAnimationController.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 0003d502f6b9a1d4aa27724871657169 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: + - fxLow: {fileID: 1636322751830264242, guid: 0e5adf50f196e2a4497a432c56ddd9ea, type: 3} + - fxMedium: {fileID: 5236176879605773532, guid: 9a39e88e44139244cbfb044c13588d1a, type: 3} + - fxHigh: {fileID: 1192161847215171503, guid: fbe8f94bfed6761418a4f121957c4392, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Towers/Repair logic/RepairController.cs b/Assets/Scripts/Towers/Repair logic/RepairController.cs new file mode 100644 index 00000000..5010852a --- /dev/null +++ b/Assets/Scripts/Towers/Repair logic/RepairController.cs @@ -0,0 +1,84 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +public enum WearState +{ + NONE, + LOW, + MEDIUM, + HIGH, +} + +public class RepairController : MonoBehaviour +{ + [SerializeField] + private float wearInterval = 30f; + + [TextLabel(greyedOut = true), SerializeField] + private WearState _currentWearState; + + private float lastWearStateChangeTime; + + public WearState CurrentWearState + { + get => _currentWearState; + private set + { + _currentWearState = value; + lastWearStateChangeTime = Time.time; + } + } + + //To allow other components to subscribe to stateChange events + public delegate void WearStateDelegate(WearState newState, WearState oldState); + + public WearStateDelegate onWearStateChange; + + void Start() + { + CurrentWearState = WearState.NONE; + } + + void Update() + { + if (Time.time > lastWearStateChangeTime + wearInterval) + NextState(); + } + + public void Repair() + { + ResetWearState(); + } + + private void ResetWearState() + { + WearState newState = WearState.NONE; + onWearStateChange?.Invoke(newState, CurrentWearState); + CurrentWearState = newState; + } + + private void NextState() + { + WearState prevState = CurrentWearState; + + switch (CurrentWearState) + { + case WearState.NONE: + CurrentWearState = WearState.LOW; + break; + case WearState.LOW: + CurrentWearState = WearState.MEDIUM; + break; + case WearState.MEDIUM: + CurrentWearState = WearState.HIGH; + break; + case WearState.HIGH: + Destroy(gameObject); + break; + } + + onWearStateChange?.Invoke(CurrentWearState, prevState); + } +} diff --git a/Assets/Scripts/Towers/Repair logic/RepairController.cs.meta b/Assets/Scripts/Towers/Repair logic/RepairController.cs.meta new file mode 100644 index 00000000..363ccca1 --- /dev/null +++ b/Assets/Scripts/Towers/Repair logic/RepairController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ddb8b7e4a09bfb04bbd05a9a53e20586 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Towers/RotatableTowerLogic.cs b/Assets/Scripts/Towers/RotatableTowerLogic.cs new file mode 100644 index 00000000..6277d6c9 --- /dev/null +++ b/Assets/Scripts/Towers/RotatableTowerLogic.cs @@ -0,0 +1,58 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +public class RotatableTowerLogic : TowerLogic +{ + public Transform rotAxis; + private Quaternion initialRotation; + + public GameObject arrowPointer; + + protected new void Start() + { + base.Start(); + + initialRotation = rotAxis.rotation; + + // Hide arrow pointer initially + if (arrowPointer) + arrowPointer.SetActive(false); + } + + void FixedUpdate() + { + ChangeDirection(); + } + + // Rotational movement using aim input + private void ChangeDirection() + { + if (!turretInput) + return; + + Vector2 aim = turretInput.GetAimInput(); + if (aim.sqrMagnitude > 0.01f) + { + float angle = -Mathf.Atan2(aim.y, aim.x) * 180f / Mathf.PI; // - 90; + rotAxis.rotation = Quaternion.Euler(0f, angle, 0f) * initialRotation; + } + } + + public override void Focus(PlayerStateController player) + { + base.Focus(player); + + if (arrowPointer) + arrowPointer.SetActive(true); + } + + public override void Unfocus(PlayerStateController player) + { + base.Unfocus(player); + + if (arrowPointer) + arrowPointer.SetActive(false); + } +} diff --git a/Assets/Scripts/Towers/RotatableTowerLogic.cs.meta b/Assets/Scripts/Towers/RotatableTowerLogic.cs.meta new file mode 100644 index 00000000..a4b408f4 --- /dev/null +++ b/Assets/Scripts/Towers/RotatableTowerLogic.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 40bdf2e92d29c3a4e8319c1f05e5334f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Towers/Specific towers/Axe turret/AxeAnimationSyncher.cs b/Assets/Scripts/Towers/Specific towers/Axe turret/AxeAnimationSyncher.cs index 158ca211..78bdedda 100644 --- a/Assets/Scripts/Towers/Specific towers/Axe turret/AxeAnimationSyncher.cs +++ b/Assets/Scripts/Towers/Specific towers/Axe turret/AxeAnimationSyncher.cs @@ -2,22 +2,23 @@ using System.Collections.Generic; using UnityEngine; + public class AxeAnimationSyncher : MonoBehaviour { - public AxeTowerController controller; + public AxeTowerAnimationController animationController; public void animationGrabEvent() { - controller.Grab(); + animationController.Grab(); } public void animationTossEvent() { - controller.Shoot(); + animationController.Shoot(); } public void animationSpawnEvent() { - controller.Spawn(); + animationController.Spawn(); } } diff --git a/Assets/Scripts/Towers/Specific towers/Axe turret/AxeProjectile.cs b/Assets/Scripts/Towers/Specific towers/Axe turret/AxeProjectile.cs index 9b78dc17..66bcd7a2 100644 --- a/Assets/Scripts/Towers/Specific towers/Axe turret/AxeProjectile.cs +++ b/Assets/Scripts/Towers/Specific towers/Axe turret/AxeProjectile.cs @@ -2,19 +2,20 @@ using System.Collections.Generic; using UnityEngine; + public class AxeProjectile : MonoBehaviour { public int damage = 10; void Start() { - Destroy(gameObject, 10f); + Destroy(gameObject, 1f); } void OnTriggerEnter(Collider other) { if (other.GetComponent()) - other.gameObject.GetComponent().DealDamage(damage); + other.gameObject.GetComponent().OnReceiveDamage(damage); Destroy(gameObject); } diff --git a/Assets/Scripts/Towers/Specific towers/Axe turret/AxeTowerAnimationController.cs b/Assets/Scripts/Towers/Specific towers/Axe turret/AxeTowerAnimationController.cs new file mode 100644 index 00000000..4df2f8ff --- /dev/null +++ b/Assets/Scripts/Towers/Specific towers/Axe turret/AxeTowerAnimationController.cs @@ -0,0 +1,33 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +public class AxeTowerAnimationController : MonoBehaviour, TurretInterface +{ + public MeshRenderer handAxe; + public MeshRenderer totemAxe; + public Transform spawnPoint; + public GameObject axeProjectilePrefab; + public float projectileSpeed = 5f; + public Transform forwardTransform; + + public void Grab() + { + handAxe.enabled = true; + totemAxe.enabled = false; + } + + public void Shoot() + { + handAxe.enabled = false; + Rigidbody projectileBody = Instantiate(axeProjectilePrefab, spawnPoint.position, spawnPoint.rotation, transform) + .GetComponent(); + projectileBody.velocity = forwardTransform.right * projectileSpeed; + } + + public void Spawn() + { + totemAxe.enabled = true; + } +} diff --git a/Assets/Scripts/Towers/Specific towers/Axe turret/AxeTowerController.cs.meta b/Assets/Scripts/Towers/Specific towers/Axe turret/AxeTowerAnimationController.cs.meta similarity index 100% rename from Assets/Scripts/Towers/Specific towers/Axe turret/AxeTowerController.cs.meta rename to Assets/Scripts/Towers/Specific towers/Axe turret/AxeTowerAnimationController.cs.meta diff --git a/Assets/Scripts/Towers/Specific towers/Axe turret/AxeTowerController.cs b/Assets/Scripts/Towers/Specific towers/Axe turret/AxeTowerController.cs deleted file mode 100644 index cb3ae995..00000000 --- a/Assets/Scripts/Towers/Specific towers/Axe turret/AxeTowerController.cs +++ /dev/null @@ -1,66 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class AxeTowerController : Interactable, TurretInterface -{ - public MeshRenderer handAxe; - public MeshRenderer totemAxe; - public Transform spawnPoint; - public GameObject axeProjectilePrefab; - public float projectileSpeed = 5f; - public Transform forwardTransform; - - [SerializeField] - private Transform rotationAxis; - - private bool focused = false; - private PlayerStateController playerAiming; - - void FixedUpdate() - { - if (focused) - { - Vector2 dir = playerAiming.AimInput; - if (dir != Vector2.zero) - { - float angle = -Mathf.Atan2(dir.y, dir.x) * 180 / Mathf.PI; - rotationAxis.rotation = Quaternion.Euler(new Vector3(-90f, angle, 0f)); - } - } - } - - public override void Unfocus(PlayerStateController player) - { - if (player == playerAiming) - { - focused = false; - playerAiming = null; - } - } - - public override void Focus(PlayerStateController player) - { - focused = true; - playerAiming = player; - } - - public void Grab() - { - handAxe.enabled = true; - totemAxe.enabled = false; - } - - public void Shoot() - { - handAxe.enabled = false; - Rigidbody projectileBody = Instantiate(axeProjectilePrefab, spawnPoint.position, spawnPoint.rotation) - .GetComponent(); - projectileBody.velocity = forwardTransform.right * projectileSpeed; - } - - public void Spawn() - { - totemAxe.enabled = true; - } -} diff --git a/Assets/Scripts/Towers/Specific towers/Lightning turret/LightningShootable.cs b/Assets/Scripts/Towers/Specific towers/Lightning turret/LightningShootable.cs index 7383608c..468c3b3d 100644 --- a/Assets/Scripts/Towers/Specific towers/Lightning turret/LightningShootable.cs +++ b/Assets/Scripts/Towers/Specific towers/Lightning turret/LightningShootable.cs @@ -2,9 +2,14 @@ using System.Collections.Generic; using System.Linq; using UnityEngine; +using UnityEngine.VFX; + public class LightningShootable : MonoBehaviour, TurretInterface { + [SerializeField] + private VisualEffect sparksEffect; + //The radius for the turret and all it's targets. public float lightningRadius = 4; @@ -15,48 +20,58 @@ public class LightningShootable : MonoBehaviour, TurretInterface public GameObject drainRay; //LighntingEffect duration - public float effectDuration = 0.3f; + public float effectDuration = 0.7f; //What layers the collider will check in, should be player and enemy layers. public LayerMask shockLayers; //Marked objects - private List zappTargets = new List(); + private List zapTargets = new List(); + + //Making lightning spawn from top of turret + [SerializeField] + private Transform zapOrigin; /// - /// Called through an animation event on `Lightning.anim`. + /// Called through an animation event on the ShootLightning.anim lightning turret animation. /// public void Shoot() { - CheckZap(gameObject); + CheckZap(transform); - foreach (var zap in zappTargets) - zap.GetComponent().DealDamage(damage); + foreach (var zap in zapTargets) + { + Vector3 diff = (zap.position - transform.position).normalized; + zap.GetComponent().OnReceiveDamage(damage, new Vector3(diff.x, 2, diff.z), 5); + } //Clear all marked objects. - zappTargets.Clear(); + zapTargets.Clear(); } //Marks soon-to-be zapped objects and adds a VFX. - private void AddZap(GameObject target) + private void AddZap(Transform target, Transform previous) { - if (zappTargets.Contains(target)) + if (zapTargets.Contains(target)) return; - GameObject previousTarget = zappTargets.LastOrDefault() ?? gameObject; - LightningVFX(previousTarget.transform, target.transform); - zappTargets.Add(target); + //Transform previousTarget = zapTargets.LastOrDefault() ?? zapOrigin; + if (previous == transform) + previous = zapOrigin; + + LightningVFX(previous, target); + zapTargets.Add(target); CheckZap(target); } //Checks for non-marked zappable objects. - private void CheckZap(GameObject target) + private void CheckZap(Transform target) { Collider[] hitColliders = Physics.OverlapSphere(target.transform.position, lightningRadius, shockLayers); foreach (var hitCollider in hitColliders) { if (hitCollider.GetComponent()) - AddZap(hitCollider.gameObject); + AddZap(hitCollider.transform, target); } } @@ -71,5 +86,16 @@ private void LightningVFX(Transform previousTarget, Transform newTarget) //Destroying effect after duration: Destroy(ray, effectDuration); + Destroy(target.gameObject, effectDuration); + } + + public void StartSparks() + { + sparksEffect.SendEvent("OnPlay"); + } + + public void StopSparks() + { + sparksEffect.SendEvent("OnStop"); } } diff --git a/Assets/Scripts/Towers/TowerLogic.cs b/Assets/Scripts/Towers/TowerLogic.cs index c4954525..1850a1ef 100644 --- a/Assets/Scripts/Towers/TowerLogic.cs +++ b/Assets/Scripts/Towers/TowerLogic.cs @@ -2,80 +2,50 @@ using System.Collections.Generic; using UnityEngine; + public class TowerLogic : Interactable { - public Vector3 lookingTowards; - public GameObject bulletSpawnPoint; - public GameObject towerRotationPoint; + [SerializeField] + private TowerScriptableObject _towerScriptableObject; - public GameObject arrowPointer; + [ReadOnly, SerializeField] + protected TurretInput turretInput; - //public bool autoShoot; - public GameObject bullet; - public float bulletSpeed; - public float bulletDamage; - public TurretInput input; - public Transform rotAxis; - public float rotationMaxSpeed; + public TowerScriptableObject TowerScriptableObject => _towerScriptableObject; - private Renderer arrowPointerRenderer; + private RepairAnimationController repairAnimationController; - void Start() + void Awake() { - HexGrid hexGrid = GameObject.FindGameObjectWithTag("Grid").GetComponent(); - Vector3 cellPos = hexGrid.GetCell(transform.position).transform.position; - transform.position = cellPos; - - // Some towers might not use an arrow pointer - arrowPointerRenderer = arrowPointer ? arrowPointer.GetComponent() : null; + repairAnimationController = GetComponent(); } - void FixedUpdate() + protected void Start() { - ChangeDirection(); + Vector3 cellPos = HexGrid.Singleton.GetCell(transform.position).transform.position; + transform.position = cellPos; } // Allow turret to be operated when focused public override void Focus(PlayerStateController player) { - input = player.GetComponent(); - - //render arrowPointer - if (arrowPointerRenderer) - arrowPointerRenderer.enabled = true; + turretInput = player.GetComponent(); } // When player leaves, prevent it from changing the turret position public override void Unfocus(PlayerStateController player) { - input = null; - - //unrender pointer - if (arrowPointerRenderer) - arrowPointerRenderer.enabled = false; + turretInput = null; } - //Rotational-Movement using UserInput - private void ChangeDirection() + public override void Interact(PlayerStateController player) { - if (!input) - return; - - Vector2 aim = input.GetAimInput(); - if (aim.sqrMagnitude > 0.01f) - { - float angle = -Mathf.Atan2(aim.y, aim.x) * 180 / Mathf.PI; // - 90; - rotAxis.rotation = Quaternion.Euler(0f, angle, 0f); - Quaternion.RotateTowards(towerRotationPoint.transform.rotation, rotAxis.rotation, rotationMaxSpeed * Time.deltaTime); - } + Repair(); } - private void LaunchProjectile() + private void Repair() { - GameObject newBullet = Instantiate(bullet, bulletSpawnPoint.transform.position, bulletSpawnPoint.transform.rotation); - newBullet.transform.SetParent(transform); - BulletLogic newBulletLogic = newBullet.GetComponent(); - newBulletLogic.Damage = bulletDamage; - newBulletLogic.BulletSpeed = bulletSpeed; + if (repairAnimationController) + repairAnimationController.Repair(); } } diff --git a/Assets/Scripts/Towers/Tower_SpawnShot.cs b/Assets/Scripts/Towers/Tower_SpawnShot.cs index f904f011..9241dc4e 100644 --- a/Assets/Scripts/Towers/Tower_SpawnShot.cs +++ b/Assets/Scripts/Towers/Tower_SpawnShot.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using UnityEngine; + public class Tower_SpawnShot : MonoBehaviour { public GameObject bullet; diff --git a/Assets/Scripts/Towers/TurretInput.cs b/Assets/Scripts/Towers/TurretInput.cs index 294121c4..d4c00cfe 100644 --- a/Assets/Scripts/Towers/TurretInput.cs +++ b/Assets/Scripts/Towers/TurretInput.cs @@ -2,49 +2,18 @@ using System.Collections.Generic; using UnityEngine; + public class TurretInput : MonoBehaviour { - public GameObject tower; - - private IEnumerator coroutine; private PlayerStateController player; - private HexGrid hexGrid; - void Start() + void Awake() { - hexGrid = GameObject.Find("Terrain").GetComponent(); player = GetComponent(); - - coroutine = WaitAndPrint(5.0f); - StartCoroutine(coroutine); - } - - private IEnumerator WaitAndPrint(float waitTime) - { - while (true) - { - yield return new WaitForSeconds(waitTime); - //PlaceTower(tower, transform.position); - } } public Vector2 GetAimInput() { - if (player.CurrentState == PlayerStateController.PlayerStates.DEAD) - return Vector2.zero; - return player.AimInput; } - - public PlayerStateController.PlayerStates CurrentPlayerState() - { - return player.CurrentState; - } - - public void PlaceTower(GameObject tower, Vector3 position) - { - HexCell cell = hexGrid.GetCell(position); - cell.isOccupied = true; - cell.occupier = Instantiate(tower, cell.transform); - } } diff --git a/Assets/Scripts/Towers/TurretPrefabConstruction.cs b/Assets/Scripts/Towers/TurretPrefabConstruction.cs index 662c9eea..0c7b57bc 100644 --- a/Assets/Scripts/Towers/TurretPrefabConstruction.cs +++ b/Assets/Scripts/Towers/TurretPrefabConstruction.cs @@ -2,28 +2,58 @@ using System.Collections.Generic; using UnityEngine; + public class TurretPrefabConstruction : Interactable { - public GameObject tower; + [SerializeField] + private GameObject towerPrefab; + + [SerializeField] + private Material normalMaterial; + + [SerializeField] + private Material errorMaterial; + + [SerializeField] + private TowerScriptableObject _towerScriptableObject; + + private Renderer[] renderers; + + public TowerScriptableObject TowerScriptableObject => _towerScriptableObject; + + void Awake() + { + renderers = GetComponentsInChildren(); + } public void Construct(HexCell targetCell) { - GameObject t = Instantiate(tower, targetCell.transform.position, Quaternion.identity); - targetCell.SetTower(t); + GameObject tower = Instantiate(towerPrefab, targetCell.transform.position, towerPrefab.transform.rotation, targetCell.transform); + targetCell.OccupyingObject = tower; Destroy(gameObject); } public override void Interact(PlayerStateController player) {} - public override void Focus(PlayerStateController player) - {} - - public override void Unfocus(PlayerStateController player) - {} - public void FocusCell(HexCell targetCell) { transform.position = targetCell.transform.position; + SetMaterial(targetCell.CanPlaceTowerOnCell ? normalMaterial : errorMaterial); + } + + private void SetMaterial(Material material) + { + foreach (Renderer renderer in renderers) + { + if (!renderer.enabled) + continue; + + Material[] newMaterials = new Material[renderer.materials.Length]; + for (int i = 0; i < newMaterials.Length; i++) + newMaterials[i] = material; + + renderer.materials = newMaterials; + } } } diff --git a/Assets/Scripts/UI/FlexibleUI/FlexibleUI.cs b/Assets/Scripts/UI/FlexibleUI/FlexibleUI.cs index 91c5d821..245ee535 100644 --- a/Assets/Scripts/UI/FlexibleUI/FlexibleUI.cs +++ b/Assets/Scripts/UI/FlexibleUI/FlexibleUI.cs @@ -2,12 +2,13 @@ using System.Collections.Generic; using UnityEngine; + public class FlexibleUI : MonoBehaviour { public FlexibleUIData skinData; /// - /// Lets you edit UI and update the corresponding `ScriptoableObject` automatically. + /// Lets you edit UI and update the corresponding ScriptableObject automatically. /// protected virtual void OnSkinUI() {} diff --git a/Assets/Scripts/UI/FlexibleUI/FlexibleUIButton.cs b/Assets/Scripts/UI/FlexibleUI/FlexibleUIButton.cs index 2f52b11e..102f2310 100644 --- a/Assets/Scripts/UI/FlexibleUI/FlexibleUIButton.cs +++ b/Assets/Scripts/UI/FlexibleUI/FlexibleUIButton.cs @@ -3,24 +3,24 @@ using UnityEngine; using UnityEngine.UI; + +public enum ButtonType +{ + DEFAULT, + CONFIRM, + DECLINE, + WARNING, +} + [RequireComponent(typeof(Button))] [RequireComponent(typeof(Image))] public class FlexibleUIButton : FlexibleUI { - public enum ButtonType - { - DEFAULT, - CONFIRM, - DECLINE, - WARNING, - } - Image image; - private Image icon; Button button; public ButtonType buttonType; - public Image Icon { get => icon; set => icon = value; } + public Image Icon { get; set; } protected override void OnSkinUI() { diff --git a/Assets/Scripts/UI/Leaderboard.cs b/Assets/Scripts/UI/Leaderboard.cs new file mode 100644 index 00000000..559bf769 --- /dev/null +++ b/Assets/Scripts/UI/Leaderboard.cs @@ -0,0 +1,26 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + + +public class Leaderboard : MonoBehaviour +{ + [SerializeField] + private GameObject[] entries; + + public Transform leaderboardBody; + + void Start() + { + List highscores = LeaderboardData.LoadScores(); + + entries = new GameObject[10]; + for (int i = 0; i < 10; i++) + { + Transform entry = leaderboardBody.GetChild(i); + entry.GetChild(0).GetComponent().text = highscores[i].name; + entry.GetChild(1).GetComponent().text = highscores[i].score.ToString(); + } + } +} diff --git a/Assets/Scripts/UI/Leaderboard.cs.meta b/Assets/Scripts/UI/Leaderboard.cs.meta new file mode 100644 index 00000000..ca09f181 --- /dev/null +++ b/Assets/Scripts/UI/Leaderboard.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ab9fedf1e71d6f746b8a131b8aa18ff4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/MainMenu.cs b/Assets/Scripts/UI/MainMenu.cs new file mode 100644 index 00000000..0ef9d6bf --- /dev/null +++ b/Assets/Scripts/UI/MainMenu.cs @@ -0,0 +1,19 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + + +public class MainMenu : MonoBehaviour +{ + // Simple function called to load the next scene from the built in unity button + public void StartGame() + { + SceneManager.LoadScene("Endless Mode"); + } + + public void Exit() + { + Application.Quit(); + } +} diff --git a/Assets/Scripts/UI/MainMenu.cs.meta b/Assets/Scripts/UI/MainMenu.cs.meta new file mode 100644 index 00000000..193cd0b9 --- /dev/null +++ b/Assets/Scripts/UI/MainMenu.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b24905a60aa934642b1f7294d7fcd2f1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/ResourceUI.cs b/Assets/Scripts/UI/ResourceUI.cs index 7ce7547f..360b7d53 100644 --- a/Assets/Scripts/UI/ResourceUI.cs +++ b/Assets/Scripts/UI/ResourceUI.cs @@ -3,6 +3,7 @@ using UnityEngine; using UnityEngine.UI; + public class ResourceUI : MonoBehaviour { public Text resourceAmount; diff --git a/Assets/Scripts/UI/ResourceUI.cs.meta b/Assets/Scripts/UI/ResourceUI.cs.meta index eef9513e..9bc3dea6 100644 --- a/Assets/Scripts/UI/ResourceUI.cs.meta +++ b/Assets/Scripts/UI/ResourceUI.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: f8991e59881edcb4bbaa22c6a3c44f2a +guid: b0718741f52b5054581ea6c7c214c259 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/UI/UIControllerWheel.cs b/Assets/Scripts/UI/UIControllerWheel.cs index a248c3cf..8e17c317 100644 --- a/Assets/Scripts/UI/UIControllerWheel.cs +++ b/Assets/Scripts/UI/UIControllerWheel.cs @@ -1,65 +1,110 @@ -using System.Collections; +using System; +using System.Collections; using System.Collections.Generic; using UnityEngine; + public class UIControllerWheel : MonoBehaviour { - public TowerScript[] towers; - public GameObject[] menuSegments; - private List towersInMenu = new List(); - public List iconHolders; - public Sprite highlightSprite; + [SerializeField] + private TowerScriptableObject[] towers; + + [SerializeField] + private GameObject[] menuSegments; + + [SerializeField] + private List iconHolders; + public Sprite normalSprite; - private GameObject selected; + public Sprite highlightSprite; + public float highlightedSpriteScale = 1.2f; + public float highlightScaleAnimationDuration = 0.2f; - void Start() + private int? _selectedSegmentIndex = null; + + public int? SelectedSegmentIndex { - if (towers.Length == menuSegments.Length) + get => _selectedSegmentIndex; + set { - for (int i = 0; i < towers.Length; i++) + if (value < 0 || value >= menuSegments.Length) + throw new IndexOutOfRangeException(); + + if (value == _selectedSegmentIndex) + return; + + _selectedSegmentIndex = value; + if (_selectedSegmentIndex != null) { - menuSegments[i].GetComponent().sprite = normalSprite; - iconHolders[i].sprite = towers[i].icon; + int index = (int)_selectedSegmentIndex; + LeanTween.scale(menuSegments[index], highlightedSpriteScale * Vector3.one, highlightScaleAnimationDuration).setEaseLinear(); + iconHolders[index].sprite = towers[index].iconHighlight; + menuSegments[index].GetComponent().sprite = highlightSprite; } + + NormalizeSegments(); } } - /// - /// Returns the tower `GameObject` stored in the corresponding `ScriptableObject` that the UI segments use. - /// - public TowerScript GetTower(int index) + void Awake() { - towersInMenu.Clear(); - for (int i = 0; i < menuSegments.Length; i++) - towersInMenu.Add(towers[i]); + if (menuSegments.Length != towers.Length || iconHolders.Count != towers.Length) + { + throw new ArgumentException( + $"The sizes of `{nameof(towers)}`, `{nameof(menuSegments)}` and {nameof(iconHolders)} were not equal!" + ); + } - return towersInMenu[index]; + for (int i = 0; i < towers.Length; i++) + iconHolders[i].sprite = towers[i].icon; + + foreach (GameObject segment in menuSegments) + segment.GetComponent().sprite = normalSprite; + } + + void OnEnable() + { + SelectedSegmentIndex = null; + + // Reset the scale of all menu segments + foreach (GameObject segment in menuSegments) + LeanTween.scale(segment, Vector3.one, 0f); + } + + public int GetNumSegments() + { + return menuSegments.Length; } /// - /// Sets a single UI element to the highlight texture. + /// Returns the TowerScriptableObject at the provided index of the wheel segments. /// - public void HighlightSegment(int index) + public TowerScriptableObject GetTower(int index) { - LeanTween.scale(menuSegments[index], new Vector3(1.2f, 1.2f, 1.2f), 0.2f).setEaseLinear(); - iconHolders[index].sprite = towers[index].iconHighlight; - menuSegments[index].GetComponent().sprite = highlightSprite; - selected = menuSegments[index]; + return towers[index]; + } + + public TowerScriptableObject GetSelectedTower() + { + if (SelectedSegmentIndex == null) + return null; + + return GetTower((int)SelectedSegmentIndex); } /// - /// Sets all UI elements back to their non-highlighted textures. + /// Sets all non-selected segments back to their non-highlighted textures. /// public void NormalizeSegments() { for (int i = 0; i < menuSegments.Length; i++) { - if (menuSegments[i] != selected) - { - LeanTween.scale(menuSegments[i], new Vector3(1, 1, 1), 0.2f).setEaseLinear(); - iconHolders[i].sprite = towers[i].icon; - menuSegments[i].GetComponent().sprite = normalSprite; - } + if (i == SelectedSegmentIndex) + continue; + + LeanTween.scale(menuSegments[i], Vector3.one, highlightScaleAnimationDuration).setEaseLinear(); + iconHolders[i].sprite = towers[i].icon; + menuSegments[i].GetComponent().sprite = normalSprite; } } } diff --git a/Assets/Scripts/UI/UIManager.cs b/Assets/Scripts/UI/UIManager.cs new file mode 100644 index 00000000..a564869f --- /dev/null +++ b/Assets/Scripts/UI/UIManager.cs @@ -0,0 +1,73 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + + +public class UIManager : MonoBehaviour +{ + public static UIManager Singleton { get; private set; } + + public Text resourceText; + public Text scoreText; + public Scrollbar healthSlider; + + private InventoryManager inventory; + private BaseController baseController; + + private float baseMaxHealth; + + public int score; + + void Awake() + { + #region Singleton boilerplate + + if (Singleton != null) + { + if (Singleton != this) + { + Debug.LogWarning($"There's more than one {Singleton.GetType()} in the scene!"); + Destroy(gameObject); + } + + return; + } + + Singleton = this; + + #endregion Singleton boilerplate + } + + void Start() + { + inventory = InventoryManager.Singleton; + baseController = BaseController.Singleton; + + UpdateResourceUI(); + baseController.HealthController.onDamage += UpdateBaseHealth; + baseMaxHealth = baseController.HealthController.maxHealth; + } + + void OnDestroy() + { + baseController.HealthController.onDamage -= UpdateBaseHealth; + } + + public void UpdateResourceUI() + { + resourceText.text = inventory.ResourceAmount.ToString(); + } + + public void IncreaseScore(int increase) + { + score += increase; + scoreText.text = score.ToString(); + } + + private void UpdateBaseHealth(DamageInfo damage) + { + //The healthslider goes from right to left instead of left to right, thus it needs to be inverse (1-x) + healthSlider.size = 1 - damage.RemainingHealth / baseMaxHealth; + } +} diff --git a/Assets/Scripts/UI/UIManager.cs.meta b/Assets/Scripts/UI/UIManager.cs.meta new file mode 100644 index 00000000..eef9513e --- /dev/null +++ b/Assets/Scripts/UI/UIManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f8991e59881edcb4bbaa22c6a3c44f2a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Universal scripts/DamageInfo.cs b/Assets/Scripts/Universal scripts/DamageInfo.cs new file mode 100644 index 00000000..1cfe347f --- /dev/null +++ b/Assets/Scripts/Universal scripts/DamageInfo.cs @@ -0,0 +1,21 @@ +using UnityEngine; + + +public struct DamageInfo +{ + public DamageInfo(float damage, float remainingHealth, bool dead, Vector3 knockBackDir, float knockBackForce) + { + Damage = damage; + RemainingHealth = remainingHealth; + Dead = dead; + KnockBackDir = knockBackDir; + KnockBackForce = knockBackForce; + } + + public float Damage { get; } + + public float RemainingHealth { get; } + public bool Dead { get; } + public Vector3 KnockBackDir { get; } + public float KnockBackForce { get; } +} diff --git a/Assets/Scripts/Universal scripts/DamageInfo.cs.meta b/Assets/Scripts/Universal scripts/DamageInfo.cs.meta new file mode 100644 index 00000000..90378e5b --- /dev/null +++ b/Assets/Scripts/Universal scripts/DamageInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3b141ce6cfb9b294b90b6a1ed800f1ba +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Universal scripts/DropLogic.cs b/Assets/Scripts/Universal scripts/DropLogic.cs index ca7a1246..6e731087 100644 --- a/Assets/Scripts/Universal scripts/DropLogic.cs +++ b/Assets/Scripts/Universal scripts/DropLogic.cs @@ -2,24 +2,38 @@ using System.Collections.Generic; using UnityEngine; + public class DropLogic : MonoBehaviour { - //Loot to be instantiated + // Loot to be instantiated public GameObject lootPrefab; - //Extra height to be added when instantiating loot. + // Extra height to be added when instantiating loot. public float spawnHeight = 2f; - private void Start() + // The drop chance + public float dropChance = 10f; + + private HealthLogic health; + + void Awake() + { + health = GetComponent(); + health.onDeath += DropLoot; + } + + void OnDestroy() { - //Using delegates to add loot drop function to death - GetComponent().onDeath += DropLoot; + health.onDeath -= DropLoot; } - private void DropLoot() + private void DropLoot(DamageInfo dmg) { - //... instantiating loot at position of enemy upon death. Need the new vector for the loot to spawn over the map. - Vector3 spawnPos = transform.position + new Vector3(0, spawnHeight, 0); - Instantiate(lootPrefab, spawnPos, Quaternion.identity); + if (Random.Range(0, 100) < dropChance) + { + //... instantiating loot at position of enemy upon death. Need the new vector for the loot to spawn over the map. + Vector3 spawnPos = transform.position + new Vector3(0, spawnHeight, 0); + Instantiate(lootPrefab, spawnPos, lootPrefab.transform.rotation); + } } } diff --git a/Assets/Scripts/Universal scripts/DropLogic.cs.meta b/Assets/Scripts/Universal scripts/DropLogic.cs.meta index 651d0fd3..6efee730 100644 --- a/Assets/Scripts/Universal scripts/DropLogic.cs.meta +++ b/Assets/Scripts/Universal scripts/DropLogic.cs.meta @@ -4,7 +4,7 @@ MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: - - lootPrefab: {fileID: 6789703756748737066, guid: 7a8fb2fa4df12b44b9b6261450ac0d42, type: 3} + - lootPrefab: {fileID: 5246800848510687331, guid: b948d203c55455f4288c07c469eda34a, type: 3} executionOrder: 0 icon: {instanceID: 0} userData: diff --git a/Assets/Scripts/Universal scripts/HealthLogic.cs b/Assets/Scripts/Universal scripts/HealthLogic.cs index c25f921f..5ac9e1a7 100644 --- a/Assets/Scripts/Universal scripts/HealthLogic.cs +++ b/Assets/Scripts/Universal scripts/HealthLogic.cs @@ -2,21 +2,38 @@ using System.Collections.Generic; using UnityEngine; + public class HealthLogic : MonoBehaviour { - public delegate void OnStatusUpdate(); + public delegate void OnStatusUpdate(DamageInfo damage); public OnStatusUpdate onDeath; + public OnStatusUpdate onDamage; + public float health; public float maxHealth; - public virtual void DealDamage(float input) + public bool Dead => health <= 0; + + public virtual void OnReceiveDamage(float damage, Vector3? knockBackDir = null, float? knockBackForce = null) { - if (health <= input) - onDeath?.Invoke(); + if (Dead) + return; + + health -= Mathf.Clamp(damage, 0, health); + + DamageInfo damageInfo = new DamageInfo( + damage, + health, + health <= 0, + knockBackDir ?? Vector3.up, + knockBackForce ?? 1f + ); + if (Dead) + onDeath?.Invoke(damageInfo); else - health -= input; + onDamage?.Invoke(damageInfo); } public virtual void Heal(float input) diff --git a/Assets/Scripts/Universal scripts/HurtBox.cs b/Assets/Scripts/Universal scripts/HurtBox.cs new file mode 100644 index 00000000..0a19d8d3 --- /dev/null +++ b/Assets/Scripts/Universal scripts/HurtBox.cs @@ -0,0 +1,24 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +public class HurtBox : MonoBehaviour +{ + [SerializeField] + private string[] tagsToDamage; + + [SerializeField] + private int damage; + + void OnTriggerEnter(Collider other) + { + foreach (string tagToDamage in tagsToDamage) + { + if (!other.CompareTag(tagToDamage)) + continue; + + other.GetComponent().OnReceiveDamage(damage); + } + } +} diff --git a/Assets/Scripts/Universal scripts/HurtBox.cs.meta b/Assets/Scripts/Universal scripts/HurtBox.cs.meta new file mode 100644 index 00000000..395b1e38 --- /dev/null +++ b/Assets/Scripts/Universal scripts/HurtBox.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cd662456fc9a74647af17acef542cb36 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Util/InventoryManager.cs b/Assets/Scripts/Util/InventoryManager.cs index b463aab9..0bb6fac6 100644 --- a/Assets/Scripts/Util/InventoryManager.cs +++ b/Assets/Scripts/Util/InventoryManager.cs @@ -2,11 +2,12 @@ using System.Collections.Generic; using UnityEngine; + public class InventoryManager : MonoBehaviour { public static InventoryManager Singleton { get; private set; } - public ResourceUI ui; + public UIManager ui; //Total amount of resources. private int resourceAmount = 100; @@ -17,7 +18,7 @@ public int ResourceAmount set { resourceAmount = value; - ui.UpdateUI(); + ui.UpdateResourceUI(); } } diff --git a/Assets/Scripts/Util/MathUtils.cs b/Assets/Scripts/Util/MathUtils.cs new file mode 100644 index 00000000..d2c2cf01 --- /dev/null +++ b/Assets/Scripts/Util/MathUtils.cs @@ -0,0 +1,12 @@ +public static class MathUtils +{ + /// The provided angle, normalized between 0 and 360 degrees. + public static float NormalizeDegreeAngle(float angle) + { + angle %= 360f; + if (angle < 0f) + angle += 360f; + + return angle; + } +} diff --git a/Assets/Scripts/Util/MathUtils.cs.meta b/Assets/Scripts/Util/MathUtils.cs.meta new file mode 100644 index 00000000..c96ab380 --- /dev/null +++ b/Assets/Scripts/Util/MathUtils.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d2a7aaca1682a14448d394f166232fce +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Util/Ray.cs b/Assets/Scripts/Util/Ray.cs index 6dd1b22f..8270700c 100644 --- a/Assets/Scripts/Util/Ray.cs +++ b/Assets/Scripts/Util/Ray.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using UnityEngine; + public struct Ray { public Transform ray; diff --git a/Assets/Scripts/Util/VectorUtils.cs b/Assets/Scripts/Util/VectorUtils.cs index 7a52a252..6d1c53cd 100644 --- a/Assets/Scripts/Util/VectorUtils.cs +++ b/Assets/Scripts/Util/VectorUtils.cs @@ -1,6 +1,5 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; +using UnityEngine; + public static class VectorUtils { @@ -8,4 +7,14 @@ public static Vector3 SetOnly(this Vector3 vec, float? x = null, float? y = null { return new Vector3(x ?? vec.x, y ?? vec.y, z ?? vec.z); } + + public static bool DistanceGreaterThan(this Vector3 vec, float dist, Vector3 other) + { + return (other - vec).sqrMagnitude > dist * dist; + } + + public static bool DistanceLessThan(this Vector3 vec, float dist, Vector3 other) + { + return (other - vec).sqrMagnitude < dist * dist; + } } diff --git 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b/Assets/Shaders/Loot.meta new file mode 100644 index 00000000..84ab0fe0 --- /dev/null +++ b/Assets/Shaders/Loot.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 627a8e6a8f86a644ab4fefe5c703f5eb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/Dissolve.shadergraph b/Assets/Shaders/Loot/Dissolve.shadergraph similarity index 82% rename from Assets/Shaders/Dissolve.shadergraph rename to Assets/Shaders/Loot/Dissolve.shadergraph index 41e6cb23..5de4bb2a 100644 --- a/Assets/Shaders/Dissolve.shadergraph +++ b/Assets/Shaders/Loot/Dissolve.shadergraph @@ -4,7 +4,7 @@ "typeInfo": { "fullName": "UnityEditor.ShaderGraph.Internal.ColorShaderProperty" }, - "JSONnodeData": "{\n \"m_Guid\": {\n \"m_GuidSerialized\": \"cc89c7e4-1cff-401f-993e-622b3f2ca135\"\n },\n \"m_Name\": \"EdgeColor\",\n \"m_DefaultReferenceName\": \"Color_3D9B4E3C\",\n \"m_OverrideReferenceName\": \"\",\n \"m_GeneratePropertyBlock\": 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Build towers, aim them towards your foes and collect the crystals that drop in order to build more turrets and survive the endless hordes of enemies! +"Temple Trashers" is a couch co-op tower defense game, in which the towers you build can hurt you and your friends just as much +as they can hurt your enemies. +Build towers, aim them towards your foes and collect the crystals that drop in order to build more turrets and survive the +endless hordes of enemies! -The game is developed by "spillprosjektgruppa", a project under Hackerspace NTNU. The project is open-source and free for all who are interested. For other projects and information, take a look at Hackerspace's website. +The game is developed by the "Prosjekt: Spill" group of the Hackerspace NTNU student organization. +The project is open-source and free for all who are interested. +For other projects and information, take a look at [Hackerspace's website](https://www.hackerspace-ntnu.no/). + + +To try out our tech demo, please have a look at our current release on the +[releases page](https://github.com/hackerspace-ntnu/HackerSpace_NTNU_SpillProsjekt/releases/latest). +Do also read the tech demo's [release article](https://www.hackerspace-ntnu.no/news/54/)! -To try out our tech demo, please have a look at our current release: Here. -The tech demo's release article can be found here. --- + *[Guide for utvikling](Assets/README.md)*