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34 Commits
roomGen
...
e6523d3f8c
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48
3D blobici/Assets/Prefabs/Scripts/DoorAnimation.cs
Normal file
48
3D blobici/Assets/Prefabs/Scripts/DoorAnimation.cs
Normal file
@@ -0,0 +1,48 @@
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using UnityEngine;
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public class DoorAnimation : MonoBehaviour
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{
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[SerializeField] private GameObject door;
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[SerializeField] private float openSpeed = 2.0f;
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[SerializeField] private float closeSpeed = 2.0f;
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private bool isOpen = false;
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private Vector3 closedPosition;
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private Vector3 openPosition;
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void Start()
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{
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closedPosition = door.transform.position;
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openPosition = new Vector3(door.transform.position.x, door.transform.position.y - 4.6f, door.transform.position.z);
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}
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public void ToggleDoor()
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{
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if (isOpen)
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{
|
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StartCoroutine(CloseDoor());
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{
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StartCoroutine(OpenDoor());
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{
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{
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door.transform.position = Vector3.MoveTowards(door.transform.position, openPosition, openSpeed * Time.deltaTime);
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yield return null;
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}
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isOpen = true;
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private System.Collections.IEnumerator CloseDoor()
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{
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while (Vector3.Distance(door.transform.position, closedPosition) > 0.01f)
|
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{
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door.transform.position = Vector3.MoveTowards(door.transform.position, closedPosition, closeSpeed * Time.deltaTime);
|
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yield return null;
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2
3D blobici/Assets/Prefabs/Scripts/DoorAnimation.cs.meta
Normal file
2
3D blobici/Assets/Prefabs/Scripts/DoorAnimation.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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[SerializeField] private Animator doorRAnimator;
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{
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{
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using System.Collections.Generic;
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///<summary>
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///
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[SerializeField] private GameObject wallSouth;
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[SerializeField] private GameObject wallWest;
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{
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North,
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South,
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East,
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West
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|
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/// <summary>
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/// Creates entrances to corridors leading to other rooms
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/// </summary>
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@@ -25,4 +45,62 @@ public class RoomHandler : MonoBehaviour
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wallEast.SetActive(!eastOpen);
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wallWest.SetActive(!westOpen);
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{
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door.ToggleDoor();
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{
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if (doors.TryGetValue(dir, out DoorAnimation da))
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{
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da.ToggleDoor();
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{
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Debug.LogWarning("Enemy spawning is not allowed in this room.");
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Instantiate(enemyPrefab, spawnPoint.transform.position + new Vector3(0, 1, 0), Quaternion.identity);
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i++;
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void Start()
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{
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{
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SpawnEnemies(enemyPrefabs);
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8
3D blobici/Assets/Prefabs/enemy.meta
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183
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File diff suppressed because it is too large
Load Diff
8
3D blobici/Assets/Scripts/Cards.meta
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8
3D blobici/Assets/Scripts/Cards.meta
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99
3D blobici/Assets/Scripts/Cards/CardManager.cs
Normal file
99
3D blobici/Assets/Scripts/Cards/CardManager.cs
Normal file
@@ -0,0 +1,99 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
public class CardManager : MonoBehaviour
|
||||
{
|
||||
public static CardManager Instance;
|
||||
|
||||
[SerializeField] private List<GameObject> cardPrefabs;
|
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[SerializeField] private Transform cardsParent;
|
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|
||||
private PlayerSkillTree playerSkillTree;
|
||||
private GameObject cards;
|
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private PotionHandler potionHandler;
|
||||
|
||||
|
||||
private void Awake()
|
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{
|
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if (Instance == null)
|
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{
|
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Instance = this;
|
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}
|
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else
|
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{
|
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Destroy(gameObject);
|
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}
|
||||
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
playerSkillTree = PlayerSkillTree.Instance;
|
||||
cards = GameObject.Find("Cards");
|
||||
cards.SetActive(false);
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.V))
|
||||
{
|
||||
cards.SetActive(true);
|
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ShowRandomCards(3);
|
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}
|
||||
}
|
||||
|
||||
public void ShowRandomCards(int count)
|
||||
{
|
||||
var unlockedSkills = playerSkillTree.GetPlayerSkills();
|
||||
|
||||
var availableCards = cardPrefabs
|
||||
.Select(x => x.GetComponent<CardUI>())
|
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.Where(x => x != null && !unlockedSkills.Contains(x.Skill))
|
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.ToList();
|
||||
|
||||
|
||||
foreach (Transform child in cardsParent)
|
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{
|
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Destroy(child.gameObject);
|
||||
}
|
||||
|
||||
var shuffled = availableCards.OrderBy(x => UnityEngine.Random.value).Take(count).ToList();
|
||||
|
||||
Debug.Log($"Showing cards: {string.Join(", ", shuffled.Select(x => x.Skill))}");
|
||||
Debug.Log($"Available cards: {string.Join(", ", availableCards.Select(x => x.Skill))}");
|
||||
Debug.Log($"Unlocked skills: {string.Join(", ", unlockedSkills)}");
|
||||
|
||||
|
||||
if (shuffled.Count <= 0)
|
||||
return;
|
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|
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float step = Screen.width / shuffled.Count;
|
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float pos = step - Screen.width / (2*shuffled.Count);
|
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|
||||
|
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foreach (var cardUI in shuffled)
|
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{
|
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var newCard = Instantiate(cardUI.gameObject, new Vector3(pos, Screen.height/2, 0), Quaternion.identity, cardsParent);
|
||||
pos += step;
|
||||
}
|
||||
}
|
||||
|
||||
public void SelectCard(PlayerSkillTree.Skills skill, PotionHandler.PotionType potionType)
|
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{
|
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playerSkillTree.UnlockSkill(skill, potionType);
|
||||
|
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foreach (Transform child in cardsParent)
|
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{
|
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var cardUI = child.GetComponent<CardUI>();
|
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if (cardUI.Skill == skill)
|
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{
|
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Destroy(child.gameObject);
|
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}
|
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}
|
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|
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cards.SetActive(false);
|
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}
|
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}
|
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2
3D blobici/Assets/Scripts/Cards/CardManager.cs.meta
Normal file
2
3D blobici/Assets/Scripts/Cards/CardManager.cs.meta
Normal file
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25
3D blobici/Assets/Scripts/Cards/CardUI.cs
Normal file
25
3D blobici/Assets/Scripts/Cards/CardUI.cs
Normal file
@@ -0,0 +1,25 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
|
||||
public class CardUI : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private string cardname;
|
||||
[SerializeField] private PlayerSkillTree.Skills skill;
|
||||
|
||||
[SerializeField] private PotionHandler.PotionType potionType = PotionHandler.PotionType.None;
|
||||
|
||||
public PlayerSkillTree.Skills Skill { get => skill; private set => skill = value; }
|
||||
public string Name { get => cardname; private set => cardname = value; }
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Skill = skill;
|
||||
GetComponent<Button>().onClick.AddListener(OnCardClicked);
|
||||
}
|
||||
|
||||
private void OnCardClicked()
|
||||
{
|
||||
CardManager.Instance.SelectCard(Skill, potionType);
|
||||
}
|
||||
}
|
||||
2
3D blobici/Assets/Scripts/Cards/CardUI.cs.meta
Normal file
2
3D blobici/Assets/Scripts/Cards/CardUI.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0da9907611db3a04382aa4902957927c
|
||||
8
3D blobici/Assets/Scripts/Enemy.meta
Normal file
8
3D blobici/Assets/Scripts/Enemy.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 723d291e577378b4da5446c434d8093e
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
91
3D blobici/Assets/Scripts/Enemy/EnemyMovement.cs
Normal file
91
3D blobici/Assets/Scripts/Enemy/EnemyMovement.cs
Normal file
@@ -0,0 +1,91 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class EnemyMovement : MonoBehaviour
|
||||
{
|
||||
public CharacterController charControl;
|
||||
|
||||
public float speed = 12f;
|
||||
public float gravity = -9.81f;
|
||||
public float jumpHeight = 3f;
|
||||
|
||||
|
||||
|
||||
public Transform groundCheck;
|
||||
public float groundDistance = 0.4f;
|
||||
public LayerMask groundMask;
|
||||
public LayerMask obstacleMask;
|
||||
public float detectionOffset = 0.5f;
|
||||
|
||||
public Transform player;
|
||||
public float obstacleDetectionDistance = 1f;
|
||||
public float rotationSpeed = 5f;
|
||||
|
||||
private Vector3 velocity;
|
||||
private bool isGrounded;
|
||||
|
||||
void Start()
|
||||
{
|
||||
GameObject playerObject = GameObject.FindWithTag("Player");
|
||||
if (playerObject != null)
|
||||
{
|
||||
player = playerObject.transform;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Player not found in the scene! Ensure the player GameObject is tagged as 'Player'.");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
if(player == null) return;
|
||||
|
||||
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
|
||||
|
||||
if(isGrounded && velocity.y < 0)
|
||||
{
|
||||
velocity.y = -2f;
|
||||
}
|
||||
Vector3 directionToPlayer = (player.position - transform.position).normalized;
|
||||
Vector3 move = new Vector3(directionToPlayer.x, 0, directionToPlayer.z);
|
||||
|
||||
Vector3 rayOrigin = transform.position + Vector3.down * detectionOffset;
|
||||
|
||||
bool isBlocked = Physics.Raycast(rayOrigin, move, obstacleDetectionDistance, obstacleMask);
|
||||
|
||||
if (isBlocked && isGrounded)
|
||||
{
|
||||
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
|
||||
}
|
||||
|
||||
charControl.Move(move * speed * Time.deltaTime);
|
||||
|
||||
velocity.y += gravity * Time.deltaTime;
|
||||
|
||||
charControl.Move(velocity * Time.deltaTime);
|
||||
|
||||
RotateTowardsPlayer(directionToPlayer);
|
||||
}
|
||||
|
||||
private void RotateTowardsPlayer(Vector3 directionToPlayer)
|
||||
{
|
||||
Quaternion targetRotation = Quaternion.LookRotation(new Vector3(directionToPlayer.x, 0, directionToPlayer.z));
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
if (player != null)
|
||||
{
|
||||
Vector3 directionToPlayer = (player.position - transform.position).normalized;
|
||||
Vector3 moveDirection = new Vector3(directionToPlayer.x, 0, directionToPlayer.z);
|
||||
Vector3 rayOrigin = transform.position + Vector3.down * detectionOffset;
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawRay(rayOrigin, moveDirection * obstacleDetectionDistance);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
11
3D blobici/Assets/Scripts/Enemy/EnemyMovement.cs.meta
Normal file
11
3D blobici/Assets/Scripts/Enemy/EnemyMovement.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 28c50bdf17c68be46a472d2e1959909c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
3D blobici/Assets/Scripts/MainGame.meta
Normal file
8
3D blobici/Assets/Scripts/MainGame.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d14a4ecb526ba8a4bb8e6a020cab4f1f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
38
3D blobici/Assets/Scripts/MainGame/GameHandler.cs
Normal file
38
3D blobici/Assets/Scripts/MainGame/GameHandler.cs
Normal file
@@ -0,0 +1,38 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class GameHandler : MonoBehaviour
|
||||
{
|
||||
private MapGenManager mapGen;
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
|
||||
|
||||
|
||||
void Awake()
|
||||
{
|
||||
mapGen = GetComponent<MapGenManager>();
|
||||
|
||||
mapGen.OnGenerationComplete += HandleStart;
|
||||
}
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private void HandleStart(MapGenManager map)
|
||||
{
|
||||
var Rooms = map.GridToRoom;
|
||||
|
||||
/*----- For now only open the doors -----*/
|
||||
foreach (var room in mapGen.GridToRoom)
|
||||
{
|
||||
var rh = room.Value.GetComponent<RoomHandler>();
|
||||
}
|
||||
}
|
||||
}
|
||||
2
3D blobici/Assets/Scripts/MainGame/GameHandler.cs.meta
Normal file
2
3D blobici/Assets/Scripts/MainGame/GameHandler.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5520a437c5690d24695f9830bbd741b0
|
||||
@@ -1,7 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEngine;
|
||||
|
||||
public class MapGenManager : MonoBehaviour
|
||||
{
|
||||
@@ -24,12 +24,11 @@ public class MapGenManager : MonoBehaviour
|
||||
[SerializeField] private int RoomDistance = 3;
|
||||
|
||||
private readonly Dictionary<Vector2Int, GameObject> gridToRoom = new();
|
||||
private readonly Vector3 roomOriginOffset = Vector3.zero;
|
||||
|
||||
public event Action<MapGenManager> OnGenerationComplete;
|
||||
public IReadOnlyDictionary<Vector2Int, GameObject> GridToRoom => gridToRoom;
|
||||
|
||||
void Start() => GenerateFromLayout();
|
||||
|
||||
|
||||
private void GenerateFromLayout()
|
||||
{
|
||||
if (layout == null || string.IsNullOrWhiteSpace(layout.grid))
|
||||
@@ -37,219 +36,218 @@ public class MapGenManager : MonoBehaviour
|
||||
Debug.LogError("Layout asset není přiřazený nebo je prázdný!");
|
||||
return;
|
||||
}
|
||||
|
||||
gridToRoom.Clear();
|
||||
|
||||
/* ----------- Create a spawn room ----------- */
|
||||
GameObject spawnPrefab = mapPrefab[0];
|
||||
Vector3 cellSize = GetPrefabXZ(spawnPrefab);
|
||||
|
||||
/* ---------- Text layout to grid ---------- */
|
||||
string[] lines = layout.grid
|
||||
.Split('\n')
|
||||
.Select(line => line.TrimEnd('\r'))
|
||||
.Where(line => !string.IsNullOrWhiteSpace(line))
|
||||
string[] lines = layout.grid.Split('\n')
|
||||
.Select(l => l.TrimEnd('\r'))
|
||||
.Where(l => !string.IsNullOrWhiteSpace(l))
|
||||
.ToArray();
|
||||
Vector2 first = GetFirstOrLastRoom(lines);
|
||||
int bottomRow = (int)first.y;
|
||||
int spawnX = (int)first.x;
|
||||
|
||||
|
||||
Vector2 firstRoomPos = GetFirstOrLastRoom(lines);
|
||||
int bottomRowIdx = (int)firstRoomPos.y;
|
||||
int spawnGridX = (int)firstRoomPos.x;
|
||||
|
||||
/* ---------- Create spawn room properly ---------- */
|
||||
Vector3 spawnPos = roomOriginOffset + new Vector3(
|
||||
spawnGridX * (cellSize.x + RoomDistance), // X
|
||||
0,
|
||||
0);
|
||||
|
||||
Vector3 spawnPos = new Vector3(spawnX * (cellSize.x + RoomDistance), 0, 0);
|
||||
GameObject spawnRoom = Instantiate(spawnPrefab, spawnPos, Quaternion.identity, transform);
|
||||
gridToRoom[new Vector2Int(spawnGridX, 0)] = spawnRoom;
|
||||
gridToRoom[new Vector2Int(spawnX, 0)] = spawnRoom;
|
||||
|
||||
/* ---------- Instantiate player ---------- */
|
||||
|
||||
/* ----------- Spawn the player ----------- */
|
||||
if (Player)
|
||||
{
|
||||
Vector3 playerPos = spawnPos + new Vector3(0, 1, 3);
|
||||
Instantiate(Player, playerPos, Quaternion.identity, transform);
|
||||
GameObject p = Instantiate(Player, spawnPos + new Vector3(0, 1, 3), Quaternion.identity, transform);
|
||||
Transform inner = p.transform.Find("Player");
|
||||
if (inner) inner.tag = "Player";
|
||||
}
|
||||
|
||||
/* ---------- Build the rest of rooms ---------- */
|
||||
/* ----------- Build rooms ----------- */
|
||||
BuildRooms(lines, bottomRow, cellSize);
|
||||
|
||||
BuildRooms(lines, bottomRowIdx, cellSize);
|
||||
|
||||
/* ---------- Open walls based on aproximity to other rooms ---------- */
|
||||
foreach (var keyValuePair in gridToRoom)
|
||||
/* ----------- Set entrances ----------- */
|
||||
foreach (var kv in gridToRoom)
|
||||
{
|
||||
Vector2Int g = keyValuePair.Key;
|
||||
RoomHandler rh = keyValuePair.Value.GetComponent<RoomHandler>();
|
||||
|
||||
Vector2Int g = kv.Key;
|
||||
RoomHandler rh = kv.Value.GetComponent<RoomHandler>();
|
||||
bool north = gridToRoom.ContainsKey(g + Vector2Int.left);
|
||||
bool south = gridToRoom.ContainsKey(g + Vector2Int.right);
|
||||
bool east = gridToRoom.ContainsKey(g + Vector2Int.up);
|
||||
bool west = gridToRoom.ContainsKey(g + Vector2Int.down);
|
||||
|
||||
rh.SetEntrances(northOpen: north, southOpen: south, eastOpen: east, westOpen: west);
|
||||
rh.SetEntrances(north, south, east, west);
|
||||
}
|
||||
|
||||
/* ---------- 5) CHODBY ---------- */
|
||||
/* ----------- Build corridors ----------- */
|
||||
BuildCorridors();
|
||||
|
||||
|
||||
/* ----------- Toggle all doors ----------- */
|
||||
foreach (var keyValuePair in gridToRoom)
|
||||
{
|
||||
RoomHandler rh = keyValuePair.Value.GetComponent<RoomHandler>();
|
||||
rh.ToggleAllDoors();
|
||||
}
|
||||
|
||||
OnGenerationComplete?.Invoke(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Build corridors between rooms
|
||||
/// Builds corridors and doors between rooms.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private void BuildCorridors()
|
||||
{
|
||||
float straightZ = CorridorStraight.GetComponent<PrefabSize>().prefabSize.y;
|
||||
float straightX = CorridorStraight.GetComponent<PrefabSize>().prefabSize.x;
|
||||
Vector2Int[] stepDirs = { Vector2Int.right, Vector2Int.up };
|
||||
// Jediné dva směry, které musíme zkontrolovat z každé místnosti (right/up)
|
||||
Vector2Int[] directions = { Vector2Int.right, Vector2Int.up };
|
||||
|
||||
// Délky prefebů – podél X a Z osy
|
||||
float straightLenX = CorridorStraight.GetComponent<PrefabSize>().prefabSize.x;
|
||||
float straightLenZ = CorridorStraight.GetComponent<PrefabSize>().prefabSize.y;
|
||||
float doorLenX = DoorCorridor.GetComponent<PrefabSize>().prefabSize.x;
|
||||
float doorLenZ = DoorCorridor.GetComponent<PrefabSize>().prefabSize.y;
|
||||
|
||||
foreach (var kv in gridToRoom)
|
||||
{
|
||||
Vector2Int cell = kv.Key;
|
||||
GameObject roomA = kv.Value;
|
||||
|
||||
foreach (Vector2Int dir in stepDirs)
|
||||
foreach (Vector2Int dir in directions)
|
||||
{
|
||||
Vector2Int nKey = cell + dir;
|
||||
if (!gridToRoom.TryGetValue(nKey, out GameObject roomB)) continue;
|
||||
|
||||
Vector3 axis, axisNeg;
|
||||
float halfA, halfB;
|
||||
Quaternion rot;
|
||||
|
||||
// Handle geometry
|
||||
Vector3 axis; float lenStraight, lenDoor; Quaternion rot;
|
||||
if (dir == Vector2Int.right)
|
||||
{
|
||||
axis = Vector3.right; axisNeg = Vector3.left;
|
||||
halfA = GetPrefabXZ(roomA).x * 0.5f;
|
||||
halfB = GetPrefabXZ(roomB).x * 0.5f;
|
||||
axis = Vector3.right;
|
||||
lenStraight = straightLenX;
|
||||
lenDoor = doorLenX;
|
||||
rot = Quaternion.Euler(0, 90, 0);
|
||||
}
|
||||
else
|
||||
else // Vector2Int.up
|
||||
{
|
||||
axis = Vector3.forward; axisNeg = Vector3.back;
|
||||
halfA = GetPrefabXZ(roomA).z * 0.5f;
|
||||
halfB = GetPrefabXZ(roomB).z * 0.5f;
|
||||
axis = Vector3.forward;
|
||||
lenStraight = straightLenZ;
|
||||
lenDoor = doorLenZ;
|
||||
rot = Quaternion.identity;
|
||||
}
|
||||
|
||||
Vector3 start = roomA.transform.position + axis * halfA;
|
||||
Vector3 end = roomB.transform.position + axisNeg * halfB;
|
||||
// Wall calculation
|
||||
float halfA = Vector3.Scale(GetPrefabXZ(roomA), axis).magnitude * 0.5f;
|
||||
float halfB = Vector3.Scale(GetPrefabXZ(roomB), axis).magnitude * 0.5f;
|
||||
Vector3 wallA = roomA.transform.position + axis * halfA;
|
||||
Vector3 wallB = roomB.transform.position - axis * halfB;
|
||||
|
||||
CreateStraightCorridor(start, end, axis, rot, straightZ, straightX);
|
||||
}
|
||||
// Doors
|
||||
Vector3 doorPos = (wallA + wallB) * 0.5f;
|
||||
GameObject doorGO = Instantiate(DoorCorridor, doorPos, rot, transform);
|
||||
DoorAnimation anim = doorGO.GetComponent<DoorAnimation>();
|
||||
|
||||
// Register the corridor to both rooms
|
||||
RoomHandler rhA = roomA.GetComponent<RoomHandler>();
|
||||
RoomHandler rhB = roomB.GetComponent<RoomHandler>();
|
||||
if (dir == Vector2Int.right)
|
||||
{
|
||||
rhA.RegisterDoor(RoomHandler.Side.East, anim);
|
||||
rhB.RegisterDoor(RoomHandler.Side.West, anim);
|
||||
}
|
||||
else
|
||||
{
|
||||
rhA.RegisterDoor(RoomHandler.Side.North, anim);
|
||||
rhB.RegisterDoor(RoomHandler.Side.South, anim);
|
||||
}
|
||||
|
||||
// ROVNÉ SEGMENTY z obou stran dveří
|
||||
Vector3 doorEdgeA = doorPos - axis * (lenDoor * 0.5f);
|
||||
Vector3 doorEdgeB = doorPos + axis * (lenDoor * 0.5f);
|
||||
|
||||
PlaceStraightSegments(doorEdgeA, wallA, -axis, rot, lenStraight);
|
||||
PlaceStraightSegments(doorEdgeB, wallB, axis, rot, lenStraight);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Build all rooms based on the layout grid
|
||||
/// Vyplní úsek mezi startEdge (hrana dveří nebo předchozího dílu)
|
||||
/// a wallEdge (vnější hrana stěny místnosti) rovnými segmenty tak,
|
||||
/// aby žádný segment nepřečníval do stěny.
|
||||
/// </summary>
|
||||
/// <param name="lines"></param>
|
||||
/// <param name="bottomRowIdx"></param>
|
||||
/// <param name="cellSize"></param>
|
||||
private void PlaceStraightSegments(
|
||||
Vector3 startEdge,
|
||||
Vector3 wallEdge,
|
||||
Vector3 direction,
|
||||
Quaternion rot,
|
||||
float len)
|
||||
{
|
||||
const float EPS = 0.01f;
|
||||
float dist = Vector3.Distance(startEdge, wallEdge);
|
||||
if (dist < EPS) return;
|
||||
|
||||
int fullCount = Mathf.FloorToInt(dist / len);
|
||||
float remainder = dist - fullCount * len;
|
||||
|
||||
// Full segments
|
||||
Vector3 firstPivot = startEdge + direction * (len * 0.5f);
|
||||
for (int i = 0; i < fullCount; i++)
|
||||
{
|
||||
Vector3 pos = firstPivot + direction * (i * len);
|
||||
GameObject prefab = (i % 2 == 0) ? CorridorStraight : CorridorStraightUnlit;
|
||||
Instantiate(prefab, pos, rot, transform);
|
||||
}
|
||||
|
||||
// Short segment to fill the gap
|
||||
if (remainder > EPS)
|
||||
{
|
||||
Vector3 remPivot = wallEdge - direction * (remainder * 0.5f);
|
||||
GameObject last = Instantiate(CorridorStraightUnlit, remPivot, rot, transform);
|
||||
|
||||
Vector3 sc = last.transform.localScale;
|
||||
sc.z *= remainder / len;
|
||||
last.transform.localScale = sc;
|
||||
}
|
||||
}
|
||||
|
||||
/* ============================================================ */
|
||||
/* ROOMS */
|
||||
/* ============================================================ */
|
||||
private void BuildRooms(string[] lines, int bottomRowIdx, Vector3 cellSize)
|
||||
{
|
||||
int rows = lines.Length;
|
||||
|
||||
for (int rowsIter = 0; rowsIter < rows; rowsIter++)
|
||||
for (int r = 0; r < lines.Length; r++)
|
||||
{
|
||||
string line = lines[rowsIter];
|
||||
int gridZ = bottomRowIdx - rowsIter + 1;
|
||||
|
||||
string line = lines[r];
|
||||
int gridZ = bottomRowIdx - r + 1;
|
||||
for (int x = 0; x < line.Length; x++)
|
||||
{
|
||||
char ch = line[x];
|
||||
if (ch == '-') continue;
|
||||
if (!char.IsDigit(ch))
|
||||
{
|
||||
Debug.LogWarning($"Neznámý znak '{ch}' v layoutu – ignoruji.");
|
||||
continue;
|
||||
}
|
||||
|
||||
if (ch == '-' || !char.IsDigit(ch)) continue;
|
||||
int idx = ch - '0';
|
||||
if (idx >= mapPrefab.Count)
|
||||
{
|
||||
Debug.LogWarning($"Index {idx} mimo rozsah mapPrefab!");
|
||||
continue;
|
||||
}
|
||||
|
||||
GameObject prefab = mapPrefab[idx];
|
||||
Vector3 worldPos = roomOriginOffset + new Vector3(
|
||||
x * (cellSize.x + RoomDistance),
|
||||
0,
|
||||
gridZ * (cellSize.z + RoomDistance));
|
||||
|
||||
GameObject room = Instantiate(prefab, worldPos, Quaternion.identity, transform);
|
||||
if (idx >= mapPrefab.Count) continue;
|
||||
Vector3 pos = new Vector3(x * (cellSize.x + RoomDistance), 0, gridZ * (cellSize.z + RoomDistance));
|
||||
GameObject room = Instantiate(mapPrefab[idx], pos, Quaternion.identity, transform);
|
||||
gridToRoom[new Vector2Int(x, gridZ)] = room;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the (x, y) coordinates of the room with closest aproximity to spawn or the furthest aproximity to spawn
|
||||
/// </summary>
|
||||
/// <param name="lines"></param>
|
||||
/// <param name="last"></param>
|
||||
/// <returns>Vector2(x, y) where x is the line index and y is the column index</returns>
|
||||
private Vector2 GetFirstOrLastRoom(string[] lines, bool last = false)
|
||||
{
|
||||
int colIdx = -1;
|
||||
int spawnGridX = 0;
|
||||
|
||||
int rows = lines.Length;
|
||||
|
||||
for (int rowsIter = rows - 1; rowsIter >= 0; rowsIter--)
|
||||
{
|
||||
string line = lines[rowsIter];
|
||||
for (int c = 0; c < line.Length; c++)
|
||||
{
|
||||
if (char.IsDigit(line[c]))
|
||||
{
|
||||
colIdx = rowsIter;
|
||||
spawnGridX = c;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (colIdx != -1) break;
|
||||
}
|
||||
if (colIdx == -1)
|
||||
{
|
||||
Debug.LogError("Layout neobsahuje žádnou číslici (místnost)!");
|
||||
return Vector2.zero;
|
||||
}
|
||||
|
||||
return new Vector2(spawnGridX, colIdx);
|
||||
}
|
||||
|
||||
private void CreateStraightCorridor(
|
||||
Vector3 start, Vector3 end, Vector3 axis, Quaternion rot,
|
||||
float stepLenZ, float stepLenX)
|
||||
{
|
||||
float dist = Vector3.Distance(start, end);
|
||||
float step = Mathf.Approximately(Mathf.Abs(axis.z), 1f) ? stepLenZ : stepLenX;
|
||||
int count = Mathf.Max(1, Mathf.FloorToInt(dist / step));
|
||||
|
||||
Vector3 segPos = start + axis * (step * 0.5f);
|
||||
var door = Instantiate(DoorCorridor, segPos, rot, transform);
|
||||
door.GetComponent<DoorController>()?.OpenDoor();
|
||||
|
||||
for (int i = 1; i < count; i++)
|
||||
{
|
||||
GameObject prefab = (i % 2 == 0) ? CorridorStraight : CorridorStraightUnlit;
|
||||
segPos = start + axis * (i * step + step * 0.5f);
|
||||
Instantiate(prefab, segPos, rot, transform);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the size of a prefab room
|
||||
/// </summary>
|
||||
/// <param name="prefab"> Choose a prefab from available ones</param>
|
||||
/// <returns>Size of the prefab as Vector3</returns>
|
||||
/* ============================================================ */
|
||||
/* HELPERS */
|
||||
/* ============================================================ */
|
||||
private static Vector3 GetPrefabXZ(GameObject prefab)
|
||||
{
|
||||
var ps = prefab.GetComponent<PrefabSize>();
|
||||
return ps ? new Vector3(ps.prefabSize.x, 0, ps.prefabSize.y) : new Vector3(10, 0, 10);
|
||||
}
|
||||
|
||||
private Vector2 GetFirstOrLastRoom(string[] lines)
|
||||
{
|
||||
for (int r = lines.Length - 1; r >= 0; r--)
|
||||
{
|
||||
string l = lines[r];
|
||||
int c = l.ToCharArray().ToList().FindIndex(char.IsDigit);
|
||||
if (c != -1) return new Vector2(c, r);
|
||||
}
|
||||
Debug.LogError("Layout neobsahuje žádnou číslici (místnost)!");
|
||||
return Vector2.zero;
|
||||
}
|
||||
}
|
||||
|
||||
8
3D blobici/Assets/Scripts/Objects.meta
Normal file
8
3D blobici/Assets/Scripts/Objects.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 49fc9ba93cade2146950d07e3041cbc7
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
112
3D blobici/Assets/Scripts/Objects/ChestLogic.cs
Normal file
112
3D blobici/Assets/Scripts/Objects/ChestLogic.cs
Normal file
@@ -0,0 +1,112 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class ChestLogic : MonoBehaviour
|
||||
{
|
||||
|
||||
private Animator animator;
|
||||
private bool isOpen = false;
|
||||
private bool isPlayerInRange = false;
|
||||
private GameObject canvas;
|
||||
|
||||
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
animator = GetComponent<Animator>();
|
||||
canvas = GameObject.Find("UI Canvas");
|
||||
if (canvas == null) Debug.LogWarning("ChestUIText GameObject not found in the scene. Please ensure it exists.");
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (!isPlayerInRange)
|
||||
return;
|
||||
if (Input.GetKeyDown(KeyCode.E)) // Detekce stisku klávesy E
|
||||
{
|
||||
Debug.Log("E key pressed");
|
||||
if (!isOpen)
|
||||
{
|
||||
animator.SetTrigger("Open");
|
||||
isOpen = true;
|
||||
|
||||
// Deactivate the ChestUIText when the chest is opened
|
||||
if (canvas != null)
|
||||
{
|
||||
Transform chestTextTransform = canvas.transform.Find("ChestUIText");
|
||||
if (chestTextTransform != null)
|
||||
{
|
||||
chestTextTransform.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
/*else
|
||||
{
|
||||
animator.SetTrigger("Close");
|
||||
isOpen = false;
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
/*private void OnMouseDown()
|
||||
{
|
||||
Debug.Log("Chest clicked");
|
||||
if (!isOpen)
|
||||
{
|
||||
animator.SetTrigger("Open");
|
||||
isOpen = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
animator.SetTrigger("Close");
|
||||
isOpen = false;
|
||||
}
|
||||
}*/
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
// Check if the chest is not already open
|
||||
if (!isOpen)
|
||||
{
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
isPlayerInRange = true;
|
||||
Debug.Log("Player entered chest range");
|
||||
|
||||
// Activate the ChestUIText when the player enters the range
|
||||
if (canvas != null)
|
||||
{
|
||||
Transform chestTextTransform = canvas.transform.Find("ChestUIText");
|
||||
if (chestTextTransform != null)
|
||||
{
|
||||
chestTextTransform.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
// Check if the chest is already open
|
||||
if (isOpen)
|
||||
return;
|
||||
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
isPlayerInRange = false;
|
||||
Debug.Log("Player left chest range");
|
||||
|
||||
// Deaktivate the ChestUIText when the player leaves the range
|
||||
if (canvas != null)
|
||||
{
|
||||
Transform chestTextTransform = canvas.transform.Find("ChestUIText");
|
||||
if (chestTextTransform != null)
|
||||
{
|
||||
chestTextTransform.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
2
3D blobici/Assets/Scripts/Objects/ChestLogic.cs.meta
Normal file
2
3D blobici/Assets/Scripts/Objects/ChestLogic.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9270408fc9f30214a9251fc41f379f0e
|
||||
@@ -1,3 +1,4 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerMovement : MonoBehaviour
|
||||
@@ -9,12 +10,38 @@ public class PlayerMovement : MonoBehaviour
|
||||
|
||||
private CharacterController controller;
|
||||
private Vector3 velocity;
|
||||
private PlayerSkillTree PlayerSkills;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
PlayerSkills = PlayerSkillTree.Instance;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
controller = GetComponent<CharacterController>();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
||||
HandleDash();
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.L))
|
||||
{
|
||||
if(PlayerSkills.TryUsePotion(PotionHandler.PotionType.HealthBig))
|
||||
{
|
||||
Debug.Log("Potion used!");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Potion not available!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
HandleMovement();
|
||||
@@ -38,6 +65,19 @@ public class PlayerMovement : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
void HandleDash()
|
||||
{
|
||||
if (PlayerSkills.IsSkillUnlocked(PlayerSkillTree.Skills.Dash))
|
||||
{
|
||||
// Implement dash logic
|
||||
Debug.Log("Dashing!");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Dash skill is not unlocked.");
|
||||
}
|
||||
}
|
||||
|
||||
void ApplyGravity()
|
||||
{
|
||||
if (IsGrounded() && velocity.y < 0) velocity.y = -2f;
|
||||
@@ -50,4 +90,9 @@ public class PlayerMovement : MonoBehaviour
|
||||
float groundDistance = 0.2f;
|
||||
return Physics.Raycast(transform.position, Vector3.down, groundDistance);
|
||||
}
|
||||
|
||||
public List<PlayerSkillTree.Skills> GetPlayerSkills()
|
||||
{
|
||||
return PlayerSkills.GetPlayerSkills();
|
||||
}
|
||||
}
|
||||
94
3D blobici/Assets/Scripts/Player/PlayerSkillTree.cs
Normal file
94
3D blobici/Assets/Scripts/Player/PlayerSkillTree.cs
Normal file
@@ -0,0 +1,94 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.ComponentModel;
|
||||
using UnityEditor.SceneManagement;
|
||||
using static PotionHandler;
|
||||
|
||||
public class PlayerSkillTree
|
||||
{
|
||||
|
||||
private static PlayerSkillTree _instance;
|
||||
private Dictionary<PotionHandler.PotionType, PotionHandler> potionHandlers = new Dictionary<PotionHandler.PotionType, PotionHandler>();
|
||||
|
||||
public static PlayerSkillTree Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null)
|
||||
{
|
||||
_instance = new PlayerSkillTree();
|
||||
}
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public enum Skills
|
||||
{
|
||||
Dash,
|
||||
Reflection1,
|
||||
Reflection2,
|
||||
Shockwave,
|
||||
Spin,
|
||||
Potion,
|
||||
Arrows1,
|
||||
Arrows2
|
||||
}
|
||||
|
||||
private List<Skills> playerSkills;
|
||||
|
||||
public PlayerSkillTree()
|
||||
{
|
||||
playerSkills = new List<Skills>();
|
||||
|
||||
}
|
||||
|
||||
public void RegisterPotionHandler(PotionType type, PotionHandler handler)
|
||||
{
|
||||
if (!potionHandlers.ContainsKey(type))
|
||||
{
|
||||
potionHandlers.Add(type, handler);
|
||||
}
|
||||
else
|
||||
{
|
||||
potionHandlers[type] = handler;
|
||||
}
|
||||
}
|
||||
|
||||
public void UnlockSkill(Skills skill, PotionHandler.PotionType potionType)
|
||||
{
|
||||
|
||||
if(skill == Skills.Potion){
|
||||
if (potionHandlers.TryGetValue(potionType, out PotionHandler handler))
|
||||
{
|
||||
handler.AddPotion(potionType);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (playerSkills.Contains(skill)) return;
|
||||
|
||||
playerSkills.Add(skill);
|
||||
}
|
||||
|
||||
public bool TryUsePotion(PotionHandler.PotionType potionType)
|
||||
{
|
||||
if (potionHandlers.TryGetValue(potionType, out PotionHandler handler))
|
||||
{
|
||||
if (handler.IsEmpty(potionType)) return false;
|
||||
return handler.UsePotion(potionType);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
public bool IsSkillUnlocked(Skills skill)
|
||||
{
|
||||
return playerSkills.Contains(skill);
|
||||
}
|
||||
|
||||
public List<Skills> GetPlayerSkills() { return playerSkills; }
|
||||
|
||||
|
||||
}
|
||||
2
3D blobici/Assets/Scripts/Player/PlayerSkillTree.cs.meta
Normal file
2
3D blobici/Assets/Scripts/Player/PlayerSkillTree.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8ee023dad7da1b5498077a6744499037
|
||||
8
3D blobici/Assets/Scripts/PotionsSkills.meta
Normal file
8
3D blobici/Assets/Scripts/PotionsSkills.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9c6ab0dc1eb08ce43bbbb64d72bec3b1
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
67
3D blobici/Assets/Scripts/PotionsSkills/PotionHandler.cs
Normal file
67
3D blobici/Assets/Scripts/PotionsSkills/PotionHandler.cs
Normal file
@@ -0,0 +1,67 @@
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class PotionHandler:MonoBehaviour
|
||||
{
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
|
||||
private Dictionary<PotionType, int> potions = new Dictionary<PotionType, int>();
|
||||
[SerializeField] private TMP_Text textMeshProUGUI;
|
||||
[SerializeField] private PotionHandler.PotionType potionType;
|
||||
|
||||
public enum PotionType
|
||||
{
|
||||
HealthSmall,
|
||||
HealthBig,
|
||||
Mana,
|
||||
None
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
foreach (PotionType type in System.Enum.GetValues(typeof(PotionType)))
|
||||
{
|
||||
potions.Add(type, 0);
|
||||
}
|
||||
|
||||
textMeshProUGUI.text = potions[potionType].ToString();
|
||||
|
||||
// Register this handler with the PlayerSkillTree
|
||||
PlayerSkillTree.Instance.RegisterPotionHandler(potionType, this);
|
||||
}
|
||||
|
||||
public void AddPotion(PotionType type, int amount = 1)
|
||||
{
|
||||
potions[type] += amount;
|
||||
|
||||
if(type == potionType)
|
||||
{
|
||||
textMeshProUGUI.text= potions[type].ToString();
|
||||
}
|
||||
|
||||
Debug.Log("Potion text is: " + textMeshProUGUI.text);
|
||||
}
|
||||
|
||||
public bool UsePotion(PotionType type, int amount = 1)
|
||||
{
|
||||
potions[type] -= amount;
|
||||
|
||||
if (type == potionType)
|
||||
{
|
||||
textMeshProUGUI.text = potions[type].ToString();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public int GetAmount(PotionType type)
|
||||
{
|
||||
return potions[type];
|
||||
}
|
||||
|
||||
public bool IsEmpty(PotionType type)
|
||||
{
|
||||
return GetAmount(type) == 0;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9e65daa0fc513fe4fa2efcaf544035ff
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user