Finish Merge
This commit is contained in:
commit
62bee02357
21 changed files with 943 additions and 216 deletions
3
.gitignore
vendored
3
.gitignore
vendored
|
@ -140,6 +140,9 @@ fabric.properties
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# Uncomment this line if you wish to ignore the asset store tools plugin
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# [Aa]ssets/AssetStoreTools*
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# Ignore Rider Plugin
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[Aa]ssets/Plugins/Editor/JetBrains/*
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# TextMesh Pro files
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[Aa]ssets/TextMesh*Pro/
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167
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7
Assets/Prefabs/Player.prefab.meta
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|
@ -1,4 +1,5 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace src.Helpers
|
||||
|
@ -19,5 +20,13 @@ namespace src.Helpers
|
|||
list[i] = aux;
|
||||
}
|
||||
}
|
||||
|
||||
public static T PopRandom<T>(this IList<T> list)
|
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{
|
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var randomIndex = Mathf.FloorToInt(Random.Range(0, list.Count - 1));
|
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var elem = list[randomIndex];
|
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list.RemoveAt(randomIndex);
|
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return elem;
|
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}
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}
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}
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34
Assets/Scripts/src/Managers/GameManager.cs
Normal file
34
Assets/Scripts/src/Managers/GameManager.cs
Normal file
|
@ -0,0 +1,34 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace src.Managers
|
||||
{
|
||||
public class GameManager : MonoBehaviour
|
||||
{
|
||||
public static GameManager Instance = null;
|
||||
private LevelManager _levelManager;
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
else if (Instance != null)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
/* Don't destroy when reloading the scene */
|
||||
DontDestroyOnLoad(gameObject);
|
||||
|
||||
_levelManager = GetComponent<LevelManager>();
|
||||
|
||||
InitGame();
|
||||
}
|
||||
|
||||
private void InitGame()
|
||||
{
|
||||
_levelManager.InitLevel();
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/src/Managers/GameManager.cs.meta
Normal file
11
Assets/Scripts/src/Managers/GameManager.cs.meta
Normal file
|
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|
@ -2,6 +2,7 @@
|
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using System.Collections.Generic;
|
||||
using src.Base;
|
||||
using src.Helpers;
|
||||
using src.Wall;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
|
@ -11,64 +12,117 @@ namespace src.Managers
|
|||
{
|
||||
public class Count
|
||||
{
|
||||
public readonly int Min;
|
||||
public readonly int Max;
|
||||
private readonly int _min;
|
||||
private readonly int _max;
|
||||
|
||||
public Count(int min, int max)
|
||||
{
|
||||
Min = min;
|
||||
Max = max;
|
||||
_min = min;
|
||||
_max = max;
|
||||
}
|
||||
|
||||
public int RandomIntRange()
|
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{
|
||||
return Mathf.FloorToInt(Random.Range(_min, _max));
|
||||
}
|
||||
}
|
||||
|
||||
public int columns = 30;
|
||||
public int rows = 20;
|
||||
public Count DestructibleWallCount
|
||||
{
|
||||
get => _destructibleWallCount;
|
||||
set => _destructibleWallCount = value;
|
||||
}
|
||||
|
||||
/* Specifies how many objects we want per level. */
|
||||
public Count destructibleWallCount = new Count(150, 350);
|
||||
public Count enemyCount = new Count(20, 50);
|
||||
public Count UpgradesCount
|
||||
{
|
||||
get => _upgradesCount;
|
||||
set => _upgradesCount = value;
|
||||
}
|
||||
|
||||
public Count EnemyCount
|
||||
{
|
||||
get => _enemyCount;
|
||||
set => _enemyCount = value;
|
||||
}
|
||||
|
||||
/* Used to group spawned objects */
|
||||
public Transform boardHolder;
|
||||
|
||||
/* Holds the starting position of the player */
|
||||
public Transform startPosition;
|
||||
public GameObject indestructibleWallPrefab;
|
||||
public GameObject destructibleWallPrefab;
|
||||
|
||||
/* Used to group spawned objects */
|
||||
public Transform boardHolder;
|
||||
/* Specifies how many objects we want per level. */
|
||||
private Count _destructibleWallCount = new Count(150, 350);
|
||||
private Count _upgradesCount = new Count(0, 5);
|
||||
private Count _enemyCount = new Count(20, 50);
|
||||
|
||||
/* The size of the board. */
|
||||
private const int Columns = 30;
|
||||
private const int Rows = 20;
|
||||
|
||||
/* Holds the available positions */
|
||||
private readonly List<Vector3> _gridPositions = new List<Vector3>();
|
||||
private readonly List<Vector3> _freeGridPositions = new List<Vector3>();
|
||||
private readonly List<GameObject> _destructibleWalls = new List<GameObject>();
|
||||
|
||||
/* Test only */
|
||||
public void Awake()
|
||||
private void SetupUpgrades()
|
||||
{
|
||||
InitBoard();
|
||||
SetupLevel();
|
||||
var count = _upgradesCount.RandomIntRange();
|
||||
for (var i = 0; i < count; i++)
|
||||
{
|
||||
if (_destructibleWalls.Count == 0)
|
||||
{
|
||||
Debug.LogWarning("No destructible walls left, cannot spawn upgrade.");
|
||||
continue;
|
||||
}
|
||||
|
||||
/* Get the destructible wall script and make it to spawn the upgrade */
|
||||
var wall = _destructibleWalls.PopRandom().GetComponent<DestructibleWall>();
|
||||
Debug.Log($"Spawned upgrade at: x:{wall.XCoordinate} y:{wall.YCoordinate}");
|
||||
wall.SpawnsUpgrade();
|
||||
}
|
||||
}
|
||||
|
||||
public void InitBoard()
|
||||
private void SetupExit()
|
||||
{
|
||||
_gridPositions.Clear();
|
||||
/* We want to iterate over the X axis taking into consideration the startPosition's offset */
|
||||
for (var x = startPosition.position.x; x < columns; x++)
|
||||
if (_destructibleWalls.Count == 0)
|
||||
{
|
||||
for (var y = startPosition.position.y; y > rows * -1; y--)
|
||||
Debug.LogWarning("No destructible walls found, cannot spawn exit!");
|
||||
return;
|
||||
}
|
||||
|
||||
/* Get the destructible wall script and make it to spawn the exit */
|
||||
var wall = _destructibleWalls.PopRandom().GetComponent<DestructibleWall>();
|
||||
Debug.Log($"Spawned exit at: x:{wall.XCoordinate} y:{wall.YCoordinate}");
|
||||
wall.SpawnsExit();
|
||||
}
|
||||
|
||||
/* Place the indestructible tiles on the board and saves the
|
||||
* unused positions in a list. */
|
||||
private void InitBoard()
|
||||
{
|
||||
_freeGridPositions.Clear();
|
||||
/* We want to iterate over the X axis taking into consideration the startPosition's offset */
|
||||
for (var x = startPosition.position.x; x < Columns; x++)
|
||||
{
|
||||
for (var y = startPosition.position.y; y > Rows * -1; y--)
|
||||
{
|
||||
/* We want the following positions to be a safe zone. */
|
||||
/* Don't place anything on starting position */
|
||||
if (Mathf.FloorToInt(x) == 0 && Mathf.FloorToInt(y) == 0)
|
||||
if (Mathf.RoundToInt(x) == 0 && Mathf.RoundToInt(y) == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
/* Don't place anything on X=1 and Y=0 */
|
||||
if (Mathf.FloorToInt(x) == 1 && Mathf.FloorToInt(y) == 0)
|
||||
if (Mathf.RoundToInt(x) == 1 && Mathf.RoundToInt(y) == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
/* Don't place anything on X=0 and Y=1 */
|
||||
if (Mathf.FloorToInt(x) == 0 && Mathf.FloorToInt(y) == 1)
|
||||
if (Mathf.RoundToInt(x) == 0 && Mathf.RoundToInt(y) == -1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
@ -80,24 +134,24 @@ namespace src.Managers
|
|||
}
|
||||
|
||||
/* Add position to _gridPositions */
|
||||
_gridPositions.Add(new Vector3(x, y, 0f));
|
||||
_freeGridPositions.Add(new Vector3(x, y, 0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetupLevel()
|
||||
/* Randomly places destructible tiles on the level. */
|
||||
private void SetupLevelDestructibleWalls()
|
||||
{
|
||||
var random = new Random();
|
||||
var numberOfDestructilbeWallsToPlace =
|
||||
Mathf.FloorToInt(Random.Range(destructibleWallCount.Min, destructibleWallCount.Max));
|
||||
var numberOfDestructilbeWallsToPlace = _destructibleWallCount.RandomIntRange();
|
||||
|
||||
_gridPositions.ShuffleList();
|
||||
foreach (var nextPosition in _gridPositions)
|
||||
_freeGridPositions.ShuffleList();
|
||||
foreach (var nextPosition in _freeGridPositions)
|
||||
{
|
||||
if (numberOfDestructilbeWallsToPlace == 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
PlaceDestructibleTile(nextPosition);
|
||||
numberOfDestructilbeWallsToPlace -= 1;
|
||||
}
|
||||
|
@ -105,14 +159,17 @@ namespace src.Managers
|
|||
|
||||
private void PlaceDestructibleTile(Vector3 position)
|
||||
{
|
||||
Debug.Log($"PlaceDestructibleTile: x:{position.x} y:{position.y}");
|
||||
var instance = Instantiate(destructibleWallPrefab, position, Quaternion.identity);
|
||||
_destructibleWalls.Add(instance);
|
||||
instance.transform.SetParent(boardHolder);
|
||||
}
|
||||
|
||||
private bool PlaceIndestructibleTile(float x, float y)
|
||||
{
|
||||
var absX = Mathf.FloorToInt(x);
|
||||
var absY = Mathf.FloorToInt(y);
|
||||
Debug.Log($"PlaceIndestructibleTile: x:{x} y:{y}");
|
||||
var absX = Mathf.RoundToInt(x);
|
||||
var absY = Mathf.RoundToInt(y);
|
||||
|
||||
if (absX % 2 == 0 || absY % 2 == 0) return false;
|
||||
|
||||
|
@ -121,5 +178,14 @@ namespace src.Managers
|
|||
instance.transform.SetParent(boardHolder);
|
||||
return true;
|
||||
}
|
||||
|
||||
/* Initializes the level. */
|
||||
public void InitLevel()
|
||||
{
|
||||
InitBoard();
|
||||
SetupLevelDestructibleWalls();
|
||||
SetupExit();
|
||||
SetupUpgrades();
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Scripts/src/Wall.meta
Normal file
3
Assets/Scripts/src/Wall.meta
Normal file
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5a3a413dae6e40f2967fc143c723dce6
|
||||
timeCreated: 1559667182
|
36
Assets/Scripts/src/Wall/DestructibleWall.cs
Normal file
36
Assets/Scripts/src/Wall/DestructibleWall.cs
Normal file
|
@ -0,0 +1,36 @@
|
|||
using src.Base;
|
||||
|
||||
namespace src.Wall
|
||||
{
|
||||
public class DestructibleWall : GameplayComponent
|
||||
{
|
||||
private bool _spawnExit;
|
||||
private bool _spawnUpgrade;
|
||||
|
||||
public void SpawnsExit()
|
||||
{
|
||||
_spawnExit = true;
|
||||
}
|
||||
|
||||
public void SpawnsUpgrade()
|
||||
{
|
||||
_spawnUpgrade = true;
|
||||
}
|
||||
|
||||
public float XCoordinate => transform.position.x;
|
||||
public float YCoordinate => transform.position.y;
|
||||
|
||||
public void OnDestroy()
|
||||
{
|
||||
if (_spawnExit)
|
||||
{
|
||||
// TODO Spawn an exit
|
||||
}
|
||||
else if (_spawnUpgrade)
|
||||
{
|
||||
// TODO Spawn an upgrade, use composition to UpgradeManager
|
||||
// to get random / desired upgrade
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Scripts/src/Wall/DestructibleWall.cs.meta
Normal file
3
Assets/Scripts/src/Wall/DestructibleWall.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
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||||
guid: b30e7124fcdf4e1f92fc7dd42d8c7298
|
||||
timeCreated: 1559667193
|
8
Assets/Sprites/Player.meta
Normal file
8
Assets/Sprites/Player.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
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guid: 8cf9aa37a78d94c9a9b27e0aa3d65b3e
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|
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|
||||
externalObjects: {}
|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
72
Assets/Sprites/Player/PlayerAnimator.controller
Normal file
72
Assets/Sprites/Player/PlayerAnimator.controller
Normal file
|
@ -0,0 +1,72 @@
|
|||
%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
|
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--- !u!91 &9100000
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AnimatorController:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
|
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Loading…
Reference in a new issue