Add LevelManager + devSprites
This commit is contained in:
parent
6842e4bbe2
commit
d686fba7c3
13 changed files with 1618 additions and 544 deletions
130
Assets/DevMocks/bman_destructible_wall.prefab
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130
Assets/DevMocks/bman_destructible_wall.prefab
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Assets/DevMocks/bman_destructible_wall.prefab.meta
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7
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Assets/DevMocks/bman_wall.png
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BIN
Assets/DevMocks/bman_wall.png
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110
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130
Assets/DevMocks/bman_wall.prefab
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130
Assets/DevMocks/bman_wall.prefab
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7
Assets/DevMocks/bman_wall.prefab.meta
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Assets/Scripts/src/Helpers.meta
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Assets/Scripts/src/Helpers.meta
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Assets/Scripts/src/Helpers/ListExtensions.cs
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Assets/Scripts/src/Helpers/ListExtensions.cs
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using System.Collections.Generic;
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using UnityEngine;
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namespace src.Helpers
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{
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public static class ListExtensions
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{
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public static void ShuffleList(this List<Vector3> list)
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{
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const int min = 0;
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var max = list.Count - 1;
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for (var i = min; i < max; i++)
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{
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var randomPos = Mathf.FloorToInt(Random.Range(min, max));
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/* Swap elements in list */
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var aux = list[randomPos];
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list[randomPos] = list[i];
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list[i] = aux;
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}
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}
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}
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}
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Assets/Scripts/src/Helpers/ListExtensions.cs.meta
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Assets/Scripts/src/Helpers/ListExtensions.cs.meta
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Assets/Scripts/src/Managers.meta
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Assets/Scripts/src/Managers.meta
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Assets/Scripts/src/Managers/LevelManager.cs
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Assets/Scripts/src/Managers/LevelManager.cs
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using System;
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using System.Collections.Generic;
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using src.Base;
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using src.Helpers;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace src.Managers
|
||||
{
|
||||
public class LevelManager : GameplayComponent
|
||||
{
|
||||
public class Count
|
||||
{
|
||||
public readonly int Min;
|
||||
public readonly int Max;
|
||||
|
||||
public Count(int min, int max)
|
||||
{
|
||||
Min = min;
|
||||
Max = max;
|
||||
}
|
||||
}
|
||||
|
||||
public int columns = 30;
|
||||
public int rows = 20;
|
||||
|
||||
/* Specifies how many objects we want per level. */
|
||||
public Count destructibleWallCount = new Count(150, 350);
|
||||
public Count enemyCount = new Count(20, 50);
|
||||
|
||||
/* Holds the starting position of the player */
|
||||
public Transform startPosition;
|
||||
public GameObject indestructibleWallPrefab;
|
||||
public GameObject destructibleWallPrefab;
|
||||
|
||||
/* Used to group spawned objects */
|
||||
public Transform boardHolder;
|
||||
|
||||
/* Holds the available positions */
|
||||
private readonly List<Vector3> _gridPositions = new List<Vector3>();
|
||||
|
||||
/* Test only */
|
||||
public void Awake()
|
||||
{
|
||||
InitBoard();
|
||||
SetupLevel();
|
||||
}
|
||||
|
||||
public void InitBoard()
|
||||
{
|
||||
_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++)
|
||||
{
|
||||
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 (Math.Abs(x) < 0.001 && Math.Abs(y) < 0.001)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
/* Don't place anything on X=1 and Y=0 */
|
||||
if (Math.Abs(x - 1) < 0.001 && Math.Abs(y) < 0.001)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
/* Don't place anything on X=0 and Y=1 */
|
||||
if (Math.Abs(x) < 0.001 && Math.Abs(y - 1) < 0.001)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
/* Place indestructible tiles */
|
||||
if (PlaceIndestructibleTile(x, y))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
/* Add position to _gridPositions */
|
||||
_gridPositions.Add(new Vector3(x, y, 0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetupLevel()
|
||||
{
|
||||
var random = new Random();
|
||||
var numberOfDestructilbeWallsToPlace =
|
||||
Mathf.FloorToInt(Random.Range(destructibleWallCount.Min, destructibleWallCount.Max));
|
||||
|
||||
_gridPositions.ShuffleList();
|
||||
foreach (var nextPosition in _gridPositions)
|
||||
{
|
||||
if (numberOfDestructilbeWallsToPlace == 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
PlaceDestructibleTile(nextPosition);
|
||||
numberOfDestructilbeWallsToPlace -= 1;
|
||||
}
|
||||
}
|
||||
|
||||
private void PlaceDestructibleTile(Vector3 position)
|
||||
{
|
||||
var instance = Instantiate(destructibleWallPrefab, position, Quaternion.identity);
|
||||
instance.transform.SetParent(boardHolder);
|
||||
}
|
||||
|
||||
private bool PlaceIndestructibleTile(float x, float y)
|
||||
{
|
||||
var absX = Mathf.FloorToInt(x);
|
||||
var absY = Mathf.FloorToInt(y);
|
||||
|
||||
if (absX % 2 == 0 || absY % 2 == 0) return false;
|
||||
|
||||
var instance =
|
||||
Instantiate(indestructibleWallPrefab, new Vector3(x, y, 0f), Quaternion.identity);
|
||||
instance.transform.SetParent(boardHolder);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/src/Managers/LevelManager.cs.meta
Normal file
11
Assets/Scripts/src/Managers/LevelManager.cs.meta
Normal file
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
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Reference in a new issue