Added classess for views, added new laser obstacle

New laser obstacle uses particle system, UI not yet implemented, but classess for ui was added
This commit is contained in:
VladimirPirozhenko 2022-08-10 06:10:40 +03:00
parent 4fa18a41a0
commit 6a87d4abda
239 changed files with 56616 additions and 101 deletions

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@ -1,7 +1,7 @@
using System.Collections; using System.Collections;
using UnityEngine; using UnityEngine;
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{ {
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View File

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@ -2,14 +2,10 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
interface IObstacle
{
public void Impact();
}
[RequireComponent(typeof(BoxCollider))] [RequireComponent(typeof(BoxCollider))]
public class Obstacle : MonoBehaviour,IObstacle,IDamageDealer,IResettable,IPoolable<Obstacle> public class Obstacle : MonoBehaviour,IObstacle,IDamageDealer,IResettable,IPoolable<Obstacle>
{ {
[field: SerializeField] public bool IsOnAllLanes { get; private set; }
public BoxCollider Collider { get; private set; } public BoxCollider Collider { get; private set; }
public BasePool<Obstacle> OwningPool { private get; set; } public BasePool<Obstacle> OwningPool { private get; set; }
@ -40,21 +36,3 @@ public class Obstacle : MonoBehaviour,IObstacle,IDamageDealer,IResettable,IPoola
OwningPool.ReturnToPool(this); OwningPool.ReturnToPool(this);
} }
} }
public class Turret : MonoBehaviour, IObstacle, IDamageDealer, IResettable
{
public void DealDamage(IDamageable target, int amount)
{
target.TakeDamage(amount);
}
public void Impact()
{
gameObject.SetActive(true);
}
public void ResetToDefault()
{
gameObject.SetActive(true);
}
}

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@ -0,0 +1,19 @@
using UnityEngine;
public class Turret : MonoBehaviour, IObstacle, IDamageDealer, IResettable
{
public void DealDamage(IDamageable target, int amount)
{
target.TakeDamage(amount);
}
public void Impact()
{
gameObject.SetActive(true);
}
public void ResetToDefault()
{
gameObject.SetActive(true);
}
}

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@ -4,81 +4,24 @@ using UnityEngine;
public class ChunkGenerator : MonoBehaviour public class ChunkGenerator : MonoBehaviour
{ {
//[SerializeField] private Coin coinPrefab;
[SerializeField] private Obstacle obstaclePrefab; [SerializeField] private Obstacle obstaclePrefab;
[SerializeField] private LaneSystem LaneSystem; [SerializeField] private LaneSystem LaneSystem;
[SerializeField] private int gridColumns; [SerializeField] private int gridColumns;
public CoinPool CoinPool { get; private set; } public CoinPool CoinPool { get; private set; }
[field: SerializeField] public List<ObstaclePool> ObstaclePools { get; private set; } [field: SerializeField] public List<ObstaclePool> ObstaclePools { get; private set; }
private void Awake()
{
//obstacleSize = obstaclePrefab.GetComponent<BoxCollider>().size;
//coinSize = coinPrefab.GetComponent<BoxCollider>().size;
//CoinPool = GetComponent<CoinPool>();
//ObstaclePool = GetComponent<ObstaclePool>();
//CoinPool.CreateCoinPool(coinPrefab);
//ObstaclePool.CreateObstaclePool(obstaclePrefab);
}
public Chunk Generate(Chunk chunkToFill) public Chunk Generate(Chunk chunkToFill)
{ {
//var obstacle = Instantiate(obstaclePrefab);
var obstaclePool = ObstaclePools.GetRandomElement(); var obstaclePool = ObstaclePools.GetRandomElement();
var obstacle = obstaclePool.GetFromPool(); var obstacle = obstaclePool.GetFromPool();
chunkToFill.Obstacles.Add(obstacle); chunkToFill.Obstacles.Add(obstacle);
obstacle.transform.SetParent(chunkToFill.transform, true); obstacle.transform.SetParent(chunkToFill.transform, true);
obstacle.transform.localPosition = chunkToFill.GridPositions.GetRandomElement(); obstacle.transform.localPosition = chunkToFill.GridPositions.GetRandomElement();
//// int randomChunkPrefab = Random.Range(0, chunkPrefabs.Count); if (obstacle.IsOnAllLanes)
////Chunk chunk = Instantiate(chunkPrefabs[randomChunkPrefab], new Vector3(), new Quaternion()); {
//Obstacle obstacle = ObstaclePool.GetFromPool();//chunkToFill.ObstaclePool.Get(); obstacle.transform.localPosition = new Vector3(LaneSystem.CenterLane * LaneSystem.LaneWidth, transform.localPosition.y, transform.localPosition.z);
//obstacle.transform.rotation = Quaternion.identity; }
//Vector3 obstaclePosition = Vector3.zero;
//int randomObstacleLane = Random.Range(-LaneSystem.Lanes.Count / 2, LaneSystem.Lanes.Count / 2 + 1);
//obstaclePosition.x = LaneSystem.LaneWidth * randomObstacleLane;
//obstaclePosition.y = 0;
//obstaclePosition.z = obstacle.Collider.size.z;
//obstacle.transform.position = chunkToFill.transform.position + obstaclePosition;
//obstacle.transform.SetParent(chunkToFill.transform, true);
//coinElevation = obstacle.Collider.size.y * 2;
//obstacle.gameObject.SetActive(true);
//int randomCoinsLane = Random.Range(-LaneSystem.Lanes.Count / 2, LaneSystem.Lanes.Count / 2 + 1);
//coinsOnLane = Random.Range(0, maxCoinsOnLane + 1);
//chunkToFill.Obstacles.Add(obstacle);
//for (int i = 0; i < coinsOnLane; i++)
//{
// Coin coin = CoinPool.GetFromPool();//chunkToFill.CoinPool.Get();
// //coin.transform.SetParent(null);
// //coin.transform.localPosition = Vector3.zero;
// //coin.transform.position = Vector3.zero;
// //coin.transform.rotation = Quaternion.identity;
// Vector3 coinPosition = Vector3.zero;
// coinPosition.z = i * coinSize.z * 20 * coin.transform.localScale.z;
// coinPosition.x = LaneSystem.LaneWidth * randomCoinsLane;
// //if (randomCoinsLane == randomObstacleLane)
// //{
// coinPosition.y = coinElevation;
// //}
// //else
// //{
// // coinPosition.y = coin.Collider.size.y * coin.transform.localScale.y; //*scale
// //}
// //coin.gameObject.SetActive(true);
// //coin.transform.position = Vector3.zero;
// //coin.transform.localPosition = coinPosition;
// coin.transform.position = chunkToFill.transform.position + coinPosition;//coinPosition;
// //coin.transform.SetParent(chunkToFill.transform, true);
// coin.UpdateStartPositionForSinAnimator();
// // Debug.Log("CoinPosition: " + coin.transform.position);
// chunkToFill.Coins.Add(coin);
//}
//Debug.Log("ChunkPosition: " + chunkToFill.transform.position);
//Debug.LogError("Chunk: " + chunkToFill.gameObject.name + " " + chunkToFill.CoinPool.Capacity);
return chunkToFill; return chunkToFill;
} }
private void GenerateCoins()
{
}
} }

View File

@ -6,7 +6,6 @@ using UnityEngine;
public class ChunkSpawner : MonoBehaviour // TODO: ISpawner public class ChunkSpawner : MonoBehaviour // TODO: ISpawner
{ {
[SerializeField] [Range(1, 100)] private int chunkCount;
[SerializeField] private float spawnDelay; [SerializeField] private float spawnDelay;
[SerializeField] private ChunkGenerator chunkGenerator; [SerializeField] private ChunkGenerator chunkGenerator;
[SerializeField] private ChunkPool chunkPool; [SerializeField] private ChunkPool chunkPool;

View File

@ -13,6 +13,7 @@ public class LaneSystem : MonoBehaviour,IResettable
public float TargetPosition { get; set; } public float TargetPosition { get; set; }
public float CurrentOffset { get; private set; } public float CurrentOffset { get; private set; }
public int TargetLane { get; private set; } public int TargetLane { get; private set; }
public int CenterLane { get; private set; }
public readonly Dictionary<int, float> LanesDict = new Dictionary<int, float>(); public readonly Dictionary<int, float> LanesDict = new Dictionary<int, float>();
@ -87,6 +88,7 @@ public class LaneSystem : MonoBehaviour,IResettable
public void ResetToDefault() public void ResetToDefault()
{ {
TargetLane = Lanes[laneCount / 2]; TargetLane = Lanes[laneCount / 2];
CenterLane = Lanes[laneCount / 2];
CurrentOffset = 0; CurrentOffset = 0;
CurrentPosition = 0; CurrentPosition = 0;
TargetPosition = 0; TargetPosition = 0;

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@ -0,0 +1,19 @@
using UnityEngine;
public abstract class BaseView : MonoBehaviour
{
public bool IsInitialized { get; private set; }
[property: SerializeField] public string Tag { get; private set; }
virtual public void Init()
{
IsInitialized = true;
}
virtual public void Destroy()
{
Destroy(this);
}
public void Show(bool isActive)
{
gameObject.SetActive(isActive);
}
}

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@ -0,0 +1,21 @@
using System.Collections;
using TMPro;
using UnityEngine;
[RequireComponent(typeof(RectTransform))]
public class PlayerHUDView : BaseView
{
[SerializeField] private TMP_Text scoreText;
public override void Init()
{
base.Init();
transform.position = Vector3.zero;
RectTransform rectTransform = GetComponent<RectTransform>();
rectTransform.localPosition = Vector3.zero;
}
public void UpdateScore(string score)
{
scoreText.text = $"Score: {score} ";
}
}

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@ -0,0 +1,24 @@
using TMPro;
using UnityEngine;
public struct PlayerScoreboardCardData
{
public string playerName;
public string playerScore;
public PlayerScoreboardCardData(string playerName,string playerScore)
{
this.playerName = playerName;
this.playerScore = playerScore;
}
}
public class PlayerScoreboardCard : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI playerName;
[SerializeField] private TextMeshProUGUI playerScore;
public void UpdateCard(PlayerScoreboardCardData data)
{
playerName.text = data.playerName;
playerScore.text = data.playerScore;
}
}

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@ -0,0 +1,49 @@
using System.Collections.Generic;
using UnityEngine;
public class ScoreboardView : BaseView
{
//public static ScoreboardView Instance { get; private set; }
[SerializeField] PlayerScoreboardCard cardPrefab;
private readonly Dictionary<string,PlayerScoreboardCard> playerCards = new Dictionary<string, PlayerScoreboardCard>();
private void Awake()
{
//Instance = this;
}
public void RefreshPlayerCards(List<PlayerScoreboardCardData> cardsData)
{
foreach (var cardData in cardsData)
{
AddPlayerCard(cardData);
}
}
private void AddPlayerCard(PlayerScoreboardCardData cardData)
{
if (playerCards.ContainsKey(cardData.playerName))
return;
PlayerScoreboardCard playerScoreboardCard = Instantiate(cardPrefab);
playerScoreboardCard.transform.SetParent(this.transform, false);
playerScoreboardCard.UpdateCard(cardData);
playerCards.Add(cardData.playerName, playerScoreboardCard);
}
public void RemovePlayerCard(string cardTag)
{
if (playerCards.ContainsKey(cardTag))
{
playerCards.TryGetValue(cardTag, out PlayerScoreboardCard playerScoreboardCard);
playerScoreboardCard.gameObject.SetActive(false); //TODO: Pooling
playerCards.Remove(cardTag);
}
}
public void RefreshPlayerCard(PlayerScoreboardCardData cardData)
{
if (playerCards.TryGetValue(cardData.playerName, out PlayerScoreboardCard card))
card.UpdateCard(cardData);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ViewManager : MonoBehaviour
{
public static ViewManager Instance { get; private set; }
[SerializeField] private List<BaseView> views = new List<BaseView>();
[SerializeField] private BaseView defaultView;
[SerializeField] private bool autoInitialize;
private void Awake()
{
Instance = this;
}
private void Start()
{
if (autoInitialize)
InitAllViews();
}
public void InitAllViews()
{
foreach (var view in views)
{
view.Init();
view.Show(false);
}
if (defaultView != null) defaultView.Show(true);
}
public void Init<T>() where T : BaseView
{
foreach (var view in views)
{
if (view is T)
{
view.Init();
}
}
}
public void Show<T>(bool isActive) where T : BaseView
{
foreach (var view in views)
{
if (view is T)
{
view.Show(isActive);
}
}
}
public void Add(BaseView view,bool isActiveByDefault = true)
{
view.Init();
view.Show(isActiveByDefault);
views.Add(view);
}
public void Remove(BaseView view)
{
views.Remove(view);
view.Destroy();
}
public bool TryGetView<T>(out T baseView) where T : BaseView
{
foreach (var view in views)
{
if (view is T)
{
baseView = (T)view;
return true;
}
}
baseView = null;
return false;
}
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