Reworked pooling a little bit, added input restrictions to avoid gaining controls to player while paused/dead

Moreover cleaned-up old code
This commit is contained in:
VladimirPirozhenko 2022-08-13 01:57:16 +03:00
parent 2c5c522ebe
commit 80720c8eb7
22 changed files with 1775 additions and 640 deletions

View File

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View File

@ -2,7 +2,7 @@ using System;
using UnityEngine; using UnityEngine;
[RequireComponent(typeof(BoxCollider))] [RequireComponent(typeof(BoxCollider))]
public class Coin : MonoBehaviour, ICollectable,IResettable public class Coin : PoolingObject<Coin>, ICollectable,IResettable
{ {
[SerializeField] private int coinValue; [SerializeField] private int coinValue;

View File

@ -34,10 +34,15 @@ public class GameSession : MonoBehaviour,IResettable
public void PauseSession(bool isPaused) public void PauseSession(bool isPaused)
{ {
Time.timeScale = isPaused ? 0 : 1; Time.timeScale = isPaused ? 0 : 1;
List<ECommand> commands = new List<ECommand>(); //List<ECommand> commands = new List<ECommand>();
ECommand[] commandRange = { ECommand.LEFT,ECommand.RIGHT,ECommand.UP,ECommand.DOWN,ECommand.SHOOT}; //ECommand[] commandRange = { ECommand.LEFT,ECommand.RIGHT,ECommand.UP,ECommand.DOWN,ECommand.SHOOT};
commands.AddRange(commandRange); //commands.AddRange(commandRange);
InputTranslator.RestictTranslation(commands,isPaused); RestrictInputs(InputConstants.InGameCommands,isRestricted: isPaused);
}
public void RestrictInputs(List<ECommand> commands,bool isRestricted)
{
InputTranslator.RestictTranslation(commands, isRestricted);
} }
public void RestartSession() public void RestartSession()
{ {

View File

@ -0,0 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class InputConstants
{
public static readonly List<ECommand> InGameCommands = new List<ECommand> { ECommand.LEFT, ECommand.RIGHT, ECommand.UP,ECommand.DOWN, ECommand.SHOOT };
public static readonly List<ECommand> ViewCommands = new List<ECommand> { ECommand.OPEN_SCOREBOARD, ECommand.OPEN_PAUSE_MENU };
}

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 2abb11f088e64c4488227070b7765d68 guid: 2b25f3e4ec0fa6d458ef1f386842d66d
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

View File

@ -3,11 +3,11 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
[RequireComponent(typeof(BoxCollider))] [RequireComponent(typeof(BoxCollider))]
public class Obstacle : MonoBehaviour,IObstacle,IDamageDealer,IResettable,IPoolable<Obstacle> public class Obstacle : PoolingObject<Obstacle>, IObstacle,IDamageDealer,IResettable
{ {
[field: SerializeField] public bool IsOnAllLanes { get; private set; } [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; }
private void Awake() private void Awake()
{ {
@ -31,8 +31,8 @@ public class Obstacle : MonoBehaviour,IObstacle,IDamageDealer,IResettable,IPoola
target.TakeDamage(amount); target.TakeDamage(amount);
} }
public void ReturnToPool() //public void ReturnToPool()
{ //{
OwningPool.ReturnToPool(this); // OwningPool.ReturnToPool(this);
} //}
} }

View File

@ -11,6 +11,7 @@ public class DeadState : PlayerState
playerSM.PlayDeadAnimation(true); playerSM.PlayDeadAnimation(true);
playerSM.VerticalDeltaPosition = 0; playerSM.VerticalDeltaPosition = 0;
playerSM.HorizontalDeltaPosition = Vector3.zero; playerSM.HorizontalDeltaPosition = Vector3.zero;
GameSession.Instance.RestrictInputs(InputConstants.InGameCommands, true);
//Session.ShowGameOverPopUp(true); //Session.ShowGameOverPopUp(true);
// Session.SetGameOverState(); // Session.SetGameOverState();
// Stats.CalculateScore(); // Stats.CalculateScore();
@ -19,6 +20,7 @@ public class DeadState : PlayerState
public override void OnStateExit() public override void OnStateExit()
{ {
playerSM.PlayDeadAnimation(false); playerSM.PlayDeadAnimation(false);
GameSession.Instance.RestrictInputs(InputConstants.InGameCommands, false);
// Session.ShowGameOverPopUp(false); // Session.ShowGameOverPopUp(false);
//playerSM.ChangeRigWeight(playerSM.RightHandRig,1); //playerSM.ChangeRigWeight(playerSM.RightHandRig,1);
} }

View File

@ -13,7 +13,8 @@ public class StartingIdleState : PlayerState
playerSM.PlayIdleAnimation(true); playerSM.PlayIdleAnimation(true);
//Session.SetPlayingState(); //Session.SetPlayingState();
//Session.ShowGameOverPopUp(false); //Session.ShowGameOverPopUp(false);
playerTransform.position = new Vector3(0, 1, 15); GameSession.Instance.RestrictInputs(InputConstants.InGameCommands,true);
playerTransform.position = new Vector3(0, 0.38f, 15);
countdownTime = 3; countdownTime = 3;
CountdownBeforeTheStart(); CountdownBeforeTheStart();
} }
@ -22,6 +23,7 @@ public class StartingIdleState : PlayerState
playerSM.PlayIdleAnimation(false); playerSM.PlayIdleAnimation(false);
playerSM.HorizontalDeltaPosition = Vector3.zero; playerSM.HorizontalDeltaPosition = Vector3.zero;
playerSM.VerticalDeltaPosition = 0f; playerSM.VerticalDeltaPosition = 0f;
GameSession.Instance.RestrictInputs(InputConstants.InGameCommands, false);
} }
public override void Tick() {} public override void Tick() {}
public async void CountdownBeforeTheStart() public async void CountdownBeforeTheStart()

View File

@ -5,7 +5,7 @@ using UnityEngine;
public enum EDirection { NORTH, SOUTH, EAST, WEST } public enum EDirection { NORTH, SOUTH, EAST, WEST }
[RequireComponent(typeof(BoxCollider))] [RequireComponent(typeof(BoxCollider))]
public abstract class Chunk : MonoBehaviour, IResettable,IPoolable<Chunk> public abstract class Chunk : PoolingObject<Chunk>, IResettable
{ {
protected ChunkSpawner spawner; protected ChunkSpawner spawner;
@ -16,8 +16,7 @@ public abstract class Chunk : MonoBehaviour, IResettable,IPoolable<Chunk>
public List<Coin> Coins { get; private set; } public List<Coin> Coins { get; private set; }
public List<Obstacle> Obstacles { get; private set; } public List<Obstacle> Obstacles { get; private set; }
public BoxCollider Collider { get; private set; } public BoxCollider Collider { get; private set; }
public EDirection Direction { get; protected set; } //public BasePool<Chunk> OwningPool { private get; set; }
public BasePool<Chunk> OwningPool { private get; set; }
public readonly List<Vector3> GridPositions = new List<Vector3>(); public readonly List<Vector3> GridPositions = new List<Vector3>();
virtual public void Init(ChunkSpawner spawner) virtual public void Init(ChunkSpawner spawner)
@ -78,44 +77,24 @@ public abstract class Chunk : MonoBehaviour, IResettable,IPoolable<Chunk>
private void ChangePositionBasedOnPreviousChunk(Chunk previousChunk) private void ChangePositionBasedOnPreviousChunk(Chunk previousChunk)
{ {
float diffBetweenBeginAndCenter = Begin.localPosition.z; float diffBetweenBeginAndCenter = Begin.localPosition.z;
//transform.position = previousChunk.End.position - Begin.localPosition;
switch (previousChunk.Direction)
{
case EDirection.NORTH:
transform.position = previousChunk.End.position - Begin.localPosition; transform.position = previousChunk.End.position - Begin.localPosition;
break;
case EDirection.SOUTH:
transform.position = previousChunk.End.position + (diffBetweenBeginAndCenter * Vector3.forward);
break;
case EDirection.WEST:
transform.position = previousChunk.End.position - (Begin.localPosition.x * Vector3.right);
break;
case EDirection.EAST:
transform.position = previousChunk.End.position - (diffBetweenBeginAndCenter * Vector3.right);
break;
}
} }
private void ChangeRotationBasedOnPreviousChunk(Chunk previousChunk) private void ChangeRotationBasedOnPreviousChunk(Chunk previousChunk)
{ {
switch (previousChunk.Direction)
{
case EDirection.NORTH:
transform.Rotate(0, 0, 0, Space.World);
break;
case EDirection.SOUTH:
transform.Rotate(0, -180, 0, Space.World);
break;
case EDirection.WEST:
transform.Rotate(0, -90, 0, Space.World);
break;
case EDirection.EAST:
transform.Rotate(0, -270, 0, Space.World);
break;
}
} }
public void ReturnToPool() //public void ReturnToPool()
{ //{
OwningPool.ReturnToPool(this); // OwningPool.ReturnToPool(this);
} //}
//public void GetOwningPool<T>(BasePool<T> pool) where T : MonoBehaviour, IPoolable
//{
// throw new NotImplementedException();
//}
//public void SetOwningPool<T>(BasePool<T> pool) where T : MonoBehaviour, IPoolable
//{
// throw new NotImplementedException();
//}
} }

View File

@ -1,16 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StraightChunk : Chunk public class StraightChunk : Chunk
{ {
public override void Init(ChunkSpawner spawner) public override void Init(ChunkSpawner spawner)
{ {
base.Init(spawner); base.Init(spawner);
Direction = EDirection.NORTH;
} }
public override void ChangeDirectionBasedOnPreviousChunk(Chunk previousChunk) public override void ChangeDirectionBasedOnPreviousChunk(Chunk previousChunk)
{ {
Direction = previousChunk.Direction;
} }
} }

View File

@ -1,5 +1,4 @@
using System.Collections; using UnityEngine;
using UnityEngine;
public class TurningChunk : Chunk public class TurningChunk : Chunk
@ -9,46 +8,10 @@ public class TurningChunk : Chunk
public override void Init(ChunkSpawner spawner) public override void Init(ChunkSpawner spawner)
{ {
base.Init(spawner); base.Init(spawner);
Direction = EDirection.WEST;
} }
public override void ChangeDirectionBasedOnPreviousChunk(Chunk previousChunk) public override void ChangeDirectionBasedOnPreviousChunk(Chunk previousChunk)
{ {
if (!isClockwise)
{
switch (previousChunk.Direction)
{
case EDirection.NORTH:
Direction = EDirection.WEST;
break;
case EDirection.SOUTH:
Direction = EDirection.EAST;
break;
case EDirection.WEST:
Direction = EDirection.SOUTH;
break;
case EDirection.EAST:
Direction = EDirection.NORTH;
break;
}
}
else
{
switch (previousChunk.Direction)
{
case EDirection.NORTH:
Direction = EDirection.EAST;
break;
case EDirection.SOUTH:
Direction = EDirection.WEST;
break;
case EDirection.WEST:
Direction = EDirection.NORTH;
break;
case EDirection.EAST:
Direction = EDirection.SOUTH;
break;
}
}
} }
} }

View File

@ -1,6 +1,6 @@
using UnityEngine; using UnityEngine;
public class BasePool<T> : MonoBehaviour where T : MonoBehaviour,IPoolable<T> public class BasePool<T> : MonoBehaviour where T : PoolingObject<T>
{ {
[field: SerializeField] public int Capacity { get; private set; } [field: SerializeField] public int Capacity { get; private set; }
[SerializeField] private T prefab; [SerializeField] private T prefab;

View File

@ -15,14 +15,6 @@ public class ChunkPool : BasePool<Chunk>
protected override void ReturnAction(Chunk chunk) protected override void ReturnAction(Chunk chunk)
{ {
base.ReturnAction(chunk); base.ReturnAction(chunk);
//foreach (Coin coin in chunk.Coins)
//{
// generator.CoinPool.ReturnToPool(coin);
//}
//foreach (Obstacle obstacle in chunk.Obstacles)
//{
// generator.ObstaclePool.ReturnToPool(obstacle);
//}
chunk.ResetToDefault(); chunk.ResetToDefault();
chunk.Coins.Clear(); chunk.Coins.Clear();
foreach (var obstacle in chunk.Obstacles) foreach (var obstacle in chunk.Obstacles)

View File

@ -1,5 +1,5 @@
using System; using System;
using System.Collections; using System.Collections;
using UnityEngine; using UnityEngine;
public class CoinPool : BasePool<Chunk> public class CoinPool : BasePool<Coin>
{} {}

View File

@ -1,8 +0,0 @@

using UnityEngine;
public interface IPoolable<T> where T : MonoBehaviour,IPoolable<T>
{
public BasePool<T> OwningPool { set; }
public void ReturnToPool();
}

View File

@ -0,0 +1,11 @@
using UnityEngine;
public abstract class PoolingObject<T> : MonoBehaviour where T : PoolingObject<T>
{
public BasePool<T> OwningPool { protected get; set; }
public void ReturnToPool()
{
OwningPool.ReturnToPool(this as T);
}
}

View File

@ -0,0 +1,11 @@
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@ -7,11 +7,13 @@ public static class PoolPrefabCreator
{ {
private const string POOL_PREFAB_PATH = "Assets/Prefabs/Pools/"; private const string POOL_PREFAB_PATH = "Assets/Prefabs/Pools/";
//[MenuItem("Tools/Prefab/CreatePoolPrefabFromSelected")] [MenuItem("Tools/Prefab/CreatePoolPrefabFromSelected")]
//private static void CreatePoolPrefab() private static void CreatePoolPrefab()
//{ {
//TODO: Make tool or inspector GUI to make pool out of IPoolable //TODO: Make tool or inspector GUI to make pool out of IPoolable
//} //IPoolable poolable = Selection.activeGameObject.GetComponent<IPoolable>();
//poolable.
}
} }
#endif #endif

View File

@ -4,7 +4,7 @@ using UnityEngine.UI;
public class ScoreboardView : BaseView public class ScoreboardView : BaseView
{ {
[SerializeField] private Button closeButton; [SerializeField] private Button backButton;
[SerializeField] private PlayerScoreboardCard cardPrefab; [SerializeField] private PlayerScoreboardCard cardPrefab;
private VerticalLayoutGroup layoutGroup; private VerticalLayoutGroup layoutGroup;
private readonly Dictionary<string,PlayerScoreboardCard> playerCards = new Dictionary<string, PlayerScoreboardCard>(); private readonly Dictionary<string,PlayerScoreboardCard> playerCards = new Dictionary<string, PlayerScoreboardCard>();
@ -13,7 +13,7 @@ public class ScoreboardView : BaseView
{ {
base.Init(); base.Init();
layoutGroup = GetComponentInChildren<VerticalLayoutGroup>(); layoutGroup = GetComponentInChildren<VerticalLayoutGroup>();
closeButton.onClick.AddListener(() => backButton.onClick.AddListener(() =>
{ {
Show(false); Show(false);
ViewManager.Instance.Show<PausedView>(true); ViewManager.Instance.Show<PausedView>(true);

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