Reworked pooling a little bit, added input restrictions to avoid gaining controls to player while paused/dead
Moreover cleaned-up old code
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- target: {fileID: 7641310222228061956, guid: 99d72c8750358d54c8647747f3a9a236, type: 3}
|
||||||
|
propertyPath: m_LocalEulerAnglesHint.y
|
||||||
|
value: 0
|
||||||
|
objectReference: {fileID: 0}
|
||||||
|
- target: {fileID: 7641310222228061956, guid: 99d72c8750358d54c8647747f3a9a236, type: 3}
|
||||||
|
propertyPath: m_LocalEulerAnglesHint.z
|
||||||
|
value: 0
|
||||||
|
objectReference: {fileID: 0}
|
||||||
|
- target: {fileID: 7641310222228061959, guid: 99d72c8750358d54c8647747f3a9a236, type: 3}
|
||||||
|
propertyPath: m_Name
|
||||||
|
value: ScoreboardView
|
||||||
|
objectReference: {fileID: 0}
|
||||||
|
m_RemovedComponents: []
|
||||||
|
m_SourcePrefab: {fileID: 100100000, guid: 99d72c8750358d54c8647747f3a9a236, type: 3}
|
||||||
|
@ -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;
|
||||||
|
|
||||||
|
@ -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()
|
||||||
{
|
{
|
||||||
|
9
Assets/Scripts/Input/InputConstants.cs
Normal file
9
Assets/Scripts/Input/InputConstants.cs
Normal 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 };
|
||||||
|
}
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 2abb11f088e64c4488227070b7765d68
|
guid: 2b25f3e4ec0fa6d458ef1f386842d66d
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
@ -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);
|
||||||
}
|
//}
|
||||||
}
|
}
|
||||||
|
@ -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);
|
||||||
}
|
}
|
||||||
|
@ -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()
|
||||||
|
@ -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();
|
||||||
|
//}
|
||||||
}
|
}
|
||||||
|
@ -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;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -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;
|
||||||
|
@ -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)
|
||||||
|
@ -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>
|
||||||
{}
|
{}
|
||||||
|
@ -1,8 +0,0 @@
|
|||||||
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public interface IPoolable<T> where T : MonoBehaviour,IPoolable<T>
|
|
||||||
{
|
|
||||||
public BasePool<T> OwningPool { set; }
|
|
||||||
public void ReturnToPool();
|
|
||||||
}
|
|
11
Assets/Scripts/Road/Pools/PoolingObject.cs
Normal file
11
Assets/Scripts/Road/Pools/PoolingObject.cs
Normal 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);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Road/Pools/PoolingObject.cs.meta
Normal file
11
Assets/Scripts/Road/Pools/PoolingObject.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 349f3829e1f89c745b8e9fcb32afaa9c
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -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
|
@ -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);
|
||||||
|
File diff suppressed because one or more lines are too long
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Reference in New Issue
Block a user