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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objectReference: {fileID: 0}
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||||
value: 0
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objectReference: {fileID: 0}
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propertyPath: m_LocalEulerAnglesHint.z
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value: 0
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objectReference: {fileID: 0}
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propertyPath: m_Name
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||||
value: ScoreboardView
|
||||
objectReference: {fileID: 0}
|
||||
m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 99d72c8750358d54c8647747f3a9a236, type: 3}
|
||||
|
@ -2,7 +2,7 @@ using System;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(BoxCollider))]
|
||||
public class Coin : MonoBehaviour, ICollectable,IResettable
|
||||
public class Coin : PoolingObject<Coin>, ICollectable,IResettable
|
||||
{
|
||||
[SerializeField] private int coinValue;
|
||||
|
||||
|
@ -34,10 +34,15 @@ public class GameSession : MonoBehaviour,IResettable
|
||||
public void PauseSession(bool isPaused)
|
||||
{
|
||||
Time.timeScale = isPaused ? 0 : 1;
|
||||
List<ECommand> commands = new List<ECommand>();
|
||||
ECommand[] commandRange = { ECommand.LEFT,ECommand.RIGHT,ECommand.UP,ECommand.DOWN,ECommand.SHOOT};
|
||||
commands.AddRange(commandRange);
|
||||
InputTranslator.RestictTranslation(commands,isPaused);
|
||||
//List<ECommand> commands = new List<ECommand>();
|
||||
//ECommand[] commandRange = { ECommand.LEFT,ECommand.RIGHT,ECommand.UP,ECommand.DOWN,ECommand.SHOOT};
|
||||
//commands.AddRange(commandRange);
|
||||
RestrictInputs(InputConstants.InGameCommands,isRestricted: isPaused);
|
||||
}
|
||||
|
||||
public void RestrictInputs(List<ECommand> commands,bool isRestricted)
|
||||
{
|
||||
InputTranslator.RestictTranslation(commands, isRestricted);
|
||||
}
|
||||
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
|
||||
guid: 2abb11f088e64c4488227070b7765d68
|
||||
guid: 2b25f3e4ec0fa6d458ef1f386842d66d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
@ -3,11 +3,11 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[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; }
|
||||
public BoxCollider Collider { get; private set; }
|
||||
public BasePool<Obstacle> OwningPool { private get; set; }
|
||||
//public BasePool<Obstacle> OwningPool { private get; set; }
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@ -31,8 +31,8 @@ public class Obstacle : MonoBehaviour,IObstacle,IDamageDealer,IResettable,IPoola
|
||||
target.TakeDamage(amount);
|
||||
}
|
||||
|
||||
public void ReturnToPool()
|
||||
{
|
||||
OwningPool.ReturnToPool(this);
|
||||
}
|
||||
//public void ReturnToPool()
|
||||
//{
|
||||
// OwningPool.ReturnToPool(this);
|
||||
//}
|
||||
}
|
||||
|
@ -11,6 +11,7 @@ public class DeadState : PlayerState
|
||||
playerSM.PlayDeadAnimation(true);
|
||||
playerSM.VerticalDeltaPosition = 0;
|
||||
playerSM.HorizontalDeltaPosition = Vector3.zero;
|
||||
GameSession.Instance.RestrictInputs(InputConstants.InGameCommands, true);
|
||||
//Session.ShowGameOverPopUp(true);
|
||||
// Session.SetGameOverState();
|
||||
// Stats.CalculateScore();
|
||||
@ -19,6 +20,7 @@ public class DeadState : PlayerState
|
||||
public override void OnStateExit()
|
||||
{
|
||||
playerSM.PlayDeadAnimation(false);
|
||||
GameSession.Instance.RestrictInputs(InputConstants.InGameCommands, false);
|
||||
// Session.ShowGameOverPopUp(false);
|
||||
//playerSM.ChangeRigWeight(playerSM.RightHandRig,1);
|
||||
}
|
||||
|
@ -13,7 +13,8 @@ public class StartingIdleState : PlayerState
|
||||
playerSM.PlayIdleAnimation(true);
|
||||
//Session.SetPlayingState();
|
||||
//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;
|
||||
CountdownBeforeTheStart();
|
||||
}
|
||||
@ -22,6 +23,7 @@ public class StartingIdleState : PlayerState
|
||||
playerSM.PlayIdleAnimation(false);
|
||||
playerSM.HorizontalDeltaPosition = Vector3.zero;
|
||||
playerSM.VerticalDeltaPosition = 0f;
|
||||
GameSession.Instance.RestrictInputs(InputConstants.InGameCommands, false);
|
||||
}
|
||||
public override void Tick() {}
|
||||
public async void CountdownBeforeTheStart()
|
||||
|
@ -5,7 +5,7 @@ using UnityEngine;
|
||||
|
||||
public enum EDirection { NORTH, SOUTH, EAST, WEST }
|
||||
[RequireComponent(typeof(BoxCollider))]
|
||||
public abstract class Chunk : MonoBehaviour, IResettable,IPoolable<Chunk>
|
||||
public abstract class Chunk : PoolingObject<Chunk>, IResettable
|
||||
{
|
||||
protected ChunkSpawner spawner;
|
||||
|
||||
@ -16,8 +16,7 @@ public abstract class Chunk : MonoBehaviour, IResettable,IPoolable<Chunk>
|
||||
public List<Coin> Coins { get; private set; }
|
||||
public List<Obstacle> Obstacles { 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>();
|
||||
virtual public void Init(ChunkSpawner spawner)
|
||||
@ -78,44 +77,24 @@ public abstract class Chunk : MonoBehaviour, IResettable,IPoolable<Chunk>
|
||||
private void ChangePositionBasedOnPreviousChunk(Chunk previousChunk)
|
||||
{
|
||||
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;
|
||||
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;
|
||||
}
|
||||
transform.position = previousChunk.End.position - Begin.localPosition;
|
||||
}
|
||||
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()
|
||||
{
|
||||
OwningPool.ReturnToPool(this);
|
||||
}
|
||||
//public void ReturnToPool()
|
||||
//{
|
||||
// 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 override void Init(ChunkSpawner spawner)
|
||||
{
|
||||
base.Init(spawner);
|
||||
Direction = EDirection.NORTH;
|
||||
}
|
||||
public override void ChangeDirectionBasedOnPreviousChunk(Chunk previousChunk)
|
||||
{
|
||||
Direction = previousChunk.Direction;
|
||||
}
|
||||
}
|
||||
|
@ -1,5 +1,4 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
public class TurningChunk : Chunk
|
||||
@ -9,46 +8,10 @@ public class TurningChunk : Chunk
|
||||
public override void Init(ChunkSpawner spawner)
|
||||
{
|
||||
base.Init(spawner);
|
||||
Direction = EDirection.WEST;
|
||||
}
|
||||
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;
|
||||
|
||||
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; }
|
||||
[SerializeField] private T prefab;
|
||||
|
@ -15,14 +15,6 @@ public class ChunkPool : BasePool<Chunk>
|
||||
protected override void ReturnAction(Chunk 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.Coins.Clear();
|
||||
foreach (var obstacle in chunk.Obstacles)
|
||||
|
@ -1,5 +1,5 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
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/";
|
||||
|
||||
//[MenuItem("Tools/Prefab/CreatePoolPrefabFromSelected")]
|
||||
//private static void CreatePoolPrefab()
|
||||
//{
|
||||
[MenuItem("Tools/Prefab/CreatePoolPrefabFromSelected")]
|
||||
private static void CreatePoolPrefab()
|
||||
{
|
||||
//TODO: Make tool or inspector GUI to make pool out of IPoolable
|
||||
//}
|
||||
//IPoolable poolable = Selection.activeGameObject.GetComponent<IPoolable>();
|
||||
//poolable.
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
@ -4,7 +4,7 @@ using UnityEngine.UI;
|
||||
|
||||
public class ScoreboardView : BaseView
|
||||
{
|
||||
[SerializeField] private Button closeButton;
|
||||
[SerializeField] private Button backButton;
|
||||
[SerializeField] private PlayerScoreboardCard cardPrefab;
|
||||
private VerticalLayoutGroup layoutGroup;
|
||||
private readonly Dictionary<string,PlayerScoreboardCard> playerCards = new Dictionary<string, PlayerScoreboardCard>();
|
||||
@ -13,7 +13,7 @@ public class ScoreboardView : BaseView
|
||||
{
|
||||
base.Init();
|
||||
layoutGroup = GetComponentInChildren<VerticalLayoutGroup>();
|
||||
closeButton.onClick.AddListener(() =>
|
||||
backButton.onClick.AddListener(() =>
|
||||
{
|
||||
Show(false);
|
||||
ViewManager.Instance.Show<PausedView>(true);
|
||||
|
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Reference in New Issue
Block a user