Updated Input system, got rid of old code, updated HUD

This commit is contained in:
VladimirPirozhenko 2022-08-11 03:37:40 +03:00
parent 6a87d4abda
commit bb4f8691e2
317 changed files with 47747 additions and 600 deletions

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View File

@ -8,16 +8,4 @@ abstract public class PowerUp : MonoBehaviour, ICollectable
{ {
//throw new System.NotImplementedException(); //throw new System.NotImplementedException();
} }
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
} }

View File

@ -1,175 +1,28 @@
using System; using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
public class GameSession : MonoBehaviour public class GameSession : MonoBehaviour
{ {
//[Serializable] public enum ESessionState { PLAYING, PAUSED_POP_UP, GAMEOVER_POP_UP, SCOREBOARD_UI, MAIN_MENU }; public InputTranslator<KeyBinding> InputTranslator;
[SerializeField] private Player player;
//[SerializeField] private SceneLoader sceneLoader;
[SerializeField] private Scoreboard scoreboard;
[SerializeField] private ScoreboardUI scoreboardUI;
[SerializeField] private GameOverPopUp gameOverPopUp;
[SerializeField] private PauseMenuPopUp pauseMenuPopUp;
private GameSessionStateMachine gameSessionStateMachine; public static GameSession Instance { get; private set; }
[SerializeField] public GameSessionState SessionState { get; private set; }
private void Awake() private void Awake()
{ {
gameSessionStateMachine = new GameSessionStateMachine(this); Instance = this;
// SetSessionState(gameSessionStateMachine.SessionScoreboardState); Init();
SetSessionState(gameSessionStateMachine.SessionPlayingState);
// player = GetComponent<Player>();
//SessionStateMachine = new StateMachine<GameSession>();
} }
private void OnEnable()
private void Init()
{ {
//player.PlayerStatictics.OnScoreCalculated += UpdateScoreboard; InputTranslator = new InputTranslator<KeyBinding>();
//player.PlayerHealth.OnOutOfHealth += GameOver; IBindingHolder<KeyBinding> holder = new KeyBindingHolder();
} InputTranslator.Init(holder);
private void OnDisable()
{
//player.PlayerStatictics.OnScoreCalculated -= UpdateScoreboard;
//player.PlayerHealth.OnOutOfHealth -= GameOver;
} }
private void Update() private void Update()
{ {
//SessionState.Tick(); InputTranslator.Tick();
// switch (sessionState)
// {
// case ESessionState.PLAYING:
// break;
// case ESessionState.PAUSED:
// ShowPauseMenuPopUp(true);
// break;
// case ESessionState.GAMEOVER:
// break;
// case ESessionState.SCOREBOARD:
// break;
// }
}
//private void InitStates()
//{
// SessionPausedState = new PausedState(this);
// SessionGameOverState = new GameOverState(this);
// SessionScoreboardState = new ScoreboardState(this);
// SessionPlayingState = new PlayingState(this);
//}
public bool IsSessionPaused()
{
if (SessionState == gameSessionStateMachine.SessionPausedState)
{
return true;
}
return false;
}
public void GameOver()
{
ShowGameOverPopUp(true);
// SetSessionState(stateComponent.state.GAMEOVER_POP_UP);
}
private void SetSessionState(GameSessionState state)//ESessionState state)
{
gameSessionStateMachine.SetState(state);
// sessionState = stateComponent.state;
}
public void SetPausedState()
{
SetSessionState(gameSessionStateMachine.SessionPausedState);
}
public void SetPlayingState()
{
SetSessionState(gameSessionStateMachine.SessionPlayingState);
}
public void SetGameOverState()
{
SetSessionState(gameSessionStateMachine.SessionGameOverState);
}
public void SetScoreboardState()
{
SetSessionState(gameSessionStateMachine.SessionScoreboardState);
}
public void PauseSession(bool isPaused)
{
if (isPaused)
{
Time.timeScale = 0;
ShowPauseMenuPopUp(true);
// SetSessionState(ESessionState.PAUSED_POP_UP);
}
else
{
Time.timeScale = 1;
ShowPauseMenuPopUp(false);
// SetSessionState(ESessionState.PLAYING);
}
}
public void ClosePopUp()
{
//switch (sessionState)
//{
// case ESessionState.PLAYING:
// break;
// case ESessionState.PAUSED_POP_UP:
// ShowPauseMenuPopUp(false);
// // SetSessionState(ESessionState.PLAYING);
// break;
// case ESessionState.GAMEOVER_POP_UP:
// ShowGameOverPopUp(false);
// // SetSessionState(ESessionState.PLAYING);
// break;
// case ESessionState.SCOREBOARD_UI:
// ShowScoreboardUI(false);
// // SetSessionState(ESessionState.PAUSED_POP_UP);
// break;
//}
}
public void HideAllPopUps()
{
ShowGameOverPopUp(false);
ShowPauseMenuPopUp(false);
ShowScoreboardUI(false);
}
public void ShowGameOverPopUp(bool isVisible)
{
gameOverPopUp.Show(isVisible);
}
public void ShowPauseMenuPopUp(bool isVisible)
{
pauseMenuPopUp.Show(isVisible);
}
public void ShowScoreboardUI(bool isVisible)
{
scoreboardUI.Show(isVisible);
}
public void RestartSession()
{
//sceneLoader.Load("MainScene");
player.ResetToDefault();
}
public void GoToMainMenu()
{
//sceneLoader.Load("MainMenu");
player.ResetToDefault();
}
public void AddEntryToScoreboard(ScoreboardEntry entry)
{
scoreboard.AddScoreboardEntry(entry);
//scoreboard.gameObject.SetActive(true);
}
public void SaveSessionResult()
{
scoreboard.SaveScoreboardEntriesTable();
}
public void UpdateScoreboard(int score)
{
AddEntryToScoreboard(new ScoreboardEntry("PlayerOne", score));
SaveSessionResult();
} }
} }

View File

@ -1,24 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameOverState : GameSessionState
{
public GameOverState(GameSessionStateMachine gameSessionStateMachine) : base(gameSessionStateMachine)
{
}
public override void OnStateEnter()
{
gameSessionSM.ShowGameOverPopUp(true);
}
public override void OnStateExit()
{
gameSessionSM.ShowGameOverPopUp(false);
}
public override void Tick()
{
}
}

View File

@ -1,16 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class GameSessionState : State<GameSession>
{
protected GameSessionStateMachine gameSessionSM;
public GameSessionState(GameSessionStateMachine gameSessionStateMachine)
{
gameSessionSM = gameSessionStateMachine;
//StateMachine = session.SessionStateMachine;
}
public override void Tick() { }
}

View File

@ -1,44 +0,0 @@
using System.Collections;
using UnityEngine;
public class GameSessionStateMachine : StateMachine<GameSession>
{
private GameSession session;
public GameSessionStateMachine(GameSession session)
{
this.session = session;
InitStates();
}
#region States
public PausedState SessionPausedState { get; private set; }
public GameOverState SessionGameOverState { get; private set; }
public ScoreboardState SessionScoreboardState { get; private set; }
public PlayingState SessionPlayingState { get; private set; }
private void InitStates()
{
SessionPausedState = new PausedState(this);
SessionGameOverState = new GameOverState(this);
SessionScoreboardState = new ScoreboardState(this);
SessionPlayingState = new PlayingState(this);
}
#endregion
public void ShowGameOverPopUp(bool isVisible)
{
session.ShowGameOverPopUp(isVisible);
}
public void ShowPauseMenuPopUp(bool isVisible)
{
session.ShowPauseMenuPopUp(isVisible);
}
public void PauseSession(bool isVisible)
{
session.PauseSession(isVisible);
}
public void ShowScoreboardUI(bool isVisible)
{
session.ShowScoreboardUI(isVisible);
}
}

View File

@ -1,26 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MainMenuState : GameSessionState
{
public MainMenuState(GameSessionStateMachine gameSessionStateMachine) : base(gameSessionStateMachine)
{
}
public override void OnStateEnter()
{
gameSessionSM.ShowPauseMenuPopUp(true);
gameSessionSM.PauseSession(true);
}
public override void OnStateExit()
{
gameSessionSM.ShowPauseMenuPopUp(false);
gameSessionSM.PauseSession(false);
}
public override void Tick()
{
}
}

View File

@ -1,26 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PausedState : GameSessionState
{
public PausedState(GameSessionStateMachine gameSessionStateMachine) : base(gameSessionStateMachine)
{
}
public override void OnStateEnter()
{
//gameSessionSM.ShowPauseMenuPopUp(true);
gameSessionSM.PauseSession(true);
}
public override void OnStateExit()
{
// gameSessionSM.ShowPauseMenuPopUp(false);
gameSessionSM.PauseSession(false);
}
public override void Tick()
{
}
}

View File

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@ -1,24 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayingState : GameSessionState
{
public PlayingState(GameSessionStateMachine gameSessionStateMachine) : base(gameSessionStateMachine)
{
}
public override void OnStateEnter()
{
gameSessionSM.ShowPauseMenuPopUp(false);
gameSessionSM.PauseSession(false);
}
public override void OnStateExit()
{
}
public override void Tick()
{
}
}

View File

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@ -1,28 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ScoreboardState : PausedState
{
public ScoreboardState(GameSessionStateMachine gameSessionStateMachine) : base(gameSessionStateMachine)
{
}
public override void OnStateEnter()
{
base.OnStateEnter();
gameSessionSM.ShowPauseMenuPopUp(false);
// session.scoreboardUI.Show(true);
gameSessionSM.ShowScoreboardUI(true);
}
public override void OnStateExit()
{
gameSessionSM.ShowScoreboardUI(false);
gameSessionSM.ShowPauseMenuPopUp(true);
// base.OnStateExit();
}
public override void Tick()
{
}
}

View File

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@ -1,27 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AiInput : IPlayerInput
{
public bool IsShooting()
{
throw new NotImplementedException();
}
public EInputDirection? ScanDirection()
{
throw new NotImplementedException();
}
//public bool ActivateAbility()
//{
// throw new System.NotImplementedException();
//}
//public EInputDirection? ScanDirection()
//{
// throw new System.NotImplementedException();
//}
}

View File

@ -1,11 +0,0 @@
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@ -1,30 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ArrowKeysInput : IPlayerInput //ÑÄÅËÀÒÜ ÌÎÍÎÁÅÕ È Ñ×ÈÒÛÂÀÒÜ ÈÍÏÓÒ ÏÎÑÒÎßÍÍÎ Â ÀÏÄÅÉÒ, ÑÄÅËÀÒÜ ÃÅÒÈÍÏÓÒ?
{
public bool IsShooting()
{
if (Input.GetKeyDown(KeyCode.F))
return true;
return false;
}
EInputDirection? IPlayerInput.ScanDirection()
{
if (Input.GetKeyDown(KeyCode.UpArrow))
return EInputDirection.UP;
else if (Input.GetKeyDown(KeyCode.DownArrow))
return EInputDirection.DOWN;
else if (Input.GetKeyDown(KeyCode.RightArrow))
return EInputDirection.RIGHT;
else if (Input.GetKeyDown(KeyCode.LeftArrow))
return EInputDirection.LEFT;
else
return null;
}
}

View File

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@ -0,0 +1,13 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
public interface IBindingHolder<T> where T : IBinding
{
public Dictionary<ECommand, T> InputBindings { get; }
public void Init();
}

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@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KeyBindingHolder : IBindingHolder<KeyBinding>
{
public Dictionary<ECommand, KeyBinding> InputBindings { get; private set; }
private readonly Dictionary<ECommand, KeyBinding> DefaultKeyBindings = new Dictionary<ECommand, KeyBinding>
{
{ECommand.DOWN, new KeyBinding(KeyCode.DownArrow)},
{ECommand.UP, new KeyBinding(KeyCode.UpArrow)},
{ECommand.LEFT, new KeyBinding(KeyCode.LeftArrow)},
{ECommand.RIGHT, new KeyBinding(KeyCode.RightArrow)},
};
public void Init()
{
if (InputBindings == null)
InputBindings = DefaultKeyBindings;
}
}

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@ -0,0 +1,7 @@
using System.Collections;
using UnityEngine;
public interface IBinding
{
public bool IsPressed { get; }
}

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@ -1,5 +1,5 @@
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MonoImporter: MonoImporter:
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@ -0,0 +1,25 @@
using UnityEngine;
public class KeyBinding : IBinding
{
private KeyCode keyBinding;
private KeyCode alternativeKeyBinding;
public bool IsPressed => Input.GetKeyDown(keyBinding) || Input.GetKeyDown(alternativeKeyBinding);
public KeyBinding(KeyCode key,KeyCode alternative = KeyCode.None)
{
keyBinding = key;
alternativeKeyBinding = alternative;
}
public void UpdateBinding(KeyCode key)
{
keyBinding = key;
}
public void UpdateAlternativeBinding(KeyCode key)
{
keyBinding = key;
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7afd33932b69487193b1fab31861dd10
timeCreated: 1659607609

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@ -1,11 +0,0 @@
using System;
public enum EInputDirection { LEFT, RIGHT , UP ,DOWN };
public interface IPlayerInput
{
public EInputDirection? ScanDirection();
public bool IsShooting();
// void ActivateAbility();
}

View File

@ -1,11 +0,0 @@
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@ -0,0 +1,11 @@

public enum ECommand
{
NONE = 0,
LEFT = 1,
RIGHT = 2,
UP = 3,
DOWN = 4,
OPEN_SCOREBOARD = 5,
SHOOT = 6
}

View File

@ -1,5 +1,5 @@
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@ -0,0 +1,6 @@

public interface ICommandTranslator
{
public void TranslateCommand(ECommand command);
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,54 @@

using System.Collections.Generic;
public class InputTranslator<T> where T : IBinding
{
private List<ICommandTranslator> inputTranslators;
private IBindingHolder<T> bindingHolder;
public void Init(IBindingHolder<T> holder)
{
inputTranslators = new List<ICommandTranslator>();
bindingHolder = holder;
bindingHolder.Init();
}
public void AddNode(ICommandTranslator translator)
{
if (inputTranslators.Contains(translator))
return;
inputTranslators.Add(translator);
}
public void RemoveNode(ICommandTranslator translator)
{
if (inputTranslators.Contains(translator))
inputTranslators.Remove(translator);
}
public void Tick()
{
if (inputTranslators.Count == 0)
return;
var commands = new List<ECommand>();
foreach (var keyBinding in bindingHolder.InputBindings)
{
if (!keyBinding.Value.IsPressed)
commands.Remove(keyBinding.Key);
if (commands.Contains(keyBinding.Key))
continue;
if (keyBinding.Value.IsPressed)
commands.Add(keyBinding.Key);
}
if (commands.Count == 0)
return;
foreach (var inputTranslator in inputTranslators)
foreach (var command in commands)
inputTranslator.TranslateCommand(command);
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -7,7 +7,7 @@ using UnityEngine.SceneManagement;
[RequireComponent(typeof(Health))] [RequireComponent(typeof(Health))]
[RequireComponent(typeof(Statistics))] [RequireComponent(typeof(Statistics))]
public class Player : MonoBehaviour, IResettable public class Player : MonoBehaviour,IResettable, ICommandTranslator
{ {
#region StateMachine #region StateMachine
@ -35,9 +35,6 @@ public class Player : MonoBehaviour, IResettable
#region MovementControl #region MovementControl
private IPlayerInput input;
public EInputDirection? InputDirection { get; private set; }
[SerializeField] private LaneSystem laneSystem; [SerializeField] private LaneSystem laneSystem;
public LaneSystem LaneSystem { get { return laneSystem; } private set { laneSystem = value; } } public LaneSystem LaneSystem { get { return laneSystem; } private set { laneSystem = value; } }
public CharacterController CharacterController { get; private set; } public CharacterController CharacterController { get; private set; }
@ -50,7 +47,7 @@ public class Player : MonoBehaviour, IResettable
private void Awake() private void Awake()
{ {
input = new ArrowKeysInput(); GameSession.Instance.InputTranslator.AddNode(this);
animator = GetComponent<Animator>(); animator = GetComponent<Animator>();
if (animator) if (animator)
PlayerAnimator = new PlayerAnimator(animator); PlayerAnimator = new PlayerAnimator(animator);
@ -73,9 +70,10 @@ public class Player : MonoBehaviour, IResettable
{ {
PlayerStateMachine.SetState(PlayerStateMachine.PlayerStartingIdleState); PlayerStateMachine.SetState(PlayerStateMachine.PlayerStartingIdleState);
} }
private void Update() private void Update()
{ {
InputDirection = input.ScanDirection();
PlayerStateMachine.Tick(); PlayerStateMachine.Tick();
} }
private void FixedUpdate() private void FixedUpdate()
@ -141,4 +139,25 @@ public class Player : MonoBehaviour, IResettable
SceneManager.LoadScene("MainMenu", LoadSceneMode.Single); SceneManager.LoadScene("MainMenu", LoadSceneMode.Single);
ResetToDefault(); ResetToDefault();
} }
public void TranslateCommand(ECommand command)
{
switch (command)
{
case ECommand.RIGHT:
PlayerStateMachine.IncreaseTargetLane();
break;
case ECommand.LEFT:
PlayerStateMachine.DecreaseTargetLane();
break;
case ECommand.UP:
PlayerStateMachine.SetState(PlayerStateMachine.PlayerJumpState);
break;
case ECommand.DOWN:
PlayerStateMachine.SetState(PlayerStateMachine.PlayerSlideState);
break;
default:
break;
}
}
} }

View File

@ -9,7 +9,7 @@ public abstract class MovingState : PlayerState
private float laneSwitchSpeed; //SO private float laneSwitchSpeed; //SO
protected const float gravity = -9.8f; protected const float gravity = -9.8f;
private float invincibilityTime => playerSM.PlayerData.InvincibilityTime; private float invincibilityTime => playerSM.PlayerData.InvincibilityTime;
public MovingState(PlayerStateMachine playerStateMachine) : base(playerStateMachine)//, PlayerController controller public MovingState(PlayerStateMachine playerStateMachine) : base(playerStateMachine)
{ {
this.playerSM = playerStateMachine; this.playerSM = playerStateMachine;
speed = playerData.Speed; speed = playerData.Speed;
@ -21,7 +21,7 @@ public abstract class MovingState : PlayerState
public override void Tick() public override void Tick()
{ {
HandleDirection(); //HandleDirection();
playerSM.HorizontalDeltaPosition = speed * playerSM.PlayerTransform.forward * Time.deltaTime ; playerSM.HorizontalDeltaPosition = speed * playerSM.PlayerTransform.forward * Time.deltaTime ;
playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.forward * speed * Time.deltaTime; playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.forward * speed * Time.deltaTime;
playerSM.UpdateDistance(playerSM.HorizontalDeltaPosition.z); //вынести в контроллер playerSM.UpdateDistance(playerSM.HorizontalDeltaPosition.z); //вынести в контроллер
@ -36,26 +36,28 @@ public abstract class MovingState : PlayerState
{ {
playerSM.VerticalDeltaPosition += gravity * Time.deltaTime; playerSM.VerticalDeltaPosition += gravity * Time.deltaTime;
} }
private void HandleDirection()
{
switch (playerSM.InputDirection) //private void HandleDirection()
{ //{
case EInputDirection.RIGHT: // switch (playerSM.InputDirection)
playerSM.IncreaseTargetLane(); // {
break; // case EInputDirection.RIGHT:
case EInputDirection.LEFT: // playerSM.IncreaseTargetLane();
playerSM.DecreaseTargetLane(); // break;
break; // case EInputDirection.LEFT:
case EInputDirection.UP: // playerSM.DecreaseTargetLane();
playerSM.SetState(playerSM.PlayerJumpState); // break;
break; // case EInputDirection.UP:
case EInputDirection.DOWN: // playerSM.SetState(playerSM.PlayerJumpState);
playerSM.SetState(playerSM.PlayerSlideState); // break;
break; // case EInputDirection.DOWN:
default: // playerSM.SetState(playerSM.PlayerSlideState);
break; // break;
} // default:
} // break;
// }
//}
public void SwitchLane() public void SwitchLane()
{ {
@ -80,6 +82,9 @@ public abstract class MovingState : PlayerState
playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * diffX.x; playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * diffX.x;
} }
} }
} }

View File

@ -34,7 +34,6 @@ public class PlayerStateMachine : StateMachine<Player>
public Vector3 HorizontalDeltaPosition; public Vector3 HorizontalDeltaPosition;
public float VerticalDeltaPosition; public float VerticalDeltaPosition;
public EInputDirection? InputDirection { get { return player.InputDirection; } }
public bool IsOnTargetLane(float position) public bool IsOnTargetLane(float position)
{ {
return player.LaneSystem.IsOnTargetLane(position); return player.LaneSystem.IsOnTargetLane(position);

View File

@ -5,7 +5,7 @@ using UnityEngine;
public class SlideState : MovingState public class SlideState : MovingState
{ {
private float expiredTime = 0; private float expiredTime = 0;
private float slideDuration = 1; private float slideDuration = 0.9f;
public SlideState(PlayerStateMachine playerStateMachine) : base(playerStateMachine) public SlideState(PlayerStateMachine playerStateMachine) : base(playerStateMachine)
{} {}
public override void OnStateEnter() public override void OnStateEnter()

View File

@ -13,7 +13,7 @@ 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, 0, 15); playerTransform.position = new Vector3(0, 1, 15);
countdownTime = 3; countdownTime = 3;
CountdownBeforeTheStart(); CountdownBeforeTheStart();
} }

View File

@ -12,7 +12,7 @@ public class Statistics : MonoBehaviour,IResettable //
public event Action<int> OnCoinCountChanged = delegate { }; public event Action<int> OnCoinCountChanged = delegate { };
public event Action<float> OnDistanceChanged = delegate { }; public event Action<float> OnDistanceChanged = delegate { };
public event Action<int> OnScoreCalculated = delegate { }; public event Action<int> OnScoreCalculated = delegate { };
[SerializeField] PlayerHUDView PlayerHUD;
private void Awake() private void Awake()
{ {
ResetToDefault(); ResetToDefault();
@ -27,7 +27,7 @@ public class Statistics : MonoBehaviour,IResettable //
} }
private void Update() private void Update()
{ {
//CalculateScore(); CalculateScore();
} }
public void UpdateCoinCount(int amount) public void UpdateCoinCount(int amount)
{ {
@ -43,6 +43,7 @@ public class Statistics : MonoBehaviour,IResettable //
{ {
score = Mathf.FloorToInt(coinCount * coinMultiplier + distance); score = Mathf.FloorToInt(coinCount * coinMultiplier + distance);
OnScoreCalculated?.Invoke(score); OnScoreCalculated?.Invoke(score);
PlayerHUD.UpdateScore(score.ToString());
} }
public void ResetToDefault() public void ResetToDefault()

View File

@ -4,9 +4,7 @@ using UnityEngine;
public class ChunkGenerator : MonoBehaviour public class ChunkGenerator : MonoBehaviour
{ {
[SerializeField] private Obstacle obstaclePrefab;
[SerializeField] private LaneSystem LaneSystem; [SerializeField] private LaneSystem LaneSystem;
[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; }
@ -14,7 +12,6 @@ public class ChunkGenerator : MonoBehaviour
{ {
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();

View File

@ -35,15 +35,17 @@ public abstract class Chunk : MonoBehaviour, IResettable,IPoolable<Chunk>
private void InitializeGrid() private void InitializeGrid()
{ {
float chunkLength = (End.position - Begin.position).magnitude; Vector3 chunkLengthVector = (End.position - Begin.position);
float chunkLength = chunkLengthVector.magnitude;
float rowLength = chunkLength / gridRowCount; float rowLength = chunkLength / gridRowCount;
Debug.DrawLine(Vector3.zero, new Vector3(0, 5, 0), Color.red);
foreach (var lane in LaneSystem.Instance.Lanes) foreach (var lane in LaneSystem.Instance.Lanes)
{ {
float lanePosition = lane * LaneSystem.Instance.LaneWidth; float lanePosition = lane * LaneSystem.Instance.LaneWidth;
for (int i = 0; i < gridRowCount; i++) for (int i = 0; i < gridRowCount; i++)
{ {
Vector3 gridPosition = new Vector3(lanePosition, 0, i * rowLength); Vector3 gridPosition = new Vector3(lanePosition, 0, i * rowLength);
Debug.DrawLine(gridPosition, Vector3.up* 100,Color.red,500);
GridPositions.Add(gridPosition); GridPositions.Add(gridPosition);
} }
} }

View File

@ -0,0 +1,21 @@
using System.Collections;
using UnityEngine;
namespace Assets.Scripts.Road.Chunks
{
public class Grid : MonoBehaviour
{
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
}

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@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Canvas))]
public class PlayerHUDCanvas : MonoBehaviour
{
public static PlayerHUDCanvas Instance { get; private set; }
public Canvas Canvas { get; private set; }
void Awake()
{
Instance = this;
Canvas = GetComponent<Canvas>();
}
}

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@ -0,0 +1,93 @@
Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
with Reserved Font Name Anton.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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@ -0,0 +1,93 @@
Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
with Reserved Font Name Bangers.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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@ -0,0 +1,92 @@
Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
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