resource limits added

This commit is contained in:
sebastianhampel1 2023-04-17 22:29:21 -04:00
parent 5c76e75d38
commit 3b31797ce4
39 changed files with 3320 additions and 1261 deletions

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--- !u!1 &1003663202 --- !u!1 &1003663202
@ -8660,11 +7772,6 @@ MeshFilter:
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1842812956} m_GameObject: {fileID: 1842812956}
m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0} m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0}
--- !u!20 &1870961934 stripped
Camera:
m_CorrespondingSourceObject: {fileID: 365318978543542556, guid: 57a1e0f3274302943993b8f55e87f3c9, type: 3}
m_PrefabInstance: {fileID: 1000589092}
m_PrefabAsset: {fileID: 0}
--- !u!1 &1878585192 --- !u!1 &1878585192
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -9388,6 +8495,10 @@ PrefabInstance:
propertyPath: m_Name propertyPath: m_Name
value: FlareBeacon value: FlareBeacon
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 1352716297164065736, guid: 89324426fa3e07540966ca8ecc69279e, type: 3}
propertyPath: m_IsActive
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propertyPath: m_RootOrder propertyPath: m_RootOrder
value: 1 value: 1

View File

@ -70,4 +70,5 @@ public class Inventory : MonoBehaviour
} }
} }

View File

@ -0,0 +1,67 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class TempInventoryBuilderItem
{
public string name;
public int quantity;
}
public class TempInventory : MonoBehaviour
{
private Dictionary<string,int> inventory = new Dictionary<string,int>();
[SerializeField]
private List<TempInventoryBuilderItem> initialInvent = new List<TempInventoryBuilderItem>();
public int GetQuantityOf(string name)
{
if (inventory.ContainsKey(name))
{
return inventory[name];
}
return 0;
}
public bool Add(string name,int quantity=1)
{
if (inventory.ContainsKey(name))
{
inventory[name] += quantity;
}
else
{
inventory.Add(name, quantity);
}
return true;
}
public bool Remove(string name,int quantity=1)
{
if (inventory.ContainsKey(name))
{
inventory[name] = Mathf.Max(inventory[name] - quantity, 0);
return false;
}
else
{
return false;
}
}
// Start is called before the first frame update
void Start()
{
foreach(TempInventoryBuilderItem item in initialInvent)
{
inventory[item.name] = item.quantity;
}
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -0,0 +1,11 @@
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guid: 0409b6b23ffc72640a6491311e0f6a26
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View File

@ -21,6 +21,24 @@ public class FlareBeacon : MonoBehaviour
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
transform.localEulerAngles = new Vector3(-89.98f, 0, 0);
Ray r = new Ray();
r.direction = -transform.forward;
r.origin = transform.position;
RaycastHit hit;
RaycastHit[] rays = Physics.RaycastAll(r);
foreach(RaycastHit _hit in rays)
{
if (_hit.transform.gameObject.GetComponent<FlareBeacon>() != null)
{
continue;
}
transform.position = _hit.point;
break;
}
if(Physics.Raycast(r,out hit)){
// transform.position = hit.point;
}
} }

View File

@ -0,0 +1,8 @@
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folderAsset: yes
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View File

@ -7,6 +7,9 @@ public class BulletComponent : MonoBehaviour
[SerializeField] [SerializeField]
private float duration = 5f; private float duration = 5f;
private float existed = 0f; private float existed = 0f;
[SerializeField]
private string type = "flare";
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {

View File

@ -15,7 +15,9 @@ public class PistolComponent : MonoBehaviour
[SerializeField] [SerializeField]
GameObject targetObjectPrefab; GameObject targetObjectPrefab;
[SerializeField] [SerializeField]
private GameObject projectilePrefab; public GameObject projectilePrefab;
[SerializeField]
public string projectileName;
[SerializeField] [SerializeField]
private Transform bulletSpawnPoint; private Transform bulletSpawnPoint;
[SerializeField] [SerializeField]

View File

@ -0,0 +1,127 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
[System.Serializable]
public class ItemImageRef
{
public string name;
public GameObject item;
public Sprite icon;
}
public class SpecialItemCycler : MonoBehaviour
{
[SerializeField]
private List<ItemImageRef> spawnableItems =new List<ItemImageRef>();
[SerializeField]
private List<ItemImageRef> shootableItems = new List<ItemImageRef>();
[SerializeField]
private PlayerInteractionHandler interactionHandler;
[SerializeField]
private PistolComponent pistol;
private int spawnableIndex = 0;
private int shootableIndex = 0;
[SerializeField]
//private Inventory invent;
private TempInventory invent;
[SerializeField]
private Image selectedImage;
[SerializeField]
private TMP_Text selectedQuantityText;
private Color sqtInitColor;
// Start is called before the first frame update
void Start()
{
sqtInitColor = selectedQuantityText.color;
}
// Update is called once per frame
void Update()
{
if (interactionHandler.GunEnabled)
{
pistol.projectilePrefab = shootableItems[shootableIndex % shootableItems.Count].item;
pistol.projectileName = shootableItems[shootableIndex % shootableItems.Count].name;
}
SetImage();
if (Input.GetButtonDown("CycleItems"))
{
if (interactionHandler.GunEnabled)
{
this.shootableIndex = (shootableIndex + 1) % shootableItems.Count;
selectedImage.sprite = shootableItems[this.shootableIndex].icon;
}
else
{
this.spawnableIndex = (spawnableIndex+1)%spawnableItems.Count;
selectedImage.sprite = spawnableItems[this.spawnableIndex].icon;
}
if (selectedImage.sprite == null)
{
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 0);
}
else
{
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 1);
}
}
if (Input.GetButtonDown("TempPlace"))
{
if (invent.GetQuantityOf(spawnableItems[spawnableIndex].name)>0)
if (!interactionHandler.GunEnabled && spawnableItems[spawnableIndex].item!= null)
{
GameObject prefab = spawnableItems[spawnableIndex].item;
GameObject instance = Instantiate(prefab,interactionHandler.CarryingPos);
instance.transform.localPosition = Vector3.zero;
instance.transform.parent = null;
invent.Remove(spawnableItems[spawnableIndex].name);
}
}
}
void SetImage()
{
if (interactionHandler.GunEnabled)
{
selectedImage.sprite = shootableItems[this.shootableIndex].icon;
selectedQuantityText.text = invent.GetQuantityOf(shootableItems[this.shootableIndex].name).ToString();
}
else
{
selectedImage.sprite = spawnableItems[this.spawnableIndex].icon;
selectedQuantityText.text = invent.GetQuantityOf(spawnableItems[this.spawnableIndex].name).ToString();
}
if (selectedImage.sprite == null)
{
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 0);
selectedQuantityText.gameObject.SetActive(false);
}
else
{
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 1);
selectedQuantityText.gameObject.SetActive(true);
if (selectedQuantityText.text == "0")
{
selectedQuantityText.color = Color.red;
}
else
{
selectedQuantityText.color = sqtInitColor;
}
}
}
}

View File

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View File

@ -12,6 +12,7 @@ public class PlayerInteractionHandler : MonoBehaviour
private List<InteractableItem> itemsInRange= new List<InteractableItem>(); private List<InteractableItem> itemsInRange= new List<InteractableItem>();
private List<HeavyInteractableItem> heavyItemsInRange = new List<HeavyInteractableItem>(); private List<HeavyInteractableItem> heavyItemsInRange = new List<HeavyInteractableItem>();
private Inventory invent; private Inventory invent;
private TempInventory tempInvent;
public Inventory Inventory { get { return invent; } } public Inventory Inventory { get { return invent; } }
public static PlayerInteractionHandler instance; public static PlayerInteractionHandler instance;
[SerializeField] [SerializeField]
@ -30,6 +31,7 @@ public class PlayerInteractionHandler : MonoBehaviour
private bool gunEnabled = false; private bool gunEnabled = false;
[SerializeField] [SerializeField]
private Transform carryingPos; private Transform carryingPos;
public Transform CarryingPos { get { return this.carryingPos; } }
private ItemSelector itemSelector; private ItemSelector itemSelector;
[SerializeField] [SerializeField]
@ -43,6 +45,9 @@ public class PlayerInteractionHandler : MonoBehaviour
{ {
instance = this; instance = this;
invent = this.transform.parent.GetComponent<Inventory>(); invent = this.transform.parent.GetComponent<Inventory>();
//TEMP FIELD
tempInvent = this.transform.parent.GetComponent<TempInventory>();
initColor = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].GetColor("_BaseColor"); initColor = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].GetColor("_BaseColor");
selMaterial = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex]; selMaterial = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex];
itemSelector = ItemSelector.instance; itemSelector = ItemSelector.instance;
@ -74,8 +79,13 @@ public class PlayerInteractionHandler : MonoBehaviour
if(Input.GetButtonDown("Fire1")) if(Input.GetButtonDown("Fire1"))
{ {
if (this.GunEnabled) if (this.GunEnabled)
{
if (tempInvent.GetQuantityOf(this.pistol.projectileName) > 0)
{ {
this.pistol.Fire(); this.pistol.Fire();
tempInvent.Remove(this.pistol.projectileName);
}
} }
else else
{ {

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@ -28,7 +28,7 @@ Material:
m_Floats: m_Floats:
- _ColorMask: 15 - _ColorMask: 15
- _CullMode: 0 - _CullMode: 0
- _FaceDilate: -0.21 - _FaceDilate: 0
- _GradientScale: 10 - _GradientScale: 10
- _MaskSoftnessX: 0 - _MaskSoftnessX: 0
- _MaskSoftnessY: 0 - _MaskSoftnessY: 0
@ -37,7 +37,7 @@ Material:
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- _ScaleRatioA: 0.9 - _ScaleRatioA: 0.9
- _ScaleRatioB: 1 - _ScaleRatioB: 1
- _ScaleRatioC: 0.92025006 - _ScaleRatioC: 0.73125
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- _ScaleY: 1 - _ScaleY: 1
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