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8ef2540..8c600d6 100644 --- a/Assets/FishNet/CodeGenerating/cecil-0.11.4.meta +++ b/Assets/Scripts/AssemblyReferences.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 819986ef173507c4885a6d85049b5bdd +guid: ffb312c0cba800244824866e8c414e45 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/Scripts/Enemies/AI/SkinlessMonsterComponent.cs b/Assets/Scripts/Enemies/AI/SkinlessMonsterComponent.cs index 9a8aa4b..851fe58 100644 --- a/Assets/Scripts/Enemies/AI/SkinlessMonsterComponent.cs +++ b/Assets/Scripts/Enemies/AI/SkinlessMonsterComponent.cs @@ -25,14 +25,15 @@ public class SkinlessMonsterComponent : MonoBehaviour private bool atTarget; private float distanceToPlayer; - private FlareRegister flareRegister; + + private Item.FlareRegister flareRegister; private bool inDamageMargin; private bool inDamageRange; private bool isAlive = true; - private Game.InGameManager manager; + private Vector3 oppositeVector; @@ -51,12 +52,12 @@ public class SkinlessMonsterComponent : MonoBehaviour if (p.isActiveAndEnabled) player = p; - manager = FindObjectOfType(); + } private void Start() { - flareRegister = FindObjectOfType(); + flareRegister = FindObjectOfType(); if (targetObject == null) targetObject = new GameObject(); targetObject.name = "Enemy Target"; @@ -106,8 +107,8 @@ public class SkinlessMonsterComponent : MonoBehaviour private void OnTriggerEnter(Collider other) { - if (other.gameObject.GetComponent() != null) - health -= other.gameObject.GetComponent().DamageMagnitude; + if (other.gameObject.GetComponent() != null) + health -= other.gameObject.GetComponent().DamageMagnitude; } private void HandleTargetOperations() @@ -269,7 +270,7 @@ public class SkinlessMonsterComponent : MonoBehaviour //Stop(); return; - BulletComponent closestBullet = null; + Item.BulletComponent closestBullet = null; var closestDistance = Mathf.Infinity; foreach (var bullet in flareRegister.bullets) { diff --git a/Assets/Scripts/Enemies/DummyComponent.cs b/Assets/Scripts/Enemies/DummyComponent.cs index aa2b7dd..06fad1d 100644 --- a/Assets/Scripts/Enemies/DummyComponent.cs +++ b/Assets/Scripts/Enemies/DummyComponent.cs @@ -19,7 +19,7 @@ namespace Enemy private void OnCollisionEnter(Collision collision) { - if (collision.gameObject.GetComponent() != null) anim.Play("DummyFall"); + if (collision.gameObject.GetComponent() != null) anim.Play("DummyFall"); } } } \ No newline at end of file diff --git a/Assets/Scripts/Game/Game_Assembly.asmdef b/Assets/Scripts/Game/Game_Assembly.asmdef new file mode 100644 index 0000000..16b2539 --- /dev/null +++ b/Assets/Scripts/Game/Game_Assembly.asmdef @@ -0,0 +1,25 @@ +{ + "name": "Game_Assembly", + "rootNamespace": "Game", + "references": [ + "GUID:457756d89b35d2941b3e7b37b4ece6f1", + "GUID:a075b55b404a34748ac14ea9b6039911", + "GUID:78bd2ddd6e276394a9615c203e574844", + "GUID:344e024b5bc996043a11da352e2c9150", + "GUID:304b399c7a7ca8f45afdcd73cf5552b3", + "GUID:5b5e144fbbfa9e24188cdc68fa9a4b3c", + "GUID:df380645f10b7bc4b97d4f5eb6303d95", + "GUID:6e5480588ffa37d4f82fe96c45e8ce9c", + "GUID:bf043f86dbf1bda4398ec83eebe40b8c", + "GUID:f0bbd04fc036a3046993adc87bbfb698" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/FishNet/Runtime/Transporting/Transports/Tugboat/LiteNetLib/LiteNetLib.csproj.meta b/Assets/Scripts/Game/Game_Assembly.asmdef.meta similarity index 59% rename from Assets/FishNet/Runtime/Transporting/Transports/Tugboat/LiteNetLib/LiteNetLib.csproj.meta rename to Assets/Scripts/Game/Game_Assembly.asmdef.meta index f9c48e9..a8af6c7 100644 --- a/Assets/FishNet/Runtime/Transporting/Transports/Tugboat/LiteNetLib/LiteNetLib.csproj.meta +++ b/Assets/Scripts/Game/Game_Assembly.asmdef.meta @@ -1,6 +1,6 @@ fileFormatVersion: 2 -guid: 2ad85b0f43f25f1499c27a4dca23ddd8 -DefaultImporter: +guid: ed2e13dc5752a434aadb5bd0b74dd42a +AssemblyDefinitionImporter: externalObjects: {} userData: assetBundleName: diff --git a/Assets/Scripts/Game/InGameManager.cs b/Assets/Scripts/Game/InGameManager.cs index 2336bae..e56be2e 100644 --- a/Assets/Scripts/Game/InGameManager.cs +++ b/Assets/Scripts/Game/InGameManager.cs @@ -4,11 +4,14 @@ using UnityEngine; using UnityEngine.Rendering; using UnityEngine.SceneManagement; + namespace Game { public class InGameManager : MonoBehaviour { + [SerializeField] private Volume gameVolume; + [SerializeField] private Volume pausedVolume; @@ -27,6 +30,7 @@ public class InGameManager : MonoBehaviour private bool isTransitioning; public bool IsPaused => isPaused; + [SerializeField] private Scriptable.GameState state; // Start is called before the first frame update private void Start() @@ -45,6 +49,7 @@ public class InGameManager : MonoBehaviour // Update is called once per frame private void Update() { + state.IsPaused = isPaused; if (Input.GetButtonDown("Pause")) TogglePause(); if (isTransitioning || true) diff --git a/Assets/Scripts/Game/InGameMenuManager.cs b/Assets/Scripts/Game/InGameMenuManager.cs index 6d95f4b..698597b 100644 --- a/Assets/Scripts/Game/InGameMenuManager.cs +++ b/Assets/Scripts/Game/InGameMenuManager.cs @@ -15,7 +15,7 @@ namespace Game private InGameManager gameManager; private Animator menuAnimator; - private Player.PlayerComponent player; + [SerializeField] private Scriptable.GameSettings settings; // Start is called before the first frame update private void Start() @@ -23,7 +23,7 @@ namespace Game menuAnimator = GetComponent(); settingsButton.onClick.AddListener(SettingsClicked); returnToMenuButton.onClick.AddListener(SettingsUnClicked); - player = FindObjectOfType(typeof(Player.PlayerComponent)) as Player.PlayerComponent; + gameManager = FindObjectOfType(); } @@ -44,7 +44,8 @@ namespace Game public void UpdateSensitivity() { - player.SetSensitivity(sensitivitySlider.value * 4f); + //player.SetSensitivity(sensitivitySlider.value * 4f); + settings.Sensitivity = sensitivitySlider.value * 4f; } public void UpdateVolume() diff --git a/Assets/Scripts/Interactable/Insertable.cs b/Assets/Scripts/Interactable/Insertable.cs index 641623d..f434df2 100644 --- a/Assets/Scripts/Interactable/Insertable.cs +++ b/Assets/Scripts/Interactable/Insertable.cs @@ -1,5 +1,5 @@ using UnityEngine; - +namespace Item { public class Insertable : MonoBehaviour { // Start is called before the first frame update @@ -11,4 +11,5 @@ public class Insertable : MonoBehaviour private void Update() { } +} } \ No newline at end of file diff --git a/Assets/Scripts/Interactable/Interactable.cs b/Assets/Scripts/Interactable/Interactable.cs index 7fed5ad..2b66e7d 100644 --- a/Assets/Scripts/Interactable/Interactable.cs +++ b/Assets/Scripts/Interactable/Interactable.cs @@ -1,4 +1,7 @@ using UnityEngine; +namespace Item +{ + public class Interactable : MonoBehaviour { @@ -11,4 +14,5 @@ public class Interactable : MonoBehaviour private void Update() { } +} } \ No newline at end of file diff --git a/Assets/Scripts/Interactable/ItemSelector.cs b/Assets/Scripts/Interactable/ItemSelector.cs index 9b6b894..6126440 100644 --- a/Assets/Scripts/Interactable/ItemSelector.cs +++ b/Assets/Scripts/Interactable/ItemSelector.cs @@ -1,44 +1,46 @@ using UnityEngine; - -public class ItemSelector : MonoBehaviour +namespace Item { - public static ItemSelector instance; - - [SerializeField] private Camera cam; - - [SerializeField] private LayerMask mask; - - [SerializeField] private float range = 1; - - public InteractableItem Selected { get; private set; } - - // Start is called before the first frame update - private void Start() + public class ItemSelector : MonoBehaviour { - instance = this; - } + public static ItemSelector instance; - // Update is called once per frame - private void Update() - { - } + [SerializeField] private Camera cam; - private void FixedUpdate() - { - var ray = cam.ScreenPointToRay(Input.mousePosition); - RaycastHit hit; + [SerializeField] private LayerMask mask; - if (Physics.Raycast(ray, out hit, range, mask)) + [SerializeField] private float range = 1; + + public InteractableItem Selected { get; private set; } + + // Start is called before the first frame update + private void Start() { - if (Selected != null || hit.transform.gameObject == null) Selected.Disable(); - - Selected = hit.transform.gameObject.GetComponent(); - Selected.Enable(); - print(Selected); + instance = this; } - else + + // Update is called once per frame + private void Update() { - if (Selected != null) Selected.Disable(); + } + + private void FixedUpdate() + { + var ray = cam.ScreenPointToRay(Input.mousePosition); + RaycastHit hit; + + if (Physics.Raycast(ray, out hit, range, mask)) + { + if (Selected != null || hit.transform.gameObject == null) Selected.Disable(); + + Selected = hit.transform.gameObject.GetComponent(); + Selected.Enable(); + print(Selected); + } + else + { + if (Selected != null) Selected.Disable(); + } } } } \ No newline at end of file diff --git a/Assets/Scripts/Inventory/Inventory.cs b/Assets/Scripts/Inventory/Inventory.cs index eba76a7..fb794b4 100644 --- a/Assets/Scripts/Inventory/Inventory.cs +++ b/Assets/Scripts/Inventory/Inventory.cs @@ -1,67 +1,70 @@ using System.Collections.Generic; using UnityEngine; -/// -/// Inventory: -/// Inventory Name: The name of the inventory. -/// Inventory Size: The amount of size the inventory has. -/// -/// Invetory Items: List of all items in the inventory. No items in the world are "destroyed" -/// instead all items in inventory are disabled, but can be looked up by their item name. -/// -/// -public class Inventory : MonoBehaviour +namespace Item { - [SerializeField] private string inventoryName; - - [SerializeField] private int inventorySize; - - [SerializeField] private List inventoryItems; - - private int inventoryReserved; - /// - /// Adds item to inventory. Does not disable. + /// Inventory: + /// Inventory Name: The name of the inventory. + /// Inventory Size: The amount of size the inventory has. + /// + /// Invetory Items: List of all items in the inventory. No items in the world are "destroyed" + /// instead all items in inventory are disabled, but can be looked up by their item name. + /// /// - /// - /// - public bool AddItem(CarryableItem item) + public class Inventory : MonoBehaviour { - if (item.ItemSize + inventoryReserved > inventorySize) return false; - inventoryItems.Add(item.ItemName); - inventoryReserved += item.ItemSize; - //item.gameObject.SetActive(false); - return true; - } + [SerializeField] private string inventoryName; - private bool FindItemOfName(string name, out CarryableItem item) - { - //NOTE: May not work. May need to move instead of disable objects. - var items = Resources.FindObjectsOfTypeAll(); + [SerializeField] private int inventorySize; - foreach (var item2 in items) - if (item2.ItemName == name) - { - item = item2; - return true; - } + [SerializeField] private List inventoryItems; - item = null; - return false; - } + private int inventoryReserved; - public bool RemoveItem(string name) - { - CarryableItem itemFound; - if (FindItemOfName(name, out itemFound)) + /// + /// Adds item to inventory. Does not disable. + /// + /// + /// + public bool AddItem(Item.CarryableItem item) { - itemFound.gameObject.SetActive(true); - inventoryItems.Remove(itemFound.ItemName); - inventoryReserved -= itemFound.ItemSize; + if (item.ItemSize + inventoryReserved > inventorySize) return false; + inventoryItems.Add(item.ItemName); + inventoryReserved += item.ItemSize; + //item.gameObject.SetActive(false); return true; } + private bool FindItemOfName(string name, out Item.CarryableItem item) + { + //NOTE: May not work. May need to move instead of disable objects. + var items = Resources.FindObjectsOfTypeAll(); - return false; + foreach (var item2 in items) + if (item2.ItemName == name) + { + item = item2; + return true; + } + + item = null; + return false; + } + + public bool RemoveItem(string name) + { + Item.CarryableItem itemFound; + if (FindItemOfName(name, out itemFound)) + { + itemFound.gameObject.SetActive(true); + inventoryItems.Remove(itemFound.ItemName); + inventoryReserved -= itemFound.ItemSize; + return true; + } + + + return false; + } } } \ No newline at end of file diff --git a/Assets/Scripts/Inventory/TempInventory.cs b/Assets/Scripts/Inventory/TempInventory.cs index cce68b8..6293624 100644 --- a/Assets/Scripts/Inventory/TempInventory.cs +++ b/Assets/Scripts/Inventory/TempInventory.cs @@ -2,53 +2,56 @@ using System; using System.Collections.Generic; using UnityEngine; -[Serializable] -public class TempInventoryBuilderItem +namespace Item { - public string name; - public int quantity; -} - -public class TempInventory : MonoBehaviour -{ - [SerializeField] private List initialInvent = new(); - - private readonly Dictionary inventory = new(); - - // Start is called before the first frame update - private void Start() + [Serializable] + public class TempInventoryBuilderItem { - foreach (var item in initialInvent) inventory[item.name] = item.quantity; + public string name; + public int quantity; } - // Update is called once per frame - private void Update() + public class TempInventory : MonoBehaviour { - } + [SerializeField] private List initialInvent = new(); - public int GetQuantityOf(string name) - { - if (inventory.ContainsKey(name)) return inventory[name]; - return 0; - } + private readonly Dictionary inventory = new(); - 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)) + // Start is called before the first frame update + private void Start() { - inventory[name] = Mathf.Max(inventory[name] - quantity, 0); - return false; + foreach (var item in initialInvent) inventory[item.name] = item.quantity; } - return false; + // Update is called once per frame + private void Update() + { + } + + 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; + } + + return false; + } } } \ No newline at end of file diff --git a/Assets/Scripts/Item/CarryableItem.cs b/Assets/Scripts/Item/CarryableItem.cs index 39c05fa..afe40df 100644 --- a/Assets/Scripts/Item/CarryableItem.cs +++ b/Assets/Scripts/Item/CarryableItem.cs @@ -1,13 +1,16 @@ using UnityEngine; -[RequireComponent(typeof(Collider))] -[RequireComponent(typeof(Rigidbody))] -public abstract class CarryableItem : MonoBehaviour +namespace Item { - [SerializeField] private string itemName; + [RequireComponent(typeof(Collider))] + [RequireComponent(typeof(Rigidbody))] + public abstract class CarryableItem : MonoBehaviour + { + [SerializeField] private string itemName; - [SerializeField] private int itemSize = 1; + [SerializeField] private int itemSize = 1; - public string ItemName => itemName; - public int ItemSize => itemSize; -} \ No newline at end of file + public string ItemName => itemName; + public int ItemSize => itemSize; + } +} diff --git a/Assets/Scripts/Item/DoorInteractable.cs b/Assets/Scripts/Item/DoorInteractable.cs index ce0de65..46e8531 100644 --- a/Assets/Scripts/Item/DoorInteractable.cs +++ b/Assets/Scripts/Item/DoorInteractable.cs @@ -1,96 +1,98 @@ using UnityEngine; - -public class DoorInteractable : HeavyItemReceiver +namespace Item { - [SerializeField] private Transform powerCoreCenter; - - [SerializeField] private float minAttractDist = 5; - - [SerializeField] private string nameSearched = "Power Core"; - - [SerializeField] private Animator[] anims; - - private HeavyInteractableItem insertedCore; - private Vector3 priorLocalPos; - private Vector3 priorLocalRot; - private Vector3 priorScale; - - public bool Powered => insertedCore != null; - - // Start is called before the first frame update - private void Start() + public class DoorInteractable : HeavyItemReceiver { - } + [SerializeField] private Transform powerCoreCenter; - // Update is called once per frame - private void Update() - { - foreach (var anim in anims) anim.SetBool("IsPowered", Powered); - } + [SerializeField] private float minAttractDist = 5; - public override bool Interact() - { - //print("INTERACTED!"); - if (insertedCore == null) + [SerializeField] private string nameSearched = "Power Core"; + + [SerializeField] private Animator[] anims; + + private HeavyInteractableItem insertedCore; + private Vector3 priorLocalPos; + private Vector3 priorLocalRot; + private Vector3 priorScale; + + public bool Powered => insertedCore != null; + + // Start is called before the first frame update + private void Start() { - var worldHeavyItems = FindObjectsOfType(); - //print("Found:" + worldHeavyItems.Length); - for (var i = 0; i < worldHeavyItems.Length; i++) - { - var item = worldHeavyItems[i]; + } - if (!item.ItemName.Contains(nameSearched)) continue; - var dist = Vector3.Distance(item.transform.position, powerCoreCenter.transform.position); - //print("DIST:" + dist); - if (dist <= minAttractDist) + // Update is called once per frame + private void Update() + { + foreach (var anim in anims) anim.SetBool("IsPowered", Powered); + } + + public override bool Interact() + { + //print("INTERACTED!"); + if (insertedCore == null) + { + var worldHeavyItems = FindObjectsOfType(); + //print("Found:" + worldHeavyItems.Length); + for (var i = 0; i < worldHeavyItems.Length; i++) { - var _i = Player.PlayerInteractionHandler.instance.Inventory; - Interact(ref _i, ref item); - return true; + var item = worldHeavyItems[i]; + + if (!item.ItemName.Contains(nameSearched)) continue; + var dist = Vector3.Distance(item.transform.position, powerCoreCenter.transform.position); + //print("DIST:" + dist); + if (dist <= minAttractDist) + { + var _i = Player.PlayerInteractionHandler.instance.Inventory; + Interact(ref _i, ref item); + return true; + } } } + + + return false; } - - return false; - } - - public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent) - { - //print("INTERACTED 2"); - // print(heavyInvent); - - if (heavyInvent != null && heavyInvent.ItemName.Contains(nameSearched)) + public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent) { - //print("DOOR OPEN!"); - heavyInvent.GetComponent().isKinematic = true; + //print("INTERACTED 2"); + // print(heavyInvent); - heavyInvent.GetComponent().constraints = RigidbodyConstraints.FreezeAll; - priorLocalPos = heavyInvent.transform.localPosition; - priorLocalRot = heavyInvent.transform.localEulerAngles; - priorScale = heavyInvent.transform.localScale; + if (heavyInvent != null && heavyInvent.ItemName.Contains(nameSearched)) + { + //print("DOOR OPEN!"); + heavyInvent.GetComponent().isKinematic = true; - heavyInvent.transform.parent = powerCoreCenter; + heavyInvent.GetComponent().constraints = RigidbodyConstraints.FreezeAll; + priorLocalPos = heavyInvent.transform.localPosition; + priorLocalRot = heavyInvent.transform.localEulerAngles; + priorScale = heavyInvent.transform.localScale; - heavyInvent.gameObject.transform.localPosition = Vector3.zero; - heavyInvent.gameObject.transform.localEulerAngles = Vector3.zero; - heavyInvent.transform.parent = null; - heavyInvent.gameObject.transform.localScale = priorScale; + heavyInvent.transform.parent = powerCoreCenter; - insertedCore = heavyInvent; + heavyInvent.gameObject.transform.localPosition = Vector3.zero; + heavyInvent.gameObject.transform.localEulerAngles = Vector3.zero; + heavyInvent.transform.parent = null; + heavyInvent.gameObject.transform.localScale = priorScale; - return true; + insertedCore = heavyInvent; + + return true; + } + + if (insertedCore != null && heavyInvent == null) + { + heavyInvent = insertedCore; + + insertedCore = null; + //get ref of player perhaps + return true; + } + + return false; } - - if (insertedCore != null && heavyInvent == null) - { - heavyInvent = insertedCore; - - insertedCore = null; - //get ref of player perhaps - return true; - } - - return false; } } \ No newline at end of file diff --git a/Assets/Scripts/Item/FlareBeacon/FlareBeacon.cs b/Assets/Scripts/Item/FlareBeacon/FlareBeacon.cs index ca0d7ed..3f3b35f 100644 --- a/Assets/Scripts/Item/FlareBeacon/FlareBeacon.cs +++ b/Assets/Scripts/Item/FlareBeacon/FlareBeacon.cs @@ -2,68 +2,71 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; -public class FlareBeacon : MonoBehaviour +namespace Item { - [SerializeField] private float range = 1; - - [SerializeField] private float duration = 5f; - - [SerializeField] private NavMeshObstacle obstacle; - - private readonly List inRange = new(); - - private FlareRegister register; - - public float Range => range; - - // Start is called before the first frame update - private void Start() + public class FlareBeacon : MonoBehaviour { - register = FlareRegister.instance; - register.beacons.Add(this); - transform.localEulerAngles = new Vector3(-89.98f, 0, 0); - var r = new Ray(); - r.direction = -transform.forward; - r.origin = transform.position; - RaycastHit hit; - var rays = Physics.RaycastAll(r); - foreach (var _hit in rays) + [SerializeField] private float range = 1; + + [SerializeField] private float duration = 5f; + + [SerializeField] private NavMeshObstacle obstacle; + + private readonly List inRange = new(); + + private Item.FlareRegister register; + + public float Range => range; + + // Start is called before the first frame update + private void Start() { - if (_hit.transform.gameObject.GetComponent() != null) continue; - transform.position = _hit.point; - break; + register = Item.FlareRegister.instance; + register.beacons.Add(this); + transform.localEulerAngles = new Vector3(-89.98f, 0, 0); + var r = new Ray(); + r.direction = -transform.forward; + r.origin = transform.position; + RaycastHit hit; + var rays = Physics.RaycastAll(r); + foreach (var _hit in rays) + { + if (_hit.transform.gameObject.GetComponent() != null) continue; + transform.position = _hit.point; + break; + } + + if (Physics.Raycast(r, out hit)) + { + // transform.position = hit.point; + } + + if (obstacle != null) + obstacle.radius = range / 10; } - if (Physics.Raycast(r, out hit)) + // Update is called once per frame + private void Update() { - // transform.position = hit.point; } - if (obstacle != null) - obstacle.radius = range / 10; - } + private void OnDrawGizmosSelected() + { + // Draw a yellow sphere at the transform's position + Gizmos.color = Color.yellow; - // Update is called once per frame - private void Update() - { - } - - private void OnDrawGizmosSelected() - { - // Draw a yellow sphere at the transform's position - Gizmos.color = Color.yellow; - - Gizmos.DrawWireSphere(transform.position, range); - } + Gizmos.DrawWireSphere(transform.position, range); + } - private void OnTriggerEnter(Collider other) - { - inRange.Add(other.gameObject); - } + private void OnTriggerEnter(Collider other) + { + inRange.Add(other.gameObject); + } - private void OnTriggerExit(Collider other) - { - inRange.Remove(other.gameObject); + private void OnTriggerExit(Collider other) + { + inRange.Remove(other.gameObject); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Item/GenericInteractable.cs b/Assets/Scripts/Item/GenericInteractable.cs index 440077a..af1c3b2 100644 --- a/Assets/Scripts/Item/GenericInteractable.cs +++ b/Assets/Scripts/Item/GenericInteractable.cs @@ -1,21 +1,24 @@ -public class GenericInteractable : InteractableItem +namespace Item { - private void Awake() + public class GenericInteractable : InteractableItem { - BaseAwake(); - } + private void Awake() + { + BaseAwake(); + } - private void Start() - { - } + private void Start() + { + } - public override bool Interact() - { - return false; - } + public override bool Interact() + { + return false; + } - public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent) - { - return Interact(); + public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent) + { + return Interact(); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Item/HeavyInteractableItem.cs b/Assets/Scripts/Item/HeavyInteractableItem.cs index fa512aa..13c6bc6 100644 --- a/Assets/Scripts/Item/HeavyInteractableItem.cs +++ b/Assets/Scripts/Item/HeavyInteractableItem.cs @@ -1,46 +1,49 @@ using UnityEngine; -public class HeavyInteractableItem : InteractableItem +namespace Item { - private Vector3 init_rot; - - // Start is called before the first frame update - private void Start() + public class HeavyInteractableItem : InteractableItem { - init_rot = transform.eulerAngles; - } + private Vector3 init_rot; - // Update is called once per frame - private void Update() - { - } + // Start is called before the first frame update + private void Start() + { + init_rot = transform.eulerAngles; + } - private void FixedUpdate() - { - BaseFixedUpdate(); - //print("Alpha Target:"+ base.target_alpha); - } + // Update is called once per frame + private void Update() + { + } - public void DisableAll() - { - GetComponent().enabled = false; - } + private void FixedUpdate() + { + BaseFixedUpdate(); + //print("Alpha Target:"+ base.target_alpha); + } - public override bool Interact() - { - //Todo - return false; - } + public void DisableAll() + { + GetComponent().enabled = false; + } - public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent) - { - return false; - } + public override bool Interact() + { + //Todo + return false; + } + + public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent) + { + return false; + } - public void EnableAll() - { - GetComponent().enabled = true; - transform.eulerAngles = new Vector3(init_rot.x, transform.eulerAngles.y, init_rot.z); + public void EnableAll() + { + GetComponent().enabled = true; + transform.eulerAngles = new Vector3(init_rot.x, transform.eulerAngles.y, init_rot.z); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Item/HeavyItemReceiver.cs b/Assets/Scripts/Item/HeavyItemReceiver.cs index c697ef2..d21604b 100644 --- a/Assets/Scripts/Item/HeavyItemReceiver.cs +++ b/Assets/Scripts/Item/HeavyItemReceiver.cs @@ -1,9 +1,13 @@ using UnityEngine; -public abstract class HeavyItemReceiver : InteractableItem +namespace Item { - [SerializeField] [Tooltip("Specify the keyword search in the name of the item!")] - protected string searchString; + public abstract class HeavyItemReceiver : InteractableItem + { + [SerializeField] + [Tooltip("Specify the keyword search in the name of the item!")] + protected string searchString; - protected HeavyInteractableItem item; + protected HeavyInteractableItem item; + } } \ No newline at end of file diff --git a/Assets/Scripts/Item/InteractableItem.cs b/Assets/Scripts/Item/InteractableItem.cs index 40d2bc7..b6cda6b 100644 --- a/Assets/Scripts/Item/InteractableItem.cs +++ b/Assets/Scripts/Item/InteractableItem.cs @@ -2,67 +2,70 @@ using TMPro; using UnityEngine; using UnityEngine.UI; -[RequireComponent(typeof(Collider))] -[RequireComponent(typeof(Rigidbody))] -public abstract class InteractableItem : CarryableItem +namespace Item { - [SerializeField] private Canvas interactionCanvas; - - [SerializeField] protected bool canPickup; - - private Image[] interaction_images; - private TMP_Text[] interaction_texts; - protected bool isEnabled; - protected float target_alpha; - - public bool CanPickup => canPickup; - public bool IsEnabled => isEnabled; - - private void Awake() + [RequireComponent(typeof(Collider))] + [RequireComponent(typeof(Rigidbody))] + public abstract class InteractableItem : CarryableItem { - BaseAwake(); - } + [SerializeField] private Canvas interactionCanvas; - private void FixedUpdate() - { - BaseFixedUpdate(); - } + [SerializeField] protected bool canPickup; - public void Enable() - { - //print("Enabled!"); - interactionCanvas.transform.LookAt(GameObject.FindGameObjectWithTag("MainCamera").transform.position); - interactionCanvas.transform.Rotate(0, 180, 0); - target_alpha = 1; - isEnabled = true; - } + private Image[] interaction_images; + private TMP_Text[] interaction_texts; + protected bool isEnabled; + protected float target_alpha; - public void Disable() - { - //print("Disabled!"); - target_alpha = 0; - isEnabled = true; - } + public bool CanPickup => canPickup; + public bool IsEnabled => isEnabled; - public abstract bool Interact(); - public abstract bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent); + private void Awake() + { + BaseAwake(); + } - protected void BaseAwake() - { - interaction_texts = interactionCanvas.GetComponentsInChildren(); - interaction_images = interactionCanvas.GetComponentsInChildren(); - foreach (var text in interaction_texts) text.color = new Color(text.color.r, text.color.g, text.color.b, 0); - foreach (var image in interaction_images) - image.color = new Color(image.color.r, image.color.g, image.color.b, 0); - } + private void FixedUpdate() + { + BaseFixedUpdate(); + } - protected void BaseFixedUpdate() - { - foreach (var text in interaction_texts) - text.color = Color.Lerp(new Color(text.color.r, text.color.g, text.color.b, text.color.a), - new Color(text.color.r, text.color.g, text.color.b, target_alpha), 10 * Time.deltaTime); - foreach (var image in interaction_images) - image.color = Color.Lerp(new Color(image.color.r, image.color.g, image.color.b, image.color.a), - new Color(image.color.r, image.color.g, image.color.b, target_alpha), 10 * Time.deltaTime); + public void Enable() + { + //print("Enabled!"); + interactionCanvas.transform.LookAt(GameObject.FindGameObjectWithTag("MainCamera").transform.position); + interactionCanvas.transform.Rotate(0, 180, 0); + target_alpha = 1; + isEnabled = true; + } + + public void Disable() + { + //print("Disabled!"); + target_alpha = 0; + isEnabled = true; + } + + public abstract bool Interact(); + public abstract bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent); + + protected void BaseAwake() + { + interaction_texts = interactionCanvas.GetComponentsInChildren(); + interaction_images = interactionCanvas.GetComponentsInChildren(); + foreach (var text in interaction_texts) text.color = new Color(text.color.r, text.color.g, text.color.b, 0); + foreach (var image in interaction_images) + image.color = new Color(image.color.r, image.color.g, image.color.b, 0); + } + + protected void BaseFixedUpdate() + { + foreach (var text in interaction_texts) + text.color = Color.Lerp(new Color(text.color.r, text.color.g, text.color.b, text.color.a), + new Color(text.color.r, text.color.g, text.color.b, target_alpha), 10 * Time.deltaTime); + foreach (var image in interaction_images) + image.color = Color.Lerp(new Color(image.color.r, image.color.g, image.color.b, image.color.a), + new Color(image.color.r, image.color.g, image.color.b, target_alpha), 10 * Time.deltaTime); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Item/KeyItem.cs b/Assets/Scripts/Item/KeyItem.cs index fdb33e9..1a036e7 100644 --- a/Assets/Scripts/Item/KeyItem.cs +++ b/Assets/Scripts/Item/KeyItem.cs @@ -1,29 +1,31 @@ using System; using UnityEngine; - -public class KeyItem : InteractableItem +namespace Item { - [SerializeField] private string keyName; - - public string KeyName => keyName; - - - private void Awake() + public class KeyItem : InteractableItem { - BaseAwake(); - } + [SerializeField] private string keyName; - private void Start() - { - } + public string KeyName => keyName; - public override bool Interact() - { - throw new NotImplementedException(); - } - public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent) - { - return Interact(); + private void Awake() + { + BaseAwake(); + } + + private void Start() + { + } + + public override bool Interact() + { + throw new NotImplementedException(); + } + + public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent) + { + return Interact(); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Item/Pistol/BulletComponent.cs b/Assets/Scripts/Item/Pistol/BulletComponent.cs index abb9c9a..1b92341 100644 --- a/Assets/Scripts/Item/Pistol/BulletComponent.cs +++ b/Assets/Scripts/Item/Pistol/BulletComponent.cs @@ -1,40 +1,43 @@ using UnityEngine; -public class BulletComponent : MonoBehaviour +namespace Item { - [SerializeField] private float duration = 5f; - - [SerializeField] private string type = "flare"; - - [SerializeField] private float damageRange = 20f; - - [SerializeField] private float damageMagnitude = 1f; - - private float existed; - private FlareRegister register; - public float DamageMagnitude => damageMagnitude; - public float DamageRange => damageRange; - - // Start is called before the first frame update - private void Start() + public class BulletComponent : MonoBehaviour { - register = FlareRegister.instance; - register.bullets.Add(this); - } + [SerializeField] private float duration = 5f; - // Update is called once per frame - private void Update() - { - } + [SerializeField] private string type = "flare"; - private void FixedUpdate() - { - if (existed >= duration) + [SerializeField] private float damageRange = 20f; + + [SerializeField] private float damageMagnitude = 1f; + + private float existed; + private Item.FlareRegister register; + public float DamageMagnitude => damageMagnitude; + public float DamageRange => damageRange; + + // Start is called before the first frame update + private void Start() { - register.bullets.Remove(this); - Destroy(gameObject); + register = Item.FlareRegister.instance; + register.bullets.Add(this); } - existed += Time.fixedDeltaTime; + // Update is called once per frame + private void Update() + { + } + + private void FixedUpdate() + { + if (existed >= duration) + { + register.bullets.Remove(this); + Destroy(gameObject); + } + + existed += Time.fixedDeltaTime; + } } } \ No newline at end of file diff --git a/Assets/Scripts/Item/Pistol/PistolAnimationAimAssist.cs b/Assets/Scripts/Item/Pistol/PistolAnimationAimAssist.cs index 1c110ea..f98e7c4 100644 --- a/Assets/Scripts/Item/Pistol/PistolAnimationAimAssist.cs +++ b/Assets/Scripts/Item/Pistol/PistolAnimationAimAssist.cs @@ -1,45 +1,48 @@ using UnityEngine; -public class PistolAnimationAimAssist : MonoBehaviour +namespace Item { - public Transform leftShoulder; - public Transform rightShoulder; - - [SerializeField] private bool isEnabled; - - private Animator anim; - - private Vector3 lTarget; - private Vector3 rTarget; - - // Start is called before the first frame update - private void Start() + public class PistolAnimationAimAssist : MonoBehaviour { - lTarget = new Vector3(72.9f, 122.2f, -129.9f); - rTarget = new Vector3(82f, 11f, -88f); - anim = GetComponent(); - } + public Transform leftShoulder; + public Transform rightShoulder; - // Update is called once per frame - private void Update() - { - if (isEnabled) + [SerializeField] private bool isEnabled; + + private Animator anim; + + private Vector3 lTarget; + private Vector3 rTarget; + + // Start is called before the first frame update + private void Start() { - anim.StopPlayback(); - leftShoulder.transform.eulerAngles = lTarget; - rightShoulder.transform.eulerAngles = rTarget; - print("Applying!"); - anim.StartPlayback(); + lTarget = new Vector3(72.9f, 122.2f, -129.9f); + rTarget = new Vector3(82f, 11f, -88f); + anim = GetComponent(); + } + + // Update is called once per frame + private void Update() + { + if (isEnabled) + { + anim.StopPlayback(); + leftShoulder.transform.eulerAngles = lTarget; + rightShoulder.transform.eulerAngles = rTarget; + print("Applying!"); + anim.StartPlayback(); + } + } + + public void Enable() + { + isEnabled = true; + } + + public void Disable() + { + isEnabled = false; } } - - public void Enable() - { - isEnabled = true; - } - - public void Disable() - { - isEnabled = false; - } } \ No newline at end of file diff --git a/Assets/Scripts/Item/Pistol/PistolComponent.cs b/Assets/Scripts/Item/Pistol/PistolComponent.cs index 09566e0..22ab483 100644 --- a/Assets/Scripts/Item/Pistol/PistolComponent.cs +++ b/Assets/Scripts/Item/Pistol/PistolComponent.cs @@ -1,189 +1,192 @@ using UnityEngine; using UnityEngine.VFX; -public class PistolComponent : MonoBehaviour +namespace Item { - public enum AimMode + public class PistolComponent : MonoBehaviour { - GUN, - MODIFIED, - CAMERA - } - - public AimMode aimMode = AimMode.CAMERA; - - [SerializeField] private Light targetingLight; - - [SerializeField] private GameObject targetObjectPrefab; - - [SerializeField] public GameObject projectilePrefab; - - [SerializeField] public string projectileName; - - [SerializeField] private Transform bulletSpawnPoint; - - [SerializeField] private float firePower = 20f; - - [SerializeField] private float maxProjectileDuration = 5f; - - [SerializeField] private float maxTargetObjDistance = 15f; - - [SerializeField] private VisualEffect shootEffect; - - [SerializeField] private Light shootLight; - - [SerializeField] private float shootLightDuration = 0.1f; - - [SerializeField] private LayerMask ignoreLayers; - - private bool hasCloseTarget; - - - private bool IsEnabled; - - private GameObject targetObject; - private float timeSinceLightDuration; - public bool IsLightOn => targetingLight.gameObject.activeSelf; - - //private Dictionary projectiles = new Dictionary(); - - // Start is called before the first frame update - private void Start() - { - } - - // Update is called once per frame - private void Update() - { - timeSinceLightDuration += Time.deltaTime; - } - - private void FixedUpdate() - { - if (shootLight.gameObject.activeSelf && timeSinceLightDuration > shootLightDuration) - shootLight.gameObject.SetActive(false); - if (aimMode == AimMode.CAMERA) targetObject.gameObject.transform.position = Player.PlayerAim.active.targetPosition; - if (IsEnabled && aimMode != AimMode.CAMERA) + public enum AimMode { - var ray = new Ray(transform.position, transform.up); - RaycastHit hit; - if (Physics.Raycast(ray, out hit, 50, ignoreLayers)) - { - var hitDist = Vector3.Distance(hit.point, transform.position); - if (hitDist < maxTargetObjDistance) - { - targetObject.gameObject.transform.position = hit.point; + GUN, + MODIFIED, + CAMERA + } - targetObject.gameObject.GetComponent().materials[0] - .SetColor("_EmissiveColor", new Color(255, 0, 0)); - //Track if we have a close target - hasCloseTarget = true; + public AimMode aimMode = AimMode.CAMERA; + + [SerializeField] private Light targetingLight; + + [SerializeField] private GameObject targetObjectPrefab; + + [SerializeField] public GameObject projectilePrefab; + + [SerializeField] public string projectileName; + + [SerializeField] private Transform bulletSpawnPoint; + + [SerializeField] private float firePower = 20f; + + [SerializeField] private float maxProjectileDuration = 5f; + + [SerializeField] private float maxTargetObjDistance = 15f; + + [SerializeField] private VisualEffect shootEffect; + + [SerializeField] private Light shootLight; + + [SerializeField] private float shootLightDuration = 0.1f; + + [SerializeField] private LayerMask ignoreLayers; + + private bool hasCloseTarget; + + + private bool IsEnabled; + + private GameObject targetObject; + private float timeSinceLightDuration; + public bool IsLightOn => targetingLight.gameObject.activeSelf; + + //private Dictionary projectiles = new Dictionary(); + + // Start is called before the first frame update + private void Start() + { + } + + // Update is called once per frame + private void Update() + { + timeSinceLightDuration += Time.deltaTime; + } + + private void FixedUpdate() + { + if (shootLight.gameObject.activeSelf && timeSinceLightDuration > shootLightDuration) + shootLight.gameObject.SetActive(false); + if (aimMode == AimMode.CAMERA) targetObject.gameObject.transform.position = Player.PlayerAim.active.targetPosition; + if (IsEnabled && aimMode != AimMode.CAMERA) + { + var ray = new Ray(transform.position, transform.up); + RaycastHit hit; + if (Physics.Raycast(ray, out hit, 50, ignoreLayers)) + { + var hitDist = Vector3.Distance(hit.point, transform.position); + if (hitDist < maxTargetObjDistance) + { + targetObject.gameObject.transform.position = hit.point; + + targetObject.gameObject.GetComponent().materials[0] + .SetColor("_EmissiveColor", new Color(255, 0, 0)); + //Track if we have a close target + hasCloseTarget = true; + } + else + { + targetObject.gameObject.transform.position = + transform.position + ray.direction * maxTargetObjDistance; + + targetObject.gameObject.GetComponent().materials[0] + .SetColor("_EmissiveColor", new Color(255, 255, 255)); + //Track if we have a close target + hasCloseTarget = false; + } + //float drop = CalculateDrop(this.bulletSpawnPoint.position, hit.point, this.transform.up * this.firePower); + //print(drop); } else { - targetObject.gameObject.transform.position = - transform.position + ray.direction * maxTargetObjDistance; + targetObject.gameObject.transform.position = transform.position + ray.direction * maxTargetObjDistance; targetObject.gameObject.GetComponent().materials[0] .SetColor("_EmissiveColor", new Color(255, 255, 255)); - //Track if we have a close target hasCloseTarget = false; } - //float drop = CalculateDrop(this.bulletSpawnPoint.position, hit.point, this.transform.up * this.firePower); - //print(drop); - } - else - { - targetObject.gameObject.transform.position = transform.position + ray.direction * maxTargetObjDistance; - - targetObject.gameObject.GetComponent().materials[0] - .SetColor("_EmissiveColor", new Color(255, 255, 255)); - hasCloseTarget = false; } } - } - private float CalculateDrop(Vector3 origin, Vector3 destination, Vector3 force) - { - // Calculate the initial velocity required to reach the destination. - var displacement = destination - origin; - var time = Mathf.Sqrt(2f * displacement.magnitude / Physics.gravity.magnitude); - var velocity = (displacement - 0.5f * Physics.gravity * time * time) / time + force; - - // Calculate the height the object will reach during its flight. - var maxHeight = origin.y + velocity.y * time - 0.5f * Physics.gravity.y * time * time; - - // Calculate the distance the object will drop during its flight. - var dropDistance = maxHeight - destination.y; - - return dropDistance; - } - - public void Fire() - { - Fire(!hasCloseTarget); - } - - public void Fire(bool offsetWithTargetBall) - { - shootLightDuration = 0; - shootLight.gameObject.SetActive(true); - var projectile = Instantiate(projectilePrefab, bulletSpawnPoint); - projectile.transform.localPosition = Vector3.zero; - projectile.transform.localEulerAngles = Vector3.zero; - projectile.transform.localScale = Vector3.one; - var pRigid = projectile.GetComponent(); - - /*Modified targeting system - 1. Since aim direction is vector from camera to ball (where player thinks its gonna go), raycast forward there, till hit. If no hit, - then set target distance to ~50. - 2. Modify launch vector apply modified force - */ - var launchVector = pRigid.transform.up * firePower; - - if (offsetWithTargetBall || aimMode == AimMode.MODIFIED) + private float CalculateDrop(Vector3 origin, Vector3 destination, Vector3 force) { - var ballCamVector = targetObject.transform.position - - GetComponentInParent().cam.transform.position; - var r = new Ray(); - r.origin = targetObject.transform.position; - r.direction = ballCamVector.normalized; - RaycastHit hit; - if (Physics.Raycast(r, out hit, ignoreLayers)) + // Calculate the initial velocity required to reach the destination. + var displacement = destination - origin; + var time = Mathf.Sqrt(2f * displacement.magnitude / Physics.gravity.magnitude); + var velocity = (displacement - 0.5f * Physics.gravity * time * time) / time + force; + + // Calculate the height the object will reach during its flight. + var maxHeight = origin.y + velocity.y * time - 0.5f * Physics.gravity.y * time * time; + + // Calculate the distance the object will drop during its flight. + var dropDistance = maxHeight - destination.y; + + return dropDistance; + } + + public void Fire() + { + Fire(!hasCloseTarget); + } + + public void Fire(bool offsetWithTargetBall) + { + shootLightDuration = 0; + shootLight.gameObject.SetActive(true); + var projectile = Instantiate(projectilePrefab, bulletSpawnPoint); + projectile.transform.localPosition = Vector3.zero; + projectile.transform.localEulerAngles = Vector3.zero; + projectile.transform.localScale = Vector3.one; + var pRigid = projectile.GetComponent(); + + /*Modified targeting system + 1. Since aim direction is vector from camera to ball (where player thinks its gonna go), raycast forward there, till hit. If no hit, + then set target distance to ~50. + 2. Modify launch vector apply modified force + */ + var launchVector = pRigid.transform.up * firePower; + + if (offsetWithTargetBall || aimMode == AimMode.MODIFIED) { - launchVector = (hit.point - pRigid.transform.position).normalized; + var ballCamVector = targetObject.transform.position - + GetComponentInParent().cam.transform.position; + var r = new Ray(); + r.origin = targetObject.transform.position; + r.direction = ballCamVector.normalized; + RaycastHit hit; + if (Physics.Raycast(r, out hit, ignoreLayers)) + { + launchVector = (hit.point - pRigid.transform.position).normalized; + launchVector *= firePower; + } + } + else if (aimMode == AimMode.CAMERA) + { + var target = Player.PlayerAim.active.targetPosition; + + var lv = target - pRigid.transform.position; + launchVector = lv.normalized; launchVector *= firePower; } + + pRigid.AddForce(launchVector, ForceMode.Impulse); + projectile.transform.parent = null; + shootEffect.Play(); } - else if (aimMode == AimMode.CAMERA) + + public void Enable() { - var target = Player.PlayerAim.active.targetPosition; - - var lv = target - pRigid.transform.position; - launchVector = lv.normalized; - launchVector *= firePower; + IsEnabled = true; + if (targetObject == null) targetObject = Instantiate(targetObjectPrefab); } - pRigid.AddForce(launchVector, ForceMode.Impulse); - projectile.transform.parent = null; - shootEffect.Play(); - } - - public void Enable() - { - IsEnabled = true; - if (targetObject == null) targetObject = Instantiate(targetObjectPrefab); - } - - public void Disable() - { - IsEnabled = false; - if (targetObject != null) Destroy(targetObject); - } + public void Disable() + { + IsEnabled = false; + if (targetObject != null) Destroy(targetObject); + } - public void LightToggle() - { - targetingLight.gameObject.SetActive(!targetingLight.gameObject.activeSelf); + public void LightToggle() + { + targetingLight.gameObject.SetActive(!targetingLight.gameObject.activeSelf); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Item/Registers/FlareRegister.cs b/Assets/Scripts/Item/Registers/FlareRegister.cs index 3539c59..bfa4a45 100644 --- a/Assets/Scripts/Item/Registers/FlareRegister.cs +++ b/Assets/Scripts/Item/Registers/FlareRegister.cs @@ -1,21 +1,24 @@ using System.Collections.Generic; using UnityEngine; -public class FlareRegister : MonoBehaviour +namespace Item { - public static FlareRegister instance; - public List bullets = new(); - - public List beacons = new(); - - // Start is called before the first frame update - private void Start() + public class FlareRegister : MonoBehaviour { - instance = this; - } + public static FlareRegister instance; + public List bullets = new(); - // Update is called once per frame - private void Update() - { + public List beacons = new(); + + // Start is called before the first frame update + private void Start() + { + instance = this; + } + + // Update is called once per frame + private void Update() + { + } } } \ No newline at end of file diff --git a/Assets/Scripts/Item/SpecialItemCycler.cs b/Assets/Scripts/Item/SpecialItemCycler.cs index 6117b0a..8e7c2a6 100644 --- a/Assets/Scripts/Item/SpecialItemCycler.cs +++ b/Assets/Scripts/Item/SpecialItemCycler.cs @@ -4,110 +4,113 @@ using TMPro; using UnityEngine; using UnityEngine.UI; -[Serializable] -public class ItemImageRef +namespace Item { - public string name; - public GameObject item; - public Sprite icon; -} - -public class SpecialItemCycler : MonoBehaviour -{ - [SerializeField] private List spawnableItems = new(); - - [SerializeField] private List shootableItems = new(); - - [SerializeField] private Player.PlayerInteractionHandler interactionHandler; - - [SerializeField] private PistolComponent pistol; - - [SerializeField] - //private Inventory invent; - private TempInventory invent; - - [SerializeField] private Image selectedImage; - - [SerializeField] private TMP_Text selectedQuantityText; - - private int shootableIndex; - private int spawnableIndex; - private Color sqtInitColor; - - - // Start is called before the first frame update - private void Start() + [Serializable] + public class ItemImageRef { - sqtInitColor = selectedQuantityText.color; + public string name; + public GameObject item; + public Sprite icon; } - // Update is called once per frame - private void Update() + public class SpecialItemCycler : MonoBehaviour { - if (interactionHandler.GunEnabled) + [SerializeField] private List spawnableItems = new(); + + [SerializeField] private List shootableItems = new(); + + [SerializeField] private Player.PlayerInteractionHandler interactionHandler; + + [SerializeField] private Item.PistolComponent pistol; + + [SerializeField] + //private Inventory invent; + private TempInventory invent; + + [SerializeField] private Image selectedImage; + + [SerializeField] private TMP_Text selectedQuantityText; + + private int shootableIndex; + private int spawnableIndex; + private Color sqtInitColor; + + + // Start is called before the first frame update + private void Start() { - pistol.projectilePrefab = shootableItems[shootableIndex % shootableItems.Count].item; - pistol.projectileName = shootableItems[shootableIndex % shootableItems.Count].name; + sqtInitColor = selectedQuantityText.color; } - SetImage(); - if (Input.GetButtonDown("CycleItems")) + // Update is called once per frame + private 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) + { + shootableIndex = (shootableIndex + 1) % shootableItems.Count; + selectedImage.sprite = shootableItems[shootableIndex].icon; + } + else + { + spawnableIndex = (spawnableIndex + 1) % spawnableItems.Count; + selectedImage.sprite = spawnableItems[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) + { + var prefab = spawnableItems[spawnableIndex].item; + var instance = Instantiate(prefab, interactionHandler.CarryingPos); + instance.transform.localPosition = Vector3.zero; + instance.transform.parent = null; + invent.Remove(spawnableItems[spawnableIndex].name); + } + } + + private void SetImage() { if (interactionHandler.GunEnabled) { - shootableIndex = (shootableIndex + 1) % shootableItems.Count; selectedImage.sprite = shootableItems[shootableIndex].icon; + selectedQuantityText.text = invent.GetQuantityOf(shootableItems[shootableIndex].name).ToString(); } else { - spawnableIndex = (spawnableIndex + 1) % spawnableItems.Count; selectedImage.sprite = spawnableItems[spawnableIndex].icon; + selectedQuantityText.text = invent.GetQuantityOf(spawnableItems[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); - } - - if (Input.GetButtonDown("TempPlace")) - if (invent.GetQuantityOf(spawnableItems[spawnableIndex].name) > 0) - if (!interactionHandler.GunEnabled && spawnableItems[spawnableIndex].item != null) - { - var prefab = spawnableItems[spawnableIndex].item; - var instance = Instantiate(prefab, interactionHandler.CarryingPos); - instance.transform.localPosition = Vector3.zero; - instance.transform.parent = null; - invent.Remove(spawnableItems[spawnableIndex].name); - } - } - - private void SetImage() - { - if (interactionHandler.GunEnabled) - { - selectedImage.sprite = shootableItems[shootableIndex].icon; - selectedQuantityText.text = invent.GetQuantityOf(shootableItems[shootableIndex].name).ToString(); - } - else - { - selectedImage.sprite = spawnableItems[spawnableIndex].icon; - selectedQuantityText.text = invent.GetQuantityOf(spawnableItems[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; + selectedQuantityText.gameObject.SetActive(true); + if (selectedQuantityText.text == "0") + selectedQuantityText.color = Color.red; + else + selectedQuantityText.color = sqtInitColor; + } } } } \ No newline at end of file diff --git a/Assets/Scripts/Levels/Level0Scripts/BasicLevelProgressionSystem.cs b/Assets/Scripts/Levels/Level0Scripts/BasicLevelProgressionSystem.cs index 58d72a0..40bc9ee 100644 --- a/Assets/Scripts/Levels/Level0Scripts/BasicLevelProgressionSystem.cs +++ b/Assets/Scripts/Levels/Level0Scripts/BasicLevelProgressionSystem.cs @@ -21,9 +21,9 @@ public class BasicLevelProgressionSystem : MonoBehaviour EXTERNAL } - [SerializeField] private ObjectiveText objectiveGui; + [SerializeField] private UI.ObjectiveText objectiveGui; - [SerializeField] private WaypointMarker marker; + [SerializeField] private UI.WaypointMarker marker; [SerializeField] private Player.PlayerComponent player; //[SerializeField] diff --git a/Assets/Scripts/Levels/Level0Scripts/LevelZeroSpecial.cs b/Assets/Scripts/Levels/Level0Scripts/LevelZeroSpecial.cs index 72303cd..42a81bb 100644 --- a/Assets/Scripts/Levels/Level0Scripts/LevelZeroSpecial.cs +++ b/Assets/Scripts/Levels/Level0Scripts/LevelZeroSpecial.cs @@ -7,17 +7,17 @@ public class LevelZeroSpecial : MonoBehaviour { //[SerializeField] //private int initalPlaceIndex = 0; - [SerializeField] private DoorInteractable recepticleOne; + [SerializeField] private Item.DoorInteractable recepticleOne; [SerializeField] private BasicLevelProgressionSystem progression; [SerializeField] private int enabledOn = 4; - [SerializeField] private List powercores; + [SerializeField] private List powercores; - [SerializeField] private List recepticals; + [SerializeField] private List recepticals; - [SerializeField] private WaypointMarker marker; + [SerializeField] private UI.WaypointMarker marker; [SerializeField] private Animator cover; @@ -27,16 +27,16 @@ public class LevelZeroSpecial : MonoBehaviour [SerializeField] private Player.PlayerComponent player; - [SerializeField] private WaypointMarker marker2Ref; + [SerializeField] private UI.WaypointMarker marker2Ref; - [SerializeField] private WaypointMarker marker3Ref; + [SerializeField] private UI.WaypointMarker marker3Ref; [SerializeField] private Game.Optimizer finalRoomOptimizer; private int countPowered; private bool isEnabled; - private readonly List markers = new(); + private readonly List markers = new(); private bool transitioningOut; diff --git a/Assets/Scripts/MainMenu/CryopodSpawnComponent.cs b/Assets/Scripts/MainMenu/CryopodSpawnComponent.cs new file mode 100644 index 0000000..65daf3c --- /dev/null +++ b/Assets/Scripts/MainMenu/CryopodSpawnComponent.cs @@ -0,0 +1,27 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CryopodSpawnComponent : MonoBehaviour +{ + public string playerName; + [SerializeField] + private TMPro.TMP_Text text; + [SerializeField] + private Transform spawn; + private bool isOccupied = false; + public bool IsOccupied { get { return isOccupied; } } + + + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + text.text = playerName; + } +} diff --git a/Assets/Scripts/MainMenu/CryopodSpawnComponent.cs.meta b/Assets/Scripts/MainMenu/CryopodSpawnComponent.cs.meta new file mode 100644 index 0000000..d7bbd24 --- /dev/null +++ b/Assets/Scripts/MainMenu/CryopodSpawnComponent.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c7086bfdc301caf4a98920a939f3de3e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MainMenu/LobbyManager.cs b/Assets/Scripts/MainMenu/LobbyManager.cs new file mode 100644 index 0000000..2735cb4 --- /dev/null +++ b/Assets/Scripts/MainMenu/LobbyManager.cs @@ -0,0 +1,55 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UI +{ + public class LobbyManager : MonoBehaviour + { + [SerializeField] + private Animator[] lights; + [SerializeField] + private int playersInSession = 0; + + + + public bool AddPlayer() + { + if (playersInSession>= lights.Length) + { + return false; + } + lights[playersInSession].SetBool("IsPowered", true); + playersInSession++; + return true; + } + public bool RemovePlayer() + { + if (playersInSession <=0) + { + return false; + } + playersInSession--; + lights[playersInSession].SetBool("IsPowered", false); + + return true; + } + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + if (Input.GetKeyUp(KeyCode.LeftShift)) + { + AddPlayer(); + }else if(Input.GetKeyUp(KeyCode.RightShift)) + { + RemovePlayer(); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/MainMenu/LobbyManager.cs.meta b/Assets/Scripts/MainMenu/LobbyManager.cs.meta new file mode 100644 index 0000000..01ee4a7 --- /dev/null +++ b/Assets/Scripts/MainMenu/LobbyManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 52ac200e0a2b1f243be15a82558aa6e7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MainMenu/MainMenuManager.cs b/Assets/Scripts/MainMenu/MainMenuManager.cs index a65b128..dd28547 100644 --- a/Assets/Scripts/MainMenu/MainMenuManager.cs +++ b/Assets/Scripts/MainMenu/MainMenuManager.cs @@ -1,3 +1,4 @@ +using Mono.CompilerServices.SymbolWriter; using System.Collections; using System.Collections.Generic; using TMPro; @@ -5,72 +6,75 @@ using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; -public class MainMenuManager : MonoBehaviour +namespace UI { - [SerializeField] private TMP_Text title; - - [SerializeField] private List textList = new(); - - [SerializeField] private float dilateSpeed = 0.1f; - - [SerializeField] private Animator cover; - - private readonly string component = "_FaceDilate"; - private float dilate = -1; - private readonly List dilates = new(); - private float initDilate; - private readonly List initDilates = new(); - private bool transitioning; - - // Start is called before the first frame update - private void Start() + public class MainMenuManager : MonoBehaviour { - //initDilate = title.fontSharedMaterials[0].GetFloat(component); - initDilate = title.fontMaterials[0].GetFloat(component); + [SerializeField] private TMP_Text title; + [SerializeField] private List textList = new(); - foreach (var text in textList) + [SerializeField] private float dilateSpeed = 0.1f; + + [SerializeField] private Animator cover; + + private readonly string component = "_FaceDilate"; + private float dilate = -1; + private readonly List dilates = new(); + private float initDilate; + private readonly List initDilates = new(); + private bool transitioning; + + // Start is called before the first frame update + private void Start() { - initDilates.Add(text.fontMaterials[0].GetFloat(component)); - dilates.Add(-1f); + //initDilate = title.fontSharedMaterials[0].GetFloat(component); + initDilate = title.fontMaterials[0].GetFloat(component); + + + foreach (var text in textList) + { + initDilates.Add(text.fontMaterials[0].GetFloat(component)); + dilates.Add(-1f); + } + + textList[0].GetComponent