Merge branch 'master' into collision

This commit is contained in:
Alicja 2022-11-13 13:48:26 +01:00
commit 722fa3100c
152 changed files with 6649 additions and 673 deletions

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@ -7,12 +7,13 @@ public class ChestController : BaseWarehouseController
{ {
[SerializeField] public GameObject chest; [SerializeField] public GameObject chest;
[SerializeField] public List<Item> developerList = new List<Item>(); // FOR DEVELOPER TESTE - remove later !!! [SerializeField] public List<Item> developerList = new List<Item>(); // FOR DEVELOPER TESTE - remove later !!!
private Animator m_Animator;
bool isTrigerred = false; bool isTrigerred = false;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
m_Animator = gameObject.GetComponent<Animator>();
chest = gameObject; // set object on current GameObject chest = gameObject; // set object on current GameObject
// FOR DEVELOPER TESTE - remove later !!! // FOR DEVELOPER TESTE - remove later !!!
@ -22,16 +23,32 @@ public class ChestController : BaseWarehouseController
} }
} }
private bool beingHandled = false;
private static bool Opening;
private static bool Closing;
private IEnumerator OpenChestWithAnimation()
{
beingHandled = true;
// process pre-yield
m_Animator.SetTrigger("OpenIt");
yield return new WaitForSeconds( 0.4f );
this.OpenPanel();
InventoryManager.Instance.OpenPanel();
EquipmentManager.Instance.OpenPanel();
m_Animator.ResetTrigger("OpenIt");
// process post-yield
beingHandled = false;
}
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if (this._panel && this.isTrigerred && !this.isOpen) // we can open chest only when its closed if (this._panel && this.isTrigerred && !this.isOpen) // we can open chest only when its closed
{ {
if (Input.GetKeyDown(KeyCode.E))
if (Input.GetKeyDown(KeyCode.E) && !beingHandled)
{ {
this.OpenPanel(); StartCoroutine(OpenChestWithAnimation());
InventoryManager.Instance.OpenPanel();
EquipmentManager.Instance.OpenPanel();
} }
} }
@ -43,9 +60,6 @@ public class ChestController : BaseWarehouseController
EquipmentManager.Instance.OpenPanel(); EquipmentManager.Instance.OpenPanel();
} }
} }
} }
void OnTriggerExit2D(Collider2D collision) void OnTriggerExit2D(Collider2D collision)
@ -72,6 +86,37 @@ public class ChestController : BaseWarehouseController
base.ClosePanel(); base.ClosePanel();
InventoryManager.Instance.ClosePanel(); InventoryManager.Instance.ClosePanel();
EquipmentManager.Instance.ClosePanel(); EquipmentManager.Instance.ClosePanel();
if (!beingHandled)
{
StartCoroutine(CloseChestWithAnimation());
}
ReactivateAnimation();
}
public void CloseChestWithAnimationForOtherPanels()
{
if (!beingHandled)
{
StartCoroutine(CloseChestWithAnimation());
}
ReactivateAnimation();
}
private IEnumerator CloseChestWithAnimation()
{
beingHandled = true;
// process pre-yield
yield return new WaitForSeconds( 0.2f );
m_Animator.SetTrigger("CloseIt");
yield return new WaitForSeconds( 0.1f );
m_Animator.ResetTrigger("CloseIt");
// process post-yield
beingHandled = false;
}
private void ReactivateAnimation()
{
m_Animator.SetTrigger("reactivate");
} }
protected override void SetupPanel() protected override void SetupPanel()

View File

@ -95,7 +95,13 @@ public class FollowingEnemy : Enemy
anim.SetFloat("Yinfo", dir.y); anim.SetFloat("Yinfo", dir.y);
} }
} }
CheckDistance();
if (CheckDistance())
{
MoveCharacter();
}
//CheckDistance();
//StartCoroutine(Timer()); //StartCoroutine(Timer());
//Code below is for dealing damage to player //Code below is for dealing damage to player
@ -136,33 +142,44 @@ public class FollowingEnemy : Enemy
PlayerPrefs.SetInt(enemyName, isKilled); PlayerPrefs.SetInt(enemyName, isKilled);
} }
} }
private void FixedUpdate() private void FixedUpdate()
{ {
if (Physics2D.OverlapCircle(transform.position, chaseRadius, whatisplayer)) /*if (Physics2D.OverlapCircle(transform.position, chaseRadius, whatisplayer))
{ {
MoveCharacter(movement); MoveCharacter();
} }
if (Physics2D.OverlapCircle(transform.position, attackRadius, whatisplayer)) if (Physics2D.OverlapCircle(transform.position, attackRadius, whatisplayer))
{ {
rb.velocity = Vector2.zero; rb.velocity = Vector2.zero;
} }*/
} }
private void MoveCharacter(Vector2 dir) public AStarPathfindingAgent agent;
private void MoveCharacter()
{ {
rb.MovePosition((Vector2)transform.position + (dir * moveSpeed * Time.deltaTime)); StopAllCoroutines();
//rb.MovePosition((Vector2)transform.position + (dir * moveSpeed * Time.deltaTime));
agent.FindPath();
StartCoroutine(agent.FollowPath());
} }
void CheckDistance() bool CheckDistance()
{ {
if(Vector2.Distance(target.position, transform.position) <= chaseRadius && Vector2.Distance(target.position, transform.position) > attackRadius) if(Vector2.Distance(target.position, transform.position) <= chaseRadius && Vector2.Distance(target.position, transform.position) > attackRadius)
{ {
transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime); //transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
return true;
} }
return false;
} }
private void OnDrawGizmos()
{
Gizmos.color = Color.magenta;
Gizmos.DrawWireSphere(transform.position,chaseRadius);
}
void OnTriggerEnter2D(Collider2D collision) void OnTriggerEnter2D(Collider2D collision)
{ {
///For attacking player ///For attacking player
@ -216,7 +233,7 @@ public class FollowingEnemy : Enemy
Vector2 difference = enemy.transform.position - player.transform.position; Vector2 difference = enemy.transform.position - player.transform.position;
difference = difference.normalized * thrust; difference = difference.normalized * thrust;
enemy.AddForce(difference, ForceMode2D.Impulse); enemy.AddForce(difference, ForceMode2D.Impulse);
StartCoroutine(KnockCo(enemy)); //StartCoroutine(KnockCo(enemy));
} }
} }

View File

@ -8,6 +8,8 @@ public class FollowingPatrollingEnemy : Enemy
public int currentPoint; public int currentPoint;
public Transform currentGoal; public Transform currentGoal;
public AStarPathfindingAgent agent;
public Transform target; public Transform target;
public float chaseRadius; public float chaseRadius;
public float attackRadius; public float attackRadius;
@ -41,6 +43,11 @@ public class FollowingPatrollingEnemy : Enemy
public float expValue; public float expValue;
void Awake()
{
//agent = GetComponent<AStarPathfindingAgent>();
}
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@ -113,15 +120,23 @@ public class FollowingPatrollingEnemy : Enemy
void CheckDistance() void CheckDistance()
{ {
StopAllCoroutines();
if (Vector2.Distance(target.position, transform.position) <= chaseRadius && Vector2.Distance(target.position, transform.position) > attackRadius) if (Vector2.Distance(target.position, transform.position) <= chaseRadius && Vector2.Distance(target.position, transform.position) > attackRadius)
{ {
transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
//Debug.Log(agent);
agent.FindPath();
//transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
StartCoroutine(agent.FollowPath());
} }
else if (Vector2.Distance(target.position, transform.position) > chaseRadius) else if (Vector2.Distance(target.position, transform.position) > chaseRadius)
{ {
//Debug.Log(Vector2.Distance(transform.position, path[currentPoint].position)); //Debug.Log(Vector2.Distance(transform.position, path[currentPoint].position));
if (Vector2.Distance(transform.position, path[currentPoint].position) > roundingDistance) if (Vector2.Distance(transform.position, path[currentPoint].position) > roundingDistance)
{ {
StopAllCoroutines();
transform.position = Vector2.MoveTowards(transform.position, path[currentPoint].position, moveSpeed * Time.deltaTime); transform.position = Vector2.MoveTowards(transform.position, path[currentPoint].position, moveSpeed * Time.deltaTime);
} }
else else

View File

@ -53,6 +53,10 @@ public class EquipmentPanelController : BasePanelController
public override void CloseOnClick() public override void CloseOnClick()
{ {
Destroy(gameObject); // destroy panel Destroy(gameObject); // destroy panel
GameObject panel = FindObjectOfType<ChestPanelController>()?.gameObject;
if(panel != null) Destroy(panel);
FindObjectOfType<InventoryManager>()?.ClosePanel();
if(_instance) if(_instance)
{ {

View File

@ -11,7 +11,9 @@ public class InventoryPanelController : BasePanelController
public override void CloseOnClick() public override void CloseOnClick()
{ {
Destroy(gameObject); // destroy panel Destroy(gameObject); // destroy panel
GameObject panel = FindObjectOfType<ChestPanelController>()?.gameObject;
if(panel != null) Destroy(panel);
GameObject.FindObjectOfType<EquipmentManager>()?.ClosePanel();
InventoryManager.Instance.GetComponent<InventoryManager>().ClosePanel(); InventoryManager.Instance.GetComponent<InventoryManager>().ClosePanel();
} }

View File

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@ -0,0 +1,84 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AStarPathfindingAgent : MonoBehaviour
{
public float speed = 0.5f;
private NodeMap Map;
private Pathfinding Pathfinder;
public Node currentPosition;
public List<Node> path;
// Start is called before the first frame update
private void Awake()
{
Map = FindObjectOfType<NodeMap>();
Pathfinder = FindObjectOfType<Pathfinding>();
}
void Start()
{
currentPosition = Map.NodeFromWorldPoint(new Vector2(transform.position.x, transform.position.y));
//Debug.Log("current world position:" + currentPosition.worldPosition + " current transform position:" + transform.position);
Map.TeleportTo(this.gameObject, currentPosition);
}
// Update is called once per frame
void Update()
{
}
public void FindPath()
{
Pathfinder.FindPath(transform.position,Pathfinder.Player.position, this);
}
public IEnumerator FollowPath()
{
int targetIndex = 0;
if (path == null || path.Count == 0)
{
yield break;
}
Vector3 currentWorldPosition;
Node currentWaypoint = path[targetIndex];
while (true)
{
currentWorldPosition = transform.position;
if (transform.position == currentWaypoint.worldPosition)
{
targetIndex++;
bool reachedPosition = targetIndex >= path.Count;
if (reachedPosition)
{
yield break;
}
currentWaypoint = path[targetIndex];
}
Vector3 current = transform.position;
Vector3 target = currentWaypoint.worldPosition;
transform.position = Vector3.MoveTowards(current, target, speed * Time.deltaTime);
yield return null;
}
}
public void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawCube(currentPosition.worldPosition, Vector3.one);
Gizmos.color = Color.black;
if (path == null) return;
foreach (var n in path)
{
Gizmos.DrawCube(n.worldPosition, Vector3.one);
}
}
}

View File

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@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditor.Build.Content;
using UnityEngine;
[System.Serializable]
public class Node
{
public int GCost;
public int hCost;
public Node parent;
public bool walkable = false;
public int FCost
{
get
{
return GCost + hCost;
}
}
public Vector3 worldPosition;
public Vector2Int gridPosition;
public Node(Vector2Int _gridPosition, Vector3 _worldPosition)
{
worldPosition = _worldPosition;
gridPosition = _gridPosition;
}
}

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@ -0,0 +1,144 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Tilemaps;
public class NodeMap : MonoBehaviour
{
public Vector2Int mapSize;
public Node[,] nodeGrid = new Node[0,0];
public float cellSize;
public TileData[] TileDatas;
public Dictionary<TileBase, TileData> DataFromTiles = new Dictionary<TileBase, TileData>();
public Tilemap tilemap;
// Start is called before the first frame update
void Awake()
{
DataFromTiles = new Dictionary<TileBase, TileData>();
foreach (var tileData in TileDatas)
{
foreach (var tile in tileData.Tiles)
{
DataFromTiles.Add(tile, tileData);
}
}
CreateNodes();
TileCheck();
}
public void TileCheck()
{
foreach (var n in nodeGrid)
{
Vector2Int gridPosition = n.gridPosition;
Vector3Int TileGridPosition = tilemap.WorldToCell(n.worldPosition);
TileBase Tile = tilemap.GetTile(TileGridPosition);
if (Tile == null) continue;
if (!DataFromTiles.ContainsKey(Tile))
{
continue;
}
n.walkable = DataFromTiles[Tile].walkable;
}
}
// Update is called once per frame
void Update()
{
}
public void TeleportTo(GameObject g, Node node)
{
g.transform.position = node.worldPosition;
}
public List<Node> GetNeighbours(Node node)
{
List<Node> neighbours = new List<Node>();
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
if (x == 0 && y == 0)
continue;
int checkX = node.gridPosition.x + x;
int checkY = node.gridPosition.y + y;
if (checkX >= 0 && checkX < mapSize.x && checkY >= 0 && checkY < mapSize.y)
{
Node item = nodeGrid[checkX, checkY];
neighbours.Add(item);
}
}
}
return neighbours;
}
public void CreateNodes()
{
nodeGrid = new Node[mapSize.x, mapSize.y];
for (int x = 0; x < nodeGrid.GetLength(0); x++)
{
for (int y = 0; y < nodeGrid.GetLength(1); y++)
{
Vector2Int gridPosition = new Vector2Int(x, y);
nodeGrid[x, y] = new Node(gridPosition, GetWorldPosition(gridPosition));
Vector3Int TileGridPosition = tilemap.WorldToCell(nodeGrid[x,y].worldPosition);
TileBase Tile = tilemap.GetTile(TileGridPosition);
//nodeGrid[x, y].walkable = DataFromTiles[Tile].walkable;
}
}
}
public Node NodeFromWorldPoint(Vector2 worldPosition)
{
float percentX = (worldPosition.x + mapSize.x / 2) / mapSize.x;
float percentY = (worldPosition.y + mapSize.y / 2) / mapSize.y;
percentX = Mathf.Clamp01(percentX);
percentY = Mathf.Clamp01(percentY);
int x = Mathf.RoundToInt((mapSize.x - 1) * percentX);
int y = Mathf.RoundToInt((mapSize.y - 1) * percentY);
return nodeGrid[x, y];
}
public Vector3 GetWorldPosition(Vector2Int position)
{
Vector3 worldBottomLeft = transform.position - (Vector3.right * mapSize.x / 2) - (Vector3.up * (mapSize.y/ 2));
Vector3 worldPoint = worldBottomLeft + (Vector3.right * position.x) + (Vector3.up * position.y);
Vector3 cellSizeOffset = new Vector3(cellSize / 2, cellSize / 2, 0);
return worldPoint * cellSize + cellSizeOffset;
}
public bool showIndividualNodes;
public void OnDrawGizmos()
{
Gizmos.DrawWireCube(transform.position,new Vector3(mapSize.x,mapSize.y,1) * cellSize);
if (!showIndividualNodes)
{
return;
}
foreach (var n in nodeGrid)
{
Vector3 size = Vector3.one * cellSize;
Gizmos.DrawWireCube(n.worldPosition, size);
}
}
}

View File

@ -0,0 +1,11 @@
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@ -0,0 +1,88 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Pathfinding : MonoBehaviour
{
public Transform Player;
public NodeMap Map;
// Start is called before the first frame update
void Start()
{
Player = FindObjectOfType<Player>().transform;
}
// Update is called once per frame
void Update()
{
}
public void FindPath(Vector3 startPos, Vector3 targetPos, AStarPathfindingAgent _agent) {
Node startNode = Map.NodeFromWorldPoint(startPos);
Node targetNode = Map.NodeFromWorldPoint(targetPos);
List<Node> openSet = new List<Node>();
HashSet<Node> closedSet = new HashSet<Node>();
openSet.Add(startNode);
while (openSet.Count > 0) {
Node node = openSet[0];
for (int i = 1; i < openSet.Count; i ++) {
if (openSet[i].FCost < node.FCost || openSet[i].FCost == node.FCost) {
if (openSet[i].hCost < node.hCost)
node = openSet[i];
}
}
openSet.Remove(node);
closedSet.Add(node);
if (node == targetNode) {
RetracePath(startNode, targetNode, _agent);
return;
}
foreach (Node neighbour in Map.GetNeighbours(node)) {
if (!neighbour.walkable || closedSet.Contains(neighbour)) {
continue;
}
int newCostToNeighbour = node.GCost + GetDistance(node, neighbour);
if (newCostToNeighbour < neighbour.GCost || !openSet.Contains(neighbour)) {
neighbour.GCost = newCostToNeighbour;
neighbour.hCost = GetDistance(neighbour, targetNode);
neighbour.parent = node;
if (!openSet.Contains(neighbour))
openSet.Add(neighbour);
}
}
}
}
int GetDistance(Node nodeA, Node nodeB) {
int dstX = Mathf.Abs(nodeA.gridPosition.x - nodeB.gridPosition.x);
int dstY = Mathf.Abs(nodeA.gridPosition.y - nodeB.gridPosition.y);
if (dstX > dstY)
return 14*dstY + 10* (dstX-dstY);
return 14*dstX + 10 * (dstY-dstX);
}
void RetracePath(Node startNode, Node endNode, AStarPathfindingAgent agent) {
List<Node> path = new List<Node>();
Node currentNode = endNode;
while (currentNode != startNode) {
path.Add(currentNode);
currentNode = currentNode.parent;
}
path.Reverse();
//Debug.Log("I am retracing the path");
agent.path = path;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
[CreateAssetMenu]
public class TileData : ScriptableObject
{
public TileBase[] Tiles;
public bool walkable;
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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using UnityEngine;
namespace GUI_Scripts.ProceduralGeneration
{
public class FloodFill
{
private Map map;
private int id;
private List<Vector2Int> positions = new List<Vector2Int>();
private List<Vector2Int> queue = new List<Vector2Int>();
public FloodFill(Map map, int id, Vector2Int startPosition)
{
this.map = map;
this.id = id;
queue.Add(startPosition);
}
public bool Fill()
{
while (queue.Count > 0)
{
Vector2Int posiiton = queue[0];
queue.RemoveAt(0);
if (map.tiles.ContainsKey(posiiton) && map.tiles[posiiton] == 0)
{
map.tiles[posiiton] = id;
foreach (var dir in Directions2D)
{
if (map.tiles.ContainsKey(posiiton + dir) && !positions.Contains(posiiton+dir))
{
queue.Add(posiiton+dir);
}
}
}
}
return queue.Count == 0;
}
public static readonly Vector2Int[] Directions2D = new Vector2Int[]
{
Vector2Int.left,
Vector2Int.right,
Vector2Int.up,
Vector2Int.down,
};
}
public class Map
{
public Dictionary<Vector2Int, int> tiles;
public Map(Vector2Int size)
{
tiles = new Dictionary<Vector2Int, int>();
for (int x = 0; x < size.x; x++)
{
for (int y = 0; y < size.y; y++)
{
tiles.Add(new Vector2Int(x,y),0);
}
}
}
public void Fill(List<FloodFill> fillers)
{
int count = fillers.Count;
while (count > 0)
{
count = fillers.Count;
foreach (var filler in fillers)
{
if (filler.Fill())
{
count--;
}
}
}
}
}
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