Make chest creating more flexible

This commit is contained in:
kabix09 2022-12-21 17:12:47 +01:00
parent 2280e5fc15
commit 8e3f89a6f7
14 changed files with 649 additions and 85 deletions

View File

@ -11,6 +11,7 @@ GameObject:
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m_Layer: 0 m_Layer: 0
m_Name: Gold Chest m_Name: Gold Chest
m_TagString: Untagged m_TagString: Untagged
@ -28,6 +29,7 @@ Transform:
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@ -43,6 +45,7 @@ SpriteRenderer:
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m_ReceiveShadows: 0 m_ReceiveShadows: 0
m_DynamicOccludee: 1 m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1 m_MotionVectors: 1
m_LightProbeUsage: 1 m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1 m_ReflectionProbeUsage: 1
@ -109,3 +112,22 @@ BoxCollider2D:
serializedVersion: 2 serializedVersion: 2
m_Size: {x: 0.95, y: 0.9} m_Size: {x: 0.95, y: 0.9}
m_EdgeRadius: 0 m_EdgeRadius: 0
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name:
description:
chestModel: {fileID: 0}
ChestType: 0
Content: []

View File

@ -29,6 +29,7 @@ Transform:
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0.095890045, y: -0.058502197, z: 0} m_LocalPosition: {x: 0.095890045, y: -0.058502197, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: [] m_Children: []
m_Father: {fileID: 4669568061092186073} m_Father: {fileID: 4669568061092186073}
m_RootOrder: 0 m_RootOrder: 0
@ -94,6 +95,7 @@ GameObject:
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- component: {fileID: 4669568061092186079} - component: {fileID: 4669568061092186079}
- component: {fileID: 330262631295867499}
m_Layer: 0 m_Layer: 0
m_Name: Gold m_Name: Gold
m_TagString: Untagged m_TagString: Untagged
@ -111,6 +113,7 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: m_Children:
- {fileID: 805898525} - {fileID: 805898525}
m_Father: {fileID: 0} m_Father: {fileID: 0}
@ -127,6 +130,7 @@ SpriteRenderer:
m_CastShadows: 0 m_CastShadows: 0
m_ReceiveShadows: 0 m_ReceiveShadows: 0
m_DynamicOccludee: 1 m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1 m_MotionVectors: 1
m_LightProbeUsage: 1 m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1 m_ReflectionProbeUsage: 1
@ -193,3 +197,22 @@ BoxCollider2D:
serializedVersion: 2 serializedVersion: 2
m_Size: {x: 0.95, y: 0.9} m_Size: {x: 0.95, y: 0.9}
m_EdgeRadius: 0 m_EdgeRadius: 0
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m_EditorHideFlags: 0
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m_Name:
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description:
chestModel: {fileID: 0}
ChestType: 0
Content: []

View File

@ -95,6 +95,7 @@ GameObject:
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- component: {fileID: 5754902894522036731} - component: {fileID: 5754902894522036731}
- component: {fileID: 5754902894522036730} - component: {fileID: 5754902894522036730}
- component: {fileID: 1539754125081080905}
m_Layer: 0 m_Layer: 0
m_Name: Prize Chest m_Name: Prize Chest
m_TagString: Untagged m_TagString: Untagged
@ -196,3 +197,22 @@ BoxCollider2D:
serializedVersion: 2 serializedVersion: 2
m_Size: {x: 1.35, y: 1.1} m_Size: {x: 1.35, y: 1.1}
m_EdgeRadius: 0 m_EdgeRadius: 0
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m_Name:
m_EditorClassIdentifier:
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id: 0
name:
description:
chestModel: {fileID: 0}
ChestType: 0
Content: []

View File

@ -96,6 +96,7 @@ GameObject:
- component: {fileID: 3972494989842158473} - component: {fileID: 3972494989842158473}
- component: {fileID: 3972494989842158583} - component: {fileID: 3972494989842158583}
- component: {fileID: 3972494989842158582} - component: {fileID: 3972494989842158582}
- component: {fileID: 8326308579546157189}
m_Layer: 0 m_Layer: 0
m_Name: Wood m_Name: Wood
m_TagString: Untagged m_TagString: Untagged
@ -223,3 +224,22 @@ BoxCollider2D:
serializedVersion: 2 serializedVersion: 2
m_Size: {x: 0.95, y: 1.5900776} m_Size: {x: 0.95, y: 1.5900776}
m_EdgeRadius: 0 m_EdgeRadius: 0
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chestModel: {fileID: 0}
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Content: []

View File

@ -12,6 +12,7 @@ GameObject:
- component: {fileID: 3972494989842158473} - component: {fileID: 3972494989842158473}
- component: {fileID: 3972494989842158583} - component: {fileID: 3972494989842158583}
- component: {fileID: 3972494989842158582} - component: {fileID: 3972494989842158582}
- component: {fileID: 6216344267889095310}
m_Layer: 0 m_Layer: 0
m_Name: Wooden Chest m_Name: Wooden Chest
m_TagString: Untagged m_TagString: Untagged
@ -29,6 +30,7 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -8.45, y: -3.9, z: 10} m_LocalPosition: {x: -8.45, y: -3.9, z: 10}
m_LocalScale: {x: 1, y: 1, z: 2} m_LocalScale: {x: 1, y: 1, z: 2}
m_ConstrainProportionsScale: 0
m_Children: [] m_Children: []
m_Father: {fileID: 0} m_Father: {fileID: 0}
m_RootOrder: 0 m_RootOrder: 0
@ -44,6 +46,7 @@ SpriteRenderer:
m_CastShadows: 0 m_CastShadows: 0
m_ReceiveShadows: 0 m_ReceiveShadows: 0
m_DynamicOccludee: 1 m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1 m_MotionVectors: 1
m_LightProbeUsage: 1 m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1 m_ReflectionProbeUsage: 1
@ -136,3 +139,22 @@ BoxCollider2D:
serializedVersion: 2 serializedVersion: 2
m_Size: {x: 0.95, y: 1.5900776} m_Size: {x: 0.95, y: 1.5900776}
m_EdgeRadius: 0 m_EdgeRadius: 0
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m_Name:
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chestModel: {fileID: 0}
ChestType: 0
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File diff suppressed because it is too large Load Diff

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@ -3,12 +3,26 @@ using System.Collections;
using UnityEngine; using UnityEngine;
[Serializable] [Serializable]
public class SceneChestBuilder : SceneObjectBuilder<ChestPrefabAsset> public class SceneChestBuilder : SceneObjectBuilder<ChestBuildModel>
{ {
[SerializeField] int trest = 0; [SerializeField] int trest = 0;
protected override string MODEL_SOURCE_PATH { get { return "Chests/"; } } protected override string MODEL_SOURCE_PATH { get { return "Chests/"; } }
public override void Build(ChestPrefabAsset objectToBuild) public override void Build(ChestBuildModel buildModel)
{
GameObject globalGUI = GameObject.FindGameObjectWithTag("ChestCollection");
if (!globalGUI)
Debug.LogError("GUI frame not found!!");
GameObject newObject = Instantiate(buildModel.ChestPrefab, buildModel.Position, Quaternion.identity, globalGUI.transform);
newObject.name = buildModel.ChestName;
newObject.transform.SetParent(globalGUI.transform);
}
/* public override void Build(ChestPrefabAsset objectToBuild)
{ {
GameObject globalGUI = GameObject.FindGameObjectWithTag("ChestCollection"); GameObject globalGUI = GameObject.FindGameObjectWithTag("ChestCollection");
@ -40,7 +54,7 @@ public class SceneChestBuilder : SceneObjectBuilder<ChestPrefabAsset>
// in other words objects dont have full info about its data xd // in other words objects dont have full info about its data xd
// confuse and irrational but this way it will be easiet to maintain Data Consistency // confuse and irrational but this way it will be easiet to maintain Data Consistency
} }
*/
public override GameObject FindModel(string modelName) public override GameObject FindModel(string modelName)
{ {
var resource = Resources.Load<GameObject>(MODEL_SOURCE_PATH + modelName); var resource = Resources.Load<GameObject>(MODEL_SOURCE_PATH + modelName);

View File

@ -18,7 +18,9 @@ public class SceneChestDataManager : SceneBaseDataManager<ChestPrefabAsset>
[SerializeField] protected new ChestUIManager UiManager; [SerializeField] protected new ChestUIManager UiManager;
[SerializeField] public List<ChestPrefabAssetData> ElementsToBuildOnSceneList = new List<ChestPrefabAssetData>();
[SerializeField] public List<ChestBuildModel> ChestsToBuildOnScene = new List<ChestBuildModel>();
[SerializeField] List<ChestPrefabAsset> convertedData = new List<ChestPrefabAsset>(); [SerializeField] List<ChestPrefabAsset> convertedData = new List<ChestPrefabAsset>();
@ -86,16 +88,18 @@ public class SceneChestDataManager : SceneBaseDataManager<ChestPrefabAsset>
protected override void UseDefaultSettings() protected override void UseDefaultSettings()
{ {
foreach (ChestPrefabAssetData asset in ElementsToBuildOnSceneList) { convertedData.Add((ChestPrefabAsset)asset.MapDataToPrefabAssetModel()); } ChestBuilder.ElementsToBuildOnSceneList = ChestsToBuildOnScene;
ChestBuilder.ElementsToBuildOnSceneList = convertedData;
ChestBuilder.BuildList(); ChestBuilder.BuildList();
foreach(ChestBuildModel ChestToBuild in ChestsToBuildOnScene)
{
convertedData.Add(ChestToBuild.MapBuildModelToPrefabAssetModel());
}
DynamicDataList.SetList(convertedData); DynamicDataList.SetList(convertedData);
List<Chest> tmp = new List<Chest>(); List<Chest> tmp = new List<Chest>();
foreach (ChestPrefabAsset asset in ChestBuilder.ElementsToBuildOnSceneList) { tmp.Add(asset.Chest); } foreach (ChestPrefabAsset asset in convertedData) { tmp.Add(asset.Chest); }
UiManager.SetList(tmp); UiManager.SetList(tmp);
} }
@ -118,11 +122,17 @@ public class SceneChestDataManager : SceneBaseDataManager<ChestPrefabAsset>
return; return;
} }
ChestBuilder.ElementsToBuildOnSceneList = DynamicDataList.GetList(); ChestBuilder.ElementsToBuildOnSceneList = ChestsToBuildOnScene; // DynamicDataList.GetList();
ChestBuilder.BuildList(); ChestBuilder.BuildList();
foreach (ChestBuildModel ChestToBuild in ChestsToBuildOnScene)
{
convertedData.Add(ChestToBuild.MapBuildModelToPrefabAssetModel());
}
List<Chest> tmp = new List<Chest>(); List<Chest> tmp = new List<Chest>();
foreach (ChestPrefabAsset asset in ChestBuilder.ElementsToBuildOnSceneList) { tmp.Add(asset.Chest); } foreach (ChestPrefabAsset asset in convertedData) { tmp.Add(asset.Chest); }
UiManager.SetList(tmp); UiManager.SetList(tmp);
} }

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@ -35,7 +35,7 @@ public struct IndexValuePair<V, T>
} }
[System.Serializable] [System.Serializable]
[CreateAssetMenu(fileName = "New Chest", menuName = "Inventory/Chest")] //[CreateAssetMenu(fileName = "New Chest", menuName = "Inventory/Chest")]
public class Chest public class Chest
{ {
public int id; public int id;
@ -68,6 +68,7 @@ public class Chest
public ChestTypeEnum ChestType; public ChestTypeEnum ChestType;
[SerializeField]
public List<IndexValuePair<EquippableItem>> Content = new List<IndexValuePair<EquippableItem>>(); public List<IndexValuePair<EquippableItem>> Content = new List<IndexValuePair<EquippableItem>>();

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@ -0,0 +1,54 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
[Serializable]
public class ChestBuildModel
{
[SerializeField] public string ChestName;
[SerializeField] public GameObject ChestPrefab;
[SerializeField] public Vector3 Position;
[SerializeField] public List<IndexValuePair<Item>> Content;
public ChestPrefabAsset MapBuildModelToPrefabAssetModel()
{
ChestPrefabAsset chestPrefabAsset = new ChestPrefabAsset(
ChestName,
ChestPrefab.gameObject.name,
Position
);
chestPrefabAsset.Chest = new Chest(ChestPrefab.GetComponent<ChestWrapper>().Chest);
Debug.Log(chestPrefabAsset.Chest);
chestPrefabAsset.Chest.Name = ChestName;
Debug.Log(chestPrefabAsset.Chest.Name);
chestPrefabAsset.Chest.Content = new List<IndexValuePair<EquippableItem>>();
foreach (var ChestElement in Content)
{
var castedObject = ChestElement.Value as EquippableItem;
if (castedObject == null)
chestPrefabAsset.Chest.Content.Add(
new IndexValuePair<EquippableItem>(ChestElement.Key, new EquippableItem(ChestElement.Value))
);
else
chestPrefabAsset.Chest.Content.Add(
new IndexValuePair<EquippableItem>(ChestElement.Key, castedObject)
);
}
Debug.Log(chestPrefabAsset.Chest.Content.Count);
Debug.Log(chestPrefabAsset.Chest);
return chestPrefabAsset;
}
}

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@ -0,0 +1,14 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
[Serializable]
class ChestWrapper : MonoBehaviour
{
[SerializeField]
public Chest Chest;
}

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