mirror of
https://github.com/DerTyp7/example-top-down-unity.git
synced 2025-10-29 12:32:09 +01:00
Merge branch 'base-world'
This commit is contained in:
8
Assets/Aseprite Projects.meta
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Assets/Aseprite Projects.meta
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8
Assets/Palettes.meta
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Assets/Palettes.meta
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8
Assets/Palettes/Ground Tiles.meta
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Assets/Palettes/Ground Tiles.meta
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||||
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||||
2484
Assets/Palettes/World Tiles.prefab
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2484
Assets/Palettes/World Tiles.prefab
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7
Assets/Palettes/World Tiles.prefab.meta
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Assets/Palettes/World Tiles.prefab.meta
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||||
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44
Assets/Scripts/Harvestable.cs
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44
Assets/Scripts/Harvestable.cs
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|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// <c>Harvestable</c> represents the base class of all harvestable objects in the scene and inherits of "Interactable.cs"
|
||||
/// </summary>
|
||||
public abstract class Harvestable : Interactable
|
||||
{
|
||||
[Header("Harvestable Properties")]
|
||||
[Tooltip("The time for how long the object needs to be harvested.")]
|
||||
[Range(0.1f, 99.9f)]
|
||||
[SerializeField]
|
||||
float harvestDuration = 3f;
|
||||
|
||||
float harvestTime = 0f;// time for how long the player already "harvested" the object
|
||||
|
||||
/// <summary>
|
||||
/// <c>IncreaseHarvestTime</c> increases the harvestTime by Time.deltaTime.
|
||||
/// <code>harvestTime += Time.deltaTime;</code>
|
||||
/// </summary>
|
||||
public void IncreaseHarvestTime() => harvestTime += Time.deltaTime;
|
||||
|
||||
/// <summary>
|
||||
/// <c>ResetHarvestTime</c><strong> resets the harvestTime to 0f.</strong>
|
||||
/// </summary>
|
||||
public void ResetHarvestTime() => harvestTime = 0f;
|
||||
|
||||
/// <summary>
|
||||
/// <c>GetHarvestTime</c> gets the time for how long the player has already "harvested".
|
||||
/// </summary>
|
||||
/// <returns><strong>A float of the time for how long the player has already "harvested"</strong></returns>
|
||||
public float GetHarvestTime() => harvestTime;
|
||||
|
||||
/// <summary>
|
||||
/// <c>GetHarvestTimeLeft</c> gets the time for how long a player still has to "harvest".
|
||||
/// </summary>
|
||||
/// <returns>A float containig the result of <strong>harvestDuration - harvestTime</strong></returns>
|
||||
public float GetHarvestTimeLeft() => harvestDuration - harvestTime;
|
||||
|
||||
/// <summary>
|
||||
/// <c>GetHarvestDuration</c> gets the time for how long the object needs to be harvested until the interact method triggers.
|
||||
/// </summary>
|
||||
/// <returns><strong>A float of the time for how long the object needs to be harvested until the interact method triggers</strong></returns>
|
||||
public float GetHarvestDuration() => harvestDuration;
|
||||
}
|
||||
11
Assets/Scripts/Harvestable.cs.meta
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Assets/Scripts/Harvestable.cs.meta
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135
Assets/Scripts/Interactable.cs
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135
Assets/Scripts/Interactable.cs
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|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// <c>Interactable</c> represents the base class of all interactable objects in the scene
|
||||
/// </summary>
|
||||
public abstract class Interactable : MonoBehaviour
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// <c>InteractinType</c> is the type of an interaction. So the "PlayerInteractin.cs" can handle the interaction input.
|
||||
///
|
||||
/// <list type="bullet">
|
||||
/// <item>Click: A single click which triggers the Interact Method</item>
|
||||
/// <item>Hold: Holding a until time is reached an then triggers the Interact Method(Time resets if the Player stops holding)</item>
|
||||
/// <item>Harvest: Same as Hold but time does not reset. So the time progress gets saved. Used for class "Harvastable.cs"</item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
public enum InteractionType {
|
||||
Click,
|
||||
Hold,
|
||||
Harvest
|
||||
}
|
||||
[Header("Interactable Properties")]
|
||||
public InteractionType interactionType;
|
||||
|
||||
[Tooltip("The time the player has to hold until the Interact method triggers.")]
|
||||
[Range(0.1f, 99.9f)]
|
||||
[SerializeField]
|
||||
float holdDuration = 1f; // The time the player has to hold until the Interact method triggers
|
||||
float holdTime; // The time for how long the player has already pressed
|
||||
|
||||
// Used to measure the distance between the player and the object
|
||||
Transform playerTransform;
|
||||
Transform interactableTransform;
|
||||
|
||||
[Tooltip("The range in which the player can interact with an object")]
|
||||
[Range(1f, 50f)]
|
||||
[SerializeField]
|
||||
float radius = 3f;
|
||||
|
||||
#region GETTER
|
||||
/// <summary>
|
||||
/// <c>GetDescription</c> gets the description of an interactable object.
|
||||
/// <list type="bullet">
|
||||
/// <item>The description is usally used to display a help text for the player (e.g. "Turn Lights On")</item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
/// <returns><strong>A string containing the description of the interactable object</strong></returns>
|
||||
public abstract string GetDescription();
|
||||
|
||||
/// <summary>
|
||||
/// <c>GetHoldTime</c> gets the time for how long the player has already pressed.
|
||||
/// </summary>
|
||||
/// <returns><strong>A float of the time for how long the player has already pressed</strong></returns>
|
||||
public float GetHoldTime() => holdTime;
|
||||
|
||||
/// <summary>
|
||||
/// <c>GetHoldDuration</c> gets the time the player has to hold until the Interact method triggers.
|
||||
/// </summary>
|
||||
/// <returns><strong>A float of the time the player has to hold until the Interact method triggers</strong></returns>
|
||||
public float GetHoldDuration() => holdDuration;
|
||||
|
||||
/// <summary>
|
||||
/// <c>GetHoldTimeLeft</c> gets the time for how long a player still has to hold.
|
||||
/// </summary>
|
||||
/// <returns>A float containig the result of <strong>holdDuration - holdTime</strong></returns>
|
||||
public float GetHoldTimeLeft() => holdDuration - holdTime;
|
||||
|
||||
/// <summary>
|
||||
/// <c>GetRadius</c> gets the maximum distance of a player is allowed to have in order to interact with an object.
|
||||
/// </summary>
|
||||
/// <returns><strong>A float containing the interaction distance</strong></returns>
|
||||
public float GetRadius() => radius;
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// <c>Interact</c> is the method which gets called when a player start the interaction with an object.
|
||||
///
|
||||
/// <list type="bullet">
|
||||
/// <item>If the player clicks on an object</item>
|
||||
/// <item>If the holdTime is greater or equals the holdDuration</item>
|
||||
/// <item>If the harvestTime is greater or equals the harvestDuration</item>
|
||||
/// </list>
|
||||
///
|
||||
/// It usually gets called in the "PlayerInteraction.cs"
|
||||
/// </summary>
|
||||
public abstract void Interact();
|
||||
|
||||
/// <summary>
|
||||
/// <c>IncreaseHoldTime</c> increases the holdTime by Time.deltaTime.
|
||||
/// <code>holdTime += Time.deltaTime;</code>
|
||||
/// </summary>
|
||||
public void IncreaseHoldTime() => holdTime += Time.deltaTime;
|
||||
|
||||
/// <summary>
|
||||
/// <c>ResetHoldTime</c><strong> resets the holdTime to 0f.</strong>
|
||||
/// </summary>
|
||||
public void ResetHoldTime() => holdTime = 0f;
|
||||
|
||||
/// <summary>
|
||||
/// <c>isInRange</c> checks if the player is in the interaction range of an interactable object.
|
||||
///
|
||||
/// <list type="bullet">
|
||||
/// <item><strong>True</strong>: Player is in range</item>
|
||||
/// <item><strong>False</strong>: Player is NOT in range</item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
|
||||
/// <returns>A bool which says if the player is in the interaction range of an interactable object</returns>
|
||||
public bool isInRange()
|
||||
{
|
||||
playerTransform = GameObject.FindGameObjectWithTag("Player").gameObject.transform; // Maybe singleton later?
|
||||
interactableTransform = gameObject.transform;
|
||||
float distance = Vector2.Distance(interactableTransform.position, playerTransform.position);
|
||||
|
||||
if(distance <= radius)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Show interactable range in editor but NOT IN-GAME
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
// Gizmos are only visible in the scene view -> NOT visible IN-GAME (DEBUG Reasons)
|
||||
Gizmos.color = Color.magenta;
|
||||
Gizmos.DrawWireSphere(transform.position, radius);
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Interactable.cs.meta
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11
Assets/Scripts/Interactable.cs.meta
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11
Assets/Scripts/PlayerController.cs
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11
Assets/Scripts/PlayerController.cs
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@@ -0,0 +1,11 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
// Handles the player input, such as interactions
|
||||
public class PlayerController : MonoBehaviour
|
||||
{
|
||||
void Update()
|
||||
{
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/PlayerController.cs.meta
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11
Assets/Scripts/PlayerController.cs.meta
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@@ -0,0 +1,11 @@
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99
Assets/Scripts/PlayerInteraction.cs
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99
Assets/Scripts/PlayerInteraction.cs
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|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
using UnityEngine.UI;
|
||||
public class PlayerInteraction : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
TextMeshProUGUI interactionText;
|
||||
|
||||
[SerializeField]
|
||||
Image interactionProgressImg;
|
||||
|
||||
void Update()
|
||||
{
|
||||
bool successfulHit = false;
|
||||
RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
|
||||
|
||||
if(hit.collider != null)
|
||||
{
|
||||
Interactable interactable = hit.collider.gameObject.GetComponent<Interactable>();
|
||||
|
||||
if(interactable != null)
|
||||
{
|
||||
// Debug.Log("Target Position: " + hit.collider.gameObject.transform.position);
|
||||
HandleInteraction(interactable);
|
||||
successfulHit = true;
|
||||
HandleInteractionText(interactable);
|
||||
HandleInteractionProgress(interactable);
|
||||
}
|
||||
}
|
||||
|
||||
if (!successfulHit)
|
||||
{
|
||||
interactionText.text = "";
|
||||
interactionProgressImg.fillAmount = 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void HandleInteractionProgress(Interactable interactable)
|
||||
{
|
||||
interactionProgressImg.fillAmount = interactable.GetHoldTime() / interactable.GetHoldDuration();
|
||||
}
|
||||
|
||||
void HandleInteractionText(Interactable interactable)
|
||||
{
|
||||
interactionText.text = interactable.GetDescription();
|
||||
interactionText.transform.position = new Vector3(Input.mousePosition.x + interactionText.rectTransform.sizeDelta.x / 2 + 20, Input.mousePosition.y - 5, Input.mousePosition.z);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <c>HandleInteraction</c> <strong>handles the player interaction based on the Interactable.InteractionType.</strong>
|
||||
/// </summary>
|
||||
/// <param name="interactable"></param>
|
||||
void HandleInteraction(Interactable interactable)
|
||||
{
|
||||
switch (interactable.interactionType)
|
||||
{
|
||||
case Interactable.InteractionType.Click:
|
||||
if (Input.GetButtonDown("Interact") && interactable.isInRange())
|
||||
{
|
||||
interactable.Interact();
|
||||
}
|
||||
break;
|
||||
case Interactable.InteractionType.Hold:
|
||||
if (Input.GetButton("Interact") && interactable.isInRange())
|
||||
{
|
||||
interactable.IncreaseHoldTime();
|
||||
|
||||
if(interactable.GetHoldTime() > interactable.GetHoldDuration())
|
||||
{
|
||||
interactable.Interact();
|
||||
interactable.ResetHoldTime();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
interactable.ResetHoldTime();
|
||||
}
|
||||
break;
|
||||
case Interactable.InteractionType.Harvest:
|
||||
Harvestable harvestable = interactable.GetComponent<Harvestable>();
|
||||
|
||||
if (Input.GetButton("Interact") && interactable.isInRange())
|
||||
{
|
||||
harvestable.IncreaseHarvestTime();
|
||||
|
||||
if (harvestable.GetHarvestTime() >= harvestable.GetHarvestDuration())
|
||||
{
|
||||
harvestable.Interact();
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
throw new System.Exception("Unsupported type of interactable");
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/PlayerInteraction.cs.meta
Normal file
11
Assets/Scripts/PlayerInteraction.cs.meta
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@@ -0,0 +1,11 @@
|
||||
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||||
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|
||||
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|
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||||
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|
||||
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|
||||
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|
||||
userData:
|
||||
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|
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||||
@@ -2,25 +2,37 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
// Handles the player's movement, such as running, walking, sneaking
|
||||
public class PlayerMovement : MonoBehaviour
|
||||
{
|
||||
// Speed multiplier of the movement
|
||||
[SerializeField] float moveSpeed = 5f;
|
||||
|
||||
[SerializeField] Rigidbody2D rb;
|
||||
[SerializeField] Animator animator;
|
||||
|
||||
Rigidbody2D rb;
|
||||
Animator animator;
|
||||
Vector2 movement;
|
||||
private void Update()
|
||||
|
||||
void Start()
|
||||
{
|
||||
rb = GetComponent<Rigidbody2D>();
|
||||
animator = GetComponent<Animator>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
movement.x = Input.GetAxisRaw("Horizontal");
|
||||
movement.y = Input.GetAxisRaw("Vertical");
|
||||
|
||||
// Normalize, so the player is not faster by moving diagonally
|
||||
movement.Normalize();
|
||||
|
||||
animator.SetFloat("Horizontal", movement.x);
|
||||
animator.SetFloat("Vertical", movement.y);
|
||||
animator.SetFloat("Speed", movement.sqrMagnitude);
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (rb != null)
|
||||
{
|
||||
|
||||
22
Assets/Scripts/TestLight.cs
Normal file
22
Assets/Scripts/TestLight.cs
Normal file
@@ -0,0 +1,22 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
public class TestLight : Interactable
|
||||
{
|
||||
[Header("Test Light Properties")]
|
||||
[SerializeField] Color color;
|
||||
[SerializeField] Light2D globalLight;
|
||||
public override string GetDescription()
|
||||
{
|
||||
if (isInRange())
|
||||
return "Turn Light " + gameObject.name;
|
||||
else
|
||||
return "Light switch not in range";
|
||||
}
|
||||
public override void Interact()
|
||||
{
|
||||
globalLight.color = color;
|
||||
Debug.Log("Color set to " + gameObject.name);
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/TestLight.cs.meta
Normal file
11
Assets/Scripts/TestLight.cs.meta
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@@ -0,0 +1,11 @@
|
||||
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||||
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||||
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||||
17
Assets/Scripts/TreeInteraction.cs
Normal file
17
Assets/Scripts/TreeInteraction.cs
Normal file
@@ -0,0 +1,17 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class TreeInteraction : Harvestable
|
||||
{
|
||||
|
||||
public override string GetDescription()
|
||||
{
|
||||
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|
||||
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|
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|
||||
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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e20: 0
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e21: 0
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e22: 1
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e30: 0
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e31: 0
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e32: 0
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m_InstancedGameObject: {fileID: 0}
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m_Flags: 1
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m_ColliderType: 1
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 6d1cb65f0c3f6b94c9632113c269df0e
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NativeFormatImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user