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	started ReReReWork
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|   | ||||
| @@ -6,13 +6,57 @@ public abstract class Building : MonoBehaviour | ||||
| { | ||||
|     public string title = "New Building"; | ||||
|     public string description = "A cool new building"; | ||||
|     public Material blueprintMat; | ||||
|     public Material collisionMat; | ||||
|  | ||||
|  | ||||
|     public abstract void OnStartUp(); | ||||
|     public enum BuildingType | ||||
|     { | ||||
|         Housing, | ||||
|         Storage, | ||||
|         Decoration | ||||
|     } | ||||
|  | ||||
|      | ||||
|     public BuildingType buildingType; | ||||
|  | ||||
|     private void Start() | ||||
|     { | ||||
|         gameObject.AddComponent<BuildingBlueprint>(); | ||||
|  | ||||
|         gameObject.GetComponent<BuildingBlueprint>().blueprintMat = blueprintMat; | ||||
|         gameObject.GetComponent<BuildingBlueprint>().collisionMat = collisionMat; | ||||
|  | ||||
|         FindChildByTag("Building").SetActive(false); | ||||
|         FindChildByTag("Blueprint").SetActive(true); | ||||
|  | ||||
|         OnStartUp(); | ||||
|     } | ||||
|  | ||||
|     public void EndBlueprint(bool place = false) | ||||
|     { | ||||
|         if (place) | ||||
|         { | ||||
|             FindChildByTag("Blueprint").SetActive(false); | ||||
|             FindChildByTag("Building").SetActive(true); | ||||
|             Destroy(gameObject.GetComponent<BuildingBlueprint>()); | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             Destroy(gameObject); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     public GameObject FindChildByTag(string tag) | ||||
|     { | ||||
|         foreach(Transform child in gameObject.transform) | ||||
|         { | ||||
|             if(child.tag == tag) | ||||
|             { | ||||
|                 return child.gameObject; | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         return null; | ||||
|     } | ||||
| } | ||||
|   | ||||
| @@ -2,41 +2,25 @@ using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public abstract class BuildingBlueprint : MonoBehaviour | ||||
| public class BuildingBlueprint : MonoBehaviour | ||||
| { | ||||
|     public bool isColliding; | ||||
|     public GameObject constructionPrefab; | ||||
|  | ||||
|      | ||||
|     public Material collisionMat; | ||||
|     public Material blueprintMat; | ||||
|  | ||||
|  | ||||
|     private GameObject terrain; | ||||
|     private Canvas hud; | ||||
|     private bool isColliding; | ||||
|  | ||||
|     Ray ray; | ||||
|  | ||||
|     public abstract void Init(); | ||||
|  | ||||
|     public abstract void WhileColliding(); | ||||
|     public abstract void WhileNotColliding(); | ||||
|  | ||||
|     private void Start() | ||||
|     { | ||||
|         hud = GameObject.Find("HUD").GetComponent<Canvas>(); //Get HUD Canvas | ||||
|         terrain = GameObject.FindGameObjectWithTag("Terrain"); //Get Terrain | ||||
|  | ||||
|         //Bug Fix Blueprints already existing | ||||
|         //Delete/CleanUp all objs with tag "Blueprint" | ||||
|         GameObject[] blueprints = GameObject.FindGameObjectsWithTag("Blueprint"); | ||||
|         foreach (GameObject blueprint in blueprints) | ||||
|             Destroy(blueprint); | ||||
|  | ||||
|    | ||||
|         gameObject.tag = "Blueprint"; //Give Gameobject the tag "Blueprint" (after deleting all objs with this tag) | ||||
|  | ||||
|         hud.enabled = false; //Hide HUD | ||||
|  | ||||
|         Init(); //Call init callback function for children | ||||
|     } | ||||
|  | ||||
|     public void Update() | ||||
| @@ -44,20 +28,37 @@ public abstract class BuildingBlueprint : MonoBehaviour | ||||
|         FollowMouse(); | ||||
|         Rotate(); | ||||
|  | ||||
|         //Collinding Callbacks | ||||
|         //COLLISION | ||||
|         if (isColliding) | ||||
|         {             | ||||
|             WhileColliding(); | ||||
|         { | ||||
|             MeshRenderer[] mr = gameObject.GetComponent<Building>().FindChildByTag("Blueprint").GetComponentsInChildren<MeshRenderer>(); | ||||
|             foreach (MeshRenderer r in mr) | ||||
|             { | ||||
|                 r.material = collisionMat; | ||||
|             } | ||||
|              | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             WhileNotColliding(); | ||||
|             MeshRenderer[] mr = gameObject.GetComponent<Building>().FindChildByTag("Blueprint").GetComponentsInChildren<MeshRenderer>(); | ||||
|             foreach (MeshRenderer r in mr) | ||||
|             { | ||||
|                 r.material = blueprintMat; | ||||
|             } | ||||
|         } | ||||
|  | ||||
|  | ||||
|         //PLACE | ||||
|         if (Input.GetMouseButtonDown(0) && !isColliding) | ||||
|         { | ||||
|             Place(); | ||||
|             gameObject.GetComponent<Building>().EndBlueprint(true); | ||||
|             hud.enabled = true; | ||||
|         } | ||||
|  | ||||
|         if (Input.GetButtonDown("Build")) | ||||
|         { | ||||
|             gameObject.GetComponent<Building>().EndBlueprint(false); | ||||
|             hud.enabled = true; | ||||
|         } | ||||
|     } | ||||
|  | ||||
| @@ -108,13 +109,6 @@ public abstract class BuildingBlueprint : MonoBehaviour | ||||
|  | ||||
|         } | ||||
|     } | ||||
|     void Place() | ||||
|     { | ||||
|         Instantiate(constructionPrefab, transform.position, transform.rotation); | ||||
|         Destroy(this.gameObject); | ||||
|         hud.enabled = true; | ||||
|     } | ||||
|  | ||||
|  | ||||
|     //Collision | ||||
|     public void OnCollisionEnter(Collision c) | ||||
|   | ||||
| @@ -1,31 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class HouseBlueprint : BuildingBlueprint | ||||
| { | ||||
|      | ||||
|      | ||||
|  | ||||
|  | ||||
|     private Transform houseCube; | ||||
|  | ||||
|     public override void Init() | ||||
|     { | ||||
|         //Haus cube <20>m Obj -> hier wird es benutzt zum material <20>ndern | ||||
|         houseCube = gameObject.transform.Find("HouseCube"); | ||||
|     } | ||||
|  | ||||
|     public override void WhileColliding() | ||||
|     {         | ||||
|         //Wenn es collidet soll der HouseCube IM Object ver<65>ndert werden! | ||||
|         //Das ist bei jedem Building anders | ||||
|         houseCube.GetComponent<MeshRenderer>().material = collisionMat; | ||||
|     } | ||||
|  | ||||
|     public override void WhileNotColliding() | ||||
|     { | ||||
|         //Das selbe wie bei "WhileColliding" | ||||
|         houseCube.GetComponent<MeshRenderer>().material = blueprintMat; | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
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| @@ -4,7 +4,7 @@ using UnityEngine; | ||||
|  | ||||
| public class HouseBuildingScript : Building | ||||
| { | ||||
|     private void Start() | ||||
|     public override void OnStartUp() | ||||
|     { | ||||
|         title = "House"; | ||||
|         description = "A place to live in"; | ||||
|   | ||||
| @@ -1,34 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class WarehouseBlueprint : BuildingBlueprint | ||||
| { | ||||
|     private MeshRenderer[] childrenMeshRenderer; | ||||
|  | ||||
|     public override void Init() | ||||
|     { | ||||
|         //Haus cube <20>m Obj -> hier wird es benutzt zum material <20>ndern | ||||
|         childrenMeshRenderer = gameObject.GetComponentsInChildren<MeshRenderer>(); | ||||
|     } | ||||
|  | ||||
|     public override void WhileColliding() | ||||
|     { | ||||
|         //Wenn es collidet soll der HouseCube IM Object ver<65>ndert werden! | ||||
|         //Das ist bei jedem Building anders | ||||
|         foreach(MeshRenderer r in childrenMeshRenderer) | ||||
|         { | ||||
|             r.material = collisionMat; | ||||
|         } | ||||
|          | ||||
|     } | ||||
|  | ||||
|     public override void WhileNotColliding() | ||||
|     { | ||||
|         //Das selbe wie bei "WhileColliding" | ||||
|         foreach (MeshRenderer r in childrenMeshRenderer) | ||||
|         { | ||||
|             r.material = blueprintMat; | ||||
|         } | ||||
|     } | ||||
| } | ||||
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										7
									
								
								Assets/Scripts/Building/TestHouse.prefab.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										7
									
								
								Assets/Scripts/Building/TestHouse.prefab.meta
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,7 @@ | ||||
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| @@ -7,7 +7,10 @@ public class StorageBuilding : Building | ||||
|     [SerializeField] private List<Item> inventory = new List<Item>(); | ||||
|     public int inventorySpace; | ||||
|  | ||||
|  | ||||
|     public override void OnStartUp() | ||||
|     { | ||||
|       | ||||
|     } | ||||
|  | ||||
|     public void Awake() | ||||
|     { | ||||
|   | ||||
		Reference in New Issue
	
	Block a user
	 DerTyp187
					DerTyp187