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	started ReReReWork
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| @@ -1209,6 +1252,10 @@ PrefabInstance: | |||||||
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|   | |||||||
| @@ -6,7 +6,11 @@ public abstract class Building : MonoBehaviour | |||||||
| { | { | ||||||
|     public string title = "New Building"; |     public string title = "New Building"; | ||||||
|     public string description = "A cool new building"; |     public string description = "A cool new building"; | ||||||
|  |     public Material blueprintMat; | ||||||
|  |     public Material collisionMat; | ||||||
|  |  | ||||||
|  |  | ||||||
|  |     public abstract void OnStartUp(); | ||||||
|     public enum BuildingType |     public enum BuildingType | ||||||
|     { |     { | ||||||
|         Housing, |         Housing, | ||||||
| @@ -15,4 +19,44 @@ public abstract class Building : MonoBehaviour | |||||||
|     } |     } | ||||||
|      |      | ||||||
|     public BuildingType buildingType; |     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 System.Collections.Generic; | ||||||
| using UnityEngine; | using UnityEngine; | ||||||
|  |  | ||||||
| public abstract class BuildingBlueprint : MonoBehaviour | public class BuildingBlueprint : MonoBehaviour | ||||||
| { | { | ||||||
|     public bool isColliding; |  | ||||||
|     public GameObject constructionPrefab; |  | ||||||
|      |      | ||||||
|     public Material collisionMat; |     public Material collisionMat; | ||||||
|     public Material blueprintMat; |     public Material blueprintMat; | ||||||
|  |  | ||||||
|  |  | ||||||
|     private GameObject terrain; |     private GameObject terrain; | ||||||
|     private Canvas hud; |     private Canvas hud; | ||||||
|  |     private bool isColliding; | ||||||
|  |  | ||||||
|     Ray ray; |     Ray ray; | ||||||
|  |  | ||||||
|     public abstract void Init(); |  | ||||||
|  |  | ||||||
|     public abstract void WhileColliding(); |  | ||||||
|     public abstract void WhileNotColliding(); |  | ||||||
|  |  | ||||||
|     private void Start() |     private void Start() | ||||||
|     { |     { | ||||||
|         hud = GameObject.Find("HUD").GetComponent<Canvas>(); //Get HUD Canvas |         hud = GameObject.Find("HUD").GetComponent<Canvas>(); //Get HUD Canvas | ||||||
|         terrain = GameObject.FindGameObjectWithTag("Terrain"); //Get Terrain |         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 |         hud.enabled = false; //Hide HUD | ||||||
|  |  | ||||||
|         Init(); //Call init callback function for children |  | ||||||
|     } |     } | ||||||
|  |  | ||||||
|     public void Update() |     public void Update() | ||||||
| @@ -44,20 +28,37 @@ public abstract class BuildingBlueprint : MonoBehaviour | |||||||
|         FollowMouse(); |         FollowMouse(); | ||||||
|         Rotate(); |         Rotate(); | ||||||
|  |  | ||||||
|         //Collinding Callbacks |         //COLLISION | ||||||
|         if (isColliding) |         if (isColliding) | ||||||
|         { |         { | ||||||
|             WhileColliding(); |             MeshRenderer[] mr = gameObject.GetComponent<Building>().FindChildByTag("Blueprint").GetComponentsInChildren<MeshRenderer>(); | ||||||
|  |             foreach (MeshRenderer r in mr) | ||||||
|  |             { | ||||||
|  |                 r.material = collisionMat; | ||||||
|  |             } | ||||||
|  |              | ||||||
|         } |         } | ||||||
|         else |         else | ||||||
|         { |         { | ||||||
|             WhileNotColliding(); |             MeshRenderer[] mr = gameObject.GetComponent<Building>().FindChildByTag("Blueprint").GetComponentsInChildren<MeshRenderer>(); | ||||||
|  |             foreach (MeshRenderer r in mr) | ||||||
|  |             { | ||||||
|  |                 r.material = blueprintMat; | ||||||
|             } |             } | ||||||
|  |         } | ||||||
|  |  | ||||||
|  |  | ||||||
|         //PLACE |         //PLACE | ||||||
|         if (Input.GetMouseButtonDown(0) && !isColliding) |         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 |     //Collision | ||||||
|     public void OnCollisionEnter(Collision c) |     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 @@ | |||||||
| fileFormatVersion: 2 |  | ||||||
| guid: 6d49e2868fa536c4fac8ec278501f38b |  | ||||||
| MonoImporter: |  | ||||||
|   externalObjects: {} |  | ||||||
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| @@ -4,7 +4,7 @@ using UnityEngine; | |||||||
|  |  | ||||||
| public class HouseBuildingScript : Building | public class HouseBuildingScript : Building | ||||||
| { | { | ||||||
|     private void Start() |     public override void OnStartUp() | ||||||
|     { |     { | ||||||
|         title = "House"; |         title = "House"; | ||||||
|         description = "A place to live in"; |         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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|  | guid: bfe47c8c98918254086591539306d4fa | ||||||
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| @@ -7,7 +7,10 @@ public class StorageBuilding : Building | |||||||
|     [SerializeField] private List<Item> inventory = new List<Item>(); |     [SerializeField] private List<Item> inventory = new List<Item>(); | ||||||
|     public int inventorySpace; |     public int inventorySpace; | ||||||
|  |  | ||||||
|  |     public override void OnStartUp() | ||||||
|  |     { | ||||||
|       |       | ||||||
|  |     } | ||||||
|  |  | ||||||
|     public void Awake() |     public void Awake() | ||||||
|     { |     { | ||||||
|   | |||||||
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