mirror of
https://github.com/DerTyp7/fps-citybuild-unity.git
synced 2025-10-30 12:37:08 +01:00
started ReReReWork
This commit is contained in:
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propertyPath: terrain
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propertyPath: terrain
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value:
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@@ -6,13 +6,57 @@ public abstract class Building : MonoBehaviour
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{
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{
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||||||
public string title = "New Building";
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public string title = "New Building";
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||||||
public string description = "A cool new building";
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public string description = "A cool new building";
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public Material blueprintMat;
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||||||
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public Material collisionMat;
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public abstract void OnStartUp();
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public enum BuildingType
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public enum BuildingType
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{
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{
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Housing,
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Housing,
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Storage,
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Storage,
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Decoration
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Decoration
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||||||
}
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}
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||||||
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||||||
public BuildingType buildingType;
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public BuildingType buildingType;
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||||||
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||||||
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private void Start()
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{
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gameObject.AddComponent<BuildingBlueprint>();
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||||||
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||||||
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gameObject.GetComponent<BuildingBlueprint>().blueprintMat = blueprintMat;
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||||||
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gameObject.GetComponent<BuildingBlueprint>().collisionMat = collisionMat;
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||||||
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||||||
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FindChildByTag("Building").SetActive(false);
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||||||
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FindChildByTag("Blueprint").SetActive(true);
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||||||
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||||||
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OnStartUp();
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||||||
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}
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||||||
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||||||
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public void EndBlueprint(bool place = false)
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||||||
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{
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||||||
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if (place)
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||||||
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{
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||||||
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FindChildByTag("Blueprint").SetActive(false);
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||||||
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FindChildByTag("Building").SetActive(true);
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Destroy(gameObject.GetComponent<BuildingBlueprint>());
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||||||
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}
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else
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||||||
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{
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Destroy(gameObject);
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}
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||||||
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}
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||||||
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||||||
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public GameObject FindChildByTag(string tag)
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||||||
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{
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foreach(Transform child in gameObject.transform)
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{
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if(child.tag == tag)
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{
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return child.gameObject;
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}
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}
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return null;
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}
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}
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}
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||||||
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|||||||
@@ -2,41 +2,25 @@ using System.Collections;
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|||||||
using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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||||||
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||||||
public abstract class BuildingBlueprint : MonoBehaviour
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public class BuildingBlueprint : MonoBehaviour
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||||||
{
|
{
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||||||
public bool isColliding;
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||||||
public GameObject constructionPrefab;
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||||||
|
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||||||
public Material collisionMat;
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public Material collisionMat;
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||||||
public Material blueprintMat;
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public Material blueprintMat;
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||||||
|
|
||||||
|
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||||||
private GameObject terrain;
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private GameObject terrain;
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||||||
private Canvas hud;
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private Canvas hud;
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||||||
|
private bool isColliding;
|
||||||
|
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||||||
Ray ray;
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Ray ray;
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||||||
|
|
||||||
public abstract void Init();
|
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||||||
|
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||||||
public abstract void WhileColliding();
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||||||
public abstract void WhileNotColliding();
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||||||
|
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||||||
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"
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|
||||||
GameObject[] blueprints = GameObject.FindGameObjectsWithTag("Blueprint");
|
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||||||
foreach (GameObject blueprint in blueprints)
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||||||
Destroy(blueprint);
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||||||
|
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||||||
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||||||
gameObject.tag = "Blueprint"; //Give Gameobject the tag "Blueprint" (after deleting all objs with this tag)
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||||||
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||||||
hud.enabled = false; //Hide HUD
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hud.enabled = false; //Hide HUD
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||||||
|
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||||||
Init(); //Call init callback function for children
|
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||||||
}
|
}
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||||||
|
|
||||||
public void Update()
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public void Update()
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||||||
@@ -44,20 +28,37 @@ public abstract class BuildingBlueprint : MonoBehaviour
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|||||||
FollowMouse();
|
FollowMouse();
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||||||
Rotate();
|
Rotate();
|
||||||
|
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||||||
//Collinding Callbacks
|
//COLLISION
|
||||||
if (isColliding)
|
if (isColliding)
|
||||||
{
|
{
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||||||
WhileColliding();
|
MeshRenderer[] mr = gameObject.GetComponent<Building>().FindChildByTag("Blueprint").GetComponentsInChildren<MeshRenderer>();
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||||||
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foreach (MeshRenderer r in mr)
|
||||||
|
{
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||||||
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r.material = collisionMat;
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||||||
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}
|
||||||
|
|
||||||
}
|
}
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||||||
else
|
else
|
||||||
{
|
{
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||||||
WhileNotColliding();
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MeshRenderer[] mr = gameObject.GetComponent<Building>().FindChildByTag("Blueprint").GetComponentsInChildren<MeshRenderer>();
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||||||
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foreach (MeshRenderer r in mr)
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||||||
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{
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||||||
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r.material = blueprintMat;
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||||||
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}
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||||||
}
|
}
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||||||
|
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||||||
|
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||||||
//PLACE
|
//PLACE
|
||||||
if (Input.GetMouseButtonDown(0) && !isColliding)
|
if (Input.GetMouseButtonDown(0) && !isColliding)
|
||||||
{
|
{
|
||||||
Place();
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gameObject.GetComponent<Building>().EndBlueprint(true);
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||||||
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hud.enabled = true;
|
||||||
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}
|
||||||
|
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||||||
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if (Input.GetButtonDown("Build"))
|
||||||
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{
|
||||||
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gameObject.GetComponent<Building>().EndBlueprint(false);
|
||||||
|
hud.enabled = true;
|
||||||
}
|
}
|
||||||
}
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}
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||||||
|
|
||||||
@@ -108,13 +109,6 @@ public abstract class BuildingBlueprint : MonoBehaviour
|
|||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
void Place()
|
|
||||||
{
|
|
||||||
Instantiate(constructionPrefab, transform.position, transform.rotation);
|
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||||||
Destroy(this.gameObject);
|
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||||||
hud.enabled = true;
|
|
||||||
}
|
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||||||
|
|
||||||
|
|
||||||
//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
|
|
||||||
{
|
|
||||||
|
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||||||
|
|
||||||
|
|
||||||
|
|
||||||
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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fileFormatVersion: 2
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guid: 6d49e2868fa536c4fac8ec278501f38b
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MonoImporter:
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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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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}
|
|
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}
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503
Assets/Scripts/Building/TestHouse.prefab
Normal file
503
Assets/Scripts/Building/TestHouse.prefab
Normal file
@@ -0,0 +1,503 @@
|
|||||||
|
%YAML 1.1
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|
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7
Assets/Scripts/Building/TestHouse.prefab.meta
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7
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@@ -7,7 +7,10 @@ public class StorageBuilding : Building
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[SerializeField] private List<Item> inventory = new List<Item>();
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{
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}
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public void Awake()
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{
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{
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Reference in New Issue
Block a user