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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@@ -6,13 +6,57 @@ public abstract class Building : MonoBehaviour
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{
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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 Material blueprintMat;
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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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{
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Housing,
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Storage,
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Decoration
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}
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public BuildingType buildingType;
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private void Start()
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{
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gameObject.AddComponent<BuildingBlueprint>();
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gameObject.GetComponent<BuildingBlueprint>().blueprintMat = blueprintMat;
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gameObject.GetComponent<BuildingBlueprint>().collisionMat = collisionMat;
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FindChildByTag("Building").SetActive(false);
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FindChildByTag("Blueprint").SetActive(true);
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OnStartUp();
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}
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public void EndBlueprint(bool place = false)
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{
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if (place)
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{
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FindChildByTag("Blueprint").SetActive(false);
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FindChildByTag("Building").SetActive(true);
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Destroy(gameObject.GetComponent<BuildingBlueprint>());
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}
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else
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{
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Destroy(gameObject);
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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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foreach(Transform child in gameObject.transform)
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if(child.tag == tag)
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}
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return null;
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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 UnityEngine;
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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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public Material collisionMat;
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public Material blueprintMat;
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private GameObject terrain;
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private Canvas hud;
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private bool isColliding;
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Ray ray;
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public abstract void Init();
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public abstract void WhileColliding();
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public abstract void WhileNotColliding();
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private void Start()
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{
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hud = GameObject.Find("HUD").GetComponent<Canvas>(); //Get HUD Canvas
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terrain = GameObject.FindGameObjectWithTag("Terrain"); //Get Terrain
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//Bug Fix Blueprints already existing
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//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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gameObject.tag = "Blueprint"; //Give Gameobject the tag "Blueprint" (after deleting all objs with this tag)
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hud.enabled = false; //Hide HUD
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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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@@ -44,20 +28,37 @@ public abstract class BuildingBlueprint : MonoBehaviour
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FollowMouse();
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Rotate();
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|
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//Collinding Callbacks
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//COLLISION
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if (isColliding)
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{
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WhileColliding();
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{
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MeshRenderer[] mr = gameObject.GetComponent<Building>().FindChildByTag("Blueprint").GetComponentsInChildren<MeshRenderer>();
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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
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{
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WhileNotColliding();
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MeshRenderer[] mr = gameObject.GetComponent<Building>().FindChildByTag("Blueprint").GetComponentsInChildren<MeshRenderer>();
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foreach (MeshRenderer r in mr)
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{
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r.material = blueprintMat;
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}
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}
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//PLACE
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if (Input.GetMouseButtonDown(0) && !isColliding)
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{
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Place();
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gameObject.GetComponent<Building>().EndBlueprint(true);
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hud.enabled = true;
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}
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if (Input.GetButtonDown("Build"))
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{
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hud.enabled = true;
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}
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}
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@@ -108,13 +109,6 @@ public abstract class BuildingBlueprint : MonoBehaviour
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}
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}
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void Place()
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{
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Instantiate(constructionPrefab, transform.position, transform.rotation);
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Destroy(this.gameObject);
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hud.enabled = true;
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}
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//Collision
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public void OnCollisionEnter(Collision c)
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@@ -1,31 +0,0 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
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using UnityEngine;
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public class HouseBlueprint : BuildingBlueprint
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{
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private Transform houseCube;
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public override void Init()
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{
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//Haus cube <20>m Obj -> hier wird es benutzt zum material <20>ndern
|
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houseCube = gameObject.transform.Find("HouseCube");
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}
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public override void WhileColliding()
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{
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//Wenn es collidet soll der HouseCube IM Object ver<65>ndert werden!
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//Das ist bei jedem Building anders
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houseCube.GetComponent<MeshRenderer>().material = collisionMat;
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}
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public override void WhileNotColliding()
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{
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//Das selbe wie bei "WhileColliding"
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houseCube.GetComponent<MeshRenderer>().material = blueprintMat;
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}
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}
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@@ -4,7 +4,7 @@ using UnityEngine;
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public class HouseBuildingScript : Building
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{
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private void Start()
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public override void OnStartUp()
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{
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title = "House";
|
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description = "A place to live in";
|
||||
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@@ -1,34 +0,0 @@
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using System.Collections;
|
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using System.Collections.Generic;
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using UnityEngine;
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public class WarehouseBlueprint : BuildingBlueprint
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{
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private MeshRenderer[] childrenMeshRenderer;
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public override void Init()
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{
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//Haus cube <20>m Obj -> hier wird es benutzt zum material <20>ndern
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childrenMeshRenderer = gameObject.GetComponentsInChildren<MeshRenderer>();
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}
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public override void WhileColliding()
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{
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//Wenn es collidet soll der HouseCube IM Object ver<65>ndert werden!
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//Das ist bei jedem Building anders
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foreach(MeshRenderer r in childrenMeshRenderer)
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{
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r.material = collisionMat;
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}
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}
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public override void WhileNotColliding()
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{
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//Das selbe wie bei "WhileColliding"
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foreach (MeshRenderer r in childrenMeshRenderer)
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{
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r.material = blueprintMat;
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503
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503
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Reference in New Issue
Block a user