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https://github.com/DerTyp7/fps-citybuild-unity.git
synced 2025-10-29 20:22:08 +01:00
Added Warehouse
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@@ -6,7 +6,10 @@ public abstract 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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@@ -3,7 +3,10 @@ guid: 76f9b3b57e22ab047b8f95bcb552289a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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defaultReferences:
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- constructionPrefab: {instanceID: 0}
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- collisionMat: {fileID: 2100000, guid: a1e8fb1ea637c0e45bed70dd7d1feaab, type: 2}
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- blueprintMat: {fileID: 2100000, guid: 78d3985cb7b88204b930cd05567c0c61, type: 2}
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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@@ -5,8 +5,7 @@ using UnityEngine;
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public class HouseBlueprint : BuildingBlueprint
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{
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public Material collisionMat;
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public Material blueprintMat;
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private Transform houseCube;
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@@ -4,8 +4,6 @@ using UnityEngine;
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public class HouseConstruction : BuildingConstruction
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{
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private GameObject gameManager;
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[Header("Needed Resources")]
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[SerializeField] private int neededWood = 10;
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@@ -0,0 +1,34 @@
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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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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: c08df78a8e2e51d4c80019a27fc2cc5c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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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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@@ -7,6 +7,8 @@ public class WarehouseBuilding : StorageBuilding
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private void Start()
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{
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title = "Warehouse";
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description = "A place to store your resources";
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inventorySpace = 500;
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}
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@@ -0,0 +1,25 @@
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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 WarehouseConstruction : BuildingConstruction
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{
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[Header("Needed Resources")]
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[SerializeField] private int neededWood = 10;
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[Header("Having Resources")]
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[SerializeField] private int havingWood = 0;
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public override void Init()
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{
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}
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public override bool CheckForResources()
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{
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if (havingWood == neededWood)
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{
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return true;
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}
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return false;
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: c290e17b16e818841aabd5083a3475db
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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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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@@ -7,9 +7,12 @@ public class StorageBuilding : Building
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[SerializeField] private List<Item> inventory = new List<Item>();
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public int inventorySpace;
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public void Start()
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public void Awake()
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{
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buildingType = BuildingType.Storage;
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}
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public void Add(Item item)
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{
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