merged mit noah und juilius

This commit is contained in:
DerTyp187
2021-09-25 16:33:18 +02:00
parent 904b534695
commit 935eb3c0be
30 changed files with 8270 additions and 28 deletions

141
Assets/Scripts/Building.cs Normal file
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@@ -0,0 +1,141 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Building : MonoBehaviour
{
[Header("Main-Info")]
[SerializeField] string Title = "Building";
[SerializeField] string Description = "This is a building!";
[SerializeField] int Level = 1;
[SerializeField] int Health = 100;
[Header("Build-Ressources")]
[SerializeField] int Wood = 0;
[SerializeField] int Stone = 0;
[SerializeField] int Clay = 0;
[SerializeField] int Straw = 0;
[Header("Building")]
private Material oldMaterial;
private Color originalColor;
private bool isPlacingBuilding = false;
public int isColliding;
private new Renderer renderer;
// Start is called before the first frame update
void Start() {
BuildingStart();
}
// Update is called once per frame
void Update() {
BuildingUpdate();
}
public void BuildingStart()
{
renderer = GetComponent<Renderer>();
originalColor = renderer.material.color;
}
public void BuildingUpdate()
{
if (!isPlacingBuilding)
{
renderer.material = oldMaterial;
isColliding = 0;
}
if (isColliding > 0)
{
changeMaterialToTransparent(renderer.material);
renderer.material.color = new Color(1, 0, 0, 0.3f);
}
else
{
if (isPlacingBuilding)
{
changeMaterialToTransparent(renderer.material);
renderer.material.color = new Color(0, 0, 1, 0.3f);
}
else
{
GetComponent<Renderer>().material.color = originalColor;
}
}
}
public void setTitle(string newTitle) { // Sets Title for building
Title = newTitle;
}
public string getTitle() { // Returns Title of building
return Title;
}
public void setDescription(string newDescription) { // Sets Description for building
Description = newDescription;
}
public string getDescription() { // Returns Description of building
return Description;
}
public void setHealth(int newHealth) { // Sets Health for building
Health = newHealth;
}
public int getHealth() { // Returns Health of building
return Health;
}
public void setLevel(int newLevel) {
Level = newLevel;
}
public int getLevel() {
return Level;
}
public bool delete() {
// if delete successfully return true else return false
return true;
}
public void isPlacing(bool isCurrentlyPlacing)
{
if (isCurrentlyPlacing)
{
isPlacingBuilding = true;
return;
}
changeMaterialToOpaque(renderer.material);
renderer.material.color = new Color(1, 1, 1, 1);
isPlacingBuilding = false;
}
void OnCollisionEnter(Collision col)
{
isColliding += 1;
}
void OnCollisionExit(Collision col)
{
isColliding -= 1;
}
void changeMaterialToOpaque(Material material)
{
material.SetOverrideTag("RenderType", "");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_ZWrite", 1);
material.DisableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = -1;
}
void changeMaterialToTransparent(Material material)
{
material.SetOverrideTag("RenderType", "Transparent");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetInt("_ZWrite", 0);
material.DisableKeyword("_ALPHATEST_ON");
material.EnableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
}
}

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@@ -0,0 +1,66 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BuildingPlacement : MonoBehaviour
{
TerrainCollider terrainCollider;
public GameObject terrain;
Ray ray;
public float rotation = 0;
[SerializeField] public GameObject building;
[SerializeField] bool isPlacing = false;
private Building currentBuilding;
void Start()
{
currentBuilding = building.GetComponent<Building>();
}
void Update()
{
if (Input.GetButtonDown("Build")) { // Wenn man den Button 'B'
if (isPlacing) { // Wenn man 'B' zum zweiten mal dr<64>ckt
isPlacing = false;
currentBuilding.isColliding = 0;
currentBuilding.isPlacing(false);
building.SetActive(false); // Blueprint wird deaktiviert
}
else { // Wenn man zum ersten mal 'B' dr<64>ckt
building.SetActive(true); // Blueprint wird aktiviert
isPlacing = true;
}
}
if (building.transform != null && isPlacing) {
currentBuilding.isPlacing(true);
getRaycastMousePosition();
rotateObject();
if (Input.GetMouseButtonDown(0) && currentBuilding.isColliding == 0) { // Wenn es nicht Collidiert und man Links Klickt
isPlacing = false;
currentBuilding.isPlacing(false);
Instantiate(building, building.transform.position, building.transform.rotation); // Placed das Gebäude
building.SetActive(false); // Blueprint wird deaktiviert
}
}
}
void getRaycastMousePosition() // Position of Mouse in World-Space
{
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitData;
if (terrain.GetComponent<Collider>().Raycast(ray, out hitData, Mathf.Infinity))
{
building.transform.position = hitData.point;
}
}
void rotateObject()
{
if (Input.GetButtonDown("CounterRotate")) { // If Player presses button 'Left ALT' + 'R'
building.transform.Rotate(0, -10, 0); // Rotates the building counter clockwise
}
else if (Input.GetButtonDown("Rotate")) { // If Player presses button 'R'
building.transform.Rotate(0, 10, 0); // Rotates the building clockwise
}
}
}

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@@ -0,0 +1,11 @@
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@@ -7,11 +7,11 @@ public class EventLog : MonoBehaviour
[Header("Event Log")]
[SerializeField] private GameObject eventObject;
[SerializeField] private Transform parentEventObject;
Vector3 position = new Vector3 (796f, 134f, 0f);
Vector3 position = new Vector3 (Screen.width - 150, 134f, 0f);
[SerializeField] GameObject[] events;
void Start()
{
events = GameObject.FindGameObjectsWithTag("Event");
}
@@ -19,7 +19,7 @@ public class EventLog : MonoBehaviour
void Update()
{
events = GameObject.FindGameObjectsWithTag("Event");
//Debug.Log(events.Length);
if(events.Length < 4)
{
switch (events.Length)
@@ -45,22 +45,22 @@ public class EventLog : MonoBehaviour
switch (events.Length)
{
case 1:
events[0].transform.position = new Vector3(796f, 134f, 0f);
events[0].transform.position = new Vector3(Screen.width - 150, 134f, 0f);
break;
case 2:
events[0].transform.position = new Vector3(796f, 134f, 0f);
events[1].transform.position = new Vector3(796f, 174f, 0f);
events[0].transform.position = new Vector3(Screen.width - 150, 134f, 0f);
events[1].transform.position = new Vector3(Screen.width - 150, 174f, 0f);
break;
case 3:
events[0].transform.position = new Vector3(796f, 134f, 0f);
events[1].transform.position = new Vector3(796f, 174f, 0f);
events[2].transform.position = new Vector3(796f, 214f, 0f);
events[0].transform.position = new Vector3(Screen.width - 150, 134f, 0f);
events[1].transform.position = new Vector3(Screen.width - 150, 174f, 0f);
events[2].transform.position = new Vector3(Screen.width - 150, 214f, 0f);
break;
case 4:
events[0].transform.position = new Vector3(796f, 134f, 0f);
events[1].transform.position = new Vector3(796f, 174f, 0f);
events[2].transform.position = new Vector3(796f, 214f, 0f);
events[3].transform.position = new Vector3(796f, 254f, 0f);
events[0].transform.position = new Vector3(Screen.width - 150, 134f, 0f);
events[1].transform.position = new Vector3(Screen.width - 150, 174f, 0f);
events[2].transform.position = new Vector3(Screen.width - 150, 214f, 0f);
events[3].transform.position = new Vector3(Screen.width - 150, 254f, 0f);
break;
}
}
@@ -72,8 +72,12 @@ public class EventLog : MonoBehaviour
public void CreateEvent(string msg)
{
Instantiate(eventObject, position, Quaternion.identity, parentEventObject);
eventObject.GetComponent<EventScript>().ChangeText(msg);
if(events.Length < 4)
{
Instantiate(eventObject, position, Quaternion.identity, parentEventObject);
eventObject.GetComponent<EventScript>().ChangeText(msg);
}
}
}

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@@ -4,6 +4,7 @@ using UnityEngine;
public class LightSwitch : Interactable
{
public GameObject GameManager;
public Light m_Light;
public bool isOn;
@@ -29,7 +30,16 @@ public class LightSwitch : Interactable
public override void Interact()
{
isOn = !isOn;
Debug.Log("Click Light");
if (isOn) {
GameManager.GetComponent<EventLog>().CreateEvent("Licht2");
}
else
{
GameManager.GetComponent<EventLog>().CreateEvent("Licht1");
}
//Debug.Log("Click Light");
UpdateLight();
}
}

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@@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PathNode
{
private Vector3 position;
public Vector2 index;
private float scoreF;
private float scoreG;
private float scoreH;
public List<PathNode> neigbors;
private PathNode previous;
public PathNode(Vector3 Pos) {
neigbors = new List<PathNode>();
position = Pos;
scoreG = Mathf.Infinity;
scoreF = Mathf.Infinity;
scoreH = Mathf.Infinity;
}
public Vector3 Position { get => position; set => position = value; }
public float Hscore { get => scoreH; set => scoreH = value; }
public float Gscore { get => scoreG; set => scoreG = value; }
public float Fscore { get => scoreF; set => scoreF = value; }
public PathNode Previous { get => previous; set => previous = value; }
}

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230
Assets/Scripts/PathMap.cs Normal file
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@@ -0,0 +1,230 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PathMap : MonoBehaviour
{
private Vector3 position;
private PathNode[,] map;
private GameObject[,] ball;
private int rows = 200;
private int cols = 200;
private float spacing = 1f;
private float height = 0;
private PathNode[] uncheckedNodes;
private List<PathNode> openList;
private List<PathNode> closedList;
private List<PathNode> nextList;
private List<PathNode> path;
void Start()
{
path = new List<PathNode>();
map = new PathNode[1000, 1000];
ball = new GameObject[rows, cols];
openList = new List<PathNode>();
closedList = new List<PathNode>();
nextList = new List<PathNode>();
for (int r = 0; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
PathNode node = new PathNode(new Vector3(r * spacing, height, c * spacing));
node.index = new Vector2(r, c);
map[r, c] = node;
}
}
for (int r = 0; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
AddAllNeighbors(new Vector2(r, c));
}
}
for (int r = 0; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphere.transform.position = map[r, c].Position;
ball[r, c] = sphere;
}
}
QueryNodes(new Vector3(0.7f, 2, 0.7f), new Vector3(2.5f, 0, 2.5f));
}
private void AddAllNeighbors(Vector2 index)
{
if ((int)index.x - 1 >= 0 && (int)index.y - 1 >= 0)
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x - 1, (int)index.y - 1]);
}
if ((int)index.y - 1 >= 0)
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x, (int)index.y - 1]);
}
if ((int)index.x + 1 < rows && (int)index.y - 1 >= 0)
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + 1, (int)index.y - 1]);
}
if ((int)index.x - 1 >= 0)
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x - 1, (int)index.y]);
}
if ((int)index.x + 1 < rows && (int)index.y >= 0)
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + 1, (int)index.y]);
}
if ((int)index.x - 1 >= 0 && (int)index.y + 1 < cols)
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x - 1, (int)index.y + 1]);
}
if ((int)index.y + 1 < cols)
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x, (int)index.y + 1]);
}
if ((int)index.x + 1 < rows && (int)index.y + 1 < cols)
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + 1, (int)index.y + 1]);
}
}
private PathNode FindClosestNode(Vector3 pos)
{
if (pos.x > 0 && pos.x < rows * spacing && pos.z > 0 && pos.z < cols * spacing)
{
//Destroy(ball[Mathf.RoundToInt(pos.x / spacing), Mathf.RoundToInt(pos.z / spacing)]);
return map[Mathf.RoundToInt(pos.x / 2), Mathf.RoundToInt(pos.z / 2)];
}
else
{
return null;
}
}
public void QueryNodes(Vector3 Vstart, Vector3 Vend)
{
bool finished = false;
PathNode start = FindClosestNode(Vstart);
start.Gscore = 0;
PathNode end = map[199, 150];
Debug.Log(end.index);
openList.Add(start);
PathNode current;
Debug.Log(Time.time);
int d = 0;
while (!finished)
{
d++;
if (d > 10000)
{
Debug.Log("Mist");
return;
}
int winner = 0;
for (int i = 0; i < openList.Count; i++)
{
if (openList[i].Fscore < openList[winner].Fscore) winner = i;
}
current = openList[winner];
openList.RemoveAt(winner);
closedList.Add(current);
Destroy(ball[(int)current.index.x, (int)current.index.y]);
if (current != end)
{
foreach (PathNode p in current.neigbors)
{
if (!closedList.Contains(p))
{
float tempG = current.Gscore + heuristic(p.Position, current.Position);
bool newPath = false;
if (openList.Contains(p))
{
if (tempG < p.Gscore)
{
p.Gscore = tempG;
newPath = true;
}
}
else
{
p.Gscore = tempG;
newPath = true;
openList.Add(p);
}
if (newPath)
{
p.Hscore = heuristic(p.Position, end.Position);
p.Fscore = p.Gscore + p.Hscore;
p.Previous = current;
}
}
}
}
else
{
PathNode temp = end;
path.Add(temp);
while (temp.Previous != null)
{
path.Add(temp.Previous);
temp = temp.Previous;
}
Debug.Log(path.Count);
Debug.Log("yeet it finished");
Debug.Log(Time.time);
for (int i = path.Count - 1; i >= 0;i-- )
{
//Debug.Log(path[i].index);
}
finished = true;
}
}
}
private float heuristic(Vector3 pos1, Vector3 pos2)
{
return Vector3.Distance(pos1, pos2);
}
// Update is called once per frame
void Update()
{
}
}

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@@ -10,7 +10,7 @@ public class TimeManager : MonoBehaviour
[Header("TimeManager")]
[SerializeField] private float timePeriod = 0.02f;
public int secondsOfDay = 0;
public int secondsOfDay = 2000;
private void Start()

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@@ -0,0 +1,42 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TimeSwitchBtn: Interactable
{
public GameObject GameManager;
public bool dark;
public override string GetDescription()
{
if (dark)
{
return "Press [E] to skip to <color=red>night</color>.";
}
else
{
return "Press [E] to skip to <color=green>day</color>.";
}
}
public override void Interact()
{
if (dark)
{
GameManager.GetComponent<EventLog>().CreateEvent("Tag!");
GameManager.GetComponent<TimeManager>().secondsOfDay = 0;
}
else
{
GameManager.GetComponent<EventLog>().CreateEvent("Nacht!");
GameManager.GetComponent<TimeManager>().secondsOfDay = 30000;
}
}
}

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