mirror of
https://github.com/DerTyp7/fps-citybuild-unity.git
synced 2025-10-30 12:37:08 +01:00
Building Rework
This commit is contained in:
8
Assets/Buildings.meta
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8
Assets/Buildings.meta
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m_Name: House
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title: House
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description: A place for people to live in.
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buildingType: 0
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50
Assets/Buildings/Prefabs/House.prefab
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50
Assets/Buildings/Prefabs/House.prefab
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%YAML 1.1
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m_LocalPosition: {x: 51.932487, y: -38.20021, z: 101.11867}
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title: New Building
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description: A cool new building
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buildingPrefab: {fileID: 5179206290616997027, guid: 613866d46c759a848b2a462973745a74, type: 3}
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buildingType: 0
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m_Name: HouseBlueprint
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m_TagString: Building
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39
Assets/Buildings/Scripts/Building.cs
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39
Assets/Buildings/Scripts/Building.cs
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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 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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[SerializeField] private GameObject buildingPrefab;
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[SerializeField] private GameObject blueprintPrefab;
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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 blueprint = Instantiate<GameObject>(blueprintPrefab);
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blueprint.transform.parent = gameObject.transform;
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OnStartUp();
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}
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public void Place(Transform t)
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{
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GameObject building = Instantiate<GameObject>(buildingPrefab);
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building.transform.position = t.position;
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building.transform.rotation = t.rotation;
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building.transform.parent = gameObject.transform;
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}
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}
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@@ -32,7 +32,7 @@ public class BuildingBlueprint : MonoBehaviour
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if (isColliding)
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if (isColliding)
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{
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{
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Debug.Log("Collision");
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Debug.Log("Collision");
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MeshRenderer[] mr = gameObject.GetComponent<Building>().FindChildByTag("Blueprint").GetComponentsInChildren<MeshRenderer>();
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MeshRenderer[] mr = gameObject.GetComponentsInChildren<MeshRenderer>();
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foreach (MeshRenderer r in mr)
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foreach (MeshRenderer r in mr)
|
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{
|
{
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r.material = collisionMat;
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r.material = collisionMat;
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@@ -41,7 +41,7 @@ public class BuildingBlueprint : MonoBehaviour
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}
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}
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else
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else
|
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{
|
{
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MeshRenderer[] mr = gameObject.GetComponent<Building>().FindChildByTag("Blueprint").GetComponentsInChildren<MeshRenderer>();
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MeshRenderer[] mr = gameObject.GetComponentsInChildren<MeshRenderer>();
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foreach (MeshRenderer r in mr)
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foreach (MeshRenderer r in mr)
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{
|
{
|
||||||
r.material = blueprintMat;
|
r.material = blueprintMat;
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@@ -52,14 +52,16 @@ public class BuildingBlueprint : MonoBehaviour
|
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//PLACE
|
//PLACE
|
||||||
if (Input.GetMouseButtonDown(0) && !isColliding)
|
if (Input.GetMouseButtonDown(0) && !isColliding)
|
||||||
{
|
{
|
||||||
gameObject.GetComponent<Building>().EndBlueprint(true);
|
gameObject.transform.parent.gameObject.GetComponent<Building>().Place(transform);
|
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hud.enabled = true;
|
hud.enabled = true;
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||||||
|
Destroy(gameObject);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Input.GetButtonDown("Build"))
|
if (Input.GetButtonDown("Build"))
|
||||||
{
|
{
|
||||||
gameObject.GetComponent<Building>().EndBlueprint(false);
|
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||||||
hud.enabled = true;
|
hud.enabled = true;
|
||||||
|
Destroy(gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -114,17 +116,27 @@ public class BuildingBlueprint : MonoBehaviour
|
|||||||
//Collision
|
//Collision
|
||||||
public void OnTriggerEnter(Collider other)
|
public void OnTriggerEnter(Collider other)
|
||||||
{
|
{
|
||||||
isColliding = true;
|
if(!(other.transform.tag == "Terrain"))
|
||||||
|
{
|
||||||
|
isColliding = true;
|
||||||
|
}
|
||||||
|
|
||||||
Debug.Log("Colliding True");
|
Debug.Log("Colliding True");
|
||||||
}
|
}
|
||||||
public void OnTriggerStay(Collider other)
|
public void OnTriggerStay(Collider other)
|
||||||
{
|
{
|
||||||
isColliding = true;
|
if (!(other.transform.tag == "Terrain"))
|
||||||
|
{
|
||||||
|
isColliding = true;
|
||||||
|
}
|
||||||
Debug.Log("Colliding True");
|
Debug.Log("Colliding True");
|
||||||
}
|
}
|
||||||
public void OnTriggerExit(Collider other)
|
public void OnTriggerExit(Collider other)
|
||||||
{
|
{
|
||||||
isColliding = false;
|
if (!(other.transform.tag == "Terrain"))
|
||||||
|
{
|
||||||
|
isColliding = false;
|
||||||
|
}
|
||||||
Debug.Log("Colliding False");
|
Debug.Log("Colliding False");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,62 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public abstract class Building : MonoBehaviour
|
|
||||||
{
|
|
||||||
public string title = "New Building";
|
|
||||||
public string description = "A cool new building";
|
|
||||||
public Material blueprintMat;
|
|
||||||
public Material collisionMat;
|
|
||||||
|
|
||||||
|
|
||||||
public abstract void OnStartUp();
|
|
||||||
public enum BuildingType
|
|
||||||
{
|
|
||||||
Housing,
|
|
||||||
Storage,
|
|
||||||
Decoration
|
|
||||||
}
|
|
||||||
|
|
||||||
public BuildingType buildingType;
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
gameObject.AddComponent<BuildingBlueprint>();
|
|
||||||
|
|
||||||
gameObject.GetComponent<BuildingBlueprint>().blueprintMat = blueprintMat;
|
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||||||
gameObject.GetComponent<BuildingBlueprint>().collisionMat = collisionMat;
|
|
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|
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|
|
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|
|
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OnStartUp();
|
|
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}
|
|
||||||
|
|
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public void EndBlueprint(bool place = false)
|
|
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{
|
|
||||||
if (place)
|
|
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{
|
|
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FindChildByTag("Blueprint").SetActive(false);
|
|
||||||
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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{
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if(child.tag == tag)
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return child.gameObject;
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return null;
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Reference in New Issue
Block a user