Merge branch 'Resources' into main

This commit is contained in:
DerTyp187
2021-10-01 12:33:43 +02:00
37 changed files with 634 additions and 27 deletions

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@@ -4,9 +4,15 @@ using UnityEngine;
public abstract class Building : MonoBehaviour
{
public string title = "New Building";
public string description = "A cool new building";
public abstract string GetTitle();
public abstract string GetDescription();
public enum BuildingType
{
Housing,
Storage,
Decoration
}
public BuildingType buildingType;
}

View File

@@ -14,6 +14,7 @@ public abstract class BuildingBlueprint : MonoBehaviour
Ray ray;
public abstract void Init();
public abstract void WhileColliding();
public abstract void WhileNotColliding();

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@@ -4,23 +4,29 @@ using UnityEngine;
public class HouseBlueprint : BuildingBlueprint
{
public Material collisionMat;
public Material collisionMat;
public Material blueprintMat;
private Transform houseCube;
public override void Init()
{
//Haus cube ím Obj -> hier wird es benutzt zum material ändern
houseCube = gameObject.transform.Find("HouseCube");
}
public override void WhileColliding()
{
//Wenn es collidet soll der HouseCube IM Object verändert 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;
}
}

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@@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HouseBuildingScript : Building
{
private void Start()
{
title = "House";
description = "A place to live in";
buildingType = BuildingType.Housing;
}
}

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@@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WarehouseBuilding : StorageBuilding
{
private void Start()
{
inventorySpace = 500;
}
}

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@@ -1,18 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HouseBuildingScript : Building
{
[SerializeField] private string title = "House";
[SerializeField] private string description = "A place for people to live in.";
public override string GetTitle()
{
return title;
}
public override string GetDescription()
{
return description;
}
}

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@@ -19,8 +19,6 @@ public class InfoSign : Interactable
public override void Interact()
{
Debug.Log(parentBuilding.GetTitle());
Debug.Log("interact");
}
}

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@@ -0,0 +1,102 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StorageBuilding : Building
{
[SerializeField] private List<Item> inventory = new List<Item>();
public int inventorySpace;
public void Start()
{
buildingType = BuildingType.Storage;
}
public void Add(Item item)
{
if(GetFreeSpace() >= item.count)
{
bool added = false;
//Check if the Item can get stacked
foreach (Item i in inventory)
{
if (i.uuid == item.uuid)
{
i.count += item.count;
added = true;
return;
}
added = false;
}
//If foreach does not work just ADD (List is empty)
if (!added)
{
inventory.Add(item);
}
}
else
{
Debug.Log("Inventory Full");
}
//TODO mach wenn nicht ganz voll, dass dann so viele items added werden wie platz ist
//Sonst wird bei 20 Holz KOMPLETT nein gesagt weil/obowhl 19 Space noch da ist
}
public void Remove(Item item)
{
//Check if the Item can get stacked
foreach (Item i in inventory)
{
if (i.uuid == item.uuid)
{
if(i.count > item.count)
{
i.count -= item.count;
}else if(i.count <= item.count)
{
//!!!Muss eventuell sp<73>ter anders gehandelt werden!!!
inventory.Remove(i); //Wenn du mehr entfernst als im Inventar ist, dann wird das Item einfach komplett removed
}
}
}
}
public int GetCountOfItem(Item item)
{
int count = 0;
foreach(Item i in inventory)
{
if(i.uuid == item.uuid)
{
count += i.count;
}
}
return count;
}
public int GetUsedSpace()
{
int usedSpace = 0;
foreach(Item item in inventory)
{
usedSpace += item.count;
}
return usedSpace;
}
public int GetFreeSpace()
{
return inventorySpace - GetUsedSpace();
}
public List<Item> Getinventory()
{
return inventory;
}
}

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8
Assets/Scripts/NPC.meta Normal file
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@@ -0,0 +1,40 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TerrainGenerator : MonoBehaviour
{
public (float y, bool isTerrain) GetTerrainHit(float x, float z)
{
float y = 0;
bool isTerrain = false;
Vector3 position = new Vector3(x, 50, z);
RaycastHit hit;
if(Physics.Raycast(position, Vector3.down, out hit, Mathf.Infinity))
{
if(hit.transform.tag == "Terrain")
{
Debug.Log("Terrain Hit");
y = hit.point.y;
Debug.Log(hit.point.y);
isTerrain = true;
}
else
{
y = hit.point.y;
}
}
else
{
Debug.Log("Terrain not Hit");
}
return (y, isTerrain);
}
}

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@@ -0,0 +1,35 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ResourceUiTextScript : MonoBehaviour
{
private ResourceManager resourceManager;
private string str = "";
private TMPro.TextMeshProUGUI textResource;
private void Start()
{
resourceManager = GameObject.Find("GameManager").GetComponent<ResourceManager>();
textResource = GetComponent<TMPro.TextMeshProUGUI>();
}
void Update()
{
List<Item> inventory = new List<Item>();
inventory = resourceManager.GetAllResources();
str = "";
foreach(Item i in inventory)
{
if(i != null)
{
str += i.count.ToString() + " " + i.name + "\n";
}
}
textResource.text = str;
}
}

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@@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StoneItem : Item
{
public StoneItem(int c = 1)
{
count = c;
name = "Stone";
uuid = "item_stone";
}
}

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@@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WoodItem : Item
{
public WoodItem(int c = 1)
{
count = c;
name = "Wood";
uuid = "item_wood";
}
}

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@@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class Item
{
public string name = "New Item";
public string uuid = "new_item";
public Sprite icon = null;
public int count = 1;
public Item(int c = 1)
{
count = c;
}
}

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@@ -0,0 +1,72 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ResourceManager: MonoBehaviour
{
[SerializeField] private GameObject[] storageBuildings;
private void Start()
{
storageBuildings = GameObject.FindGameObjectsWithTag("StorageBuilding");
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.K))
{
Item wood = new WoodItem(10);
storageBuildings[0].GetComponent<StorageBuilding>().Add(wood);
}
if (Input.GetKeyDown(KeyCode.I))
{
Item stone = new StoneItem(12);
storageBuildings[0].GetComponent<StorageBuilding>().Add(stone);
}
if (Input.GetKeyDown(KeyCode.L))
{
GetAllResources();
}
}
public List<Item> GetAllResources()
{
List<Item> inventory = new List<Item>();
//F<>r jedes StorageBuilding
foreach(GameObject b in storageBuildings)
{
List<Item> buildingInv = b.GetComponent<StorageBuilding>().Getinventory();
//Add items to already existing item +=
foreach (Item item in buildingInv)
{
foreach(Item i in inventory)
{
if(i.uuid == item.uuid)
{
i.count += item.count;
buildingInv.Remove(item);
}
}
}
//Add den Rest
foreach(Item item in buildingInv)
{
inventory.Add(item);
}
}
/*
Debug.Log(inventory);
Debug.Log(inventory[0].count);
Debug.Log(inventory[1].count);*/
return inventory;
}
}

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@@ -5,18 +5,19 @@ using UnityEngine.UI;
public class TimeTextScript : MonoBehaviour
{
[SerializeField] private GameObject GamerManager;
private GameObject GameManager;
private string timeStr = "";
private Text timeText;
private void Start()
{
GameManager = GameObject.Find("GameManager");
timeText = GetComponent<Text>();
}
void Update()
{
timeStr = GamerManager.GetComponent<TimeManager>().GetTimeString();
timeStr = GameManager.GetComponent<TimeManager>().GetTimeString();
timeText.text = timeStr;
}
}

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@@ -9,6 +9,7 @@ TagManager:
- Building
- Terrain
- Blueprint
- StorageBuilding
layers:
- Default
- TransparentFX