Merge remote-tracking branch 'origin/develop' into develop

# Conflicts:
#	Assets/Scripts/TileBehaviour.cs
This commit is contained in:
j-weissen 2022-06-03 08:20:17 +02:00
commit 0ffbb31b39
17 changed files with 1009 additions and 246 deletions

View file

@ -76,7 +76,7 @@ SpriteRenderer:
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View file

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View file

@ -1,15 +1,17 @@
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
public class HouseController : MonoBehaviour {
private int dayCount = 0;
private int dayCount = 1;
private static UnityEvent newDayEvent;
public static UnityEvent NewDayEvent => newDayEvent;
public Canvas menu;
public TextMeshProUGUI dayCountTextMeshProUGUI;
private void OnMouseDown() {
toggleMenu();
@ -21,7 +23,7 @@ public class HouseController : MonoBehaviour {
public void newDay() {
dayCount++;
Debug.Log("New day: " + dayCount);
dayCountTextMeshProUGUI.text = dayCount.ToString();
newDayEvent?.Invoke();
}

View file

@ -1,7 +1,6 @@
using System.Collections.Generic;
using UnityEngine;
public class Inventory : MonoBehaviour {
public class Inventory : ItemStorage {
#region Singleton
public static Inventory instance;
@ -16,51 +15,17 @@ public class Inventory : MonoBehaviour {
#endregion
public Dictionary<Item, int> items;
public Item[] startItems;
public const int InventorySpace = 28;
/**
* Methods can be added to this and they will get called every time onItemChangedCallback gets Invoked
*/
public delegate void OnItemChanged();
public OnItemChanged onItemChangedCallback;
private void Start() {
items ??= new Dictionary<Item, int>();
foreach(Item item in startItems) {
AddItem(item, 1);
}
}
/**
* Adds the specified amount of items to the Inventory
*/
public void AddItem(Item item, int amount) {
public override void AddItem(Item item, int amount) {
if(items.Count >= InventorySpace) {
Debug.Log("Not enough inventory space!");
return;
}
if(!items.ContainsKey(item)) {
items.Add(item, amount);
} else {
items[item] += amount;
}
onItemChangedCallback?.Invoke();
}
/**
* Removes the specified amount of items in the Inventory
*/
public void RemoveItem(Item item, int amount) {
if(items[item] <= 0) {
items.Remove(item);
} else {
items[item] -= amount;
}
onItemChangedCallback?.Invoke();
base.AddItem(item, amount);
}
}

View file

@ -1,72 +1,15 @@
using System;
using System.Collections;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class InventorySlot : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler {
public Image icon;
public TextMeshProUGUI amountText;
public Item _item;
#region DescriptionHover
public float timeToWait;
public void OnPointerEnter(PointerEventData eventData) {
StopAllCoroutines();
StartCoroutine(StartTimer());
}
public void OnPointerExit(PointerEventData eventData) {
StopAllCoroutines();
HoverManager.onMouseExit();
}
private void ShowMessage() {
if(_item){
HoverManager.onMouseHover(_item.description, Input.mousePosition);
}
}
private IEnumerator StartTimer() {
yield return new WaitForSeconds(timeToWait);
ShowMessage();
}
#endregion
/**
* Sets the Item of the Inventory Slot
*/
public void AddItem(Item newItem) {
_item = newItem;
icon.sprite = _item.defaultSprite;
icon.enabled = true;
}
/**
* Clears the Inventory Slot
*/
public void ClearSlot() {
_item = null;
icon.sprite = null;
icon.enabled = false;
}
public class InventorySlot : ItemStorageSlot {
/**
* Gets called when the Inventory Slot is clicked
*/
public void UseItem() {
if(_item.GetType() == typeof(UsableItem)) {
((UsableItem) _item).Select();
Debug.Log("using " + _item.displayName);
public override void UseItem() {
if(Item.GetType() == typeof(UsableItem)) {
((UsableItem) Item).Select();
Debug.Log("using " + Item.displayName);
} else {
Debug.Log("Item not usable " + _item.displayName);
Debug.Log("Item not usable " + Item.displayName);
}
}
}

View file

@ -1,4 +1,3 @@
using System;
using System.Linq;
using UnityEngine;

View file

@ -0,0 +1,46 @@
using System.Collections.Generic;
using UnityEngine;
public class ItemStorage : MonoBehaviour {
public Dictionary<Item, int> items;
public Item[] startItems;
/**
* Methods can be added to this and they will get called every time onItemChangedCallback gets Invoked
*/
public delegate void OnItemChanged();
public OnItemChanged onItemChangedCallback;
private void Start() {
items ??= new Dictionary<Item, int>();
foreach(Item item in startItems) {
AddItem(item, 1);
}
}
/**
* Adds the specified amount of items to the Item Storage
*/
public virtual void AddItem(Item item, int amount) {
if(!items.ContainsKey(item)) {
items.Add(item, amount);
} else {
items[item] += amount;
}
onItemChangedCallback?.Invoke();
}
/**
* Removes the specified amount of items in the Item Storage
*/
public void RemoveItem(Item item, int amount) {
if(items[item] <= 0) {
items.Remove(item);
} else {
items[item] -= amount;
}
onItemChangedCallback?.Invoke();
}
}

View file

@ -0,0 +1,11 @@
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View file

@ -0,0 +1,68 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class ItemStorageSlot : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler {
public Image icon;
public TextMeshProUGUI amountText;
public Item Item => _item;
private Item _item;
#region DescriptionHover
public float timeToWait;
public void OnPointerEnter(PointerEventData eventData) {
StopAllCoroutines();
StartCoroutine(StartTimer());
}
public void OnPointerExit(PointerEventData eventData) {
StopAllCoroutines();
HoverManager.onMouseExit();
}
private void ShowMessage() {
if(_item){
HoverManager.onMouseHover(_item.description, Input.mousePosition);
}
}
private IEnumerator StartTimer() {
yield return new WaitForSeconds(timeToWait);
ShowMessage();
}
#endregion
/**
* Sets the Item of the Item Storage Slot
*/
public void AddItem(Item newItem) {
_item = newItem;
icon.sprite = _item.defaultSprite;
icon.enabled = true;
}
/**
* Clears the Item Storage Slot
*/
public virtual void ClearSlot() {
_item = null;
icon.sprite = null;
icon.enabled = false;
}
/**
* Gets called when the Item Storage Slot is clicked
*/
public virtual void UseItem() {
}
}

View file

@ -0,0 +1,11 @@
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View file

@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UIElements;
using Cursor = UnityEngine.Cursor;
@ -21,15 +22,19 @@ public class PlayerController : MonoBehaviour {
#endregion
private Inventory _inventory;
public int money;
private int _money;
private UsableItem _selectedItem;
public int startMoney = 100;
public TextMeshProUGUI moneyTextMeshProUGUI;
public int Money => _money;
// Start is called before the first frame update
private void Start() {
money = startMoney;
_money = startMoney;
_inventory = Inventory.instance;
moneyTextMeshProUGUI.text = _money + "µ";
}
public void SetSelectedItem(UsableItem item) {
@ -44,4 +49,9 @@ public class PlayerController : MonoBehaviour {
public UsableItem GetSelectedItem() {
return _selectedItem;
}
public void ChangeMoney(int amount) {
_money += amount;
moneyTextMeshProUGUI.text = _money + "µ";
}
}

View file

@ -1,7 +1,7 @@
using System.Collections.Generic;
using UnityEngine;
public class Shop : MonoBehaviour {
public class Shop : ItemStorage {
#region Singleton
public static Shop instance;
@ -15,46 +15,4 @@ public class Shop : MonoBehaviour {
}
#endregion
public Dictionary<Item, int> items;
public Item[] tempItems;
/**
* Methods can be added to this and they will get called every time onItemChangedCallback gets Invoked
*/
public delegate void OnItemChanged();
public OnItemChanged onItemChangedCallback;
private void Start() {
items ??= new Dictionary<Item, int>();
foreach(Item item in tempItems) {
AddItem(item, 1);
}
}
/**
* Adds the specified amount of items to the Shop
*/
public void AddItem(Item item, int amount) {
if(!items.ContainsKey(item)) {
items.Add(item, amount);
} else {
items[item] += amount;
}
onItemChangedCallback?.Invoke();
}
// TODO: add to buy more than one item
/**
* Removes the specified amount of items in the Shop
*/
public void RemoveItem(Item item, int amount) {
if(items[item] <= 0) {
items.Remove(item);
} else {
items[item] -= amount;
}
onItemChangedCallback?.Invoke();
}
}

View file

@ -1,72 +1,25 @@
using System;
using System.Collections;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class ShopSlot : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler {
public Image icon;
public Item item;
public class ShopSlot : ItemStorageSlot {
public TextMeshProUGUI nameText;
public TextMeshProUGUI costText;
public TextMeshProUGUI amountText;
private Shop _shop;
private Inventory _inventory;
private PlayerController _playerController;
#region DescriptionHover
public float timeToWait;
public void OnPointerEnter(PointerEventData eventData) {
StopAllCoroutines();
StartCoroutine(StartTimer());
}
public void OnPointerExit(PointerEventData eventData) {
StopAllCoroutines();
HoverManager.onMouseExit();
}
private void ShowMessage() {
if(item) {
HoverManager.onMouseHover(item.description, Input.mousePosition);
}
}
private IEnumerator StartTimer() {
yield return new WaitForSeconds(timeToWait);
ShowMessage();
}
#endregion
private void Start() {
_shop = Shop.instance;
_inventory = Inventory.instance;
_playerController = PlayerController.instance;
}
/**
* Sets the Item of the Shop Slot
*/
public void AddItem(Item newItem) {
item = newItem;
icon.sprite = item.defaultSprite;
icon.enabled = true;
}
/**
* Clears the Shop Slot
*/
public void ClearSlot() {
item = null;
icon.sprite = null;
icon.enabled = false;
public override void ClearSlot() {
base.ClearSlot();
nameText.text = "";
costText.text = "";
amountText.text = "";
@ -75,14 +28,14 @@ public class ShopSlot : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
/**
* Gets called when the Shop Slot is clicked
*/
public void UseItem() {
if(_playerController.money >= item.cost) {
_inventory.AddItem(item, 1);
_shop.RemoveItem(item, 1);
_playerController.money -= item.cost;
public override void UseItem() {
if(_playerController.Money >= Item.cost) {
_inventory.AddItem(Item, 1);
_shop.RemoveItem(Item, 1);
_playerController.ChangeMoney(-Item.cost);
Debug.Log("Buying Item: " + item.displayName);
Debug.Log("money left: " + _playerController.money);
Debug.Log("Buying Item: " + Item.displayName);
Debug.Log("money left: " + _playerController.Money);
} else {
Debug.Log("Not enough money to buy item.");
}

View file

@ -6,12 +6,12 @@ public class ShopUI : MonoBehaviour {
public GameObject shopUI;
private Shop _shop;
private ShopSlot[] _slots;
private void Start() {
// Get Shop instance and add UpdateUI method to OnItemChanged delegate
_shop = Shop.instance;
_shop.onItemChangedCallback += UpdateUI;
// Add all ShopSlot GameObjects to _slots and turn off the Shop UI
_slots = itemsParent.GetComponentsInChildren<ShopSlot>();
ToggleShop();
@ -20,8 +20,6 @@ public class ShopUI : MonoBehaviour {
foreach(ShopSlot slot in _slots) {
slot.icon.raycastTarget = false;
}
UpdateUI();
}
private void Update() {
@ -46,8 +44,8 @@ public class ShopUI : MonoBehaviour {
for(int i = 0; i < _slots.Length; i++) {
if(i < _shop.items.Count) {
_slots[i].AddItem(_shop.items.ElementAt(i).Key);
_slots[i].nameText.text = _slots[i].item.displayName;
_slots[i].costText.text = _slots[i].item.cost + " €";
_slots[i].nameText.text = _slots[i].Item.displayName;
_slots[i].costText.text = _slots[i].Item.cost + " µ";
_slots[i].amountText.text = _shop.items[_shop.items.ElementAt(i).Key] + " #";
} else {
_slots[i].ClearSlot();

View file

@ -3,38 +3,25 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TileController : MonoBehaviour
{
public class TileController : MonoBehaviour {
public GameObject tile;
public GameObject CameraGameObject;
public GameObject cameraGameObject;
// Start is called before the first frame update
void Start()
{
Camera camera = CameraGameObject.GetComponent<Camera>();
Vector3 screen = camera.ViewportToWorldPoint(new Vector3(1,1,camera.nearClipPlane));
void Start() {
Camera camera = cameraGameObject.GetComponent<Camera>();
Vector3 screen = camera.ViewportToWorldPoint(new Vector3(1, 1, camera.nearClipPlane));
int x = Convert.ToInt32(Math.Ceiling(screen.x));
int y = Convert.ToInt32(Math.Ceiling(screen.y));
Debug.Log(screen);
for (int xx = -x; xx <= x; xx++)
{
for (int yy = -y; yy <= y; yy++)
{
if (tile != null)
{
for(int xx = -x; xx <= x; xx++) {
for(int yy = -y; yy <= y; yy++) {
if(tile != null) {
Instantiate(tile, new Vector3(xx, yy, 0), Quaternion.identity);
}
}
}
}
// Update is called once per frame
void Update()
{
}
}
}