day transition is now working
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13 changed files with 390 additions and 388 deletions
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30
Assets/Scripts/DayTransitionManager.cs
Normal file
30
Assets/Scripts/DayTransitionManager.cs
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
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public class DayTransitionManager : MonoBehaviour {
|
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public Animator dayTransitionAnimator;
|
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public TextMeshProUGUI dayCountText;
|
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public GameObject sleepButton;
|
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|
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private void Start() {
|
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HouseController.NewDayEvent.AddListener(NewDay);
|
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}
|
||||
|
||||
private void NewDay() {
|
||||
sleepButton.GetComponent<Button>().enabled = false;
|
||||
dayTransitionAnimator.gameObject.SetActive(true);
|
||||
StartCoroutine(PlayTransition());
|
||||
}
|
||||
|
||||
private IEnumerator PlayTransition() {
|
||||
dayCountText.text = "Day " + HouseController.DayCount;
|
||||
dayTransitionAnimator.SetTrigger("start");
|
||||
|
||||
yield return new WaitForSeconds(3f);
|
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sleepButton.GetComponent<Button>().enabled = true;
|
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dayTransitionAnimator.gameObject.SetActive(false);
|
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}
|
||||
}
|
||||
|
|
@ -6,9 +6,10 @@ using UnityEngine;
|
|||
using UnityEngine.Events;
|
||||
|
||||
public class HouseController : MonoBehaviour {
|
||||
private int _dayCount = 1;
|
||||
private static int _dayCount = 1;
|
||||
private static UnityEvent _newDayEvent;
|
||||
public static UnityEvent NewDayEvent => _newDayEvent;
|
||||
public static int DayCount => _dayCount;
|
||||
|
||||
public Canvas menu;
|
||||
public TextMeshProUGUI dayCountTextMeshProUGUI;
|
||||
|
|
@ -18,8 +19,11 @@ public class HouseController : MonoBehaviour {
|
|||
ToggleMenu();
|
||||
}
|
||||
|
||||
void Start() {
|
||||
private void Awake() {
|
||||
_newDayEvent ??= new UnityEvent();
|
||||
}
|
||||
|
||||
void Start() {
|
||||
ToggleMenu();
|
||||
}
|
||||
|
||||
|
|
@ -31,8 +35,7 @@ public class HouseController : MonoBehaviour {
|
|||
|
||||
public void ToggleMenu() {
|
||||
menu.gameObject.SetActive(!menu.gameObject.activeSelf);
|
||||
|
||||
|
||||
|
||||
if (Camera.main != null) {
|
||||
Vector3 pos = Camera.main.WorldToScreenPoint(transform.position);
|
||||
float newPosX = pos.x;
|
||||
|
|
|
|||
|
|
@ -3,6 +3,20 @@ using TMPro;
|
|||
using UnityEngine;
|
||||
|
||||
public class HoverManager : MonoBehaviour {
|
||||
#region Singleton
|
||||
|
||||
public static HoverManager instance;
|
||||
|
||||
private void Awake() {
|
||||
if (instance != null) {
|
||||
Debug.LogWarning("More than one instance of HoverManager found");
|
||||
}
|
||||
|
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instance = this;
|
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}
|
||||
|
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#endregion
|
||||
|
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public TextMeshProUGUI descriptionText;
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public RectTransform descriptionHoverBackground;
|
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|
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|
|
@ -41,7 +55,7 @@ public class HoverManager : MonoBehaviour {
|
|||
/**
|
||||
* Hide the description Text
|
||||
*/
|
||||
private void HideDescription() {
|
||||
public void HideDescription() {
|
||||
descriptionText.text = default;
|
||||
descriptionHoverBackground.gameObject.SetActive(false);
|
||||
}
|
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|
|
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|
|
@ -16,25 +16,28 @@ public class Inventory : ItemStorage {
|
|||
|
||||
#endregion
|
||||
|
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private const int InventorySpace = 28;
|
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private const int MaxItemStack = 999;
|
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private const int _InventorySpace = 28;
|
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private const int _MaxItemStack = 999;
|
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|
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/**
|
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* Adds the specified amount of items to the Inventory
|
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*/
|
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public override void AddItem(Item item, int amount) {
|
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if (items.Count >= InventorySpace) {
|
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if (items.Count >= _InventorySpace) {
|
||||
Debug.Log("Not enough inventory space!");
|
||||
return;
|
||||
}
|
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// Sell overflowing Items
|
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if (items.ContainsKey(item) && items[item] + amount >= MaxItemStack) {
|
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SellItem(item, amount - (MaxItemStack - items[item]));
|
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amount = MaxItemStack - items[item];
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if (items.ContainsKey(item) && items[item] + amount >= _MaxItemStack) {
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SellItem(item, amount - (_MaxItemStack - items[item]));
|
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amount = _MaxItemStack - items[item];
|
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}
|
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base.AddItem(item, amount);
|
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}
|
||||
|
||||
/**
|
||||
* Calls ItemStorage.RemoveItem() and deselects the item if removed
|
||||
*/
|
||||
public override void RemoveItem(Item item, int amount) {
|
||||
base.RemoveItem(item, amount);
|
||||
if (!items.ContainsKey(item) && PlayerController.instance.GetSelectedItem() == item) {
|
||||
|
|
@ -42,6 +45,9 @@ public class Inventory : ItemStorage {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Sells the Item for the Item Sell Price and puts it in the Shop for the full price
|
||||
*/
|
||||
public void SellItem(Item item, int amount) {
|
||||
PlayerController.instance.ChangeMoney(item.SellPrice);
|
||||
Shop.instance.AddItem(item, amount);
|
||||
|
|
|
|||
|
|
@ -4,12 +4,10 @@ using UnityEngine.EventSystems;
|
|||
|
||||
public class InventorySlot : ItemStorageSlot, IPointerClickHandler {
|
||||
private Inventory _inventory;
|
||||
private Shop _shop;
|
||||
private PlayerController _playerController;
|
||||
|
||||
private void Start() {
|
||||
_inventory = Inventory.instance;
|
||||
_shop = Shop.instance;
|
||||
_playerController = PlayerController.instance;
|
||||
}
|
||||
|
||||
|
|
@ -29,22 +27,15 @@ public class InventorySlot : ItemStorageSlot, IPointerClickHandler {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Sells the Item for the Item Sell Price and puts it in the Shop if the selling was a mistake
|
||||
*/
|
||||
private void SellItem() {
|
||||
if(Item) {
|
||||
_inventory.SellItem(Item, 1); //TODO: wie machen mehr als 1 verkaufen?!
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets called when the Inventory Slot gets clicked on
|
||||
*/
|
||||
public void OnPointerClick(PointerEventData eventData) {
|
||||
// When clicked on with right Mouse Button sell the Item
|
||||
if(eventData.button == PointerEventData.InputButton.Right) {
|
||||
SellItem();
|
||||
if(Item) {
|
||||
_inventory.SellItem(Item, 1); //TODO: wie machen mehr als 1 verkaufen?!
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,5 +1,7 @@
|
|||
using System;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
public class InventoryUI : MonoBehaviour {
|
||||
public Transform itemsParent;
|
||||
|
|
@ -34,8 +36,12 @@ public class InventoryUI : MonoBehaviour {
|
|||
*/
|
||||
private void ToggleInventory() {
|
||||
inventoryUI.SetActive(!inventoryUI.activeSelf);
|
||||
HoverManager.instance.HideDescription();
|
||||
foreach(InventorySlot slot in _slots) {
|
||||
slot.ChangeItemSelectedSprite(false);
|
||||
}
|
||||
}
|
||||
//TODO: sell Items with right click and when shop is open
|
||||
|
||||
/**
|
||||
* Is called when something in the Inventory UI should update
|
||||
*/
|
||||
|
|
|
|||
|
|
@ -36,7 +36,7 @@ public class ItemStorageSlot : MonoBehaviour, IPointerEnterHandler, IPointerExit
|
|||
}
|
||||
}
|
||||
|
||||
private void ChangeItemSelectedSprite(bool on) {
|
||||
public void ChangeItemSelectedSprite(bool on) {
|
||||
if(_item) {
|
||||
if(on) {
|
||||
icon.sprite = _item.selectedSprite;
|
||||
|
|
|
|||
|
|
@ -31,8 +31,9 @@ public class PlayerController : MonoBehaviour {
|
|||
public int Money => _money;
|
||||
|
||||
public delegate void OnMoneyChanged();
|
||||
|
||||
public OnMoneyChanged onMoneyChangedCallback;
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Start() {
|
||||
_inventory = Inventory.instance;
|
||||
|
|
@ -51,8 +52,7 @@ public class PlayerController : MonoBehaviour {
|
|||
}
|
||||
}
|
||||
|
||||
public void DeselectItem()
|
||||
{
|
||||
public void DeselectItem() {
|
||||
_selectedItem = null;
|
||||
Cursor.SetCursor(null, Vector2.zero, CursorMode.Auto);
|
||||
}
|
||||
|
|
@ -63,11 +63,11 @@ public class PlayerController : MonoBehaviour {
|
|||
|
||||
public void ChangeMoney(int amount) {
|
||||
_money += amount;
|
||||
|
||||
|
||||
onMoneyChangedCallback?.Invoke();
|
||||
}
|
||||
|
||||
private void UpdateMoneyUI() {
|
||||
moneyTextMeshProUGUI.text = _money + "µ";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -36,6 +36,7 @@ public class ShopUI : MonoBehaviour {
|
|||
*/
|
||||
private void ToggleShop() {
|
||||
inventoryUI.gameObject.SetActive(!shopUI.activeSelf);
|
||||
HoverManager.instance.HideDescription();
|
||||
shopUI.SetActive(!shopUI.activeSelf);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -2,15 +2,13 @@ using System;
|
|||
using Tiles;
|
||||
using UnityEngine;
|
||||
|
||||
public class TileBehaviour : MonoBehaviour
|
||||
{
|
||||
public class TileBehaviour : MonoBehaviour {
|
||||
private BaseTile _tile;
|
||||
private SpriteRenderer _hoverIndicatorSpriteRenderer;
|
||||
private static Color _hoverIndicatorColor;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
void Start() {
|
||||
_hoverIndicatorSpriteRenderer = gameObject.transform.GetChild(2).GetComponent<SpriteRenderer>();
|
||||
SetHoverIndicatorVisibility(false);
|
||||
SetTile(new GrassTile(gameObject));
|
||||
|
|
@ -19,53 +17,41 @@ public class TileBehaviour : MonoBehaviour
|
|||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
void Update() {
|
||||
}
|
||||
|
||||
void OnMouseDown()
|
||||
{
|
||||
|
||||
void OnMouseDown() {
|
||||
UsableItem usable = null;
|
||||
BaseTile tileToSetTo = null;
|
||||
|
||||
if (PlayerController.instance.GetSelectedItem() != null)
|
||||
{
|
||||
if(PlayerController.instance.GetSelectedItem() != null) {
|
||||
usable = PlayerController.instance.GetSelectedItem();
|
||||
}
|
||||
|
||||
tileToSetTo = _tile.Clicked(usable);
|
||||
|
||||
if (tileToSetTo != null)
|
||||
{
|
||||
if(tileToSetTo != null) {
|
||||
SetTile(tileToSetTo);
|
||||
}
|
||||
}
|
||||
|
||||
void SetTile(BaseTile tileToSet)
|
||||
{
|
||||
void SetTile(BaseTile tileToSet) {
|
||||
_tile = tileToSet;
|
||||
GetComponent<SpriteRenderer>().sprite = _tile.Sprite;
|
||||
}
|
||||
|
||||
private void OnMouseEnter()
|
||||
{
|
||||
private void OnMouseEnter() {
|
||||
SetHoverIndicatorVisibility(true);
|
||||
}
|
||||
|
||||
private void OnMouseExit()
|
||||
{
|
||||
private void OnMouseExit() {
|
||||
SetHoverIndicatorVisibility(false);
|
||||
}
|
||||
|
||||
private void SetHoverIndicatorVisibility(bool visible)
|
||||
{
|
||||
if (visible)
|
||||
{
|
||||
private void SetHoverIndicatorVisibility(bool visible) {
|
||||
if(visible) {
|
||||
_hoverIndicatorSpriteRenderer.color = _hoverIndicatorColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
_hoverIndicatorSpriteRenderer.color = Color.clear;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue