Browse Source

Working Game

master
NekuSoul 3 years ago
parent
commit
2f4ef703f2
31 changed files with 5482 additions and 371 deletions
  1. +21
    -0
      Assets/Game/Code/Structs.cs
  2. +12
    -0
      Assets/Game/Code/Structs.cs.meta
  3. +26
    -0
      Assets/Game/Prefabs/CityTile.prefab
  4. +26
    -0
      Assets/Game/Prefabs/DesertCityTile.prefab
  5. +26
    -0
      Assets/Game/Prefabs/DesertTile.prefab
  6. +26
    -0
      Assets/Game/Prefabs/DesertVillageTile.prefab
  7. +26
    -0
      Assets/Game/Prefabs/ForestTile.prefab
  8. +26
    -0
      Assets/Game/Prefabs/MountainForestTile.prefab
  9. +26
    -0
      Assets/Game/Prefabs/MountainTile.prefab
  10. +26
    -0
      Assets/Game/Prefabs/PlainTile.prefab
  11. +26
    -0
      Assets/Game/Prefabs/VillageTile.prefab
  12. +27
    -1
      Assets/Game/Prefabs/WaterTile.prefab
  13. +4321
    -351
      Assets/Game/Scenes/MainScene.unity
  14. +256
    -7
      Assets/Game/Scripts/GameManager.cs
  15. +59
    -3
      Assets/Game/Scripts/Level.cs
  16. +82
    -0
      Assets/Graphics/Materials/Terrain.mat
  17. +9
    -0
      Assets/Graphics/Materials/Terrain.mat.meta
  18. +75
    -0
      Assets/Graphics/Materials/Water.mat
  19. +9
    -0
      Assets/Graphics/Materials/Water.mat.meta
  20. BIN
      Assets/Graphics/Textures/Level.png
  21. +1
    -1
      Assets/Graphics/Textures/Level.png.meta
  22. BIN
      Assets/Graphics/Textures/Pause.png
  23. +92
    -0
      Assets/Graphics/Textures/Pause.png.meta
  24. BIN
      Assets/Graphics/Textures/Play.png
  25. +92
    -0
      Assets/Graphics/Textures/Play.png.meta
  26. BIN
      Assets/Graphics/Textures/Stop.png
  27. +92
    -0
      Assets/Graphics/Textures/Stop.png.meta
  28. +2
    -2
      Assets/Graphics/Textures/Terrain.png.meta
  29. BIN
      Assets/Graphics/Textures/Water.png
  30. +92
    -0
      Assets/Graphics/Textures/Water.png.meta
  31. +6
    -6
      ProjectSettings/ProjectSettings.asset

+ 21
- 0
Assets/Game/Code/Structs.cs View File

@@ -0,0 +1,21 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace Assets.Game.Code
{
public struct TileInfo
{
public int X;
public int Y;
public Tile Type;

public TileInfo(int x, int y, Tile type)
{
X = x;
Y = y;
Type = type;
}
}
}

+ 12
- 0
Assets/Game/Code/Structs.cs.meta View File

@@ -0,0 +1,12 @@
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licenseType: Free
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+ 26
- 0
Assets/Game/Prefabs/CityTile.prefab View File

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+ 26
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Assets/Game/Prefabs/DesertCityTile.prefab View File

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+ 26
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Assets/Game/Prefabs/DesertTile.prefab View File

@@ -20,6 +20,7 @@ GameObject:
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+ 26
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Assets/Game/Prefabs/DesertVillageTile.prefab View File

@@ -20,6 +20,7 @@ GameObject:
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+ 26
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Assets/Game/Prefabs/ForestTile.prefab View File

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+ 26
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Assets/Game/Prefabs/MountainForestTile.prefab View File

@@ -20,6 +20,7 @@ GameObject:
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+ 26
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Assets/Game/Prefabs/MountainTile.prefab View File

@@ -20,6 +20,7 @@ GameObject:
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+ 26
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Assets/Game/Prefabs/PlainTile.prefab View File

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+ 26
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Assets/Game/Prefabs/VillageTile.prefab View File

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Assets/Game/Prefabs/WaterTile.prefab View File

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+ 4321
- 351
Assets/Game/Scenes/MainScene.unity
File diff suppressed because it is too large
View File


+ 256
- 7
Assets/Game/Scripts/GameManager.cs View File

@@ -1,4 +1,6 @@
using Assets.Game.Code;
using System;
using System.Collections;
using Assets.Game.Code;
using UnityEngine;
using UnityEngine.UI;

@@ -6,32 +8,279 @@ namespace Assets.Game.Scripts
{
public class GameManager : MonoBehaviour
{
public Level Level;
public Level[] Level;
public Camera Camera;
public TileManager TileManager;

public AnimationCurve BarCurve;
public AnimationCurve CameraCurve;

public Image PercentageImage;
public Image ForestPercentageImage;
public Text ForestCountText;
public Text CityCountText;

public Button PlayButton;
public Sprite PlaySprite;
public Sprite PauseSprite;

public Button WaterButton;
public Button PlainButton;
public Button MountainButton;
public Button DesertButton;
public Button ForestButton;
public Button VillageButton;
public Button CityButton;

private Tile? _selectedTile;

public float PlaySpeed = 1;

private bool _isPlaying;
private bool _inProgress;
private float _nextAdvance;

private int _solvedLevel;
private Level _currentLevel;
private GameObject _tileCursor;

//private Vector3 _cameraFrom;
//private Vector3 _cameraTo;
//private float _cameraAnimationTime;

// Use this for initialization
public void Start()
{
Level.LoadLevel();
_currentLevel = Level[0];
StartCoroutine(ChangeCameraPosition(Level[_solvedLevel].transform.position, Level[_solvedLevel].transform.position));
Reset();
}

// Update is called once per frame
public void Update()
{
if (_selectedTile.HasValue)
{
Vector2 pos = Camera.ScreenToWorldPoint(Input.mousePosition);
_tileCursor.transform.position = new Vector3(pos.x, pos.y, 0);

if (Input.GetMouseButtonDown(0))
{
Collider2D col = Physics2D.OverlapPoint(pos);

if (col != null)
{
TileInfo? info = _currentLevel.GetTileFromObject(col.gameObject);

if (info.HasValue)
{
if (info.Value.Type != _selectedTile.Value)
{
_currentLevel.ApplyTile(info.Value.X, info.Value.Y, _selectedTile.Value);
switch (_selectedTile)
{
case Tile.Water:
_currentLevel.CurrentWaterTiles--;
break;
case Tile.Plain:
_currentLevel.CurrentPlainTiles--;
break;
case Tile.Mountain:
_currentLevel.CurrentMountainTiles--;
break;
case Tile.Desert:
_currentLevel.CurrentDesertTiles--;
break;
case Tile.Forest:
_currentLevel.CurrentForestTiles--;
break;
case Tile.Village:
_currentLevel.CurrentVillageTiles--;
break;
case Tile.City:
_currentLevel.CurrentCityTiles--;
break;
}
UpdateResourceBar();
Destroy(_tileCursor);
_selectedTile = null;
_tileCursor = null;
}
}
}
}
}

if (_isPlaying)
{
if (_nextAdvance < 0)
{
bool change = _currentLevel.AdvanceStep();
UpdatePercentage();
_nextAdvance = PlaySpeed;
if (!change)
{
_isPlaying = false;
if (_currentLevel.ForestCount == _currentLevel.CityCount && _solvedLevel < 9)
{
_solvedLevel++;
_currentLevel = Level[_solvedLevel];
StartCoroutine(ChangeCameraPosition(Level[_solvedLevel - 1].transform.position, Level[_solvedLevel].transform.position));
Reset();
}
}
}

_nextAdvance -= Time.smoothDeltaTime;
}
}

IEnumerator ChangeBarPercentage(float from, float to)
{
float time = 0f;

while (time < PlaySpeed)
{
time += Time.deltaTime;

float percentage = BarCurve.Evaluate(time / PlaySpeed);
float current = from * (1 - percentage) + to * percentage;
ForestPercentageImage.rectTransform.sizeDelta = new Vector2(current, 64);
yield return null;
}

ForestPercentageImage.rectTransform.sizeDelta = new Vector2(to, 64);
}

IEnumerator ChangeCameraPosition(Vector2 from, Vector2 to)
{
float time = 0f;
float length = 2f;

while (time < length)
{
time += Time.deltaTime;

float percentage = CameraCurve.Evaluate(time / length);
Vector3 current = Vector2.Lerp(from, to, percentage);
Camera.transform.position = new Vector3(current.x, current.y + 1.5f, -10);
yield return null;
}

Camera.transform.position = new Vector3(to.x, to.y + 1.5f, -10);
}

public void Play()
{
Level.AdvanceStep();
ForestCountText.text = Level.ForestCount.ToString();
CityCountText.text = Level.CityCount.ToString();
if (!_inProgress)
{
if (_currentLevel.CurrentWaterTiles == 0
&& _currentLevel.CurrentPlainTiles == 0
&& _currentLevel.CurrentMountainTiles == 0
&& _currentLevel.CurrentDesertTiles == 0
&& _currentLevel.CurrentForestTiles == 0
&& _currentLevel.CurrentVillageTiles == 0
&& _currentLevel.CurrentCityTiles == 0)
{
_isPlaying = true;
_inProgress = true;
PlayButton.image.sprite = PauseSprite;
}
}
else
{
_isPlaying = !_isPlaying;
PlayButton.image.sprite = _isPlaying ? PauseSprite : PlaySprite;
_nextAdvance = 0;
}
}

private void UpdatePercentage()
{
float percentage =
PercentageImage.rectTransform.rect.width /
((_currentLevel.ForestCount + _currentLevel.CityCount) / (float)_currentLevel.ForestCount);

if (_currentLevel.ForestCount == 0 && _currentLevel.CityCount == 0)
percentage = PercentageImage.rectTransform.rect.width / 2f;

StartCoroutine(ChangeBarPercentage(ForestPercentageImage.rectTransform.sizeDelta.x, percentage));
ForestCountText.text = _currentLevel.ForestCount.ToString();
CityCountText.text = _currentLevel.CityCount.ToString();
}

public void Reset()
{
Level.LoadLevel();
_isPlaying = false;
_inProgress = false;
_nextAdvance = 0;

PlayButton.image.sprite = PlaySprite;
_currentLevel.LoadLevel();
UpdateResourceBar();
UpdatePercentage();
}

public void UpdateResourceBar()
{
WaterButton.GetComponentInChildren<Text>().text = _currentLevel.CurrentWaterTiles.ToString();
PlainButton.GetComponentInChildren<Text>().text = _currentLevel.CurrentPlainTiles.ToString();
MountainButton.GetComponentInChildren<Text>().text = _currentLevel.CurrentMountainTiles.ToString();
DesertButton.GetComponentInChildren<Text>().text = _currentLevel.CurrentDesertTiles.ToString();
ForestButton.GetComponentInChildren<Text>().text = _currentLevel.CurrentForestTiles.ToString();
VillageButton.GetComponentInChildren<Text>().text = _currentLevel.CurrentVillageTiles.ToString();
CityButton.GetComponentInChildren<Text>().text = _currentLevel.CurrentCityTiles.ToString();
}

public void PlaceTile(int tile)
{
bool allowPlacement = false;

switch ((Tile)tile)
{
case Tile.Water:
if (_currentLevel.AvailableWaterTiles > 0)
allowPlacement = true;
break;
case Tile.Plain:
if (_currentLevel.AvailablePlainTiles > 0)
allowPlacement = true;
break;
case Tile.Mountain:
if (_currentLevel.AvailableMountainTiles > 0)
allowPlacement = true;
break;
case Tile.Desert:
if (_currentLevel.AvailableDesertTiles > 0)
allowPlacement = true;
break;
case Tile.Forest:
if (_currentLevel.AvailableForestTiles > 0)
allowPlacement = true;
break;
case Tile.Village:
if (_currentLevel.AvailableVillageTiles > 0)
allowPlacement = true;
break;
case Tile.City:
if (_currentLevel.AvailableCityTiles > 0)
allowPlacement = true;
break;
default:
throw new Exception("WTF");
}

if (allowPlacement)
{
_selectedTile = (Tile)tile;

if (_tileCursor != null)
Destroy(_tileCursor);

GameObject cursor = Instantiate(TileManager.GetByTile((Tile)tile));
cursor.GetComponent<BoxCollider2D>().enabled = false;
_tileCursor = cursor;
}
}
}
}

+ 59
- 3
Assets/Game/Scripts/Level.cs View File

@@ -1,5 +1,6 @@
using Assets.Game.Code;
using UnityEngine;
using UnityEngine.Video;

namespace Assets.Game.Scripts
{
@@ -10,6 +11,14 @@ namespace Assets.Game.Scripts
public TileManager TileManager;
public Sprite LevelSprite;

public int AvailableWaterTiles;
public int AvailablePlainTiles;
public int AvailableMountainTiles;
public int AvailableDesertTiles;
public int AvailableForestTiles;
public int AvailableVillageTiles;
public int AvailableCityTiles;

public int CityCount;
public int ForestCount;
private bool _change;
@@ -17,13 +26,21 @@ namespace Assets.Game.Scripts
private GameObject[,] _tilesRep;
private Tile[,] _tiles;

public int CurrentWaterTiles;
public int CurrentPlainTiles;
public int CurrentMountainTiles;
public int CurrentDesertTiles;
public int CurrentForestTiles;
public int CurrentVillageTiles;
public int CurrentCityTiles;

// Fuck Unity!
private Color BetterYellow = new Color(1, 1, 0, 1);

// Use this for initialization
public void Start()
{

LoadLevel();
}

// Update is called once per frame
@@ -34,8 +51,27 @@ namespace Assets.Game.Scripts

public void LoadLevel()
{
if (LevelSprite == null)
return;

CityCount = 0;
ForestCount = 0;

CurrentWaterTiles = AvailableWaterTiles;
CurrentPlainTiles = AvailablePlainTiles;
CurrentMountainTiles = AvailableMountainTiles;
CurrentDesertTiles = AvailableDesertTiles;
CurrentForestTiles = AvailableForestTiles;
CurrentVillageTiles = AvailableVillageTiles;
CurrentCityTiles = AvailableCityTiles;

if (_tilesRep != null)
foreach (GameObject tile in _tilesRep)
{
if (tile != null)
Destroy(tile);
}

_tiles = new Tile[Width, Height];
_tilesRep = new GameObject[Width, Height];

@@ -65,7 +101,24 @@ namespace Assets.Game.Scripts
}
}

private void ApplyTile(int x, int y, Tile tile)
public TileInfo? GetTileFromObject(GameObject target)
{
if (LevelSprite == null)
return null;

for (int x = 0; x < Width; x++)
{
for (int y = 0; y < Height; y++)
{
if (target == _tilesRep[x, y])
return new TileInfo(x, y, _tiles[x, y]);
}
}

return null;
}

public void ApplyTile(int x, int y, Tile tile)
{
if (_tiles[x, y] == tile && _tilesRep[x, y] != null)
return;
@@ -94,7 +147,7 @@ namespace Assets.Game.Scripts
GameObject newTile = Instantiate(sourceTile);
newTile.transform.parent = transform;
newTile.name = string.Format("[{0}|{1}] {2}", x, y, sourceTile.name);
newTile.transform.position = new Vector3(x - (Width - 1) / 2f, y - (Height - 1) / 2f, 0);
newTile.transform.localPosition = new Vector3(x - (Width - 1) / 2f, y - (Height - 1) / 2f, 0);
_tiles[x, y] = tile;
_tilesRep[x, y] = newTile;

@@ -112,6 +165,9 @@ namespace Assets.Game.Scripts

private void SpreadTiles(Tile tileA, Tile tileB)
{
if (LevelSprite == null)
return;

Tile[,] oldTiles = _tiles;
_tiles = new Tile[Width, Height];



+ 82
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+ 6
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