Browse Source

End of Day 1

master
NekuSoul 2 years ago
parent
commit
f0755f74a5
38 changed files with 2274 additions and 169 deletions
  1. 10
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  12. 82
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  13. 9
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  14. 82
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  15. 9
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  16. 82
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  17. 9
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  18. 82
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  19. 9
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  20. 82
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  21. 9
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  22. 82
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  23. 9
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  24. 82
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  25. 9
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  26. 664
    1
      Assets/Game/Scenes/MainScene.unity
  27. 37
    0
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  28. 12
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  29. 195
    0
      Assets/Game/Scripts/Level.cs
  30. 12
    0
      Assets/Game/Scripts/Level.cs.meta
  31. 0
    19
      Assets/Game/Scripts/LevelScript.cs
  32. 49
    0
      Assets/Game/Scripts/TileManager.cs
  33. 12
    0
      Assets/Game/Scripts/TileManager.cs.meta
  34. BIN
      Assets/Graphics/Textures/Level.png
  35. 232
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  36. BIN
      Assets/Graphics/Textures/Terrain.png
  37. 93
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      Assets/Graphics/Textures/Terrain.png.meta
  38. 25
    137
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-        1 file(s) copied.

+ 21
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Assets/Game/Code/Enums.cs View File

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+using System;
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+using System.Collections.Generic;
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+using System.Linq;
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+using System.Text;
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+
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+namespace Assets.Game.Code
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+{
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+    public enum Tile
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+    {
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+        Water = 0,
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+        Plain = 1,
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+        Desert = 2,
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+        City = 3,
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+        Forest = 4,
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+        Mountain = 5,
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+        DesertCity = 6,
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+        MountainForest = 7,
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+        Village = 8,
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+        DesertVillage = 9
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+    }
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+}

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+ 37
- 0
Assets/Game/Scripts/GameManager.cs View File

@@ -0,0 +1,37 @@
1
+using Assets.Game.Code;
2
+using UnityEngine;
3
+using UnityEngine.UI;
4
+
5
+namespace Assets.Game.Scripts
6
+{
7
+    public class GameManager : MonoBehaviour
8
+    {
9
+        public Level Level;
10
+        public Text ForestCountText;
11
+        public Text CityCountText;
12
+
13
+        // Use this for initialization
14
+        public void Start()
15
+        {
16
+            Level.LoadLevel();
17
+        }
18
+
19
+        // Update is called once per frame
20
+        public void Update()
21
+        {
22
+
23
+        }
24
+
25
+        public void Play()
26
+        {
27
+            Level.AdvanceStep();
28
+            ForestCountText.text = Level.ForestCount.ToString();
29
+            CityCountText.text = Level.CityCount.ToString();
30
+        }
31
+
32
+        public void Reset()
33
+        {
34
+            Level.LoadLevel();
35
+        }
36
+    }
37
+}

+ 12
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+ 195
- 0
Assets/Game/Scripts/Level.cs View File

@@ -0,0 +1,195 @@
1
+using Assets.Game.Code;
2
+using UnityEngine;
3
+
4
+namespace Assets.Game.Scripts
5
+{
6
+    public class Level : MonoBehaviour
7
+    {
8
+        public int Width;
9
+        public int Height;
10
+        public TileManager TileManager;
11
+        public Sprite LevelSprite;
12
+
13
+        public int CityCount;
14
+        public int ForestCount;
15
+        private bool _change;
16
+
17
+        private GameObject[,] _tilesRep;
18
+        private Tile[,] _tiles;
19
+
20
+        // Fuck Unity!
21
+        private Color BetterYellow = new Color(1, 1, 0, 1);
22
+
23
+        // Use this for initialization
24
+        public void Start()
25
+        {
26
+
27
+        }
28
+
29
+        // Update is called once per frame
30
+        public void Update()
31
+        {
32
+
33
+        }
34
+
35
+        public void LoadLevel()
36
+        {
37
+            CityCount = 0;
38
+            ForestCount = 0;
39
+            _tiles = new Tile[Width, Height];
40
+            _tilesRep = new GameObject[Width, Height];
41
+
42
+            for (int x = 0; x < Width; x++)
43
+            {
44
+                for (int y = 0; y < Height; y++)
45
+                {
46
+                    Color color = LevelSprite.texture.GetPixel(x + (int)LevelSprite.textureRect.x, y + (int)LevelSprite.textureRect.y);
47
+
48
+                    if (color == Color.blue)
49
+                        ApplyTile(x, y, Tile.Water);
50
+                    else if (color == Color.red)
51
+                        ApplyTile(x, y, Tile.City);
52
+                    else if (color == Color.red)
53
+                        ApplyTile(x, y, Tile.Village);
54
+                    else if (color == Color.magenta)
55
+                        ApplyTile(x, y, Tile.Forest);
56
+                    else if (color == BetterYellow)
57
+                        ApplyTile(x, y, Tile.Desert);
58
+                    else if (color == Color.green)
59
+                        ApplyTile(x, y, Tile.Plain);
60
+                    else if (color == Color.cyan)
61
+                        ApplyTile(x, y, Tile.Village);
62
+                    else if (color == Color.white)
63
+                        ApplyTile(x, y, Tile.Mountain);
64
+                }
65
+            }
66
+        }
67
+
68
+        private void ApplyTile(int x, int y, Tile tile)
69
+        {
70
+            if (_tiles[x, y] == tile && _tilesRep[x, y] != null)
71
+                return;
72
+
73
+            // Remove old tile
74
+            if (_tilesRep[x, y] != null)
75
+                Destroy(_tilesRep[x, y]);
76
+
77
+            // Update count
78
+
79
+            if (_tiles[x, y] == Tile.City || _tiles[x, y] == Tile.DesertCity || _tiles[x, y] == Tile.Village || _tiles[x, y] == Tile.DesertVillage)
80
+                CityCount--;
81
+
82
+            if (_tiles[x, y] == Tile.Forest || _tiles[x, y] == Tile.MountainForest)
83
+                ForestCount--;
84
+
85
+            if (tile == Tile.City || tile == Tile.DesertCity || tile == Tile.Village || tile == Tile.DesertVillage)
86
+                CityCount++;
87
+
88
+            if (tile == Tile.Forest || tile == Tile.MountainForest)
89
+                ForestCount++;
90
+
91
+            // Place tile
92
+
93
+            GameObject sourceTile = TileManager.GetByTile(tile);
94
+            GameObject newTile = Instantiate(sourceTile);
95
+            newTile.transform.parent = transform;
96
+            newTile.name = string.Format("[{0}|{1}] {2}", x, y, sourceTile.name);
97
+            newTile.transform.position = new Vector3(x - (Width - 1) / 2f, y - (Height - 1) / 2f, 0);
98
+            _tiles[x, y] = tile;
99
+            _tilesRep[x, y] = newTile;
100
+
101
+            _change = true;
102
+        }
103
+
104
+        public bool AdvanceStep()
105
+        {
106
+            _change = false;
107
+            SpreadTiles(Tile.City, Tile.DesertCity);
108
+            SpreadTiles(Tile.Village, Tile.DesertVillage);
109
+            SpreadTiles(Tile.Forest, Tile.MountainForest);
110
+            return _change;
111
+        }
112
+
113
+        private void SpreadTiles(Tile tileA, Tile tileB)
114
+        {
115
+            Tile[,] oldTiles = _tiles;
116
+            _tiles = new Tile[Width, Height];
117
+
118
+            for (int x = 0; x < Width; x++)
119
+            {
120
+                for (int y = 0; y < Height; y++)
121
+                {
122
+                    _tiles[x, y] = oldTiles[x, y];
123
+                }
124
+            }
125
+
126
+            for (int x = 0; x < Width; x++)
127
+            {
128
+                for (int y = 0; y < Height; y++)
129
+                {
130
+                    if (oldTiles[x, y] == tileA || oldTiles[x, y] == tileB)
131
+                        SpreadTile(x, y, tileA);
132
+                }
133
+            }
134
+        }
135
+
136
+        private void SpreadTile(int x, int y, Tile tile)
137
+        {
138
+            // Left
139
+            if (x > 0)
140
+            {
141
+                PlaceTile(x - 1, y, tile);
142
+            }
143
+
144
+            // Right
145
+            if (x + 1 < Width)
146
+            {
147
+                PlaceTile(x + 1, y, tile);
148
+            }
149
+
150
+            // Up
151
+            if (y > 0)
152
+            {
153
+                PlaceTile(x, y - 1, tile);
154
+            }
155
+
156
+            // Down
157
+            if (y + 1 < Height)
158
+            {
159
+                PlaceTile(x, y + 1, tile);
160
+            }
161
+        }
162
+
163
+        private void PlaceTile(int x, int y, Tile tile)
164
+        {
165
+            Tile target = _tiles[x, y];
166
+
167
+            switch (tile)
168
+            {
169
+                case Tile.City:
170
+                    if (target == Tile.Forest || target == Tile.Plain || target == Tile.Desert)
171
+                        ApplyTile(x, y, tile);
172
+                    if (target == Tile.Desert)
173
+                        ApplyTile(x, y, Tile.DesertCity);
174
+                    break;
175
+
176
+                case Tile.Village:
177
+                    if (target == Tile.Plain || target == Tile.Desert)
178
+                        ApplyTile(x, y, tile);
179
+                    if (target == Tile.Desert)
180
+                        ApplyTile(x, y, Tile.DesertCity);
181
+                    break;
182
+
183
+                case Tile.Forest:
184
+                    if (target == Tile.Plain)
185
+                        ApplyTile(x, y, tile);
186
+                    if (target == Tile.Mountain)
187
+                        ApplyTile(x, y, Tile.MountainForest);
188
+                    break;
189
+
190
+                default:
191
+                    return;
192
+            }
193
+        }
194
+    }
195
+}

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- 19
Assets/Game/Scripts/LevelScript.cs View File

@@ -1,19 +0,0 @@
1
-using UnityEngine;
2
-
3
-namespace Assets.Game.Scripts
4
-{
5
-    public class LevelScript : MonoBehaviour
6
-    {
7
-        // Use this for initialization
8
-        public void Start()
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-        {
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-        
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-        }
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-
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-        // Update is called once per frame
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-        public void Update()
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-        {
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-
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-        }
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-    }
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-}

+ 49
- 0
Assets/Game/Scripts/TileManager.cs View File

@@ -0,0 +1,49 @@
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+using System;
2
+using Assets.Game.Code;
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+using UnityEngine;
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+
5
+namespace Assets.Game.Scripts
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+{
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+    public class TileManager : MonoBehaviour
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+    {
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+        public GameObject WaterTile;
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+        public GameObject PlainTile;
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+        public GameObject DesertTile;
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+        public GameObject CityTile;
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+        public GameObject VillageTile;
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+        public GameObject ForestTile;
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+        public GameObject MountainTile;
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+        public GameObject DesertCityTile;
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+        public GameObject DesertVillageTile;
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+        public GameObject MountainForestTile;
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+
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+        public GameObject GetByTile(Tile tile)
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+        {
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+            switch (tile)
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+            {
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+                case Tile.Water:
25
+                    return WaterTile;
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+                case Tile.Plain:
27
+                    return PlainTile;
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+                case Tile.Desert:
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+                    return DesertTile;
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+                case Tile.City:
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+                    return CityTile;
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+                case Tile.Village:
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+                    return VillageTile;
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+                case Tile.Forest:
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+                    return ForestTile;
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+                case Tile.Mountain:
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+                    return MountainTile;
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+                case Tile.DesertCity:
39
+                    return DesertCityTile;
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+                case Tile.DesertVillage:
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+                    return DesertVillageTile;
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+                case Tile.MountainForest:
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+                    return MountainForestTile;
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+                default:
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+                    throw new ArgumentOutOfRangeException("tile", tile, null);
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+            }
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+        }
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+    }
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+}

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-    antiAliasing: 2
23
+    antiAliasing: 0
138 24
     softParticles: 1
139 25
     softVegetation: 1
140 26
     realtimeReflectionProbes: 1
@@ -143,22 +29,24 @@ QualitySettings:
143 29
     lodBias: 2
144 30
     maximumLODLevel: 0
145 31
     particleRaycastBudget: 4096
32
+    asyncUploadTimeSlice: 2
33
+    asyncUploadBufferSize: 4
146 34
     excludedTargetPlatforms: []
147 35
   m_PerPlatformDefaultQuality:
148
-    Android: 2
149
-    BlackBerry: 2
150
-    GLES Emulation: 5
151
-    PS3: 5
152
-    PS4: 5
153
-    PSM: 5
154
-    PSP2: 5
155
-    Samsung TV: 2
156
-    Standalone: 5
157
-    Tizen: 2
158
-    WP8: 5
159
-    Web: 5
160
-    WebGL: 3
161
-    Windows Store Apps: 5
162
-    XBOX360: 5
163
-    XboxOne: 5
164
-    iPhone: 2
36
+    Android: 0
37