Gameplay-Edit

This commit is contained in:
2023-06-16 09:26:12 +03:00
commit 36f90ddd64
185 changed files with 30364 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Objects;
namespace Level
{
public class LayoutCell
{
[System.Serializable]
public struct LayoutCellData
{
public enum CellContent
{
None,
Block,
Player,
Crate
}
public CellContent cellContent;
public bool isTarget;
public Vector3Int cellPos;
}
// Public
public LayoutCellData cellData;
public Vector3 worldPos;
public Crate crate;
public Vector2Int layoutPosition;
// Private
private SpriteRenderer bgSpriteRenderer;
private SpriteRenderer envSpriteRenderer;
// Properties
public bool IsFree
{
get
{
return cellData.cellContent == LayoutCellData.CellContent.None;
}
}
private Grid grid => LevelBuilder.Instance.grid;
private Sprite blockSprite => LevelBuilder.Instance.blockSprite;
private Sprite environmentSprite => LevelBuilder.Instance.environmentSprite;
private Sprite groundSprite => LevelBuilder.Instance.groundSprite;
private GameObject spritePrefab => LevelBuilder.Instance.spritePrefab;
private GameObject cratePrefab => LevelBuilder.Instance.cratePrefab;
public LayoutCell(Vector3Int cellPos, Vector2Int layoutPos)
{
layoutPosition = layoutPos;
// Init data
cellData = new LayoutCellData
{
cellContent = LayoutCellData.CellContent.None,
isTarget = false,
cellPos = cellPos
};
worldPos = grid.GetCellCenterWorld(cellPos);
// Init sprite objects
GameObject bgObject = GameObject.Instantiate(spritePrefab, worldPos, Quaternion.identity);
bgSpriteRenderer = bgObject.GetComponent<SpriteRenderer>();
bgSpriteRenderer.sprite = groundSprite;
GameObject envObject = GameObject.Instantiate(spritePrefab, worldPos, Quaternion.identity);
envSpriteRenderer = envObject.GetComponent<SpriteRenderer>();
envSpriteRenderer.sortingOrder = 1;
// Subscribe to destroy event
LevelBuilder.Instance.LevelDestroyed += Destroy;
}
public void ChangeEnv(LevelBuilderButtons.PlacementOption placementOption)
{
// Clean previous contents
cellData.cellContent = LayoutCellData.CellContent.None;
cellData.isTarget = false;
if (crate)
{
GameObject.Destroy(crate.gameObject);
}
// Place new object
if (placementOption == LevelBuilderButtons.PlacementOption.Block)
{
cellData.cellContent = LayoutCellData.CellContent.Block;
}
else if (placementOption == LevelBuilderButtons.PlacementOption.Environment)
{
cellData.isTarget = true;
}
else if (placementOption == LevelBuilderButtons.PlacementOption.Crate)
{
cellData.cellContent = LayoutCellData.CellContent.Crate;
GameObject crateObject = GameObject.Instantiate(cratePrefab, worldPos, Quaternion.identity);
crate = crateObject.GetComponent<Crate>();
crate.layoutPosition = layoutPosition;
}
else if (placementOption == LevelBuilderButtons.PlacementOption.Player)
{
Player.Instance.Teleport(this);
}
UpdateSprites();
}
public void UpdateSprites()
{
if (cellData.cellContent == LayoutCellData.CellContent.Block)
{
envSpriteRenderer.sprite = blockSprite;
}
else if (cellData.isTarget)
{
envSpriteRenderer.sprite = environmentSprite;
}
else
{
envSpriteRenderer.sprite = null;
}
}
public void Destroy()
{
GameObject.Destroy(bgSpriteRenderer.gameObject);
GameObject.Destroy(envSpriteRenderer.gameObject);
LevelBuilder.Instance.LevelDestroyed -= Destroy;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Level
{
public class LevelBuilder : MonoBehaviour
{
// Static
private static LevelBuilder instance;
// Events
public delegate void LevelDestroyedHandler();
public event LevelDestroyedHandler LevelDestroyed;
public delegate void LevelInitializedHandler();
public event LevelInitializedHandler LevelInitialized;
// Public
public Sprite blockSprite;
public Sprite environmentSprite;
public Sprite groundSprite;
public GameObject spritePrefab;
public GameObject cratePrefab;
public Grid grid;
public LevelBuilderButtons levelBuilderButtons;
// Private
private int width;
private int height;
private LayoutCell[][] layout;
private Vector3Int firstCellPos;
// Properties
public static LevelBuilder Instance => instance;
// Methods
private void Awake()
{
if (instance != null && instance != this)
{
Destroy(gameObject);
return;
}
instance = this;
}
private void Update()
{
if (GameManager.Instance.currentState == GameState.Editing && Input.GetMouseButtonDown(0))
{
// Get the mouse position
Vector3 mousePosition = Input.mousePosition;
// Convert the mouse position to world space if needed
Vector3 worldMousePosition = Camera.main.ScreenToWorldPoint(mousePosition);
EditCellAt(worldMousePosition);
}
}
public void CreateLayout(int w, int h)
{
LevelDestroyed?.Invoke();
width = w;
height = h;
// Offset first cell by half of width and height
firstCellPos = new Vector3Int(-width / 2, -height / 2, 0);
layout = new LayoutCell[height][];
for (int y = 0; y < height; y++)
{
layout[y] = new LayoutCell[width];
for (int x = 0; x < width; x++)
{
Vector3Int cellPos = new Vector3Int(firstCellPos.x + x, firstCellPos.y + y, 0);
layout[y][x] = new LayoutCell(cellPos, new Vector2Int(x, y));
}
}
LevelInitialized?.Invoke();
}
public LayoutCell GetCellAt(Vector2Int layoutPosition)
{
// Check that cell with these indices exists in array
// if (0 < layoutPosition.y < height && 0 < layoutPosition.x < width)
if (layoutPosition.y >= 0 && layoutPosition.y < height && layoutPosition.x >= 0 && layoutPosition.x < width)
{
return layout[layoutPosition.y][layoutPosition.x];
}
else
{
return null;
}
}
public LayoutCell WorldToLayoutCell(Vector3 worldPos)
{
Vector3Int cellPos = grid.WorldToCell(worldPos);
Vector2Int layoutPosition = ((Vector2Int) (cellPos - firstCellPos));
return GetCellAt(layoutPosition);
}
private void EditCellAt(Vector3 worldPos)
{
LayoutCell layoutCell = WorldToLayoutCell(worldPos);
if (layoutCell == null)
{
return;
}
LevelBuilderButtons.PlacementOption placementOption = levelBuilderButtons.CurrentOption;
layoutCell.ChangeEnv(placementOption);
}
}
}

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