Browse Source

Working play controller

feature/RoundManager
Joshua Reason 3 years ago
parent
commit
22b4755b70
29 changed files with 802 additions and 63 deletions
  1. BIN
      Assets/Data/StartUI/StartCountDown.asset
  2. +4
    -0
      Assets/Randomizer.cs
  3. BIN
      Assets/Scenes/MainMenu.unity
  4. +7
    -0
      Assets/Scenes/MainMenu.unity.meta
  5. BIN
      Assets/Scenes/PlayerJoinScene.unity
  6. BIN
      Assets/Scenes/Testing Scenes/PlayerTest.unity
  7. +20
    -8
      Assets/Scripts/Managers/GameManager.cs
  8. +27
    -0
      Assets/Scripts/Player Scripts/InputBehaviour.cs
  9. +11
    -0
      Assets/Scripts/Player Scripts/InputBehaviour.cs.meta
  10. +1
    -1
      Assets/Scripts/Player Scripts/PlayerDataHolder.cs
  11. +0
    -0
      Assets/Scripts/Player Scripts/PlayerDataHolder.cs.meta
  12. +16
    -9
      Assets/Scripts/Player Scripts/PlayerInputController.cs
  13. +3
    -1
      Assets/Scripts/Player Scripts/PlayerList.cs
  14. +1
    -1
      Assets/Scripts/Player Scripts/PlayerManager.cs
  15. +47
    -0
      Assets/Scripts/Player Scripts/PlayerVisuals.cs
  16. +11
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  17. +5
    -0
      Assets/Scripts/UI/StartScreen/PlayerJoinIcon.cs
  18. +7
    -0
      Assets/Scripts/UI/StartScreen/PlayerJoinUI.cs
  19. +24
    -1
      Assets/Scripts/UI/StartScreen/StartScreenUI.cs
  20. +97
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      Assets/World Assets/Materials/MenuSkybox.mat
  21. +8
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      Assets/World Assets/Materials/MenuSkybox.mat.meta
  22. +183
    -33
      Assets/World Assets/Prefabs/Player.prefab
  23. +4
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      Assets/World Assets/Prefabs/YeetyPlayer Variant.prefab
  24. BIN
      Assets/World Assets/Textures/Player_prototype.png
  25. +154
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  26. BIN
      Assets/World Assets/Textures/player_apron.png
  27. +154
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  28. BIN
      ProjectSettings/EditorBuildSettings.asset
  29. +1
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Assets/Data/StartUI/StartCountDown.asset (Stored with Git LFS) View File

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Assets/Randomizer.cs View File

@ -18,6 +18,10 @@ public class Randomizer : MonoBehaviour
public GameObject topObj;
public GameObject bottomObj;
[SerializeField]
private bool m_RandomizeOnAwake;
public void RandomizeParts(int a, int b, int c, int d, int e, int f)
{
baseObj.GetComponent<MeshRenderer>().material.mainTexture =bases[a];

BIN
Assets/Scenes/MainMenu.unity (Stored with Git LFS) View File

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Assets/Scenes/PlayerJoinScene.unity (Stored with Git LFS) View File

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BIN
Assets/Scenes/Testing Scenes/PlayerTest.unity (Stored with Git LFS) View File

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+ 20
- 8
Assets/Scripts/Managers/GameManager.cs View File

@ -11,25 +11,37 @@ public class GameManager : MonoBehaviour
[SerializeField]
private GameObject m_playerPrefab;
private Camera m_camera;
// Start is called before the first frame update
void Start()
{
SetUpPlayers();
m_camera = Camera.main;
}
// Update is called once per frame
void Update()
private void SetUpPlayers()
{
}
foreach (PlayerData data in m_PlayerList.AllPlayers)
{
GameObject newPlayer = Instantiate(m_playerPrefab);
data.Input.SwitchCurrentActionMap("Gameplay");
private void SetUpPlayers()
{
foreach (InputBehaviour input in newPlayer.GetComponentsInChildren<InputBehaviour>())
input.Initialise(data);
newPlayer.GetComponentInChildren<PlayerVisuals>().Initalise(data);
newPlayer.transform.position += Vector3.ProjectOnPlane(Random.insideUnitSphere, Vector3.up);
}
}
private void LateUpdate()
{
}
}

+ 27
- 0
Assets/Scripts/Player Scripts/InputBehaviour.cs View File

@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public abstract class InputBehaviour : MonoBehaviour
{
protected PlayerData m_data;
public virtual void Initialise(PlayerData data)
{
this.m_data = data;
RegisterInput(data.Input);
}
protected virtual void OnDestroy()
{
if (m_data != null)
UnregisterInput(m_data.Input);
}
public abstract void RegisterInput(PlayerInput playerInput);
public abstract void UnregisterInput(PlayerInput playerInput);
}

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Assets/Scripts/Player Scripts/PlayerInput.cs → Assets/Scripts/Player Scripts/PlayerDataHolder.cs View File

@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
public class PlayerInput : MonoBehaviour
public class PlayerDataHolder : MonoBehaviour
{
private PlayerData m_Data;

Assets/Scripts/Player Scripts/PlayerInput.cs.meta → Assets/Scripts/Player Scripts/PlayerDataHolder.cs.meta View File


+ 16
- 9
Assets/Scripts/Player Scripts/PlayerInputController.cs View File

@ -3,8 +3,8 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(UnityEngine.InputSystem.PlayerInput), typeof(CharacterController))]
public class PlayerInputController : MonoBehaviour
[RequireComponent(typeof(CharacterController))]
public class PlayerInputController : InputBehaviour
{
@ -21,20 +21,15 @@ public class PlayerInputController : MonoBehaviour
+ "1.0 = forward")]
private AnimationCurve m_turnRadius;
private UnityEngine.InputSystem.PlayerInput m_input;
private CharacterController m_controller;
private Vector3 m_desiredDirection;
private bool m_recievedInput => m_desiredDirection.magnitude != 0;
private YeetController m_yeetController;
private void Awake()
{
m_input = GetComponent<UnityEngine.InputSystem.PlayerInput>();
m_controller = GetComponent<CharacterController>();
m_yeetController = GetComponent<YeetController>();
}
@ -46,9 +41,9 @@ public class PlayerInputController : MonoBehaviour
}
private void OnMovement(InputValue value)
private void OnMovement(InputAction.CallbackContext value)
{
Vector2 m_recievedInput = value.Get<Vector2>();
Vector2 m_recievedInput = value.ReadValue<Vector2>();
m_desiredDirection = new Vector3(m_recievedInput.x, 0.0f, m_recievedInput.y);
}
@ -75,4 +70,16 @@ public class PlayerInputController : MonoBehaviour
{
transform.position = Vector3.ProjectOnPlane(transform.position, axis);
}
public override void RegisterInput(PlayerInput playerInput)
{
playerInput.currentActionMap.FindAction("Movement").performed += OnMovement;
playerInput.currentActionMap.FindAction("Movement").canceled += OnMovement;
}
public override void UnregisterInput(PlayerInput playerInput)
{
playerInput.currentActionMap.FindAction("Movement").performed -= OnMovement;
playerInput.currentActionMap.FindAction("Movement").canceled -= OnMovement;
}
}

+ 3
- 1
Assets/Scripts/Player Scripts/PlayerList.cs View File

@ -15,7 +15,9 @@ public class PlayerList : ScriptableObject
[ShowNativeProperty]
public int PlayerCount => Players.Count;
public Dictionary<UnityEngine.InputSystem.PlayerInput, PlayerData> Players = new Dictionary<UnityEngine.InputSystem.PlayerInput, PlayerData>();
public PlayerData[] AllPlayers => Players.Values.ToArray();
public Dictionary<PlayerInput, PlayerData> Players = new Dictionary<PlayerInput, PlayerData>();
private uint m_totalPlayerCount;

+ 1
- 1
Assets/Scripts/Player Scripts/PlayerManager.cs View File

@ -26,7 +26,7 @@ public class PlayerManager : MonoBehaviour
Debug.Log($"New Player Joined");
PlayerData data = m_connectedPlayers.AddPlayer(player);
newPlayer.GetComponent<PlayerInput>().Initialise(data);
newPlayer.GetComponent<PlayerDataHolder>().Initialise(data);
newPlayer.transform.SetParent(transform, false);
}

+ 47
- 0
Assets/Scripts/Player Scripts/PlayerVisuals.cs View File

@ -0,0 +1,47 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerVisuals : MonoBehaviour
{
[SerializeField]
private SpriteRenderer m_apron;
[SerializeField]
private Transform m_moveingObject;
private Camera m_camera;
private Vector3 m_startScale;
private void Awake()
{
m_camera = Camera.main;
m_startScale = transform.localScale;
}
public void Initalise(PlayerData data)
{
m_apron.color = data.Color;
}
public void LateUpdate()
{
transform.rotation = m_camera.transform.rotation;
transform.Rotate(new Vector3(0, 180, 0));
float direction = Mathf.Sign(Vector3.Dot(m_moveingObject.transform.forward, -m_camera.transform.right));
transform.localScale = new Vector3(m_startScale.x * direction, m_startScale.y, m_startScale.z);
}
}

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Assets/Scripts/UI/StartScreen/PlayerJoinIcon.cs View File

@ -2,9 +2,13 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
public class PlayerJoinIcon : MonoBehaviour
{
[SerializeField]
private Image m_apron;
private PlayerData m_data;
private Vector3 m_startingScale;
@ -27,6 +31,7 @@ public class PlayerJoinIcon : MonoBehaviour
{
Debug.Log("Initialised new Player");
m_data = data;
m_apron.color = data.Color;
}
public void OnPlayerPing(InputAction.CallbackContext args)

+ 7
- 0
Assets/Scripts/UI/StartScreen/PlayerJoinUI.cs View File

@ -46,6 +46,13 @@ public class PlayerJoinUI : MonoBehaviour
newPoster.localPosition = new Vector3(randomX, randomY, 0.0f);
newPoster.Rotate(Vector3.forward, Random.Range(-20.0f, 20.0f));
if (Random.Range(0, 2) > 0)
newPoster.transform.localScale = new Vector3(-newPoster.transform.localScale.x, newPoster.transform.localScale.y, newPoster.transform.localScale.z);
bool isOverlapping = false;
foreach (RectTransform child in children)
{

+ 24
- 1
Assets/Scripts/UI/StartScreen/StartScreenUI.cs View File

@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using TMPro;
using Variables;
@ -22,6 +23,10 @@ public class StartScreenUI : MonoBehaviour
[SerializeField]
private Transform m_endPosition;
[SerializeField]
private List<NumberAlias> m_aliases;
@ -39,8 +44,18 @@ public class StartScreenUI : MonoBehaviour
private void UpdateCountDown(float value)
{
int number = (int)value;
if (m_aliases.Any(p => p.Number == number))
{
m_countdownText.text = m_aliases.First(p => p.Number == number).Name;
}
else
{
m_countdownText.text = number.ToString();
}
m_countdownText.text = ((int)value).ToString();
float ratio = m_lerpCurve.Evaluate(value % 1);
m_countdownText.transform.position = Vector3.Lerp(m_endPosition.position, m_startPosition.position, ratio);
@ -64,4 +79,12 @@ public class StartScreenUI : MonoBehaviour
}
[System.Serializable]
public struct NumberAlias
{
public int Number;
public string Name;
}
}

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