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Francesca Peres 2019-04-27 17:20:43 +02:00
commit 2f580a9e97
27 changed files with 967 additions and 25 deletions

39
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// Hover to view descriptions of existing attributes.
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//From https://answers.unity.com/questions/442342/how-to-make-public-variable-read-only-during-run-t.html
using UnityEngine;
using UnityEditor;
[CustomPropertyDrawer(typeof(BeforeStartAttribute))]
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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}
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using UnityEngine;
public class BeforeStartAttribute : PropertyAttribute {
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Consumabile : Object
{
// Start is called before the first frame update
public enum Tipo {Cura, Danno};
public GameObject player;
public Player player;
public int valore;
void Start()
{
}
// Update is called once per frame
void Update()
{
}
void use(){
if (Tipo == Tipo.Cura){
player.hp += valore;
if (player.hp >= player.maxhp) player.hp = player.maxhp;
}
if (Tipo == Tipo.Danno){
player.hp -= valore;
}
}
}

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259
Assets/Scripts/Map.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class ImpossibleCorridorError : System.Exception
{
public ImpossibleCorridorError() { }
public ImpossibleCorridorError(string message) : base(message) { }
public ImpossibleCorridorError(string message, System.Exception inner) : base(message, inner) { }
protected ImpossibleCorridorError(
System.Runtime.Serialization.SerializationInfo info,
System.Runtime.Serialization.StreamingContext context) : base(info, context) { }
}
public class MapRoom {
public readonly Vector2Int start;
public readonly Vector2Int end;
public readonly int mapSize;
public MapRoom(int mapSize, int maxRoomSize) {
this.mapSize = mapSize;
start = new Vector2Int(Random.Range(0, mapSize), Random.Range(0, mapSize));
end = new Vector2Int(Random.Range(0, mapSize), Random.Range(0, mapSize));
if(start.x > end.x) {
int swap = start.x;
start.x = end.x;
end.x = swap;
}
if(start.y > end.y) {
int swap = start.y;
start.y = end.y;
end.y = swap;
}
while(end.x - start.x > maxRoomSize) {
end.x--;
start.x++;
}
while(end.y - start.y > maxRoomSize) {
end.y--;
start.y++;
}
}
public bool RightCheck() {
return end.x < mapSize-1;
}
public Vector2Int RightCorridorAttachment() {
return new Vector2Int(end.x+1, Random.Range(start.y, end.y+1));
}
public bool LeftCheck() {
return start.x > 0;
}
public Vector2Int LeftCorridorAttachment() {
return new Vector2Int(start.x-1, Random.Range(start.y, end.y+1));
}
public bool TopCheck() {
return end.y < mapSize-1;
}
public Vector2Int TopCorridorAttachment() {
return new Vector2Int(Random.Range(start.x, end.x+1), end.y+1);
}
public bool BottomCheck() {
return start.y > 0;
}
public Vector2Int BottomCorridorAttachment() {
return new Vector2Int(Random.Range(start.x, end.x+1), start.y-1);
}
}
public enum CorridorModes {
bottomToTop,
topToBottom,
rightToLeft,
leftToRight
}
public class MapCorridor {
public readonly Vector2Int start;
public readonly Vector2Int end;
public readonly bool horizontal_priority;
public MapCorridor(MapRoom from, MapRoom to, int mapSize) {
List<CorridorModes> corridorModes = new List<CorridorModes>();
//Find allowed CorridorModes
if(from.end.y <= to.start.y && from.BottomCheck() && to.TopCheck()) corridorModes.Add(CorridorModes.bottomToTop);
if(from.start.y >= to.end.y && from.TopCheck() && to.BottomCheck()) corridorModes.Add(CorridorModes.topToBottom);
if(from.end.x <= to.start.y && from.RightCheck() && to.LeftCheck()) corridorModes.Add(CorridorModes.rightToLeft);
if(from.start.y >= to.end.y && from.LeftCheck() && to.RightCheck()) corridorModes.Add(CorridorModes.leftToRight);
//Select and use a corridor mode
if(corridorModes.Count < 1) throw new ImpossibleCorridorError();
CorridorModes corridorMode = corridorModes[Random.Range(0, corridorModes.Count)];
if(corridorMode == CorridorModes.bottomToTop) {
start = from.BottomCorridorAttachment();
end = to.TopCorridorAttachment();
}
if(corridorMode == CorridorModes.topToBottom) {
start = from.TopCorridorAttachment();
end = to.BottomCorridorAttachment();
}
if(corridorMode == CorridorModes.rightToLeft) {
start = from.RightCorridorAttachment();
end = to.LeftCorridorAttachment();
}
if(corridorMode == CorridorModes.leftToRight) {
start = from.LeftCorridorAttachment();
end = to.RightCorridorAttachment();
}
//50%
horizontal_priority = Random.Range(0f, 1f) >= 0.5f;
}
}
public class Map : MonoBehaviour
{
[BeforeStartAttribute]
public int mapSize = 30;
[BeforeStartAttribute]
public int roomsToGenerate = 5;
[BeforeStartAttribute]
public int maxRoomSize = 6;
[BeforeStartAttribute]
public int maxRoomIterations = 100;
[BeforeStartAttribute]
public Sprite wallSprite;
[BeforeStartAttribute]
public Sprite roomSprite;
[BeforeStartAttribute]
public Sprite corridorSprite;
[BeforeStartAttribute]
public GameObject tilePrefab;
private GameObject[,] tiles;
private List<MapRoom> rooms;
private System.Random rnd;
public Tile GetTile(int x, int y) {
GameObject tileObject = tiles[x, y];
Tile tile = tileObject.GetComponent<Tile>();
return tile;
}
private void InitTile(int x, int y, bool walkable, Sprite tileSprite, bool roomPart) {
Tile tile = GetTile(x, y);
tile.walkable = walkable;
tile.sprite = tileSprite;
tile.roomPart = roomPart;
}
private void FillWithWalls() {
for(int x = 0; x < mapSize; x++) {
for(int y = 0; y < mapSize; y++) {
GameObject tileObject = Instantiate(tilePrefab, transform);
tileObject.transform.position = new Vector3(x, y, 0);
tiles[x, y] = tileObject;
tileObject.name = "Tile [" + x.ToString() + ", " + y.ToString() + "]";
Tile tile = tileObject.GetComponent<Tile>();
tile.walkable = false;
tile.sprite = wallSprite;
}
}
}
private void PlaceRoom(MapRoom mr) {
for(int x = mr.start.x; x <= mr.end.x; x++) {
for(int y = mr.start.y; y <= mr.end.y; y++) {
InitTile(x, y, true, roomSprite, true);
}
}
}
private bool ScanRoom(MapRoom mr) {
//Returns true if the room can be safely placed
for(int x = Mathf.Clamp(mr.start.x-1, 0, mapSize-1); x <= Mathf.Clamp(mr.end.x+1, 0, mapSize-1); x++) {
for(int y = Mathf.Clamp(mr.start.y-1, 0, mapSize-1); y <= Mathf.Clamp(mr.end.y+1, 0, mapSize-1); y++) {
if(GetTile(x, y).roomPart) {
return false;
}
}
}
return true;
}
private void PlaceCorridor(MapCorridor mc) {
Vector2Int cursor = new Vector2Int(mc.start.x, mc.start.y);
InitTile(cursor.x, cursor.y, true, corridorSprite, false);
if(mc.horizontal_priority) {
while(cursor.x != mc.end.x) {
if(cursor.x > mc.end.x) cursor.x--;
else cursor.x++;
InitTile(cursor.x, cursor.y, true, corridorSprite, false);
}
while(cursor.y != mc.end.y) {
if(cursor.y > mc.end.y) cursor.y--;
else cursor.y++;
InitTile(cursor.x, cursor.y, true, corridorSprite, false);
}
}
else
{
while(cursor.y != mc.end.y) {
if(cursor.y > mc.end.y) cursor.y--;
else cursor.y++;
InitTile(cursor.x, cursor.y, true, corridorSprite, false);
}
while(cursor.x != mc.end.x) {
if(cursor.x > mc.end.x) cursor.x--;
else cursor.x++;
InitTile(cursor.x, cursor.y, true, corridorSprite, false);
}
}
}
private void GenerateMap() {
FillWithWalls();
int roomIterations = 0;
while(rooms.Count < roomsToGenerate && roomIterations < maxRoomIterations) {
roomIterations++;
MapRoom room = new MapRoom(mapSize, maxRoomSize);
if(ScanRoom(room)) {
PlaceRoom(room);
rooms.Add(room);
}
if(rooms.Count > 1) {
MapRoom from = rooms[rooms.Count-2];
MapRoom to = rooms[rooms.Count-1];
try {
MapCorridor corridor = new MapCorridor(from, to, mapSize);
PlaceCorridor(corridor);
}
catch (ImpossibleCorridorError) {}
}
}
}
private void Start()
{
//Initialize everything
tiles = new GameObject[mapSize, mapSize];
rooms = new List<MapRoom>();
rnd = new System.Random();
//Generate the map
GenerateMap();
}
}

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Assets/Scripts/Mostro.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Mostro : MonoBehaviour
{
public string nome;
public Sprite sprite;
public int hpmax, hp, exp;
public bool is_undead;
public enum speed {slow, standard, fast};
private bool player_spotted;
public Map map;
// Start is called before the first frame update
void Start()
{
map = gameObjectMappa.GetComponent<Map>();
player_spotted = false;
}
// Update is called once per frame
void Update()
{
if (!player_spotted){
roam();
}
//Da mettere il pathfinding per quando trova il personaggio
}
void roam(){
while (true)
{
int direction = Random.Range(1, 5);
if (direction==1 && is_valid_movement("left")){
transform.Translate(Vector3.left);
break;
}
else if (direction==2 && is_valid_movement("right")){
transform.Translate(Vector3.right);
break;
}
else if (direction==3 && is_valid_movement("up")){
transform.Translate(Vector3.up);
break;
}
else if (is_valid_movement("down")){
transform.Translate(Vector3.up);
break;
}
}
}
bool is_valid_movement(string direction)
{
Tile tile;
int posX = (int) transform.position.x;
int posY = (int) transform.position.y;
if (direction == "left") tile = map.GetTile(posX - 1, posY);
else if (direction == "right") tile = map.GetTile(posX + 1, posY);
else if (direction == "up") tile = map.GetTile(posX, posY + 1);
else tile = map.GetTile(posX, posY - 1);
return tile.walkable;
}
}

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using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class Test : MonoBehaviour public class Object : MonoBehaviour
{ {
public string nome;
public int costo;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {

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Assets/Scripts/Player.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
private int exp, level, hp, maxhp;
public int startingHp;
public Map map;
//TODO: Aggiungi gli oggetti in inventario
// Start is called before the first frame update
void Start()
{
hp = startingHp;
}
// Update is called once per frame
void Update()
{
playerMovement();
}
void playerMovement()
{
if (Input.GetKey(KeyCode.A))
{
if (is_valid_movement("left")) transform.Translate(Vector3.left);
}
if (Input.GetKey(KeyCode.D))
{
if (is_valid_movement("right")) transform.Translate(Vector3.right);
}
if (Input.GetKey(KeyCode.W))
{
if (is_valid_movement("up")) transform.Translate(Vector3.up);
}
if (Input.GetKey(KeyCode.S))
{
if (is_valid_movement("down")) transform.Translate(Vector3.down);
}
// Qui c'è da aggiungere la condizione per il controllo degli hp
}
bool is_valid_movement(string direction)
{
Tile tile;
int posX = (int) transform.position.x;
int posY = (int) transform.position.y;
if (direction == "left") tile = map.GetTile(posX - 1, posY);
else if (direction == "right") tile = map.GetTile(posX + 1, posY);
else if (direction == "up") tile = map.GetTile(posX, posY + 1);
else tile = map.GetTile(posX, posY - 1);
return tile.walkable;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tile : MonoBehaviour
{
public bool walkable;
public bool roomPart;
public Sprite sprite;
private SpriteRenderer spriteRenderer;
private void Start()
{
spriteRenderer = GetComponent<SpriteRenderer>();
spriteRenderer.sprite = sprite;
}
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