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Francesca Peres 2019-04-28 00:05:11 +02:00
commit c9174b9088
28 changed files with 1306 additions and 284 deletions

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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))]
public class BeforeStartAttributeDrawer : PropertyDrawer
{
// Necessary since some properties tend to collapse smaller than their content
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUI.GetPropertyHeight(property, label, true);
}
// Draw a disabled property field
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
GUI.enabled = !Application.isPlaying;
EditorGUI.PropertyField(position, property, label, true);
GUI.enabled = true;
}
}
[CustomPropertyDrawer(typeof(AfterStartAttribute))]
public class AfterStartAttributeDrawer : PropertyDrawer
{
// Necessary since some properties tend to collapse smaller than their content
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUI.GetPropertyHeight(property, label, true);
}
// Draw a disabled property field
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
GUI.enabled = Application.isPlaying;
EditorGUI.PropertyField(position, property, label, true);
GUI.enabled = true;
}
}

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Assets/Scripts/AI.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AI : Entity
{
public virtual void OnTurn(){
Debug.LogWarning("OnTurn() not overridden");
}
}

11
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44
Assets/Scripts/AISlime.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AISlime : AI
{
public float visionRange = 4;
protected Player player;
protected new void Start() {
base.Start();
player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
}
public override void OnTurn(){
if (CanSeePlayer()){
//TODO
}
else {
int direction = Random.Range(0, 4);
if (direction == 0 && map.CanMoveTo(MapPosition + Vector2Int.left)){
transform.Translate(Vector3.left);
}
else if (direction == 1 && map.CanMoveTo(MapPosition + Vector2Int.right)){
transform.Translate(Vector3.right);
}
else if (direction == 2 && map.CanMoveTo(MapPosition + Vector2Int.up)){
transform.Translate(Vector3.up);
}
else if (direction == 3 && map.CanMoveTo(MapPosition + Vector2Int.down)){
transform.Translate(Vector3.down);
}
}
}
public bool CanSeePlayer(){
return Vector3.Distance(player.transform.position, transform.position) < visionRange;
}
private void OnDrawGizmosSelected() {
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(transform.position, visionRange);
}
}

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using UnityEngine;
public class BeforeStartAttribute : PropertyAttribute {}
public class AfterStartAttribute : PropertyAttribute {}

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Assets/Scripts/Entity.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Entity : MonoBehaviour
{
public int hpMax;
[AfterStartAttribute]
public int hp;
[BeforeStartAttribute]
public Sprite sprite;
public Vector2Int MapPosition {
get {
return new Vector2Int((int)transform.position.x, (int)transform.position.y);
}
}
protected GameObject gameController;
protected SpriteRenderer spriteRenderer;
protected TurnHandler turnHandler;
protected Map map;
protected void Start()
{
spriteRenderer = GetComponent<SpriteRenderer>();
spriteRenderer.sprite = sprite;
gameController = GameObject.FindGameObjectWithTag("GameController");
turnHandler = gameController.GetComponentInChildren<TurnHandler>();
map = gameController.GetComponentInChildren<Map>();
hp = hpMax;
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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, int minRoomSize) {
this.mapSize = mapSize;
start = new Vector2Int(Random.Range(1, mapSize-1), Random.Range(1, mapSize-1));
end = new Vector2Int(Random.Range(1, mapSize-1), Random.Range(1, mapSize-1));
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++;
}
while(end.x - start.x < minRoomSize) {
end.x++;
start.x--;
}
while(end.y - start.y < minRoomSize) {
end.y++;
start.y--;
}
start.Clamp(new Vector2Int(1, 1), new Vector2Int(mapSize-1, mapSize-1));
end.Clamp(new Vector2Int(1, 1), new Vector2Int(mapSize-1, mapSize-1));
}
public Vector2Int RandomPoint() {
return new Vector2Int(Random.Range(start.x, end.x+1), Random.Range(start.y, end.y+1));
}
}
public class MapCorridor {
public readonly Vector2Int start;
public readonly Vector2Int end;
public readonly bool horizontal_priority;
public MapCorridor(MapRoom from, MapRoom to, int mapSize) {
start = from.RandomPoint();
end = to.RandomPoint();
//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 minRoomSize = 2;
[BeforeStartAttribute]
public int maxRoomSize = 6;
[BeforeStartAttribute]
public int maxRoomIterations = 100;
[BeforeStartAttribute]
public Sprite wallSprite;
[BeforeStartAttribute]
public List<Sprite> floorSprites;
[BeforeStartAttribute]
public GameObject tilePrefab;
[BeforeStartAttribute]
public GameObject playerPrefab;
[BeforeStartAttribute]
public List<GameObject> enemyPrefabs;
[BeforeStartAttribute]
public int enemiesToSpawn = 10;
private GameObject[,] tiles;
private List<MapRoom> rooms;
private TurnHandler turnHandler;
public Tile GetTile(Vector2Int position) {
GameObject tileObject = tiles[position.x, position.y];
return tileObject.GetComponent<Tile>();
}
public bool CanMoveTo(Vector2Int position)
{
try {
bool walkable = GetTile(position).walkable;
bool free = !(bool)turnHandler.GetEntityAtPosition(position);
return walkable && free;
}
catch(System.IndexOutOfRangeException) {
return false;
}
}
private void InitTile(Vector2Int position, bool walkable, Sprite tileSprite, bool roomPart) {
Tile tile = GetTile(position);
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(new Vector2Int(x, y), true, GetFloorTileSprite(), 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(new Vector2Int(x, y)).roomPart) {
return false;
}
}
}
return true;
}
private void PlaceCorridor(MapCorridor mc) {
Vector2Int cursor = new Vector2Int(mc.start.x, mc.start.y);
InitTile(cursor, true, GetFloorTileSprite(), false);
if(mc.horizontal_priority) {
while(cursor.x != mc.end.x) {
if(cursor.x > mc.end.x) cursor.x--;
else cursor.x++;
InitTile(cursor, true, GetFloorTileSprite(), false);
}
while(cursor.y != mc.end.y) {
if(cursor.y > mc.end.y) cursor.y--;
else cursor.y++;
InitTile(cursor, true, GetFloorTileSprite(), false);
}
}
else
{
while(cursor.y != mc.end.y) {
if(cursor.y > mc.end.y) cursor.y--;
else cursor.y++;
InitTile(cursor, true, GetFloorTileSprite(), false);
}
while(cursor.x != mc.end.x) {
if(cursor.x > mc.end.x) cursor.x--;
else cursor.x++;
InitTile(cursor, true, GetFloorTileSprite(), false);
}
}
}
private void GenerateMap() {
FillWithWalls();
int roomIterations = 0;
while(rooms.Count < roomsToGenerate && roomIterations < maxRoomIterations) {
roomIterations++;
MapRoom room = new MapRoom(mapSize, maxRoomSize, minRoomSize);
if(ScanRoom(room)) {
//Fill with the room
PlaceRoom(room);
rooms.Add(room);
}
//Place a corridor
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 PlacePlayer() {
MapRoom room = rooms[Random.Range(0, rooms.Count)];
Vector2Int point = room.RandomPoint();
GameObject playerObject = Instantiate(playerPrefab, turnHandler.transform);
playerObject.name = "Player";
playerObject.transform.position = new Vector3(point.x, point.y, 0);
}
private void PlaceEnemies() {
for(int i = 0; i < enemiesToSpawn; i++) {
MapRoom room = rooms[Random.Range(0, rooms.Count)];
Vector2Int point = room.RandomPoint();
GameObject enemyPrefab = enemyPrefabs[Random.Range(0, enemyPrefabs.Count)];
GameObject enemyObject = Instantiate(enemyPrefab, turnHandler.transform);
enemyObject.name = "Enemy " + i.ToString();
enemyObject.transform.position = new Vector3(point.x, point.y, 0);
}
}
private Sprite GetFloorTileSprite() {
return floorSprites[Random.Range(0, floorSprites.Count)];
}
private void Start()
{
//Initialize everything
tiles = new GameObject[mapSize, mapSize];
rooms = new List<MapRoom>();
turnHandler = GameObject.FindGameObjectWithTag("GameController").GetComponentInChildren<TurnHandler>();
GenerateMap();
PlacePlayer();
PlaceEnemies();
}
}

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23
Assets/Scripts/Monster.cs Normal file
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@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Monster : MonoBehaviour
{
public int hpMax;
[AfterStartAttribute]
public int hp;
[BeforeStartAttribute]
public Sprite sprite;
private SpriteRenderer spriteRenderer;
private void Start()
{
spriteRenderer = GetComponent<SpriteRenderer>();
spriteRenderer.sprite = sprite;
hp = hpMax;
}
}

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50
Assets/Scripts/Player.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : Entity
{
public int exp;
public int level;
void Update()
{
CheckForMovementInput();
}
void CheckForMovementInput()
{
bool hasMoved = false;
if (Input.GetKeyDown(KeyCode.A))
{
if (map.CanMoveTo(MapPosition + Vector2Int.left)) {
transform.Translate(Vector3.left);
hasMoved = true;
}
}
else if (Input.GetKeyDown(KeyCode.D))
{
if (map.CanMoveTo(MapPosition + Vector2Int.right)) {
transform.Translate(Vector3.right);
hasMoved = true;
}
}
else if (Input.GetKeyDown(KeyCode.W))
{
if (map.CanMoveTo(MapPosition + Vector2Int.up)) {
transform.Translate(Vector3.up);
hasMoved = true;
}
}
else if (Input.GetKeyDown(KeyCode.S))
{
if (map.CanMoveTo(MapPosition + Vector2Int.down)) {
transform.Translate(Vector3.down);
hasMoved = true;
}
}
if(hasMoved) {
turnHandler.OnTurn();
}
}
}

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@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TurnHandler : MonoBehaviour
{
public void OnTurn() {
AI[] ais = gameObject.GetComponentsInChildren<AI>();
foreach(AI ai in ais) {
ai.OnTurn();
}
}
public Entity GetEntityAtPosition(Vector2Int position) {
Entity[] entities = GetComponentsInChildren<Entity>();
foreach(Entity entity in entities) {
if(entity.MapPosition == position) {
return entity;
}
}
return null;
}
}

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