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Commit a lot of stuff again

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Steffo 2020-04-18 22:45:36 +02:00
parent 3778625c83
commit c627226692
27 changed files with 1497 additions and 260 deletions

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View file

@ -75,27 +75,29 @@ public class GameController : MonoBehaviour
public List<MicrogameController> microgames; public List<MicrogameController> microgames;
private MicrogameController currentMicrogame; private MicrogameController currentMicrogame;
public delegate void OnMicrogameStartHandler(MicrogameController newMicrogame); public delegate void OnMicrogameCreateHandler(MicrogameController newMicrogame);
public event OnMicrogameStartHandler OnMicrogameStart; public event OnMicrogameCreateHandler OnMicrogameCreate;
public delegate void OnMicrogameEndHandler(MicrogameController endedMicrogame); public delegate void OnMicrogameDestroyHandler(MicrogameController endedMicrogame);
public event OnMicrogameEndHandler OnMicrogameEnd; public event OnMicrogameDestroyHandler OnMicrogameDestroy;
public MicrogameController CurrentMicrogame { public MicrogameController CurrentMicrogame {
get { get {
return currentMicrogame; return currentMicrogame;
} }
set { set {
OnMicrogameTimeLeftChange?.Invoke(CurrentMicrogame?.TimeLeft, value?.TimeLeft);
if(CurrentMicrogame != null) { if(CurrentMicrogame != null) {
OnMicrogameEnd?.Invoke(CurrentMicrogame); OnMicrogameDestroy?.Invoke(CurrentMicrogame);
CurrentMicrogame.OnTimeLeftChange -= PropagateTimeLeftChange; CurrentMicrogame.OnTimeLeftChange -= PropagateTimeLeftChange;
CurrentMicrogame.OnMicrogameEnd -= OnMicrogameEnd;
Destroy(CurrentMicrogame.gameObject); Destroy(CurrentMicrogame.gameObject);
} }
if(value != null) { if(value != null) {
currentMicrogame = Instantiate(value.gameObject, transform).GetComponent<MicrogameController>(); currentMicrogame = Instantiate(value.gameObject, transform).GetComponent<MicrogameController>();
CurrentMicrogame.OnTimeLeftChange += PropagateTimeLeftChange; CurrentMicrogame.OnTimeLeftChange += PropagateTimeLeftChange;
OnMicrogameStart?.Invoke(CurrentMicrogame); CurrentMicrogame.OnMicrogameEnd += OnMicrogameEnd;
OnMicrogameCreate?.Invoke(CurrentMicrogame);
} }
OnMicrogameTimeLeftChange?.Invoke(CurrentMicrogame?.TimeLeft, value?.TimeLeft);
} }
} }
@ -105,6 +107,54 @@ public class GameController : MonoBehaviour
OnMicrogameTimeLeftChange?.Invoke(previous, current); OnMicrogameTimeLeftChange?.Invoke(previous, current);
} }
private void OnMicrogameEnd(MicrogameController microgame) {
Debug.Assert(microgame != null);
if(microgame.MicrogameResults()) {
Score += 1;
}
else {
Lives -= 1;
}
CurrentMicrogame = null;
StartCoroutine("SpinTheWheel");
}
private MicrogameController displayedMicrogame;
public delegate void OnDisplayedMicrogameChangeHandler(MicrogameController previous, MicrogameController current);
public event OnDisplayedMicrogameChangeHandler OnDisplayedMicrogameChange;
public MicrogameController DisplayedMicrogame {
get {
return displayedMicrogame;
}
set {
OnDisplayedMicrogameChange?.Invoke(displayedMicrogame, value);
displayedMicrogame = value;
}
}
[Header("Wheel Settings")]
public float wheelSelectionDelay = 0.1f;
public float wheelSelectionTime = 2f;
public float wheelDisplayTime = 2f;
IEnumerator SpinTheWheel() {
float timePassed = 0f;
while(timePassed < wheelSelectionTime) {
DisplayedMicrogame = GetRandomMicrogame();
yield return new WaitForSeconds(wheelSelectionDelay);
timePassed += wheelSelectionDelay;
}
DisplayedMicrogame = GetRandomMicrogame();
yield return new WaitForSeconds(wheelDisplayTime);
CurrentMicrogame = DisplayedMicrogame;
}
public MicrogameController GetRandomMicrogame() {
Debug.Assert(microgames.Count > 0);
return microgames.PickRandom();
}
private void Awake() { private void Awake() {
camera = Camera.main; camera = Camera.main;
} }
@ -117,19 +167,7 @@ public class GameController : MonoBehaviour
CurrentMicrogame = null; CurrentMicrogame = null;
// Notify the TimePanel of the starting status // Notify the TimePanel of the starting status
OnMicrogameTimeLeftChange?.Invoke(null, null); OnMicrogameTimeLeftChange?.Invoke(null, null);
}
private void CheckMicrogameResults(MicrogameController microgame) { StartCoroutine("SpinTheWheel");
Debug.Assert(microgame != null);
if(microgame.MicrogameResults()) {
Score += 1;
}
else {
Lives -= 1;
}
}
private MicrogameController GetRandomMicrogame() {
return microgames.PickRandom();
} }
} }

View file

@ -4,8 +4,11 @@ using UnityEngine;
public abstract class MicrogameController : MonoBehaviour public abstract class MicrogameController : MonoBehaviour
{ {
[BeforeStart]
public string microgameName = "[UNSET]";
[BeforeStart] [BeforeStart]
public float startingTime = 4f; public float startingTime = 4f;
public delegate void OnTimeLeftChangeHandler(float previous, float current); public delegate void OnTimeLeftChangeHandler(float previous, float current);
public event OnTimeLeftChangeHandler OnTimeLeftChange; public event OnTimeLeftChangeHandler OnTimeLeftChange;
private float timeLeft; private float timeLeft;
@ -16,18 +19,34 @@ public abstract class MicrogameController : MonoBehaviour
set { set {
OnTimeLeftChange?.Invoke(TimeLeft, value); OnTimeLeftChange?.Invoke(TimeLeft, value);
timeLeft = value; timeLeft = value;
if(timeLeft <= 0) {
End();
}
}
}
public float TimeFraction {
get {
return timeLeft / startingTime;
} }
} }
public float TimeFraction { public delegate void OnMicrogameStartHandler(MicrogameController microgame);
get { public event OnMicrogameStartHandler OnMicrogameStart;
return startingTime / timeLeft; public delegate void OnMicrogameEndHandler(MicrogameController microgame);
} public event OnMicrogameEndHandler OnMicrogameEnd;
}
public abstract bool MicrogameResults(); public abstract bool MicrogameResults();
private void Start() {
timeLeft = startingTime;
OnMicrogameStart?.Invoke(this);
}
private void End() {
OnMicrogameEnd?.Invoke(this);
}
private void Update() { private void Update() {
TimeLeft = Mathf.Clamp(TimeLeft - Time.deltaTime, 0, Mathf.Infinity); TimeLeft -= Time.deltaTime;
} }
} }

View file

@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestMicrogame : MicrogameController
{
public override bool MicrogameResults() {
return true;
}
}

View file

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@ -0,0 +1,37 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public enum DisplayOptions {
ALWAYS,
ONLY_DURING_MICROGAMES,
ONLY_DURING_WHEEL,
NEVER
}
public class DisplayOnly : MonoBehaviour
{
public DisplayOptions displayWhen;
private GameController gameController;
private void Awake() {
gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameController>();
}
private void Start() {
gameController.OnMicrogameCreate += OnMicrogameCreate;
gameController.OnMicrogameDestroy += OnMicrogameDestroy;
gameObject.SetActive(displayWhen == DisplayOptions.ALWAYS || displayWhen == DisplayOptions.ONLY_DURING_WHEEL);
}
private void OnMicrogameCreate(MicrogameController microgame) {
gameObject.SetActive(displayWhen == DisplayOptions.ALWAYS || displayWhen == DisplayOptions.ONLY_DURING_MICROGAMES);
}
private void OnMicrogameDestroy(MicrogameController microgame) {
gameObject.SetActive(displayWhen == DisplayOptions.ALWAYS || displayWhen == DisplayOptions.ONLY_DURING_WHEEL);
}
}

View file

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@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class MicrogamePanel : MonoBehaviour
{
private GameController gameController;
private Text text;
private void Awake() {
gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameController>();
text = GetComponent<Text>();
}
private void Start() {
gameController.OnDisplayedMicrogameChange += OnDisplayedMicrogameChange;
}
private void OnDisplayedMicrogameChange(MicrogameController previous, MicrogameController current) {
text.text = current.microgameName;
}
}

View file

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View file

@ -10,7 +10,7 @@ public class ScorePanel : MonoBehaviour
private void Awake() { private void Awake() {
gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameController>(); gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameController>();
text = GetComponent<Text>(); text = GetComponentInChildren<Text>();
} }
private void Start() { private void Start() {

View file

@ -3,18 +3,15 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
public class TimePanel : MonoBehaviour public class TimePanel : MonoBehaviour
{ {
private GameController gameController; private GameController gameController;
private Slider slider;
[Header("References")]
[BeforeStart]
public RawImage empty;
[BeforeStart]
public RawImage full;
private void Awake() { private void Awake() {
gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameController>(); gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameController>();
slider = GetComponentInChildren<Slider>();
} }
private void Start() { private void Start() {
@ -23,15 +20,7 @@ public class TimePanel : MonoBehaviour
private void OnMicrogameTimeLeftChange(float? previous, float? current) { private void OnMicrogameTimeLeftChange(float? previous, float? current) {
if(current.HasValue) { if(current.HasValue) {
empty.enabled = true; slider.value = gameController.CurrentMicrogame.TimeFraction;
full.enabled = true;
Rect emptyRect = empty.rectTransform.rect;
full.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, emptyRect.x * gameController.CurrentMicrogame.TimeFraction);
}
else {
empty.enabled = false;
full.enabled = false;
} }
} }
} }

View file

@ -2,6 +2,8 @@
{ {
Properties Properties
{ {
_Brightness ("Brightness", Range(0.0, 1.0)) = 0.1
_Multiplier ("Multiplier", Float) = 11111.1
} }
SubShader SubShader
{ {
@ -16,6 +18,9 @@
#include "UnityCG.cginc" #include "UnityCG.cginc"
float _Brightness;
float _Multiplier;
struct appdata struct appdata
{ {
float4 vertex : POSITION; float4 vertex : POSITION;
@ -39,13 +44,13 @@
sampler2D _MainTex; sampler2D _MainTex;
float random(float2 coordinates) { float random(float2 coordinates) {
return frac(sin(dot(coordinates, float2(231.231f, _Time.y))) * 11111.1f); return frac(sin(dot(coordinates, float2(_Time.x + 1, _Time.y + 1))) * _Multiplier);
} }
float4 frag (v2f i) : SV_Target float4 frag (v2f i) : SV_Target
{ {
float r = random(i.vertex.xy); float r = random(i.vertex.xy) * _Brightness;
return float4(r, r, r, 1.0f); return float4(r, r, r, 1.0);
} }
ENDCG ENDCG
} }

View file

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@ -12,7 +12,7 @@ UnityConnectSettings:
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CrashReportingSettings: CrashReportingSettings:
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