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First commit

This commit is contained in:
Steffo 2020-04-18 16:09:37 +02:00
parent 8ccada32ca
commit e3b24574cb
38 changed files with 1353 additions and 66 deletions

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@ -51,6 +51,7 @@
"Obj/":true,
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}
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//From https://answers.unity.com/questions/442342/how-to-make-public-variable-read-only-during-run-t.html
using UnityEngine;
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//From https://answers.unity.com/questions/442342/how-to-make-public-variable-read-only-during-run-t.html
using UnityEngine;
public class BeforeStart : PropertyAttribute {}

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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(AfterStart))]
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)
{
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EditorGUI.PropertyField(position, property, label, true);
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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(BeforeStart))]
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{
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{
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
// From https://stackoverflow.com/a/2019433/
public static class RandomIEnumerables
{
public static T PickRandom<T>(this IEnumerable<T> source)
{
return source.PickRandom(1).Single();
}
public static IEnumerable<T> PickRandom<T>(this IEnumerable<T> source, int count)
{
return source.Shuffle().Take(count);
}
public static IEnumerable<T> Shuffle<T>(this IEnumerable<T> source)
{
return source.OrderBy(x => Guid.NewGuid());
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameController : MonoBehaviour
{
[HideInInspector]
public new Camera camera;
[BeforeStart]
public int startingLives = 4;
[BeforeStart]
public int maxLives = 4;
private int lives;
public delegate void OnLivesChangeHandler(int previous, int current);
public event OnLivesChangeHandler OnLivesChange;
public delegate void OnGameOverHandler(GameController sender);
public event OnGameOverHandler OnGameOver;
public int Lives {
get {
return lives;
}
set {
OnLivesChange?.Invoke(Lives, value);
lives = value;
if(lives <= 0) {
OnGameOver?.Invoke(this);
}
}
}
[BeforeStart]
public float startingTimescale = 1.0f;
public delegate void OnSpeedChangeHandler(float previous, float current);
public event OnSpeedChangeHandler OnSpeedChange;
public float Timescale {
get {
return Time.timeScale;
}
set {
OnSpeedChange?.Invoke(Timescale, value);
Time.timeScale = value;
}
}
[BeforeStart]
public int startingDifficulty = 1;
private int difficulty;
public delegate void OnDifficultyChangeHandler(int previous, int current);
public event OnDifficultyChangeHandler OnDifficultyChange;
public int Difficulty {
get {
return difficulty;
}
set {
OnDifficultyChange?.Invoke(Difficulty, value);
difficulty = value;
}
}
[BeforeStart]
public int startingScore = 0;
private int score;
public delegate void OnScoreChangeHandler(int previous, int current);
public event OnScoreChangeHandler OnScoreChange;
public int Score {
get {
return score;
}
set {
OnScoreChange?.Invoke(Score, value);
score = value;
}
}
public List<MicrogameController> microgames;
private MicrogameController currentMicrogame;
public delegate void OnMicrogameStartHandler(MicrogameController newMicrogame);
public event OnMicrogameStartHandler OnMicrogameStart;
public delegate void OnMicrogameEndHandler(MicrogameController endedMicrogame);
public event OnMicrogameEndHandler OnMicrogameEnd;
public MicrogameController CurrentMicrogame {
get {
return currentMicrogame;
}
set {
if(value == null) {
OnMicrogameEnd?.Invoke(CurrentMicrogame);
OnMicrogameTimeLeftChange?.Invoke(CurrentMicrogame.TimeLeft, null);
CurrentMicrogame.OnTimeLeftChange -= PropagateTimeLeftChange;
Destroy(CurrentMicrogame.gameObject);
}
else {
currentMicrogame = Instantiate(value.gameObject, transform).GetComponent<MicrogameController>();
OnMicrogameTimeLeftChange?.Invoke(null, CurrentMicrogame.TimeLeft);
CurrentMicrogame.OnTimeLeftChange += PropagateTimeLeftChange;
OnMicrogameStart?.Invoke(CurrentMicrogame);
}
}
}
public delegate void OnMicrogameTimeLeftChangeHandler(float? previous, float? current);
public event OnMicrogameTimeLeftChangeHandler OnMicrogameTimeLeftChange;
private void PropagateTimeLeftChange(float previous, float current) {
OnMicrogameTimeLeftChange?.Invoke(previous, current);
}
private void Awake() {
camera = Camera.main;
}
private void Start() {
Lives = 4;
Timescale = 1.0f;
Difficulty = 1;
currentMicrogame = null;
}
private void CheckMicrogameResults(MicrogameController microgame) {
Debug.Assert(microgame != null);
if(microgame.MicrogameResults()) {
Score += 1;
}
else {
Lives -= 1;
}
}
private MicrogameController GetRandomMicrogame() {
return microgames.PickRandom();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class MicrogameController : MonoBehaviour
{
[BeforeStart]
public float startingTime = 4f;
public delegate void OnTimeLeftChangeHandler(float previous, float current);
public event OnTimeLeftChangeHandler OnTimeLeftChange;
private float timeLeft;
public float TimeLeft {
get {
return timeLeft;
}
set {
OnTimeLeftChange?.Invoke(TimeLeft, value);
timeLeft = value;
}
}
public abstract bool MicrogameResults();
private void Update() {
TimeLeft -= Time.deltaTime;
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}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LivesPanel : MonoBehaviour
{
private GameController gameController;
[BeforeStart]
public Image lifeImagePrefab;
[BeforeStart]
public Sprite lifeFull;
[BeforeStart]
public Sprite lifeEmpty;
private Image[] livesImages;
private void Awake() {
gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameController>();
}
private void Start() {
gameController.OnLivesChange += OnLivesChange;
livesImages = new Image[gameController.maxLives];
for(int i = 0; i < gameController.maxLives; i++) {
Image created = Instantiate(lifeImagePrefab.gameObject, transform).GetComponent<Image>();
livesImages[i] = created;
created.rectTransform.anchoredPosition = new Vector2(i * created.rectTransform.rect.width, 0);
}
}
private void OnLivesChange(int previous, int current) {
for(int i = 0; i < livesImages.Length; i++) {
if(i <= current) {
livesImages[i].sprite = lifeFull;
}
else {
livesImages[i].sprite = lifeEmpty;
}
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}

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m_VirtualRealitySplashScreen: {fileID: 0}
m_HolographicTrackingLossScreen: {fileID: 0}
defaultScreenWidth: 1024
@ -114,11 +116,11 @@ PlayerSettings:
vulkanNumSwapchainBuffers: 3
vulkanEnableSetSRGBWrite: 0
m_SupportedAspectRatios:
4:3: 1
5:4: 1
16:10: 1
4:3: 0
5:4: 0
16:10: 0
16:9: 1
Others: 1
Others: 0
bundleVersion: 0.1
preloadedAssets: []
metroInputSource: 0