From 8dca57f86dc2baa9039421f2b6e9c23cdf3af4bb Mon Sep 17 00:00:00 2001 From: Mark Suckerberg Date: Sat, 27 Feb 2021 01:13:33 -0600 Subject: [PATCH] adds all files --- Blocktest/Assets/Scenes.meta | 8 + Blocktest/Assets/Scenes/MainScene.unity | 2377 +++++++++++++++++ Blocktest/Assets/Scenes/MainScene.unity.meta | 7 + Blocktest/Assets/Scenes/SampleScene.unity | 264 ++ .../Assets/Scenes/SampleScene.unity.meta | 7 + Blocktest/Assets/Scripts.meta | 8 + Blocktest/Assets/Scripts/BlockManager.cs | 68 + Blocktest/Assets/Scripts/BlockManager.cs.meta | 11 + Blocktest/Assets/Scripts/BuildSystem.cs | 217 ++ Blocktest/Assets/Scripts/BuildSystem.cs.meta | 11 + Blocktest/Assets/Scripts/Noise.meta | 8 + Blocktest/Assets/Scripts/PlayerController.cs | 33 + .../Assets/Scripts/PlayerController.cs.meta | 11 + Blocktest/Assets/Scripts/PlayerUI.cs | 100 + Blocktest/Assets/Scripts/PlayerUI.cs.meta | 11 + Blocktest/Assets/Scripts/SpriteSheets.cs | 32 + Blocktest/Assets/Scripts/SpriteSheets.cs.meta | 11 + Blocktest/Assets/Scripts/WorldGen.cs | 47 + Blocktest/Assets/Scripts/WorldGen.cs.meta | 11 + Blocktest/Assets/Sprites.meta | 8 + Blocktest/Assets/Sprites/conway.png | Bin 0 -> 964 bytes Blocktest/Assets/Sprites/conway.png.meta | 120 + Blocktest/Assets/Sprites/delete.gif | Bin 0 -> 994 bytes Blocktest/Assets/Sprites/delete.gif.meta | 96 + Blocktest/Assets/Sprites/delete.png | Bin 0 -> 109 bytes Blocktest/Assets/Sprites/delete.png.meta | 120 + Blocktest/Assets/Sprites/dirt.png | Bin 0 -> 147 bytes Blocktest/Assets/Sprites/dirt.png.meta | 120 + Blocktest/Assets/Sprites/glass-single.png | Bin 0 -> 92 bytes .../Assets/Sprites/glass-single.png.meta | 120 + Blocktest/Assets/Sprites/glass.png | Bin 0 -> 115 bytes Blocktest/Assets/Sprites/glass.png.meta | 120 + Blocktest/Assets/Sprites/grass.png | Bin 0 -> 166 bytes Blocktest/Assets/Sprites/grass.png.meta | 120 + Blocktest/Assets/Sprites/log.png | Bin 0 -> 140 bytes Blocktest/Assets/Sprites/log.png.meta | 96 + Blocktest/Assets/Sprites/rock.png 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externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Blocktest/Assets/Scripts/BlockManager.cs b/Blocktest/Assets/Scripts/BlockManager.cs new file mode 100644 index 0000000..b47adfe --- /dev/null +++ b/Blocktest/Assets/Scripts/BlockManager.cs @@ -0,0 +1,68 @@ +// System required for [Serializable] attribute. +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class BlockManager : MonoBehaviour { + + /// Array we expose to inspector / editor, use this instead of the old arrays to define block types. + [SerializeField] BlockType[] allBlockTypes; + + /// Array to store all blocks created in Start() + [HideInInspector] public Block[] allBlocks; + /// List used to store the names of blocks, the index is the corresponding ID. + [HideInInspector] public List blockNames; + + /// Dropdown used for item selection + [SerializeField] Dropdown selectionDropdown; + + + private void Start() + { + // Initialise allBlocks array. + allBlocks = new Block[allBlockTypes.Length]; + + // For loops to populate main allBlocks array. + for (int i = 0; i < allBlockTypes.Length; i++) + { + // Instead of referencing multiple arrays, we just create a new BlockType object and get values from that. + BlockType newBlockType = allBlockTypes[i]; + allBlocks[i] = new Block(i, newBlockType.blockName, newBlockType.blockSprite, newBlockType.placeSound); + blockNames.Add(newBlockType.blockName); + } + selectionDropdown.AddOptions(blockNames); + } +} + +// We still use the Block class to store the final Block type data. +public class Block +{ + /// The block's ID (index in the allblocks list) + public int blockID; + /// The block's name. + public string blockName; + /// The block's sprite. + public Sprite blockSprite; + /// The sound that is played when the block is placed. + public AudioClip placeSound; + + public Block(int id, string myName, Sprite mySprite, AudioClip place) + { + blockID = id; + blockName = myName; + blockSprite = mySprite; + placeSound = place; + } +} + +// Custom struct for Block type. +[Serializable] +public struct BlockType +{ + // Main, differing variables for each block type. + public string blockName; + public Sprite blockSprite; + public AudioClip placeSound; +} diff --git a/Blocktest/Assets/Scripts/BlockManager.cs.meta b/Blocktest/Assets/Scripts/BlockManager.cs.meta new file mode 100644 index 0000000..8a0920f --- /dev/null +++ b/Blocktest/Assets/Scripts/BlockManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7ffcb3ebbccd0fd4f89b04f9b7b70611 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: -80 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Blocktest/Assets/Scripts/BuildSystem.cs b/Blocktest/Assets/Scripts/BuildSystem.cs new file mode 100644 index 0000000..70caed9 --- /dev/null +++ b/Blocktest/Assets/Scripts/BuildSystem.cs @@ -0,0 +1,217 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Tilemaps; +using UnityEngine.UI; + +public class BuildSystem : MonoBehaviour +{ + + /// Reference to main BlockManager script. + private BlockManager blockManager; + /// Reference to the player object + [SerializeField] GameObject playerObject; + + /// The ID of the currently selected block. + private int currentBlockID = 0; + /// The currently selected block. + private Block currentBlock; + + ///The block placement template object. + private GameObject blockCursor; + /// The block placement template's sprite renderer. + private SpriteRenderer currentRenderer; + /// The block placement template's audio source + private AudioSource audioSource; + + /// The sprite to show around the cursor when in destroy mode. + [SerializeField] Sprite destroySprite; + + + /// Whether build mode is on or not. + public bool buildMode = false; + + + /// Maximum distance at which the player can place blocks + [SerializeField] float maxBuildDistance = 3f; + + /// Tilemap for foreground objects + [SerializeField] Tilemap foregroundTilemap; + ///Tilemap for background (non-dense) objects + [SerializeField] Tilemap backgroundTilemap; + + /// Dropdown used for item selection + [SerializeField] Dropdown selectionDropdown; + + // Start is called before the first frame update + void Start() + { + blockManager = GetComponent(); + InitializeCursor(); + } + + // Update is called once per frame + void Update() + { + if(Input.GetKeyDown("e")) + { + ToggleBuild(); + } + + Vector3Int tilePosition = foregroundTilemap.WorldToCell(Camera.main.ScreenToWorldPoint(Input.mousePosition)); + Vector3 worldTilePosition = foregroundTilemap.CellToWorld(tilePosition) + foregroundTilemap.cellSize / 2; + blockCursor.transform.position = foregroundTilemap.CellToWorld(tilePosition) + foregroundTilemap.cellSize / 2; + + if(buildMode) + { + float scrollInput = Input.GetAxis("Mouse ScrollWheel"); + if(scrollInput != 0) + { + // Change ID by -1 if scroll input is greater than zero, otherwise change ID by +1. + CycleBlockSelection(scrollInput > 0 ? -1 : 1); + } + + currentRenderer.sprite = currentBlock.blockSprite; + + bool canBuildForeground = foregroundTilemap.GetTile(tilePosition) == null; + bool canBuildBackground = backgroundTilemap.GetTile(tilePosition) == null; + + if(canBuildForeground) { + if(Physics2D.BoxCast(worldTilePosition, foregroundTilemap.cellSize / 2, 0, Vector2.zero).collider != null){ + canBuildForeground = false; + } + } + + if(Vector2.Distance(worldTilePosition, playerObject.transform.position) > maxBuildDistance) { + canBuildBackground = false; + canBuildForeground = false; + } + + if(!canBuildForeground) { + currentRenderer.color = new Color(1f, 0f, 0f, 0.7f); // Red if you can't build on the foreground + } else if(!canBuildBackground) { + currentRenderer.color = new Color(0f, 0f, 1f, 0.7f); // Blue if you can't build on the background, but can build in the foreground + } else { + currentRenderer.color = new Color(0.5f, 1f, 0.5f, 0.7f); // Otherwise, normal coloring + } + + if (canBuildForeground && Input.GetMouseButton(0)) + { + PlaceBlock(currentBlock, true, Camera.main.ScreenToWorldPoint(Input.mousePosition)); + } + if (canBuildBackground && Input.GetMouseButton(1)) + { + PlaceBlock(currentBlock, false, Camera.main.ScreenToWorldPoint(Input.mousePosition)); + } + + } + + if(!buildMode && Input.GetMouseButton(0)) + { + BreakBlock(Camera.main.ScreenToWorldPoint(Input.mousePosition)); + } + + } + + public void ToggleBuild() + { + buildMode = !buildMode; + if (blockCursor == null) + { + InitializeCursor(); + } + + //Set the current block. + if (currentBlock == null) + { + //Ensure the block ID is valid. + if (blockManager.allBlocks[currentBlockID] != null) + { + currentBlock = blockManager.allBlocks[currentBlockID]; + } + } + currentRenderer.color = new Color(1f, 1f, 1f, 1f); + if(buildMode) { + currentRenderer.sprite = currentBlock.blockSprite; + } else { + currentRenderer.sprite = destroySprite; + } + } + + private void InitializeCursor() + { + if(blockCursor) { + Destroy(blockCursor); + } + blockCursor = new GameObject("BlockCursor"); + currentRenderer = blockCursor.AddComponent(); + audioSource = blockCursor.AddComponent(); + if(!buildMode) { + currentRenderer.sprite = destroySprite; + } + if (currentBlock == null) { + //Ensure the block ID is valid. + if (blockManager.allBlocks[currentBlockID] != null) + { + currentBlock = blockManager.allBlocks[currentBlockID]; + } + } + } + + public void BreakBlock(Vector2 position) + { + Vector3Int tilePosition = foregroundTilemap.WorldToCell(position); + if(foregroundTilemap.HasTile(tilePosition)) { + foregroundTilemap.SetTile(tilePosition, null); + } else if (backgroundTilemap.HasTile(tilePosition)) { + backgroundTilemap.SetTile(tilePosition, null); + } + } + + public void PlaceBlock(Block toPlace, bool foreground, Vector2 position) + { + Vector3Int tilePosition = foregroundTilemap.WorldToCell(position); + BlockTile newTile = BlockTile.CreateInstance(); + newTile.sourceBlock = toPlace; + newTile.sprite = toPlace.blockSprite; + newTile.name = toPlace.blockName; + audioSource.PlayOneShot(currentBlock.placeSound); + + if(foreground) { + newTile.colliderType = Tile.ColliderType.Grid; + Debug.Log(tilePosition); + foregroundTilemap.SetTile(tilePosition, newTile); + } else { + newTile.color = new Color(0.5f, 0.5f, 0.5f, 1f); + backgroundTilemap.SetTile(tilePosition, newTile); + } + } + + public void CycleBlockSelection(int slotDelta) + { + int totalBlocks = blockManager.allBlocks.Length - 1; + int newBlockID = currentBlockID + slotDelta; + if(newBlockID > totalBlocks) { + newBlockID = 0; + } else if(newBlockID < 0) { + newBlockID = totalBlocks; + } + ChangeBlockSelection(newBlockID); + } + + public void ChangeBlockSelection(int slot) + { + slot = Mathf.Clamp(slot, 0, blockManager.allBlocks.Length - 1); + currentBlockID = slot; + currentBlock = blockManager.allBlocks[currentBlockID]; + selectionDropdown.captionText.text = currentBlock.blockName; + if(buildMode) { + currentRenderer.sprite = currentBlock.blockSprite; + } + } +} + +public class BlockTile : Tile +{ + public Block sourceBlock; +} diff --git a/Blocktest/Assets/Scripts/BuildSystem.cs.meta b/Blocktest/Assets/Scripts/BuildSystem.cs.meta new file mode 100644 index 0000000..482dd02 --- /dev/null +++ b/Blocktest/Assets/Scripts/BuildSystem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 679497365779dc948b3948c62a751aaf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Blocktest/Assets/Scripts/Noise.meta b/Blocktest/Assets/Scripts/Noise.meta new file mode 100644 index 0000000..5460c84 --- /dev/null +++ b/Blocktest/Assets/Scripts/Noise.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ddd736f834fb0ca4bb5d698bafbccdef +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Blocktest/Assets/Scripts/PlayerController.cs b/Blocktest/Assets/Scripts/PlayerController.cs new file mode 100644 index 0000000..b33774d --- /dev/null +++ b/Blocktest/Assets/Scripts/PlayerController.cs @@ -0,0 +1,33 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PlayerController : MonoBehaviour +{ + /// Move speed of the player + [SerializeField] float moveSpeed = 1; + /// Jump strength of the player + [SerializeField] float jumpStrength = 7.5f; + [SerializeField] LayerMask groundLayer; + /// Rigidbody component of the player + private Rigidbody2D playerRB; + // Start is called before the first frame update + void Start() + { + playerRB = GetComponent(); + } + + // Update is called once per frame + void Update() + { + float horizontalInput = Input.GetAxis("Horizontal"); + if(horizontalInput != 0) + { + transform.Translate(Vector2.right * horizontalInput * moveSpeed * Time.deltaTime); + } + if(Input.GetKeyDown(KeyCode.Space)) + { + playerRB.AddForce(Vector2.up * jumpStrength, ForceMode2D.Impulse); + } + } +} diff --git a/Blocktest/Assets/Scripts/PlayerController.cs.meta b/Blocktest/Assets/Scripts/PlayerController.cs.meta new file mode 100644 index 0000000..9498d15 --- /dev/null +++ b/Blocktest/Assets/Scripts/PlayerController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e094b631831fec741949e03f46f80afd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Blocktest/Assets/Scripts/PlayerUI.cs b/Blocktest/Assets/Scripts/PlayerUI.cs new file mode 100644 index 0000000..2613857 --- /dev/null +++ b/Blocktest/Assets/Scripts/PlayerUI.cs @@ -0,0 +1,100 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Tilemaps; +/* TODO: Finish seperating the UI elements of BuildSystem.cs to here +public class PlayerUI : MonoBehaviour +{ + /// The linked build system component. + private BuildSystem buildSystem; + + /// Maximum distance at which the player can place blocks + [SerializeField] float maxBuildDistance = 3f; + + ///The block placement template object. + private GameObject blockCursor; + /// The block placement template's sprite renderer. + private SpriteRenderer currentRenderer; + /// The block placement template's audio source + private AudioSource audioSource; + + /// Tilemap for foreground objects + [SerializeField] Tilemap foregroundTilemap; + ///Tilemap for background (non-dense) objects + [SerializeField] Tilemap backgroundTilemap; + + // Start is called before the first frame update + void Start() + { + buildSystem = GetComponent(); + } + + // Update is called once per frame + void Update() + { + Vector3Int tilePosition = foregroundTilemap.WorldToCell(Camera.main.ScreenToWorldPoint(Input.mousePosition)); + Vector3 worldTilePosition = foregroundTilemap.CellToWorld(tilePosition) + foregroundTilemap.cellSize / 2; + blockCursor.transform.position = foregroundTilemap.CellToWorld(tilePosition) + foregroundTilemap.cellSize / 2; + + if(buildSystem.buildMode) { //Things to happen in "build mode" + float scrollInput = Input.GetAxis("Mouse ScrollWheel"); + if(scrollInput != 0) + { + // Change ID by -1 if scroll input is greater than zero, otherwise change ID by +1. + buildSystem.CycleBlockSelection(scrollInput > 0 ? -1 : 1); + } + + currentRenderer.sprite = currentBlock.blockSprite; + + bool canBuildForeground = foregroundTilemap.GetTile(tilePosition) == null; + bool canBuildBackground = backgroundTilemap.GetTile(tilePosition) == null; + + if(canBuildForeground) { + if(Physics2D.BoxCast(worldTilePosition, foregroundTilemap.cellSize / 2, 0, Vector2.zero).collider != null){ + canBuildForeground = false; + } + } + + if(Vector2.Distance(worldTilePosition, playerObject.transform.position) > maxBuildDistance) { + canBuildBackground = false; + canBuildForeground = false; + } + + if(!canBuildForeground) { + currentRenderer.color = new Color(1f, 0f, 0f, 0.7f); // Red if you can't build on the foreground + } else if(!canBuildBackground) { + currentRenderer.color = new Color(0f, 0f, 1f, 0.7f); // Blue if you can't build on the background, but can build in the foreground + } else { + currentRenderer.color = new Color(0.5f, 1f, 0.5f, 0.7f); // Otherwise, normal coloring + } + + if (canBuildForeground && Input.GetMouseButton(0)) + { + PlaceBlock(currentBlock, true, Camera.main.ScreenToWorldPoint(Input.mousePosition)); + } + if (canBuildBackground && Input.GetMouseButton(1)) + { + PlaceBlock(currentBlock, false, Camera.main.ScreenToWorldPoint(Input.mousePosition)); + } + } else { // Things to happen in "destroy mode" + if(Input.GetMouseButton(0)) { + buildSystem.BreakBlock(Camera.main.ScreenToWorldPoint(Input.mousePosition)); + } + } + } + + private void InitializeCursor() + { + if(blockCursor) { + Destroy(blockCursor); + } + blockCursor = new GameObject("BlockCursor"); + currentRenderer = blockCursor.AddComponent(); + audioSource = blockCursor.AddComponent(); + if(!buildSystem.buildMode) { + currentRenderer.sprite = destroySprite; + } + } + +} +*/ \ No newline at end of file diff --git a/Blocktest/Assets/Scripts/PlayerUI.cs.meta b/Blocktest/Assets/Scripts/PlayerUI.cs.meta new file mode 100644 index 0000000..46043d3 --- /dev/null +++ b/Blocktest/Assets/Scripts/PlayerUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dad7324d567aab44392b37c53b1a5eb8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Blocktest/Assets/Scripts/SpriteSheets.cs b/Blocktest/Assets/Scripts/SpriteSheets.cs new file mode 100644 index 0000000..ae0f8d9 --- /dev/null +++ b/Blocktest/Assets/Scripts/SpriteSheets.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +/// +/// Warning! due to limitations on unity, You have to manually call setSprites on in OnValidate() In your script +/// Would be nice if I could do it automatically but thats unity being bs +/// +[System.Serializable] +public class SpriteSheet +{ + public Texture2D Texture; + + [SerializeField] + public Sprite[] Sprites; + + public void setSprites() + { + + if (Texture != null) + { + #if UNITY_EDITOR + var path = AssetDatabase.GetAssetPath(Texture).Substring(17);//Substring(17) To remove the "Assets/Resources/" + Sprites = Resources.LoadAll(path.Remove(path.Length - 4)); + #endif + } + else { + Sprites = null; + } + } +} \ No newline at end of file diff --git a/Blocktest/Assets/Scripts/SpriteSheets.cs.meta b/Blocktest/Assets/Scripts/SpriteSheets.cs.meta new file 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first frame update + void Start() + { + // TODO: use Mathf.PerlinNoise() + dirtBlock = blockManager.allBlocks[0]; // TODO: Find a way to dynamically reserve certain blocks + grassBlock = blockManager.allBlocks[1]; + stoneBlock = blockManager.allBlocks[2]; + for (int xi = 0; xi < maxX; xi++) { + for (int yi = 0; yi < maxY; yi++) { + Block toPlace; + if(yi < 30) { + toPlace = stoneBlock; + } + else if(yi < 40) { + toPlace = dirtBlock; + } + else if(yi == 40) { + toPlace = grassBlock; + } + else { + continue; + } + + BlockTile newTile = BlockTile.CreateInstance(); + newTile.sourceBlock = toPlace; + newTile.sprite = toPlace.blockSprite; + newTile.name = toPlace.blockName; + foregroundTilemap.SetTile(new Vector3Int(xi, yi, 0), newTile); + } + } + } + +} diff --git a/Blocktest/Assets/Scripts/WorldGen.cs.meta b/Blocktest/Assets/Scripts/WorldGen.cs.meta new file mode 100644 index 0000000..478586c --- /dev/null +++ b/Blocktest/Assets/Scripts/WorldGen.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 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