WIP Room enter detection
This commit is contained in:
parent
74033ef206
commit
05602258ff
8 changed files with 175 additions and 29 deletions
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@ -169,7 +184,7 @@ GameObject:
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@ -309,7 +338,7 @@ Transform:
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@ -427,8 +456,8 @@ Transform:
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@ -495,7 +524,7 @@ BoxCollider2D:
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@ -506,7 +535,7 @@ BoxCollider2D:
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--- !u!61 &61328448285356816
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@ -570,7 +599,7 @@ BoxCollider2D:
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@ -581,7 +610,7 @@ BoxCollider2D:
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@ -645,6 +674,7 @@ MonoBehaviour:
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parent: {fileID: 114795477922050694}
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@ -656,10 +686,11 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: a031ae543e3871f4da5b6e402291b6f6, type: 3}
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m_Name:
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width: 0
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height: 0
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doorsRootObject: {fileID: 1394898907781064}
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spawnpointRootObject: {fileID: 1560863483719772}
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enemys:
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SpriteRenderer:
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m_ObjectHideFlags: 1
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@ -8,6 +8,9 @@ public class Door : MonoBehaviour {
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[SerializeField]
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GameObject graphics;
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[SerializeField]
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Room parent;
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BoxCollider2D boundingBox;
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BoxCollider2D triggerBox;
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// Use this for initialization
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@ -45,4 +48,13 @@ public class Door : MonoBehaviour {
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{
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return locked;
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}
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private void OnTriggerExit2D(Collider2D collision)
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{
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if (collision.tag == "Player")
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{
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Debug.Log("Leavin Trigger");
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parent.OnPlayerEnter();
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}
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}
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}
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@ -25,6 +25,11 @@ public class EnemyAI : MonoBehaviour {
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// Update is called once per frame
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void Update ()
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{
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if(victim == null)
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{
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victim = GameController.instance.GetPlayer().gameObject; // TODO testing purpose only!
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return;
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}
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// movement
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agressor.transform.Translate (Vector3.Scale ((victim.transform.position - agressor.transform.position).normalized, new Vector2 (speed, speed)));
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@ -32,5 +37,8 @@ public class EnemyAI : MonoBehaviour {
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agressor.transform.Rotate(agressor.transform.forward, Vector3.Angle(victim.transform.position - agressor.transform.position, agressor.transform.rotation * new Vector3(1, 1, 1)));
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}
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public void SetVictim(GameObject g)
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{
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victim = g;
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}
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}
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@ -28,7 +28,7 @@ public class Player : Mob {
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private void OnTriggerEnter2D(Collider2D other)
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{
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if (other.tag == "door") {
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Debug.Log("Open door");
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//Debug.Log("Open door");
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}
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}
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@ -29,6 +29,11 @@ public class GameController : MonoBehaviour {
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private GameState state = GameState.UNSET;
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public Player GetPlayer() // TODO Remove just comfort
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{
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return player;
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}
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// Use this for initialization
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void Start () {
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@ -82,7 +87,7 @@ public class GameController : MonoBehaviour {
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playerPrefab
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};
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start.SetObjective(new EntityObjective(start, tmp));
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start.GetObjective().Activate();
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start.OnPlayerEnter();
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player = ((EntityObjective) start.GetObjective()).GetEntities()[0].GetComponent<Player>();
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cam.GetComponent<CameraControl>().SetFollow(player.gameObject);
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((EntityObjective)start.GetObjective()).Remove(player.gameObject);
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@ -4,8 +4,7 @@ using UnityEngine;
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public class Room : MonoBehaviour {
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[SerializeField]
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int width, height; // Gridsize for Generation
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private bool activated;
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List<Door> doors;
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List<Transform> spawnpoints;
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@ -19,6 +18,12 @@ public class Room : MonoBehaviour {
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[SerializeField]
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private Objective objective;
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enum ObjectiveType { EntityObjective }
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// Params for testing
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[SerializeField]
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GameObject[] enemys;
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// Use this for initialization
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void Start () {
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doors = new List<Door>();
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@ -37,7 +42,8 @@ public class Room : MonoBehaviour {
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}
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Debug.Log("Spawnpoints in Room: " + spawnpoints.Count);
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if (enemys.Length != 0)
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objective = new EntityObjective(this, new List<GameObject> (enemys));
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//Unlock();
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}
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@ -69,8 +75,11 @@ public class Room : MonoBehaviour {
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public void OnPlayerEnter()
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{
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if (activated)
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return;
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if(objective != null)
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objective.Activate();
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activated = true;
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}
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public List<Transform> GetSpawnpoints()
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@ -78,5 +87,9 @@ public class Room : MonoBehaviour {
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return spawnpoints;
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}
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public bool GetActivated()
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{
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return activated;
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}
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}
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