Merge branch 'master' of https://github.com/saibotk/Bildschirmflausch.LD41
This commit is contained in:
commit
291448a7a2
15 changed files with 973 additions and 16 deletions
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7
Assets/Scenes/CodeDEV.unity.meta
Normal file
7
Assets/Scenes/CodeDEV.unity.meta
Normal file
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26
Assets/Scripts/Door.cs
Normal file
26
Assets/Scripts/Door.cs
Normal file
|
@ -0,0 +1,26 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Door : MonoBehaviour {
|
||||
private bool locked = false;
|
||||
// Use this for initialization
|
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void Start () {
|
||||
locked = false;
|
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}
|
||||
|
||||
public void Lock()
|
||||
{
|
||||
locked = true;
|
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}
|
||||
|
||||
public void Unlock()
|
||||
{
|
||||
locked = false;
|
||||
}
|
||||
|
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public bool IsLocked()
|
||||
{
|
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return locked;
|
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}
|
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}
|
11
Assets/Scripts/Door.cs.meta
Normal file
11
Assets/Scripts/Door.cs.meta
Normal file
|
@ -0,0 +1,11 @@
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userData:
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|
@ -3,14 +3,68 @@ using System.Collections.Generic;
|
|||
using UnityEngine;
|
||||
|
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public class GameController : MonoBehaviour {
|
||||
|
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public enum GameState { UNSET, INIT, STARTING, RUNNING, ENDED };
|
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|
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private GameState state = GameState.UNSET;
|
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|
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// Use this for initialization
|
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void Start () {
|
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|
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ChangeState(GameState.INIT);
|
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}
|
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|
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// Update is called once per frame
|
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void Update () {
|
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|
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}
|
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|
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void ChangeState(GameState nextState) {
|
||||
if(nextState != state) {
|
||||
state = nextState;
|
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StateLogic(nextState);
|
||||
}
|
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}
|
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|
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void StateLogic(GameState nstate) {
|
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switch (nstate)
|
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{
|
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case GameState.INIT:
|
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Init();
|
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break;
|
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case GameState.STARTING:
|
||||
Starting();
|
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break;
|
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case GameState.RUNNING:
|
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Running();
|
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break;
|
||||
case GameState.ENDED:
|
||||
Ended();
|
||||
break;
|
||||
default:
|
||||
print("Wrong GameState for StateLogic() call!");
|
||||
break;
|
||||
}
|
||||
|
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}
|
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|
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private void Init()
|
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{
|
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ChangeState(GameState.STARTING);
|
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}
|
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|
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private void Starting()
|
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{
|
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ChangeState(GameState.RUNNING);
|
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}
|
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|
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private void Running()
|
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{
|
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|
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}
|
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|
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private void Ended()
|
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{
|
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|
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}
|
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|
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}
|
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|
|
35
Assets/Scripts/Objectives/EntityObjective.cs
Normal file
35
Assets/Scripts/Objectives/EntityObjective.cs
Normal file
|
@ -0,0 +1,35 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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|
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public class EntityObjective : Objective{
|
||||
List<Entity> entityList;
|
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List<Transform> spawnPointList;
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|
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// Constructor
|
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public EntityObjective(Room objectiveCaller, List<Entity> entityList) : base(objectiveCaller)
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{
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this.entityList = entityList;
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this.spawnPointList = spawnPointList;
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spawnPointList = objectiveCaller.GetSpawnpoints ();
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}
|
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|
||||
// Activates the objective to start progresstracking
|
||||
public void Activate()
|
||||
{
|
||||
Random newRand = new Random ();
|
||||
|
||||
foreach(Entity i : entityList)
|
||||
i.Spawn(spawnPointList[Random.Range(0, spawnPointList.Count)]);
|
||||
|
||||
objectiveCaller.Lock();
|
||||
}
|
||||
|
||||
// Removes the entity from the list and completes the objective, if the list is empty
|
||||
public void Remove(Entity inputEntity)
|
||||
{
|
||||
entityList.Remove (inputEntity);
|
||||
if (entityList.Count == 0)
|
||||
objectiveCaller.Unlock ();
|
||||
}
|
||||
}
|
11
Assets/Scripts/Objectives/EntityObjective.cs.meta
Normal file
11
Assets/Scripts/Objectives/EntityObjective.cs.meta
Normal file
|
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|
|||
fileFormatVersion: 2
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guid: 566ba096ee42e114a9c0343e24a71992
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
|
|
@ -2,15 +2,15 @@
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Objective : MonoBehaviour {
|
||||
public abstract class Objective {
|
||||
protected Room objectiveCaller;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
// Constructor
|
||||
public Objective(Room objectiveCaller)
|
||||
{
|
||||
this.objectiveCaller = objectiveCaller;
|
||||
}
|
||||
|
||||
// Activates the objective to start progresstracking
|
||||
public virtual void Activate(){}
|
||||
}
|
||||
|
|
|
@ -2,15 +2,43 @@
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class NewBehaviourScript : MonoBehaviour {
|
||||
public class Room : MonoBehaviour {
|
||||
|
||||
[SerializeField]
|
||||
int Width, Height; // Gridsize for Generation
|
||||
List<Door> doors;
|
||||
|
||||
[SerializeField]
|
||||
GameObject doorsRootObject;
|
||||
|
||||
[SerializeField]
|
||||
private Objective objective;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
|
||||
doors = new List<Door>();
|
||||
foreach (Door d in doorsRootObject.GetComponentsInChildren<Door>())
|
||||
{
|
||||
doors.Add(d);
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
}
|
||||
|
||||
void Lock()
|
||||
{
|
||||
foreach (Door d in doors)
|
||||
{
|
||||
d.Lock();
|
||||
}
|
||||
}
|
||||
|
||||
void Unlock()
|
||||
{
|
||||
foreach (Door d in doors)
|
||||
{
|
||||
d.Unlock();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
|
BIN
Assets/graphics/textures/car/car_vorläufig.png
Normal file
BIN
Assets/graphics/textures/car/car_vorläufig.png
Normal file
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After Width: | Height: | Size: 82 KiB |
BIN
Assets/graphics/textures/tmp/Thumbs.db
Normal file
BIN
Assets/graphics/textures/tmp/Thumbs.db
Normal file
Binary file not shown.
|
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spriteSheet:
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sprites: []
|
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|
|
Loading…
Add table
Reference in a new issue