mirror of
https://github.com/tetreum/brickcraft.git
synced 2026-05-08 10:19:15 -05:00
+ Update BrickPreviewer whenever fastInventory is updated
= Move test bricks to Server.spawnBrick system
This commit is contained in:
+21
-364
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@@ -4,8 +4,8 @@ public class BrickCollisionDetector : MonoBehaviour
|
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{
|
||||
public static BrickCollisionDetector Instance;
|
||||
|
||||
public GameObject brickPreviewer;
|
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public Shader transparentShader;
|
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[HideInInspector]
|
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public int currentBrickType;
|
||||
|
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private Material m;
|
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public Shader originalShader;
|
||||
@@ -17,14 +17,36 @@ public class BrickCollisionDetector : MonoBehaviour
|
||||
|
||||
private void Awake() {
|
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Instance = this;
|
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}
|
||||
|
||||
private void Start() {
|
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setupPreviewer();
|
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gameObject.name = "Previewer";
|
||||
|
||||
// ignore raycasts
|
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int ignoreRayCastLayer = (int)Game.Layers.IgnoreRaycast;
|
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gameObject.layer = ignoreRayCastLayer;
|
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|
||||
foreach (Transform trans in gameObject.GetComponentsInChildren<Transform>()) {
|
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trans.gameObject.layer = ignoreRayCastLayer;
|
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}
|
||||
|
||||
m = GetComponent<Renderer>().material;
|
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originalShader = m.shader;
|
||||
m.shader = Game.Instance.transparentShader;
|
||||
|
||||
Collider[] colliders = GetComponents<Collider>();
|
||||
|
||||
foreach (Collider collider in colliders) {
|
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collider.isTrigger = true;
|
||||
}
|
||||
|
||||
Rigidbody rigid = gameObject.AddComponent<Rigidbody>();
|
||||
rigid.isKinematic = true;
|
||||
setVisible(false);
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
if (isColliding) {
|
||||
if (PlayerPanel.Instance.selectedItem == null ||
|
||||
PlayerPanel.Instance.selectedItem.item.type != Item.Type.Brick ||
|
||||
isColliding) {
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -35,10 +57,16 @@ public class BrickCollisionDetector : MonoBehaviour
|
||||
} else {
|
||||
rot = Input.GetAxis("Mouse ScrollWheel") > 0f ? Vector3.forward : Vector3.back;
|
||||
}
|
||||
brickPreviewer.transform.RotateAround(currentStud, rot, 90);
|
||||
transform.RotateAround(currentStud, rot, 90);
|
||||
}
|
||||
if (Input.GetMouseButtonDown(1)) {
|
||||
Server.Instance.spawnBrick(Player.Instance.selectedItem.type, brickPreviewer.transform.position, brickPreviewer.transform.rotation);
|
||||
Server.Instance.spawnBrick(PlayerPanel.Instance.selectedItem.item.id, transform.position, transform.rotation);
|
||||
|
||||
Player.Instance.removeItem(new UserItem() {
|
||||
id = PlayerPanel.Instance.selectedItem.id,
|
||||
health = PlayerPanel.Instance.selectedItem.health,
|
||||
quantity = 1
|
||||
});
|
||||
|
||||
resetVars();
|
||||
}
|
||||
@@ -106,6 +134,11 @@ public class BrickCollisionDetector : MonoBehaviour
|
||||
}
|
||||
|
||||
public void lookingAtStud(RaycastHit hit) {
|
||||
// player is not holding a brick
|
||||
if (PlayerPanel.Instance.selectedItem == null || PlayerPanel.Instance.selectedItem.item.type != Item.Type.Brick) {
|
||||
return;
|
||||
}
|
||||
|
||||
var stud = hitPointToStud(hit);
|
||||
|
||||
if (hit.transform == latestStudGrid && stud == latestStud) {
|
||||
@@ -113,6 +146,7 @@ public class BrickCollisionDetector : MonoBehaviour
|
||||
}
|
||||
|
||||
GameObject brickObj = hit.collider.transform.parent.gameObject;
|
||||
BrickModel selectedBrickModel = Server.brickModels[PlayerPanel.Instance.selectedItem.item.id];
|
||||
|
||||
latestStudGrid = hit.transform;
|
||||
latestStud = stud;
|
||||
@@ -122,7 +156,7 @@ public class BrickCollisionDetector : MonoBehaviour
|
||||
currentStud.y -= (Server.studSize / 2);
|
||||
|
||||
if (!Server.bricks.ContainsKey(brickObj.name)) {
|
||||
Debug.LogError("Brick not found in server list");
|
||||
Debug.LogError("Brick not found in server list " + brickObj.name);
|
||||
return;
|
||||
}
|
||||
Brick brick = Server.bricks[brickObj.name];
|
||||
@@ -130,8 +164,8 @@ public class BrickCollisionDetector : MonoBehaviour
|
||||
Vector3 pos;
|
||||
|
||||
// same model with all studs available, just put it over
|
||||
if (brick.type == Player.Instance.selectedItem.type ||
|
||||
brick.model.studs.Count == Player.Instance.selectedItem.studs.Count) {
|
||||
if (brick.type == selectedBrickModel.type ||
|
||||
brick.model.studs.Count == selectedBrickModel.studs.Count) {
|
||||
pos = brickObj.transform.position;
|
||||
pos.y += brick.model.heightInPlates * Server.plateHeight;
|
||||
pos.y += 0.001f; // to make sure they don't collide, so we don't get a false isColliding=true
|
||||
@@ -156,36 +190,17 @@ public class BrickCollisionDetector : MonoBehaviour
|
||||
move(pos, rotation);
|
||||
}
|
||||
|
||||
void setupPreviewer() {
|
||||
brickPreviewer = GameObject.Find("Previewer");
|
||||
Player.Instance.selectedItem = Server.brickModels[3003];
|
||||
|
||||
m = brickPreviewer.GetComponent<Renderer>().material;
|
||||
originalShader = m.shader;
|
||||
m.shader = transparentShader;
|
||||
|
||||
Collider[] colliders = brickPreviewer.GetComponents<Collider>();
|
||||
|
||||
foreach (Collider collider in colliders) {
|
||||
collider.isTrigger = true;
|
||||
}
|
||||
|
||||
Rigidbody rigid = brickPreviewer.AddComponent<Rigidbody>();
|
||||
rigid.isKinematic = true;
|
||||
setVisible(false);
|
||||
}
|
||||
|
||||
public void move(Vector3 pos, Quaternion rotation) {
|
||||
if (lastPos == pos) {
|
||||
return;
|
||||
}
|
||||
brickPreviewer.transform.position = pos;
|
||||
brickPreviewer.transform.rotation = rotation;
|
||||
transform.position = pos;
|
||||
transform.rotation = rotation;
|
||||
setVisible(true);
|
||||
lastPos = pos;
|
||||
}
|
||||
|
||||
private void setVisible (bool isVisible) {
|
||||
brickPreviewer.GetComponent<MeshRenderer>().enabled = isVisible;
|
||||
GetComponent<MeshRenderer>().enabled = isVisible;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class Game : MonoBehaviour
|
||||
{
|
||||
public static Game Instance;
|
||||
|
||||
public Shader transparentShader;
|
||||
public enum Layers
|
||||
{
|
||||
IgnoreRaycast = 2
|
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}
|
||||
|
||||
private void Awake() {
|
||||
Instance = this;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
|
||||
guid: 8035fbd292d6b3f43b87443b7bc6edac
|
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MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
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defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -6,7 +6,6 @@ using UnityEngine;
|
||||
public class Player : MonoBehaviour
|
||||
{
|
||||
public static Player Instance;
|
||||
public BrickModel selectedItem;
|
||||
|
||||
private float rayLength = 5f;
|
||||
private GameObject lookedBrick;
|
||||
@@ -49,7 +48,9 @@ public class Player : MonoBehaviour
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(ray, out hit, rayLength)) {
|
||||
if (hit.collider.name.StartsWith("GridStud")) {
|
||||
BrickCollisionDetector.Instance.lookingAtStud(hit);
|
||||
if (BrickCollisionDetector.Instance != null) {
|
||||
BrickCollisionDetector.Instance.lookingAtStud(hit);
|
||||
}
|
||||
lookedBrick = hit.transform.parent.gameObject;
|
||||
} else if (hit.transform.tag == "Block") {
|
||||
lookedBrick = hit.transform.gameObject;
|
||||
|
||||
+10
-29
@@ -37,12 +37,15 @@ public class Server : MonoBehaviour
|
||||
|
||||
void Awake() {
|
||||
Instance = this;
|
||||
setupBrickModels();
|
||||
|
||||
setupTest();
|
||||
setupBrickModels();
|
||||
processPrefabs();
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
setupTest();
|
||||
}
|
||||
|
||||
void processPrefabs() {
|
||||
foreach (var prefab in prefabs) {
|
||||
brickPrefabs.Add(prefab.name, prefab);
|
||||
@@ -50,33 +53,11 @@ public class Server : MonoBehaviour
|
||||
}
|
||||
|
||||
void setupTest () {
|
||||
Brick brick = new Brick();
|
||||
brick.id = "3003";
|
||||
brick.type = 3003;
|
||||
brick.gameObject = GameObject.Find(brick.id);
|
||||
|
||||
bricks.Add(brick.id, brick);
|
||||
|
||||
brick = new Brick();
|
||||
brick.id = "3022";
|
||||
brick.type = 3022;
|
||||
brick.gameObject = GameObject.Find(brick.id);
|
||||
|
||||
bricks.Add(brick.id, brick);
|
||||
|
||||
brick = new Brick();
|
||||
brick.id = "3024";
|
||||
brick.type = 3024;
|
||||
brick.gameObject = GameObject.Find(brick.id);
|
||||
|
||||
bricks.Add(brick.id, brick);
|
||||
|
||||
brick = new Brick();
|
||||
brick.id = "22885";
|
||||
brick.type = 22885;
|
||||
brick.gameObject = GameObject.Find(brick.id);
|
||||
|
||||
bricks.Add(brick.id, brick);
|
||||
spawnBrick(3003, new Vector3(3.327f, 0, -4.196f), Quaternion.identity);
|
||||
spawnBrick(3003, new Vector3(1.468601f, 0, -4.383173f), Quaternion.identity);
|
||||
spawnBrick(3024, new Vector3(2.374763f, 0.372f, -3.981043f), Quaternion.identity);
|
||||
spawnBrick(3022, new Vector3(0.1108012f, 0.355f, -4.368471f), Quaternion.identity);
|
||||
spawnBrick(22885, new Vector3(-1.03f, 0.15f, -4.299f), Quaternion.identity);
|
||||
}
|
||||
|
||||
public void spawnBrick (int model, Vector3 position, Quaternion rotation) {
|
||||
|
||||
@@ -5,9 +5,22 @@ using UnityEngine.UI;
|
||||
public class PlayerPanel : MonoBehaviour
|
||||
{
|
||||
public static PlayerPanel Instance;
|
||||
public UserItem selectedItem {
|
||||
get {
|
||||
var slots = Player.Instance.getInventoryBySlot();
|
||||
|
||||
if (!slots.ContainsKey(selectedSlot)) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return slots[selectedSlot];
|
||||
}
|
||||
}
|
||||
|
||||
public InventorySlot[] fastInventorySlots;
|
||||
|
||||
private int selectedSlot = 28; // by default the first slot from fastInventory starting from the left
|
||||
|
||||
void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
@@ -28,6 +41,7 @@ public class PlayerPanel : MonoBehaviour
|
||||
if (Player.Instance == null) {
|
||||
return;
|
||||
}
|
||||
|
||||
Dictionary<int, UserItem> inventory = Player.Instance.getInventoryBySlot();
|
||||
InventorySlot slot;
|
||||
int slotId;
|
||||
@@ -44,6 +58,25 @@ public class PlayerPanel : MonoBehaviour
|
||||
slot.GetComponent<RawImage>().texture = inventory[slotId].item.icon;
|
||||
slot.quantity.text = inventory[slotId].quantity.ToString();
|
||||
}
|
||||
|
||||
// update brick previewer
|
||||
if (selectedItem != null && selectedItem.item.type == Item.Type.Brick) {
|
||||
updateBrickPreviewer();
|
||||
}
|
||||
}
|
||||
|
||||
public void updateBrickPreviewer() {
|
||||
BrickModel selectedBrickModel = Server.brickModels[selectedItem.item.id];
|
||||
|
||||
if (BrickCollisionDetector.Instance != null) {
|
||||
if (BrickCollisionDetector.Instance.currentBrickType == selectedBrickModel.type) {
|
||||
return;
|
||||
}
|
||||
Destroy(BrickCollisionDetector.Instance.gameObject);
|
||||
}
|
||||
|
||||
GameObject brickPreviewer = Instantiate(Server.brickPrefabs[selectedBrickModel.type.ToString()]);
|
||||
brickPreviewer.AddComponent<BrickCollisionDetector>();
|
||||
}
|
||||
|
||||
void switchSelectedItem () {
|
||||
|
||||
Reference in New Issue
Block a user