first commit

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tetreum
2020-12-27 10:35:30 +01:00
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# =============== #
# Unity generated #
# =============== #
[Tt]emp/
[Oo]bj/
[Bb]uild
[Ll]ibrary/
[Bb]in/
sysinfo.txt
Assets/BuildReports/
# ===================================== #
# Visual Studio / MonoDevelop generated #
# ===================================== #
[Ee]xported[Oo]bj/
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.vs/
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# ============ #
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._*
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.Trashes
Icon?
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# Mine #
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using System.Collections.Generic;
using UnityEngine;
public class Brick
{
public string id;
public int type;
public GameObject gameObject;
public BrickModel model {
get {
return Server.brickModels[type];
}
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using UnityEngine;
public class BrickCollisionDetector : MonoBehaviour
{
public static BrickCollisionDetector Instance;
public GameObject brickPreviewer;
public Shader transparentShader;
private Material m;
public Shader originalShader;
private bool isColliding = false;
private Vector3 lastPos;
private Vector3 currentStud;
private Transform latestStudGrid;
private Vector2Int latestStud;
private void Awake() {
Instance = this;
}
private void Start() {
setupPreviewer();
}
private void Update() {
if (isColliding) {
return;
}
if (Input.GetAxis("Mouse ScrollWheel") != 0f && lastPos != Vector3.zero) {
Vector3 rot;
if (latestStudGrid.rotation == Quaternion.identity) {
rot = Input.GetAxis("Mouse ScrollWheel") > 0f ? Vector3.up : Vector3.down;
} else {
rot = Input.GetAxis("Mouse ScrollWheel") > 0f ? Vector3.forward : Vector3.back;
}
brickPreviewer.transform.RotateAround(currentStud, rot, 90);
}
if (Input.GetMouseButtonDown(1)) {
Server.Instance.spawnBrick(Player.Instance.selectedItem.type, brickPreviewer.transform.position, brickPreviewer.transform.rotation);
resetVars();
}
}
private void resetVars() {
latestStudGrid = null;
latestStud = Vector2Int.zero;
}
void OnTriggerStay(Collider other) {
if (other.name.StartsWith("GridStud")) {
return;
}
Debug.Log(other.name);
// prevent resetting those vars each frame
if (isColliding) {
return;
}
isColliding = true;
setVisible(false);
}
void OnTriggerExit(Collider other) {
isColliding = false;
setVisible(true);
}
private Vector2Int hitPointToStud(RaycastHit hit) {
// time to understand at which Stud is he looking at
// get grid dimensions
string[] tmp = hit.collider.name.Replace("GridStud ", "").Split('x');
Vector2Int dimensions = new Vector2Int(int.Parse(tmp[0]), int.Parse(tmp[1]));
Vector2Int selectedStud = new Vector2Int();
// 1x1 are easy xD
if (dimensions.x == 1 && dimensions.y == 1) {
return selectedStud;
}
// convert world coords to local ones
var localHitpoint = hit.collider.transform.InverseTransformPoint(hit.point);
// since localHitpoint is based on the center of the object, we need to sum half
// of it's size
localHitpoint.x += (dimensions.x * Server.studSize) / 2;
localHitpoint.z += (dimensions.y * Server.studSize) / 2;
for (int i = 1; i < (dimensions.x + 1); i++) {
if (localHitpoint.x < (i * Server.studSize)) {
selectedStud.x = (i - 1);
break;
}
}
for (int i = 1; i < (dimensions.y + 1); i++) {
if (localHitpoint.z < (i * Server.studSize)) {
selectedStud.y = (i - 1);
break;
}
}
return selectedStud;
}
public void lookingAtStud(RaycastHit hit) {
var stud = hitPointToStud(hit);
if (hit.transform == latestStudGrid && stud == latestStud) {
return;
}
GameObject brickObj = hit.collider.transform.parent.gameObject;
latestStudGrid = hit.transform;
latestStud = stud;
Vector3 studPos = hit.collider.transform.TransformPoint(new Vector3(stud.x, 0, stud.y));
currentStud = studPos;
currentStud.x -= (Server.studSize / 2);
currentStud.y -= (Server.studSize / 2);
if (!Server.bricks.ContainsKey(brickObj.name)) {
Debug.LogError("Brick not found in server list");
return;
}
Brick brick = Server.bricks[brickObj.name];
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) {
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
move(pos, Quaternion.identity);
return;
}
Quaternion rotation = latestStudGrid.rotation;
pos = studPos;
// i have no idea of what i'm doing here, but works in order to adjust brick's position
// please, someone refactor this
if (rotation == Quaternion.identity) {
pos.z -= (Server.studSize / 2);
pos.x -= Server.studSize;
} else {
pos.x -= Server.studSize;
pos.y += Server.studSize;
}
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;
setVisible(true);
lastPos = pos;
}
private void setVisible (bool isVisible) {
brickPreviewer.GetComponent<MeshRenderer>().enabled = isVisible;
}
}

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using System.Collections.Generic;
public class BrickModel
{
public enum Category {
Brick = 1,
Plate = 2
};
public int type;
public int heightInPlates;
public Category category;
public float hardness = 4; //seconds with bare hands
public Dictionary<int, Dictionary<int, int[]>> studs = new Dictionary<int, Dictionary<int, int[]>>();
}

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using UnityEngine;
public class Item
{
public enum Type
{
Brick = 1
}
public int id;
public Type type;
public string name;
public Texture2D icon {
get {
return Resources.Load<Texture2D>("Textures/Bricks/" + id);
}
}
}

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public class UserItem
{
public int id;
public int quantity;
public int health;
public int slot;
public Item item {
get {
return Server.items[id];
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Player : MonoBehaviour
{
public static Player Instance;
public BrickModel selectedItem;
private float rayLength = 5f;
private GameObject lookedBrick;
private Brick diggedBrick;
private DateTime? activityStartTime;
private List<UserItem> inventory = new List<UserItem>();
private int inventorySlots = 36;
private float _duration = 0.5f;
private float _timer = 0f;
private void Awake() {
Instance = this;
}
private void Start() {
PlayerPanel.Instance.reload();
}
private void Update() {
frontRaycast();
if (Input.GetKey(KeyCode.Mouse0) && lookedBrick != null) {
dig();
} else if (Input.GetKeyUp(KeyCode.Mouse0) && diggedBrick != null) {
stopDigging();
}
if (Input.GetKeyDown(KeyCode.I)) {
Menu.Instance.togglePanel("InventoryPanel");
}
}
void frontRaycast () {
lookedBrick = null;
Ray ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0));
// debug Ray
Debug.DrawRay(ray.origin, ray.direction * rayLength, Color.red);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, rayLength)) {
if (hit.collider.name.StartsWith("GridStud")) {
BrickCollisionDetector.Instance.lookingAtStud(hit);
lookedBrick = hit.transform.parent.gameObject;
} else if (hit.transform.tag == "Block") {
lookedBrick = hit.transform.gameObject;
}
}
}
void dig () {
if (activityStartTime == null) {
diggedBrick = Server.bricks[lookedBrick.name];
activityStartTime = DateTime.Now;
}
DateTime currentTime = DateTime.Now;
TimeSpan span = currentTime.Subtract((DateTime)activityStartTime);
// has finished digging
if (span.Seconds >= diggedBrick.model.hardness) {
addItem(new UserItem() {
id = diggedBrick.type,
quantity = 1
});
Server.Instance.removeBrick(diggedBrick);
SoundManager.Instance.play(SoundManager.EFFECT_REMOVE_BLOCK);
stopDigging();
} else {
_timer += Time.deltaTime;
if (_timer >= _duration) {
_timer = 0f;
SoundManager.Instance.play(SoundManager.EFFECT_DIG);
}
}
}
void stopDigging () {
diggedBrick = null;
activityStartTime = null;
}
public void addItem (UserItem userItem) {
List<int> takenSlots = new List<int>();
foreach (UserItem item in inventory) {
takenSlots.Add(item.slot);
if (item.id == userItem.id && item.health == userItem.health) {
item.quantity += userItem.quantity;
PlayerPanel.Instance.reload();
return;
}
}
if (inventory.Count >= inventorySlots) {
return;
}
if (userItem.slot == 0) { // not set
int[] allSlots = Enumerable.Range(1, inventorySlots).ToArray();
int[] availableSlots = allSlots.Except(takenSlots).ToArray();
bool insertedInFastInventory = false;
// whenever its possible insert new items in fast inventory
foreach (var slot in availableSlots) {
if (slot > 27) {
userItem.slot = slot;
insertedInFastInventory = true;
break;
}
}
if (!insertedInFastInventory) {
userItem.slot = availableSlots[0];
}
}
inventory.Add(userItem);
PlayerPanel.Instance.reload();
}
public void removeItem (UserItem userItem) {
foreach (UserItem item in inventory) {
if (item.id == userItem.id && item.health == userItem.health) {
item.quantity -= userItem.quantity;
if (item.quantity < 1) {
inventory.Remove(item);
}
PlayerPanel.Instance.reload();
return;
}
}
}
public void switchInventorySlots (int slot1, int slot2) {
UserItem item1 = null;
UserItem item2 = null;
foreach (UserItem item in inventory) {
if (item.slot == slot1) {
item1 = item;
} else if (item.slot == slot2) {
item2 = item;
}
}
if (item1 != null) {
item1.slot = slot2;
}
if (item2 != null) {
item2.slot = slot1;
}
InventoryPanel.Instance.reload();
PlayerPanel.Instance.reload();
}
public Dictionary<int, UserItem> getInventoryBySlot () {
Dictionary<int, UserItem> items = new Dictionary<int, UserItem>();
foreach (var item in inventory) {
items.Add(item.slot, item);
}
return items;
}
}

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167
Assets/Scripts/Server.cs Normal file
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using System.Collections.Generic;
using UnityEngine;
public class Server : MonoBehaviour
{
public static Server Instance;
public static Dictionary<string, Brick> bricks = new Dictionary<string, Brick>();
public static Dictionary<int, BrickModel> brickModels = new Dictionary<int, BrickModel>();
public static Dictionary<string, GameObject> brickPrefabs = new Dictionary<string, GameObject>();
public static Dictionary<int, Item> items = new Dictionary<int, Item>() {
{3003, new Item(){
id = 3003,
type = Item.Type.Brick,
name = "A brick"
} },
{3022, new Item(){
id = 3022,
type = Item.Type.Brick,
name = "A brick"
} },
{3024, new Item(){
id = 3024,
type = Item.Type.Brick,
name = "A brick"
} },
{22885, new Item(){
id = 22885,
type = Item.Type.Brick,
name = "A brick"
} },
};
public const float studSize = 0.398f;
public const float plateHeight = (0.478f / 3);
public GameObject[] prefabs;
void Awake() {
Instance = this;
setupBrickModels();
setupTest();
processPrefabs();
}
void processPrefabs() {
foreach (var prefab in prefabs) {
brickPrefabs.Add(prefab.name, prefab);
}
}
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);
}
public void spawnBrick (int model, Vector3 position, Quaternion rotation) {
GameObject brickObj = Instantiate(brickPrefabs[model.ToString()], position, rotation);
Brick brick = new Brick();
brick.id = System.Guid.NewGuid().ToString();
brick.type = model;
brick.gameObject = brickObj;
bricks.Add(brick.id, brick);
brickObj.name = brick.id;
SoundManager.Instance.play(SoundManager.EFFECT_TAPPING);
}
public void removeBrick(Brick brick) {
bricks.Remove(brick.id);
Destroy(brick.gameObject);
}
private void setupBrickModels() {
BrickModel brick;
brick = new BrickModel();
brick.type = 3003;
brick.heightInPlates = 3;
brick.category = BrickModel.Category.Brick;
brick.studs = new Dictionary<int, Dictionary<int, int[]>>() {
{0, new Dictionary<int, int[]>() {
{0, new int[]{1, 2} },
{1, new int[]{0, 3} },
{2, new int[]{0, 3} },
{3, new int[]{1, 2} },
}
}
};
brickModels.Add(brick.type, brick);
brick = new BrickModel();
brick.type = 22885;
brick.heightInPlates = 6;
brick.category = BrickModel.Category.Brick;
brick.studs = new Dictionary<int, Dictionary<int, int[]>>() {
{0, new Dictionary<int, int[]>() {
{0, new int[]{1, 2} },
{1, new int[]{0, 3} },
{2, new int[]{0, 3} },
{3, new int[]{1, 2} },
}
},
{1, new Dictionary<int, int[]>() {
{0, new int[]{1} },
{1, new int[]{0} },
}
},
};
brickModels.Add(brick.type, brick);
brick = new BrickModel();
brick.type = 3022;
brick.heightInPlates = 1;
brick.category = BrickModel.Category.Plate;
brick.studs = new Dictionary<int, Dictionary<int, int[]>>() {
{0, new Dictionary<int, int[]>() {
{0, new int[]{1, 2} },
{1, new int[]{0, 3} },
{2, new int[]{0, 3} },
{3, new int[]{1, 2} },
}
}
};
brickModels.Add(brick.type, brick);
brick = new BrickModel();
brick.type = 3024;
brick.heightInPlates = 1;
brick.category = BrickModel.Category.Plate;
brick.studs = new Dictionary<int, Dictionary<int, int[]>>() {
{0, new Dictionary<int, int[]>() {
{0, new int[]{ } },
}
}
};
brickModels.Add(brick.type, brick);
}
}

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using UnityEngine;
public class SoundManager : MonoBehaviour {
public const string EFFECT_TAPPING = "tapping";
public const string EFFECT_DIG = "dig";
public const string EFFECT_REMOVE_BLOCK = "removeblock";
private AudioSource stereo;
public static SoundManager Instance;
void Awake () {
Instance = this;
stereo = GetComponent<AudioSource>();
}
public void play (string name) {
stereo.clip = Resources.Load("Sound/Effects/" + name) as AudioClip;
stereo.Play();
}
}

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