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Huge commit : -Orbs System -TimeLimit System -Everything Saved -Added Raycast to prevent falling player on new game

Nathan Gusatto 4 days ago
parent
commit
b877a77d9e

File diff suppressed because it is too large
+ 115 - 2
Assets/Scenes/Game.unity


+ 2 - 2
Assets/Scripts/Daylight Cycle/Skybox.mat

@@ -28,12 +28,12 @@ Material:
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     - _Texture2:
-        m_Texture: {fileID: 2800000, guid: c15e36d3819e8d14ab21ab119e3fd4a7, type: 3}
+        m_Texture: {fileID: 2800000, guid: 323f1ea1bce78fe4c90b2286fa1997e2, type: 3}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     m_Ints: []
     m_Floats:
-    - _Blend: 0
+    - _Blend: 0.9993663
     - _Exposure1: 1
     - _Exposure2: 1
     - _ImageType: 0

+ 10 - 0
Assets/Scripts/Daylight Cycle/TimeManager.cs

@@ -1,5 +1,6 @@
 using System;
 using System.Collections;
+using TMPro;
 using UnityEngine;
 
 public class TimeManager : MonoBehaviour
@@ -25,9 +26,12 @@ public class TimeManager : MonoBehaviour
 
     public float tempSecond;
 
+    public TMP_Text TimeField;
+
     // Start is called once before the first execution of Update after the MonoBehaviour is created
     void Start()
     {
+        UpdateUI();
     }
 
     // Update is called once per frame
@@ -41,6 +45,11 @@ public class TimeManager : MonoBehaviour
         }
     }
 
+    private void UpdateUI()
+    {
+        TimeField.text = Hours.ToString("D2") + " : " + Minutes.ToString("D2");
+    }
+
     private void OnMinutesChanged(float value)
     {
         globalLight.transform.Rotate(Vector3.up, (1f / 1440f) * 360f, Space.World);
@@ -54,6 +63,7 @@ public class TimeManager : MonoBehaviour
             Hours -= 24;
             Days++;
         }
+        UpdateUI();
     }
 
     private void OnHoursChanged(float value)

+ 96 - 5
Assets/Scripts/GameManager.cs

@@ -1,18 +1,31 @@
+using System;
+using System.Collections;
+using System.Linq;
+using TMPro;
+using UnityEditor;
 using UnityEngine;
 using UnityEngine.SceneManagement;
+using UnityEngine.SocialPlatforms.Impl;
 
 public class GameManager : MonoBehaviour
 {
+    public int GameOverHour;
+    public int GameOverMinutes;
+
     private GameData data;
 
     private SaveManager saveManager;
     private TimeManager timeManager;
     private MapGenerator mapGenerator;
+    private OrbManager orbManager;
+    public TMP_Text UI;
 
     private GameObject player;
+    private int score;
     // Start is called once before the first execution of Update after the MonoBehaviour is created
     void Start()
     {
+
         //Get the player
         player = GameObject.Find("Player");
         if (player == null) return;
@@ -21,8 +34,15 @@ public class GameManager : MonoBehaviour
         saveManager = GetComponent<SaveManager>();
         timeManager = GetComponent<TimeManager>();
         mapGenerator = GameObject.Find("Map Generator").GetComponent<MapGenerator>();
+        orbManager = GetComponent<OrbManager>();
 
         data = saveManager.LoadGame();
+
+        if (data.Orbs.Length == 0)
+        {
+            StartCoroutine(orbManager.StartSpawn());
+        }
+
         //reset light settings
         RenderSettings.skybox.SetTexture("_Texture1", timeManager.skyboxNight);
         RenderSettings.skybox.SetTexture("_Texture2", timeManager.skyboxSunrise);
@@ -45,18 +65,27 @@ public class GameManager : MonoBehaviour
     void Update()
     {
 
-        if (Input.GetKeyDown(KeyCode.F5)) 
+        if (Input.GetKeyDown(KeyCode.F5))
         {
             Save();
         }
-        if (Input.GetKeyDown(KeyCode.F9)) 
+        if (Input.GetKeyDown(KeyCode.F9))
         {
             //SceneManager.LoadScene("Game");
         }
+
+        if(timeManager.Hours >= GameOverHour && timeManager.Minutes >= GameOverMinutes)
+        {
+            OnGameOver();
+        }
     }
     void GetData()
     {
+        #region PlayerAndOrbs
         data.playerPosition = player.transform.position;
+        data.playerScore = score;
+        data.Orbs = GetAllOrbs();
+        #endregion
 
         #region DaylightCycle
         data.minutes = timeManager.Minutes;
@@ -79,8 +108,19 @@ public class GameManager : MonoBehaviour
 
     void SetData()
     {
+        #region PlayerAndOrbs
         if (data.playerPosition != Vector3.zero)
+        {
             player.transform.position = data.playerPosition;
+        }
+        else
+        {
+            StartCoroutine(SpawnPlayer());
+        }
+        score = data.playerScore;
+        UpdateUI();
+        SpawnOrbs();
+        #endregion
 
         #region DaylightCycle
 
@@ -90,11 +130,11 @@ public class GameManager : MonoBehaviour
         if (data.skybox != null)
             RenderSettings.skybox = data.skybox;
 
-        if(data.globalLightColor != null)
+        if (data.globalLightColor != null)
         {
             timeManager.globalLight.color = data.globalLightColor;
             RenderSettings.fogColor = data.globalLightColor;
-        } 
+        }
 
         if (data.globalLightRotation != null)
             timeManager.globalLight.transform.rotation = data.globalLightRotation;
@@ -102,7 +142,7 @@ public class GameManager : MonoBehaviour
         #endregion
 
         #region Stamina
-        if(data.skybox !=null) //because !
+        if (data.skybox != null) //because !
             player.GetComponent<Stamina>().Reinit(data.currentStamina, data.canSprint);
 
         #endregion
@@ -113,10 +153,61 @@ public class GameManager : MonoBehaviour
 
     }
 
+    IEnumerator SpawnPlayer()
+    {
+        yield return new WaitForSeconds(3);
+        Vector3 rayStart = Vector3.zero + Vector3.up * 300;
+
+        if (Physics.Raycast(rayStart, Vector3.down, out RaycastHit hit, 600f))
+        {
+            player.transform.position = hit.point + new Vector3(0f, 1f, 0f);
+        }
+    }
+
+    private void SpawnOrbs()
+    {
+        for (int i = 0; i < data.Orbs.Length; i++) {
+            Instantiate(orbManager.prefab, data.Orbs[i], Quaternion.identity);
+        }
+    }
+
+    private Vector3[] GetAllOrbs()
+    {
+        string targetName = "Orb(Clone)";
+        var actors = FindObjectsByType<GameObject>(FindObjectsSortMode.None)
+                     .Where(obj => obj.name == targetName)
+                     .ToArray();
+
+        Vector3[] orbs = new Vector3[actors.Length];
+        for (int i = 0; i < actors.Length; i++)
+        {
+            orbs[i] = actors[i].transform.position;
+        }
+
+        return orbs;
+    }
+
     public void Save()
     {
         GetData();
         saveManager.SaveGame(data);
     }
 
+    public void IncreaseScore()
+    {
+        score++;
+        UpdateUI();
+    }
+
+    private void UpdateUI()
+    {
+        UI.text = score.ToString();
+    }
+
+    private void OnGameOver()
+    {
+        Save();
+        Debug.Log("you died");
+    }
+
 }

+ 35 - 13
Assets/Scripts/Procedural Generation/MapGenerator.cs

@@ -1,13 +1,13 @@
-using UnityEngine;
-using System.Collections;
 using System;
-using System.Threading;
+using System.Collections;
 using System.Collections.Generic;
+using System.Security.Cryptography;
+using System.Threading;
 using UnityEditor.AI;
+using UnityEngine;
 
 public class MapGenerator : MonoBehaviour
 {
-
     public enum DrawMode { NoiseMap, Mesh, FalloffMap };
     public DrawMode drawMode;
 
@@ -24,8 +24,6 @@ public class MapGenerator : MonoBehaviour
 
     float[,] falloffMap;
 
-    public ForestManager forestManager;
-
     Queue<MapThreadInfo<MapData>> mapDataThreadInfoQueue = new Queue<MapThreadInfo<MapData>>();
     Queue<MapThreadInfo<MeshData>> meshDataThreadInfoQueue = new Queue<MapThreadInfo<MeshData>>();
 
@@ -58,8 +56,7 @@ public class MapGenerator : MonoBehaviour
     }
     private void Awake()
     {
-        textureData.UpdateMeshHeights(terrainMaterial, terrainData.minHeight, terrainData.maxHeight);
-        
+        textureData.UpdateMeshHeights(terrainMaterial, terrainData.minHeight, terrainData.maxHeight);        
     }
 
     public void DrawMapInEditor()
@@ -127,10 +124,6 @@ public class MapGenerator : MonoBehaviour
             {
                 MapThreadInfo<MapData> threadInfo = mapDataThreadInfoQueue.Dequeue();
                 threadInfo.callback(threadInfo.parameter);
-                /*
-                for (int x=0; x<terrainData.)
-                forestManager.SpawnTree(threadInfo.parameter.)
-                */
             }
         }
 
@@ -142,6 +135,35 @@ public class MapGenerator : MonoBehaviour
                 threadInfo.callback(threadInfo.parameter);
             }
         }
+        if (ForestData.spawnable.Count > 0)
+        {
+            for (int i = 0; i < ForestData.spawnable.Count; i++)
+            {
+                Vector3 position = ForestData.spawnable.Dequeue();
+                spawnTree(position);
+            }
+        }
+    }
+
+    public void spawnTree(Vector3 position)
+    {
+        float rnd = UnityEngine.Random.Range(0f, 1f);
+        if(rnd < ForestData.spawnRate)
+        {
+
+            Vector3 rayStart = position + Vector3.up * 300;
+
+            if (Physics.Raycast(rayStart, Vector3.down, out RaycastHit hit, 600f))
+            {
+                if(hit.point.y < ForestData.maxHeight && hit.point.y > ForestData.minHeight)
+                {
+                    int rndTree = UnityEngine.Random.Range(0, ForestData.Trees.Length);
+                    UnityEngine.Object.Instantiate(ForestData.Trees[rndTree], hit.point, Quaternion.identity);
+                }
+            }
+
+
+        }
     }
 
     private MapData GenerateMapData(Vector2 centre)
@@ -213,4 +235,4 @@ public struct MapData
     {
         this.heightMap = heightMap;
     }
-}
+}

+ 14 - 0
Assets/Scripts/Procedural Generation/MeshGenerator.cs

@@ -1,5 +1,8 @@
+using System;
 using System.Collections;
+using UnityEditor.PackageManager;
 using UnityEngine;
+using UnityEngine.UIElements;
 using static UnityEditor.PlayerSettings;
 
 public static class MeshGenerator
@@ -55,6 +58,17 @@ public static class MeshGenerator
                 float height = heightCurve.Evaluate(heightMap[x, y]) * heightMultiplier;
                 Vector3 vertexPosition = new Vector3(topLeftX + percent.x * meshSizeUnsimplified, height, topLeftZ - percent.y * meshSizeUnsimplified);
 
+                /*
+                try
+                {
+                    ForestData.spawnable.Enqueue(vertexPosition);
+                    
+                }
+                catch (Exception e)
+                {
+                    Debug.Log(e);
+                }*/
+
                 meshData.AddVertex(vertexPosition, percent, vertexIndex);
 
                 if (x < borderedSize - 1 && y < borderedSize - 1)

+ 1 - 0
Assets/Scripts/Save/GameData.cs

@@ -4,6 +4,7 @@ using UnityEngine;
 public class GameData
 {
     public int playerScore;
+    public Vector3[] Orbs;
     public Vector3 playerPosition;
 
     //MapGeneration

+ 0 - 21
Assets/Scripts/Terrain/Forest Manager.cs

@@ -1,21 +0,0 @@
-using UnityEngine;
-using System;
-using NUnit.Framework;
-using System.Collections.Generic;
-
-public class ForestManager : MonoBehaviour
-{
-    public float treeSpawnRate = .1f;
-    public float minHeight = .2f;
-    public GameObject[] trees;
-
-    public void SpawnTree(Vector3 pos, float meshHeightMultiplier)
-    {
-        System.Random rnd = new System.Random();
-        if (rnd.NextDouble() < treeSpawnRate && (pos.y / meshHeightMultiplier) >= minHeight)
-        {
-            GameObject tree;
-            tree = Instantiate(trees[0], pos, Quaternion.identity);
-        }
-    }
-}

+ 0 - 2
Assets/Scripts/Terrain/Forest Manager.cs.meta

@@ -1,2 +0,0 @@
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-guid: 105ee96e43793894b86b8fcfb4c3b372

+ 22 - 0
Assets/Scripts/Terrain/ForestData.cs

@@ -0,0 +1,22 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ForestData : MonoBehaviour
+{
+
+    public static float spawnRate = .1f;
+    public static float minHeight = 8f;
+    public static float maxHeight = 13f;
+
+    public static Queue<Vector3> spawnable = new Queue<Vector3>();
+
+    //Tricky
+    public GameObject[] TreesTemp;
+    public static GameObject[] Trees;
+
+    private void Awake()
+    {
+        Trees = TreesTemp;
+    }
+
+}

+ 2 - 0
Assets/Scripts/Terrain/ForestData.cs.meta

@@ -0,0 +1,2 @@
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+ 123 - 0
Assets/Scripts/Terrain/Orb.prefab

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+ 7 - 0
Assets/Scripts/Terrain/Orb.prefab.meta

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+ 14 - 0
Assets/Scripts/Terrain/OrbBehaviour.cs

@@ -0,0 +1,14 @@
+using UnityEngine;
+
+public class OrbBehaviour : MonoBehaviour
+{
+
+    private void OnTriggerEnter(Collider other)
+    {
+        if(other.gameObject.name == "Player")
+        {
+            GameObject.Find("GameManager").GetComponent<GameManager>().IncreaseScore();
+            Destroy(gameObject);
+        }
+    }
+}

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+ 9 - 0
Assets/Scripts/Terrain/OrbData.cs

@@ -0,0 +1,9 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+public class OrbData : MonoBehaviour
+{
+    public static float spawnRate = .1f;
+    public static float minHeight = 0f;
+    public static float maxHeight = 8f;
+}

+ 2 - 0
Assets/Scripts/Terrain/OrbData.cs.meta

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+ 43 - 0
Assets/Scripts/Terrain/OrbManager.cs

@@ -0,0 +1,43 @@
+using System.Collections;
+using UnityEngine;
+using UnityEngine.UIElements;
+
+public class OrbManager : MonoBehaviour
+{
+    public GameObject prefab;
+    public int orbsToSpawn;
+    private int orbsSpawned;
+    public int spawnRadius;
+
+    private GameObject player;
+
+    public IEnumerator StartSpawn()
+    {
+        player = GameObject.Find("Player");
+        orbsSpawned = 0;
+
+        yield return new WaitForSeconds(5);
+        while (orbsSpawned < orbsToSpawn)
+        {
+            TrySpawnOrb();
+        }
+    }
+
+    void TrySpawnOrb()
+    {
+        float xRadius = UnityEngine.Random.Range(-spawnRadius, spawnRadius);
+        float zRadius = UnityEngine.Random.Range(-spawnRadius, spawnRadius);
+
+        Vector3 randomRadiusVector = new Vector3(xRadius, 0, zRadius);
+        Vector3 rayStart = player.transform.position + Vector3.up * 300 + randomRadiusVector;
+
+        if (Physics.Raycast(rayStart, Vector3.down, out RaycastHit hit, 600f))
+        {
+            if (hit.point.y < OrbData.maxHeight && hit.point.y > OrbData.minHeight)
+            {
+                UnityEngine.Object.Instantiate(prefab, hit.point + new Vector3(0f, 0.75f, 0f), Quaternion.identity);
+                orbsSpawned++;
+            }
+        }
+    }
+}

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