Added example entity design (coins), improved files hierarchy

This commit is contained in:
toastee 2023-05-01 18:16:49 +02:00
parent d901c424da
commit 39b8eb96f3
507 changed files with 201264 additions and 7806 deletions

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@ -1,13 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Despawn : MonoBehaviour
{
public delegate void entityDespawnDelegate() ;
public entityDespawnDelegate entityDespawnEvent ;
public void InvokeDespawnEvent() {
entityDespawnEvent?.Invoke() ;
}
}

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@ -1,20 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Dummy : MonoBehaviour
{
Despawn despawn ;
void Start()
{
despawn = gameObject.GetComponent<Despawn>() ;
}
void Update()
{
if (Input.GetKey(KeyCode.Space)) {
despawn.InvokeDespawnEvent() ;
Destroy(gameObject) ;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
public class CoinEntitySpawner : MonoBehaviour
{
[FormerlySerializedAs("Coin Count")] public GameObject coinCount ;
private TextMeshProUGUI _coinCountTextMeshPro;
private EntitySpawner _entitySpawner;
void Start()
{
_entitySpawner = gameObject.GetComponent<EntitySpawner>();
_entitySpawner.EntitySpawnEvent += OnCoinSpawn;
_coinCountTextMeshPro = coinCount.transform.GetComponent<TextMeshProUGUI>();
}
void OnCoinSpawn(Despawn d)
{
d.EntityDespawnEvent += OnCoinDespawn;
}
void OnCoinDespawn(Despawn d)
{
// Incrementing UI coin count
_coinCountTextMeshPro.text = (int.Parse(_coinCountTextMeshPro.text) + 1).ToString();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Despawn : MonoBehaviour
{
public delegate void EntityDespawnDelegate(Despawn d) ;
public EntityDespawnDelegate EntityDespawnEvent ;
private int _entityIndex;
public void SetEntityIndex(int index)
{
_entityIndex = index;
}
public int GetEntityIndex()
{
return _entityIndex ;
}
public void InvokeDespawnEvent() {
EntityDespawnEvent?.Invoke(this) ;
}
}

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@ -0,0 +1,31 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
public class Dummy : MonoBehaviour, IPointerDownHandler
{
Despawn despawn ;
void Start()
{
AddPhysics2DRaycaster();
despawn = gameObject.GetComponent<Despawn>() ;
}
public void OnPointerDown(PointerEventData eventData)
{
despawn.InvokeDespawnEvent() ;
Destroy(gameObject) ;
}
private void AddPhysics2DRaycaster()
{
Physics2DRaycaster physicsRaycaster = FindObjectOfType<Physics2DRaycaster>();
if (physicsRaycaster == null)
{
Camera.main.gameObject.AddComponent<Physics2DRaycaster>();
}
}
}

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@ -0,0 +1,51 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.Tilemaps;
public class EntitySpawner : MonoBehaviour
{
[FormerlySerializedAs("EntityToSpawn")] public GameObject entityToSpawn ;
[FormerlySerializedAs("NumberOfInstances")] public int nbEntityInstances ;
[FormerlySerializedAs("SpawnPositions")] public Vector2[] spawnPositions;
[FormerlySerializedAs("TileGrid")] public GameObject grid;
private GameObject[] _instances;
private Transform _gridTransform;
// EntitySpawnEvent is invoked by EntitySpawner upon spawning entity
public delegate void EntitySpawnDelegate(Despawn d) ;
public EntitySpawnDelegate EntitySpawnEvent ;
void Start()
{
_instances = new GameObject[nbEntityInstances];
for (int index = 0; index < nbEntityInstances; index++)
{
SpawnEntity(index) ;
}
}
// GetEntityInstances returns the array of current instantiated entities
GameObject[] GetEntityInstances()
{
return _instances;
}
// SpawnEntity spawns an entity at a random location in the provided locations array
void SpawnEntity(int index) {
Vector2 newPositionID = spawnPositions[Random.Range(0,spawnPositions.Length)] ;
_instances[index] = Instantiate(entityToSpawn, newPositionID, Quaternion.identity, grid.transform) ;
Despawn despawn = _instances[index].GetComponent<Despawn>();
despawn.EntityDespawnEvent += OnEntityDespawn;
despawn.SetEntityIndex(index);
EntitySpawnEvent?.Invoke(despawn);
}
void OnEntityDespawn(Despawn d){
SpawnEntity(d.GetEntityIndex()) ;
}
}

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@ -1,25 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
public class EntitySpawner : MonoBehaviour
{
[FormerlySerializedAs("Grid")] public GameObject grid;
[FormerlySerializedAs("EntityToSpawn")] public GameObject entityToSpawn ;
[FormerlySerializedAs("SpawnPositions")] public Vector2[] spawnPositions;
void Start(){
SpawnEntity() ;
}
void SpawnEntity() {
Vector2 newPositionID = spawnPositions[Random.Range(0,spawnPositions.Length)] ;
GameObject instance = Instantiate(entityToSpawn, newPositionID, Quaternion.identity, grid.transform) ;
instance.GetComponent<Despawn>().entityDespawnEvent += onEntityDespawn;
}
void onEntityDespawn(){
SpawnEntity() ;
}
}

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{ "pid": 35942, "tid": 1, "ts": 1682953018365405, "dur": 2274, "ph": "X", "name": "Write chrome-trace events", "args": {} },

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