This commit is contained in:
BOT Alex 2024-04-21 01:43:30 +02:00
commit c440affdd0
28 changed files with 1920 additions and 345 deletions

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m_EditorClassIdentifier:
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@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using System.IO.Enumeration;
using UnityEngine;
[CreateAssetMenu(fileName = "New AudioLibrary", menuName = "ZUtility/AudioLibrary")]
public class AudioLibraryObject : ScriptableObject
{
public AudioClip[] Clips;
}

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@ -0,0 +1,137 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
public class AudioManager : MonoBehaviour
{
public static AudioManager Instance;
public AudioLibraryObject audioLibrary;
private void OnEnable()
{
if (Instance is null)
{
Instance = this;
// TODO: manager itself should not handle this
// DontDestroyOnLoad(this);
}
else
{
Destroy(Instance);
Instance = this;
}
}
private void OnDisable()
{
Instance = null;
}
public static AudioClip FindAudioClip(string nameOfClip)
{
return Instance.audioLibrary.Clips.First(x => x.name == nameOfClip);
}
public static AudioSource PlaySound(AudioClip clip, Vector3 sourcePos, bool manuallyHandle = false, bool is3D = true, bool loop = false, bool fadeIn = false)
{
return PlaySoundInternal(clip, sourcePos, manuallyHandle, is3D, loop, fadeIn);
}
public static AudioSource PlaySound(string nameOfClip, Vector3 sourcePos, bool manuallyHandle = false, bool is3D = true, bool loop = false, bool fadeIn = false)
{
AudioClip clip = FindAudioClip(nameOfClip);
return PlaySoundInternal(clip, sourcePos, manuallyHandle, is3D, loop, fadeIn);
}
private static AudioSource PlaySoundInternal(AudioClip clip, Vector3 sourcePos, bool manuallyHandle, bool is3D, bool loop, bool fadeIn)
{
if (Instance == null)
{
Debug.LogWarning("AudioManager has not been initialized. Please initialize it before use.");
return null;
}
var sourceObject = new GameObject("SoundSource");
var audioSource = sourceObject.AddComponent<AudioSource>();
audioSource.loop = loop;
audioSource.clip = clip;
sourceObject.transform.position = sourcePos;
sourceObject.transform.parent = Instance.transform;
if (is3D)
{
audioSource.rolloffMode = AudioRolloffMode.Linear;
audioSource.spatialBlend = 1f;
}
if (!manuallyHandle)
Instance.StartCoroutine(Instance.StartSound(audioSource, fadeIn));
return audioSource;
}
public static List<SoundSource> AliveSources = new List<SoundSource>();
IEnumerator StartSound(AudioSource audioSource, bool fadeIn = false)
{
AliveSources.Add(new SoundSource(audioSource));
if (fadeIn)
{
audioSource.volume = 0;
StartCoroutine(StartMusicFadeIn(audioSource));
}
audioSource.Play();
yield return new WaitUntil(() => audioSource.gameObject == null || !audioSource.isPlaying);
try
{
Destroy(audioSource.gameObject);
}
catch (SystemException err)
{
}
}
public IEnumerator StartMusicFadeIn(AudioSource AS)
{
while (true)
{
if (AS.volume >= 1)
{
break;
}
AS.volume += 0.01f;
yield return new WaitForSecondsRealtime(0.05f);
}
}
public void StopAllAudio()
{
StopAllCoroutines();
foreach (SoundSource item in AliveSources)
{
if (item == null || item.source == null) continue;
item.source.Stop();
Destroy(item.source.gameObject);
}
AliveSources.Clear();
}
}
public class SoundSource
{
public string Id { get; set; }
public AudioSource source { get; set; }
public SoundSource(AudioSource originalSource)
{
source = originalSource;
}
}

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@ -1,5 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using Cinemachine;
using UnityEngine;
public class CameraSlotClickDetect : MonoBehaviour
@ -32,6 +31,8 @@ public class CameraSlotClickDetect : MonoBehaviour
if (tower != null)
{
GameManager.Instance.SelectedTower = tower;
}
}
else if (Physics.Raycast(ray, out hit, Mathf.Infinity, layerMask))

View File

@ -4,16 +4,22 @@ using UnityEngine.Assertions;
public abstract class Tower : MonoBehaviour
{
[SerializeField]
private GameObject selectedUI;
protected bool selected = false;
protected HealthComponent healthComp;
protected Outline outline;
protected Camera mainCam;
// Getters
public virtual void TowerSelected(bool selected)
{
this.selected = selected;
outline.enabled = selected;
selectedUI.SetActive(selected);
}
protected virtual void Awake()
@ -22,6 +28,8 @@ public abstract class Tower : MonoBehaviour
outline = GetComponent<Outline>();
Assert.IsNotNull(healthComp);
Assert.IsNotNull(outline);
mainCam = Camera.main;
}
protected virtual void Start()
@ -34,6 +42,7 @@ public abstract class Tower : MonoBehaviour
protected virtual void Update()
{
selectedUI.transform.LookAt(mainCam.transform.position);
}
protected virtual void FixedUpdate()

View File

@ -81,9 +81,13 @@ public class EditableArc : MonoBehaviour
arcTangent.x *= -1f;
Debug.DrawRay(knob.transform.position, arcTangent3D, Color.yellow, 5f);
Vector3 screenRay = Camera.main.ScreenPointToRay(Input.mousePosition).direction;
Vector3 barreltToAim = Quaternion.AngleAxis(Value.Value, normal) * tangent;
float dot = Vector3.Dot(transform.forward, Camera.main.transform.forward) * -1f;
float sign = orientation == ArcOrientation.HORIZONTAL ? 1f : -1f;
float delta = Vector2.Dot(arcTangent, mouseMovement) * knobSensitiviy * sign;
mouseMovement.y *= sign * Mathf.Sin(dot);
float delta = Vector2.Dot(arcTangent, mouseMovement) * knobSensitiviy * Mathf.Sign(dot);
float newAngle = ClampAngle(Value.Value + delta, rotationMinMax.x, rotationMinMax.y);
Value.Value = newAngle;

View File

@ -0,0 +1,32 @@
using UnityEngine;
using UnityEngine.UI;
public class HealthBar : MonoBehaviour
{
[SerializeField]
private Image healthBar;
[SerializeField]
private HealthComponent attachHealth;
private void Awake()
{
attachHealth.OnHealthChange.AddListener(UpdateBar);
}
private void Start()
{
UpdateBar(0f, attachHealth.currentHealth); // initial check
}
private void OnDestroy()
{
attachHealth.OnHealthChange.RemoveListener(UpdateBar);
}
private void UpdateBar(float prev, float curr)
{
float percent = curr / attachHealth.StartHealth;
healthBar.fillAmount = percent;
}
}

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@ -10,6 +10,7 @@ public class HealthComponent : MonoBehaviour
public static event Action<Vector3, float> OnHealthChangeAtPos;
public float StartHealth => startHealth;
public UnityEvent OnHealthZero;
public UnityEvent<float, float> OnHealthChange;

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