Added basic node system

This commit is contained in:
Jan Groß
2021-06-12 13:52:53 +02:00
parent 3c737d5d4c
commit 927b1f2882
22 changed files with 8669 additions and 1 deletions

79
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
public GameObject player;
public Camera[] cameras;
public GameObject networkCamera;
// Start is called before the first frame update
void Start()
{
}
public void SetActiveCamera(int cam)
{
for (int i = 0; i < cameras.Length; i++)
{
if (i==cam) {
}
cameras[i].enabled = (i == cam);
}
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Connection : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Node : MonoBehaviour
{
public GameManager gameManager;
public bool isActive = false;
public enum Direction { Up, Down, Left, Right}
public GameObject[] connections;
public GameObject UI;
// Start is called before the first frame update
void Start()
{
gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
}
// Update is called once per frame
void Update()
{
}
public void SetActiveNode()
{
if (isActive) { return; }
Debug.Log(string.Format("{0} became active node", gameObject.name));
isActive = true;
UI.SetActive(true);
gameManager.networkCamera.transform.position = new Vector3(transform.position.x, gameManager.networkCamera.transform.position.y, transform.position.z);
}
public void MoveToDirection(Direction dir)
{
connections[(int)dir].GetComponent<Node>().SetActiveNode();
UI.SetActive(false);
isActive = false;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class NodeButton : MonoBehaviour
{
public Node node;
public Node.Direction direction;
// Start is called before the first frame update
void Start()
{
if (node.connections[(int)direction] == null)
{
gameObject.GetComponent<Renderer>().material.color = Color.gray;
gameObject.GetComponent<Collider>().enabled = false;
}
}
private void FixedUpdate()
{
if (Mouse.current.leftButton.wasPressedThisFrame)
{
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
if (hit.transform == gameObject.transform)
{
Debug.Log(string.Format("Button down on {0}", direction));
node.MoveToDirection(direction);
}
}
}
}
private void OnMouseOver()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class Switch : MonoBehaviour
{
public GameManager gameManager;
public float interactionDistance = 10;
private Renderer renderer;
public Node debugNode;
// Start is called before the first frame update
void Start()
{
renderer = gameObject.GetComponent<Renderer>();
}
// Update is called once per frame
void Update()
{
if (renderer.isVisible)
{
if (Vector3.Distance(transform.position, gameManager.player.transform.position) < interactionDistance) {
//Debug.Log("Switch is visible and in range");
if (Keyboard.current.eKey.wasPressedThisFrame)
{
gameManager.SetActiveCamera(1);
debugNode.SetActiveNode();
}
}
}
}
private void OnDrawGizmos()
{
// Gizmos.DrawSphere(transform.position, interactionDistance);
}
}

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