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taywon18 2024-12-24 07:18:26 +01:00
commit f7793993bf
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.gitattributes vendored Normal file
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###############################################################################
# Set default behavior to automatically normalize line endings.
###############################################################################
* text=auto
###############################################################################
# Set default behavior for command prompt diff.
#
# This is need for earlier builds of msysgit that does not have it on by
# default for csharp files.
# Note: This is only used by command line
###############################################################################
#*.cs diff=csharp
###############################################################################
# Set the merge driver for project and solution files
#
# Merging from the command prompt will add diff markers to the files if there
# are conflicts (Merging from VS is not affected by the settings below, in VS
# the diff markers are never inserted). Diff markers may cause the following
# file extensions to fail to load in VS. An alternative would be to treat
# these files as binary and thus will always conflict and require user
# intervention with every merge. To do so, just uncomment the entries below
###############################################################################
#*.sln merge=binary
#*.csproj merge=binary
#*.vbproj merge=binary
#*.vcxproj merge=binary
#*.vcproj merge=binary
#*.dbproj merge=binary
#*.fsproj merge=binary
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###############################################################################
# behavior for image files
#
# image files are treated as binary by default.
###############################################################################
#*.jpg binary
#*.png binary
#*.gif binary
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# diff behavior for common document formats
#
# Convert binary document formats to text before diffing them. This feature
# is only available from the command line. Turn it on by uncommenting the
# entries below.
###############################################################################
#*.doc diff=astextplain
#*.DOC diff=astextplain
#*.docx diff=astextplain
#*.DOCX diff=astextplain
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#*.PDF diff=astextplain
#*.rtf diff=astextplain
#*.RTF diff=astextplain

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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.unitypackage.meta
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*

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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.VisualScripting;
public class MouseController : MonoBehaviour
{
Vector3 lastFramePosition;
public Camera InterestingCamera;
// Start is called before the first frame update
void Start()
{
if(InterestingCamera == null)
InterestingCamera = Camera.main;
}
// Update is called once per frame
void Update()
{
HandleCamera();
HandleWorldInteraction();
}
void HandleCamera()
{
var currentFramePosition = InterestingCamera.ScreenToWorldPoint(Input.mousePosition);
if (Input.GetMouseButton(1))
{
var diff = lastFramePosition - currentFramePosition;
InterestingCamera.transform.Translate(diff);
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lastFramePosition = InterestingCamera.ScreenToWorldPoint(Input.mousePosition);
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void HandleWorldInteraction()
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}
}
}

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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class StageController : MonoBehaviour
{
public Train Train;
public int FocusedWagon = 0;
public int FocusedLevel = 0;
Stage Stage { get; set; }
public Sprite FloorSprite;
public Sprite WallSprite;
GameObject[,] AllTilesGameObjects;
GameObject[,] HorizontalWallsGameObjects;
GameObject[,] VerticalWallsGameObjects;
public bool ShouldRandomize = false;
// Start is called before the first frame update
void Start()
{
if (Train == null)
{
Train = new Train();
Train.Generate();
}
FocusCurrentStage();
AllTilesGameObjects = new GameObject[Stage.Width, Stage.Height];
HorizontalWallsGameObjects = new GameObject[Stage.Width, Stage.Height+1];
VerticalWallsGameObjects = new GameObject[Stage.Width+1, Stage.Height];
//Tiles creation
for(int x=0; x<Stage.Width; x++)
for(int y=0; y<Stage.Height; y++)
{
var tile = Stage[x, y];
GameObject tile_go = new GameObject();
AllTilesGameObjects[x, y] = tile_go;
tile_go.name = "tile_" + x + "_" + y;
tile_go.transform.position = new Vector3(x, y, 0);
tile_go.transform.SetParent(this.transform, true);
tile_go.AddComponent<SpriteRenderer>();
OnTileUpdated(tile, tile_go);
}
Stage.OnTileChanged = (Tile tile) =>
{
var go = AllTilesGameObjects[tile.X, tile.Y];
OnTileUpdated(tile, go);
};
// wall creation
for (int x = 0; x < Stage.Width; x++)
for (int y = 0; y <= Stage.Height; y++)
{
var wall = Stage[WallOrientation.Horizontal, x, y];
GameObject wallh_go = new GameObject();
HorizontalWallsGameObjects[x, y] = wallh_go;
wallh_go.name = "hwall_" + x + "_" + y;
wallh_go.transform.position = new Vector3(-0f+x, -0.5f+y, -1);
wallh_go.transform.localScale = new Vector3(1f, 0.1f, 1);
wallh_go.transform.SetParent(this.transform, true);
wallh_go.AddComponent<SpriteRenderer>();
OnWallUpdated(wall, wallh_go);
}
for (int x = 0; x <= Stage.Width; x++)
for (int y = 0; y < Stage.Height; y++)
{
var wall = Stage[WallOrientation.Vertical, x, y];
GameObject wallv_go = new GameObject();
VerticalWallsGameObjects[x, y] = wallv_go;
wallv_go.name = "vwall_" + x + "_" + y;
wallv_go.transform.position = new Vector3(-0.5f + x, 0f + y, -1);
wallv_go.transform.localScale = new Vector3(0.1f, 1f, 1);
wallv_go.transform.SetParent(this.transform, true);
wallv_go.AddComponent<SpriteRenderer>();
OnWallUpdated(wall, wallv_go);
}
Stage.OnWallChanged = (Wall wall) =>
{
if(wall.Orientation == WallOrientation.Horizontal)
{
var go = HorizontalWallsGameObjects[wall.X, wall.Y];
OnWallUpdated(wall, go);
}
if (wall.Orientation == WallOrientation.Vertical)
{
var go = VerticalWallsGameObjects[wall.X, wall.Y];
OnWallUpdated(wall, go);
}
};
}
float randomizeTileTimer = 2f;
// Update is called once per frame
void Update()
{
if (Stage == null)
return;
randomizeTileTimer -= Time.deltaTime;
if(randomizeTileTimer < 0f)
{
if(ShouldRandomize)
Stage.Randomize();
randomizeTileTimer += 2f;
}
}
public void FocusCurrentStage()
{
Stage = Train.GetWagon(FocusedWagon).GetDeck(FocusedLevel);
}
private void OnTileUpdated(Tile tile, GameObject go)
{
Debug.Log($"Updating tile {tile.X},{tile.Y}.");
if (tile.Type == TileType.Empty)
{
go.GetComponent<SpriteRenderer>().sprite = null;
return;
}
if (tile.Type == TileType.Floor)
{
go.GetComponent<SpriteRenderer>().sprite = FloorSprite;
return;
}
throw new System.NotImplementedException($"Tile type {tile.Type} not draw implemented");
}
private void OnWallUpdated(Wall wall, GameObject go)
{
Debug.Log($"Updating wall {wall.X},{wall.Y}.");
if (wall.Type == WallType.Empty)
{
go.GetComponent<SpriteRenderer>().sprite = null;
return;
}
if (wall.Type == WallType.Full)
{
go.GetComponent<SpriteRenderer>().sprite = WallSprite;
return;
}
throw new System.NotImplementedException($"Wall type {wall.Type} not draw implemented");
}
}

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public class InstalledObject
{
}

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using System;
using UnityEngine;
public class Stage
{
Tile[,] Tiles { get; set; }
Wall[,] HorizontalWalls { get; set; }
Wall[,] VerticalWalls { get; set; }
public int Width { get; private set; }
public int Height { get; private set; }
public Action<Tile> OnTileChanged { get; set; }
public Action<Wall> OnWallChanged { get; set; }
public Stage(int width = 20, int height = 8)
{
Resize(width, height);
Debug.Log($"Stage created with {Tiles.Length} tiles.");
}
public void Resize(int width, int heigh)
{
if (Tiles != null)
throw new NotImplementedException();
Width = width;
Height = heigh;
Tiles = new Tile[Width, Height];
for(int x = 0; x < Width; x++)
for(int y = 0; y < Height; y++)
Tiles[x, y] = new Tile(this, x, y);
HorizontalWalls = new Wall[Width, Height+1];
for (int x = 0; x < Width; x++)
for (int y = 0; y <= Height; y++)
HorizontalWalls[x, y] = new Wall(this, x, y, WallOrientation.Horizontal);
VerticalWalls = new Wall[Width + 1, Height];
for (int x = 0; x <= Width; x++)
for (int y = 0; y < Height; y++)
VerticalWalls[x, y] = new Wall(this, x, y, WallOrientation.Vertical);
}
public bool HasTile(int x, int y)
{
return !(x < 0 || y < 0 || x >= Width || y >= Height); //TODO: implement better
}
public bool HasWall(WallOrientation orientation, int x, int y)
{
if(orientation == WallOrientation.Horizontal)
return (x >= 0 && y >= 0 && x < Width && y <= Height);
if(orientation == WallOrientation.Vertical)
return (x >= 0 && y >= 0 && x <= Width && y < Height);
throw new NotImplementedException($"Unknown orientation {orientation}.");
}
public bool IsBorderWall(WallOrientation orientation, int x, int y)
{
if(!HasWall(orientation, x, y))
return false;
if (orientation == WallOrientation.Horizontal)
return (y == 0 || y == Height);
if (orientation == WallOrientation.Vertical)
return (x == 0 || x == Width);
throw new NotImplementedException($"Unknown orientation {orientation}.");
}
public Tile GetTileAt(int x, int y)
{
if (!HasTile(x, y))
throw new Exception($"Trying to get tile {x},{y} from world({Width},{Height}).");
var tile = Tiles[x, y];
return tile;
}
public Wall GetWallAt(WallOrientation orientation, int x, int y)
{
if (!HasWall(orientation, x, y))
throw new Exception($"Trying to get wall {x},{y} from world({Width},{Height}).");
if(orientation == WallOrientation.Horizontal)
return HorizontalWalls[x, y];
if (orientation == WallOrientation.Vertical)
return VerticalWalls[x, y];
throw new System.NotImplementedException();
}
/*public void SetTile(int x, int y, Tile tile)
{
if(tile == null) throw new ArgumentNullException(tile.GetType().Name);
if (!HasTile(x, y))
throw new Exception($"Trying to get tile {x},{y} from world({Width},{Height}).");
Tiles[x, y] = tile;
}*/
public Tile this[int x, int y]
{
get { return GetTileAt(x, y); }
//set { SetTile(x, y, value); }
}
public Wall this[WallOrientation orientation, int x, int y]
{
get { return GetWallAt(orientation, x, y); }
}
public void Randomize()
{
for (int x = 0; x <= Width; x++)
for (int y = 0; y <= Height; y++)
{
if(HasTile(x, y))
{
if (UnityEngine.Random.Range(0, 2) == 0)
this[x, y].Type = TileType.Floor;
else
this[x, y].Type = TileType.Empty;
}
if (HasWall(WallOrientation.Horizontal, x, y))
{
if (UnityEngine.Random.Range(0, 2) == 1)
this[WallOrientation.Horizontal, x, y].Type = WallType.Full;
else
this[WallOrientation.Horizontal, x, y].Type = WallType.Empty;
}
if (HasWall(WallOrientation.Vertical, x, y))
{
if (UnityEngine.Random.Range(0, 2) == 1)
this[WallOrientation.Vertical, x, y].Type = WallType.Full;
else
this[WallOrientation.Vertical, x, y].Type = WallType.Empty;
}
}
Debug.Log($"Randomizing a stage...");
}
public void Populate()
{
for (int x = 0; x < Width; x++)
for (int y = 0; y < Height; y++)
this[x, y].Type = TileType.Floor;
for (int x = 0; x <= Width; x++)
for (int y = 0; y <= Height; y++)
{
if(IsBorderWall(WallOrientation.Horizontal, x, y))
this[WallOrientation.Horizontal, x, y].Type = WallType.Full;
if (IsBorderWall(WallOrientation.Vertical, x, y))
this[WallOrientation.Vertical, x, y].Type = WallType.Full;
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Assets/Model/Tile.cs Normal file
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using System;
public enum TileType
{
Empty,
Floor
}
public class Tile
{
private TileType _type = TileType.Empty;
public TileType Type {
get => _type;
set
{
_type = value;
Stage.OnTileChanged?.Invoke(this);
}
}
public InstalledObject InstalledObject { get; set; } // for later use
public int X { get; }
public int Y { get; }
public Stage Stage { get; }
public Tile (Stage stage, int x, int y)
{
Stage = stage;
X = x;
Y = y;
}
}

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Assets/Model/Train.cs Normal file
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using System;
using System.Collections.Generic;
public class Train
{
const int DefaultWagonCount = 1001;
List<Wagon> Wagons { get; } = new List<Wagon>();
public Train()
{
}
public void Generate()
{
Wagons.Clear();
for(int i = 0; i < DefaultWagonCount; i++)
{
var wagon = new Wagon(this);
Wagons.Add(wagon);
wagon.Populate();
}
}
public Wagon GetWagon(int focusedWagon)
{
return Wagons[focusedWagon];
}
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Assets/Model/Wagon.cs Normal file
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using System;
using System.Collections.Generic;
public class Wagon
{
Train Train { get; }
public Stage LogisticDeck { get; } = null;
public Stage MainDeck { get; private set; } = null;
List<Stage> UpperDecks { get; } = new List<Stage>();
public Wagon(Train train)
{
Train = train;
}
public Stage GetDeck(int level)
{
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{
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Assets/Model/Wall.cs Normal file
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public enum WallOrientation
{
Horizontal,
Vertical
}
public enum WallType
{
Empty,
Full
}
public class Wall
{
public Stage Stage { get; }
public int X { get; }
public int Y { get; }
public WallOrientation Orientation { get; }
WallType _type;
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