Upload Game

This commit is contained in:
Michał Gdula 2023-03-14 14:43:42 +00:00
parent b3f494d5c2
commit 18b63ffa9b
150 changed files with 85782 additions and 0 deletions

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using System;
using System.Collections.Generic;
using UnityEngine;
public class Key : MonoBehaviour
{
[SerializeField] private KeyType keyType;
public enum KeyType
{
Red,
Green,
Blue
}
public KeyType GetKeyType()
{
return keyType;
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using System;
using System.Collections.Generic;
using UnityEngine;
public class KeyDoor : MonoBehaviour
{
[SerializeField] private Key.KeyType keyType;
public Key.KeyType GetKeyType()
{
return keyType;
}
public void OpenDoor()
{
gameObject.SetActive(false);
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using System;
using System.Collections.Generic;
using UnityEngine;
public class keyHolder : MonoBehaviour
{
public event EventHandler OnKeysChanged;
public bool AllKeys = false;
private List<Key.KeyType> keyList;
private void Awake()
{
keyList = new List<Key.KeyType>();
}
public List<Key.KeyType> GetKeyList()
{
return keyList;
}
public void AddKey(Key.KeyType keyType)
{
keyList.Add(keyType);
OnKeysChanged?.Invoke(this, EventArgs.Empty);
}
public void RemoveKey(Key.KeyType keyType)
{
keyList.Remove(keyType);
OnKeysChanged?.Invoke(this, EventArgs.Empty);
}
public bool ContainsKey(Key.KeyType keyType)
{
return keyList.Contains(keyType);
}
private void OnTriggerEnter(Collider collider)
{
Key key = collider.GetComponent<Key>();
if (key != null)
{
AddKey(key.GetKeyType());
Destroy(key.gameObject);
}
KeyDoor keyDoor = collider.GetComponent<KeyDoor>();
if (keyDoor != null)
{
if (ContainsKey(keyDoor.GetKeyType()))
{
RemoveKey(keyDoor.GetKeyType());
keyDoor.OpenDoor();
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Custom_Grid : MonoBehaviour
{
private int width;
private int height;
private int cellsize;
private Vector3 originPosition;
private int[,] gridArray;
public Custom_Grid(int width, int height, int cellsize, Vector3 originPosition)
{
this.width = width;
this.height = height;
this.cellsize = cellsize;
this.originPosition = originPosition;
gridArray = new int[width, height];
for(int x = 0; x < gridArray.GetLength(0); x++)
{
for(int z = 0; z < gridArray.GetLength(1); z++)
{
// Debug.DrawLine(GetWorldPosition(x, z), GetWorldPosition(x + 1, z), Color.black, 1000f);
// Debug.DrawLine(GetWorldPosition(x, z), GetWorldPosition(x, z + 1), Color.black, 1000f);
}
}
}
public int GetCellSize()
{
return cellsize;
}
public Vector3 GetWorldPosition(int x, int z)
{
return new Vector3(x, 0, z) * cellsize + originPosition;
}
public int[] GetXZ(Vector3 worldPosition)
{
int x = Mathf.FloorToInt((worldPosition - originPosition).x / cellsize);
int z = Mathf.FloorToInt((worldPosition - originPosition).z / cellsize);
return new int[] { x, z };
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
static class Extensions
{
public static IEnumerable<(int, T)> Enumerate<T>(
this IEnumerable<T> input,
int start = 0
)
{
int i = start;
foreach (var t in input)
yield return (i++, t);
}
}
public class EllersMazeGenerator : MonoBehaviour
{
[SerializeField] Grid_Spawner gridSpawner;
[Range(0, 100)]
[SerializeField] int R_WallSpawnPercentage = 0;
[Range(0, 100)]
[SerializeField] int B_WallSpawnPercentage;
[SerializeField] GameObject wall;
[SerializeField] int wall_yvalue;
private Custom_Grid gridXZ;
private int max_set_val = 1;
private void Start()
{
gridXZ = gridSpawner.grid;
SpawnEllersMaze();
}
private void SpawnEllersMaze()
{
//Step (1) + (2):
List<(int[], int)> first_row = new List<(int[], int)>();
for (int x = 0; x < gridSpawner.width; x++)
{
int[] coords = new int[] { x, 0 };
var cellTup = (coords, max_set_val);
first_row.Add(cellTup);
max_set_val += 1;
}
// WorldText_Row(first_row, Color.white, 0);
PlaceWalls_SameDir(first_row, Vector3.right);
//Maze Generation Loop:
List<(int[], int)> row = first_row;
for (int z = 0; z < gridSpawner.height; z++)
{
//Step (5) Finalize Row:
if (z == gridSpawner.height - 1)
{
PlaceWalls_SameDir(IncreaseAxisRow(1, row), Vector3.right);
FinalRow(row);
continue;
}
//Step (3), Vertical Walls & Joining:
var joined_row = JoinRow_VerticalWalls(row);
// WorldText_Row(joined_row, Color.red, 1);
//Step (4), Bottom Walls:
BottomWalls(joined_row, out List<int[]> b_wall_loc);
//Step (5 + 2), Adding New Row:
row = IncreaseAxisRow(1, EmptyCells_NewRow(joined_row, b_wall_loc));
}
}
private List<(int[], int)> JoinRow_VerticalWalls(List<(int[], int)> row)
{
var row_copy = new List<(int[], int)>(row);
PlaceWall_XZ(Vector3.forward, row_copy[0].Item1[0], row_copy[0].Item1[1]);
for (int i = 0; i < row_copy.Count; i++)
{
if (i + 1 < row_copy.Count)
{
var curr_cell = row_copy[i];
var next_cell = row_copy[i + 1];
bool join = false;
bool sameSet = false;
if (curr_cell.Item2 == next_cell.Item2)
{
join = false;
sameSet = true;
}
else
{
int rand_num = UnityEngine.Random.Range(0, 101);
if (inRange_Inclusive(rand_num, 0, R_WallSpawnPercentage))
{
join = false;
}
else
{
join = true;
}
}
//Wall:
if (join == false)
{
var coord = next_cell.Item1;
PlaceWall_XZ(Vector3.forward, coord[0], coord[1]);
}
//Join"
else
{
var newCellTup = (next_cell.Item1, curr_cell.Item2);
row_copy[i + 1] = newCellTup;
}
}
}
PlaceWall_XZ(Vector3.forward, row_copy[row_copy.Count - 1].Item1[0] + 1, row_copy[row_copy.Count - 1].Item1[1]);
return row_copy;
}
private void BottomWalls(List<(int[], int)> row, out List<int[]> bottomWallLocations)
{
var row_copy = new List<(int[], int)>(row);
var bwall_cells = new List<(int[], int)>();
var no_bwall_cells = new List<(int[], int)>();
foreach (var set_list in RowSortedBySet(row_copy))
{
var shuffledSets = set_list.OrderBy(a => rng.Next()).ToList();
foreach (var (i, cell) in shuffledSets.Enumerate())
{
if (i == 0)
{
no_bwall_cells.Add(cell);
continue;
}
int rand_num = UnityEngine.Random.Range(0, 101);
if (inRange_Inclusive(rand_num, 0, B_WallSpawnPercentage))
{
bwall_cells.Add(cell);
}
else
{
no_bwall_cells.Add(cell);
}
}
}
List<int[]> bWalls = new List<int[]>();
foreach (var cell in bwall_cells)
{
bWalls.Add(cell.Item1);
}
bottomWallLocations = bWalls;
foreach (var cellTup in IncreaseAxisRow(1, bwall_cells))
{
var coord = cellTup.Item1
; PlaceWall_XZ(Vector3.right, coord[0], coord[1]);
}
}
private List<(int[], int)> EmptyCells_NewRow(List<(int[], int)> row, List<int[]> empty_cells)
{
var new_row = new List<(int[], int)>(row);
foreach (var (i, cell) in row.Enumerate())
{
int cellX = cell.Item1[0];
int cellZ = cell.Item1[1];
foreach (var coord in empty_cells)
{
int eCellX = coord[0];
int eCellZ = coord[1];
if (cellX == eCellX && cellZ == eCellZ)
{
var new_cell_tup = (cell.Item1, max_set_val);
new_row[i] = new_cell_tup;
max_set_val += 1;
}
}
}
return new_row;
}
private void FinalRow(List<(int[], int)> row)
{
PlaceWall_XZ(Vector3.forward, row[0].Item1[0], row[0].Item1[1]);
PlaceWall_XZ(Vector3.forward, row[row.Count - 1].Item1[0] + 1, row[row.Count - 1].Item1[1]);
}
#region Helper_Funcs
private List<(int[], int)> IncreaseAxisRow(int add_amount, List<(int[], int)> row)
{
var new_row = new List<(int[], int)>();
foreach (var celltup in row)
{
var coords = celltup.Item1;
var set = celltup.Item2;
int x = coords[0];
int z = coords[1] + add_amount;
int[] new_coords = { x, z };
var new_cell_tup = (new_coords, set);
new_row.Add(new_cell_tup);
}
return new_row;
}
private static System.Random rng = new System.Random();
private List<List<(int[], int)>> RowSortedBySet(List<(int[], int)> row)
{
return row
.Select((x) => new { Value = x })
.GroupBy(x => x.Value.Item2)
.Select(x => x.Select(v => v.Value).ToList())
.ToList();
}
private void PlaceWalls_SameDir(List<(int[], int)> row, Vector3 dir)
{
foreach (var cellTup in row)
{
var coords = cellTup.Item1;
PlaceWall_XZ(dir, coords[0], coords[1]);
}
}
private void PlaceWall_XZ(Vector3 dir, int x, int z)
{
Vector3 position = gridXZ.GetWorldPosition(x, z);
position.y = wall_yvalue;
GameObject.Instantiate(wall, position, Quaternion.LookRotation(dir));
}
private bool inRange_Inclusive(int num, int minRange, int maxRange)
{
if (minRange <= num && num <= maxRange)
{
return true;
}
else
{
return false;
}
}
private void WorldText_Row(List<(int[], int)> row, Color textColor, int yVal)
{
GameObject rowObj = new GameObject();
foreach (var cellTup in row)
{
var coords = cellTup.Item1;
var set = cellTup.Item2;
//Create Text GO:
var text = new GameObject();
var mesh = text.AddComponent<TextMesh>();
mesh.text = set.ToString();
mesh.color = textColor;
//Place Text GO:
Vector3 gridpos = gridXZ.GetWorldPosition(coords[0], coords[1]);
gridpos = new Vector3(gridpos.x + gridXZ.GetCellSize() / 2, yVal, gridpos.z + gridXZ.GetCellSize() / 2);
text.transform.position = gridpos;
text.transform.parent = rowObj.transform;
}
}
#endregion
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Grid_Spawner : MonoBehaviour
{
public int width;
public int height;
public int cellsize;
public GameObject gridSpawnPOS;
[HideInInspector] public Custom_Grid grid;
private void Awake()
{
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//using UnityEngine;
//public class Move : MonoBehaviour
//{
//public float rotationSpeed = 50f;
// Update is called once per frame
// void Update()
// {
// transform.rotation = Quaternion.Euler(0f, transform.rotation.eulerAngles.y + (rotationSpeed * Time.deltaTime), 0);
// }
//}
using UnityEngine;
public class Move : MonoBehaviour
{
public float rotationSpeed = 10f;
public float movementSpeed = 1f;
public float movementRange = 1f;
private Vector3 startPosition;
private void Start()
{
startPosition = transform.position;
}
private void Update()
{
// Rotate the object around the Y axis at the specified speed
transform.Rotate(Vector3.up, rotationSpeed * Time.deltaTime);
// Move the object up and down within a specified range
Vector3 newPosition = startPosition + new Vector3(0, Mathf.Sin(Time.time * movementSpeed) * movementRange, 0);
transform.position = newPosition;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraMove : MonoBehaviour
{
public Transform cameraPosition;
private void FixedUpdate()
{
transform.position = cameraPosition.position;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerCam : MonoBehaviour
{
public float sensX;
public float sensY;
public Transform orientation;
float xRotation;
float yRotation;
float mouseX;
float mouseY;
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void Update()
{
mouseX = Input.GetAxisRaw("Mouse X") * Time.deltaTime * sensX;
mouseY = Input.GetAxisRaw("Mouse Y") * Time.deltaTime * sensY;
//}
//private void FixedUpdate()
//{
yRotation += mouseX;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
orientation.rotation = Quaternion.Euler(0, yRotation, 0);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[Header("Movement")]
private float moveSpeed;
public float walkSpeed;
public float sprintSpeed;
public float slideSpeed;
PlayerStamina playerStamina;
private float desiredMoveSpeed;
private float lastDesiredMoveSpeed;
public float speedIncreaseMultiplier;
public float slopeIncreaseMultiplier;
public float groundDrag;
public float jumpForce;
public float jumpCooldown;
public float airMultiplier;
bool readyToJump = true;
public float jumpStaminaCost = 10;
[Header("Crouching")]
public float crouchSpeed;
public float crouchYScale;
private float startYScale;
[Header("Keybinds")]
public KeyCode jumpKey = KeyCode.Space;
public KeyCode sprintKey = KeyCode.LeftShift;
public KeyCode crouchKey = KeyCode.LeftControl;
[Header("Ground Check")]
public float playerHeight;
public LayerMask whatIsGround;
public bool grounded;
[Header("Slope Handling")]
public float maxSlopeAngle;
private RaycastHit slopeHit;
private bool exitingSlope;
public Transform orientation;
float horizontalInput;
float verticalInput;
Vector3 moveDirection;
Rigidbody rb;
public MovementState state;
public bool cansprint = true;
public enum MovementState
{
walking,
sprinting,
crouching,
sliding,
air,
}
public bool sliding;
private void Start()
{
playerStamina = GetComponent<PlayerStamina>();
rb = GetComponent<Rigidbody>();
rb.freezeRotation = true;
readyToJump = true;
startYScale = transform.localScale.y;
}
private void Update()
{
grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.1f, whatIsGround);
MyInput();
SpeedControl();
StateHandler();
if (grounded)
rb.drag = groundDrag;
else
rb.drag = 0;
}
private void StateHandler()
{
if(sliding)
{
state = MovementState.sliding;
if (OnSlope() && rb.velocity.y < 0.1f)
desiredMoveSpeed = slideSpeed;
else
desiredMoveSpeed = sprintSpeed;
}
else if (Input.GetKey(crouchKey))
{
state = MovementState.crouching;
desiredMoveSpeed = crouchSpeed;
}
else if (grounded && cansprint && Input.GetKey(sprintKey))
{
state = MovementState.sprinting;
desiredMoveSpeed = sprintSpeed;
playerStamina.DecreaseStamina();
}
else if (grounded)
{
state = MovementState.walking;
desiredMoveSpeed = walkSpeed;
}
else
{
state = MovementState.air;
}
if(Mathf.Abs(desiredMoveSpeed - lastDesiredMoveSpeed) > 4f && moveSpeed !=0)
{
StopAllCoroutines();
StartCoroutine(SmoothlyLerpMoveSpeed());
}
else
{
moveSpeed = desiredMoveSpeed;
}
lastDesiredMoveSpeed = desiredMoveSpeed;
}
private IEnumerator SmoothlyLerpMoveSpeed()
{
float time = 0;
float difference = Mathf.Abs(desiredMoveSpeed - moveSpeed);
float startValue = moveSpeed;
while (time < difference)
{
moveSpeed = Mathf.Lerp(startValue, desiredMoveSpeed, time / difference);
if (OnSlope())
{
float slopeAngle = Vector3.Angle(Vector3.up, slopeHit.normal);
float slopeAngleIncrease = 1 + (slopeAngle / 90f);
time += Time.deltaTime * speedIncreaseMultiplier * slopeIncreaseMultiplier * slopeAngleIncrease;
}
else
time += Time.deltaTime * speedIncreaseMultiplier;
yield return null;
}
moveSpeed = desiredMoveSpeed;
}
private void FixedUpdate()
{
MovePlayer();
}
private void MyInput()
{
horizontalInput = Input.GetAxisRaw("Horizontal");
verticalInput = Input.GetAxisRaw("Vertical");
if(Input.GetKey(jumpKey) && readyToJump && grounded && playerStamina.DecreaseByChunk(jumpStaminaCost))
{
readyToJump = false;
Jump();
Invoke(nameof(ResetJump), jumpCooldown);
}
if (Input.GetKeyDown(crouchKey))
{
transform.localScale = new Vector3(transform.localScale.x, crouchYScale, transform.localScale.z);
rb.AddForce(Vector3.down * 5f, ForceMode.Impulse);
}
if(Input.GetKeyUp(crouchKey))
{
transform.localScale = new Vector3(transform.localScale.x, startYScale, transform.localScale.z);
}
}
private void MovePlayer()
{
moveDirection = orientation.forward * verticalInput + orientation.right * horizontalInput;
if (OnSlope() && !exitingSlope)
{
rb.AddForce(GetSlopeMoveDirection(moveDirection) * moveSpeed * 20f, ForceMode.Force);
}
if(grounded)
rb.AddForce(moveDirection.normalized * moveSpeed * 10f, ForceMode.Force);
else if(!grounded)
rb.AddForce(moveDirection.normalized * moveSpeed * 10f * airMultiplier, ForceMode.Force);
// if (rb.velocity.y > 0)
//rb.AddForce(Vector3.down * 80f, ForceMode.Force);
}
private void SpeedControl()
{
if (OnSlope() && !exitingSlope)
{
if (rb.velocity.magnitude > moveSpeed)
rb.velocity = rb.velocity.normalized * moveSpeed;
}
else
{
Vector3 flatVel = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
if(flatVel.magnitude > moveSpeed)
{
Vector3 limitedVel = flatVel.normalized * moveSpeed;
rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z);
}
}
//text_speed.SetText("Speed: " + flatVel.magnitude);
}
private void Jump()
{
exitingSlope = true;
rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
}
private void ResetJump()
{
readyToJump = true;
exitingSlope = false;
}
public bool OnSlope()
{
if(Physics.Raycast(transform.position, Vector3.down, out slopeHit, playerHeight * 0.5f + 0.3f))
{
float angle = Vector3.Angle(Vector3.up, slopeHit.normal);
return angle < maxSlopeAngle && angle != 0;
}
return false;
}
public Vector3 GetSlopeMoveDirection(Vector3 directon)
{
return Vector3.ProjectOnPlane(directon, slopeHit.normal).normalized;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerStamina : MonoBehaviour
{
private PlayerMovement pm;
public float stamina;
float maxStamina;
public Slider staminaBar;
public float dValue;
bool decreased = false;
void Start()
{
pm = GetComponent<PlayerMovement>();
maxStamina = stamina;
staminaBar.maxValue = maxStamina;
}
void Update()
{
if (stamina != maxStamina && !decreased)
IncreaseStamina();
decreased = false;
staminaBar.value = stamina;
}
public void DecreaseStamina()
{
if (stamina != 0)
stamina -= dValue * Time.deltaTime;
if(stamina <= 0)
{
pm.cansprint = false;
}
decreased = true;
}
public void IncreaseStamina()
{
stamina += dValue * Time.deltaTime;
if(stamina > maxStamina)
{
stamina = maxStamina;
}
if(stamina > maxStamina / 2)
{
pm.cansprint = true;
}
}
public bool DecreaseByChunk(float amount)
{
if(stamina > amount)
{
stamina -= amount;
return true;
}
return false;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Sliding : MonoBehaviour
{
[Header("References")]
public Transform orientation;
public Transform playerObj;
private Rigidbody rb;
private PlayerMovement pm;
PlayerStamina playerStamina;
[Header("Sliding")]
public float maxSlideTime;
public float slideForce;
private float slideTimer;
public float slideYScale;
private float startYScale;
[Header("Input")]
public KeyCode slideKey = KeyCode.LeftControl;
private float horizontalInput;
private float verticalInput;
public float slideStaminaCost = 20;
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{
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horizontalInput = Input.GetAxisRaw("Horizontal");
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if (Input.GetKeyDown(slideKey) && (horizontalInput != 0 || verticalInput != 0))
StartSlide();
if (Input.GetKeyUp(slideKey) && pm.sliding)
StopSlide();
}
private void FixedUpdate()
{
if (pm.sliding)
SlidingMovement();
}
private void StartSlide()
{
if (!playerStamina.DecreaseByChunk(slideStaminaCost))
{
return;
}
pm.sliding = true;
playerObj.localScale = new Vector3(playerObj.localScale.x, slideYScale, playerObj.localScale.z);
rb.AddForce(Vector3.down * 5f, ForceMode.Impulse);
slideTimer = maxSlideTime;
}
private void SlidingMovement()
{
playerStamina.DecreaseStamina();
Vector3 inputDirection = orientation.forward * verticalInput + orientation.right * horizontalInput;
if(!pm.OnSlope() || rb.velocity.y > -0.1f)
{
rb.AddForce(inputDirection.normalized * slideForce, ForceMode.Force);
slideTimer -= Time.deltaTime;
}
else
{
rb.AddForce(pm.GetSlopeMoveDirection(inputDirection) * slideForce, ForceMode.Force);
}
if (slideTimer <= 0)
StopSlide();
}
private void StopSlide()
{
pm.sliding = false;
playerObj.localScale = new Vector3(playerObj.localScale.x, startYScale, playerObj.localScale.z);
}
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