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m_PrefabInstance: {fileID: 4779000661126631185} - m_PrefabAsset: {fileID: 0} ---- !u!1660057539 &9223372036854775807 -SceneRoots: - m_ObjectHideFlags: 0 - m_Roots: - - {fileID: 239523007} - - {fileID: 521822200} - - {fileID: 6125823} diff --git a/Assets/_Scripts/Config/EnvironmentConfig.cs b/Assets/_Scripts/Config/EnvironmentConfig.cs index c5eec142531b945ccad708328249f3be2f15fd2e..3b19584a59af0b50f8eb9926748172ed2da8127d 100644 --- a/Assets/_Scripts/Config/EnvironmentConfig.cs +++ b/Assets/_Scripts/Config/EnvironmentConfig.cs @@ -15,7 +15,4 @@ public static class EnvironmentConfig{ public const string LAYER_ENEMY_ATTACK = "EnemyAttack"; public const string LAYER_ENVIRONMENT_ATTACK = "EnvironmentAttack"; public const string LAYER_COLLECTIBLE = "Collectible"; - - // Object Components - public const string OBJECT_NAME_WEAPON = "Weapon"; } \ No newline at end of file diff --git a/Assets/_Scripts/Core/Entities/Mobs/BossEntity.cs b/Assets/_Scripts/Core/Entities/Mobs/BossEntity.cs index 5aec3ba4c01d6b3406aa5f36e23ae0855231b2e8..943bdd0e2e06a428185c79e6bcbdd14395e4313c 100644 --- a/Assets/_Scripts/Core/Entities/Mobs/BossEntity.cs +++ b/Assets/_Scripts/Core/Entities/Mobs/BossEntity.cs @@ -4,22 +4,85 @@ using UnityEngine; public abstract class BossEntity : EnemyEntity, IAccompaniable { // Attributes - private readonly List<Companion> companionList = new(); - private readonly List<bool> Activecompanions = new(); - + public List<Companion> companionList = new(); + public List<bool> companionActive = new(); + private int companionSelectorIndex; + // Set-Getters - public List<bool> ActiveCompanions => ActiveCompanions; - public List<Companion> Companions => companionList; + public List<Companion> CompanionList => companionList; + public List<bool> CompanionActive => companionActive; public MonoBehaviour CompanionController => this; - + public int CompanionSelectorIndex + { + get => companionSelectorIndex; + set + { + // Switch requires a constant, so can't use that here + if(value == companionList.Count) companionSelectorIndex = 0; + else if(value == -1) companionSelectorIndex = companionList.Count - 1; + else if(-1 < value && value < companionList.Count) companionSelectorIndex = value; + else companionSelectorIndex = 0; + } + } + // Functions public void ActivateCompanion(int index) { - throw new System.NotImplementedException(); + if(companionList.Count == 0) + { + return; + } + CompanionSelectorIndex = index; + Companion selectedCompanion = CompanionList[CompanionSelectorIndex]; + + if(CompanionActive[CompanionSelectorIndex]) + { + return; + } + + Debug.Log($"Activating Companion {selectedCompanion.name}"); + + // To handle prefabs + if(!selectedCompanion.gameObject.scene.IsValid()) + { + selectedCompanion = ObjectFactory.CreateObject<Companion>( + prefabPath: selectedCompanion.data.prefabPath, + parent: EntityManager.Instance.transform, + objectName: selectedCompanion.name + ); + CompanionList[CompanionSelectorIndex] = selectedCompanion; + } + + selectedCompanion.gameObject.SetActive(true); + + // TODO: Set possible spawn locations for companions, for now it will spawn on the left + selectedCompanion.transform.position = transform.position - new Vector3(-0.5f, 0, 0); + companionActive[CompanionSelectorIndex] = true; } public void DeactivateCompanion(int index) { - throw new System.NotImplementedException(); + if(companionList.Count == 0) + { + return; + } + CompanionSelectorIndex = index; + Companion selectedCompanion = CompanionList[CompanionSelectorIndex]; + companionActive[CompanionSelectorIndex] = false; + selectedCompanion.gameObject.SetActive(false); + + Debug.Log($"Deactivating Companion {selectedCompanion.name}"); + } + + public void AddCompanion(Companion companion) + { + CompanionList.Add(companion); + CompanionActive.Add(false); + } + + public void DeleteCompanion(int index) + { + CompanionActive.RemoveAt(index); + CompanionList.RemoveAt(index); } } diff --git a/Assets/_Scripts/Core/Objects/Weapons/WeaponObject.cs b/Assets/_Scripts/Core/Objects/Weapons/WeaponObject.cs index 0b5ffbf1be7fe94d14bf2f764eeece2edb6c0a2d..e0f11c5c3a779821f25e7bd50e8e24a846946991 100644 --- a/Assets/_Scripts/Core/Objects/Weapons/WeaponObject.cs +++ b/Assets/_Scripts/Core/Objects/Weapons/WeaponObject.cs @@ -7,8 +7,8 @@ public abstract class WeaponObject : MonoBehaviour // Attributes public WeaponData data; + public bool canAttack = true; protected IArmed bearer; - private bool canAttack = true; // Events public event Action OnAttackEvent; diff --git a/Assets/_Scripts/Core/Player/Player.cs b/Assets/_Scripts/Core/Player/Player.cs index 47052f96d7424bfde9a615c13497bf158cbd99bd..fcd8e25289c07d35c7f959a82f2af425808e1d08 100644 --- a/Assets/_Scripts/Core/Player/Player.cs +++ b/Assets/_Scripts/Core/Player/Player.cs @@ -30,12 +30,24 @@ public class Player : PlayerEntity inputController = new PlayerInputController(this); movementController = new PlayerMovementController(this); animationController = new PlayerAnimationController(this); + GameController.Instance.player = this; - + + // TODO: These are for dev, consider deleting WeaponList.AddRange(GetComponentsInChildren<WeaponObject>()); EquipWeapon(0); - GameController.Instance.player = this; + int initialIndex = CompanionList.Count; + for (int i = 0; i < initialIndex; i++) + { + CompanionActive.Add(false); + } + + CompanionList.AddRange(EntityManager.Instance.GetComponentsInChildren<Companion>()); + for (int i = initialIndex; i < CompanionList.Count; i++) + { + CompanionActive.Add(CompanionList[i].gameObject.activeSelf); + } } // Functions diff --git a/Assets/_Scripts/Core/Player/PlayerAnimationController.cs b/Assets/_Scripts/Core/Player/PlayerAnimationController.cs index 02707188dd88f1de1ca202b816f18707907948c8..77cbfbbf850bc01e80b01fa93236595267a20ea1 100644 --- a/Assets/_Scripts/Core/Player/PlayerAnimationController.cs +++ b/Assets/_Scripts/Core/Player/PlayerAnimationController.cs @@ -24,7 +24,7 @@ public class PlayerAnimationController : AnimationController #if STRICT if(animator == null) { - Debug.LogError($"Animated object of {player.name} does not have an animator in its model"); + Debug.LogError($"Animated object of {player.name} does not have an animator in its model. How to resolve: add an animator to its child containing the model.cs script"); } #endif diff --git a/Assets/_Scripts/Core/Player/PlayerInputController.cs b/Assets/_Scripts/Core/Player/PlayerInputController.cs index 78c69b1b87615be42934aa56fcdf9d0e548b3b82..036e8773836c79b3bacf8fc21c9d471690d8270c 100644 --- a/Assets/_Scripts/Core/Player/PlayerInputController.cs +++ b/Assets/_Scripts/Core/Player/PlayerInputController.cs @@ -37,19 +37,23 @@ public class PlayerInputController OnJumpEvent?.Invoke(); } - - if(Input.GetKey(GameInput.Instance.inputToggleButton)){ - Debug.Log("Player control is Toggled"); - if(movementInputScroll != 0) - { - Debug.Log("Player is scrolling in toggle"); - } + bool Toggled = Input.GetKey(GameInput.Instance.inputToggleButton); + if (Toggled) + { + HandleToggledInputs(); } - else if(movementInputScroll != 0) + else { - player.EquipWeapon(player.WeaponIndex + (int)(movementInputScroll * 10)); + HandleUntoggledInputs(); } + } + private void HandleUntoggledInputs() + { + if(movementInputScroll != 0) + { + player.EquipWeapon(player.WeaponIndex + (int)(movementInputScroll * 10)); + } else if(Input.GetKeyDown(GameInput.Instance.attackButton)) { @@ -59,7 +63,6 @@ public class PlayerInputController Debug.Log("Player does not have a weapon"); return; } - Debug.Log("Attacking using Weapon"); player.Weapon.Attack(); } @@ -86,4 +89,24 @@ public class PlayerInputController interactable.Interact(); } } + + private void HandleToggledInputs() + { + if(movementInputScroll != 0) + { + player.CompanionSelectorIndex += (int)(movementInputScroll * 10); + Debug.Log($"Selecting companions: {player.CompanionSelectorIndex}"); + } + + else if(Input.GetKeyDown(GameInput.Instance.attackButton)) + { + Debug.Log("Player is Activating a companion"); + player.ActivateCompanion(player.CompanionSelectorIndex); + } + else if(Input.GetKeyDown(GameInput.Instance.attackAlternateButton)) + { + Debug.Log("Player is Deactivating a companion"); + player.DeactivateCompanion(player.CompanionSelectorIndex); + } + } } \ No newline at end of file diff --git a/Assets/_Scripts/Library/BaseClasses/EntityObject/CombatantEntity.cs b/Assets/_Scripts/Library/BaseClasses/EntityObject/CombatantEntity.cs index c6014e1d25e74a6a226eff2899cbb0a675de828e..abf638897dc28042cb668dcd534a9ad7d17aa690 100644 --- a/Assets/_Scripts/Library/BaseClasses/EntityObject/CombatantEntity.cs +++ b/Assets/_Scripts/Library/BaseClasses/EntityObject/CombatantEntity.cs @@ -7,8 +7,8 @@ using UnityEngine; public class CombatantEntity : DamageableEntity, IArmed { // Attributes - public List<WeaponObject> weaponList = new(); [SerializeField] protected float baseDamage; + public List<WeaponObject> weaponList = new(); private int weaponIndex; private WeaponObject weapon; @@ -38,12 +38,13 @@ public class CombatantEntity : DamageableEntity, IArmed } // Constructors - protected new void Start(){ + protected new void Start() + { base.Start(); #if STRICT if(WeaponList.Count == 0) { - Debug.LogError($"CombatantEntity {name} does not have any weapon. How to solve: Consider putting a NoWeapon instead in the class"); + Debug.LogError($"CombatantEntity {name} does not have any initial weapon. How to solve: Consider putting a NoWeapon instead to the list in the class"); } #endif } @@ -56,30 +57,36 @@ public class CombatantEntity : DamageableEntity, IArmed { return; } - Debug.Log($"Equipping weapon {index}"); - + if(Weapon != null && !Weapon.canAttack) + { + return; + } + UnequipWeapon(); WeaponIndex = index; WeaponObject selectedWeapon = WeaponList[WeaponIndex]; + Debug.Log($"Equipping weapon {selectedWeapon.name}"); - // To handle editor prefab drag n drops + // To handle prefabs if(!selectedWeapon.gameObject.scene.IsValid()) { selectedWeapon = ObjectFactory.CreateObject<WeaponObject>( prefabPath: selectedWeapon.data.prefabPath, parent: transform, - objectName: EnvironmentConfig.OBJECT_NAME_WEAPON + objectName: selectedWeapon.name ); WeaponList[WeaponIndex] = selectedWeapon; } + selectedWeapon.gameObject.SetActive(true); selectedWeapon.transform.localPosition = WeaponLocation; selectedWeapon.gameObject.layer = LayerMask.NameToLayer(AttackLayerCode); weapon = selectedWeapon; } - public void UnequipWeapon(){ + public void UnequipWeapon() + { foreach (WeaponObject weapon in WeaponList) { // We'll also clean null weapons here, add no weapons explicitly diff --git a/Assets/_Scripts/Library/BaseClasses/EntityObject/PlayerEntity.cs b/Assets/_Scripts/Library/BaseClasses/EntityObject/PlayerEntity.cs index 68b2f0b3453d8d5e53fbd869c132eee34af3dbe6..b293d1d27494f67874ddaac9a7d661243a1ace4f 100644 --- a/Assets/_Scripts/Library/BaseClasses/EntityObject/PlayerEntity.cs +++ b/Assets/_Scripts/Library/BaseClasses/EntityObject/PlayerEntity.cs @@ -5,22 +5,84 @@ public class PlayerEntity : CombatantEntity, IAccompaniable { // Attributes public List<Companion> companionList = new(); - public List<bool> activeCompanions = new(); + public List<bool> companionActive = new(); + private int companionSelectorIndex; // Set-Getters - public List<Companion> Companions => companionList; - public List<bool> ActiveCompanions => activeCompanions; + public List<Companion> CompanionList => companionList; + public List<bool> CompanionActive => companionActive; public MonoBehaviour CompanionController => this; - + public int CompanionSelectorIndex + { + get => companionSelectorIndex; + set + { + // Switch requires a constant, so can't use that here + if(value == companionList.Count) companionSelectorIndex = 0; + else if(value == -1) companionSelectorIndex = companionList.Count - 1; + else if(-1 < value && value < companionList.Count) companionSelectorIndex = value; + else companionSelectorIndex = 0; + } + } + // Functions public void ActivateCompanion(int index) { - throw new System.NotImplementedException(); + if(companionList.Count == 0) + { + return; + } + CompanionSelectorIndex = index; + Companion selectedCompanion = CompanionList[CompanionSelectorIndex]; + + if(CompanionActive[CompanionSelectorIndex]) + { + return; + } + + Debug.Log($"Activating Companion {selectedCompanion.name}"); + + // To handle prefabs + if(!selectedCompanion.gameObject.scene.IsValid()) + { + selectedCompanion = ObjectFactory.CreateObject<Companion>( + prefabPath: selectedCompanion.data.prefabPath, + parent: EntityManager.Instance.transform, + objectName: selectedCompanion.name + ); + CompanionList[CompanionSelectorIndex] = selectedCompanion; + } + + selectedCompanion.gameObject.SetActive(true); + + // TODO: Set possible spawn locations for companions, for now it will spawn on the left + selectedCompanion.transform.position = transform.position - new Vector3(-0.5f, 0, 0); + companionActive[CompanionSelectorIndex] = true; } public void DeactivateCompanion(int index) { - throw new System.NotImplementedException(); + if(companionList.Count == 0) + { + return; + } + CompanionSelectorIndex = index; + Companion selectedCompanion = CompanionList[CompanionSelectorIndex]; + companionActive[CompanionSelectorIndex] = false; + selectedCompanion.gameObject.SetActive(false); + + Debug.Log($"Deactivating Companion {selectedCompanion.name}"); + } + + public void AddCompanion(Companion companion) + { + CompanionList.Add(companion); + CompanionActive.Add(false); } + public void DeleteCompanion(int index) + { + CompanionActive.RemoveAt(index); + CompanionList.RemoveAt(index); + } } diff --git a/Assets/_Scripts/Library/DataTypes/CompanionData.cs b/Assets/_Scripts/Library/DataTypes/CompanionData.cs index ca28a157808e0a7bb1c2c0ba1b161820dcf7e9c2..5bfb22e78076912a7f9445e2d1717e00dc367525 100644 --- a/Assets/_Scripts/Library/DataTypes/CompanionData.cs +++ b/Assets/_Scripts/Library/DataTypes/CompanionData.cs @@ -8,5 +8,5 @@ public class CompanionData : ScriptableObject // Learn other systems than this obviously // but I think the window to learn and implement a new system is not viable within the scope of the project public string prefabPath; - public UnityEngine.GameObject model; + public GameObject model; } \ No newline at end of file diff --git a/Assets/_Scripts/Library/Interfaces/IAccompanied.cs b/Assets/_Scripts/Library/Interfaces/IAccompanied.cs index ec66b003b0f6df18d7ae94ec65ea35c026904358..f87a5d6338188b9f3c004b73528d00d347ca7a8e 100644 --- a/Assets/_Scripts/Library/Interfaces/IAccompanied.cs +++ b/Assets/_Scripts/Library/Interfaces/IAccompanied.cs @@ -4,8 +4,8 @@ using UnityEngine; public interface IAccompaniable { // Set-Getters - public List<Companion> Companions { get; } - public List<bool> ActiveCompanions { get; } + public List<Companion> CompanionList { get; } + public List<bool> CompanionActive { get; } public MonoBehaviour CompanionController { get; } public void ActivateCompanion(int index); public void DeactivateCompanion(int index); diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 36f85238054984b8c6e3493687bfbcc81032a59e..5bb590a1c6c52e718f23f9c6fafa9ac8d2a6f6bc 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -654,7 +654,7 @@ PlayerSettings: webGLWebAssemblyBigInt: 0 webGLCloseOnQuit: 0 scriptingDefineSymbols: - Standalone: DEVELOPMENT + Standalone: STRICT additionalCompilerArguments: {} platformArchitecture: {} scriptingBackend: {}