Initialized unity project, added characters and a spawning system.

This commit is contained in:
excitedneon 2017-05-07 19:48:56 +03:00
parent b33ba0d5d0
commit 9189569055
52 changed files with 3265 additions and 2 deletions

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# Created by https://www.gitignore.io/api/unity
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Character : SyncBase {
public float MovementSpeed = 5.0f;
public CharacterController CharacterController;
/// <summary>
/// Moves the character in the wanted direction. Should be called on the physics tick. (FixedUpdate)
/// </summary>
/// <param name="Direction">Movement direction.</param>
public void Move(Vector3 Direction) {
CharacterController.Move(Direction.normalized * MovementSpeed * Time.fixedDeltaTime);
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum EntityType {
PC, NPC
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour {
public Character Character;
void FixedUpdate() {
Vector3 Move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
Move = transform.TransformDirection(Move);
Character.Move(Move);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Spawner : MonoBehaviour {
public GameObject PCEntityPrefab;
public GameObject NPCEntityPrefab;
private int LastID = 0;
private Dictionary<int, GameObject> SpawnedEntities = new Dictionary<int, GameObject>();
/// <summary>
/// Spawns an entity and returns that entity.
/// </summary>
/// <param name="type">Type.</param>
/// <param name="position">Position.</param>
public GameObject Spawn(EntityType type, Vector3 position) {
GameObject Spawned = null;
switch (type) {
case EntityType.PC:
Spawned = Instantiate(PCEntityPrefab, position, new Quaternion(), transform);
break;
case EntityType.NPC:
Spawned = Instantiate(NPCEntityPrefab, position, new Quaternion(), transform);
break;
}
if (Spawned != null) {
int ID = CreateID();
Spawned.GetComponent<SyncBase>().ID = ID;
SpawnedEntities[ID] = Spawned;
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return Spawned;
}
public GameObject Get(int id) {
return SpawnedEntities[id];
}
private void Start() {
Spawn(EntityType.PC, new Vector3());
}
private void Update() {
if (Input.GetButtonDown("Jump")) {
Spawn(EntityType.NPC, new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-2f, 2f)));
}
}
private int CreateID() {
return LastID++;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SyncBase : MonoBehaviour {
public int ID;
}

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@ -10,4 +10,10 @@ Design
------
See [game design document](GDD.md).
Unity Dependencies
------------------
Before doing anything in Unity, install these into the /Assets/AssetStoreTools directory. Note that it's in the gitignore, so you need to create the directory yourself.
- [Post Processing Stack](https://www.assetstore.unity3d.com/en/#!/content/83912)
---
[![CC-BY-NC-SA](https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png)](https://creativecommons.org/licenses/by-nc-sa/4.0/)

View File

@ -42,8 +42,8 @@ Version 0.2.0 - Juniper
Version 0.1.0 - Gigantic
------------------------
- [ ] Spawning basic capsule characters.
- [ ] ...With movement capabilities.
- [x] Spawning basic capsule characters.
- [x] ...With movement capabilities.
- [ ] Client-server connectivity, players can see each other moving around.
- [ ] 1. Client-server connectivity: the clients can connect to the server and send some messages back and forth.
- [ ] 2. Players can see eachothers capsule-characters and send commands to move them around.