Tabs -> spaces and started making the console.

This commit is contained in:
excitedneon 2017-05-07 22:44:35 +03:00
parent 227906072b
commit f74c7e1799
15 changed files with 544 additions and 59 deletions

9
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@ -3,14 +3,14 @@ using System.Collections.Generic;
using UnityEngine;
public class Character : SyncBase {
public float MovementSpeed = 5.0f;
public CharacterController CharacterController;
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);
}
/// <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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@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DebugConsole : MonoBehaviour {
private Dictionary<string, DebugConsoleAction> Actions = new Dictionary<string, DebugConsoleAction>();
/// <summary>
/// Adds a command to be used in the console.
/// </summary>
/// <param name="command">The command template that should be used.
/// eg. "print (text)" or "add (number) (number)"</param>
/// <param name="description">Description.</param>
/// <param name="action">Action.</param>
public void AddCommand(string command, string description, DebugConsoleAction.Action action) {
Actions[command] = new DebugConsoleAction(description, action);
}
}

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@ -0,0 +1,17 @@
using System.Collections.Generic;
public class DebugConsoleAction {
public delegate void Action(List<string> args);
private string Description;
private Action ActionFunc;
public DebugConsoleAction(string description, Action actionFunc) {
this.Description = description;
this.ActionFunc = actionFunc;
}
public void Call(List<string> args) {
ActionFunc(args);
}
}

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@ -3,5 +3,6 @@ using System.Collections.Generic;
using UnityEngine;
public enum EntityType {
PC, NPC
PC,
NPC
}

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@ -3,11 +3,11 @@ using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour {
public Character Character;
public Character Character;
void FixedUpdate() {
Vector3 Move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
Move = transform.TransformDirection(Move);
Character.Move(Move);
}
void FixedUpdate() {
Vector3 Move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
Move = transform.TransformDirection(Move);
Character.Move(Move);
}
}

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@ -3,50 +3,50 @@ using System.Collections.Generic;
using UnityEngine;
public class Spawner : MonoBehaviour {
public GameObject PCEntityPrefab;
public GameObject NPCEntityPrefab;
public GameObject PCEntityPrefab;
public GameObject NPCEntityPrefab;
private int LastID = 0;
private Dictionary<int, GameObject> SpawnedEntities = new Dictionary<int, GameObject>();
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;
}
return Spawned;
}
/// <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;
}
return Spawned;
}
public GameObject Get(int id) {
return SpawnedEntities[id];
}
public GameObject Get(int id) {
return SpawnedEntities[id];
}
private void Start() {
Spawn(EntityType.PC, new Vector3());
}
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 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++;
}
private int CreateID() {
return LastID++;
}
}

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@ -3,5 +3,5 @@ using System.Collections.Generic;
using UnityEngine;
public class SyncBase : MonoBehaviour {
public int ID;
public int ID;
}

92
LICENSE-VT323.txt Normal file
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@ -0,0 +1,92 @@
Copyright 2011, The VT323 Project Authors (peter.hull@oikoi.com)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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@ -15,5 +15,9 @@ 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/)
License
-------
The monospace font used is VT323 which is licensed under the [SIL Open Font License version 1.1](LICENSE-VT323.txt).
All of the assets created specifically for this project (ie. not mentioned above) are licensed under the CC-BY-NC-SA 4.0 license.
[![CC-BY-NC-SA](https://i.creativecommons.org/l/by-nc-sa/4.0/80x15.png)](https://creativecommons.org/licenses/by-nc-sa/4.0/)