wormhole and optimizations

main
Benjamin Kraft 1 year ago
parent 896ab23c09
commit 2f1d19c094
  1. 6
      Assets/Materials/M_Wood3.mat
  2. 59
      Assets/Materials/Wormhole.mat
  3. 8
      Assets/Materials/Wormhole.mat.meta
  4. 116
      Assets/Prefabs/Wormhole.prefab
  5. 7
      Assets/Prefabs/Wormhole.prefab.meta
  6. 1
      Assets/Scenes/Game.unity
  7. 21
      Assets/Scripts/Game/GameManager.cs
  8. 3
      Assets/Scripts/Game/Modification.cs
  9. 4
      Assets/Scripts/Game/ModificationProperties.cs
  10. 41
      Assets/Scripts/Game/Player.cs
  11. 49
      Assets/Scripts/Game/RealPlayer.cs
  12. 3
      Assets/Scripts/Game/RealPlayer.cs.meta
  13. 21
      Assets/Scripts/Game/Wormhole.cs
  14. 3
      Assets/Scripts/Game/Wormhole.cs.meta
  15. 2272
      Assets/Shaders/GradientSprite.shadergraph
  16. 10
      Assets/Shaders/GradientSprite.shadergraph.meta

@ -22,9 +22,7 @@ Material:
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@ -61,7 +59,7 @@ Material:
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@ -0,0 +1,59 @@
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@ -1025,6 +1025,7 @@ MonoBehaviour:
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@ -26,12 +26,13 @@ namespace Game {
public Object playerPrefab;
public Object modificationPrefab;
public ModificationProperties[] modifications;
public Object wormholePrefab;
public List<Ball> Balls { get; } = new();
public Player Player1 { get; private set; }
public Player Player2 { get; private set; }
private void Awake() {
private void SetupPlayers() {
Settings.Type = Type.Hybrid;
Settings.AIDifficulty = Difficulty.Hard;
@ -51,6 +52,12 @@ namespace Game {
p2 = p2Obj.AddComponent<RealPlayer>();
((RealPlayer) p1).isThisClient = true;
break;
case Type.RealOffline:
p1 = p1Obj.AddComponent<RealPlayer>();
p2 = p2Obj.AddComponent<RealPlayer>();
((RealPlayer) p1).isThisClient = true;
((RealPlayer) p2).isThisClient = true;
break;
case Type.Hybrid:
p1 = p1Obj.AddComponent<RealPlayer>();
p2 = p2Obj.AddComponent<AIPlayer>();
@ -65,15 +72,15 @@ namespace Game {
Player1 = p1;
Player2 = p2;
}
private void Awake() {
SetupPlayers();
SpawnBall(Player1, true);
}
private IEnumerator Start() {
while (Application.isPlaying) {
yield return new WaitForSeconds(1);
SpawnModification();
}
private void SpawnWormhole() {
}
private void SpawnModification() {

@ -7,9 +7,6 @@ using UnityEngine.UIElements;
namespace Game {
public enum ModType { Nerf, Buff }
public enum ModEffect { Speed, Border }
public class Modification : Collectable {
public ModificationProperties Properties { get; set; }

@ -2,6 +2,10 @@ using UnityEngine;
using UnityEngine.Serialization;
namespace Game {
public enum ModType { Nerf, Buff }
public enum ModEffect { Speed, Border }
[CreateAssetMenu(fileName = "Data", menuName = "ScriptableObjects/ModificationProperties", order = 0)]
public class ModificationProperties : ScriptableObject {
public ModType type;

@ -17,7 +17,7 @@ namespace Game {
protected bool goingLeft, goingRight;
public VisualElement Panel { get; private set; }
private VisualElement Panel { get; set; }
private List<ModificationProperties> Modifications { get; } = new();
@ -38,8 +38,8 @@ namespace Game {
}
// Unit distance from zero
private readonly float baseBorder = Dimensions.Singleton.PlaySize.x / 2 * 0.9f;
private readonly float borderSummand = Dimensions.Singleton.PlaySize.x / 2 * 0.1f;
private readonly float baseBorder = Dimensions.Singleton.PlaySize.x / 2 * 0.85f;
private readonly float borderSummand = Dimensions.Singleton.PlaySize.x / 2 * 0.15f;
protected float Border {
get {
return Mathf.Min(Modifications.Where(m => m.effect == ModEffect.Border)
@ -106,7 +106,7 @@ namespace Game {
ClampInsideBorders();
}
private void Start() {
protected void Start() {
float y = Side switch {
Side.Bottom => -Dimensions.Singleton.PlaySizeBoards.y / 2,
Side.Top => Dimensions.Singleton.PlaySizeBoards.y / 2,
@ -117,39 +117,6 @@ namespace Game {
transform.Rotate(transform.forward, 180);
Panel = GameUI.Singleton.PlayerPanel(Side);
UpdatePanel();
GameUI.Singleton.buttonDown += (side, direction) => {
if (!side.Equals(Side))
return;
if (direction == "left")
goingLeft = true;
else
goingRight = true;
};
GameUI.Singleton.buttonUp += (side, direction) => {
if (!side.Equals(Side))
return;
if (direction == "left")
goingLeft = false;
else
goingRight = false;
};
}
}
public class RealPlayer : Player {
public bool isThisClient;
private void FixedUpdate() {
if (!isThisClient)
return;
if (Application.isEditor) {
var keyboard = Keyboard.current;
goingLeft = keyboard.aKey.isPressed;
goingRight = keyboard.dKey.isPressed;
}
TryLinearMove(Time.fixedDeltaTime);
}
}
}

@ -0,0 +1,49 @@
using UnityEngine;
using UnityEngine.InputSystem;
namespace Game {
public class RealPlayer : Player {
public bool isThisClient;
private new void Start() {
base.Start();
GameUI.Singleton.buttonDown += (side, direction) => {
if (!side.Equals(Side))
return;
if (direction == "left")
goingLeft = true;
else
goingRight = true;
};
GameUI.Singleton.buttonUp += (side, direction) => {
if (!side.Equals(Side))
return;
if (direction == "left")
goingLeft = false;
else
goingRight = false;
};
}
private void FixedUpdate() {
if (!isThisClient)
return;
if (Application.isEditor) {
var keyboard = Keyboard.current;
switch (Side) {
case Side.Top:
goingLeft = keyboard.aKey.isPressed;
goingRight = keyboard.dKey.isPressed;
break;
case Side.Bottom:
goingLeft = keyboard.leftArrowKey.isPressed;
goingRight = keyboard.rightArrowKey.isPressed;
break;
}
}
TryLinearMove(Time.fixedDeltaTime);
}
}
}

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@ -0,0 +1,21 @@
using System;
using Unity.Netcode;
using UnityEngine;
namespace Game {
public class Wormhole : NetworkBehaviour {
public float Size { get; set; }
private void Start() {
transform.localScale = new Vector3(Size, Size, Size);
}
private void FixedUpdate() {
foreach (var ball in GameManager.Singleton.Balls) {
}
}
}
}

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