Refine Dimensions and added Player UI

main
Benjamin Kraft 1 year ago
parent 5b4bc9b9d8
commit c7a5a0d5b3
  1. 173
      Assets/Scenes/Game.unity
  2. 37
      Assets/Scripts/BorderSize.cs
  3. 5
      Assets/Scripts/DeathGate.cs
  4. 3
      Assets/Scripts/DeathGate.cs.meta
  5. 60
      Assets/Scripts/Dimensions.cs
  6. 0
      Assets/Scripts/Dimensions.cs.meta
  7. 8
      Assets/Scripts/Game/AIPlayer.cs
  8. 2
      Assets/Scripts/Game/Ball.cs
  9. 6
      Assets/Scripts/Game/Player.cs
  10. BIN
      Assets/Sprites/9-Sliced.png
  11. 159
      Assets/Sprites/9-Sliced.png.meta
  12. 8
      Assets/UI Toolkit/Game.uxml
  13. 10
      Assets/UI Toolkit/Game.uxml.meta
  14. 2
      Assets/UI Toolkit/PanelSettings.asset
  15. 11
      Assets/UI Toolkit/PlayerUI.uxml
  16. 10
      Assets/UI Toolkit/PlayerUI.uxml.meta
  17. 5
      Assets/UI Toolkit/game.uss
  18. 11
      Assets/UI Toolkit/game.uss.meta
  19. 30
      Assets/UI Toolkit/player_panel.uss
  20. 11
      Assets/UI Toolkit/player_panel.uss.meta
  21. 2
      ProjectSettings/TagManager.asset

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@ -1,37 +0,0 @@
using System;
using JetBrains.Annotations;
using UnityEngine;
[ExecuteInEditMode]
public class BorderSize : MonoBehaviour {
public float x1, x2, y1, y2;
private EdgeCollider2D top, bottom, left, right;
public Transform playGround;
public static BorderSize Singleton;
public Vector2 Size => new(x2 - x1, y2 - y1);
private void OnEnable() {
Singleton = this;
top = transform.Find("Top").GetComponent<EdgeCollider2D>();
bottom = transform.Find("Bottom").GetComponent<EdgeCollider2D>();
left = transform.Find("Left").GetComponent<EdgeCollider2D>();
right = transform.Find("Right").GetComponent<EdgeCollider2D>();
}
private void Update() {
Vector2 v1 = new Vector2(x1, y2);
Vector2 v2 = new Vector2(x2, y2);
Vector2 v3 = new Vector2(x1, y1);
Vector2 v4 = new Vector2(x2, y1);
top.points = new[] {v1, v2};
bottom.points = new[] {v3, v4};
left.points = new[] {v1, v3};
right.points = new[] {v2, v4};
playGround.localPosition = new Vector3((x1 + x2) / 2, (y1 + y2) / 2, 0);
playGround.localScale = Size;
}
}

@ -0,0 +1,5 @@
using UnityEngine;
public class DeathGate : MonoBehaviour {
}

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2e929ccd8ac04a4fb91c00bda3b16bb5
timeCreated: 1681122995

@ -0,0 +1,60 @@
using UnityEngine;
[ExecuteInEditMode]
public class Dimensions : MonoBehaviour {
[Tooltip("How much height for player panels")]
public float panelHeightPercentage;
[Tooltip("How much height is the empty space between board and death zone")]
public float emptySpacePercentage;
[Tooltip("Aspect ratio of the playground")]
public float playGroundAspect;
public Camera mainCamera;
public EdgeCollider2D topC, bottomC, leftC, rightC;
public Transform playGround;
public static Dimensions Singleton;
private void OnEnable() {
Singleton = this;
}
public float top, bottom, left, right;
public float boardTop, boardBottom;
public float Width => right * 2;
public float Height => top * 2;
private void Update() {
float height = mainCamera.orthographicSize * 2;
float panelHeight = height * panelHeightPercentage / 100f;
float playGroundHeight = height - 2 * panelHeight;
float playGroundWidth = playGroundHeight * playGroundAspect;
float emptySpaceHeight = playGroundHeight * emptySpacePercentage / 100f;
top = playGroundHeight / 2;
bottom = -top;
right = playGroundWidth / 2;
left = -right;
boardTop = top - emptySpaceHeight;
boardBottom = -boardTop;
Vector2 v1 = new Vector2(left, 0);
Vector2 v2 = new Vector2(right, 0);
Vector2 v3 = new Vector2(0, top);
Vector2 v4 = new Vector2(0, bottom);
topC.transform.position = new Vector2(0, top);
bottomC.transform.position = new Vector2(0, bottom);
leftC.transform.position = new Vector2(left, 0);
rightC.transform.position = new Vector2(right, 0);
topC.points = new[] {v1, v2};
bottomC.points = new[] {v1, v2};
leftC.points = new[] {v3, v4};
rightC.points = new[] {v3, v4};
playGround.localScale = new Vector2(playGroundWidth, playGroundHeight);
// backGround.localPosition = new Vector3();
}
}

@ -77,8 +77,9 @@ namespace Game {
private float Simulate(Vector2 origin, Vector2 velocity, float radius, float secondsLeft, float secondsUsed, out bool ignore) {
ignore = false;
Vector2 validAreaOrigin = new Vector2(BorderSize.Singleton.x1, BorderSize.Singleton.y1) + new Vector2(radius, radius);
Vector2 validAreaSize = BorderSize.Singleton.Size - new Vector2(radius, radius) * 2;
Vector2 r = new Vector2(radius, radius);
Vector2 validAreaOrigin = new Vector2(Dimensions.Singleton.left, Dimensions.Singleton.boardBottom) + r;
Vector2 validAreaSize = new Vector2(Dimensions.Singleton.Width, Dimensions.Singleton.boardTop * 2) - r * 2;
Rect area = new Rect(validAreaOrigin, validAreaSize);
// Try to follow this line from origin -> end
@ -163,8 +164,9 @@ namespace Game {
}
private float currentSmoothV;
private const float SmoothTime = 0.2f;
private void ApproachPosition(float pos) {
float result = Mathf.SmoothDamp(X, pos, ref currentSmoothV, .4f, Speed);
float result = Mathf.SmoothDamp(X, pos, ref currentSmoothV, SmoothTime, Speed);
transform.position = new Vector2(result, Y);
ClampInsideBorders();
}

@ -27,7 +27,7 @@ namespace Game {
private void FixedUpdate() {
//TODO remove this and use triggers for death zone
if (Rb.position.y > BorderSize.Singleton.y2 || Rb.position.y < BorderSize.Singleton.y1) {
if (Rb.position.y > Dimensions.Singleton.top || Rb.position.y < Dimensions.Singleton.bottom) {
IsAlive = false;
}
}

@ -19,7 +19,7 @@ namespace Game {
protected float Speed => 15;
// Unit distance from zero
protected float Border => 10;
protected float Border => Dimensions.Singleton.Width / 2;
private SpeedModification speedModification;
private BorderModification borderModification;
@ -49,8 +49,8 @@ namespace Game {
private void Start() {
float y = Side switch {
Side.Bottom => BorderSize.Singleton.y1,
Side.Top => BorderSize.Singleton.y2,
Side.Bottom => Dimensions.Singleton.boardBottom,
Side.Top => Dimensions.Singleton.boardTop,
_ => throw new ArgumentOutOfRangeException()
};
transform.position = new Vector2(0, y);

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@ -14,7 +14,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
themeUss: {fileID: -4733365628477956816, guid: 87c5f501dc6f5fb448eef0f9f3bffa1c, type: 3}
m_TargetTexture: {fileID: 0}
m_ScaleMode: 1
m_ScaleMode: 0
m_Scale: 1
m_ReferenceDpi: 96
m_FallbackDpi: 96

@ -0,0 +1,11 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
<Style src="project://database/Assets/UI%20Toolkit/styles.uss?fileID=7433441132597879392&amp;guid=a6abab2f6d20ba823bad41d2081810e9&amp;type=3#styles" />
<Style src="project://database/Assets/UI%20Toolkit/player_panel.uss?fileID=7433441132597879392&amp;guid=102b2cb1b84d8883abde9356b92d807e&amp;type=3#player_panel" />
<ui:VisualElement style="flex-direction: row; align-items: stretch; justify-content: space-between; height: 100%; width: 100%;">
<ui:Button text="Left" display-tooltip-when-elided="true" name="btn_left" />
<ui:VisualElement class="mods_list" />
<ui:Label text="0" display-tooltip-when-elided="true" name="score" />
<ui:VisualElement class="mods_list" />
<ui:Button text="Right" display-tooltip-when-elided="true" name="btn_right" />
</ui:VisualElement>
</ui:UXML>

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@ -0,0 +1,5 @@
.player_panel {
width: 100%;
height: 15%;
position: absolute;
}

@ -0,0 +1,11 @@
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@ -0,0 +1,30 @@
Button {
height: auto;
width: 80px;
font-size: 25px;
}
.mods_list {
flex-grow: 1;
justify-content: space-around;
}
#score {
font-size: 50px;
-unity-font-style: bold;
-unity-text-align: middle-center;
margin-left: 5px;
margin-right: 5px;
margin-top: 5px;
margin-bottom: 5px;
}
.modification {
width: 100%;
flex-grow: 1;
background-image: url('project://database/Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/DefaultAssets/Textures/HexagonFlat-Top.png?fileID=2747690628134850419&guid=16037dbd798344f57a526d53d48f5ead&type=3#Hexagon Flat-Top');
-unity-background-scale-mode: scale-to-fit;
margin-right: 0;
margin-bottom: 5px;
margin-top: 5px;
}

@ -0,0 +1,11 @@
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@ -11,7 +11,7 @@ TagManager:
- Ball
- Water
- UI
-
- Playground
-
-
-

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