change multiple scene system to dynamic indoor scene
This commit is contained in:
@@ -8,7 +8,7 @@ public abstract class BaseCharacter : MonoBehaviour
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{
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[SerializeField]
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protected NavMeshAgent _navAgent;
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public NavMeshAgent NavAgent => _navAgent;
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protected Animator _animator;
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private const string WALK_VELOCITY = "WalkVelocity";
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private readonly Queue<PlayerTasks> _tasks = new Queue<PlayerTasks>();
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+4
-2
@@ -1,7 +1,9 @@
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using UnityEngine;
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public class Door : BaseInteractableObject
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public class DoorController : BaseInteractableObject
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{
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[SerializeField]
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public IndoorSO BuildingInfo;
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[SerializeField]
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private string _scene;
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[SerializeField]
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@@ -16,7 +18,7 @@ public class Door : BaseInteractableObject
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protected override void InteractAction(RadialMenuActions interactAction)
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{
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GameManager.Instance.Scene.Change(_scene, _spawnPointInSceneName);
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GameManager.Instance.BuildingSystem.BuildingInteract(BuildingInfo);
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}
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}
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@@ -0,0 +1,46 @@
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using Unity.AI.Navigation;
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using UnityEngine;
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public class IndoorController : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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var indoor = GameManager.Instance.BuildingSystem.Indoor;
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Instantiate(indoor.Prefab, Vector3.zero, Quaternion.identity);
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Player.Instance.NavAgent.Warp(SpawnPlayer(indoor));
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// If the NavMeshSurface is not assigned in the Inspector, try to find it
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var navMeshSurface = indoor.Prefab.GetComponentInChildren<NavMeshSurface>();
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Player.Instance.NavAgent.enabled = true;
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// Build the NavMesh
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if (navMeshSurface != null)
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{
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navMeshSurface.BuildNavMesh();
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}
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else
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{
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Debug.LogError("NavMeshSurface is not assigned and not found on the GameObject.");
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}
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}
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private Vector3 SpawnPlayer(IndoorSO indoor)
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{
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var spawnPoints = GameObject.FindGameObjectsWithTag("Respawn");
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BaseInteractableObject interactable = null;
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if (spawnPoints != null)
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{
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foreach (var spawn in spawnPoints)
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{
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if (spawn.name.ToLower() == indoor.SpawnPointInSceneName.ToLower())
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{
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interactable = spawn.GetComponent<BaseInteractableObject>();
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Player.Instance.SetPosition(interactable._interactionPoint);
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}
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}
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}
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GameManager.Instance.Camera.ResetToPlayerPosition();
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return (interactable == null) ? Vector3.zero : interactable._interactionPoint.position;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: d1add187954d66d4594d1b192ce4a248
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@@ -0,0 +1,44 @@
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using UnityEngine;
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public class BuildingManager : MonoBehaviour
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{
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public bool IsOpen { get; set; }
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public bool IsInside { get; set; }
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private string _address;
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public IndoorSO Indoor;
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public void BuildingInteract(IndoorSO indoor)
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{
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IsOpen = CheckIsOpen(indoor.OpenHoursFrom, indoor.OpenHoursTo);
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if (!IsInside)
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{
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EnterBuilding(indoor);
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}
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else
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{
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ExitBuilding();
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}
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}
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private void EnterBuilding(IndoorSO indoor)
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{
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if(IsOpen)
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{
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Indoor = indoor;
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IsInside = true;
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GameManager.Instance.Scene.Change("indoor");
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}
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}
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public void ExitBuilding()
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{
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GameManager.Instance.Scene.Change("city");
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}
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private bool CheckIsOpen(int from, int to)
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{
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return GameManager.Instance.Time.CurrentTime.Hours >= from
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&& GameManager.Instance.Time.CurrentTime.Hours <= to;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ebdd79e4ca65877429c8e85a1f0a1bf3
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@@ -13,7 +13,9 @@ public class GameManager : MonoBehaviour
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private SceneManager _sceneManager;
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private TimeSystem _timeSystem;
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private InGameMouseHandler _gameMouseHandler;
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private BuildingManager _buildingManager;
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public BuildingManager BuildingSystem => _buildingManager;
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public InputSystem Input => _inputSystem;
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public SceneManager Scene => _sceneManager;
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public TimeSystem Time => _timeSystem;
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@@ -30,6 +32,7 @@ public class GameManager : MonoBehaviour
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Instance = this;
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DontDestroyOnLoad(gameObject);
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_buildingManager = new BuildingManager();
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_inputSystem = new InputSystem();
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_sceneManager = new SceneManager();
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_timeSystem = new TimeSystem();
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@@ -9,10 +9,8 @@ public class SceneManager
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UnityEngine.SceneManagement.SceneManager.sceneLoaded += SceneManager_sceneLoaded;
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}
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public void Change(string sceneName,string spawnLocationName)
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public void Change(string sceneName)
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{
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_spawnLocationName = spawnLocationName;
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UnityEngine.SceneManagement.SceneManager.LoadScene(sceneName);
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}
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@@ -1,6 +1,6 @@
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using UnityEngine;
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[CreateAssetMenu()]
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[CreateAssetMenu(menuName ="LifeJourney/Container")]
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public class ContainerSO : ScriptableObject
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{
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public string Name;
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@@ -2,7 +2,7 @@ using Assets.Scripts.Interfaces;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu()]
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[CreateAssetMenu(menuName = "LifeJourney/Dialog Category")]
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public class DialogCategorySO : ScriptableObject
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{
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public string Title;
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public class IndoorSO : ScriptableObject
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{
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using UnityEngine;
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public class SellableItemSO : BaseItemSO
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{
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// Start is called before the first frame update
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void Start()
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{
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GameManager.Instance.Scene.Change("City",string.Empty);
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}
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}
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|
||||
Reference in New Issue
Block a user