change multiple scene system to dynamic indoor scene

This commit is contained in:
Vova
2024-05-27 08:23:54 +03:00
parent e071a29c90
commit 4a59cee5e6
109 changed files with 3740 additions and 83901 deletions
+1 -1
View File
@@ -8,7 +8,7 @@ public abstract class BaseCharacter : MonoBehaviour
{
[SerializeField]
protected NavMeshAgent _navAgent;
public NavMeshAgent NavAgent => _navAgent;
protected Animator _animator;
private const string WALK_VELOCITY = "WalkVelocity";
private readonly Queue<PlayerTasks> _tasks = new Queue<PlayerTasks>();
@@ -1,7 +1,9 @@
using UnityEngine;
public class Door : BaseInteractableObject
public class DoorController : BaseInteractableObject
{
[SerializeField]
public IndoorSO BuildingInfo;
[SerializeField]
private string _scene;
[SerializeField]
@@ -16,7 +18,7 @@ public class Door : BaseInteractableObject
protected override void InteractAction(RadialMenuActions interactAction)
{
GameManager.Instance.Scene.Change(_scene, _spawnPointInSceneName);
GameManager.Instance.BuildingSystem.BuildingInteract(BuildingInfo);
}
}
@@ -0,0 +1,46 @@
using Unity.AI.Navigation;
using UnityEngine;
public class IndoorController : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
var indoor = GameManager.Instance.BuildingSystem.Indoor;
Instantiate(indoor.Prefab, Vector3.zero, Quaternion.identity);
Player.Instance.NavAgent.Warp(SpawnPlayer(indoor));
// If the NavMeshSurface is not assigned in the Inspector, try to find it
var navMeshSurface = indoor.Prefab.GetComponentInChildren<NavMeshSurface>();
Player.Instance.NavAgent.enabled = true;
// Build the NavMesh
if (navMeshSurface != null)
{
navMeshSurface.BuildNavMesh();
}
else
{
Debug.LogError("NavMeshSurface is not assigned and not found on the GameObject.");
}
}
private Vector3 SpawnPlayer(IndoorSO indoor)
{
var spawnPoints = GameObject.FindGameObjectsWithTag("Respawn");
BaseInteractableObject interactable = null;
if (spawnPoints != null)
{
foreach (var spawn in spawnPoints)
{
if (spawn.name.ToLower() == indoor.SpawnPointInSceneName.ToLower())
{
interactable = spawn.GetComponent<BaseInteractableObject>();
Player.Instance.SetPosition(interactable._interactionPoint);
}
}
}
GameManager.Instance.Camera.ResetToPlayerPosition();
return (interactable == null) ? Vector3.zero : interactable._interactionPoint.position;
}
}
@@ -0,0 +1,2 @@
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@@ -0,0 +1,44 @@
using UnityEngine;
public class BuildingManager : MonoBehaviour
{
public bool IsOpen { get; set; }
public bool IsInside { get; set; }
private string _address;
public IndoorSO Indoor;
public void BuildingInteract(IndoorSO indoor)
{
IsOpen = CheckIsOpen(indoor.OpenHoursFrom, indoor.OpenHoursTo);
if (!IsInside)
{
EnterBuilding(indoor);
}
else
{
ExitBuilding();
}
}
private void EnterBuilding(IndoorSO indoor)
{
if(IsOpen)
{
Indoor = indoor;
IsInside = true;
GameManager.Instance.Scene.Change("indoor");
}
}
public void ExitBuilding()
{
GameManager.Instance.Scene.Change("city");
}
private bool CheckIsOpen(int from, int to)
{
return GameManager.Instance.Time.CurrentTime.Hours >= from
&& GameManager.Instance.Time.CurrentTime.Hours <= to;
}
}
@@ -0,0 +1,2 @@
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+3
View File
@@ -13,7 +13,9 @@ public class GameManager : MonoBehaviour
private SceneManager _sceneManager;
private TimeSystem _timeSystem;
private InGameMouseHandler _gameMouseHandler;
private BuildingManager _buildingManager;
public BuildingManager BuildingSystem => _buildingManager;
public InputSystem Input => _inputSystem;
public SceneManager Scene => _sceneManager;
public TimeSystem Time => _timeSystem;
@@ -30,6 +32,7 @@ public class GameManager : MonoBehaviour
Instance = this;
DontDestroyOnLoad(gameObject);
_buildingManager = new BuildingManager();
_inputSystem = new InputSystem();
_sceneManager = new SceneManager();
_timeSystem = new TimeSystem();
+1 -3
View File
@@ -9,10 +9,8 @@ public class SceneManager
UnityEngine.SceneManagement.SceneManager.sceneLoaded += SceneManager_sceneLoaded;
}
public void Change(string sceneName,string spawnLocationName)
public void Change(string sceneName)
{
_spawnLocationName = spawnLocationName;
UnityEngine.SceneManagement.SceneManager.LoadScene(sceneName);
}
@@ -1,6 +1,6 @@
using UnityEngine;
[CreateAssetMenu()]
[CreateAssetMenu(menuName ="LifeJourney/Container")]
public class ContainerSO : ScriptableObject
{
public string Name;
@@ -2,7 +2,7 @@ using Assets.Scripts.Interfaces;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu()]
[CreateAssetMenu(menuName = "LifeJourney/Dialog Category")]
public class DialogCategorySO : ScriptableObject
{
public string Title;
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@@ -2,7 +2,7 @@ using Assets.Scripts.Interfaces;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu()]
[CreateAssetMenu(menuName = "LifeJourney/Dialog")]
public class DialogSO : ScriptableObject
{
public string Title;
@@ -1,7 +1,7 @@
using Assets.Scripts.Interfaces;
using UnityEngine;
[CreateAssetMenu()]
[CreateAssetMenu(menuName = "LifeJourney/Education Info")]
public class EducationInfoSO : IDialogOption
{
public string Description;
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using UnityEngine;
[CreateAssetMenu(menuName = "LifeJourney/Indor object")]
public class IndoorSO : ScriptableObject
{
public string BuidingName;
public string Address;
public string SpawnPointInSceneName;
public GameObject Prefab;
public int OpenHoursFrom;
public int OpenHoursTo;
}
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using Assets.Scripts.Interfaces;
[CreateAssetMenu()]
[CreateAssetMenu(menuName = "LifeJourney/Job info")]
public class JobInfoSO : IDialogOption
{
public string Description;
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using UnityEngine;
[CreateAssetMenu()]
[CreateAssetMenu(menuName = "LifeJourney/Sellable item")]
public class SellableItemSO : BaseItemSO
{
public Transform Prefab;
+1 -1
View File
@@ -5,6 +5,6 @@ public class StartUp : MonoBehaviour
// Start is called before the first frame update
void Start()
{
GameManager.Instance.Scene.Change("City",string.Empty);
GameManager.Instance.Scene.Change("City");
}
}