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Merge pull request #25 from UnityTechnologies/gameplay

Gameplay Rewrite
/AdsTesting
GitHub 4 年前
当前提交
4f4bf441
共有 23 个文件被更改,包括 979 次插入66 次删除
  1. 14
      Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset
  2. 48
      Assets/Animation/Chest.controller
  3. 12
      Assets/Animation/DinoAnimatorController.controller
  4. 2
      Assets/Animation/GoalDoor_Open.anim
  5. 46
      Assets/Animation/Goal_Door.controller
  6. 7
      Assets/Models/Dino.fbx.meta
  7. 4
      Assets/Prefabs/Player.prefab
  8. 195
      Assets/Scenes/Level_00.unity
  9. 33
      Assets/Scenes/MainMenu.unity
  10. 469
      Assets/Scenes/Store.unity
  11. 4
      Assets/Scripts/GameManagerMB.cs
  12. 8
      Assets/Scripts/GameManagerSO.cs
  13. 5
      Assets/Scripts/GameplayUI.cs
  14. 13
      Assets/Scripts/PlayerController.cs
  15. 18
      UserSettings/EditorUserSettings.asset
  16. 8
      Assets/Scripts/Gameplay.meta
  17. 84
      Assets/Scripts/Store.cs
  18. 11
      Assets/Scripts/Store.cs.meta
  19. 22
      Assets/Scripts/Gameplay/Chest.cs
  20. 11
      Assets/Scripts/Gameplay/Chest.cs.meta
  21. 20
      Assets/Scripts/Gameplay/Door.cs
  22. 11
      Assets/Scripts/Gameplay/Door.cs.meta

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4
Assets/Scripts/GameManagerMB.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
public class GameManagerMB : MonoBehaviour
{

8
Assets/Scripts/GameManagerSO.cs


public int s_MaxAvailableLevel = 4;
public int s_ActiveHat;
// The value of -1 means no hats have been purchased
public int s_ActiveHat = -1;
public void ExitGame()
{

public void ExitGameplay()
{
Addressables.LoadSceneAsync("MainMenu", UnityEngine.SceneManagement.LoadSceneMode.Single, true);
}
public void LoadStore()
{
Addressables.LoadSceneAsync("Store", UnityEngine.SceneManagement.LoadSceneMode.Single, true);
}
}

5
Assets/Scripts/GameplayUI.cs


{
m_ExitButton.onClick.RemoveListener(m_GameManager.ExitGameplay);
}
public void KeyCollected()
{
m_KeyIndicator.color = Color.white;
}
}

13
Assets/Scripts/PlayerController.cs


const float k_MinMovementDistance = 1.2f;
// Start is called before the first frame update
void Start()
{
m_Rigidbody = GetComponent<Rigidbody>();

private void KeyCollected()
{
m_HasKey = true;
//TODO: Put this outside of the PlayerController
GameObject.FindObjectOfType<GameplayUI>().KeyCollected();
}
private void OnTriggerEnter(Collider other)

{
// TODO: Maybe cache the getcomponent read, although it is only read once
other.gameObject.GetComponent<Chest>().Open();
KeyCollected();
}

{
Debug.Log("Opened the door");
m_GameManager.LevelCompleted();
other.gameObject.GetComponent<Door>().Open();
//m_GameManager.LevelCompleted();
}
}
}

m_Rigidbody.velocity = Vector3.zero;
}
#endif
// apply aniamtion
// apply animation
m_AnimatorController.SetFloat(m_VelocityHash, m_Rigidbody.velocity.magnitude);
}

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UserSettings/EditorUserSettings.asset


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Assets/Scripts/Gameplay.meta


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84
Assets/Scripts/Store.cs


using UnityEngine;
using UnityEngine.UI;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using System;
public class Store : MonoBehaviour
{
[SerializeField]
private Button m_ClearCacheButton;
[SerializeField]
private Button m_BuyHatsButton;
[SerializeField]
private Button m_LeftArrowButton;
[SerializeField]
private Button m_RightArrowButton;
[SerializeField]
private GameManagerSO m_GameManager;
private AsyncOperationHandle m_HatsHandle;
// Start is called before the first frame update
void Start()
{
// TODO: Check if the hats have been unlocked
}
public void PurchaseHats()
{
// TODO: Download the assets and then assign the first hat to the character
m_HatsHandle = Addressables.DownloadDependenciesAsync("Hat00");
m_HatsHandle.Completed += OnHatsDownloaded;
}
private void OnHatsDownloaded(AsyncOperationHandle obj)
{
if(m_HatsHandle.Status == AsyncOperationStatus.Succeeded)
{
Debug.Log("Hats Unlocked");
// Save the first hat
m_GameManager.s_ActiveHat = 0;
//TODO: Position it on the Dino's head
Addressables.InstantiateAsync("Hat0" + m_GameManager.s_ActiveHat);
//Hide the Purchase Button
m_BuyHatsButton.gameObject.SetActive(false);
//Show the clear cache button to remove the apps and purge the Addressables cache
m_ClearCacheButton.gameObject.SetActive(true);
// Show the arrow buttons
m_LeftArrowButton.gameObject.SetActive(true);
m_RightArrowButton.gameObject.SetActive(true);
}
m_HatsHandle.Completed -= OnHatsDownloaded;
}
public void NextHat()
{
}
public void PreviousHat()
{
}
public void ClearAddressablesCache()
{
if(Caching.ClearCache())
{
Debug.Log("Cleared Cache Successfully");
// Reload the scene or destroy the game object
}
}
}

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Assets/Scripts/Store.cs.meta


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22
Assets/Scripts/Gameplay/Chest.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Chest : MonoBehaviour
{
[SerializeField]
private Animator m_Animator;
// Start is called before the first frame update
void Start()
{
m_Animator = GetComponent<Animator>();
}
public void Open()
{
// TODO: cache the string as a hash
m_Animator.SetTrigger("Open");
}
}

11
Assets/Scripts/Gameplay/Chest.cs.meta


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20
Assets/Scripts/Gameplay/Door.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Door : MonoBehaviour
{
[SerializeField]
private Animator m_Animator;
// Start is called before the first frame update
void Start()
{
m_Animator = GetComponent<Animator>();
}
public void Open()
{
m_Animator.SetTrigger("Open");
}
}

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