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Unknown 4 年前
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fc79899d
共有 11 个文件被更改,包括 305 次插入302 次删除
  1. 149
      UOP1_Project/Assets/Scripts/Editor/GameSceneEditor.cs
  2. 56
      UOP1_Project/Assets/Scripts/Event Listeners/IntEventListener.cs
  3. 56
      UOP1_Project/Assets/Scripts/Event Listeners/VoidEventListener.cs
  4. 28
      UOP1_Project/Assets/Scripts/LevelEnd.cs
  5. 260
      UOP1_Project/Assets/Scripts/LocationLoader.cs
  6. 13
      UOP1_Project/Assets/Scripts/Scriptable Objects/Events/LoadEvent.cs
  7. 5
      UOP1_Project/Assets/Scripts/Scriptable Objects/Events/VoidGameEvent.cs
  8. 14
      UOP1_Project/Assets/Scripts/Scriptable Objects/SceneManagement/GameScene.cs
  9. 4
      UOP1_Project/Assets/Scripts/Scriptable Objects/SceneManagement/Location.cs
  10. 8
      UOP1_Project/Assets/Scripts/Scriptable Objects/SceneManagement/Menu.cs
  11. 14
      UOP1_Project/Assets/Scripts/StartGame.cs

149
UOP1_Project/Assets/Scripts/Editor/GameSceneEditor.cs


[CustomEditor(typeof(GameScene), true)]
public class GameSceneEditor : Editor
{
#region UI_Warnings
#region UI_Warnings
private const string noScenesWarning = "There are no scenes set for this level yet! Add a new scene with the dropdown below";
private const string noScenesWarning = "There are no scenes set for this level yet! Add a new scene with the dropdown below";
#endregion
#endregion
#region GUI_Styles
private GUIStyle headerLabelStyle;
#region GUI_Styles
#endregion
private GUIStyle headerLabelStyle;
// it holds a list of properties to hide from basic inspector
private static readonly string[] ExcludedProperties = { "m_Script", "sceneName" };
#endregion
// it holds a list of properties to hide from basic inspector
private static readonly string[] ExcludedProperties = {"m_Script", "sceneName"};
private string[] sceneList;
private GameScene gameSceneTarget;
private string[] sceneList;
private GameScene gameSceneTarget;
private void OnEnable()
{
gameSceneTarget = target as GameScene;
PopulateScenePicker();
InitializeGuiStyles();
}
public override void OnInspectorGUI()
{
EditorGUILayout.LabelField("Scene information", headerLabelStyle);
EditorGUILayout.Space();
DrawScenePicker();
DrawPropertiesExcluding(serializedObject, ExcludedProperties);
}
private void DrawScenePicker()
{
var sceneName = gameSceneTarget.sceneName;
EditorGUI.BeginChangeCheck();
var selectedScene = sceneList.ToList().IndexOf(sceneName);
private void OnEnable()
{
gameSceneTarget = target as GameScene;
PopulateScenePicker();
InitializeGuiStyles();
}
if (selectedScene < 0)
{
EditorGUILayout.HelpBox(noScenesWarning, MessageType.Warning);
}
public override void OnInspectorGUI()
{
EditorGUILayout.LabelField("Scene information", headerLabelStyle);
EditorGUILayout.Space();
DrawScenePicker();
DrawPropertiesExcluding(serializedObject, ExcludedProperties);
}
selectedScene = EditorGUILayout.Popup("Scene", selectedScene, sceneList);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(target, "Changed selected scene");
gameSceneTarget.sceneName = sceneList[selectedScene];
MarkAllDirty();
}
}
private void DrawScenePicker()
{
var sceneName = gameSceneTarget.sceneName;
EditorGUI.BeginChangeCheck();
var selectedScene = sceneList.ToList().IndexOf(sceneName);
private void InitializeGuiStyles()
{
headerLabelStyle = new GUIStyle(EditorStyles.largeLabel)
{
fontStyle = FontStyle.Bold,
fontSize = 18,
fixedHeight = 70.0f
};
}
if (selectedScene < 0)
{
EditorGUILayout.HelpBox(noScenesWarning, MessageType.Warning);
}
selectedScene = EditorGUILayout.Popup("Scene", selectedScene, sceneList);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(target, "Changed selected scene");
gameSceneTarget.sceneName = sceneList[selectedScene];
MarkAllDirty();
}
}
private void InitializeGuiStyles()
{
headerLabelStyle = new GUIStyle(EditorStyles.largeLabel)
{
fontStyle = FontStyle.Bold,
fontSize = 18, fixedHeight = 70.0f
};
}
/// <summary>
/// Populates the scene picker with scenes included in the game's build index
/// </summary>
private void PopulateScenePicker()
{
var sceneCount = SceneManager.sceneCountInBuildSettings;
sceneList = new string[sceneCount];
for (int i = 0; i < sceneCount; i++)
{
sceneList[i] = Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(i));
}
}
/// <summary>
/// Populates the scene picker with scenes included in the game's build index
/// </summary>
private void PopulateScenePicker()
{
var sceneCount = SceneManager.sceneCountInBuildSettings;
sceneList = new string[sceneCount];
for (int i = 0; i < sceneCount; i++)
{
sceneList[i] = Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(i));
}
}
/// <summary>
/// Marks scenes as dirty so data can be saved
/// </summary>
private void MarkAllDirty()
{
EditorUtility.SetDirty(target);
EditorSceneManager.MarkAllScenesDirty();
}
/// <summary>
/// Marks scenes as dirty so data can be saved
/// </summary>
private void MarkAllDirty()
{
EditorUtility.SetDirty(target);
EditorSceneManager.MarkAllScenesDirty();
}
}

56
UOP1_Project/Assets/Scripts/Event Listeners/IntEventListener.cs


/// </summary>
public class IntEventListener : MonoBehaviour
{
public IntGameEvent intGameEvent;
public IntEvent OnEventRaised;
public IntGameEvent intGameEvent;
public IntEvent OnEventRaised;
private void OnEnable()
{
//Check if the event exists to avoid errors
if (intGameEvent == null)
{
return;
}
intGameEvent.eventRaised += Respond;
}
private void OnEnable()
{
//Check if the event exists to avoid errors
if (intGameEvent == null)
{
return;
}
intGameEvent.eventRaised += Respond;
}
private void OnDisable()
{
if (intGameEvent == null)
{
return;
}
intGameEvent.eventRaised -= Respond;
}
private void OnDisable()
{
if (intGameEvent == null)
{
return;
}
intGameEvent.eventRaised -= Respond;
}
public void Respond(int value)
{
if (OnEventRaised == null)
{
return;
}
OnEventRaised.Invoke(value);
}
}
public void Respond(int value)
{
if (OnEventRaised == null)
{
return;
}
OnEventRaised.Invoke(value);
}
}

56
UOP1_Project/Assets/Scripts/Event Listeners/VoidEventListener.cs


public class VoidEventListener : MonoBehaviour
{
public VoidGameEvent voidGameEvent;
public UnityEvent OnEventRaised;
public VoidGameEvent voidGameEvent;
public UnityEvent OnEventRaised;
private void OnEnable()
{
//Check if the event exists to avoid errors
if (voidGameEvent == null)
{
return;
}
voidGameEvent.eventRaised += Respond;
}
private void OnEnable()
{
//Check if the event exists to avoid errors
if (voidGameEvent == null)
{
return;
}
voidGameEvent.eventRaised += Respond;
}
private void OnDisable()
{
if (voidGameEvent == null)
{
return;
}
voidGameEvent.eventRaised -= Respond;
}
private void OnDisable()
{
if (voidGameEvent == null)
{
return;
}
voidGameEvent.eventRaised -= Respond;
}
public void Respond()
{
if (OnEventRaised == null)
{
return;
}
OnEventRaised.Invoke();
}
}
public void Respond()
{
if (OnEventRaised == null)
{
return;
}
OnEventRaised.Invoke();
}
}

28
UOP1_Project/Assets/Scripts/LevelEnd.cs


using UnityEngine;
using UnityEngine;
{
public LoadEvent onLevelEnd;
public GameScene[] locationsToLoad;
public bool showLoadScreen;
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
onLevelEnd.Raise(locationsToLoad, showLoadScreen);
}
}
{
public LoadEvent onLevelEnd;
public GameScene[] locationsToLoad;
public bool showLoadScreen;
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
onLevelEnd.Raise(locationsToLoad, showLoadScreen);
}
}
}

260
UOP1_Project/Assets/Scripts/LocationLoader.cs


public class LocationLoader : MonoBehaviour
{
public GameScene[] mainMenuScenes;
[Header("Loading Screen")]
public GameObject loadingInterface;
public Image loadingProgressBar;
public GameScene[] mainMenuScenes;
[Header("Loading Screen")]
public GameObject loadingInterface;
public Image loadingProgressBar;
[Header("Load Event")]
//The load event we are listening to
[SerializeField] private LoadEvent _loadEvent = default;
[Header("Load Event")]
//The load event we are listening to
[SerializeField] private LoadEvent _loadEvent = default;
//List of the scenes to load and track progress
private List<AsyncOperation> _scenesToLoad = new List<AsyncOperation>();
//List of scenes to unload
private List<Scene> _ScenesToUnload = new List<Scene>();
//List of the scenes to load and track progress
private List<AsyncOperation> _scenesToLoad = new List<AsyncOperation>();
//List of scenes to unload
private List<Scene> _ScenesToUnload = new List<Scene>();
private void OnEnable()
{
_loadEvent.loadEvent += LoadScenes;
}
private void OnEnable()
{
_loadEvent.loadEvent += LoadScenes;
}
private void OnDisable()
{
_loadEvent.loadEvent -= LoadScenes;
}
private void OnDisable()
{
_loadEvent.loadEvent -= LoadScenes;
}
private void Start()
{
LoadMainMenu();
}
private void Start()
{
LoadMainMenu();
}
private void LoadMainMenu()
{
LoadScenes(mainMenuScenes, false);
}
private void LoadMainMenu()
{
LoadScenes(mainMenuScenes, false);
}
/// <summary> This function loads the scenes passed as array parameter </summary>
public void LoadScenes(GameScene[] locationsToLoad, bool showLoadingScreen)
{
//Add all current open scenes to unload list
AddScenesToUnload();
/// <summary> This function loads the scenes passed as array parameter </summary>
public void LoadScenes(GameScene[] locationsToLoad, bool showLoadingScreen)
{
//Add all current open scenes to unload list
AddScenesToUnload();
for (int i = 0; i < locationsToLoad.Length; ++i)
{
String currentSceneName = locationsToLoad[i].sceneName;
if (!CheckLoadState(currentSceneName))
{
//Add the scene to the list of scenes to load asynchronously in the background
_scenesToLoad.Add(SceneManager.LoadSceneAsync(currentSceneName, LoadSceneMode.Additive));
}
}
//Show the progress bar and track progress if loadScreen is true
if (showLoadingScreen)
{
StartCoroutine(LoadingScreen());
}
else
{
//Clear the scenes to load
_scenesToLoad.Clear();
}
//Unload the scenes
UnloadScenes();
}
for (int i = 0; i < locationsToLoad.Length; ++i)
{
String currentSceneName = locationsToLoad[i].sceneName;
if (!CheckLoadState(currentSceneName))
{
//Add the scene to the list of scenes to load asynchronously in the background
_scenesToLoad.Add(SceneManager.LoadSceneAsync(currentSceneName, LoadSceneMode.Additive));
}
}
//Show the progress bar and track progress if loadScreen is true
if (showLoadingScreen)
{
StartCoroutine(LoadingScreen());
}
else
{
//Clear the scenes to load
_scenesToLoad.Clear();
}
//Unload the scenes
UnloadScenes();
}
public void AddScenesToUnload()
{
if (SceneManager.sceneCount > 0)
{
for (int i = 0; i < SceneManager.sceneCount; ++i)
{
Scene scene = SceneManager.GetSceneAt(i);
if (scene.name != "ScenesLoader")
{
Debug.Log("Added scene to unload = " + scene.name);
//Add the scene to the list of the scenes to unload
_ScenesToUnload.Add(scene);
}
}
}
}
public void AddScenesToUnload()
{
if (SceneManager.sceneCount > 0)
{
for (int i = 0; i < SceneManager.sceneCount; ++i)
{
Scene scene = SceneManager.GetSceneAt(i);
if (scene.name != "ScenesLoader")
{
Debug.Log("Added scene to unload = " + scene.name);
//Add the scene to the list of the scenes to unload
_ScenesToUnload.Add(scene);
}
}
}
}
public void UnloadScenes()
{
if(_ScenesToUnload != null)
{
for (int i = 0; i < _ScenesToUnload.Count; ++i)
{
//Unload the scene asynchronously in the background
SceneManager.UnloadSceneAsync(_ScenesToUnload[i]);
}
}
_ScenesToUnload.Clear();
}
public void UnloadScenes()
{
if (_ScenesToUnload != null)
{
for (int i = 0; i < _ScenesToUnload.Count; ++i)
{
//Unload the scene asynchronously in the background
SceneManager.UnloadSceneAsync(_ScenesToUnload[i]);
}
}
_ScenesToUnload.Clear();
}
/// <summary> This function checks if a scene is already loaded </summary>
/// <summary> This function checks if a scene is already loaded </summary>
public bool CheckLoadState(String sceneName)
{
if (SceneManager.sceneCount > 0)
{
for (int i = 0; i < SceneManager.sceneCount; ++i)
{
Scene scene = SceneManager.GetSceneAt(i);
if (scene.name == sceneName)
{
return true;
}
}
}
return false;
}
public bool CheckLoadState(String sceneName)
{
if (SceneManager.sceneCount > 0)
{
for (int i = 0; i < SceneManager.sceneCount; ++i)
{
Scene scene = SceneManager.GetSceneAt(i);
if (scene.name == sceneName)
{
return true;
}
}
}
return false;
}
/// <summary> This function update loading progress </summary>
/// <summary> This function update loading progress </summary>
IEnumerator LoadingScreen()
{
float totalProgress = 0;
//When the scene reaches 0.9f, it means that it is loaded
//The remaining 0.1f are for the integration
while (totalProgress <= 0.9f)
{
//Reset the progress for the new values
totalProgress = 0;
//Iterate through all the scenes to load
for (int i = 0; i < _scenesToLoad.Count; ++i)
{
Debug.Log("Scene" + i + " :" + _scenesToLoad[i].isDone + "progress = " + _scenesToLoad[i].progress);
//Adding the scene progress to the total progress
totalProgress += _scenesToLoad[i].progress;
}
//the fillAmount for all scenes, so we devide the progress by the number of scenes to load
loadingProgressBar.fillAmount = totalProgress / _scenesToLoad.Count;
Debug.Log("progress bar" + loadingProgressBar.fillAmount + "and value =" + totalProgress / _scenesToLoad.Count);
yield return null;
}
//Clear the scenes to load
_scenesToLoad.Clear();
//Hide progress bar when loading is done
loadingInterface.SetActive(false);
IEnumerator LoadingScreen()
{
float totalProgress = 0;
//When the scene reaches 0.9f, it means that it is loaded
//The remaining 0.1f are for the integration
while (totalProgress <= 0.9f)
{
//Reset the progress for the new values
totalProgress = 0;
//Iterate through all the scenes to load
for (int i = 0; i < _scenesToLoad.Count; ++i)
{
Debug.Log("Scene" + i + " :" + _scenesToLoad[i].isDone + "progress = " + _scenesToLoad[i].progress);
//Adding the scene progress to the total progress
totalProgress += _scenesToLoad[i].progress;
}
//the fillAmount for all scenes, so we devide the progress by the number of scenes to load
loadingProgressBar.fillAmount = totalProgress / _scenesToLoad.Count;
Debug.Log("progress bar" + loadingProgressBar.fillAmount + "and value =" + totalProgress / _scenesToLoad.Count);
yield return null;
}
//Clear the scenes to load
_scenesToLoad.Clear();
//Hide progress bar when loading is done
loadingInterface.SetActive(false);
}
}
public void ExitGame()
{
Application.Quit();
Debug.Log("Exit!");
}
public void ExitGame()
{
Application.Quit();
Debug.Log("Exit!");
}
}

13
UOP1_Project/Assets/Scripts/Scriptable Objects/Events/LoadEvent.cs


[CreateAssetMenu(fileName = "LoadGameEvent", menuName = "Game Event/Load")]
public class LoadEvent : ScriptableObject
{
public UnityAction<GameScene[], bool> loadEvent;
public void Raise(GameScene[] locationsToLoad, bool showLoadingScreen)
{
if (loadEvent != null) loadEvent.Invoke(locationsToLoad, showLoadingScreen);
}
}
public UnityAction<GameScene[], bool> loadEvent;
public void Raise(GameScene[] locationsToLoad, bool showLoadingScreen)
{
if (loadEvent != null)
loadEvent.Invoke(locationsToLoad, showLoadingScreen);
}
}

5
UOP1_Project/Assets/Scripts/Scriptable Objects/Events/VoidGameEvent.cs


[CreateAssetMenu(fileName = "VoidGameEvent", menuName = "Game Event/Void")]
public class VoidGameEvent : ScriptableObject
{
public UnityAction eventRaised;
public UnityAction eventRaised;
if(eventRaised != null) eventRaised.Invoke();
if (eventRaised != null)
eventRaised.Invoke();
}
}

14
UOP1_Project/Assets/Scripts/Scriptable Objects/SceneManagement/GameScene.cs


public class GameScene : ScriptableObject
{
[Header("Information")]
public string sceneName;
public string shortDescription;
[Header("Information")]
public string sceneName;
public string shortDescription;
[Header("Sounds")]
public AudioClip music;
[Range(0.0f, 1.0f)]
public float musicVolume;
[Header("Sounds")]
public AudioClip music;
[Range(0.0f, 1.0f)]
public float musicVolume;
}

4
UOP1_Project/Assets/Scripts/Scriptable Objects/SceneManagement/Location.cs


[CreateAssetMenu(fileName = "NewLocation", menuName = "Scene Data/Location")]
public class Location : GameScene
{
[Header("Location specific")]
public int enemiesCount;
[Header("Location specific")]
public int enemiesCount;
}

8
UOP1_Project/Assets/Scripts/Scriptable Objects/SceneManagement/Menu.cs


public enum Type
{
Main_Menu,
Pause_Menu
Main_Menu,
Pause_Menu
[Header("Menu specific")]
public Type type;
[Header("Menu specific")]
public Type type;
}

14
UOP1_Project/Assets/Scripts/StartGame.cs


public class StartGame : MonoBehaviour
{
public LoadEvent onPlayButtonPress;
public GameScene[] locationsToLoad;
public bool showLoadScreen;
public LoadEvent onPlayButtonPress;
public GameScene[] locationsToLoad;
public bool showLoadScreen;
public void OnPlayButtonPress()
{
onPlayButtonPress.Raise(locationsToLoad, showLoadScreen);
}
public void OnPlayButtonPress()
{
onPlayButtonPress.Raise(locationsToLoad, showLoadScreen);
}
}
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