Merge branch 'Integration'

This commit is contained in:
Crizomb 2025-01-29 06:35:56 +01:00
commit 0727e44b80
103 changed files with 10380 additions and 861 deletions

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@ -9,28 +9,24 @@ public class GameManager : MonoBehaviourSingletonPersistent<GameManager>
[SerializeField] private List<string> levelNames;
[SerializeField] private List<string> levelMusics;
[SerializeField] private List<int> levelsMoney;
int current_level = -1;
int current_level = 0;
[SerializeField] GameObject GameUI;
[SerializeField] GameObject LoseUI;
[SerializeField] GameObject WinUI;
GameObject _gameUI;
GameObject _loseUI;
GameObject _winUI;
// for compativility with other team
public bool fightStarted = false;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
private void Update()
{
}
// Update is called once per frame
void Update()
{
// Delete, use only for Debug
if (Input.GetKeyDown(KeyCode.Space))
{
StartFightForAll();
GoNextLevel();
}
}
public void StartFightForAll()
{
AbstractUnit[] units = FindObjectsByType<AbstractUnit>(FindObjectsSortMode.None);
@ -38,6 +34,7 @@ public class GameManager : MonoBehaviourSingletonPersistent<GameManager>
{
unit.StartFight();
}
fightStarted = true;
}
private void SetGlobals(int current_level)
@ -47,6 +44,8 @@ public class GameManager : MonoBehaviourSingletonPersistent<GameManager>
GlobalsVariable.QueenA = null;
GlobalsVariable.QueenB = null;
GlobalsVariable.money = levelsMoney[current_level];
fightStarted = false;
}
public void ReloadLevel()
@ -58,23 +57,19 @@ public class GameManager : MonoBehaviourSingletonPersistent<GameManager>
public void GoNextLevel()
{
if (current_level < levelNames.Count)
if (current_level <= levelNames.Count)
{
current_level++;
SetGlobals(current_level);
SceneManager.LoadScene(levelNames[current_level]);
SoundManager.Instance.PlayMusic(levelMusics[current_level]);
}
else
{
current_level = 0;
}
throw new Exception("Bro there is no next level like stop pls");
SetGlobals(current_level);
SceneManager.LoadScene(levelNames[current_level]);
SoundManager.Instance.PlayMusic(levelMusics[current_level]);
}
public void Losing()
{
LoseUI.SetActive(true);
this.enabled = false;
}
}

View file

@ -0,0 +1,26 @@
using UnityEngine;
public class Transition : MonoBehaviour
{
[SerializeField] private WinCanvas _winCanvas;
[SerializeField] private LoseUI _loseUI;
[SerializeField] private GameUI _gameUI;
// Update is called once per frame
void LateUpdate()
{
if (GlobalsVariable.QueenA == null)
{
_winCanvas.gameObject.SetActive(true);
_gameUI.gameObject.SetActive(false);
}
if (Input.GetKeyDown(KeyCode.Space))
{
print("YOU LOSE");
_loseUI.gameObject.SetActive(true);
_gameUI.gameObject.SetActive(false);
}
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 152b725e5ef4d734a85ca1350a98f253

View file

@ -4,7 +4,7 @@ using UnityEngine.SceneManagement;
public class LoseUI : MonoBehaviour
{
[SerializeField] GameUI gameUI;
[SerializeField] private GameUI gameUI;
[SerializeField] TextMeshProUGUI time;
@ -14,15 +14,9 @@ public class LoseUI : MonoBehaviour
time.text = gameUI.GetComponent<GameUI>().time.ToString();
}
// Update is called once per frame
void Update()
{
}
public void Retry()
{
SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
GameManager.Instance.ReloadLevel();
}
public void MainMenu()

View file

@ -5,16 +5,18 @@ using UnityEngine.SceneManagement;
public class WinCanvas : MonoBehaviour
{
[SerializeField] TextMeshProUGUI time;
[SerializeField] GameObject gameUI;
private GameUI gameUI;
void Start()
{
gameUI = GameObject.FindWithTag("GameUI").GetComponent<GameUI>();
time.text = gameUI.GetComponent<GameUI>().time.ToString();
}
public void NextLevel()
{
GameManager.Instance.GoNextLevel();
SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().buildIndex + 1);
}
}

View file

@ -13,7 +13,7 @@ public class OffensiveBehaviour : AbstractBehaviour
if (GlobalsVariable.QueenA == null) return;
}
CurrentMinecraftUnit.MovementHandler.TargetUnit = GlobalsVariable.QueenB;
CurrentMinecraftUnit.MovementHandler.TargetUnit = CurrentMinecraftUnit.IsTeamA ? GlobalsVariable.QueenB : GlobalsVariable.QueenA;
Vector3 targetPos = CurrentMinecraftUnit.MovementHandler.TargetUnit.transform.position;
Vector3 goalPos = targetPos + (transform.position - targetPos).normalized * distanceGoal;
CurrentMinecraftUnit.MovementHandler.MoveTowards(goalPos);

View file

@ -16,6 +16,8 @@ public class MinecraftUnit : AbstractUnit
[field: SerializeField] public BaseCapacity Capacity { get; private set; }
// Not required
[field: SerializeField] public Animator Animator { get; private set; }
public bool isActive { get; private set; }
@ -66,6 +68,7 @@ public class MinecraftUnit : AbstractUnit
public override void StartFight()
{
isActive = true;
Component[] components = GetComponents<Component>();
foreach (Component component in components)

8
Assets/otherTeam.meta Normal file
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using UnityEngine;
using System.Collections;
using System;
public class AttackCAC : MonoBehaviour
{
[SerializeField] private float range;
[SerializeField] private float damage;
[SerializeField] private float cooldown;
private BaseDuckScript baseDuckScript;
private LayerMask duckLayer; // Layer for ducks
private LayerMask wallLayer;
private GameObject targetToAttack;
private bool CACouDistance; //True for CAC, False for Distance
private bool canAttack = true;
static public event Action ATTACK;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
CACouDistance = false;
baseDuckScript = gameObject.GetComponent<BaseDuckScript>();
duckLayer = LayerMask.GetMask("Duck");
wallLayer = LayerMask.GetMask("Wall");
}
public bool changeCACouDistance(bool whichOne)
{
CACouDistance=whichOne;
return(CACouDistance);
}
IEnumerator coolDown()
{
canAttack = false;
yield return new WaitForSeconds(cooldown);
canAttack = true;
}
// Update is called once per frame
void Update()
{
if (GameManager.Instance.fightStarted)
{
if (canAttack)
{
Collider[] hits = Physics.OverlapSphere(transform.position, range, duckLayer);
//GameObject targetToAttack = null;
float distanceToChosenTarget = range;
bool targetFound = false;
foreach (Collider hit in hits)
{
Vector3 directionToTarget = hit.transform.position - transform.position;
float distanceToTarget = directionToTarget.magnitude;
if (!Physics.Raycast(transform.position, directionToTarget.normalized, distanceToTarget,
wallLayer))
{
if (ArmyManager.getArmy(!baseDuckScript.getTeam()).Contains(hit.GetComponent<AbstractUnit>()))
{
if (baseDuckScript.getAttackMode() == 1)
{
if (ArmyManager.getCrownDuck(!baseDuckScript.getTeam()) ==
hit.gameObject)
{
targetToAttack = hit.gameObject;
targetFound = true;
}
}
}
}
}
if (targetFound && CACouDistance)
{
AttackC(targetToAttack);
}
if(targetFound && !CACouDistance)
{
AttackD();
}
}
}
}
private void AttackC(GameObject targetToAttack)
{
StartCoroutine(coolDown());
targetToAttack.GetComponent<AbstractUnit>().TakeDamage(damage);
Debug.Log("Corps <20> corps");
ATTACK.Invoke();
}
private void AttackD()
{
Debug.Log("DISTANCE");
StartCoroutine(coolDown());
ATTACK.Invoke();
}
public GameObject GetTarget()
{
return (targetToAttack);
}
public float GetDamage()
{
return (damage);
}
}

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fileFormatVersion: 2
guid: 8e5cb8ce6f5d03c4789dc12c8b7dac85

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using UnityEngine;
using UnityEngine.AI;
using System.Collections.Generic;
using UnityEngine.UI;
public class BaseDuckScript : AbstractUnit
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
private bool isEnemy = true;
[SerializeField] GameObject crownPrefab;
[SerializeField] private int attackMode = 0; //0 do Nothing, 1 offense, 2 Neutre, 3 Défense
NavMeshAgent agent;
private Rigidbody duckRB;
Vector3 destination;
private float health;
[SerializeField] private float baseHealth;
[SerializeField] private float armor;
[SerializeField] public GameObject healthBarPrefab;
[SerializeField] private GameObject healthCanvas;
private RectTransform healthCanvasRect;
private GameObject healthBar = null;
//private RectTransform healthBarRect = null;
private float DuckHeight;
private GameObject healthBarInside;
private Image healthBarGradient;
private float raycastDistance = 1.0f; //for getting ground material
private LayerMask allGroundLayers;
[SerializeField] private float baseSpeed;
private GameObject crown;
[SerializeField] public int cost = 5;
[SerializeField] public List<string> troopStats;
void Start()
{
health = baseHealth;
agent = GetComponent<NavMeshAgent>();
duckRB = gameObject.GetComponent<Rigidbody>();
healthCanvasRect = healthCanvas.GetComponent<RectTransform>();
DuckHeight = transform.Find("TigeUI").GetComponent<Renderer>().bounds.size.y;
allGroundLayers = LayerMask.GetMask("Dirt") | LayerMask.GetMask("Sand");
}
// Update is called once per frame
void Update()
{
//Pour que le Duck regarde sa cible constamment !!
if (GetComponent<AttackCAC>().GetTarget() != null)
{
transform.LookAt(GetComponent<AttackCAC>().GetTarget().transform);
}
if (GameManager.Instance.fightStarted)
{
updateMovement();
}
else
{
duckRB.isKinematic = true;
}
if (health != baseHealth)
{
displayHealthBar();
}
Vector3 rayOrigin = transform.position;
Ray ray = new Ray(rayOrigin, Vector3.down);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, raycastDistance, allGroundLayers))
{
if (LayerMask.LayerToName(hit.collider.gameObject.layer) == "Dirt")
{
agent.speed = baseSpeed;
} else if (LayerMask.LayerToName(hit.collider.gameObject.layer) == "Sand")
{
agent.speed = baseSpeed/2;
}
}
}
public void displayHealthBar()
{
if (healthBar == null)
{
healthBar = Instantiate(healthBarPrefab, healthCanvas.transform);
healthBar.transform.localScale = new Vector2(0.25f, 0.25f);
healthBarInside = healthBar.transform.GetChild(1).gameObject;
healthBarGradient = healthBarInside.GetComponent<Image>();
healthBarGradient.type = Image.Type.Filled;
healthBarGradient.fillMethod = Image.FillMethod.Horizontal;
}
if (healthBar != null) //safety measure
{
Vector2 screenPoint = Camera.main.WorldToScreenPoint(transform.position);
healthBar.transform.position = screenPoint + new Vector2(0f, DuckHeight*80*Screen.width/3840);
healthBarGradient.fillAmount = health / baseHealth;
healthBarGradient.color = Color.Lerp(Color.red, Color.green, health/baseHealth);
}
}
public void updateMovement()
{
duckRB.isKinematic = false;
if (attackMode == 1 && ArmyManager.getCrownDuck(!isEnemy))
{
destination = ArmyManager.getCrownDuck(!isEnemy).transform.position;
agent.destination = destination;
}
}
public void setTeam(bool isOnEnemyTeam){
isEnemy = isOnEnemyTeam;
}
public void despawn()
{
Destroy(gameObject);
}
void OnMouseOver()
{
// Check if the right mouse button is clicked
/*
if (Input.GetMouseButtonDown(1)) // 1 is for the right mouse button
{
if (!armyManagerScript.getCrownDuck(isEnemy) && !isEnemy)
{
becomeCrownDuck();
}
else if (armyManagerScript.getCrownDuck(isEnemy) == gameObject && !isEnemy)
{
loseMyCrown();
}
}
*/
}
public override void TakeDamage(float damage)
{
float damageReallyTaken = Mathf.Max(0, damage - armor);
health -= damageReallyTaken;
if (health <= 0)
{
Debug.Log("dead");
die();
}
}
public override void Heal(float value)
{
health += value;
health = (health > baseHealth) ? baseHealth : health;
}
public override void AddArmor(float armor)
{
// Nothing
}
public override void RemoveArmor(float armor)
{
// Nothing
}
public override void StartFight()
{
// Nothing
}
public float getHealth()
{
return health;
}
public float getBaseHealth()
{
return baseHealth;
}
private void die()
{
Destroy(healthBar);
Destroy(gameObject);
}
public int getAttackMode()
{
return (attackMode);
}
public void setAttackMode(int mode)
{
attackMode = mode;
}
public bool getTeam()
{
return (isEnemy);
}
public float getSpeed()
{
return (baseSpeed);
}
public void setHealthCanvas(GameObject healthCanvas)
{
this.healthCanvas = healthCanvas;
}
}

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fileFormatVersion: 2
guid: 5b4f49154a488eadb80c1e6212811ead

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using UnityEngine;
using System.Collections;
public class Daffy : MonoBehaviour
{
[SerializeField] private GameObject Sword;
private Rigidbody rib;
private float RotSpeed = 300.0f;
[SerializeField] float explosionRadius;
[SerializeField] float explosionForce;
private float upwardModifier = 0.0f;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
GetComponent<AttackCAC>().changeCACouDistance(true);
AttackCAC.ATTACK += Attack;
}
void Attack()
{
Debug.Log("Attaque");
StartCoroutine(Rotate360());
}
// Update is called once per frame
void Update()
{
/*
if (Input.GetKeyDown(KeyCode.R))
{
Debug.Log("Attaque");
StartCoroutine(Rotate360());
}
if (Input.GetKeyDown(KeyCode.P))
{
Debug.Log("DAFFY SMASH");
StartCoroutine(Rotate360());
Explode();
}
*/
}
IEnumerator Rotate360()
{
bool IsFinish = true;
//Clairement pas ouf, mais je sais faire autrement. Tourne jusqu'à ce que les conditions match
//Ie que les 2 bool soit faux, l'un s'active quand il est proche de 0 degré, l'autre s'active après une demie rotation;
while (IsFinish || Mathf.Abs(Sword.transform.localRotation.x)>0.05f)
{
//Debug.Log(Mathf.Abs(Sword.transform.localRotation.x));
Sword.transform.Rotate(RotSpeed * Time.deltaTime, 0.0f, 0.0f);
if (Mathf.Abs(Sword.transform.localRotation.x)>0.1f)
{
IsFinish = false;
}
yield return null;
}
Sword.transform.Rotate(RotSpeed * Time.deltaTime, 0.0f, 0.0f);
}
//Prend tout les rigidbody sauf le sien et leurs applique une force pour les expulser
void Explode()
{
rib = GetComponent<Rigidbody>();
Vector3 explosionPosition = transform.position;
Collider[] colliders = Physics.OverlapSphere(explosionPosition, explosionRadius);
foreach (Collider collider in colliders)
{
Rigidbody rb = collider.GetComponent<Rigidbody>();
if (rb != null & rb != rib)
{
rb.AddExplosionForce(explosionForce, explosionPosition, explosionRadius, upwardModifier, ForceMode.Impulse);
}
}
}
//On tue le signal pour eviter tout problemes (conseil de Game Jam)
void OnDestroy()
{
AttackCAC.ATTACK -= Attack;
}
}

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fileFormatVersion: 2
guid: 20a6bc784cd0f59468144811378ea18d

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using UnityEngine;
using System.Collections;
public class DarkWing : MonoBehaviour
{
[SerializeField] private GameObject Bout;
[SerializeField] private GameObject Balle;
[SerializeField] private GameObject Sword;
[SerializeField] private GameObject Gun;
[SerializeField] private float ForceTir;
[SerializeField] private float Range;
private Rigidbody rib;
private bool Shoot = true;
float RotSpeed = 300.0f;
private bool BladeGun; //True = Blade, False = Gun
private GameObject Target;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
GetComponent<AttackCAC>().changeCACouDistance(false);
AttackCAC.ATTACK += Attack;
BladeGun = true;
}
// Update is called once per frame
void Attack()
{
Debug.Log("Attaque");
if (!BladeGun)
{
if(Shoot)
{
StartCoroutine(Tir());
}
}
else
{
StartCoroutine(Rotate360());
}
}
void Update()
{
//Choose which weapon to use against enemy
Target=GetComponent<AttackCAC>().GetTarget();
if (Target != null)
{
Vector3 RangeWeapon = Target.transform.position - transform.position;
if (RangeWeapon.magnitude > Range)
{
BladeGun = false;
}
else
{
BladeGun = true;
}
}
if (!BladeGun) //Gun
{
Sword.SetActive(false);
Gun.SetActive(true);
GetComponent<AttackCAC>().changeCACouDistance(false);
if (Input.GetKeyDown(KeyCode.R))
{
if (Shoot)
{
Debug.Log("Attaque Shoot");
StartCoroutine(Tir());
}
}
}
else //Sword
{
Sword.SetActive(true);
Gun.SetActive(false);
GetComponent<AttackCAC>().changeCACouDistance(true);
if (Input.GetKeyDown(KeyCode.R))
{
if (Shoot)
{
Debug.Log("Attaque Sword");
StartCoroutine(Rotate360());
}
}
}
/*
if (Input.GetKeyDown(KeyCode.M))
{
Debug.Log("DeRender");
//SetRenderState(Sword,false);
Sword.SetActive(false);
}
if (Input.GetKeyDown(KeyCode.P))
{
Debug.Log("Special");
StartCoroutine(Special());
}
*/
}
//Tir. La variable Shoot est le garde-fou pour <20>viter de tirer sans prendre en compte le cooldown
IEnumerator Tir()
{
Shoot = false;
GameObject BULLET = Instantiate(Balle, Bout.transform.position, Bout.transform.rotation);
Rigidbody rb = BULLET.GetComponent<Rigidbody>();
rb.AddForce(transform.forward * ForceTir, ForceMode.Impulse);
yield return null;
Shoot = true;
}
//Heal
IEnumerator Special()
{
yield return null;
}
IEnumerator Rotate360()
{
bool IsFinish = true;
//Clairement pas ouf, mais je sais faire autrement. Tourne jusqu'a ce que les conditions match
//Ie que les 2 bool soit faux, l'un s'active quand il est proche de 0 degre, l'autre s'active apres une demie rotation;
while (IsFinish || Mathf.Abs(Sword.transform.localRotation.x) > 0.05f)
{
//Debug.Log(Mathf.Abs(Sword.transform.localRotation.x));
Sword.transform.Rotate(RotSpeed * Time.deltaTime, 0.0f, 0.0f);
if (Mathf.Abs(Sword.transform.localRotation.x) > 0.1f)
{
IsFinish = false;
}
yield return null;
}
Sword.transform.Rotate(RotSpeed * Time.deltaTime, 0.0f, 0.0f);
}
//On tue le signal pour eviter tout problemes (conseil de Game Jam)
void OnDestroy()
{
AttackCAC.ATTACK -= Attack;
}
}

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using UnityEngine;
using System.Collections.Generic;
public static class ArmyManager
{
private static List<GameObject> enemyArmy = new List<GameObject>();
private static List<GameObject> playerArmy = new List<GameObject>();
private static GameObject enemyCrownDuck = null;
private static GameObject playerCrownDuck = null;
public static List<AbstractUnit> getArmy(bool isEnemy)
{
List<AbstractUnit> units = (isEnemy ? GlobalsVariable.AliveUnitsTeamB : GlobalsVariable.AliveUnitsTeamA);
return units;
}
public static GameObject getCrownDuck(bool isEnemy)
{
return(isEnemy ? GlobalsVariable.QueenB.gameObject : GlobalsVariable.QueenA.gameObject);
}
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