Switch to regrowth game

This commit is contained in:
2024-12-15 03:08:48 -06:00
parent 4bff61b6d8
commit 5a62541e21
24 changed files with 798 additions and 2263 deletions

5
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43
Assets/Network.cs Normal file
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using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class Network : MonoBehaviour
{
private List<Planet> _planets;
public Planet planetPrefab;
public void AddPlanet()
{
var planet = Instantiate(planetPrefab);
planet.GenerateLine();
planet.name = $"Planet {_planets.Count + 1}";
planet.transform.parent = transform;
_planets.Add(planet);
}
/// <summary>
/// Signal that a planet has been destroyed
/// </summary>
/// <param name="destroyed"></param>
public void Destroyed(Planet destroyed)
{
_planets.Remove(destroyed);
foreach (var planet in _planets)
{
if (planet != destroyed) continue;
planet.neighbors.Remove(destroyed);
}
}
void Start()
{
_planets = new List<Planet>(FindObjectsOfType<Planet>());
AddPlanet();
}
void Update()
{
}
}

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using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
[CustomEditor(typeof(Network))]
public class NetworkEditor : Editor
{
Network network;
void OnEnable()
{
network = target as Network;
}
// public override VisualElement CreateInspectorGUI()
// {
// VisualElement root = new();
// addPlanetButton = new Button(() => { network.AddPlanet(); }) { text = "Add Planet" };
// // var planetList = new TreeView() { style = { flexGrow = 1 } };
// // planetList.Bind()
// // planetList.makeItem = () => new Label();
// // planetList.bindItem = (element, i) => (element as Label).text = planetList.itemsSource[i].ToString();
// // root.Add(planetList);
// root.Add(addPlanetButton);
// return root;
public override void OnInspectorGUI()
{
if (GUILayout.Button("Add Planet"))
{
network.AddPlanet();
}
DrawDefaultInspector();
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Planet : MonoBehaviour
{
private PolygonCollider2D _collider;
private LineRenderer _lineRenderer;
private Network _network;
[SerializeField] public HashSet<Planet> neighbors;
[HideInInspector] public float Size; // 1.0 -
[HideInInspector] public int Bulbs; // 0 - 5+
public Color edgeColor = Color.white;
[HideInInspector] public float edgeWidth = 0.2f;
void Awake()
{
_collider = gameObject.GetComponent<PolygonCollider2D>();
_lineRenderer = gameObject.GetComponent<LineRenderer>();
_network = FindObjectOfType<Network>();
}
void OnEnable()
{
}
bool IsConnected(Planet other)
{
return neighbors.Contains(other);
}
private void OnDestroy()
{
_network.Destroyed(this);
}
void Connect(params Planet[] others)
{
foreach (var other in others)
{
if (other == this) continue;
neighbors.Add(other);
}
}
public void GenerateLine()
{
_lineRenderer = gameObject.GetComponent<LineRenderer>();
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_lineRenderer.startColor = edgeColor;
_lineRenderer.endColor = edgeColor;
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// Calculate points for circle
int pointCount = Math.Max((int)Size, 16);
_lineRenderer.positionCount = pointCount;
var points = new Vector3[pointCount];
// Generate points
for (var i = 0; i < pointCount; i++)
{
var rad = Mathf.Deg2Rad * (i * 360f / pointCount);
points[i] = new Vector3(Mathf.Sin(rad) * Size / 100f, Mathf.Cos(rad) * Size / 100f, 0);
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var path = new Vector2[_lineRenderer.positionCount + 1];
for (var i = 0; i < pointCount; i++)
{
// Convert Vector3 to Vector2
path[i] = points[i];
}
path[_lineRenderer.positionCount] = path[0];
// _collider.SetPath(0, path);
}
}

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using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
[CustomEditor(typeof(Planet))]
public class PlanetEditor : Editor
{
Planet planet;
void OnEnable()
{
planet = target as Planet;
}
public override void OnInspectorGUI()
{
if (GUILayout.Button("Delete Planet"))
{
DestroyImmediate(planet.gameObject);
return;
}
// Check if size changed
var newSize = EditorGUILayout.Slider("Size", planet.Size, 1f, 300f);
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planet.GenerateLine();
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planet.Bulbs = newBulbs;
planet.GenerateLine();
}
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var newEdgeWidth = EditorGUILayout.Slider("Edge Width", planet.edgeWidth, 0.001f, 0.2f);
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{
planet.edgeWidth = newEdgeWidth;
planet.GenerateLine();
}
DrawDefaultInspector();
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# Quest
# Rebirth
A generic, Unity-based dungeon-crawler, with a focus on procedural maps & multiplayer support.
A simple puzzle game about growth.
- [ ] Graphics
- [ ] Simple Sprites
- [ ] Basic Shaders
- [ ] Gameplay
- [ ] Combat
- [ ] Melee Combat
- [ ] Ranged Combat
- [ ] Aura Skills
- [ ] Item Pickups
- [ ] Limited Damage Boost
- [ ] Health Boost
- [ ] Speed Boost
- [ ] Multiplayer
- [ ] Self Hosted Server-Client
- [ ] Simple Chat System
- [ ] Map Generation
## Control Design
- Camera
- WASD, Arrow keys to move.
- Right click, drag to move.
- Scroll wheel to zoom. Mouse position dictates zoom center.
- Units
- Left click on/nearby a planet.
- Scroll to lower/raise the total percentage of units.
- Drag to another planet, release to send units.
- Until units arrive, they won't be selectable or part of the usable population on a planet.