commit ca6add1438b8d5272831bb0afe6ad89ba02fa3c7 Author: NorbiPeti Date: Thu Nov 5 23:10:41 2020 +0100 Initial commit, movement, tiling diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..b8266a9 --- /dev/null +++ b/.gitignore @@ -0,0 +1,5 @@ +Library +Logs +obj +Temp +.idea diff --git a/Assembly-CSharp-Editor.csproj b/Assembly-CSharp-Editor.csproj new file mode 100644 index 0000000..0eddc34 --- /dev/null +++ b/Assembly-CSharp-Editor.csproj @@ -0,0 +1,632 @@ + + + + latest + /D/Unity/2019.4.13f1/Editor/Data/Tools/RoslynScripts + unity_csc.sh + + + Debug + AnyCPU + 10.0.20506 + 2.0 + + {FDE76E55-8F95-B17A-F5EB-F218F1B07F99} + Library + Properties + Assembly-CSharp-Editor + v4.7.1 + 512 + . + + + true + full + false + Temp\bin\Debug\ + 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+ + /D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll + + + /D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.2D.Tilemap.Editor.dll + + + /D/Unity/Projects/Projekt/Library/ScriptAssemblies/UnityEditor.UI.dll + + + + + + + diff --git a/Assets/CameraController.cs b/Assets/CameraController.cs new file mode 100644 index 0000000..2527c96 --- /dev/null +++ b/Assets/CameraController.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +// Class for following the player with the camera +public class CameraController : MonoBehaviour { + // Camera speed + public float speed = 0.05f; + // GameObject to be followed. + public Transform target; + // Our own transform + private Transform tr; + + // Center position of the target relative to the camera. + public Vector3 offset; + + // Store initial values + void Start() + { + tr = transform; + offset = target.position - tr.position; + } + + // Update positions + void FixedUpdate () + { + if (!target) return; + // Get where the camera should be, and what movement is required. + var position = tr.position; + Vector3 anchorPos = position + offset; + Vector3 movement = target.position - anchorPos; + + // Update position based on movement and speed. + Vector3 newCamPos = position + movement*speed; + position = newCamPos; + tr.position = position; + } +} \ No newline at end of file diff --git a/Assets/CameraController.cs.meta b/Assets/CameraController.cs.meta new file mode 100644 index 0000000..c2374f9 --- /dev/null +++ b/Assets/CameraController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 015fa5e06b5b140ee996a1d4f3c42f31 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterController.cs b/Assets/CharacterController.cs new file mode 100644 index 0000000..420dbb0 --- /dev/null +++ b/Assets/CharacterController.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CharacterController : MonoBehaviour +{ + private Rigidbody2D rb; + + // Start is called before the first frame update + void Start() + { + rb = GetComponent(); + } + + // Update is called once per frame + void Update() + { + if (Mathf.Abs(rb.velocity.x) > 10) + return; + rb.AddForce(new Vector2(Input.GetAxis("Horizontal") * 5, 0)); + } +} \ No newline at end of file diff --git a/Assets/CharacterController.cs.meta b/Assets/CharacterController.cs.meta new file mode 100644 index 0000000..870889c --- /dev/null +++ b/Assets/CharacterController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 216ec793de06a4ac7a9767782a179419 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor.meta b/Assets/Editor.meta new file mode 100644 index 0000000..9cba9ad --- /dev/null +++ b/Assets/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3320dcc014feab020986d9be0107e29d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/TextureAtlasSlicer.cs b/Assets/Editor/TextureAtlasSlicer.cs new file mode 100644 index 0000000..940c480 --- /dev/null +++ b/Assets/Editor/TextureAtlasSlicer.cs @@ -0,0 +1,168 @@ +using System; +using System.Collections.Generic; +using System.Xml; +using UnityEditor; +using UnityEngine; + +public class TextureAtlasSlicer : EditorWindow { + [MenuItem("CONTEXT/TextureImporter/Slice Sprite Using XML")] + public static void SliceUsingXML(MenuCommand command) + { + TextureImporter textureImporter = command.context as TextureImporter; + + TextureAtlasSlicer window = ScriptableObject.CreateInstance(); + + window.importer = textureImporter; + + window.ShowUtility(); + } + + [MenuItem("CONTEXT/TextureImporter/Slice Sprite Using XML", true)] + public static bool ValidateSliceUsingXML(MenuCommand command) + { + TextureImporter textureImporter = command.context as TextureImporter; + + //valid only if the texture type is 'sprite' or 'advanced'. + return textureImporter && textureImporter.textureType == TextureImporterType.Sprite || + textureImporter.textureType == TextureImporterType.Default; + } + + public TextureImporter importer; + + public TextureAtlasSlicer() + { + title = "Texture Atlas Slicer"; + } + + + [SerializeField] private TextAsset xmlAsset; + + public SpriteAlignment spriteAlignment = SpriteAlignment.Center; + + public Vector2 customOffset = new Vector2(0.5f, 0.5f); + + public void OnGUI() { + xmlAsset = EditorGUILayout.ObjectField("XML Source", xmlAsset, typeof (TextAsset), false) as TextAsset; + + spriteAlignment = (SpriteAlignment) EditorGUILayout.EnumPopup("Pivot", spriteAlignment); + + bool enabled = GUI.enabled; + if (spriteAlignment != SpriteAlignment.Custom) { + GUI.enabled = false; + } + + EditorGUILayout.Vector2Field("Custom Offset", customOffset); + + GUI.enabled = enabled; + + if (xmlAsset == null) { + GUI.enabled = false; + } + + if (GUILayout.Button("Slice")) { + PerformSlice(); + } + + GUI.enabled = enabled; + } + + private void PerformSlice() + { + XmlDocument document = new XmlDocument(); + document.LoadXml(xmlAsset.text); + + XmlElement root = document.DocumentElement; + if (root.Name == "TextureAtlas") { + bool failed = false; + + Texture2D texture = AssetDatabase.LoadMainAssetAtPath(importer.assetPath) as Texture2D; + int textureHeight = texture.height; + + List metaDataList = new List(); + + foreach (XmlNode childNode in root.ChildNodes) + { + if (childNode.Name == "SubTexture") { + try { + int width = Convert.ToInt32(childNode.Attributes["width"].Value); + int height = Convert.ToInt32(childNode.Attributes["height"].Value); + int x = Convert.ToInt32(childNode.Attributes["x"].Value); + int y = textureHeight - (height + Convert.ToInt32(childNode.Attributes["y"].Value)); + + SpriteMetaData spriteMetaData = new SpriteMetaData + { + alignment = (int)spriteAlignment, + border = new Vector4(), + name = childNode.Attributes["name"].Value, + pivot = GetPivotValue(spriteAlignment, customOffset), + rect = new Rect(x, y, width, height) + }; + + metaDataList.Add(spriteMetaData); + } + catch (Exception exception) { + failed = true; + Debug.LogException(exception); + } + } + else + { + Debug.LogError("Child nodes should be named 'SubTexture' !"); + failed = true; + } + } + + if (!failed) { + importer.spriteImportMode = SpriteImportMode.Multiple; + importer.spritesheet = metaDataList.ToArray(); + + EditorUtility.SetDirty(importer); + + try + { + AssetDatabase.StartAssetEditing(); + AssetDatabase.ImportAsset(importer.assetPath); + } + finally + { + AssetDatabase.StopAssetEditing(); + Close(); + } + } + } + else + { + Debug.LogError("XML needs to have a 'TextureAtlas' root node!"); + } + } + + //SpriteEditorUtility + public static Vector2 GetPivotValue(SpriteAlignment alignment, Vector2 customOffset) + { + switch (alignment) + { + case SpriteAlignment.Center: + return new Vector2(0.5f, 0.5f); + case SpriteAlignment.TopLeft: + return new Vector2(0.0f, 1f); + case SpriteAlignment.TopCenter: + return new Vector2(0.5f, 1f); + case SpriteAlignment.TopRight: + return new Vector2(1f, 1f); + case SpriteAlignment.LeftCenter: + return new Vector2(0.0f, 0.5f); + case SpriteAlignment.RightCenter: + return new Vector2(1f, 0.5f); + case SpriteAlignment.BottomLeft: + return new Vector2(0.0f, 0.0f); + case SpriteAlignment.BottomCenter: + return new Vector2(0.5f, 0.0f); + case SpriteAlignment.BottomRight: + return new Vector2(1f, 0.0f); + case SpriteAlignment.Custom: + return customOffset; + default: + return Vector2.zero; + } + } +} diff --git a/Assets/Editor/TextureAtlasSlicer.cs.meta b/Assets/Editor/TextureAtlasSlicer.cs.meta new file mode 100644 index 0000000..e7163cd --- /dev/null +++ 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class Tiling : MonoBehaviour +{ + + private const int LEFT = -1; + private const int RIGHT = 1; + + public int offsetX = 2; // the offset so that we don't get any weird errors + + // these are used for checking if we need to instantiate stuff + public bool hasARightBuddy; + public bool hasALeftBuddy; + + public bool reverseScale; // used if the object is not tilable + + private float spriteWidth; // the width of our element + private Camera cam; + private Transform myTransform; + + void Awake () { + cam = Camera.main; + myTransform = transform; + } + + // Start is called before the first frame update + void Start() + { + SpriteRenderer sRenderer = GetComponent(); + spriteWidth = sRenderer.sprite.bounds.size.x; + } + + // Update is called once per frame + void Update() + { + // does it still need buddies? If not do nothing + if (!hasALeftBuddy || !hasARightBuddy) { + // calculate the cameras extend (half the width) of what the camera can see in world coordinates + float camHorizontalExtend = cam.orthographicSize * Screen.width/Screen.height; + + // calculate the x position where the camera can see the edge of the sprite (element) + var position = myTransform.position; + float edgeVisiblePositionRight = (position.x + spriteWidth/2) - camHorizontalExtend; + float edgeVisiblePositionLeft = (position.x - spriteWidth/2) + camHorizontalExtend; + + // checking if we can see the edge of the element and then calling MakeNewBuddy if we can + if (cam.transform.position.x >= edgeVisiblePositionRight - offsetX && !hasARightBuddy) + { + MakeNewBuddy (RIGHT); + hasARightBuddy = true; + } + else if (cam.transform.position.x <= edgeVisiblePositionLeft + offsetX && !hasALeftBuddy) + { + MakeNewBuddy (LEFT); + hasALeftBuddy = true; + } + } + } + + // a function that creates a buddy on the side required + void MakeNewBuddy (int rightOrLeft) { + // calculating the new position for our new buddy + var position = myTransform.position; + Vector3 newPosition = new Vector3 (position.x + spriteWidth * rightOrLeft, + position.y, position.z); + // instantating our new body and storing him in a variable + Transform newBuddy = Instantiate (myTransform, newPosition, myTransform.rotation); + + // if not tilable let's reverse the x size og our object to get rid of ugly seams + if (reverseScale) + { + var localScale = newBuddy.localScale; + localScale = new Vector3 (localScale.x*-1, localScale.y, localScale.z); + newBuddy.localScale = localScale; + } + newBuddy.parent = myTransform.parent; + if (rightOrLeft > 0) { + newBuddy.GetComponent().hasALeftBuddy = true; + } + else { + newBuddy.GetComponent().hasARightBuddy = true; + } + } +} \ No newline at end of file diff --git a/Assets/Tiling.cs.meta b/Assets/Tiling.cs.meta new file mode 100644 index 0000000..1148e5d --- /dev/null +++ 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