diff --git a/MrBigsock/Assets/Code/Character.cs b/MrBigsock/Assets/Code/Character.cs index cbea89e017bb6845e8ae0a51e519b90d3b213d99..47404ef06948065639a12ebf63b9e3734ea88bfd 100644 --- a/MrBigsock/Assets/Code/Character.cs +++ b/MrBigsock/Assets/Code/Character.cs @@ -79,6 +79,9 @@ namespace BigSock { protected Rigidbody2D rb; + // The direction the character last moved. + protected Vector2 moveDir; + /* The inventory of the character. @@ -166,6 +169,7 @@ namespace BigSock { Try to move in a given direction. */ protected virtual bool TryMove(Vector2 direction) { + moveDir = direction; if(direction != Vector2.zero) { rb.AddForce(direction * (float) MovementSpeed * Time.fixedDeltaTime, ForceMode2D.Impulse); return true; diff --git a/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs b/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs index c7afea538003af5394e2d907c0299dfd810f4b2b..ff78922d6c34590ab574eaedb5b229a9e5b60f27 100644 --- a/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs +++ b/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs @@ -28,19 +28,14 @@ namespace BigSock { /* Activates the ability. */ - protected override bool Activate(Character actor, Vector3? target) { - if(target == null) return false; - - // Get direction. - var temp = (target.Value - actor.transform.position); - temp.z = 0; - var direction = (Vector2) temp.normalized; - - // Get the force. - var force = BASE_FORCE * actor.Stats.MoveSpeed; + protected override bool Activate(IAbilityParam par) { + var actor = par.Actor; + var direction = par.MovementDir; + if(direction == null) return false; + // Apply the push and iframes. - actor.KnockBack(force, direction); + actor.KnockBack(BASE_FORCE * actor.Stats.MoveSpeed, direction.Value); actor.AddStatusEffect(StatusEffectType.Invincible, IFRAME_DURATION); return true; diff --git a/MrBigsock/Assets/Code/Core/Abilities/Base/AbilityParam.cs b/MrBigsock/Assets/Code/Core/Abilities/Base/AbilityParam.cs new file mode 100644 index 0000000000000000000000000000000000000000..33681d7a7f9fca053e5011094f60814236e00d1e --- /dev/null +++ b/MrBigsock/Assets/Code/Core/Abilities/Base/AbilityParam.cs @@ -0,0 +1,34 @@ +using System.Collections; +using System; +using System.Collections.Generic; +using System.Text; + +using UnityEngine; +using UnityEngine.InputSystem; + + +namespace BigSock { + + /* + The parameters we send to all abilities. + */ + public class AbilityParam : IAbilityParam { + + /* + The position the actor is currently aiming at. + Ex.: For player, it's the cursor position. + */ + public Vector2? TargetPos { get; set; } + + /* + The direction the actor is moving. + */ + public Vector2? MovementDir { get; set; } + + /* + The character that activated the ability. + */ + public Character Actor { get; set; } + } + +} \ No newline at end of file diff --git a/MrBigsock/Assets/Code/Core/Abilities/Base/AbilityParam.cs.meta b/MrBigsock/Assets/Code/Core/Abilities/Base/AbilityParam.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..1b3fe5bbdf2b7a907c200e7373a22a3ce43f0620 --- /dev/null +++ b/MrBigsock/Assets/Code/Core/Abilities/Base/AbilityParam.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b73814bfc110bc94086fae9763407d07 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/MrBigsock/Assets/Code/Core/Abilities/Base/BaseAbility.cs b/MrBigsock/Assets/Code/Core/Abilities/Base/BaseAbility.cs index 9937544a5174bd039b4d913efee1571e0e60cb4a..a652d433eb4271d05740f2d25a5a6df6a8f2a482 100644 --- a/MrBigsock/Assets/Code/Core/Abilities/Base/BaseAbility.cs +++ b/MrBigsock/Assets/Code/Core/Abilities/Base/BaseAbility.cs @@ -1,6 +1,8 @@ using System.Collections; using System; using System.Collections.Generic; +using System.Text; + using UnityEngine; using UnityEngine.InputSystem; @@ -67,7 +69,9 @@ namespace BigSock { Handles cooldown and ability cost here. Returns true if the ability was successfully used. */ - public bool Use(Character actor, Vector3? target = null) { + public bool Use(IAbilityParam par) { + var actor = par.Actor; + // Check that the ability is cooled down. if(Ready) { //> Handle checking costs here. @@ -76,7 +80,7 @@ namespace BigSock { if(HPCost > 0f && actor.HP < HPCost) return false; // Activate the ability. - var res = Activate(actor, target); + var res = Activate(par); // If it succeeded, update cooldown and pay ability cost. if(res) { @@ -100,7 +104,27 @@ namespace BigSock { - Even if nothing was hit, used to indicate that cooldowns should be updated. This should be overridden in sub-classes for the actual abilities. */ - protected abstract bool Activate(Character actor, Vector3? target); + protected abstract bool Activate(IAbilityParam par); + + + + + /* + Returns text that represents info about the ability. + */ + public string GetToolTip() { + var sb = new StringBuilder() + .AppendLine(Name) + .AppendLine() + .AppendLine(Description) + .AppendLine($"Cooldown: {Cooldown}"); + + if(ManaCost != 0) sb.AppendLine($"Mana Cost: {ManaCost}"); + if(StaminaCost != 0) sb.AppendLine($"Stamina Cost: {StaminaCost}"); + if(HPCost != 0) sb.AppendLine($"HP Cost: {HPCost}"); + + return sb.ToString(); + } } diff --git a/MrBigsock/Assets/Code/Core/Abilities/Base/IAbility.cs b/MrBigsock/Assets/Code/Core/Abilities/Base/IAbility.cs index 0bcd5fcb83f78cd5b80672dda1b88646759954c4..99cdd8be4802e1dc6c659749aa756838bba06c73 100644 --- a/MrBigsock/Assets/Code/Core/Abilities/Base/IAbility.cs +++ b/MrBigsock/Assets/Code/Core/Abilities/Base/IAbility.cs @@ -75,6 +75,12 @@ namespace BigSock { /* Try to use the ability. */ - bool Use(Character actor, Vector3? target); + bool Use(IAbilityParam par); + + /* + Returns text that represents info about the ability. + */ + string GetToolTip(); + } } \ No newline at end of file diff --git a/MrBigsock/Assets/Code/Core/Abilities/Base/IAbilityParam.cs b/MrBigsock/Assets/Code/Core/Abilities/Base/IAbilityParam.cs new file mode 100644 index 0000000000000000000000000000000000000000..9741d18714665f4fa1f049ae9c49a2a83b75c801 --- /dev/null +++ b/MrBigsock/Assets/Code/Core/Abilities/Base/IAbilityParam.cs @@ -0,0 +1,35 @@ +using System.Collections; +using System; +using System.Collections.Generic; +using System.Text; + +using UnityEngine; +using UnityEngine.InputSystem; + + +namespace BigSock { + + /* + The parameters we send to all abilities. + */ + public interface IAbilityParam { + + /* + The position the actor is currently aiming at. + Ex.: For player, it's the cursor position. + */ + Vector2? TargetPos { get; set; } + + /* + The direction the actor is moving. + */ + Vector2? MovementDir { get; set; } + + /* + The character that activated the ability. + */ + Character Actor { get; set; } + + } + +} \ No newline at end of file diff --git a/MrBigsock/Assets/Code/Core/Abilities/Base/IAbilityParam.cs.meta b/MrBigsock/Assets/Code/Core/Abilities/Base/IAbilityParam.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..793dffb54b9dd82ef1ad18d076a86cd416541148 --- /dev/null +++ b/MrBigsock/Assets/Code/Core/Abilities/Base/IAbilityParam.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 337bd5294aa3e514f853b1a94eeb4c32 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/MrBigsock/Assets/Code/Core/Abilities/BasicArrow.cs b/MrBigsock/Assets/Code/Core/Abilities/BasicArrow.cs index 9520f11020b5f67f80ac312d3c27b232652d48fd..f5a4686db6ffd33bf4a19492b8414934a9b5c348 100644 --- a/MrBigsock/Assets/Code/Core/Abilities/BasicArrow.cs +++ b/MrBigsock/Assets/Code/Core/Abilities/BasicArrow.cs @@ -41,31 +41,24 @@ namespace BigSock { - Even if nothing was hit, used to indicate that cooldowns should be updated. This should be overridden in sub-classes for the actual abilities. */ - protected override bool Activate(Character actor, Vector3? target) { + protected override bool Activate(IAbilityParam par) { + var actor = par.Actor; + var target = par.TargetPos; + if(target == null) - return false; + return false; var attack = (AttackStats) AttackStats.Calculate(actor.Stats); - //var attack = (AttackStats) AttackStats.Apply(actor.Stats); attack.Actor = actor; - - var temp = (target.Value - actor.transform.position); - var temp1 = temp; - - - temp.z = 0; - temp1.z = 90; - var bullet = PrefabService.SINGLETON.Instance(PROJECTILE_NAME, actor.transform.position); //bullet.transform.rotation = Quaternion.LookRotation(temp.normalized); //bullet.transform.rotation = Quaternion.LookRotation(temp1 ,Vector3.up); var bulletScript = bullet.GetComponent<AttackMovement>(); - //bulletScript.Actor = actor; bulletScript.Stats = attack; - bulletScript.Direction = temp.normalized; + bulletScript.Direction = (target.Value - (Vector2) actor.transform.position).normalized; //MonoBehaviour.Instantiate(PROJECTILE_BASE, (Vector3) actor.transform.position, PROJECTILE_BASE.transform.rotation); diff --git a/MrBigsock/Assets/Code/Core/Abilities/BasicProjectile1.cs b/MrBigsock/Assets/Code/Core/Abilities/BasicProjectile1.cs index c8e0f73b6b65ee02839044964c9115ea70fd4942..60a935cce60c039ea89e06f2ebf7fbdef32bf157 100644 --- a/MrBigsock/Assets/Code/Core/Abilities/BasicProjectile1.cs +++ b/MrBigsock/Assets/Code/Core/Abilities/BasicProjectile1.cs @@ -42,25 +42,20 @@ namespace BigSock { - Even if nothing was hit, used to indicate that cooldowns should be updated. This should be overridden in sub-classes for the actual abilities. */ - protected override bool Activate(Character actor, Vector3? target) { + protected override bool Activate(IAbilityParam par) { + var actor = par.Actor; + var target = par.TargetPos; + if(target == null) return false; var attack = (AttackStats) AttackStats.Calculate(actor.Stats); - //var attack = (AttackStats) AttackStats.Apply(actor.Stats); attack.Actor = actor; - - var temp = (target.Value - actor.transform.position); - temp.z = 0; - var bullet = PrefabService.SINGLETON.Instance(PROJECTILE_NAME, actor.transform.position); var bulletScript = bullet.GetComponent<AttackMovement>(); - //bulletScript.Actor = actor; bulletScript.Stats = attack; - bulletScript.Direction = temp.normalized; - + bulletScript.Direction = (target.Value - (Vector2) actor.transform.position).normalized; - //MonoBehaviour.Instantiate(PROJECTILE_BASE, (Vector3) actor.transform.position, PROJECTILE_BASE.transform.rotation); return true; } diff --git a/MrBigsock/Assets/Code/Core/Abilities/BiggerSlowerProjectile.cs b/MrBigsock/Assets/Code/Core/Abilities/BiggerSlowerProjectile.cs index ffd0050cc6c93c01a070c1bc12bdd2040b40c578..ce60bcde11b763ed7dc900d3a5abcb2f6ade2ec2 100644 --- a/MrBigsock/Assets/Code/Core/Abilities/BiggerSlowerProjectile.cs +++ b/MrBigsock/Assets/Code/Core/Abilities/BiggerSlowerProjectile.cs @@ -45,25 +45,20 @@ namespace BigSock { - Even if nothing was hit, used to indicate that cooldowns should be updated. This should be overridden in sub-classes for the actual abilities. */ - protected override bool Activate(Character actor, Vector3? target) { + protected override bool Activate(IAbilityParam par) { + var actor = par.Actor; + var target = par.TargetPos; + if(target == null) return false; var attack = (AttackStats) AttackStats.Calculate(actor.Stats); - //var attack = (AttackStats) AttackStats.Apply(actor.Stats); attack.Actor = actor; - - var temp = (target.Value - actor.transform.position); - temp.z = 0; - var bullet = PrefabService.SINGLETON.Instance(PROJECTILE_NAME, actor.transform.position); var bulletScript = bullet.GetComponent<AttackMovement>(); - //bulletScript.Actor = actor; bulletScript.Stats = attack; - bulletScript.Direction = temp.normalized; - + bulletScript.Direction = (target.Value - (Vector2) actor.transform.position).normalized; - //MonoBehaviour.Instantiate(PROJECTILE_BASE, (Vector3) actor.transform.position, PROJECTILE_BASE.transform.rotation); return true; } diff --git a/MrBigsock/Assets/Code/Core/CharacterStats.cs b/MrBigsock/Assets/Code/Core/CharacterStats.cs index d60f46760873e5c4f78d9037949ffc998f66d342..9580ee1b8081cbe8a350c7f8ac61f21bc84abdcf 100644 --- a/MrBigsock/Assets/Code/Core/CharacterStats.cs +++ b/MrBigsock/Assets/Code/Core/CharacterStats.cs @@ -1,6 +1,8 @@ using System.Collections; using System; using System.Collections.Generic; +using System.Text; + using UnityEngine; using UnityEngine.InputSystem; @@ -92,5 +94,36 @@ namespace BigSock { The range of the character. */ public float Accuracy { get; set; } + + + + /* + Returns text representing the modifications it does in percent. + */ + public string GetToolTip() { + var sb = new StringBuilder(); + if(MaxHP != 0) sb.AppendLine($"Max HP: {MaxHP:P0}"); + + if(MaxMana != 0) sb.AppendLine($"Max Mana: {MaxMana:P0}"); + if(RegenMana != 0) sb.AppendLine($"Regen Mana: {RegenMana:P0}"); + + if(MaxStamina != 0) sb.AppendLine($"Max Stamina: {MaxStamina:P0}"); + if(RegenStamina != 0) sb.AppendLine($"Regen Stamina: {RegenStamina:P0}"); + + if(Damage != 0) sb.AppendLine($"Damage: {Damage:P0}"); + if(Knockback != 0) sb.AppendLine($"Knockback: {Knockback:P0}"); + + if(Range != 0) sb.AppendLine($"Range: {Range:P0}"); + if(ProjectileSpeed != 0) sb.AppendLine($"Projectile Speed: {ProjectileSpeed:P0}"); + if(Accuracy != 0) sb.AppendLine($"Accuracy: {Accuracy:P0}"); + + if(MoveSpeed != 0) sb.AppendLine($"Move Speed: {MoveSpeed:P0}"); + if(AttackSpeed != 0) sb.AppendLine($"Attack Speed: {AttackSpeed:P0}"); + + if(CritChance != 0) sb.AppendLine($"Crit Chance: {CritChance:P0}"); + if(CritDamageModifier != 0) sb.AppendLine($"Crit Damage Modifier: {CritDamageModifier:P0}"); + + return sb.ToString(); + } } } \ No newline at end of file diff --git a/MrBigsock/Assets/Code/Core/ICharacterStats.cs b/MrBigsock/Assets/Code/Core/ICharacterStats.cs index da7c4ae6fa3d5f308527cc553dd56b84ebf14bdb..92356b43f72a29cb17e7b06dec4671b11a8ccf12 100644 --- a/MrBigsock/Assets/Code/Core/ICharacterStats.cs +++ b/MrBigsock/Assets/Code/Core/ICharacterStats.cs @@ -82,6 +82,12 @@ namespace BigSock { */ float Accuracy { get; } + + /* + Returns text representing the modifications it does in percent. + */ + string GetToolTip(); + } /* diff --git a/MrBigsock/Assets/Code/Item/Base/ActiveItemBase.cs b/MrBigsock/Assets/Code/Item/Base/ActiveItemBase.cs index f49b48f3f0cbaa962b8f1ee038bac2d687b069a2..89c493d1d35acb35f29384f391e1fb27c6830d7a 100644 --- a/MrBigsock/Assets/Code/Item/Base/ActiveItemBase.cs +++ b/MrBigsock/Assets/Code/Item/Base/ActiveItemBase.cs @@ -1,6 +1,8 @@ using System.Collections; using System; using System.Collections.Generic; +using System.Text; + using UnityEngine; using UnityEngine.InputSystem; @@ -18,5 +20,21 @@ namespace BigSock.Item { public abstract IAbility Ability { get; } + /* + The type of the item. + */ + public override string ItemType => "Active"; + + /* + Returns a string used to inform the user about this item in greater detail. + */ + public override string GetToolTip() { + return new StringBuilder() + .AppendLine(base.GetToolTip()) + .AppendLine() + .AppendLine(Ability.GetToolTip()) + .ToString(); + } + } } \ No newline at end of file diff --git a/MrBigsock/Assets/Code/Item/Base/ConditionalItemBase.cs b/MrBigsock/Assets/Code/Item/Base/ConditionalItemBase.cs index 3b9ba9764b075de08cf612aa1752e3eb11283be8..d60ad11816ac4f5d375579f3be095e0d68dc3d4d 100644 --- a/MrBigsock/Assets/Code/Item/Base/ConditionalItemBase.cs +++ b/MrBigsock/Assets/Code/Item/Base/ConditionalItemBase.cs @@ -19,10 +19,18 @@ namespace BigSock.Item { */ public abstract TriggerType Trigger { get; } + + /* + The type of the item. + */ + public override string ItemType => "Conditional"; + /* - The handler to activate when the condition is triggered. + Returns a string used to inform the user about this item in greater detail. */ - //public Action<ICharEventParams> Handler { get; set; } + public override string GetToolTip() { + return $"{base.GetToolTip()}\n\nTrigger: {Trigger}"; + } } } \ No newline at end of file diff --git a/MrBigsock/Assets/Code/Item/Base/IItem.cs b/MrBigsock/Assets/Code/Item/Base/IItem.cs index 5782cedef3c7797cf0e43daa654d1b894b01845c..53c4c0948c6e1a71681d072e26eb4b6f9f96124d 100644 --- a/MrBigsock/Assets/Code/Item/Base/IItem.cs +++ b/MrBigsock/Assets/Code/Item/Base/IItem.cs @@ -32,5 +32,12 @@ namespace BigSock.Item { Sprite Icon { get; } + + /* + Returns a string used to inform the user about this item in greater detail. + */ + string GetToolTip(); + + } } \ No newline at end of file diff --git a/MrBigsock/Assets/Code/Item/Base/ItemBase.cs b/MrBigsock/Assets/Code/Item/Base/ItemBase.cs index 606f8ef5ea714fa8e391f049ad223746d410c3e2..f0a6760f13ff55d7fe2eae0ae85c3eb9af7efb41 100644 --- a/MrBigsock/Assets/Code/Item/Base/ItemBase.cs +++ b/MrBigsock/Assets/Code/Item/Base/ItemBase.cs @@ -40,12 +40,25 @@ namespace BigSock.Item { public virtual string IconName { get; } = "item/tilesetnice"; + /* + The type of the item. + */ + public abstract string ItemType { get; } + + + public ItemBase() { //Icon = SpriteService.SINGLETON.Get(IconName); } + /* + Returns a string used to inform the user about this item in greater detail. + */ + public virtual string GetToolTip() { + return $"{Name} ({ItemType})\n\n{Description}"; + } } } \ No newline at end of file diff --git a/MrBigsock/Assets/Code/Item/Base/PassiveItemBase.cs b/MrBigsock/Assets/Code/Item/Base/PassiveItemBase.cs index c5a96e9964a3f0b2e0cbde0ea655137a98f84e47..a38822381d8434e2830714b28c5061141e52821c 100644 --- a/MrBigsock/Assets/Code/Item/Base/PassiveItemBase.cs +++ b/MrBigsock/Assets/Code/Item/Base/PassiveItemBase.cs @@ -1,6 +1,8 @@ using System.Collections; using System; using System.Collections.Generic; +using System.Text; + using UnityEngine; using UnityEngine.InputSystem; @@ -17,5 +19,23 @@ namespace BigSock.Item { public ICharacterStats Modifier { get; set; } + + /* + The type of the item. + */ + public override string ItemType => "Passive"; + + /* + Returns a string used to inform the user about this item in greater detail. + */ + public override string GetToolTip() { + var stats = Modifier.GetToolTip(); + var sb = new StringBuilder().AppendLine(base.GetToolTip()); + + if(stats.Length > 0) sb.AppendLine($"\n{stats}"); + + return sb.ToString(); + } + } } \ No newline at end of file diff --git a/MrBigsock/Assets/Code/Item/Items/ItemElixir.cs b/MrBigsock/Assets/Code/Item/Items/ItemElixir.cs new file mode 100644 index 0000000000000000000000000000000000000000..15d221c156b001b26caabc218aaa1ee28e84d0da --- /dev/null +++ b/MrBigsock/Assets/Code/Item/Items/ItemElixir.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.InputSystem; + + +namespace BigSock.Item { + + /* + A passive item that increases user's running speed by 50%. + */ + public class ItemElixir : PassiveItemBase { + public override ulong Id => 105; + public override string Name => "Elixir of Speed"; + public override string Description => "10% increase to all speed and stamina related stats, but at a cost."; + + public ItemElixir() { + Modifier = new CharacterStats{ + MaxStamina = 0.1f, + RegenStamina = 0.1f, + ProjectileSpeed = 0.1f, + MoveSpeed = 0.1f, + AttackSpeed = 0.1f, + + Damage = -0.1f, + Range = -0.1f, + }; + } + + } +} \ No newline at end of file diff --git a/MrBigsock/Assets/Code/Item/Items/ItemElixir.cs.meta b/MrBigsock/Assets/Code/Item/Items/ItemElixir.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..e0896ed78609c3da1e636005d7febae6c4900b50 --- /dev/null +++ b/MrBigsock/Assets/Code/Item/Items/ItemElixir.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ce44b7b8b125d254cbb9333a9ade0477 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/MrBigsock/Assets/Code/PlayerController.cs b/MrBigsock/Assets/Code/PlayerController.cs index ef3aafccc18e4c0a78a3e63fad1d4d0ce1e63d19..80c3773093e9c08ba0284932105fa532ff3cc747 100644 --- a/MrBigsock/Assets/Code/PlayerController.cs +++ b/MrBigsock/Assets/Code/PlayerController.cs @@ -34,6 +34,7 @@ namespace BigSock { + protected IAttack _testAttack; protected IAttack _testAttack2; protected IAbility _dodge; @@ -44,7 +45,7 @@ namespace BigSock { public PlayerController() { TryPickUpItem(ItemService.SINGLETON.Get(201)); - TryPickUpItem(ItemService.SINGLETON.Get(201)); + TryPickUpItem(ItemService.SINGLETON.Get(105)); TryPickUpItem(ItemService.SINGLETON.Get(202)); TryPickUpItem(ItemService.SINGLETON.Get(101)); } @@ -118,30 +119,32 @@ namespace BigSock { } + private void Update() { + // Regenerate mana & stamina. Regenerate(); - if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0)) { - // Manage attack cooldown. - if(NextTimeCanAttack <= DateTime.Now) { - //NextTimeCanAttack = DateTime.Now.AddSeconds(AttackCooldown); + // Object w/ parameters for abilities. + var par = new AbilityParam{ + Actor = this, + TargetPos = Camera.main.ScreenToWorldPoint(Input.mousePosition), + MovementDir = moveDir, + }; - //var bullet = Instantiate(attack, new Vector3(transform.position.x, transform.position.y, transform.position.z), attack.transform.rotation); - //bullet.GetComponent<AttackMovement>().Actor = this; - _testAttack.Use(this, Camera.main.ScreenToWorldPoint(Input.mousePosition)); - - } + // If pressed Soace or LMB: Regular attack. + if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0)) { + _testAttack.Use(par); } // If pressed Z: Big attack. if(Input.GetKey(KeyCode.Z)) { - _testAttack2.Use(this, Camera.main.ScreenToWorldPoint(Input.mousePosition)); + _testAttack2.Use(par); } // If pressed X: dodge. if(Input.GetKey(KeyCode.X)) { - _dodge.Use(this, Camera.main.ScreenToWorldPoint(Input.mousePosition)); + _dodge.Use(par); } @@ -152,9 +155,8 @@ namespace BigSock { TryPickUpItem(item); } - - if (Input.GetKeyDown(KeyCode.I)) - { + // Code for opening the menu. + if (Input.GetKeyDown(KeyCode.I)) { GameObject canvas = GameObject.Find("Canvas"); if(canvas != null) { var playerMenu = PrefabService.SINGLETON.Instance("UI/PlayerMenu", canvas.transform); diff --git a/MrBigsock/Assets/Code/UI/InventoryPanel.cs b/MrBigsock/Assets/Code/UI/InventoryPanel.cs index 958473c7cd15b8fe6cd48979f7b6398e6ded05ed..c17694bfd5aee6e1901f72023c4305c57e113a9c 100644 --- a/MrBigsock/Assets/Code/UI/InventoryPanel.cs +++ b/MrBigsock/Assets/Code/UI/InventoryPanel.cs @@ -1,9 +1,13 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.UI; +using TMPro; + + using BigSock.Item; using BigSock.Service; -using UnityEngine.UI; + namespace BigSock.UI { @@ -18,88 +22,112 @@ namespace BigSock.UI public GridLayoutGroup gridAccessory; public GridLayoutGroup gridEquipment; + public TextMeshProUGUI toolTip; + + public void Start() { GenerateInv(); + + // Get the tooltip child-component if it's not set in the prefab. + toolTip ??= transform.Find("ToolTip")?.GetComponent<TextMeshProUGUI>(); } - public void GenerateInv() - { + /* + Generates the GUI elements for the player's inventory. + */ + public void GenerateInv() { + if(player == null) return; var inventory = player.Inventory; - for (int i = 0; i < inventory.Backpack.Count; ++i) - { - var invSlot = PrefabService.SINGLETON.Instance(INVSLOT, gridBackPack.transform); - var invScript = invSlot.GetComponent<ItemSlot>(); - invScript.inventory = inventory; - invScript.inventoryType = InventoryType.Backpack; - invScript.position = i; - var item = inventory.Backpack[i]; - if (item != null) - { - var itemPref = PrefabService.SINGLETON.Instance(ITEM, transform); - var itemScript = itemPref.GetComponent<ItemPref>(); - itemScript.item = item; - itemScript.itemSlot = invScript; - invScript.item = itemScript; - itemScript.transform.position = invScript.transform.position; - } + for (int i = 0; i < inventory.Backpack.Count; ++i) { + var invSlot = PrefabService.SINGLETON.Instance(INVSLOT, gridBackPack.transform); + var invScript = invSlot.GetComponent<ItemSlot>(); + invScript.inventory = inventory; + invScript.inventoryType = InventoryType.Backpack; + invScript.position = i; + var item = inventory.Backpack[i]; + if (item != null) { + var itemPref = PrefabService.SINGLETON.Instance(ITEM, transform); + var itemScript = itemPref.GetComponent<ItemPref>(); + itemScript.item = item; + itemScript.Place(invScript); + } } - for (int i = 0; i < inventory.Tools.Count; ++i) - { - var invSlot = PrefabService.SINGLETON.Instance(INVSLOT, gridTools.transform); - var invScript = invSlot.GetComponent<ItemSlot>(); - invScript.inventory = inventory; - invScript.inventoryType = InventoryType.Tool; - invScript.position = i; - var item = inventory.Tools[i]; - if (item != null) - { - var itemPref = PrefabService.SINGLETON.Instance(ITEM, transform); - var itemScript = itemPref.GetComponent<ItemPref>(); - itemScript.item = item; - itemScript.itemSlot = invScript; - invScript.item = itemScript; - itemScript.transform.position = invScript.transform.position; - } + + for (int i = 0; i < inventory.Tools.Count; ++i) { + var invSlot = PrefabService.SINGLETON.Instance(INVSLOT, gridTools.transform); + var invScript = invSlot.GetComponent<ItemSlot>(); + invScript.inventory = inventory; + invScript.inventoryType = InventoryType.Tool; + invScript.position = i; + var item = inventory.Tools[i]; + if (item != null) { + var itemPref = PrefabService.SINGLETON.Instance(ITEM, transform); + var itemScript = itemPref.GetComponent<ItemPref>(); + itemScript.item = item; + itemScript.Place(invScript); + } } - for (int i = 0; i < inventory.Equipment.Count; ++i) - { - var invSlot = PrefabService.SINGLETON.Instance(INVSLOT, gridEquipment.transform); - var invScript = invSlot.GetComponent<ItemSlot>(); - invScript.inventory = inventory; - invScript.inventoryType = InventoryType.Equipment; - invScript.position = i; - var item = inventory.Equipment[i]; - if (item != null) - { - var itemPref = PrefabService.SINGLETON.Instance(ITEM, transform); - var itemScript = itemPref.GetComponent<ItemPref>(); - itemScript.item = item; - itemScript.itemSlot = invScript; - invScript.item = itemScript; - itemScript.transform.position = invScript.transform.position; - } + + for (int i = 0; i < inventory.Equipment.Count; ++i) { + var invSlot = PrefabService.SINGLETON.Instance(INVSLOT, gridEquipment.transform); + var invScript = invSlot.GetComponent<ItemSlot>(); + invScript.inventory = inventory; + invScript.inventoryType = InventoryType.Equipment; + invScript.position = i; + var item = inventory.Equipment[i]; + if (item != null) { + var itemPref = PrefabService.SINGLETON.Instance(ITEM, transform); + var itemScript = itemPref.GetComponent<ItemPref>(); + itemScript.item = item; + itemScript.Place(invScript); + } } - for (int i = 0; i < inventory.Accessories.Count; ++i) - { - var invSlot = PrefabService.SINGLETON.Instance(INVSLOT, gridAccessory.transform); - var invScript = invSlot.GetComponent<ItemSlot>(); - invScript.inventory = inventory; - invScript.inventoryType = InventoryType.Accessory; - invScript.position = i; - var item = inventory.Accessories[i]; - if (item != null) - { - var itemPref = PrefabService.SINGLETON.Instance(ITEM, transform); - var itemScript = itemPref.GetComponent<ItemPref>(); - itemScript.item = item; - itemScript.itemSlot = invScript; - invScript.item = itemScript; - itemScript.transform.position = invScript.transform.position; - } + + for (int i = 0; i < inventory.Accessories.Count; ++i) { + var invSlot = PrefabService.SINGLETON.Instance(INVSLOT, gridAccessory.transform); + var invScript = invSlot.GetComponent<ItemSlot>(); + invScript.inventory = inventory; + invScript.inventoryType = InventoryType.Accessory; + invScript.position = i; + var item = inventory.Accessories[i]; + if (item != null) { + var itemPref = PrefabService.SINGLETON.Instance(ITEM, transform); + var itemScript = itemPref.GetComponent<ItemPref>(); + itemScript.item = item; + itemScript.Place(invScript); + } } } + + /* + Sets the text of the tooltip. + (Current version is just a basic test of the concept) + */ + public void SetToolTip(string text) { + toolTip?.SetText(text); + + /* + Planned changes: + - Take in position. + - Give it a background. + - Place it where we indicate. + - Way to remove it when we move. + Vision: + - When player hovers over/clicks on the item, tooltip shows up. + - If we use hover: have delay and tooltip goes away when mouse moves away. + - If we use click: have it go away if user clicks elsewhere or again. + - Have tooltip either spawn based on cursor, or like a dropdown for the slot. + Ambitious: + - Have toolbox fade based on cursor distance from source. + - When cursor moves away from the item that caused it to appear, have it fade for a certain distance before it is removed. + + When cursor leaves the item slot, for a radius of 1x the slot size, fade from 100% to 0%, then remove if further. + - Have a way to color/bold part of the text. + - Bold the name. + - Use effects (color, italic, underline, ...) on key points of text to highlight. + */ + } } } diff --git a/MrBigsock/Assets/Code/UI/ItemPref.cs b/MrBigsock/Assets/Code/UI/ItemPref.cs index d918cc5617a6fd6fc7aa89876138918cc9dbfb64..4b15eef06ae833edd852a13c345e592e6dece523 100644 --- a/MrBigsock/Assets/Code/UI/ItemPref.cs +++ b/MrBigsock/Assets/Code/UI/ItemPref.cs @@ -1,66 +1,98 @@ +using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; + + using BigSock.Item; namespace BigSock.UI { - public class ItemPref : MonoBehaviour, IPointerDownHandler, IBeginDragHandler, IEndDragHandler, IDragHandler + public class ItemPref : MonoBehaviour, IPointerDownHandler, IBeginDragHandler, IEndDragHandler, IDragHandler, IPointerClickHandler { public IItem item; public ItemSlot itemSlot; private RectTransform rectTransform; private CanvasGroup canvasGroup; - public Vector2? position; - void Start() - { + + void Start() { + rectTransform = GetComponent<RectTransform>(); + canvasGroup = GetComponent<CanvasGroup>(); + // Change the sprite if the item has one. var sprite = item?.Icon; if(sprite != null) GetComponent<UnityEngine.UI.Image>().overrideSprite = sprite; } - private void Awake() - { - rectTransform = GetComponent<RectTransform>(); - canvasGroup = GetComponent<CanvasGroup>(); + private void Awake() { + } + + + /* + Moves the item to be centered on it's ItemSlot + */ + public void ResetPosition() { + if(itemSlot != null) transform.position = itemSlot.transform.position; } - public void OnBeginDrag(PointerEventData eventData) - { + + /* + Place this item in the given slot. + Only does GUI stuff here, inventory code is handled elsewhere. + */ + public void Place(ItemSlot slot) { + // Cannot pass it null. + if(slot == null) throw new ArgumentNullException(nameof(slot)); + + // Inform our current slot that we've moved. + if(itemSlot != null) itemSlot.item = null; - position = transform.position; + itemSlot = slot; + slot.item = this; + ResetPosition(); + } + + /* + When the item is getting dragged, make it semi-transparent. + */ + public void OnBeginDrag(PointerEventData eventData) { canvasGroup.alpha = .6f; canvasGroup.blocksRaycasts = false; } - public void OnDrag(PointerEventData eventData) - { - + /* + Update its position while it's getting dragged. + */ + public void OnDrag(PointerEventData eventData) { rectTransform.anchoredPosition += eventData.delta; - } - public void OnEndDrag(PointerEventData eventData) - { - - if (position != null) - { - transform.position = position.Value; - } + /* + When the item has been let go, make it opaque and center it on its slot. + */ + public void OnEndDrag(PointerEventData eventData) { + ResetPosition(); canvasGroup.alpha = 1f; canvasGroup.blocksRaycasts = true; } - public void OnPointerDown(PointerEventData eventData) - { - + public void OnPointerDown(PointerEventData eventData) { } - + + /* + When the user clicks on this box, display the tooltip. + (OnPointerClick only triggers if you press and release on the same object) + */ + public void OnPointerClick(PointerEventData eventData) { + if(itemSlot != null && item != null) + itemSlot.DisplayToolTip(); + } + } } diff --git a/MrBigsock/Assets/Code/UI/ItemSlot.cs b/MrBigsock/Assets/Code/UI/ItemSlot.cs index d4cbdcd1dc3120f3a1e7e43423c6088fc9f7dc15..c611d0597827b01fcf372ab8ffcdd30c181e18e3 100644 --- a/MrBigsock/Assets/Code/UI/ItemSlot.cs +++ b/MrBigsock/Assets/Code/UI/ItemSlot.cs @@ -2,6 +2,8 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; + + using BigSock.Item; @@ -14,48 +16,70 @@ namespace BigSock.UI public ItemPref item; public Inventory inventory; + // Indicates if the special update code has ran yet. bool firstRan = false; public void Start() { + // Set the change indicator to false. transform.hasChanged = false; - if(transform.hasChanged) { - //Debug.Log($"[ItemSlot.Start({GetInstanceID()})] {transform.position}"); - - } } public void Update() { - // If it hasn't ran before, and the position has changed, update the ItemPref. + /* + If it hasn't ran before, and the position has changed, update the ItemPref. + - This is to move the item to the item slot when it starts + - This has to be this way because the item slot is hoisted in the corner until this point. + */ if(!firstRan && transform.hasChanged) { transform.hasChanged = false; firstRan = true; - if(item != null) { - //Debug.Log($"[ItemSlot.Update({GetInstanceID()})] Item: {item?.transform?.position}, Slot: {transform.position}"); - item.transform.position = transform.position; - } + item?.ResetPosition(); } } - public void OnDrop(PointerEventData eventData) - { - if (eventData.pointerDrag != null) - { - var itemPref = eventData.pointerDrag.GetComponent<ItemPref>(); - if (itemPref != null) - { - var didMove = inventory.MoveItem(itemPref.item, itemPref.itemSlot.inventoryType, - itemPref.itemSlot.position, inventoryType, position); - if (didMove) - { - itemPref.itemSlot.item = null; - itemPref.itemSlot = this; - item = itemPref; - eventData.pointerDrag.transform.position = transform.position; - itemPref.position = null; - } - } - } + /* + When the user drops an item on this slot, try to move them + */ + public void OnDrop(PointerEventData eventData) { + // Get the item prefab that was dropped. + var itemPref = eventData?.pointerDrag?.GetComponent<ItemPref>(); + + // Cancel if we didn't move an item prefab, or it was empty. + if(itemPref?.item == null) return; + + // Try to move the item in the inventory. + var didMove = inventory.MoveItem( + itemPref.item, itemPref.itemSlot.inventoryType, + itemPref.itemSlot.position, inventoryType, + position + ); + + // If we successfully moved the item in the inventory: update the gui. + if (didMove) itemPref.Place(this); + + /* + Notes: + - This doesn't handle what to do if this slot already had an item. + - This isn't a problem currently, since the inventory system will refuse to move an item into an occupied slot. + - If we want to add features to swap 2 items, this will need to be addressed. + */ + } + + /* + Display the tooltip for our item onto the screen. + */ + public void DisplayToolTip() { + // We must have an item. + if(item?.item == null) return; + + // Find the inventory pannel we belong to. + var inventoryPanel = transform.parent?.parent?.GetComponent<InventoryPanel>(); + if(inventoryPanel == null) return; + + // Set the tooltip. + inventoryPanel.SetToolTip(item.item.GetToolTip()); } + } } diff --git a/MrBigsock/Assets/Code/attack/AttackMovement.cs b/MrBigsock/Assets/Code/attack/AttackMovement.cs index aa7795a3385fed211ac5008c6d464885cd9634fa..544246477882d1ba0c2d97b74e987cd0929497de 100644 --- a/MrBigsock/Assets/Code/attack/AttackMovement.cs +++ b/MrBigsock/Assets/Code/attack/AttackMovement.cs @@ -14,7 +14,7 @@ namespace BigSock { public float speed = 10.0f; bool moved = false; //Vector3 direction; - Vector3 startingPos; + Vector2 startingPos; /* Damage of the character. @@ -38,7 +38,7 @@ namespace BigSock { /* The direction of the attack. */ - public Vector3 Direction { get; set; } + public Vector2 Direction { get; set; } // Start is called before the first frame update @@ -51,12 +51,6 @@ namespace BigSock { { if (!moved) { - //var mouse = Camera.main.ScreenToWorldPoint(Input.mousePosition); - //var pos = transform.position; - //var temp = (mouse - pos); - //temp.z = 0; - //direction = temp.normalized; - //print($"[AttackMovement.Update()] {mouse} - {pos} = {direction}"); startingPos = transform.position; moved = true; } diff 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