Organised and added fan art
This commit is contained in:
44
Assets/Scripts/UI/FruitBowlController.cs
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44
Assets/Scripts/UI/FruitBowlController.cs
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using Fruitomation.Global;
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using UnityEngine.UI;
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using UnityEngine;
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namespace Fruitomation.UI
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{
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public class FruitBowlController : MonoBehaviour
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{
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[Header("UI Elements")]
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[SerializeField] private Button UpgradesButton;
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[SerializeField] private Button SimulateButton;
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[SerializeField] private Button BuildButton;
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[SerializeField] private Button PauseButton;
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[SerializeField] private Text MoneyText;
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private void Awake()
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{
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UpgradesButton.onClick.AddListener(() =>
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{
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GameStateController.State = GameState.UpgradeMenu;
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});
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SimulateButton.onClick.AddListener(() =>
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{
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GameStateController.State = GameState.Simulation;
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});
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BuildButton.onClick.AddListener(() =>
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{
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GameStateController.State = GameState.Building;
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});
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PauseButton.onClick.AddListener(() =>
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{
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GameStateController.State = GameState.Paused;
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});
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}
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private void Update()
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{
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MoneyText.text = $"Current Money: ${MoneyController.Current}";
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}
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}
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}
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11
Assets/Scripts/UI/FruitBowlController.cs.meta
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11
Assets/Scripts/UI/FruitBowlController.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 4b0d01280f650064a9dc9ef817c8930a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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79
Assets/Scripts/UI/GameCursor.cs
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79
Assets/Scripts/UI/GameCursor.cs
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using System.Collections.Generic;
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using Fruitomation.Game;
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using UnityEngine;
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namespace Fruitomation.UI
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{
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public class GameCursor : MonoBehaviour
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{
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[Header("References")]
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[SerializeField] private Camera ActiveCamera;
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[SerializeField] private CircleCollider2D CursorCollider;
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[SerializeField] private RectTransform RectTransform;
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private readonly ContactFilter2D ContactFilter = new();
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private readonly List<Collider2D> Colliders = new();
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private float CurrentMouseClickStrength;
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private float StartOfMouseClick;
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private void UpdatePosition()
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{
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Ray ray = ActiveCamera.ScreenPointToRay(Input.mousePosition);
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float t = -ray.origin.z / ray.direction.z;
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Vector2 position = ray.origin + t * ray.direction;
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transform.position = position;
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}
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private void UpdateMouseState()
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{
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const float MIN_STRENGTH = 0.5f;
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if (Input.GetMouseButtonUp(0))
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{
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CurrentMouseClickStrength = MIN_STRENGTH;
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CursorCollider.radius = CurrentMouseClickStrength * 30f;
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Physics2D.OverlapCollider(CursorCollider, ContactFilter, Colliders);
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foreach (Collider2D col in Colliders)
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{
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if (col.transform.name == "Sprite")
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{
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FruitBehaviour fruit = col.GetComponentInParent<FruitBehaviour>();
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Debug.Assert(fruit != null, "Couldn't find FruitBehaviour");
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fruit.TriggerDestruction();
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}
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}
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}
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if (Input.GetMouseButton(0))
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{
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if (Input.GetMouseButtonDown(0))
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{
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StartOfMouseClick = Time.time;
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CurrentMouseClickStrength = MIN_STRENGTH;
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return;
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}
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CurrentMouseClickStrength = Time.time - StartOfMouseClick;
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CurrentMouseClickStrength = Mathf.Clamp(CurrentMouseClickStrength, MIN_STRENGTH, 1.7f);
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}
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else
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{
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CurrentMouseClickStrength = MIN_STRENGTH;
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}
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}
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private void Update()
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{
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UpdateMouseState();
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UpdatePosition();
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RectTransform.localScale = new Vector3(CurrentMouseClickStrength, CurrentMouseClickStrength, 1f);
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}
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}
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}
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3
Assets/Scripts/UI/GameCursor.cs.meta
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3
Assets/Scripts/UI/GameCursor.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 4c69710c42ff4ee0bb660893e59c12fe
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timeCreated: 1774874748
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@@ -1,4 +1,5 @@
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using UnityEngine.UI;
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using Fruitomation.Global;
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using UnityEngine.UI;
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using UnityEngine;
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namespace Fruitomation.UI
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