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4 Commits

72 changed files with 1952 additions and 230 deletions

8
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//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.14.1
// version 1.14.2
// from Assets/InputSystem_Actions.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
@ -172,6 +172,15 @@ public partial class @InputControls: IInputActionCollection2, IDisposable
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Pause"",
""type"": ""Button"",
""id"": ""ce6f0bdb-8150-43d4-8aeb-134e15b5c867"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
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@ -559,6 +568,17 @@ public partial class @InputControls: IInputActionCollection2, IDisposable
""action"": ""Crouch"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""e65235e0-3265-472c-b736-66dbd6363247"",
""path"": """",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Pause"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
},
@ -1153,6 +1173,7 @@ public partial class @InputControls: IInputActionCollection2, IDisposable
m_Player_Previous = m_Player.FindAction("Previous", throwIfNotFound: true);
m_Player_Next = m_Player.FindAction("Next", throwIfNotFound: true);
m_Player_Sprint = m_Player.FindAction("Sprint", throwIfNotFound: true);
m_Player_Pause = m_Player.FindAction("Pause", throwIfNotFound: true);
// UI
m_UI = asset.FindActionMap("UI", throwIfNotFound: true);
m_UI_Navigate = m_UI.FindAction("Navigate", throwIfNotFound: true);
@ -1255,6 +1276,7 @@ public partial class @InputControls: IInputActionCollection2, IDisposable
private readonly InputAction m_Player_Previous;
private readonly InputAction m_Player_Next;
private readonly InputAction m_Player_Sprint;
private readonly InputAction m_Player_Pause;
/// <summary>
/// Provides access to input actions defined in input action map "Player".
/// </summary>
@ -1303,6 +1325,10 @@ public partial class @InputControls: IInputActionCollection2, IDisposable
/// </summary>
public InputAction @Sprint => m_Wrapper.m_Player_Sprint;
/// <summary>
/// Provides access to the underlying input action "Player/Pause".
/// </summary>
public InputAction @Pause => m_Wrapper.m_Player_Pause;
/// <summary>
/// Provides access to the underlying input action map instance.
/// </summary>
public InputActionMap Get() { return m_Wrapper.m_Player; }
@ -1355,6 +1381,9 @@ public partial class @InputControls: IInputActionCollection2, IDisposable
@Sprint.started += instance.OnSprint;
@Sprint.performed += instance.OnSprint;
@Sprint.canceled += instance.OnSprint;
@Pause.started += instance.OnPause;
@Pause.performed += instance.OnPause;
@Pause.canceled += instance.OnPause;
}
/// <summary>
@ -1393,6 +1422,9 @@ public partial class @InputControls: IInputActionCollection2, IDisposable
@Sprint.started -= instance.OnSprint;
@Sprint.performed -= instance.OnSprint;
@Sprint.canceled -= instance.OnSprint;
@Pause.started -= instance.OnPause;
@Pause.performed -= instance.OnPause;
@Pause.canceled -= instance.OnPause;
}
/// <summary>
@ -1756,6 +1788,13 @@ public partial class @InputControls: IInputActionCollection2, IDisposable
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnSprint(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Pause" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnPause(InputAction.CallbackContext context);
}
/// <summary>
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "UI" which allows adding and removing callbacks.

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{
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fileFormatVersion: 2
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folderAsset: yes
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using UnityEngine;
namespace Data
{
[CreateAssetMenu(menuName = "Level")]
public class Level : ScriptableObject
{
public AudioClip BGM => bgm;
public string SceneName => sceneName;
[SerializeField] private AudioClip bgm;
[SerializeField] private string sceneName;
}
}

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using UnityEngine;
namespace Data
{
[CreateAssetMenu(menuName = "UnitData")]
public class UnitData : ScriptableObject
{
public string UnitName;
public float MoveSpeed;
}
}

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fileFormatVersion: 2
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@ -1,11 +0,0 @@
using UnityEngine;
[CreateAssetMenu(menuName = "Level")]
public class Level : ScriptableObject
{
public AudioClip BGM => bgm;
public string SceneName => sceneName;
[SerializeField] private AudioClip bgm;
[SerializeField] private string sceneName;
}

View File

@ -0,0 +1,52 @@
using System.Collections.Generic;
using State;
using State.GameStateMachine;
using State.PawnStateMachine;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.UI;
namespace Managers
{
public class PlayerJoiner : MonoBehaviour
{
[SerializeField] private GameStateMachine stateMachine;
[SerializeField] private PlayerInputManager playerInputManager;
[SerializeField] private GameObject[] characterPrefabs = new GameObject[2];
private readonly List<PlayerInput> _players = new();
private PlayerInput _currentUIOwner;
private void OnEnable()
{
playerInputManager.onPlayerJoined += HandlePlayerJoined;
playerInputManager.onPlayerLeft += HandlePlayerLeft;
}
private void OnDisable()
{
playerInputManager.onPlayerJoined -= HandlePlayerJoined;
playerInputManager.onPlayerLeft -= HandlePlayerLeft;
}
private void HandlePlayerJoined(PlayerInput playerInput)
{
Debug.Log("Player joined!");
_players.Add(playerInput);
// TODO: Move all of this to a player spawner
GameStateMachine.Instance.ChangeState(new PlayLevel());
var character = Instantiate(characterPrefabs[_players.Count - 1]);
var playerStateMachine = playerInput.gameObject.GetComponent<PawnStateMachine>();
playerStateMachine.controlledPawn = character.GetComponent<Pawn>();
playerInput.actions.Enable();
}
private void HandlePlayerLeft(PlayerInput playerInput)
{
_players.Remove(playerInput);
if(_currentUIOwner == playerInput) _currentUIOwner = null;
}
}
}

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fileFormatVersion: 2
guid: 6c77688db5ee421faec9592570fa3db8
timeCreated: 1755234020

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using UnityEngine;
namespace Managers
{
public class SceneManager : MonoBehaviour
{
}
}

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fileFormatVersion: 2
guid: 544fd6c0f88f7f647bd2ed389d8e3747

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using UnityEngine;
using UnityEngine.Serialization;
namespace Managers
{
@ -6,10 +7,10 @@ namespace Managers
{
public static Services Instance { get; private set; }
public SceneManager SceneManager => sceneManager;
public PlayerJoiner PlayerJoiner => playerJoiner;
public BGM BGM => bgm;
[SerializeField] private SceneManager sceneManager;
[FormerlySerializedAs("inputCoordinator")] [FormerlySerializedAs("inputManager")] [FormerlySerializedAs("inputRouter")] [SerializeField] private PlayerJoiner playerJoiner;
[SerializeField] private BGM bgm;
public void Awake()

41
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using System;
using Data;
using UnityEngine;
public class Pawn : MonoBehaviour
{
public Animator Animator => animator;
[SerializeField] private UnitData unitData;
[SerializeField] private SpriteRenderer spriteRenderer;
[SerializeField] private Animator animator;
private Vector2 _moveInput;
public virtual void HandleIdle()
{
animator.Play("Idle");
}
public virtual void HandleMove(Vector2 input)
{
_moveInput = input;
animator.Play(input.magnitude > 0 ? "Walk" : "Idle");
if (_moveInput.magnitude > 0)
transform.localScale = new Vector3(_moveInput.x > 0 ? 1 : -1, 1, 1);
}
public virtual float HandleAttack(string attackName)
{
animator.Play(attackName);
animator.Update(0f);
var state = animator.GetCurrentAnimatorStateInfo(0);
return state.length * state.speed;
}
private void FixedUpdate()
{
transform.Translate(_moveInput * unitData.MoveSpeed);
}
}

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fileFormatVersion: 2
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using System;
using State;
using State.PawnStateMachine;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Player
{
[RequireComponent(typeof(PlayerInput))]
public class InputRouter : MonoBehaviour
{
private PlayerInput _playerInput;
private PawnStateMachine pawnStateMachine;
private InputActionMap _map;
private void Awake()
{
_playerInput = GetComponent<PlayerInput>();
pawnStateMachine = GetComponent<PawnStateMachine>();
_map = _playerInput.actions.FindActionMap("Player", throwIfNotFound: true);
}
private void OnEnable()
{
_map["Move"].performed += OnMovePerformed;
_map["Move"].canceled += OnMoveCanceled;
_map["Attack"].performed += OnAttackPerformed;
_map["Jump"].performed += OnJumpPerformed;
_map["Pause"].performed += OnPausePerformed;
}
private void OnDisable()
{
_map["Move"].performed -= OnMovePerformed;
_map["Move"].canceled -= OnMoveCanceled;
_map["Attack"].performed -= OnAttackPerformed;
_map["Jump"].performed -= OnJumpPerformed;
_map["Pause"].performed -= OnPausePerformed;
}
private void OnJumpPerformed(InputAction.CallbackContext obj)
{
pawnStateMachine.Issue(GameState.Command.Jump);
}
private void OnPausePerformed(InputAction.CallbackContext obj)
{
throw new NotImplementedException();
}
private void OnAttackPerformed(InputAction.CallbackContext obj)
{
pawnStateMachine.Issue(GameState.Command.Attack);
}
private void OnMoveCanceled(InputAction.CallbackContext obj)
{
pawnStateMachine.SetMove(Vector2.zero);
}
private void OnMovePerformed(InputAction.CallbackContext obj)
{
pawnStateMachine.SetMove(obj.ReadValue<Vector2>());
}
}
}

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fileFormatVersion: 2
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using UnityEngine;
using UnityEngine.InputSystem;
namespace Player
{
[RequireComponent(typeof(PlayerInput))]
public class Player : MonoBehaviour
{
private void Awake()
{
DontDestroyOnLoad(gameObject);
}
}
}

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fileFormatVersion: 2
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using System;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
private InputControls _controls;
private Vector2 _input;
[SerializeField] private float speed;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
_controls = new InputControls();
_controls.Enable();
}
// Update is called once per frame
void Update()
{
_input = _controls.Player.Move.ReadValue<Vector2>();
}
private void FixedUpdate()
{
transform.Translate(_input.normalized * speed);
}
}

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fileFormatVersion: 2
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using UnityEngine;
namespace State
{
public abstract class GameState
{
public enum Command { Attack, Jump, Pause }
protected StateMachine StateMachine;
public virtual void OnEnter(StateMachine machine)
{
StateMachine = machine;
}
public virtual void OnExit() { }
public virtual void Update() { }
public virtual void Handle(Command command) { }
public virtual void Handle(Vector2 input) { }
}
}

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namespace State.GameStateMachine
{
public class Cutscene : GameState
{
public override void OnExit()
{
throw new System.NotImplementedException();
}
public override void Update()
{
throw new System.NotImplementedException();
}
}
}

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using System;
using UnityEngine;
namespace State.GameStateMachine
{
public class GameStateMachine : StateMachine
{
public static GameStateMachine Instance;
private void Awake()
{
if (Instance) Destroy(gameObject);
Instance = this;
DontDestroyOnLoad(gameObject);
ChangeState(new MainMenu());
}
}
}

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fileFormatVersion: 2
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namespace State.GameStateMachine
{
public class MainMenu : GameState
{
public override void OnExit()
{
}
public override void Update()
{
}
}
}

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fileFormatVersion: 2
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namespace State.GameStateMachine
{
public class Paused : GameState
{
public override void OnExit()
{
throw new System.NotImplementedException();
}
public override void Update()
{
throw new System.NotImplementedException();
}
}
}

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namespace State.GameStateMachine
{
public class PlayLevel : GameState
{
public override void OnEnter(StateMachine machine)
{
base.OnEnter(machine);
}
public override void OnExit()
{
}
public override void Update()
{
}
}
}

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using System.Collections;
using UnityEngine;
namespace State.PawnStateMachine
{
public class Attack : GameState
{
public override void OnEnter(StateMachine machine)
{
base.OnEnter(machine);
StateMachine.StartCoroutine(PlayAttackAnimation());
}
private IEnumerator PlayAttackAnimation()
{
var animationLength = ((PawnStateMachine)StateMachine).controlledPawn.HandleAttack("Attack1");
yield return new WaitForSeconds(animationLength);
StateMachine.ChangeState(new Idle());
}
}
}

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using UnityEngine;
namespace State.PawnStateMachine
{
public class Idle : GameState
{
public override void OnEnter(StateMachine machine)
{
base.OnEnter(machine);
((PawnStateMachine)StateMachine).controlledPawn.HandleIdle();
}
public override void Handle(Vector2 input)
{
base.Handle(input);
((PawnStateMachine)StateMachine).controlledPawn.HandleMove(input);
}
public override void Handle(Command command)
{
base.Handle(command);
var newState = command switch
{
Command.Attack => new Attack(),
};
StateMachine.ChangeState(newState);
}
}
}

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using UnityEngine;
namespace State.PawnStateMachine
{
public class PawnStateMachine : StateMachine
{
public Pawn controlledPawn;
private bool _forwardInput;
public void Issue(GameState.Command command)
{
if(_forwardInput) CurrentState?.Handle(command);
}
public void SetMove(Vector2 input)
{
if(_forwardInput) CurrentState?.Handle(input);
}
private void Awake()
{
GameStateMachine.GameStateMachine.Instance.OnStateChange += HandleStateChange;
HandleStateChange(GameStateMachine.GameStateMachine.Instance.CurrentState);
ChangeState(new Idle());
}
private void HandleStateChange(GameState newState)
{
_forwardInput = newState switch
{
GameStateMachine.PlayLevel => true,
_ => false
};
}
}
}

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using System;
using UnityEngine;
namespace State
{
public class StateMachine : MonoBehaviour
{
public event Action<GameState> OnStateChange;
public GameState CurrentState { get; protected set; }
public void ChangeState(GameState newState)
{
CurrentState?.OnExit();
CurrentState = newState;
CurrentState?.OnEnter(this);
OnStateChange?.Invoke(CurrentState);
}
private void Update()
{
CurrentState?.Update();
}
}
}

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