diff --git a/.gitignore b/.gitignore index ee7c00e..5aafcbb 100644 --- a/.gitignore +++ b/.gitignore @@ -1,38 +1,12 @@ -# ---> Unity -# This .gitignore file should be placed at the root of your Unity project directory -# -# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore -# /[Ll]ibrary/ /[Tt]emp/ /[Oo]bj/ /[Bb]uild/ /[Bb]uilds/ -/[Ll]ogs/ -/[Uu]ser[Ss]ettings/ +/Assets/AssetStoreTools* -# MemoryCaptures can get excessive in size. -# They also could contain extremely sensitive data -/[Mm]emoryCaptures/ - -# Recordings can get excessive in size -/[Rr]ecordings/ - -# Uncomment this line if you wish to ignore the asset store tools plugin -# /[Aa]ssets/AssetStoreTools* - -# Autogenerated Jetbrains Rider plugin -/[Aa]ssets/Plugins/Editor/JetBrains* - -# Visual Studio cache directory -.vs/ - -# Gradle cache directory -.gradle/ - -# Autogenerated VS/MD/Consulo solution and project files +# Autogenerated VS/MD solution and project files ExportedObj/ -.consulo/ *.csproj *.unityproj *.sln @@ -43,32 +17,14 @@ ExportedObj/ *.pidb *.booproj *.svd -*.pdb -*.mdb -*.opendb -*.VC.db + # Unity3D generated meta files *.pidb.meta -*.pdb.meta -*.mdb.meta -# Unity3D generated file on crash reports +# Unity3D Generated File On Crash Reports sysinfo.txt # Builds *.apk -*.aab *.unitypackage -*.app - -# Crashlytics generated file -crashlytics-build.properties - -# Packed Addressables -/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* - -# Temporary auto-generated Android Assets -/[Aa]ssets/[Ss]treamingAssets/aa.meta -/[Aa]ssets/[Ss]treamingAssets/aa/* - diff --git a/.vsconfig b/.vsconfig new file mode 100644 index 0000000..d70cd98 --- /dev/null +++ b/.vsconfig @@ -0,0 +1,6 @@ +{ + "version": "1.0", + "components": [ + "Microsoft.VisualStudio.Workload.ManagedGame" + ] +} diff --git a/Assets/Animation.meta b/Assets/Animation.meta new file mode 100644 index 0000000..91f6708 --- /dev/null +++ b/Assets/Animation.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 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+using UnityEngine.UI; + +/// +/// The Game Controller manages the general play of the game. It handles tracking +/// and management of the player's pool of resources and the automatic increase of +/// the pool over time. +/// +/// Attach this class to an empty game object in your Hierarchy panel. +/// +/// This idle game is a clone of the Cookie Clicker application at http://orteil.dashnet.org/cookieclicker/ +/// +public class GameController : MonoBehaviour { + + #region Properties + /// + /// How much is in the player's pool + /// + private float _pool; + public float Pool + { + get + { + return _pool; + } + + set + { + _pool = value; + poolText.text = PoolTextPrefix + _pool.ToString("0.00"); + } + } + + /// + /// How much the pool is automatically incremented per second + /// + private float _increasePerSecond; + public float IncreasePerSecond + { + get + { + return _increasePerSecond; + } + + set + { + _increasePerSecond = value; + rateText.text = "per second: " + _increasePerSecond.ToString("0.0"); + } + } + + /// + /// The pool text prefix. + /// + public string PoolTextPrefix; + + /// + /// Represents the click power of each button click. Each button click + /// will add this much to the player's pool. + /// + [Tooltip("How many reasources the player will make when they hit the button.")] + public float powerPerClick = 1; + + // In the Hierarchy panel, select the empty game object that holds this controller, + // drag and drop each game object onto these properties in the inspector panel. + [Header("Object References")] + public Text poolText; + public Text rateText; + #endregion + + #region Methods + /**** + * Button click event handler for the main game button. Select the game button in + * the hierarchy. In the inspector find the On Click() section and click the + button + * drag the game controller from the hierarchy onto the object reference in the click + * section. Then select GameController.ClickedButton from the method drop down. + *****/ + public void ClickedButton() + { + // Each button click will increment the pool by the click power value. + Pool += powerPerClick; + } + #endregion + + #region MonoBehavior + // Use this for initialization + void Start() + { + Pool = 0; + IncreasePerSecond = 0; + } + + // Update is called once per frame + void Update() + { + // Each second the game is running, increment the pool by the Increase per second + // value. Increase per second is increased by purchasing upgrades from the store. + Pool += IncreasePerSecond * Time.deltaTime; + } + #endregion + +} diff --git a/Assets/Scripts/GameController.cs.meta b/Assets/Scripts/GameController.cs.meta new file mode 100644 index 0000000..f76627a --- /dev/null +++ b/Assets/Scripts/GameController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4ac649b3c4a40264396b80070314cbd4 +timeCreated: 1484054031 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/StoreItem.cs b/Assets/Scripts/StoreItem.cs new file mode 100644 index 0000000..88b54d5 --- /dev/null +++ b/Assets/Scripts/StoreItem.cs @@ -0,0 +1,101 @@ +using UnityEngine; +using UnityEngine.UI; + +// The item can do one of two things, increase the power of the +// player's click on the main button, or increase the amount of +// resources generated each second during the game loop. +public enum ItemType +{ + ClickPower, + PerSecondIncrease +} + +/// +/// This class is attached to each store button in the store menu. It represents the +/// behavior of each upgrade that the player may purchase in the game. +/// +public class StoreItem : MonoBehaviour { + + #region Properties + // What does this upgrade affect? Power per second or power per click + public ItemType itemType; + + [Tooltip("How much will this upgrade cost")] + public int cost; + + [Tooltip("If purchased, how much will it increase this")] + public float increaseAmount; + + // In the Hierarchy panel, select the button for this upgrade, + // drag and drop each game object onto these properties in the inspector panel. + [Header("Object References")] + public Text costText; + public Text qtyText; + #endregion + + #region Local Properties + // Total number of this item purchased by the player. + private int qty; + // A reference to the game controller script + private GameController controller; + // A reference to the button that this script is attached to + private Button button; + #endregion + + #region Methods + /***** + * This is a button event handler for the button that this script is attached to. + * There is no need to wire this handler to the button in the Inspector panel, + * rather this method is assigned in the Start method using AddListener(). + * The purpose of this method is to apply the upgrade values to the properties + * of the Game Controller, and to update the properties(statistics) of this script. + *****/ + public void ButtonClicked() + { + // Remove the cost of this upgrade from the player's pool + controller.Pool -= cost; + // Increment the Game Controller value based on the type of this upgrade. + switch (itemType) + { + case ItemType.ClickPower: + controller.powerPerClick += increaseAmount; + break; + case ItemType.PerSecondIncrease: + controller.IncreasePerSecond += increaseAmount; + break; + } + + // increase the number of times this upgrade was purchased + qty++; + qtyText.text = qty.ToString(); + } + #endregion + + #region MonoBehavior + // Use this for initialization + void Start() + { + // Set the initial properties of this upgrade + qty = 0; + qtyText.text = qty.ToString(); + costText.text = cost.ToString(); + + // Get a reference to the button that this script is attached to + // and assign and event listener + button = transform.GetComponent