Ken Schaefer
8 months ago
172 changed files with 15574 additions and 0 deletions
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||||
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@ -0,0 +1,29 @@
|
||||
using UnityEngine; |
||||
public class Entity : ScriptableObject |
||||
{ |
||||
public string Name; |
||||
public int Age; |
||||
string Faction; |
||||
public string Occupation; |
||||
public int Level = 1; |
||||
public int Health = 2; |
||||
public int Strength = 1; |
||||
public int Magic = 0; |
||||
public int Defense = 0; |
||||
public int Speed = 1; |
||||
public int Damage = 1; |
||||
public int Armor = 0; |
||||
public int NoOfAttacks = 1; |
||||
public string Weapon; |
||||
public Vector2 Position; |
||||
|
||||
public void TakeDamage(int Amount) |
||||
{ |
||||
Health = Health - Mathf.Clamp((Amount - Armor), 0, int.MaxValue); |
||||
} |
||||
|
||||
public void Attack(Entity Entity) |
||||
{ |
||||
Entity.TakeDamage(Strength); |
||||
} |
||||
} |
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|
||||
using UnityEngine; |
||||
|
||||
public class NPC : MonoBehaviour |
||||
{ |
||||
public string Name; |
||||
[Range(0, 100)] |
||||
public int Age; |
||||
//[PopUp("Good Guy", "Independent", "Bad Guy")] |
||||
public string Faction; |
||||
//[PopUp("Mayor", "Shopkeep", "Layabout")] |
||||
public string Occupation; |
||||
[Range(0, 10)] |
||||
public int Level; |
||||
} |
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|
||||
using UnityEngine; |
||||
public class Player : Entity |
||||
{ |
||||
public string[] inventory; |
||||
public string[] skills; |
||||
public int money; |
||||
} |
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folderAsset: yes |
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timeCreated: 1493304564 |
||||
licenseType: Free |
||||
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@ -0,0 +1,112 @@
|
||||
using System.Collections; |
||||
using System.Collections.Generic; |
||||
using UnityEngine; |
||||
using UnityEngine.UI; |
||||
|
||||
/// <summary> |
||||
/// This is attached to an empty game object in the battle scene. This class |
||||
/// manages all aspects of the battle that occurs. |
||||
/// </summary> |
||||
public class BattleManager : MonoBehaviour { |
||||
|
||||
// The locations where enemies may appear within the scene. |
||||
public GameObject[] EnemySpawnPoints; |
||||
// The enemies that may be placed on the spawn points |
||||
public GameObject[] EnemyPrefabs; |
||||
// When enemies are placed they slide into place based on the curve |
||||
public AnimationCurve SpawnAnimationCurve; |
||||
// Reference to the actions that a player may perform |
||||
public CanvasGroup theButtons; |
||||
// The number of enemies in the scene |
||||
private int enemyCount; |
||||
|
||||
// This enumeration defines the components of a turn |
||||
enum BattlePhase |
||||
{ |
||||
PlayerAttack, |
||||
EnemyAttack |
||||
} |
||||
// Track which phase of the turn we are on |
||||
private BattlePhase phase; |
||||
|
||||
// Use this for initialization |
||||
void Start () { |
||||
// Calculate how many enemies will be in the scene (battle) |
||||
enemyCount = Random.Range(1, EnemySpawnPoints.Length); |
||||
// Spawn the enemies in |
||||
StartCoroutine(SpawnEnemies()); |
||||
// Set the beginning battle phase - player always has initiative in this game |
||||
phase = BattlePhase.PlayerAttack; |
||||
} |
||||
|
||||
void Update() |
||||
{ |
||||
// Control the display of the player action buttons. Only show when it is the |
||||
// player's turn |
||||
if (phase == BattlePhase.PlayerAttack) |
||||
{ |
||||
theButtons.alpha = 1; |
||||
theButtons.interactable = true; |
||||
theButtons.blocksRaycasts = true; |
||||
} |
||||
else |
||||
{ |
||||
theButtons.alpha = 0; |
||||
theButtons.interactable = false; |
||||
theButtons.blocksRaycasts = false; |
||||
} |
||||
} |
||||
|
||||
/// <summary> |
||||
/// A player action. This action leaves the battle scene and returns to the world. |
||||
/// </summary> |
||||
public void RunAway() |
||||
{ |
||||
GameState.justExitedBattle = true; |
||||
NavigationManager.NavigateTo("Overworld"); |
||||
} |
||||
|
||||
/// <summary> |
||||
/// This method creates enemies from the prefabs and calls the method |
||||
/// that moves the enemies to the spawn points. |
||||
/// </summary> |
||||
/// <returns></returns> |
||||
IEnumerator SpawnEnemies() |
||||
{ |
||||
// Spawn enemies in over time |
||||
for (int i = 0; i < enemyCount; i++) |
||||
{ |
||||
var newEnemy = (GameObject)Instantiate(EnemyPrefabs[0]); |
||||
newEnemy.transform.position = new Vector3(10, -1, 0); |
||||
|
||||
yield return StartCoroutine(MoveCharacterToPoint(EnemySpawnPoints[i], newEnemy)); |
||||
newEnemy.transform.parent = EnemySpawnPoints[i].transform; |
||||
} |
||||
} |
||||
|
||||
/// <summary> |
||||
/// Moves the character into position using an animation that slides the char into place. |
||||
/// </summary> |
||||
/// <param name="destination"></param> |
||||
/// <param name="character"></param> |
||||
/// <returns></returns> |
||||
IEnumerator MoveCharacterToPoint(GameObject destination, GameObject character) |
||||
{ |
||||
float timer = 0f; |
||||
var StartPosition = character.transform.position; |
||||
if (SpawnAnimationCurve.length > 0) |
||||
{ |
||||
while (timer < SpawnAnimationCurve.keys[SpawnAnimationCurve.length - 1].time) |
||||
{ |
||||
character.transform.position = Vector3.Lerp(StartPosition, destination.transform.position, SpawnAnimationCurve.Evaluate(timer)); |
||||
|
||||
timer += Time.deltaTime; |
||||
yield return new WaitForEndOfFrame(); |
||||
} |
||||
} |
||||
else |
||||
{ |
||||
character.transform.position = destination.transform.position; |
||||
} |
||||
} |
||||
} |
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2 |
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guid: fb9db9b0b5dce48819a4f5a81f0e8cbc |
||||
timeCreated: 1493211347 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,78 @@
|
||||
using System.Collections; |
||||
using System.Collections.Generic; |
||||
using UnityEngine; |
||||
using UnityEngine.SceneManagement; |
||||
|
||||
/// <summary> |
||||
/// This script is attached to "Zone" objects in the world scene. When the player collides with |
||||
/// the zone, there is a chance of a battle. This script will load that battle scene when a |
||||
/// battle occurs. |
||||
/// </summary> |
||||
public class RandomBattle : MonoBehaviour { |
||||
|
||||
public int battleProbability; |
||||
int encounterChance = 100; |
||||
public int secondsBetweenBattles; |
||||
public string battleSceneName; |
||||
|
||||
/// <summary> |
||||
/// When a player object enters the 'zone' there is a chance for a battle |
||||
/// </summary> |
||||
/// <param name="col"></param> |
||||
void OnTriggerEnter2D(Collider2D col) |
||||
{ |
||||
// Prevents a loop condition between the world and the battle scene |
||||
if (!GameState.justExitedBattle) |
||||
{ |
||||
// Roll the dice |
||||
encounterChance = Random.Range(1, 100); |
||||
// Check the DC :) |
||||
if (encounterChance > battleProbability) |
||||
{ |
||||
StartCoroutine(RecalculateChance()); |
||||
} |
||||
} |
||||
else |
||||
{ |
||||
StartCoroutine(RecalculateChance()); |
||||
GameState.justExitedBattle = false; |
||||
} |
||||
} |
||||
|
||||
/// <summary> |
||||
/// Continue to roll the dice for a random encounter while the player is in the zone |
||||
/// </summary> |
||||
/// <returns></returns> |
||||
IEnumerator RecalculateChance() |
||||
{ |
||||
while (encounterChance > battleProbability) |
||||
{ |
||||
yield return new WaitForSeconds(secondsBetweenBattles); |
||||
encounterChance = Random.Range(1, 100); |
||||
} |
||||
} |
||||
|
||||
/// <summary> |
||||
/// As long as the player is in the zone, there is a chance of a battle. When |
||||
/// that chance hits, load the battle scene. |
||||
/// </summary> |
||||
/// <param name="col"></param> |
||||
void OnTriggerStay2D(Collider2D col) |
||||
{ |
||||
if (encounterChance <= battleProbability) |
||||
{ |
||||
Debug.Log("Battle"); |
||||
SceneManager.LoadScene(battleSceneName); |
||||
} |
||||
} |
||||
|
||||
/// <summary> |
||||
/// When the player leaves the zone, clean up. |
||||
/// </summary> |
||||
/// <param name="col"></param> |
||||
void OnTriggerExit2D(Collider2D col) |
||||
{ |
||||
encounterChance = 100; |
||||
StopCoroutine(RecalculateChance()); |
||||
} |
||||
} |
@ -0,0 +1,12 @@
|
||||
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guid: 7d5d08dd0970f4e42ace95f57830df75 |
||||
timeCreated: 1493241341 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
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icon: {instanceID: 0} |
||||
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||||
fileFormatVersion: 2 |
||||
guid: 3309bc0486ed2436583d1faf62afc178 |
||||
folderAsset: yes |
||||
timeCreated: 1493153442 |
||||
licenseType: Free |
||||
DefaultImporter: |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,10 @@
|
||||
using UnityEngine; |
||||
|
||||
/// <summary> |
||||
/// This class represents a single conversation between 2 or more characters / players in the game. The |
||||
/// conversation consists of ConversatinEntry items that provide the details of each step of the conversation. |
||||
/// </summary> |
||||
public class Conversation : ScriptableObject |
||||
{ |
||||
public ConversationEntry[] ConversationLines; |
||||
} |
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2 |
||||
guid: 103cdac72ec160241bac90294881c4b6 |
||||
timeCreated: 1492707985 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,10 @@
|
||||
using UnityEngine; |
||||
|
||||
/// <summary> |
||||
/// Attach this script to a character or GameObject. The script allows you to |
||||
/// configure conversations for the character. |
||||
/// </summary> |
||||
public class ConversationComponent : MonoBehaviour |
||||
{ |
||||
public Conversation[] Conversations; |
||||
} |
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2 |
||||
guid: 35ed22f902a1ce148957e66f52f7ec0b |
||||
timeCreated: 1492787269 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,15 @@
|
||||
using UnityEngine; |
||||
|
||||
/// <summary> |
||||
/// This class represents a single conversation element (phrase, sentence, etc.). The properties represent the |
||||
/// components of a dialog UI that may be shown to the player. In this implementation the dialog is shown with a |
||||
/// character name, a small profile photo of the character, and the content of the entry. A given conversation |
||||
/// would comprise of an array of this class. |
||||
/// </summary> |
||||
[System.Serializable] |
||||
public class ConversationEntry |
||||
{ |
||||
public string SpeakingCharacterName; |
||||
public string ConversationText; |
||||
public Sprite DisplayPic; |
||||
} |
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2 |
||||
guid: 7503dc642bf7b6a49956e0b7de39d42e |
||||
timeCreated: 1492704002 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,83 @@
|
||||
using System.Collections; |
||||
using UnityEngine; |
||||
using UnityEngine.UI; |
||||
|
||||
/// <summary> |
||||
/// This Manager is singleton that handles teh display and running of conversations in the game. Other components will |
||||
/// use the StartConversation method to launch a pre-defined conversation component. |
||||
/// </summary> |
||||
public class ConversationManager : Singleton<ConversationManager> |
||||
{ |
||||
//Is there a converastion going on |
||||
bool talking = false; |
||||
|
||||
//The current line of text being displayed |
||||
ConversationEntry currentConversationLine; |
||||
|
||||
//the Canvas Group for the dialog box |
||||
public CanvasGroup dialogBox; |
||||
|
||||
//the image holder |
||||
public Image imageHolder; |
||||
|
||||
//the text holder |
||||
public Text textHolder; |
||||
|
||||
//Guarantee this will always be a singleton only - can't use the constructor! |
||||
protected ConversationManager() { } |
||||
|
||||
/// <summary> |
||||
/// Starts the conversation by getting a reference to the dialog UI and then calling a |
||||
/// coroutine to show the content of the conversation. |
||||
/// </summary> |
||||
/// <param name="conversation">Conversation.</param> |
||||
public void StartConversation(Conversation conversation) |
||||
{ |
||||
dialogBox = GameObject.Find("Dialog Box").GetComponent<CanvasGroup>(); |
||||
imageHolder = GameObject.Find("Speaker Image").GetComponent<Image>(); |
||||
textHolder = GameObject.Find("Dialog Text").GetComponent<Text>(); |
||||
//Start displying the supplied conversation |
||||
if (!talking) |
||||
{ |
||||
StartCoroutine(DisplayConversation(conversation)); |
||||
} |
||||
} |
||||
|
||||
/// <summary> |
||||
/// This coroutine simply iterates through each of the entries in the conversation and displays the content |
||||
/// of the entry in the dialog UI. It waits 3 seconds between entries. This is a very simple implementation of |
||||
/// a conversation that does not maintain state or allow for player input or phrase options. |
||||
/// </summary> |
||||
/// <returns>The conversation.</returns> |
||||
/// <param name="conversation">Conversation.</param> |
||||
IEnumerator DisplayConversation(Conversation conversation) |
||||
{ |
||||
talking = true; |
||||
foreach (var conversationLine in conversation.ConversationLines) |
||||
{ |
||||
currentConversationLine = conversationLine; |
||||
textHolder.text = currentConversationLine.ConversationText; |
||||
imageHolder.sprite = currentConversationLine.DisplayPic; |
||||
yield return new WaitForSeconds(3); |
||||
} |
||||
talking = false; |
||||
} |
||||
|
||||
/// <summary> |
||||
/// This method handles showing and hiding the dialog box for the conversation. It is a |
||||
/// simple alpha switch from visible to invisible. |
||||
/// </summary> |
||||
void OnGUI() |
||||
{ |
||||
if (talking) |
||||
{ |
||||
dialogBox.alpha = 1; |
||||
dialogBox.blocksRaycasts = true; |
||||
} |
||||
else |
||||
{ |
||||
dialogBox.alpha = 0; |
||||
dialogBox.blocksRaycasts = false; |
||||
} |
||||
} |
||||
} |
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2 |
||||
guid: f372b719286df334d9687e377361e395 |
||||
timeCreated: 1492804013 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2 |
||||
guid: f014645aaf7949e4caf57d1c1a392737 |
||||
folderAsset: yes |
||||
timeCreated: 1492719072 |
||||
licenseType: Free |
||||
DefaultImporter: |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,15 @@
|
||||
using UnityEditor; |
||||
using UnityEngine; |
||||
|
||||
public class ConversationAssetCreator : MonoBehaviour |
||||
{ |
||||
// This will create a menu option in the Editor menu to create a conversation asset. |
||||
// The CreateAsset method will fire in response to the menu selection, it uses the |
||||
// CustomAssetUtility helper class to create the Asset file. |
||||
[MenuItem("Assets/Create/Conversation")] |
||||
public static void CreateAsset() |
||||
{ |
||||
// Create an asset file based on the Conversation ScriptableObject. |
||||
CustomAssetUtility.CreateAsset<Conversation>(); |
||||
} |
||||
} |
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2 |
||||
guid: f283568d1fa341a43a98425cb3a90291 |
||||
timeCreated: 1492777585 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,36 @@
|
||||
using System.IO; |
||||
using UnityEditor; |
||||
using UnityEngine; |
||||
|
||||
/// <summary> |
||||
/// Helper class that will create assets for serializable objects. |
||||
/// </summary> |
||||
public static class CustomAssetUtility { |
||||
|
||||
public static void CreateAsset<T>() where T : ScriptableObject |
||||
{ |
||||
string path = AssetDatabase.GetAssetPath(Selection.activeObject); |
||||
if (path == "") |
||||
{ |
||||
path = "Assets"; |
||||
} |
||||
else if (Path.GetExtension(path) != "") |
||||
{ |
||||
path = path.Replace(Path.GetFileName(AssetDatabase.GetAssetPath(Selection.activeObject)), ""); |
||||
} |
||||
CreateAsset<T>(path); |
||||
} |
||||
|
||||
public static void CreateAsset<T>(string path) where T : ScriptableObject |
||||
{ |
||||
T asset = ScriptableObject.CreateInstance<T>(); |
||||
|
||||
string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + "/New " + typeof(T).ToString() + ".asset"); |
||||
|
||||
AssetDatabase.CreateAsset(asset, assetPathAndName); |
||||
|
||||
AssetDatabase.SaveAssets(); |
||||
EditorUtility.FocusProjectWindow(); |
||||
Selection.activeObject = asset; |
||||
} |
||||
} |
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2 |
||||
guid: 4451262257d93c54287e942fb5bb0029 |
||||
timeCreated: 1492777223 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2 |
||||
guid: df8fdf2f64c7767459921743fdf0a5f4 |
||||
folderAsset: yes |
||||
timeCreated: 1493304630 |
||||
licenseType: Free |
||||
DefaultImporter: |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,56 @@
|
||||
using System.Collections.Generic; |
||||
using UnityEngine; |
||||
|
||||
/// <summary> |
||||
/// This is a static class that loads with the game and maintains objects across scenes. |
||||
/// In other words, this is a collection of globals. This script is not attached to a specific |
||||
/// game object in any scene. Since it is static, it will be available all of the time. |
||||
/// </summary> |
||||
public static class GameState |
||||
{ |
||||
// The Player class maintains character stats for the player |
||||
public static Player CurrentPlayer = ScriptableObject.CreateInstance<Player>(); |
||||
// This dictionary helps scenes keep track of the player's position on the map |
||||
public static Dictionary<string, Vector3> LastScenePositions = new Dictionary<string, Vector3>(); |
||||
// This switch prevents a situation in which the scene can start switching between the |
||||
// world and a battle scene in an infinite loop. |
||||
public static bool justExitedBattle; |
||||
// This switch prevents an infinite loop between locations (towns) on the world map and the world map |
||||
public static bool saveLastPosition = true; |
||||
|
||||
/// <summary> |
||||
/// This method gets that last known position of the player on the given scene. This allows a |
||||
/// scene to place the player at the last know position within that same scene. |
||||
/// </summary> |
||||
/// <param name="sceneName"></param> |
||||
/// <returns></returns> |
||||
public static Vector3 GetLastScenePosition(string sceneName) |
||||
{ |
||||
if (GameState.LastScenePositions.ContainsKey(sceneName)) |
||||
{ |
||||
var lastPos = GameState.LastScenePositions[sceneName]; |
||||
return lastPos; |
||||
} |
||||
else |
||||
{ |
||||
return Vector3.zero; |
||||
} |
||||
} |
||||
|
||||
/// <summary> |
||||
/// This method allows a scene to save a character's position when the player leaves the scene. |
||||
/// </summary> |
||||
/// <param name="sceneName"></param> |
||||
/// <param name="position"></param> |
||||
public static void SetLastScenePosition(string sceneName, Vector3 position) |
||||
{ |
||||
if (GameState.LastScenePositions.ContainsKey(sceneName)) |
||||
{ |
||||
GameState.LastScenePositions[sceneName] = position; |
||||
} |
||||
else |
||||
{ |
||||
GameState.LastScenePositions.Add(sceneName, position); |
||||
} |
||||
} |
||||
} |
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2 |
||||
guid: 184f32a9d424ac2438f51463e6e179b2 |
||||
timeCreated: 1493299130 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,39 @@
|
||||
using System.Collections; |
||||
using System.Collections.Generic; |
||||
using UnityEngine; |
||||
using UnityEngine.SceneManagement; |
||||
|
||||
/// <summary> |
||||
/// This class is attached to the player object (prefab). It will call the GameState class |
||||
/// to set and get the player's position in a scene and place the player at that position. |
||||
/// </summary> |
||||
public class MapPosition : MonoBehaviour { |
||||
|
||||
/// <summary> |
||||
/// When the player enters a scene, this method will query the GameState to get the player's |
||||
/// last know position in this scene. Then it will place the player object at that location. |
||||
/// </summary> |
||||
void Awake() |
||||
{ |
||||
var lastPosition = GameState.GetLastScenePosition(SceneManager.GetActiveScene().name); |
||||
|
||||
if (lastPosition != Vector3.zero) |
||||
{ |
||||
transform.position = lastPosition; |
||||
} |
||||
} |
||||
|
||||
/// <summary> |
||||
/// When the player leaves a scene, this method will save the player's position in the scene. |
||||
/// Scenes that are loaded with the Navigation Manager will cause an infinite loading loop, so |
||||
/// they will set the saveLastPosition flag to false and not save the position rather using a |
||||
/// configured starting position to place the player object. |
||||
/// </summary> |
||||
void OnDestroy() |
||||
{ |
||||
if (GameState.saveLastPosition) |
||||
{ |
||||
GameState.SetLastScenePosition(SceneManager.GetActiveScene().name, transform.position); |
||||
} |
||||
} |
||||
} |
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2 |
||||
guid: 41a9009d10bfc13458ddba5d973c5597 |
||||
timeCreated: 1493301948 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2 |
||||
guid: c502b16d85b43a04cb483b24da2db572 |
||||
folderAsset: yes |
||||
timeCreated: 1492636623 |
||||
licenseType: Free |
||||
DefaultImporter: |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,17 @@
|
||||
using UnityEngine; |
||||
|
||||
// Attach this script to an object with a 2D collider. This will trigger a broadcast when something collides with it. |
||||
public class MessagingClientBroadcast : MonoBehaviour |
||||
{ |
||||
|
||||
void OnCollisionEnter2D(Collision2D col) |
||||
{ |
||||
MessagingManager.Instance.Broadcast(); |
||||
} |
||||
|
||||
void OnTriggerEnter2D(Collider2D col) |
||||
{ |
||||
MessagingManager.Instance.Broadcast(); |
||||
} |
||||
|
||||
} |
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2 |
||||
guid: 8f815e83ccaba7a4db8bb94bd5a9576e |
||||
timeCreated: 1492632244 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,26 @@
|
||||
using UnityEngine; |
||||
|
||||
// Register to events broadcast by the Message Client |
||||
public class MessagingClientReceiver : MonoBehaviour |
||||
{ |
||||
void Start() |
||||
{ |
||||
MessagingManager.Instance.Subscribe(ThePlayerIsTryingToLeave); |
||||
} |
||||
|
||||
void ThePlayerIsTryingToLeave() |
||||
{ |
||||
var dialog = GetComponent<ConversationComponent>(); |
||||
if (dialog != null) |
||||
{ |
||||
if (dialog.Conversations != null && dialog.Conversations.Length > 0) |
||||
{ |
||||
var conversation = dialog.Conversations[0]; |
||||
if (conversation != null) |
||||
{ |
||||
ConversationManager.Instance.StartConversation(conversation); |
||||
} |
||||
} |
||||
} |
||||
} |
||||
} |
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2 |
||||
guid: a0d021e125889f642b7d43b328c569a6 |
||||
timeCreated: 1492632172 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,59 @@
|
||||
using System; |
||||
using System.Collections.Generic; |
||||
using UnityEngine; |
||||
|
||||
public class MessagingManager : MonoBehaviour |
||||
{ |
||||
//Static singleton property |
||||
public static MessagingManager Instance { get; private set; } |
||||
|
||||
// public property for manager |
||||
private List<Action> subscribers = new List<Action>(); |
||||
|
||||
void Awake() |
||||
{ |
||||
Debug.Log("Messaging Manager Started"); |
||||
//First, we check if there are any other instances conflicting |
||||
if (Instance != null && Instance != this) |
||||
{ |
||||
//Destroy other instances if it's not the same |
||||
Destroy(gameObject); |
||||
} |
||||
|
||||
//Save our current singleton instance |
||||
Instance = this; |
||||
|
||||
//Make sure that the instance is not destroyed between scenes |
||||
//(this is optional) |
||||
DontDestroyOnLoad(gameObject); |
||||
} |
||||
|
||||
//The Subscribe method for manager |
||||
public void Subscribe(Action subscriber) |
||||
{ |
||||
Debug.Log("Subscriber registered"); |
||||
subscribers.Add(subscriber); |
||||
} |
||||
|
||||
//The Unsubscribe method for manager |
||||
public void UnSubscribe(Action subscriber) |
||||
{ |
||||
Debug.Log("Subscriber registered"); |
||||
subscribers.Remove(subscriber); |
||||
} |
||||
|
||||
//Clear subscribers method for manager |
||||
public void ClearAllSubscribers() |
||||
{ |
||||
subscribers.Clear(); |
||||
} |
||||
|
||||
public void Broadcast() |
||||
{ |
||||
Debug.Log("Broadcast requested, No of Subscribers = " + subscribers.Count); |
||||
foreach (var subscriber in subscribers) |
||||
{ |
||||
subscriber(); |
||||
} |
||||
} |
||||
} |
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2 |
||||
guid: d69a93cafa210714483abdb29893d55d |
||||
timeCreated: 1492385158 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2 |
||||
guid: 57ae5bd2497e594409048989759cddb9 |
||||
folderAsset: yes |
||||
timeCreated: 1493304544 |
||||
licenseType: Free |
||||
DefaultImporter: |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,150 @@
|
||||
using UnityEngine; |
||||
|
||||
/****************************************************************************** |
||||
* This class provides basic movement controls to a player sprite in the scene. |
||||
* It responds to the basic keyboard movement commands and will use the sprite |
||||
* and animator to face the object in the correct direction as it moves. |
||||
* |
||||
* SETUP |
||||
* SpriteRenderer |
||||
* Start by setting up the player object using a SpriteRenderer, easily done by |
||||
* dragging the image into the scene. |
||||
* |
||||
* RigidBody2D |
||||
* This script moves the player object on screen by interacting with the |
||||
* rigidbody2d component. Don't forget to set the Gravity Scale to 0 and check |
||||
* the Freeze Rotation Z option. If you forget the object will slowly slide |
||||
* down the screen. |
||||
* |
||||
* Animator |
||||
* Add an animator component to the player object. The referenced Animator |
||||
* controller will have the walking, running, etc animations setup in mecanim |
||||
* For the purpose of this script, you will need to configure the following |
||||
* parameters in the controller and then set the animation transitions to |
||||
* match. |
||||
* - yMove : Integer |
||||
* - xMove : Boolean |
||||
* - moving : Boolean |
||||
* |
||||
* Finally, attach this script to the player object. At this point, create a |
||||
* prefab out of the object. |
||||
* |
||||
* Enhancements: |
||||
* - Add mouse click control to the movement. |
||||
******************************************************************************/ |
||||
public class CharacterMovement : MonoBehaviour |
||||
{ |
||||
/************************************************************************** |
||||
* These variables setup references to the player object in the game scene. |
||||
* At a minimum, the player object needs to be a 2D sprite and have a 2D |
||||
* RigidBody for this script to work. The animation component is not |
||||
* critical to the script, but the script will attempt to set animation |
||||
* variables so that the player image will appear to move on the screen. |
||||
**************************************************************************/ |
||||
private SpriteRenderer playerSpriteImage; |
||||
private Rigidbody2D playerRigidBody2D; |
||||
private Animator playerAnim; |
||||
|
||||
|
||||
/************************************************************************** |
||||
* These variables manage the player's movement on screen. Speed can be set |
||||
* in the Unity IDE or in code. |
||||
**************************************************************************/ |
||||
//Variable to track how much movement is needed from input |
||||
private float movePlayerHorizontal; |
||||
private float movePlayerVertical; |
||||
private Vector2 movement; |
||||
|
||||
// Speed modifier for player movement |
||||
public float speed = 4.0f; |
||||
|
||||
|
||||
/// <summary> |
||||
/// This method is connecting the script to the components of the player object |
||||
/// in the scene. The player object should have each of these components added |
||||
/// along with this script to make up a complete player. |
||||
/// </summary> |
||||
void Awake() |
||||
{ |
||||
playerRigidBody2D = (Rigidbody2D)GetComponent(typeof(Rigidbody2D)); |
||||
playerAnim = (Animator)GetComponent(typeof(Animator)); |
||||
playerSpriteImage = (SpriteRenderer)GetComponent(typeof(SpriteRenderer)); |
||||
} |
||||
|
||||
/// <summary> |
||||
/// The update method does the work of moving the player object on the screen |
||||
/// in the desired direction. It also uses the animation and sprite components |
||||
/// to "face" the player in the right direction. |
||||
/// </summary> |
||||
void Update() |
||||
{ |
||||
// The first step is to get the player's input to determine which direction |
||||
// to move the player object, then use speed to set the movement. |
||||
movePlayerHorizontal = Input.GetAxis("Horizontal"); |
||||
movePlayerVertical = Input.GetAxis("Vertical"); |
||||
movement = new Vector2(movePlayerHorizontal, movePlayerVertical); |
||||
|
||||
playerRigidBody2D.velocity = movement * speed; |
||||
|
||||
// This section handles the animation control to make sure that the player |
||||
// object is facing in the right direction during movement. It is basically |
||||
// setting animation variables that should be setup in the mecanim library. |
||||
// Mecanim does the work of dislaying animations. |
||||
if (movePlayerVertical == 0 && movePlayerHorizontal == 0) |
||||
{ |
||||
playerAnim.SetBool("moving", false); |
||||
} |
||||
else |
||||
{ |
||||
playerAnim.SetBool("moving", true); |
||||
} |
||||
|
||||
if (movePlayerVertical != 0) |
||||
{ |
||||
playerAnim.SetBool("xMove", false); |
||||
playerSpriteImage.flipX = false; |
||||
|
||||
if (movePlayerVertical > 0) |
||||
{ |
||||
playerAnim.SetInteger("yMove", 1); |
||||
|
||||
} |
||||
else if (movePlayerVertical < 0) |
||||
{ |
||||
playerAnim.SetInteger("yMove", -1); |
||||
|
||||
} |
||||
} |
||||
else |
||||
{ |
||||
playerAnim.SetInteger("yMove", 0); |
||||
|
||||
if (movePlayerHorizontal > 0) |
||||
{ |
||||
playerAnim.SetBool("xMove", true); |
||||
playerSpriteImage.flipX = false; |
||||
|
||||
} |
||||
else if (movePlayerHorizontal < 0) |
||||
{ |
||||
playerAnim.SetBool("xMove", true); |
||||
playerSpriteImage.flipX = true; |
||||
|
||||
} |
||||
else |
||||
{ |
||||
playerAnim.SetBool("xMove", false); |
||||
} |
||||
} |
||||
|
||||
if (movePlayerVertical == 0 && movePlayerHorizontal == 0) |
||||
{ |
||||
playerAnim.SetBool("moving", false); |
||||
} |
||||
else |
||||
{ |
||||
playerAnim.SetBool("moving", true); |
||||
} |
||||
} |
||||
} |
||||
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2 |
||||
guid: fdbdfe5bac8dd85419ad1e1c291c20a2 |
||||
timeCreated: 1491842286 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,19 @@
|
||||
using UnityEngine; |
||||
using System.Collections; |
||||
|
||||
public class FollowCamera : MonoBehaviour |
||||
{ |
||||
|
||||
// Distance between player and camera in horizontal direction |
||||
public float xOffset = 0f; |
||||
// Distance between player and camera in vertical direction |
||||
public float yOffset = 0f; |
||||
|
||||
// Reference to the player's transform. |
||||
public Transform player; |
||||
|
||||
void LateUpdate() |
||||
{ |
||||
this.transform.position = new Vector3(player.transform.position.x + xOffset, this.transform.position.y + yOffset, -10); |
||||
} |
||||
} |
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2 |
||||
guid: dfef3df00cdbaae4399afd9a6df422c9 |
||||
timeCreated: 1492215937 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2 |
||||
guid: ab58e1276a7891f4ea6a706aaf88f028 |
||||
folderAsset: yes |
||||
timeCreated: 1492636631 |
||||
licenseType: Free |
||||
DefaultImporter: |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,55 @@
|
||||
using System.Collections.Generic; |
||||
using UnityEngine.SceneManagement; |
||||
|
||||
/// <summary> |
||||
/// Maintains information about each possible destination (scene) in the game |
||||
/// </summary> |
||||
public struct Route |
||||
{ |
||||
public string RouteDescription; |
||||
public bool CanTravel; |
||||
} |
||||
|
||||
public static class NavigationManager |
||||
{ |
||||
/// <summary> |
||||
/// This dictioanry defines all destinations that exist in the game. |
||||
/// </summary> |
||||
public static Dictionary<string, Route> RouteInformation = new Dictionary<string, Route>() |
||||
{ |
||||
{ "Overworld", new Route { RouteDescription = "The big bad world", CanTravel = true } }, |
||||
{ "Construction", new Route { RouteDescription = "The construction area", CanTravel = false } }, |
||||
{ "Town", new Route { RouteDescription = "The main town", CanTravel = true } }, |
||||
{ "Campsite", new Route { RouteDescription = "The campsite", CanTravel = true } }, |
||||
}; |
||||
|
||||
/// <summary> |
||||
/// Searches the dictionary to find if the given destination is defined. |
||||
/// </summary> |
||||
/// <param name="destination"></param> |
||||
/// <returns></returns> |
||||
public static string GetRouteInfo(string destination) |
||||
{ |
||||
return RouteInformation.ContainsKey(destination) ? RouteInformation[destination].RouteDescription : null; |
||||
} |
||||
|
||||
/// <summary> |
||||
/// Determines whether the given destination can be travelled to or not. |
||||
/// </summary> |
||||
/// <param name="destination"></param> |
||||
/// <returns></returns> |
||||
public static bool CanNavigate(string destination) |
||||
{ |
||||
return RouteInformation.ContainsKey(destination) ? RouteInformation[destination].CanTravel : false; |
||||
} |
||||
|
||||
/// <summary> |
||||
/// This method performs the action of loading a new scene. The destination value needs |
||||
/// to match the name of a scene in the project. |
||||
/// </summary> |
||||
/// <param name="destination"></param> |
||||
public static void NavigateTo(string destination) |
||||
{ |
||||
SceneManager.LoadScene(destination); |
||||
} |
||||
} |
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2 |
||||
guid: 7e58405b4e6e73a4da75b63a33adfb28 |
||||
timeCreated: 1493144484 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,68 @@
|
||||
using UnityEngine; |
||||
using UnityEngine.SceneManagement; |
||||
|
||||
/// <summary> |
||||
/// This class is attached to a "boundary" in a scene. It handles moving from the |
||||
/// current scene to the next scene that the "boundary leads to. For example, this |
||||
/// script can be attached to a collider along the side of the scene that leads |
||||
/// from a cityscape to an overland.Or this script can be attached to a collider |
||||
/// that represents the door on a building that leads to the interior of the building. |
||||
/// |
||||
/// SETUP |
||||
/// BoxCollider2D |
||||
/// Add a BoxCollider2D to the scene where the "boundary" exists.This class makes |
||||
/// use of the object's tag to determine the destination, so add a tag that matches |
||||
/// the name of the destination.The name of the destination will match a key in a |
||||
/// Dictionary in the NavigationManager. So make sure the spelling matches. Also use |
||||
/// the icon feature to make the collider easier to see in the scene view. |
||||
/// </summary> |
||||
public class NavigationPrompt : MonoBehaviour |
||||
{ |
||||
/// <summary> |
||||
/// Used to track the player's starting position on the map when the scene is loaded. |
||||
/// </summary> |
||||
public Vector3 startingPosition; |
||||
|
||||
/// <summary> |
||||
/// When the player object enters the "boundary" check the tag of the boundary |
||||
/// and compare it to the Dictionary values in the NavigationManager. If the |
||||
/// manager has an entry for the tag AND allows navigation to the tag, then |
||||
/// this method will load the scene that matches the tag. |
||||
/// |
||||
/// NOTE: Notice that all three things match; the tag, the key in the Dictionary, |
||||
/// and the name of the scene. |
||||
/// </summary> |
||||
/// <param name="col"></param> |
||||
void OnCollisionEnter2D(Collision2D col) |
||||
{ |
||||
// Check if the tag on this object is defined in the Nav Manager |
||||
if (NavigationManager.CanNavigate(this.tag)) |
||||
{ |
||||
// Log the tag so we can track what we are trying to find in the Dictionary |
||||
Debug.Log("attempting to exit via " + tag); |
||||
// Use the NavigationManager to load the scene whose name matches the tag |
||||
NavigationManager.NavigateTo(this.tag); |
||||
// Should we save the player's position on the map? |
||||
GameState.saveLastPosition = false; |
||||
// Save the Player's position on the map so that when we return the object |
||||
// will be in the right place |
||||
GameState.SetLastScenePosition(SceneManager.GetActiveScene().name, startingPosition); |
||||
} |
||||
} |
||||
|
||||
/// <summary> |
||||
/// Use this method for objects that are set as triggers. |
||||
/// </summary> |
||||
/// <param name="col"></param> |
||||
void OnTriggerEnter2D(Collider2D col) |
||||
{ |
||||
if (NavigationManager.CanNavigate(this.tag)) |
||||
{ |
||||
Debug.Log("attempting to exit via " + tag); |
||||
NavigationManager.NavigateTo(this.tag); |
||||
GameState.saveLastPosition = false; |
||||
GameState.SetLastScenePosition(SceneManager.GetActiveScene().name, startingPosition); |
||||
} |
||||
} |
||||
|
||||
} |
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2 |
||||
guid: 59688b613ac30504d9689ded15fc5350 |
||||
timeCreated: 1492255614 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,25 @@
|
||||
using UnityEngine; |
||||
|
||||
|
||||
public class Sorting : MonoBehaviour |
||||
{ |
||||
public Transform player; |
||||
// Update is called once per frame |
||||
void Update() |
||||
{ |
||||
if (transform.position.y >= player.transform.position.y) |
||||
{ |
||||
//Debug.Log("behind player"); |
||||
GetComponent<SpriteRenderer>().sortingOrder = (player.GetComponent<SpriteRenderer>().sortingOrder) - 1; |
||||
GetComponents<BoxCollider2D>()[1].enabled = false; |
||||
GetComponents<BoxCollider2D>()[2].enabled = true; |
||||
} |
||||
if (transform.position.y < player.transform.position.y) |
||||
{ |
||||
//Debug.Log("in front of player"); |
||||
GetComponent<SpriteRenderer>().sortingOrder = (player.GetComponent<SpriteRenderer>().sortingOrder) + 1; |
||||
GetComponents<BoxCollider2D>()[1].enabled = true; |
||||
GetComponents<BoxCollider2D>()[2].enabled = false; |
||||
} |
||||
} |
||||
} |
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2 |
||||
guid: 6e41b51eab5f880408888df7bfb02a9a |
||||
timeCreated: 1492637346 |
||||
licenseType: Free |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2 |
||||
guid: dc04eb1fd476b4a4fb2d6a2905554a71 |
||||
folderAsset: yes |
||||
timeCreated: 1493304594 |
||||
licenseType: Free |
||||
DefaultImporter: |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
@ -0,0 +1,78 @@
|
||||
using UnityEngine; |
||||
/// <summary> |
||||
/// Be aware this will not prevent a non singleton constructor |
||||
/// such as `T myT = new T();` |
||||
/// To prevent that, add `protected T () {}` to your singleton class. |
||||
/// |
||||
/// As a note, this is made as MonoBehaviour because we need Coroutines. |
||||
/// </summary> |
||||
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour |
||||
{ |
||||
private static T _instance; |
||||
|
||||
private static object _lock = new object(); |
||||
|
||||
public static T Instance |
||||
{ |
||||
get |
||||
{ |
||||
if (applicationIsQuitting) |
||||
{ |
||||
Debug.LogWarning("[Singleton] Instance '" + typeof(T) + |
||||
"' already destroyed on application quit." + |
||||
" Won't create again - returning null."); |
||||
return null; |
||||
} |
||||
|
||||
lock (_lock) |
||||
{ |
||||
if (_instance == null) |
||||
{ |
||||
_instance = (T)FindObjectOfType(typeof(T)); |
||||
|
||||
if (FindObjectsOfType(typeof(T)).Length > 1) |
||||
{ |
||||
Debug.LogError("[Singleton] Something went really wrong " + |
||||
" - there should never be more than 1 singleton!" + |
||||
" Reopenning the scene might fix it."); |
||||
return _instance; |
||||
} |
||||
|
||||
if (_instance == null) |
||||
{ |
||||
GameObject singleton = new GameObject(); |
||||
_instance = singleton.AddComponent<T>(); |
||||
singleton.name = "(singleton) " + typeof(T).ToString(); |
||||
|
||||
DontDestroyOnLoad(singleton); |
||||
|
||||
Debug.Log("[Singleton] An instance of " + typeof(T) + |
||||
" is needed in the scene, so '" + singleton + |
||||
"' was created with DontDestroyOnLoad."); |
||||
} |
||||
else |
||||
{ |
||||
Debug.Log("[Singleton] Using instance already created: " + |
||||
_instance.gameObject.name); |
||||
} |
||||
} |
||||
|
||||
return _instance; |
||||
} |
||||
} |
||||
} |
||||
|
||||
private static bool applicationIsQuitting = false; |
||||
/// <summary> |
||||
/// When Unity quits, it destroys objects in a random order. |
||||
/// In principle, a Singleton is only destroyed when application quits. |
||||
/// If any script calls Instance after it have been destroyed, |
||||
/// it will create a buggy ghost object that will stay on the Editor scene |
||||
/// even after stopping playing the Application. Really bad! |
||||
/// So, this was made to be sure we're not creating that buggy ghost object. |
||||
/// </summary> |
||||
public void OnDestroy() |
||||
{ |
||||
applicationIsQuitting = true; |
||||
} |
||||
} |
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Reference in new issue