commit 2e068a625c5ec5eca247a73b89e34356080b7aa2 Author: twig Date: Mon Feb 15 15:41:17 2021 -0600 Really Basic rts mechanics. Really need a way to attack and enemies to be a true MVP. But for iteration 0 this is fine. Need Kenney Art. Need a way to Attack. Need Rally Points. Need Fog of War. Need a HUD for better unit selection. Need Mini Map. I can go on, this is by far the most complex Prototype I've ever done. diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..e4542ab --- /dev/null +++ b/.gitignore @@ -0,0 +1,557 @@ + +# Created by https://www.toptal.com/developers/gitignore/api/unity,rider,visualstudio,visualstudiocode,osx,windows +# Edit at https://www.toptal.com/developers/gitignore?templates=unity,rider,visualstudio,visualstudiocode,osx,windows + +### OSX ### +# General +.DS_Store +.AppleDouble +.LSOverride + +# Icon must end with two \r +Icon + + +# Thumbnails +._* + +# Files that might appear in the root of a volume +.DocumentRevisions-V100 +.fseventsd +.Spotlight-V100 +.TemporaryItems +.Trashes +.VolumeIcon.icns +.com.apple.timemachine.donotpresent + +# Directories potentially created on remote AFP share +.AppleDB +.AppleDesktop +Network Trash Folder +Temporary Items +.apdisk + +### Rider ### +# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio, WebStorm and Rider +# Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839 + +# User-specific stuff +.idea/**/workspace.xml +.idea/**/tasks.xml +.idea/**/usage.statistics.xml +.idea/**/dictionaries +.idea/**/shelf + +# Generated files +.idea/**/contentModel.xml + +# Sensitive or high-churn files +.idea/**/dataSources/ +.idea/**/dataSources.ids +.idea/**/dataSources.local.xml +.idea/**/sqlDataSources.xml +.idea/**/dynamic.xml +.idea/**/uiDesigner.xml +.idea/**/dbnavigator.xml + +# Gradle +.idea/**/gradle.xml +.idea/**/libraries + +# Gradle and Maven with auto-import +# When using Gradle or Maven with auto-import, you should exclude module files, +# since they will be recreated, and may cause churn. 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public float buildDuration; + } + + [NonSerialized] public BoxCollider2D buildingCollider; + + public int maxQueueCount; + public float constructionTime; + public bool startBuilt; + public int buildingCost; + public List buildableUnits; + + [NonSerialized] public bool isUnderConstruction = true; + + private readonly Queue _workQueue = new Queue(); + private WorkOrder _currentWorkOrder; + + private bool _hasCurrentWorkOrder; + + // In seconds. + private float _currentConstructionProgress; + private readonly Color _constructionColor = Color.black; + private SpriteRenderer _sprite; + + private Transform _transform; + + private void Start() + { + buildingCollider = GetComponent(); + _sprite = GetComponent(); + isUnderConstruction = !startBuilt; + _transform = transform; + } + + public void UpdateBuildProgress(float amount) + { + if (isUnderConstruction) + { + _currentConstructionProgress += amount; + if (_currentConstructionProgress >= constructionTime) + { + isUnderConstruction = false; + } + + _sprite.color = Color.Lerp(_constructionColor, Color.white, + _currentConstructionProgress / constructionTime); + } + } + + private void Update() + { + if (_hasCurrentWorkOrder) + { + if (Time.time > _currentWorkOrder.startTime + _currentWorkOrder.duration) + { + _currentWorkOrder.completed(); + _hasCurrentWorkOrder = false; + } + } + else + { + // Could probably do all this once we complete the order. + // Would also need to do it when we receive an order. + if (_workQueue.Count > 0) + { + _currentWorkOrder = _workQueue.Dequeue(); + _currentWorkOrder.startTime = Time.time; + _hasCurrentWorkOrder = true; + } + } + } + + public void ProcessKeyInput(Key key) + { + if (isUnderConstruction) + { + return; + } + + foreach (var command in buildableUnits) + { + if (command.keyControl == key) + { + if (command.cost > Team.Minerals) + { + // TODO: announcer. + Debug.LogWarning("You've not enough minerals"); + break; + } + + if (maxQueueCount > _workQueue.Count) + { + Team.Minerals -= command.cost; + _workQueue.Enqueue(new WorkOrder + { + startTime = Time.time, + duration = command.buildDuration, + completed = () => + { + var unitGo = Instantiate(command.unit, + _transform.position, _transform.rotation); + Team.AllUnits.Add(unitGo); + } + }); + } + } + } + } +} diff --git a/Assets/Scripts/Building.cs.meta b/Assets/Scripts/Building.cs.meta new file mode 100644 index 0000000..a638e51 --- /dev/null +++ b/Assets/Scripts/Building.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7dcd2279d5fa112459fa847e09209f5e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraController.cs b/Assets/Scripts/CameraController.cs new file mode 100644 index 0000000..4a882d8 --- /dev/null +++ b/Assets/Scripts/CameraController.cs @@ -0,0 +1,275 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEngine.InputSystem; + +[RequireComponent(typeof(Camera))] +public class CameraController : MonoBehaviour +{ + public float scrollSpeed; + public RectTransform unitSelector; + // TODO: this is not ideal. + public List minerals; + + private Camera _camera; + private Keyboard _keyboard; + private Mouse _mouse; + private Transform _transform; + private Vector3 _positionChange; + private bool _isSelecting; + private Rect _selectorRect; + private readonly List _selectedUnits = new List(); + private Building _currentBuilding; + private bool _wantsBuildBarracks; + + private void Start() + { + _mouse = Mouse.current; + _keyboard = Keyboard.current; + _transform = transform; + _positionChange = Vector3.zero; + _camera = GetComponent(); + + Cursor.lockState = CursorLockMode.Confined; + var pivot = unitSelector.pivot; + pivot.x = 0; + pivot.y = 0; + unitSelector.pivot = pivot; + + Team.Minerals = 10; + + _keyboard.onTextInput += OnTextInput; + } + + private void OnTextInput(char ch) + { + var keyControl = _keyboard.FindKeyOnCurrentKeyboardLayout(ch.ToString()); + + if (_currentBuilding != null && keyControl != null) + { + _currentBuilding.ProcessKeyInput(keyControl.keyCode); + } + } + + private void Update() + { + #if UNITY_EDITOR + if (_keyboard.escapeKey.wasPressedThisFrame) + { + Cursor.lockState = CursorLockMode.None; + } + #endif + + if (!Application.isFocused) + { + return; + } + + var mousePos = _mouse.position.ReadValue(); + + _positionChange.x = 0; + _positionChange.y = 0; + if (mousePos.x <= 1) + { + _positionChange.x -= scrollSpeed * Time.deltaTime; + } + + if (mousePos.x >= Screen.width - 1) + { + _positionChange.x += scrollSpeed * Time.deltaTime; + } + + if (mousePos.y <= 1) + { + _positionChange.y -= scrollSpeed * Time.deltaTime; + } + + if (mousePos.y >= Screen.height - 1) + { + _positionChange.y += scrollSpeed * Time.deltaTime; + } + + _transform.position += _positionChange; + + if (_mouse.rightButton.wasPressedThisFrame) + { + // TODO: pick logic, if the mouse was not dragged then it should select whatever is in the tile. + var worldPos = _camera.ScreenToWorldPoint(mousePos); + worldPos.x = Mathf.RoundToInt(worldPos.x); + worldPos.y = Mathf.RoundToInt(worldPos.y); + worldPos.z = 0; + + var hasIssuedCommand = false; + foreach (var building in Team.AllBuildings) + { + if (building.buildingCollider.OverlapPoint(worldPos) && building.isUnderConstruction) + { + //var worker = Team.AllUnits.FirstOrDefault() as Worker; + var worker = _selectedUnits.FirstOrDefault(u => u is Worker) as Worker; + if (worker) + { + hasIssuedCommand = true; + worker.ConstructBuilding(building, worldPos); + } + + break; + } + } + + foreach (var mineral in minerals) + { + if (mineral.boxCollider.OverlapPoint(worldPos)) + { + var cmd = Team.AllBuildings.FirstOrDefault(b => b.name == "CommandCenter"); + // Not the best, but it will do. + // TODO: basically will need to search all buildings for command centers (should be a type?) then find the closest to the patch. + if (cmd) + { + var workers = _selectedUnits.FindAll(u => u is Worker); + hasIssuedCommand = workers.Count > 0; + Debug.Log($"has issued cmd: {hasIssuedCommand}"); + workers.ForEach(w => ((Worker)w).StartMining(mineral, + mineral.transform.position, + cmd.transform.position)); + } + } + } + + if (!hasIssuedCommand) + { + MoveAllSelectedUnits(worldPos); + } + } + + // TODO: for the selection box, we should select whatever thing there is most of in the box. + // IE: if there is one worker but 3 combat units, then select the 3 combat units. + // This is not ideal but since the prototype for iteration 0 is limited to 2 buildings, a worker, and a combat + // unit for the types of selectables, I think it will be acceptable until I add more stuff. + if (_mouse.leftButton.wasPressedThisFrame && !_wantsBuildBarracks) + { + _isSelecting = true; + _selectorRect = unitSelector.rect; + _selectorRect.min = _mouse.position.ReadValue(); + } + + if (_isSelecting) + { + _selectorRect.max = _mouse.position.ReadValue(); + if (_mouse.leftButton.wasReleasedThisFrame) + { + // Needs to be called before we clear the selector rect. + FillSelection(); + _isSelecting = false; + _selectorRect.min = Vector2.zero; + _selectorRect.max = Vector2.zero; + unitSelector.anchoredPosition = _selectorRect.min; + unitSelector.sizeDelta = _selectorRect.max; + } + + Vector2 min; + min.x = _selectorRect.min.x > _selectorRect.max.x ? _selectorRect.max.x : _selectorRect.min.x; + min.y = _selectorRect.min.y > _selectorRect.max.y ? _selectorRect.max.y : _selectorRect.min.y; + + Vector2 max; + max.x = _selectorRect.min.x > _selectorRect.max.x ? _selectorRect.min.x : _selectorRect.max.x; + max.y = _selectorRect.min.y > _selectorRect.max.y ? _selectorRect.min.y : _selectorRect.max.y; + + unitSelector.anchoredPosition = min; + unitSelector.sizeDelta = max - min; + } + + // if (_keyboard.sKey.wasPressedThisFrame && _currentBuilding) + // { + // _currentBuilding.BuildWorker(); + // } + + // TODO: this needs to cost money + // B->B build barracks + if (_selectedUnits.Count > 0) + { + if (_keyboard.bKey.wasPressedThisFrame) + { + _wantsBuildBarracks = true; + } + } + + if (_wantsBuildBarracks && _selectedUnits.Count > 0) + { + if (_mouse.leftButton.wasPressedThisFrame) + { + var worldPos = _camera.ScreenToWorldPoint(mousePos); + worldPos.z = 0; + worldPos.x = Mathf.RoundToInt(worldPos.x); + worldPos.y = Mathf.RoundToInt(worldPos.y); + + var worker = _selectedUnits.FirstOrDefault() as Worker; + if (worker) + { + worker.BuildBarracks(worldPos); + _wantsBuildBarracks = false; + } + } + } + else + { + _wantsBuildBarracks = false; + } + // Barracks -> A marine + // B->C command center. + } + + private void FillSelection() + { + _selectedUnits.Clear(); + + var worldMin = _camera.ScreenToWorldPoint(_selectorRect.min); + var worldMax = _camera.ScreenToWorldPoint(_selectorRect.max); + + var min = Vector3.zero; + min.x = worldMin.x > worldMax.x ? worldMax.x : worldMin.x; + min.y = worldMin.y > worldMax.y ? worldMax.y : worldMin.y; + + var max = Vector3.zero; + max.x = worldMin.x > worldMax.x ? worldMin.x : worldMax.x; + max.y = worldMin.y > worldMax.y ? worldMin.y : worldMax.y; + + var hasUnits = false; + foreach (var unit in Team.AllUnits) + { + var pos = unit.transform.position; + if (pos.x > min.x && pos.y > min.y && + pos.x < max.x && pos.y < max.y) + { + _selectedUnits.Add(unit); + hasUnits = true; + } + } + + // TODO: this is really not good, Ideally would just have a selectable type that provides abilities to the user. + // IE a unit selectable type provides the ability to move. A building selectable type provides the ability to manufacture a unit. etc. + if (!hasUnits) + { + // Try to select a building + foreach (var building in Team.AllBuildings) + { + if (building.buildingCollider.OverlapPoint(min) + || building.buildingCollider.OverlapPoint(max)) + { + Debug.Log("Building selected"); + _currentBuilding = building; + break; + } + } + } + } + + private void MoveAllSelectedUnits(Vector3 worldPos) + { + // TODO: not sure if pathfinding should happen here or on each unit. + // Probably start with each unit and when swarming logic is needed re-think the solution. + foreach (var unit in _selectedUnits) + { + unit.MoveTo(worldPos); + } + } +} diff --git a/Assets/Scripts/CameraController.cs.meta b/Assets/Scripts/CameraController.cs.meta new file mode 100644 index 0000000..7d04707 --- /dev/null +++ b/Assets/Scripts/CameraController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5822fae2646a8c943b31d77e917f8d21 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Marine.cs b/Assets/Scripts/Marine.cs new file mode 100644 index 0000000..9c1a6bb --- /dev/null +++ b/Assets/Scripts/Marine.cs @@ -0,0 +1,20 @@ +public class Marine : Unit +{ + protected override void Start() + { + base.Start(); + // TODO: obviously this will be removed... + MoveTo(_transform.position); + } + + protected override void CancelCurrentTask() + { + + } + + // Update is called once per frame + private void Update() + { + MovementRoutine(); + } +} diff --git a/Assets/Scripts/Marine.cs.meta b/Assets/Scripts/Marine.cs.meta new file mode 100644 index 0000000..22cbca0 --- /dev/null +++ b/Assets/Scripts/Marine.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6c3931f60c368434f8e1375690a83af5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: 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{instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Minerals.cs b/Assets/Scripts/Minerals.cs new file mode 100644 index 0000000..dd5dd1f --- /dev/null +++ b/Assets/Scripts/Minerals.cs @@ -0,0 +1,15 @@ +using System; +using UnityEngine; + +[RequireComponent(typeof(BoxCollider2D))] +public class Minerals : MonoBehaviour +{ + [NonSerialized] + public BoxCollider2D boxCollider; + public int amount; + + private void Start() + { + boxCollider = GetComponent(); + } +} diff --git a/Assets/Scripts/Minerals.cs.meta b/Assets/Scripts/Minerals.cs.meta new file mode 100644 index 0000000..b97592b --- /dev/null +++ b/Assets/Scripts/Minerals.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 78d69b3c81ba1e54cbf6735fb66af605 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Pathfinder.cs b/Assets/Scripts/Pathfinder.cs new file mode 100644 index 0000000..98dcafb --- /dev/null +++ b/Assets/Scripts/Pathfinder.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Pathfinder : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/Pathfinder.cs.meta b/Assets/Scripts/Pathfinder.cs.meta new file mode 100644 index 0000000..bc89784 --- /dev/null +++ b/Assets/Scripts/Pathfinder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e98790d9791e90c498ee2b0187d66f76 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Team.cs b/Assets/Scripts/Team.cs new file mode 100644 index 0000000..53b9eee --- /dev/null +++ b/Assets/Scripts/Team.cs @@ -0,0 +1,9 @@ +using System.Collections.Generic; + +// TODO: this is probably the least final piece of code in this project. +public static class Team +{ + public static List AllUnits = new List(); + public static List AllBuildings = new List(); + public static int Minerals; +} diff --git a/Assets/Scripts/Team.cs.meta b/Assets/Scripts/Team.cs.meta new file mode 100644 index 0000000..ee97f01 --- /dev/null +++ b/Assets/Scripts/Team.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c3744dac5e4f019449ee54cb770831b0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Unit.cs b/Assets/Scripts/Unit.cs new file mode 100644 index 0000000..b078a0f --- /dev/null +++ b/Assets/Scripts/Unit.cs @@ -0,0 +1,44 @@ +using System; +using UnityEngine; + +public abstract class Unit : MonoBehaviour +{ + // Meters is 1 unity unit, also a tile width/height. + [Tooltip("How many meters per second")] + public float speed; + + protected Transform _transform; + private Vector3 _startPosition; + private Vector3 _moveToPosition; + private float _startTime; + private float _moveDuration; + protected Action _doThingAfterMove; + + protected virtual void Start() + { + _transform = transform; + } + + protected void MovementRoutine() + { + _startTime += Time.deltaTime; + _transform.position = Vector3.Lerp(_startPosition, _moveToPosition, _startTime / _moveDuration); + + if (_startTime / _moveDuration > 1.0f) + { + _doThingAfterMove?.Invoke(); + } + } + + protected abstract void CancelCurrentTask(); + + // TODO: replace this with pathfinding. + public virtual void MoveTo(Vector3 position) + { + CancelCurrentTask(); + _startPosition = _transform.position; + _moveToPosition = position; + _moveDuration = Vector3.Distance(_startPosition, _moveToPosition) / speed; + _startTime = 0; + } +} diff --git a/Assets/Scripts/Unit.cs.meta b/Assets/Scripts/Unit.cs.meta new file mode 100644 index 0000000..892f3b4 --- /dev/null +++ b/Assets/Scripts/Unit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2719e163c057add49bd4bee7081826fd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Worker.cs b/Assets/Scripts/Worker.cs new file mode 100644 index 0000000..a3a5120 --- /dev/null +++ b/Assets/Scripts/Worker.cs @@ -0,0 +1,176 @@ +using System; +using UnityEngine; + +// TODO: maybe instead of inheritance I could use behaviours +// So the Unit will still be a thing, and that's what the CameraController interfaces with +// But then commands will be sent to any attached behaviour (worker, marine, etc). +// and that behaviour can do whatever it needs. +// Now that I think about it more, maybe more granular behaviours (move, mine, build, attack, etc). +public class Worker : Unit +{ + private enum WorkerState + { + None, + Building, + Mining, + Moving + } + + public Building barracksGo; + public float mineDuration; + public int mineralHarvestAmount; + + private WorkerState _currentState; + + private Building _constructionBuilding; + + private Minerals _minerals; + private Vector2 _mineralPatch; + private Vector2 _commandCenter; + private int _currentMineralsHeld; + private float _mineStartTime; + + protected override void Start() + { + base.Start(); + _currentState = WorkerState.None; + } + + private void Update() + { + // TODO: maybe a function pointer instead of this switch? + switch (_currentState) + { + case WorkerState.None: + // Literally do nothing. + break; + case WorkerState.Building: + BuildBarracks(); + break; + case WorkerState.Mining: + MineMinerals(); + break; + case WorkerState.Moving: + MovementRoutine(); + break; + default: + throw new ArgumentOutOfRangeException(); + } + } + + private void MineMinerals() + { + _currentState = WorkerState.Mining; + if (_currentMineralsHeld <= 0) + { + if ((Vector2) _transform.position != _mineralPatch) + { + MoveTo(_mineralPatch); + _doThingAfterMove = () => + { + _mineStartTime = Time.time; + MineMinerals(); + }; + } + else + { + // TODO: wait to mine minerals; + if (Time.time >= _mineStartTime + mineDuration) + { + var amount = mineralHarvestAmount; + if (_minerals.amount < amount) + { + amount = _minerals.amount; + } + + _minerals.amount -= amount; + _currentMineralsHeld = amount; + } + } + } + else + { + if ((Vector2) _transform.position != _commandCenter) + { + MoveTo(_commandCenter); + _doThingAfterMove = MineMinerals; + } + else + { + Team.Minerals += _currentMineralsHeld; + _currentMineralsHeld = 0; + } + } + } + + private void BuildBarracks() + { + // Since we are in the Building state, just assume we have a construction building. + if (_constructionBuilding.isUnderConstruction) + { + _constructionBuilding.UpdateBuildProgress(Time.deltaTime); + } + else + { + // change state + _currentState = WorkerState.None; + } + } + + private void InstantiateBarracks() + { + if (barracksGo.buildingCost > Team.Minerals) + { + Debug.LogWarning("You've not enough minerals!"); + return; + } + + Team.Minerals -= barracksGo.buildingCost; + _constructionBuilding = Instantiate(barracksGo, + _transform.position + new Vector3(0.5f, 0, 0), + _transform.rotation); + Team.AllBuildings.Add(_constructionBuilding); + _currentState = WorkerState.Building; + _doThingAfterMove = null; + } + + protected override void CancelCurrentTask() + { + _currentState = WorkerState.None; + _doThingAfterMove = null; + // Might be able to just set the building to null all the time? + if (_currentState == WorkerState.Building) + { + _constructionBuilding = null; + } + } + + public override void MoveTo(Vector3 position) + { + base.MoveTo(position); + _currentState = WorkerState.Moving; + } + + // Called when the 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