Remove example project (moved to seperate repo)

This commit is contained in:
Adam Ramberg 2021-01-22 08:24:31 +01:00
parent a6c7076666
commit 2ad14833bf
224 changed files with 0 additions and 12692 deletions

40
Examples/.gitignore vendored
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/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/Assets/AssetStoreTools*
# Visual Studio 2015 cache directory
/.vs/
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/Assets/Plugins/Editor/JetBrains*
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
# Unity3D generated meta files
*.pidb.meta
# Unity3D Generated File On Crash Reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
# VS Code Settings
.vscode

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Assertions;
using UnityAtoms.BaseAtoms;
using UnityAtoms.Tags;
namespace UnityAtoms.Examples
{
/// <summary>
/// Script to decrease a Unit's health.
/// </summary>
public class DecreaseHealth : MonoBehaviour
{
public List<StringConstant> TagsAffected { get => _tags; }
[SerializeField]
private IntReference _decreaseBy;
[SerializeField]
private List<StringConstant> _tags;
[SerializeField]
private VoidBaseEventReference _didCollide;
void Start()
{
Assert.IsNotNull(_decreaseBy);
Assert.IsNotNull(_tags);
}
public void Do(Collider2D collider)
{
if (collider == null) return;
if (collider.gameObject.HasAnyTag(_tags))
{
collider.GetComponent<UnitHealth>().Health -= _decreaseBy;
}
if (_didCollide != null && _didCollide.Event != null)
{
_didCollide.Event.Raise();
}
}
}
}

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using UnityEngine;
using UnityAtoms.BaseAtoms;
namespace UnityAtoms.Examples
{
/// <summary>
/// An IntAction that Debug.Logs the value it recieves.
/// </summary>
[CreateAssetMenu(menuName = "Unity Atoms/Examples/Intro/Health Logger")]
public sealed class HealthLogger : IntAction
{
public override void Do(int health)
{
Debug.Log("<3: " + health);
}
}
}

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using UnityEngine;
namespace UnityAtoms.Examples
{
/// <summary>
/// Simple move script for the Player.
/// </summary>
[AddComponentMenu("Unity Atoms/Examples/PlayerMove")]
public class PlayerMove : MonoBehaviour
{
private float _horizontal;
private float _vertical;
private void Update()
{
_horizontal = Input.GetAxis("Horizontal");
_vertical = Input.GetAxis("Vertical");
GetComponent<Rigidbody2D>().Move(new Vector2(_horizontal, _vertical), 5f, Time.deltaTime);
}
}
}

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using UnityEngine;
using UnityEngine.UI;
using UnityAtoms.BaseAtoms;
namespace UnityAtoms.Examples
{
/// <summary>
/// A healthbar component that sets the fill amount of its associated UI Image accordingly.
/// </summary>
[AddComponentMenu("Unity Atoms/Examples/HealthBar")]
public class HealthBar : MonoBehaviour
{
public IntReference InitialHealth { get => _initialHealth; }
[SerializeField]
private IntReference _initialHealth = null;
[SerializeField]
private Image _image;
void Awake()
{
if (_image == null)
{
_image = GetComponent<Image>();
}
}
public void HealthChanged(int health) => _image.fillAmount = 1.0f * health / _initialHealth.Value;
}
}

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using UnityEngine;
using UnityAtoms.BaseAtoms;
namespace UnityAtoms.Examples
{
/// <summary>
/// A component that contains the Player's health.
/// </summary>
public class UnitHealth : MonoBehaviour
{
public int Health { get => _health.Value; set => _health.Value = value; }
[SerializeField]
private IntReference _health;
}
}

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using UnityEngine;
using UnityEngine.Assertions;
using UnityAtoms.BaseAtoms;
namespace UnityAtoms.Examples
{
/// <summary>
/// Script intending to destroy the GameObject it's attached to.
/// </summary>
public class DestroyMe : MonoBehaviour
{
[SerializeField]
FloatReference _delay = new FloatReference(-1f);
void Start()
{
Assert.IsNotNull(_delay);
if (_delay.Value >= 0f)
{
Destroy(gameObject, _delay.Value);
}
}
public void DestroyImmediate() => Destroy(gameObject);
public void DestroyIfZeroOrBelow(int value)
{
if (value <= 0)
{
DestroyImmediate();
}
}
}
}

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using UnityEngine;
namespace UnityAtoms.Examples
{
public static class Rigidbody2DExtensions
{
/// <summary>
/// Simple extension to move a Rigidbody2D using input.
/// </summary>
/// <param name="body">The Rigidbody2D.</param>
/// <param name="input">Move input.</param>
/// <param name="speed">The speed multiplier.</param>
/// <param name="deltaTime">Time since last Update tick.</param>
public static void Move(this Rigidbody2D body, Vector2 input, float speed, float deltaTime)
{
var direction = input.normalized;
var targetVelocity = direction * speed;
body.velocity = Vector2.Lerp(body.velocity, targetVelocity, 10f * deltaTime);
if (direction.magnitude > 0f)
{
float lookAtTargetAngle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
body.transform.rotation = Quaternion.AngleAxis(lookAtTargetAngle, Vector3.forward);
}
}
}
}

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using UnityEngine;
using UnityAtoms.BaseAtoms;
namespace UnityAtoms.Examples
{
/// <summary>
/// Script to sync the Vector3 Variable with this GameObject's current position.
/// </summary>
public class SyncPositionWithVariable : MonoBehaviour
{
[SerializeField]
private Vector3Reference _reference;
void LateUpdate()
{
_reference.Value = transform.position;
}
}
}

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using UnityEngine;
using UnityAtoms.BaseAtoms;
using UnityAtoms.Tags;
using UnityAtoms.FSM;
namespace UnityAtoms.Examples
{
/// <summary>
/// Moves the Enemy based on the state of the enemy.
/// </summary>
public class EnemyMovement : MonoBehaviour
{
[SerializeField]
private StringReference _tagToTarget;
[SerializeField]
private FloatReference _shootingRange = new FloatReference(5f);
[SerializeField]
private FloatReference _moveSpeedMultiplier = new FloatReference(2f);
[SerializeField]
private FiniteStateMachineReference _enemyState;
void Awake()
{
Transform target = null;
AtomTags.OnInitialization(() => target = AtomTags.FindByTag(_tagToTarget.Value).transform);
var body = GetComponent<Rigidbody2D>();
_enemyState.Machine.OnUpdate((deltaTime, value) =>
{
if (target)
{
body.Move((target.position - transform.position), value == "CHASING" ? 2f : 0f, deltaTime);
}
else
{
body.Move(Vector2.zero, 0f, deltaTime);
}
}, gameObject);
_enemyState.Machine.DispatchWhen(command: "ATTACK", (value) => target != null && value == "CHASING" && (_shootingRange.Value >= Vector3.Distance(target.position, transform.position)), gameObject);
_enemyState.Machine.DispatchWhen(command: "CHASE", (value) => target != null && value == "ATTACKING" && (_shootingRange.Value < Vector3.Distance(target.position, transform.position)), gameObject);
}
}
}

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using UnityAtoms.BaseAtoms;
using UnityAtoms.FSM;
using UnityEngine;
using UnityAtoms.Tags;
namespace UnityAtoms.Examples
{
/// <summary>
/// Scipt that listens to the state of the enemy and shoots towards the Player if it's in the correct state.
/// </summary>
public class EnemyShooting : MonoBehaviour
{
[SerializeField]
private StringReference _tagToTarget;
[SerializeField]
private FiniteStateMachineReference _enemyState;
[SerializeField]
private GameObject _projectile;
void Awake()
{
Transform target = null;
AtomTags.OnInitialization(() => target = AtomTags.FindByTag(_tagToTarget.Value).transform);
_enemyState.Machine.OnStateCooldown("ATTACKING", (value) =>
{
if (target)
{
var spawnPos = transform.position + transform.right;
Instantiate(_projectile, spawnPos, transform.rotation);
}
}, gameObject);
}
}
}

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using System.Collections;
using UnityEngine;
using UnityEngine.Assertions;
using UnityAtoms.BaseAtoms;
namespace UnityAtoms.Examples
{
/// <summary>
/// Manager responsible of spawning enmeies and keep track of which enemy wave we are currently facing.
/// </summary>
public class EnemyWaveManager : MonoBehaviour
{
[SerializeField]
private Transform _player;
[SerializeField]
private GameObject _enemyPrefab;
[SerializeField]
private GameObjectValueList _spawnedEnemies;
[SerializeField]
private IntReference _waveCount = new IntReference(0);
void Awake()
{
Assert.IsNotNull(_player);
Assert.IsNotNull(_enemyPrefab);
Assert.IsNotNull(_spawnedEnemies);
Assert.IsNotNull(_waveCount);
}
private Coroutine _waveRoutine;
IEnumerator StartWaves()
{
yield return new WaitForSeconds(3);
for (var i = 0; i < _waveCount.Value; ++i)
{
if (_player != null)
{
var randomMagnitude = 5f;
var randomPosAroundPlayer = new Vector3(
Random.Range(_player.transform.position.x - randomMagnitude, _player.transform.position.x + randomMagnitude),
Random.Range(_player.transform.position.y - randomMagnitude, _player.transform.position.y + randomMagnitude),
0f
);
var enemy = Instantiate(_enemyPrefab, randomPosAroundPlayer, Quaternion.identity);
}
yield return new WaitForSeconds(0.1f);
}
}
public void StartWaveIfNoEnemiesLeft(GameObject enemyToRemove)
{
if (_spawnedEnemies.Count <= 0)
{
_waveCount.Value++;
if (_waveRoutine != null)
{
StopCoroutine(_waveRoutine);
}
_waveRoutine = StartCoroutine(StartWaves());
}
}
public void StartWavesIfInGame(string gameState)
{
if (gameState == "InGame")
{
_waveCount.Value = 1;
if (_waveRoutine != null)
{
StopCoroutine(_waveRoutine);
}
_waveRoutine = StartCoroutine(StartWaves());
}
}
}
}

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using UnityEngine;
using UnityAtoms.FSM;
namespace UnityAtoms.Examples
{
/// <summary>
/// Dispatches commands to the FSM.
/// </summary>
public class GameStateDispatcher : MonoBehaviour
{
[SerializeField]
private FiniteStateMachineReference _gameStateRef;
public void DispatchGameOverIfDead(int health)
{
if (health <= 0)
{
_gameStateRef.Machine.Dispatch("SetGameOver");
}
}
}
}

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