feat: fish move around, player pan camera around

This commit is contained in:
Michael 2023-09-10 11:34:58 -04:00
commit 3ae64f33a9
52 changed files with 4779 additions and 0 deletions

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using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Assets.FishTank
{
public class CameraInputHandler : MonoBehaviour
{
[SerializeField] private PlayerCameraHandler _playerCameraHandler;
private bool _panEnabled;
public void EnablePan(InputAction.CallbackContext context)
{
_panEnabled = context.phase switch
{
InputActionPhase.Performed => true,
_ => false,
};
}
public void OnPan(InputAction.CallbackContext context)
{
if (context.phase != InputActionPhase.Performed) return;
if (!_panEnabled) return;
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_playerCameraHandler.Pan(input * Time.deltaTime);
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using UnityEngine;
namespace Assets.FishTank.Fish
{
public class Fish : MonoBehaviour
{
[SerializeField] private new string name;
[SerializeField] private int age;
[SerializeField] private float health;
}
}

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using System.Collections;
using UnityEngine;
namespace Assets.FishTank.Fish
{
public class FishFacingDirection : MonoBehaviour
{
[SerializeField] private FishMovement _fishMovement;
private void Update()
{
var movementDirection = _fishMovement.MovementDirection;
var localScale = transform.localScale;
localScale.x = movementDirection.x > 0 ? Mathf.Abs(localScale.x) : -Mathf.Abs(localScale.x);
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using System.Collections;
using UnityEngine;
namespace Assets.FishTank.Fish
{
public class FishMovement : MonoBehaviour
{
private class MovementSpeed
{
public static readonly float Float = 0.1f;
public static readonly float Creep = 0.5f;
public static readonly float Swim = 1.0f;
public static readonly float Dart = 2.0f;
}
[SerializeField, Min(0)] private int _minTimeBetweenRandomMovements;
[SerializeField, Min(0)] private int _maxTimeBetweenRandomMovements;
[SerializeField, Range(0, 1)] private float _chanceToPerformRandomMovement;
[SerializeField, Range(0, 1)] private float _chanceToStareAtEdge;
[SerializeField, Range(0, 10)] private float _maxStareAtEdgeTime;
private Vector2 _movementDirection;
private float _movementSpeed;
private float _timeSinceLastRandomMovement;
public Vector2 MovementDirection => _movementDirection;
private void OnEnable()
{
_movementDirection = RandomMovementDirection();
_movementSpeed = RandomMovementSpeed();
}
private void Update()
{
_timeSinceLastRandomMovement += Time.deltaTime;
transform.position += (Vector3)_movementDirection * _movementSpeed * Time.deltaTime;
}
private void OnTriggerExit2D(Collider2D collision)
{
if (collision == null) return;
_movementSpeed = 0.0f;
StartCoroutine(StareAtEdge());
}
private IEnumerator StareAtEdge()
{
if (Random.value < _chanceToStareAtEdge)
{
yield return new WaitForSeconds(_maxStareAtEdgeTime * Random.value);
}
_movementDirection = -_movementDirection;
_movementSpeed = RandomMovementSpeed();
_timeSinceLastRandomMovement = 0;
}
private void OnTriggerStay2D(Collider2D collision)
{
if (_timeSinceLastRandomMovement < _minTimeBetweenRandomMovements) return;
if (_timeSinceLastRandomMovement >= _maxTimeBetweenRandomMovements && Random.value >= _chanceToPerformRandomMovement) return;
_movementDirection = RandomMovementDirection();
_movementSpeed = RandomMovementSpeed();
_timeSinceLastRandomMovement = 0;
}
private Vector2 RandomMovementDirection()
{
return Random.insideUnitCircle.normalized;
}
private float RandomMovementSpeed()
{
return Random.value switch
{
< 0.25f => MovementSpeed.Float,
< 0.5f => MovementSpeed.Creep,
< 0.75f => MovementSpeed.Swim,
< 1.0f => MovementSpeed.Dart,
_ => 0,
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}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Assets.FishTank
{
public class PlayerCameraHandler : MonoBehaviour
{
[SerializeField] private Camera _camera;
[SerializeField] private Bounds _bounds; // TODO (Michael): add way for bounds to be constrained to tank size
[SerializeField] [Range(0, 10)] private float _panSensitivity;
public void Pan(Vector2 panAmount)
{
var cameraPosition = _camera.transform.position;
cameraPosition += (Vector3) panAmount * _panSensitivity;
if (!_bounds.Contains(cameraPosition))
{
cameraPosition = _bounds.ClosestPoint(cameraPosition);
}
_camera.transform.position = cameraPosition;
}
private void OnEnable()
{
Cursor.lockState = CursorLockMode.Locked;
}
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using System.Collections;
using UnityEngine;
namespace Assets.FishTank
{
public class PlayerInventory : MonoBehaviour
{
[SerializeField] private int _fishEggs;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Assets.FishTank
{
public class Tank : MonoBehaviour
{
[SerializeField] private Bounds _bounds;
private List<Fish.Fish> _fish;
}
}

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