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klemek
2020-12-10 13:18:02 +01:00
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Anchor : MonoBehaviour
{
#region Unity Properties
public bool IsInput;
public string Name;
public float ScaleIncrease;
#endregion
#region Public Properties
public List<Cable> Cables { get; set; }
public Gate Gate { get; set; }
public bool Activated
{
get
{
if (IsInput)
return Cables.Count > 0 && Cables.First().Activated;
else
return _activated;
}
set
{
if (!IsInput)
_activated = value;
}
}
#endregion
#region Private Properties
private Vector3 _scale;
private SpriteRenderer _sprite;
private bool _activated;
private bool? _lastActivated;
#endregion
#region Unity Methods
// Start is called before the first frame update
private void Start()
{
Utils.RandomName("Anchor", gameObject);
_scale = transform.localScale;
_sprite = GetComponent<SpriteRenderer>();
Cables = new List<Cable>();
Gate = GetComponentInParent<Gate>();
}
// Update is called once per frame
private void Update()
{
if(_lastActivated == null || _lastActivated != Activated)
{
_sprite.color = Activated ? GameManager.Instance.ActivatedColor : GameManager.Instance.DeadColor;
}
}
private void OnMouseEnter()
{
transform.localScale = _scale * ScaleIncrease;
GameManager.Instance.CurrentAnchor = this;
}
private void OnMouseExit()
{
transform.localScale = _scale;
if(Equals(GameManager.Instance.CurrentAnchor))
GameManager.Instance.CurrentAnchor = null;
}
#endregion
#region Public Methods
public bool HasInputAnchor(Anchor target)
{
if (IsInput)
return Cables.Any(c => c.HasInputAnchor(target));
else
return Gate.HasInputAnchor(target);
}
#endregion
#region Private Methods
#endregion
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Cable : MonoBehaviour
{
#region Unity Properties
#endregion
#region Public Properties
public Anchor StartAnchor
{
get => _startAnchor;
set
{
_startAnchor = value;
}
}
public Anchor EndAnchor
{
get => _endAnchor;
set
{
if (!value.IsInput)
{
_endAnchor = StartAnchor;
StartAnchor = value;
}
else
{
_endAnchor = value;
}
if (StartAnchor.HasInputAnchor(EndAnchor))
{
// Loop detected
Destroy(gameObject);
}
else
{
StartAnchor.Cables.Add(this);
EndAnchor.Cables = new List<Cable> { this };
}
}
}
public bool Activated => StartAnchor != null && !StartAnchor.IsInput && StartAnchor.Activated;
#endregion
#region Private Properties
private Anchor _startAnchor;
private Anchor _endAnchor;
private LineRenderer _line;
private bool? _lastActivated;
#endregion
#region Unity Methods
// Start is called before the first frame update
private void Start()
{
_line = GetComponent<LineRenderer>();
Utils.RandomName("Cable", gameObject);
}
// Update is called once per frame
private void Update()
{
if (_lastActivated == null || _lastActivated != Activated)
{
_line.startColor = Activated ? GameManager.Instance.ActivatedColor : GameManager.Instance.DeadColor;
_line.endColor = Activated ? GameManager.Instance.ActivatedColor : GameManager.Instance.DeadColor;
}
var mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
mousePos.z = 0f;
var startPos = StartAnchor == null ? mousePos : StartAnchor.transform.position;
var endPos = EndAnchor == null ? mousePos : EndAnchor.transform.position;
_line.positionCount = 2;
_line.SetPosition(0, startPos);
_line.SetPosition(1, endPos);
}
#endregion
#region Public Methods
public bool HasInputAnchor(Anchor target)
{
return StartAnchor.HasInputAnchor(target);
}
#endregion
#region Private Methods
#endregion
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
#region Static Properties
public static GameManager Instance { get; set; }
#endregion
#region Unity Properties
[Header("Prefabs")]
public Cable CablePrefab;
[Header("Groups")]
public Transform GatesGroup;
public Transform CablesGroup;
[Header("Colors")]
public Color DeadColor;
public Color ActivatedColor;
#endregion
#region Public Properties
public Anchor CurrentAnchor { get; set; }
#endregion
#region Private Properties
private Cable _currentCable;
#endregion
#region Unity Methods
// Start is called before the first frame update
private void Start()
{
if (Instance != null)
throw new InvalidOperationException("More than one GameManager in scene");
Instance = this;
}
// Update is called once per frame
private void Update()
{
if (Input.GetMouseButton(0))
{
if (CurrentAnchor != null && _currentCable == null)
{
_currentCable = Instantiate(CablePrefab, CablesGroup, true);
_currentCable.StartAnchor = CurrentAnchor;
}
}
else if (_currentCable != null)
{
if (CurrentAnchor == null || _currentCable.StartAnchor.IsInput == CurrentAnchor.IsInput)
{
Destroy(_currentCable.gameObject);
}
else
{
_currentCable.EndAnchor = CurrentAnchor;
}
_currentCable = null;
}
}
#endregion
#region Public Methods
#endregion
#region Private Methods
#endregion
}
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences:
- AnchorPrefab: {fileID: -7307756874029176930, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
- CablePrefab: {fileID: -8717160041275297970, guid: c5518c2f8bda4d746a830a3f3e01330c, type: 3}
- GatesGroup: {instanceID: 0}
- CablesGroup: {instanceID: 0}
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Gate : MonoBehaviour
{
#region Unity Properties
private bool HasState;
#endregion
#region Public Properties
public List<Anchor> Anchors { get; set; }
public IEnumerable<Anchor> InputAnchors => Anchors.Where(a => a.IsInput);
public IEnumerable<Anchor> OutputAnchors => Anchors.Where(a => !a.IsInput);
#endregion
#region Private Properties
#endregion
#region Unity Methods
private void Start()
{
Utils.RandomName("Gate", gameObject);
Anchors = GetComponentsInChildren<Anchor>().ToList();
}
// Update is called once per frame
private void Update()
{
}
#endregion
#region Public Methods
public bool HasInputAnchor(Anchor target)
{
return !HasState && (
InputAnchors.Contains(target) ||
InputAnchors.Any(a => a.HasInputAnchor(target))
);
}
#endregion
#region Private Methods
#endregion
}
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using System.Linq;
using UnityEngine;
public static class Utils
{
#region String Utils
public static string RandomString(int length)
{
const string chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
return new string(Enumerable.Repeat(chars, length)
.Select(s => s[Random.Range(0, s.Length)]).ToArray());
}
#endregion
#region Unity Utils
public static void RandomName(string prefix, GameObject obj)
{
obj.name = $"{prefix}_{RandomString(5)}";
}
#endregion
}
+11
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