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b/Assets/Texel/Gameplay.meta similarity index 100% rename from Assets/Gameplay.meta rename to Assets/Texel/Gameplay.meta diff --git a/Assets/Gameplay/GameBoard.cs b/Assets/Texel/Gameplay/GameBoard.cs similarity index 93% rename from Assets/Gameplay/GameBoard.cs rename to Assets/Texel/Gameplay/GameBoard.cs index 17f16cc..c9029f6 100644 --- a/Assets/Gameplay/GameBoard.cs +++ b/Assets/Texel/Gameplay/GameBoard.cs @@ -45,16 +45,17 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize { [ContextMenu("Test Board Serialization")] public void TestSerialize() { board = BoardState.Copy(board); - Debug.Log(board.ToHashtable()); + //Debug.Log(board.ToHashtable()); } } #endregion -#region Board state related +#region Tiles public enum TileColor : byte { - Empty = 0, + Empty = 0, // Used for ID'ing air by color alone + Red = 1, Blue = 2, Green = 3, @@ -67,13 +68,12 @@ public enum TileColor : byte { Bomb = 202, // 3x3 radius destruction Dynamite = 203, // 5x5 cross destruction Seal = 204, // destroys all matching color on landing - //Ice = 205, // Ice is handled as a detail Mystery = 205, // Becomes random basic on destroy Wildcard = 206, // Pairs with any Spark = 207 // Removes entire column on create } -public enum TileDetail : byte { +public enum TileDetail : byte { // Gets cast to byte a lot None = 0x0, Air = 0x0, // None and Air as aliases Normal = 0x1, // Flag that tile exists @@ -81,7 +81,7 @@ public enum TileDetail : byte { //Damaged = 0x04, // Used for Tanuki and Ice -- Actually unneccessary by replacement setup Dropped = 0x08, // Flag for tiles that were just dropped, for smears Fairy = 0x10, // do not clear air under this - /* 0x20 unused */ + Poofed = 0x20, // Drawn as a cloud, freshly removed Tanuki = 0x40, // Changes to a simple colored tile when it would expire Ice = 0x80, // Same as Tanuki but doesn't change color } @@ -119,6 +119,15 @@ public class TileInfo { public TileInfo(TileColor c, byte detail = 1) { // Make a new Tile from the color, assuming detail with a default var ti = new TileInfo((byte)c & ((detail & (byte)0xFF) << 8)); + data = ti.data; // Create garbage but whatever + } + + public TileInfo(TileColor c, params TileDetail[] deets) { + byte b = 0; + foreach (var detail in deets) + b |= (byte)detail; + var ti = new TileInfo(c, b); + data = ti.data; // More delicious garbage } public TileInfo AsTanuki() { diff --git a/Assets/Gameplay/GameBoard.cs.meta b/Assets/Texel/Gameplay/GameBoard.cs.meta similarity index 100% rename from Assets/Gameplay/GameBoard.cs.meta rename to Assets/Texel/Gameplay/GameBoard.cs.meta diff --git a/Assets/Texel/Gameplay/GameBoardDrawer.cs b/Assets/Texel/Gameplay/GameBoardDrawer.cs new file mode 100644 index 0000000..848be55 --- /dev/null +++ b/Assets/Texel/Gameplay/GameBoardDrawer.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class GameBoardDrawer : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Texel/Gameplay/GameBoardDrawer.cs.meta b/Assets/Texel/Gameplay/GameBoardDrawer.cs.meta new file mode 100644 index 0000000..01b536b --- /dev/null +++ b/Assets/Texel/Gameplay/GameBoardDrawer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 30516090f4fb2954fba121c0dfdfe3ea +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/GenericArtAssets.meta b/Assets/Texel/Gameplay/Placeholder Visuals.meta similarity index 77% rename from Assets/Art/GenericArtAssets.meta rename to Assets/Texel/Gameplay/Placeholder Visuals.meta index 5470da1..29dfc91 100644 --- a/Assets/Art/GenericArtAssets.meta +++ b/Assets/Texel/Gameplay/Placeholder Visuals.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: a5a1671f2bf6f9341b8ec7fc994dcc9e +guid: 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externally + + SpriteRenderer Underlay, Overlay; + + [Range(0, 1)] + public float opacity = 1f, smearOpacity = 1f; + + #region Deferred setup under/overlays + void SetUnderlay(Sprite sp) { + if (Underlay) { + Underlay.sprite = sp; + return; + } + + var sr = GetComponent(); // sprite renderer cache + + var subRenderer = new GameObject("Underlay Drawer", typeof(SpriteRenderer)); + subRenderer.hideFlags = HideFlags.DontSave; + + subRenderer.transform.SetParent(transform, false); // Direct parent, literal transform setup + + var underlayRenderer = subRenderer.GetComponent(); + underlayRenderer.sortingLayerID = sr.sortingLayerID; + underlayRenderer.sortingOrder = sr.sortingOrder - 1; // Draw under the normal renderer + + underlayRenderer.sprite = sp; + + Underlay = underlayRenderer; + } + + SpriteRenderer[] Smear; + int SmearSteps = 32; + [Range(0,1f)] + public float SmearDistance = 1f; + void SetSmear(Sprite sp, float opacityShift = 1f) { + // Setup the smear set + if (Smear == null) { + var tempSmears = new List(); + + var sr = GetComponent(); + for (int i = 0; i < SmearSteps; ++i) { + var smearRenderer = new GameObject(string.Format("Smear {0}", i)); + smearRenderer.hideFlags = HideFlags.HideAndDontSave; + + smearRenderer.transform.SetParent(transform,false); + + var smearSR = smearRenderer.AddComponent(); + smearSR.sortingLayerID = sr.sortingLayerID; + smearSR.sortingOrder = sr.sortingOrder - 2; // Draw under underlays + + tempSmears.Add(smearSR); + } + + Smear = tempSmears.ToArray(); + } + + for(int i = 0; i < Smear.Length; ++i) { + var layer = Smear[i]; + + var delta = ((float)(i+1)) / SmearSteps; + + // Shift smeared sub-sprite to position + layer.transform.localPosition = + new Vector3(0, delta * SmearDistance, 0); + + // Set the smear opacity + var layerOpacity = opacity * opacityShift * (1 - delta); + + // Cool ramp + layerOpacity *= layerOpacity; + + + layer.color = new Color(1, 1, 1, layerOpacity); + + layer.enabled = layerOpacity > Mathf.Epsilon && SmearDistance > 0; + + layer.sprite = sp; + } + } + + void SetOverlay(Sprite sp) { + if (Overlay) { + Overlay.sprite = sp; + return; + } + + var sr = GetComponent(); // sprite renderer cache + + var subRenderer = new GameObject("Overlay Drawer", typeof(SpriteRenderer)); + subRenderer.hideFlags = HideFlags.DontSave; + + subRenderer.transform.SetParent(transform, false); // Direct parent, literal transform setup + + var overlayRenderer = subRenderer.GetComponent(); + overlayRenderer.sortingLayerID = sr.sortingLayerID; + overlayRenderer.sortingOrder = sr.sortingOrder + 1; // Draw under the normal renderer + + overlayRenderer.sprite = sp; + + Overlay = overlayRenderer; + } + #endregion + + void UpdateOpacity(SpriteRenderer sr) { + var color = new Color(1, 1, 1, opacity); + + sr.color = color; + if (Underlay) Underlay.color = color; + if (Overlay) Overlay.color = color; + } + + + // TODO Add wildcard Mystery Spark handlers + void Update() { + if (!tsi) return; + if (toDraw == null) return; + + // Copy the data from the TileInfo reference to local enums + color = toDraw.color; + detail = toDraw.detail; + + var sr = GetComponent(); + if (!sr) sr = gameObject.AddComponent(); + + UpdateOpacity(sr); + + var deets = tsi[color]; + + Sprite sprite = null; + if (deets != null) { + sprite = deets.Generic; + // Base of stack + if (amountInStack != 0) { + sprite = deets.ThirdOrLower; + if (stackedBelow == 1) + sprite = deets.SecondFromTop; + if (stackedBelow == 2) + sprite = deets.TopOfStack; + } + + + // non-snowman-y states + if (detail.HasFlag(TileDetail.Poofed)) + sprite = deets.Puff; + } else { + // no matching TileObject data + switch (color) { + case TileColor.Rock: + sprite = tsi.Rock; + break; + case TileColor.Seal: + sprite = tsi.Seal; + break; + case TileColor.Dynamite: + sprite = tsi.Dynamite; + break; + case TileColor.Bomb: + sprite = tsi.Bomb; + break; + } + + + } + sr.sprite = sprite; + SetSmear(sprite, sprite == null ? 0 : smearOpacity); + + // Handle Overlays + + bool hasOverlay = false; + if (detail.HasFlag(TileDetail.Ice)) { + SetOverlay(tsi.IceOverlay); + hasOverlay = true; + } + + if (detail.HasFlag(TileDetail.Tanuki)) { + SetOverlay(tsi.Tanuki); + hasOverlay = true; + } + + if (!hasOverlay) + SetOverlay(null); // Clear the overlay sprite + + bool hasUnderlay = false; + if (detail.HasFlag(TileDetail.Fairy)) { + SetUnderlay(tsi.FairyUnderlay); + hasUnderlay = true; + } + + if (!hasUnderlay) + SetUnderlay(null); + } +} diff --git a/Assets/Texel/Gameplay/TileObjects/TileDrawer.cs.meta b/Assets/Texel/Gameplay/TileObjects/TileDrawer.cs.meta new file mode 100644 index 0000000..27a69df --- /dev/null +++ b/Assets/Texel/Gameplay/TileObjects/TileDrawer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5586c75046d16b9428e4c952221e7958 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Texel/Gameplay/TileObjects/TileObject.cs b/Assets/Texel/Gameplay/TileObjects/TileObject.cs new file mode 100644 index 0000000..084936a --- /dev/null +++ b/Assets/Texel/Gameplay/TileObjects/TileObject.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[CreateAssetMenu(fileName = "TileSpriteInfo", menuName = "Gameplay/TileSpriteInfo", order = 1)] +public class TileObject : ScriptableObject { + public TileColor color; + [Header("Generic icon for this type of tile")] + public Sprite Generic; + + [Header("Stacked")] + public Sprite TopOfStack; + public Sprite SecondFromTop; + public Sprite ThirdOrLower; + + [Header("Puff of smoke for when tile is destroyed")] + public Sprite Puff; +} diff --git a/Assets/Texel/Gameplay/TileObjects/TileObject.cs.meta b/Assets/Texel/Gameplay/TileObjects/TileObject.cs.meta new file mode 100644 index 0000000..6a6202c --- /dev/null +++ b/Assets/Texel/Gameplay/TileObjects/TileObject.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fb5a560c08dbb0c4480cebd43af4d199 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Texel/Gameplay/TileObjects/TileSetInfo.cs b/Assets/Texel/Gameplay/TileObjects/TileSetInfo.cs new file mode 100644 index 0000000..f087c34 --- /dev/null +++ b/Assets/Texel/Gameplay/TileObjects/TileSetInfo.cs @@ -0,0 +1,35 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[CreateAssetMenu(fileName = "TileSetInfo", menuName = "Gameplay/TileSetInfo", order = 1)] +public class TileSetInfo : ScriptableObject { + [Header("Per-color settings / setup")] + public TileObject[] Tiles; + + Dictionary _TileLookup; + void BuildLookup() { + _TileLookup = new Dictionary(); + foreach (var tile in Tiles) + _TileLookup.Add(tile.color, tile); + } + + public TileObject this[TileColor tc] { + get { + if (_TileLookup == null) BuildLookup(); + + bool exists = _TileLookup.TryGetValue(tc, out TileObject to); + if (exists) return to; + + return null; // return null if we don't got anything + } + } + + [Header("Layered")] + public Sprite IceOverlay; + public Sprite FairyUnderlay, Tanuki; + + [Header("Special tile sprites")] + public Sprite Rock; + public Sprite Seal, Bomb, Dynamite, Mystery, Spark, Explosion; +} diff --git a/Assets/Texel/Gameplay/TileObjects/TileSetInfo.cs.meta b/Assets/Texel/Gameplay/TileObjects/TileSetInfo.cs.meta new file mode 100644 index 0000000..d84cf08 --- /dev/null +++ b/Assets/Texel/Gameplay/TileObjects/TileSetInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ff39ff46b446ae04da9edf207d6b2e83 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: