basic movement

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reisenlol 2026-01-02 02:21:53 -08:00
parent aba5310742
commit 01a1278465
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25 changed files with 1140 additions and 540 deletions

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.idea/.idea.LunarInfantry/.idea/.gitignore generated vendored Normal file
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# Default ignored files
/shelf/
/workspace.xml
# Rider ignored files
/modules.xml
/.idea.LunarInfantry.iml
/projectSettingsUpdater.xml
/contentModel.xml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

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using UnityEngine;
using Unity.Mathematics;
using UnityEngine.Splines;
namespace Core.Extensions
{
[System.Serializable]
public class SplinePathSettings
{
static Vector2 CalculatedWorldCenter;
[SerializeField] public bool PreventOverride;
[SerializeField] public bool UseOwnerTransformAsWorldCenter;
public Vector2 WorldCenter => PreventOverride ? WorldCenterOverride : WorldCenterOverride;
public Vector2 WorldCenterOverride;
public float RB_MaxSpeed;
public float RB_Acceleration;
public bool Looping;
public float PathUpdateDistance;
public float PathForceRecalculateDistance;
[HideInInspector] public Vector2 CalculatedTargetPosition;
public float CurrentLerpValue;
public static void SetWorldCenter(Vector2 v)
{
CalculatedWorldCenter = v;
}
public void UseTransformAsWorldCenter(Vector2 v, bool forced)
{
if (UseOwnerTransformAsWorldCenter || forced)
{
UseOwnerTransformAsWorldCenter = true;
this.WorldCenterOverride = v;
PreventOverride = false;
Helper.Repaint();
}
}
public void ClearWorldCenterOverride()
{
WorldCenterOverride = Vector2.zero;
UseOwnerTransformAsWorldCenter = false;
PreventOverride = true;
Helper.Repaint();
}
}
public static class SplineExtensions
{
private static Vector2 BremseEvaluateLerp(this Spline path, Vector2 worldCenter, float lerp, bool looping = false)
{
Vector2 evaluatePosition = new();
if (path.EvaluatePosition(looping ? lerp % 1f : lerp) is float3 f)
{
evaluatePosition.x = f.x; evaluatePosition.y = f.y;
evaluatePosition += worldCenter;
}
return evaluatePosition;
}
public static float BremseGetLength(this Spline path)
{
float length = 0f;
for (int i = 0; i < path.Count; i++)
{
length += path.GetCurveLength(i);
}
return length;
}
public static Vector2 LerpPosition(this Spline path, Vector2 worldCenter, float lerp, bool looping = false)
{
return BremseEvaluateLerp(path, worldCenter, lerp, looping);
}
public static Vector2 LerpPositionWithTime(this Spline path, Vector2 worldCenter, float time, bool looping = false)
{
return BremseEvaluateLerp(path, worldCenter, time / path.BremseGetLength(), looping);
}
public static Rigidbody2D RunAlongSpline(this Rigidbody2D rb, Spline path, SplinePathSettings settings)
{
if (settings.CalculatedTargetPosition.SquareDistanceToGreaterThan(rb.position, settings.PathForceRecalculateDistance))
{
settings.CalculatedTargetPosition = path.LerpPosition(settings.WorldCenter, settings.CurrentLerpValue, settings.Looping);
}
else if (settings.CalculatedTargetPosition.SquareDistanceToLessThan(rb.position, settings.PathUpdateDistance.Max(0.1f)))
{
settings.CurrentLerpValue += Time.deltaTime;
settings.CalculatedTargetPosition = path.LerpPosition(settings.WorldCenter, settings.CurrentLerpValue, settings.Looping);
}
rb.VelocityTowards((settings.CalculatedTargetPosition - rb.position).ScaleToMagnitude(settings.RB_MaxSpeed), settings.RB_Acceleration.Max(0.5f));
return rb;
}
}
}

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fileFormatVersion: 2
guid: 639e4629e5ad36449892f5a1988dedd6

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using UnityEditor;
using UnityEngine;
using UnityEngine.Splines;
namespace Core.Extensions
{
#if UNITY_EDITOR
using UnityEditor.Splines;
[CustomEditor(typeof(SplineSO))]
public class SplineScriptableObjectEditor : Editor
{
private GameObject temporarySplineObject;
public override void OnInspectorGUI()
{
DrawDefaultInspector();
SplineSO s = null;
if (target is SplineSO splineSO)
{
s = splineSO;
}
if (s == null)
{
return;
}
if (GUILayout.Button("Edit Spline in Scene"))
{
s.Dirty();
if (temporarySplineObject == null)
{
temporarySplineObject = new GameObject("Temporary Spline");
temporarySplineObject.hideFlags = HideFlags.HideAndDontSave;
temporarySplineObject.AddComponent<SplineContainer>();
}
var splineContainer = temporarySplineObject.GetComponent<SplineContainer>();
splineContainer.Spline = s.containedSpline;
Selection.activeGameObject = temporarySplineObject;
return;
}
if (EditorUtility.IsDirty(s) && (GUILayout.Button("Save Asset")))
{
s.SetDirtyAndSave();
}
EditorGUILayout.TextArea($"Yo, im dumb and i cant get it to mark it\nas dirty from the spline editor,\n so it only marks it dirty when u press edit spline\nPlease wait with saving or go back\nand press edit after youre done anyway\nto mark it as dirty again.\nctrl + s or Project -> Save Assets\nshould also save it and clear dirty.");
}
}
#endif
}

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fileFormatVersion: 2
guid: 24c27edbb83d16c448c93920a6506ea2

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using UnityEditor;
using UnityEngine;
using UnityEngine.Splines;
namespace Core.Extensions
{
[CreateAssetMenu(menuName = "Splines/Bremse Spline SO", fileName = "Spline SO")]
public class SplineSO : ScriptableObject
{
public static implicit operator Spline(SplineSO s) => s.containedSpline;
[field: SerializeField] public Spline containedSpline { get; private set; }
public void SetSpline(Spline spline)
{
containedSpline = spline;
this.SetDirtyAndSave();
}
private void OnEnable()
{
#if UNITY_EDITOR
if (EditorUtility.IsDirty(this))
{
Debug.Log("Saved Dirty SplineSO");
this.SetDirtyAndSave();
}
#endif
}
}
}

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41
Assets/Scripts/Entity.cs Normal file
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using System;
using UnityEngine;
public class Entity : MonoBehaviour
{
[Header("Health")]
public float health;
public float maxHealth;
[Header("Movement")]
public int maxMovement;
[Header("Flags")]
public bool canMove;
public bool invincible;
public void TakeDamage(float damage)
{
health -= damage;
if (health <= 0)
{
OnKillEffects();
}
}
public void Heal(float healing)
{
health += healing;
health = Mathf.Clamp(health, 0, maxHealth);
}
protected virtual void OnKillEffects()
{
}
private void OnMouseDown()
{
PlayerEntityMovement.instance.SelectEntity(this);
}
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using System;
using UnityEngine;
public class PlayerEntityMovement : MonoBehaviour
{
//unsure if this should also move enemies but who knows!
#region Statication
public static PlayerEntityMovement instance;
private void Awake()
{
if (instance != null && instance != this)
{
Destroy(gameObject);
return;
}
instance = this;
}
#endregion
[SerializeField] private Grid gameplayGrid;
public Entity selectedEntity;
public GameObject templateObject;
public bool isMoving;
private Vector3 mouseWorldPos;
private Camera cam;
private float debounceTime;
[SerializeField] private float debounceDuration;
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cam = Camera.main;
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mouseWorldPos = cam.ScreenToWorldPoint(Input.mousePosition);
if (debounceTime > 0)
{
debounceTime -= Time.deltaTime;
}
if (isMoving)
{
templateObject.transform.position = gameplayGrid.GetCellCenterWorld(gameplayGrid.WorldToCell(mouseWorldPos));
if (Input.GetMouseButtonDown(0) && debounceTime <= 0)
{
SelectLocation();
isMoving = false;
}
}
}
public void SelectEntity(Entity entitySelected)
{
selectedEntity = entitySelected;
isMoving = true;
debounceTime = debounceDuration;
CreateTemplate();
}
private void SelectLocation()
{
selectedEntity.transform.position = gameplayGrid.GetCellCenterWorld(gameplayGrid.WorldToCell(mouseWorldPos));
templateObject.SetActive(false);
}
private void CreateTemplate()
{
templateObject.SetActive(true);
templateObject.transform.position = gameplayGrid.GetCellCenterWorld(gameplayGrid.WorldToCell(mouseWorldPos));
}
}

View file

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View file

@ -1,6 +1,6 @@
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"com.unity.ide.visualstudio": "2.0.22", "com.unity.ide.visualstudio": "2.0.22",

View file

@ -102,11 +102,14 @@
}, },
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}, },
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"com.unity.collections": { "com.unity.collections": {

View file

@ -6,7 +6,7 @@ EditorBuildSettings:
serializedVersion: 2 serializedVersion: 2
m_Scenes: m_Scenes:
- enabled: 1 - enabled: 1
path: Assets/Scenes/SampleScene.unity path: Assets/Scenes/Prototype.unity
guid: 8c9cfa26abfee488c85f1582747f6a02 guid: 8c9cfa26abfee488c85f1582747f6a02
m_configObjects: m_configObjects:
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View file

@ -3,12 +3,12 @@
--- !u!19 &1 --- !u!19 &1
Physics2DSettings: Physics2DSettings:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 5 serializedVersion: 6
m_Gravity: {x: 0, y: -9.81} m_Gravity: {x: 0, y: -9.81}
m_DefaultMaterial: {fileID: 0} m_DefaultMaterial: {fileID: 0}
m_VelocityIterations: 8 m_VelocityIterations: 8
m_PositionIterations: 3 m_PositionIterations: 3
m_VelocityThreshold: 1 m_BounceThreshold: 1
m_MaxLinearCorrection: 0.2 m_MaxLinearCorrection: 0.2
m_MaxAngularCorrection: 8 m_MaxAngularCorrection: 8
m_MaxTranslationSpeed: 100 m_MaxTranslationSpeed: 100
@ -19,6 +19,7 @@ Physics2DSettings:
m_LinearSleepTolerance: 0.01 m_LinearSleepTolerance: 0.01
m_AngularSleepTolerance: 2 m_AngularSleepTolerance: 2
m_DefaultContactOffset: 0.01 m_DefaultContactOffset: 0.01
m_ContactThreshold: 0
m_JobOptions: m_JobOptions:
serializedVersion: 2 serializedVersion: 2
useMultithreading: 0 useMultithreading: 0
@ -39,18 +40,17 @@ Physics2DSettings:
m_IslandSolverBodiesPerJob: 50 m_IslandSolverBodiesPerJob: 50
m_IslandSolverContactsPerJob: 50 m_IslandSolverContactsPerJob: 50
m_SimulationMode: 0 m_SimulationMode: 0
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m_MinSubStepFPS: 30
m_UseSubStepping: 0
m_UseSubStepContacts: 0
m_QueriesHitTriggers: 1 m_QueriesHitTriggers: 1
m_QueriesStartInColliders: 1 m_QueriesStartInColliders: 1
m_CallbacksOnDisable: 1 m_CallbacksOnDisable: 1
m_ReuseCollisionCallbacks: 1 m_ReuseCollisionCallbacks: 1
m_AutoSyncTransforms: 0 m_AutoSyncTransforms: 0
m_AlwaysShowColliders: 0 m_GizmoOptions: 10
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m_ShowColliderContacts: 0
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m_ContactArrowScale: 0.2
m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412}
m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff

View file

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