microgame progress
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16 changed files with 2008 additions and 13 deletions
159
Assets/Scripts/Microgame/Chemical (1).prefab
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159
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7
Assets/Scripts/Microgame/Chemical (1).prefab.meta
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159
Assets/Scripts/Microgame/Chemical (2).prefab
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159
Assets/Scripts/Microgame/Chemical (2).prefab
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7
Assets/Scripts/Microgame/Chemical (2).prefab.meta
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7
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34
Assets/Scripts/Microgame/Chemical.cs
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Assets/Scripts/Microgame/Chemical.cs
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using System;
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using Bremsengine;
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using UnityEngine;
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public class Chemical : MonoBehaviour
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{
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public string chemicalName;
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public Sprite icon;
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public LayerMask potLayer;
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{
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}
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private void OnMouseUp()
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{
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//we need to detect of the object is overlapping the pot!
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//i guess doing an overlap circle will work, not too intensive so it doesn't make sense to do anything complex
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Collider2D isOverlapPot = Physics2D.OverlapPoint(transform.position, potLayer);
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Debug.Log(isOverlapPot);
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if (isOverlapPot)
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{
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MarisaPotionMaker.instance.AddChemical(this);
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Destroy(gameObject);
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}
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}
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private void Break()
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{
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//if mouse not over pot, break lol
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//gm explosion
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}
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}
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2
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7
Assets/Scripts/Microgame/Chemical.prefab.meta
Normal file
7
Assets/Scripts/Microgame/Chemical.prefab.meta
Normal file
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@ -0,0 +1,7 @@
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@ -1,28 +1,65 @@
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using System;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class MarisaPotionMaker : MicroGameHandler
|
||||
{
|
||||
public Potion currentPotion;
|
||||
public List<Potion> requestedPotions = new();
|
||||
public List<Potion> completedPotions = new();
|
||||
public List<Potion> failedPotions = new(); //bad to have 3 lists but whatever.
|
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public int currentPotionIndex;
|
||||
|
||||
public class Potion
|
||||
#region Statication
|
||||
|
||||
public static MarisaPotionMaker instance;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
public string[] chemicals;
|
||||
if (instance != null && instance != this)
|
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{
|
||||
Destroy(gameObject);
|
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return;
|
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}
|
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instance = this;
|
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}
|
||||
|
||||
public void AddChemical(string chemical)
|
||||
#endregion
|
||||
|
||||
public MicrogamePotion currentPotion;
|
||||
public List<MicrogamePotion> requestedPotions = new();
|
||||
public List<MicrogamePotion> completedPotions = new();
|
||||
public List<MicrogamePotion> failedPotions = new(); //bad to have 3 lists but whatever.
|
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public int currentPotionIndex;
|
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[SerializeField] private TextMeshProUGUI potionRecipeTitle;
|
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[SerializeField] private TextMeshProUGUI potionRecipeText;
|
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|
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public void StartPotion(MicrogamePotion potionRequested)
|
||||
{
|
||||
if (currentPotion.chemicals[currentPotionIndex+1] == chemical )
|
||||
|
||||
}
|
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|
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private void Start()
|
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{
|
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UpdateUI();
|
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}
|
||||
|
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public void UpdateUI()
|
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{
|
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//supposed to check off every chemical once added but i'll input that later
|
||||
//for now i have to initialize the ui
|
||||
potionRecipeTitle.text = currentPotion.potionName;
|
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string recipe = "";
|
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for (int i = 0; i < currentPotion.chemicals.Length; i++)
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{
|
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recipe += $"{i+1}. {currentPotion.chemicals[i].chemicalName}\n";
|
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}
|
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potionRecipeText.text = recipe;
|
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}
|
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public void AddChemical(Chemical chemical)
|
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{
|
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if (currentPotion.chemicals[currentPotionIndex].chemicalName == chemical.chemicalName ) //string comparisons are bad but i don't give a fuck
|
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{
|
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currentPotionIndex++;
|
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if (currentPotion.chemicals.Length > currentPotionIndex)
|
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if (currentPotion.chemicals.Length <= currentPotionIndex)
|
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{
|
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CompletePotion(currentPotion, true);
|
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currentPotionIndex = 0;
|
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}
|
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}
|
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else
|
||||
|
|
@ -31,7 +68,7 @@ public class MarisaPotionMaker : MicroGameHandler
|
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}
|
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}
|
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|
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public void CompletePotion(Potion potion, bool success)
|
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public void CompletePotion(MicrogamePotion potion, bool success)
|
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{
|
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requestedPotions.Remove(potion); //doesn't work if there's multiple of the same potion....
|
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if (success)
|
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|
|
|
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8
Assets/Scripts/Microgame/MicrogamePotion.cs
Normal file
8
Assets/Scripts/Microgame/MicrogamePotion.cs
Normal file
|
|
@ -0,0 +1,8 @@
|
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using UnityEngine;
|
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|
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[CreateAssetMenu(menuName = "Microgame/Potion", fileName = "New Microgame Potion")]
|
||||
public class MicrogamePotion : ScriptableObject
|
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{
|
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public string potionName;
|
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public Chemical[] chemicals;
|
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}
|
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2
Assets/Scripts/Microgame/MicrogamePotion.cs.meta
Normal file
2
Assets/Scripts/Microgame/MicrogamePotion.cs.meta
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fileFormatVersion: 2
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guid: cc348db306838012d85c209629029c21
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19
Assets/Scripts/Microgame/TestPotion.asset
Normal file
19
Assets/Scripts/Microgame/TestPotion.asset
Normal file
|
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@ -0,0 +1,19 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_Name: TestPotion
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m_EditorClassIdentifier: Assembly-CSharp::MicrogamePotion
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potionName: yeah
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chemicals:
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8
Assets/Scripts/Microgame/TestPotion.asset.meta
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8
Assets/Scripts/Microgame/TestPotion.asset.meta
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Loading…
Add table
Add a link
Reference in a new issue