microgame progress

This commit is contained in:
myondev 2026-09-04 11:51:28 -07:00
parent ecff3c6b69
commit 79fcc7ce34
16 changed files with 2008 additions and 13 deletions

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@ -22,9 +22,14 @@ public class GameManager : MonoBehaviour
//this is just for general functions and variables that will be reused //this is just for general functions and variables that will be reused
public Camera camera; public Camera camera;
public GameObject pauseMenu; public GameObject pauseMenu;
public void OnSceneChange()
{
camera = Camera.main;
}
public Vector3 GetMouseWorldPos() public Vector3 GetMouseWorldPos()
{ {
return camera.ScreenToWorldPoint(Input.mousePosition); return camera.ScreenToWorldPoint(Input.mousePosition) + new Vector3(0,0,10);
} }
public void SetPause(bool state) public void SetPause(bool state)

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using System;
using Bremsengine;
using UnityEngine;
public class Chemical : MonoBehaviour
{
public string chemicalName;
public Sprite icon;
public LayerMask potLayer;
private void OnMouseDrag()
{
transform.position = GameManager.instance.GetMouseWorldPos();
}
private void OnMouseUp()
{
//we need to detect of the object is overlapping the pot!
//i guess doing an overlap circle will work, not too intensive so it doesn't make sense to do anything complex
Collider2D isOverlapPot = Physics2D.OverlapPoint(transform.position, potLayer);
Debug.Log(isOverlapPot);
if (isOverlapPot)
{
MarisaPotionMaker.instance.AddChemical(this);
Destroy(gameObject);
}
}
private void Break()
{
//if mouse not over pot, break lol
//gm explosion
}
}

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@ -1,28 +1,65 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using TMPro;
using UnityEngine; using UnityEngine;
public class MarisaPotionMaker : MicroGameHandler public class MarisaPotionMaker : MicroGameHandler
{ {
public Potion currentPotion; #region Statication
public List<Potion> requestedPotions = new();
public List<Potion> completedPotions = new(); public static MarisaPotionMaker instance;
public List<Potion> failedPotions = new(); //bad to have 3 lists but whatever.
public int currentPotionIndex; private void Awake()
public class Potion
{ {
public string[] chemicals; if (instance != null && instance != this)
{
Destroy(gameObject);
return;
}
instance = this;
} }
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.
public int currentPotionIndex;
[SerializeField] private TextMeshProUGUI potionRecipeTitle;
[SerializeField] private TextMeshProUGUI potionRecipeText;
public void StartPotion(MicrogamePotion potionRequested)
{ {
if (currentPotion.chemicals[currentPotionIndex+1] == chemical )
}
private void Start()
{
UpdateUI();
}
public void UpdateUI()
{
//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;
string recipe = "";
for (int i = 0; i < currentPotion.chemicals.Length; i++)
{
recipe += $"{i+1}. {currentPotion.chemicals[i].chemicalName}\n";
}
potionRecipeText.text = recipe;
}
public void AddChemical(Chemical chemical)
{
if (currentPotion.chemicals[currentPotionIndex].chemicalName == chemical.chemicalName ) //string comparisons are bad but i don't give a fuck
{ {
currentPotionIndex++; currentPotionIndex++;
if (currentPotion.chemicals.Length > currentPotionIndex) if (currentPotion.chemicals.Length <= currentPotionIndex)
{ {
CompletePotion(currentPotion, true); CompletePotion(currentPotion, true);
currentPotionIndex = 0;
} }
} }
else else
@ -31,7 +68,7 @@ public class MarisaPotionMaker : MicroGameHandler
} }
} }
public void CompletePotion(Potion potion, bool success) public void CompletePotion(MicrogamePotion potion, bool success)
{ {
requestedPotions.Remove(potion); //doesn't work if there's multiple of the same potion.... requestedPotions.Remove(potion); //doesn't work if there's multiple of the same potion....
if (success) if (success)

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@ -0,0 +1,8 @@
using UnityEngine;
[CreateAssetMenu(menuName = "Microgame/Potion", fileName = "New Microgame Potion")]
public class MicrogamePotion : ScriptableObject
{
public string potionName;
public Chemical[] chemicals;
}

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