From 12beb02c2d5a2926b609ab4d9213de8c83893d77 Mon Sep 17 00:00:00 2001 From: Shubham <40598861+vijit101@users.noreply.github.com> Date: Sat, 21 Sep 2019 12:03:47 +0530 Subject: [PATCH 1/3] -Clean Code And Final Subsmission Commit --- Assembly-CSharp.csproj | 4 + Assets/Prefabs/EnemyTank Variant 1.prefab | 17 +- Assets/Scenes/EndScreen.unity | 1461 +++++++++++++ Assets/Scenes/EndScreen.unity.meta | 7 + Assets/Scenes/GameScene.unity | 1864 +++++++++++++++++ Assets/Scenes/GameScene.unity.meta | 7 + Assets/Scenes/MainMenu.unity | 838 ++++++++ Assets/Scenes/MainMenu.unity.meta | 7 + .../Achievements/AchievementService.cs | 16 +- Assets/Scripts/Bullet/BulletController.cs | 8 +- Assets/Scripts/Bullet/BulletModel.cs | 6 +- Assets/Scripts/Bullet/BulletService.cs | 10 +- Assets/Scripts/Bullet/BulletType.cs | 4 +- Assets/Scripts/Bullet/BulletView.cs | 10 - Assets/Scripts/Enemy/EnemyBehaviour.cs | 69 +- Assets/Scripts/Enemy/EnemyService.cs | 8 +- .../ObjectPool/TankControllerPoolService.cs | 2 +- Assets/Scripts/States/ChasingState.cs | 6 +- Assets/Scripts/States/PatrollingState.cs | 1 + Assets/Scripts/States/ShootingState.cs | 55 + Assets/Scripts/States/ShootingState.cs.meta | 11 + Assets/Scripts/Tank/TankController.cs | 17 +- Assets/Scripts/Tank/TankModel.cs | 6 +- Assets/Scripts/Tank/TankService.cs | 19 +- Assets/Scripts/Tank/TankView.cs | 24 +- Assets/Scripts/UI/EndScoreScript.cs | 23 + Assets/Scripts/UI/EndScoreScript.cs.meta | 11 + Assets/Scripts/UI/EventService.cs | 18 +- Assets/Scripts/UI/SceneSwitcher.cs | 11 + Assets/Scripts/UI/SceneSwitcher.cs.meta | 11 + Assets/Scripts/UI/Scoring.cs | 22 +- Assets/Scripts/Utils & Misc/LevelLoader.cs | 12 + .../Scripts/Utils & Misc/LevelLoader.cs.meta | 11 + ProjectSettings/EditorBuildSettings.asset | 11 +- 34 files changed, 4465 insertions(+), 142 deletions(-) create mode 100644 Assets/Scenes/EndScreen.unity create mode 100644 Assets/Scenes/EndScreen.unity.meta create mode 100644 Assets/Scenes/GameScene.unity create mode 100644 Assets/Scenes/GameScene.unity.meta create mode 100644 Assets/Scenes/MainMenu.unity create mode 100644 Assets/Scenes/MainMenu.unity.meta create mode 100644 Assets/Scripts/States/ShootingState.cs create mode 100644 Assets/Scripts/States/ShootingState.cs.meta create mode 100644 Assets/Scripts/UI/EndScoreScript.cs create mode 100644 Assets/Scripts/UI/EndScoreScript.cs.meta create mode 100644 Assets/Scripts/UI/SceneSwitcher.cs create mode 100644 Assets/Scripts/UI/SceneSwitcher.cs.meta create mode 100644 Assets/Scripts/Utils & Misc/LevelLoader.cs create mode 100644 Assets/Scripts/Utils & Misc/LevelLoader.cs.meta diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj index 9a89a3f..d1a1639 100644 --- a/Assembly-CSharp.csproj +++ b/Assembly-CSharp.csproj @@ -78,14 +78,18 @@ + + + + diff --git a/Assets/Prefabs/EnemyTank Variant 1.prefab b/Assets/Prefabs/EnemyTank Variant 1.prefab index 14ed130..e29bcec 100644 --- a/Assets/Prefabs/EnemyTank Variant 1.prefab +++ b/Assets/Prefabs/EnemyTank 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a/Assets/Scripts/Achievements/AchievementService.cs +++ b/Assets/Scripts/Achievements/AchievementService.cs @@ -7,16 +7,24 @@ public class AchievementService : MonoBehaviour { private void Start() { - EventService.Instance.On100EnemyKill += EnemyKillAchievement; + EventService.Instance.OnEnemyKill += EnemyKillAchievements; + EventService.Instance.OnBulletFired += BulletAchievement; } - private void EnemyKillAchievement() + public void BulletAchievement() { - Debug.LogError("$$ 100 Kills Tank Sniper $$"); + Debug.LogError("$$ Bullets Noob Medal $$"); } + private void EnemyKillAchievements() + { + Debug.LogError("$$ Tank Novice Medal $$"); + } + + private void OnDisable() { - EventService.Instance.On100EnemyKill -= EnemyKillAchievement; + EventService.Instance.OnEnemyKill -= EnemyKillAchievements; + EventService.Instance.OnBulletFired -= BulletAchievement; } } diff --git a/Assets/Scripts/Bullet/BulletController.cs b/Assets/Scripts/Bullet/BulletController.cs index 2a2e19c..594ce1c 100644 --- a/Assets/Scripts/Bullet/BulletController.cs +++ b/Assets/Scripts/Bullet/BulletController.cs @@ -5,21 +5,17 @@ namespace Tanks.Bullet { public class BulletController { + public BulletModel BulletModel { get; set; } + public BulletView BulletView { get; set; } public BulletController(BulletModel bulletModel, BulletView bulletView) { - //Vector3 Bulletpos = TankViewTransform.position.SetY(.2f); BulletView = GameObject.Instantiate(bulletView); BulletModel = bulletModel; BulletView.Speed = bulletModel.Speed; - //BulletView.damage = bullet BulletView.bulletType = BulletModel.Type; - BulletView.InitializeController(this); } - - public BulletModel BulletModel { get; set; } - public BulletView BulletView { get; set; } public void SetPosition(Vector3 transformArg,Quaternion rotation) { diff --git a/Assets/Scripts/Bullet/BulletModel.cs b/Assets/Scripts/Bullet/BulletModel.cs index eb0fc30..4e722a7 100644 --- a/Assets/Scripts/Bullet/BulletModel.cs +++ b/Assets/Scripts/Bullet/BulletModel.cs @@ -1,8 +1,4 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace Tanks.Bullet +namespace Tanks.Bullet { public class BulletModel { diff --git a/Assets/Scripts/Bullet/BulletService.cs b/Assets/Scripts/Bullet/BulletService.cs index 660ad76..0e34992 100644 --- a/Assets/Scripts/Bullet/BulletService.cs +++ b/Assets/Scripts/Bullet/BulletService.cs @@ -4,15 +4,13 @@ namespace Tanks.Bullet { public class BulletService : MonoSingletongeneric { - //private BulletControllerPoolService bulletControllerPoolService; - private TankType tankType, ViewType; + private TankType tankType; public BulletScriptableObjectList bulletScriptableObjectList; public BulletView bulletView; protected override void Awake() { base.Awake(); - //bulletControllerPoolService = GetComponent(); } public BulletController GetBullet(TankType tankType) @@ -37,12 +35,6 @@ public BulletController GetBullet(TankType tankType) } return null; } - //public void SetBulletPosition(Transform Tanktransform) - //{ - // Vector3 Bulletpos = Tanktransform.position.SetY(.2f); - // transform.position = Bulletpos; - //} - } } diff --git a/Assets/Scripts/Bullet/BulletType.cs b/Assets/Scripts/Bullet/BulletType.cs index df12b80..feaa1bb 100644 --- a/Assets/Scripts/Bullet/BulletType.cs +++ b/Assets/Scripts/Bullet/BulletType.cs @@ -1,6 +1,4 @@ -using UnityEngine; - -public enum BulletType +public enum BulletType { None = 0, Slow = 1, diff --git a/Assets/Scripts/Bullet/BulletView.cs b/Assets/Scripts/Bullet/BulletView.cs index e742329..5cead59 100644 --- a/Assets/Scripts/Bullet/BulletView.cs +++ b/Assets/Scripts/Bullet/BulletView.cs @@ -9,20 +9,11 @@ public class BulletView : MonoBehaviour { private void OnTriggerEnter(Collider collision) { - /*if (collision.gameObject.tag == "Enemy") - { - float score = PlayerPrefs.GetFloat("Score"); - score++; - PlayerPrefs.SetFloat("Score", score); - Destroy(gameObject); - }*/ //damage logic via interface to call damage function on the damagable obj. if (collision.GetComponent() != null) { - //collision.gameObject.TakeDamage(); IDamagable damagable = collision.GetComponent(); damagable.TakeDamage(bulletcontroller.BulletModel.Damage); - //Destroy(gameObject); // Add score logic } } @@ -34,7 +25,6 @@ private void OnTriggerEnter(Collider collision) void Update() { transform.Translate(transform.forward *Speed * Time.deltaTime); - //Destroy(gameObject, .6f); // return bullet to pool logic if (timespan > .6) { diff --git a/Assets/Scripts/Enemy/EnemyBehaviour.cs b/Assets/Scripts/Enemy/EnemyBehaviour.cs index 9e97e5e..2062662 100644 --- a/Assets/Scripts/Enemy/EnemyBehaviour.cs +++ b/Assets/Scripts/Enemy/EnemyBehaviour.cs @@ -7,12 +7,14 @@ namespace Tanks.Enemy public class EnemyBehaviour : MonoBehaviour, IDamagable { - float score; + float EnemiesKilled; TankState currentState = null; float Health = 400, TimeElapsed = 0; public float speed = 20; public PatrollingState patrollingState; public ChasingState chasingState; + public ShootingState shootingState; + [HideInInspector] public Transform Playertarget; bool changeToChase = false; @@ -32,29 +34,25 @@ private void OnTriggerEnter(Collider other) changeToChase = true; } } - private void Start() - { - EventService.Instance.EnemyOnDeath += ScoreUpdate; - } - private void UpdateScore(Collider other) - { - if (other.gameObject.tag == "Player") - { - int lives = PlayerPrefs.GetInt("Lives"); - if (lives < 1) - { - //Game Over - Debug.Log("Player Dead"); - } - else - { - lives--; - PlayerPrefs.SetInt("Lives", lives); - PlayerPrefs.SetInt("Respawn", 1); - } - } - } + //private void UpdateScore(Collider other) + //{ + // if (other.gameObject.tag == "Player") + // { + // int lives = PlayerPrefs.GetInt("Lives"); + // if (lives < 1) + // { + // //Game Over + // Debug.Log("Player Dead"); + // } + // else + // { + // lives--; + // PlayerPrefs.SetInt("Lives", lives); + // PlayerPrefs.SetInt("Respawn", 1); + // } + // } + //} public void TakeDamage(float Damage) { @@ -62,8 +60,8 @@ public void TakeDamage(float Damage) { //ScoreUpdate(); called via event //Enemy Death state - //EventService.Instance.EnemyOnDeath.Invoke(); - EventService.Instance.FireOnDeathEvent(); //Here I fire the on death event as the enemy is dead + EventService.Instance.FireOnDeathEvent(); + ScoreUpdate(); this.gameObject.SetActive(false); //return the enemy to the pool EnemyPoolService.Instance.ReturnPooledObject(this); } @@ -75,13 +73,13 @@ public void TakeDamage(float Damage) // no need can be done using kill count as high score private void ScoreUpdate() { - score = PlayerPrefs.GetFloat("Score"); - score++; - PlayerPrefs.SetFloat("Score", score); + EnemiesKilled = PlayerPrefs.GetFloat("Score"); + EnemiesKilled++; + PlayerPrefs.SetFloat("Score", EnemiesKilled); } private void Update() - { + { if (currentState == null) { TimeElapsed = TimeElapsed + Time.deltaTime; @@ -99,7 +97,7 @@ private void Update() changeToChase = false; } - } + } //State Code public void ChangeState(TankState newState) { @@ -116,16 +114,17 @@ public void ChangeState(TankState newState) } } - private void OnDisable() - { - EventService.Instance.EnemyOnDeath -= ScoreUpdate; - } - public void ResetTank(Vector3 spawnPos) + public void ResetEnemyTank(Vector3 spawnPos) { transform.position = spawnPos; transform.rotation = Quaternion.identity; gameObject.SetActive(true); } + public void AddHealth(int health) + { + this.Health += health; + } + } } diff --git a/Assets/Scripts/Enemy/EnemyService.cs b/Assets/Scripts/Enemy/EnemyService.cs index 7150e1b..ecc4685 100644 --- a/Assets/Scripts/Enemy/EnemyService.cs +++ b/Assets/Scripts/Enemy/EnemyService.cs @@ -8,9 +8,7 @@ public class EnemyService : MonoSingletongeneric { public List EnemyTankPositions; public List EnemyTankViews; - //public List InstantiatedEnemyTanks; - // Start is called before the first frame update - + protected override void Awake() { base.Awake(); @@ -45,9 +43,7 @@ public void SpawnEnemyTank() enemySpawnPos = enemySpawnPos.SetY(-3.68f); EnemyTankPositions.Add(enemySpawnPos); EnemyBehaviour enemyTank = EnemyPoolService.Instance.GetComponent().GetEnemyTank(EnemyTankViews[Random.Range(0, EnemyTankViews.Count)]); - enemyTank.ResetTank(enemySpawnPos); - //GameObject enemyTank = Instantiate(EnemyTankViews[Random.Range(0, EnemyTankViews.Count)], enemySpawnPos, Quaternion.identity) as GameObject; - //InstantiatedEnemyTanks.Add(enemyTank); + enemyTank.ResetEnemyTank(enemySpawnPos); } } diff --git a/Assets/Scripts/ObjectPool/TankControllerPoolService.cs b/Assets/Scripts/ObjectPool/TankControllerPoolService.cs index 3cc1b6e..229d2e7 100644 --- a/Assets/Scripts/ObjectPool/TankControllerPoolService.cs +++ b/Assets/Scripts/ObjectPool/TankControllerPoolService.cs @@ -17,7 +17,7 @@ public TankController GetTankController(TankModel model, TankView view) TankController getTank = GetPoolItem(); if(getTank != null) { - getTank.ResetController(tankModel); + getTank.TankView.ResetController(tankModel); return getTank; } return GetPoolItem(); diff --git a/Assets/Scripts/States/ChasingState.cs b/Assets/Scripts/States/ChasingState.cs index 2939ac8..52c40df 100644 --- a/Assets/Scripts/States/ChasingState.cs +++ b/Assets/Scripts/States/ChasingState.cs @@ -12,10 +12,9 @@ private void Update() if (Enterstate) { enemyBehaviour.transform.position = Vector3.MoveTowards(enemyBehaviour.transform.position, enemyBehaviour.Playertarget.position, (enemyBehaviour.speed-5) * Time.deltaTime); - if (timelapse > 3.5f) + if (timelapse > 2.2f) { - Debug.LogError("Change Back To Patrolling State"); - enemyBehaviour.ChangeState(enemyBehaviour.patrollingState); + enemyBehaviour.ChangeState(enemyBehaviour.shootingState); } else { @@ -33,6 +32,7 @@ public override void OnEnterState() { base.OnEnterState(); Debug.LogError("Enter chase State"); + timelapse = 0; Enterstate = true; } public override void OnExitState() diff --git a/Assets/Scripts/States/PatrollingState.cs b/Assets/Scripts/States/PatrollingState.cs index 4aceae5..4efeaa0 100644 --- a/Assets/Scripts/States/PatrollingState.cs +++ b/Assets/Scripts/States/PatrollingState.cs @@ -25,6 +25,7 @@ public override void OnEnterState() { base.OnEnterState(); enterState = true; + timeelasped = 3; moveto = SetPatrolPosition(); // remove this line and al tnks first come to 000 the n go on patrolling } diff --git a/Assets/Scripts/States/ShootingState.cs b/Assets/Scripts/States/ShootingState.cs new file mode 100644 index 0000000..e8b1fdf --- /dev/null +++ b/Assets/Scripts/States/ShootingState.cs @@ -0,0 +1,55 @@ +using Tanks.Bullet; +using UnityEngine; + +namespace Tanks.States +{ + public class ShootingState : TankState + { + bool Enterstate; + float timelapse = 0; + private void Update() + { + if (Enterstate) + { + if (timelapse > .05f) + { + enemyBehaviour.ChangeState(enemyBehaviour.patrollingState); + // add rotate and fire later + } + else + { + FireBullets(); + timelapse = timelapse + Time.deltaTime; + } + + } + } + + private void FireBullets() + { + enemyBehaviour.AddHealth(100); + BulletController EnemyBullet = BulletService.Instance.GetBullet(TankType.LowHealth); + enemyBehaviour.AddHealth((int)EnemyBullet.BulletModel.Damage); + EnemyBullet.SetPosition(enemyBehaviour.transform.position, enemyBehaviour.transform.rotation); + } + + public override void Awake() + { + base.Awake(); + } + public override void OnEnterState() + { + base.OnEnterState(); + timelapse = 0; + Enterstate = true; + } + public override void OnExitState() + { + Enterstate = false; + base.OnExitState(); + } + + } + +} + diff --git a/Assets/Scripts/States/ShootingState.cs.meta b/Assets/Scripts/States/ShootingState.cs.meta new file mode 100644 index 0000000..c4138b7 --- /dev/null +++ b/Assets/Scripts/States/ShootingState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: db0f2ce619acab644b4a12192e79b9ea +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Tank/TankController.cs b/Assets/Scripts/Tank/TankController.cs index 7458b6a..30c551f 100644 --- a/Assets/Scripts/Tank/TankController.cs +++ b/Assets/Scripts/Tank/TankController.cs @@ -6,12 +6,16 @@ namespace Tanks.Tank { public class TankController { + + public TankView TankView { get; set; } + public TankModel TankModel { get; set; } + public TankController(TankModel tankModel, TankView tankView) { //instantiates the tank view prefab passed to it via service TankView = GameObject.Instantiate(tankView); TankModel = tankModel; - // Setting the mdoel to view + // Setting the model to view TankView.Speed = tankModel.Speed; TankView.Health = tankModel.Health; TankView.Type = tankModel.Type; @@ -20,9 +24,6 @@ public TankController(TankModel tankModel, TankView tankView) } - public TankView TankView { get; set; } - public TankModel TankModel { get; set; } - // Takes a bulelt from bullet service and fires a bullet public void FireBullet() { @@ -30,6 +31,8 @@ public void FireBullet() Vector3 Bulletpos = TankView.transform.position; Bulletpos = Bulletpos.SetY(.2f); bulletController.SetPosition(Bulletpos,TankView.transform.rotation); + + } // Implementation of idamagable interface throught view calls in apply method @@ -40,6 +43,7 @@ public void ApplyDamage(float damage) // If player dead return it to the pool TankControllerPoolService.Instance.ReturnPooledObject(this); this.TankView.gameObject.SetActive(false); + LevelLoader.LoadAnyLevel(2); } else { @@ -52,11 +56,8 @@ public void SetModelToView(TankView tank) tank.Speed = TankModel.Speed; tank.Health = TankModel.Health; } - public void ResetController(TankModel tankmodel) + public void SetModel(TankModel tankmodel) { - TankView.gameObject.SetActive(true); - TankView.gameObject.transform.position = new Vector3(0, this.TankView.gameObject.transform.position.y, 0); - // For reactivation the health be reset to teh model TankModel = tankmodel; } } diff --git a/Assets/Scripts/Tank/TankModel.cs b/Assets/Scripts/Tank/TankModel.cs index 120e7b9..472481d 100644 --- a/Assets/Scripts/Tank/TankModel.cs +++ b/Assets/Scripts/Tank/TankModel.cs @@ -1,8 +1,4 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace Tanks.Tank +namespace Tanks.Tank { public class TankModel { diff --git a/Assets/Scripts/Tank/TankService.cs b/Assets/Scripts/Tank/TankService.cs index 9ae5a60..844f6e3 100644 --- a/Assets/Scripts/Tank/TankService.cs +++ b/Assets/Scripts/Tank/TankService.cs @@ -1,29 +1,26 @@ -using System; -using Tanks.ObjectPool; +using Tanks.ObjectPool; using UnityEngine; namespace Tanks.Tank { public class TankService : MonoSingletongeneric { - public TankView tankview; // Holds a reference to the view be instantiated - public TankScriptableObjectList tankScriptableObjectList; // list of data to be input to model - - protected override void Awake() - { - base.Awake(); - } + public TankView tankview; + public TankScriptableObjectList tankScriptableObjectList; private void Start() { PlayerPrefs.SetFloat("Score", 0); PlayerPrefs.SetInt("Lives", 3); PlayerPrefs.SetInt("Respawn", 0); } - + protected override void Awake() + { + base.Awake(); + } + private void Update() { SpawnTank(); - } private void SpawnTank() diff --git a/Assets/Scripts/Tank/TankView.cs b/Assets/Scripts/Tank/TankView.cs index 56ec102..38cdafc 100644 --- a/Assets/Scripts/Tank/TankView.cs +++ b/Assets/Scripts/Tank/TankView.cs @@ -1,8 +1,4 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using Tanks.interfaces; -using Tanks.Bullet; +using Tanks.interfaces; using UnityEngine; namespace Tanks.Tank @@ -27,6 +23,7 @@ public void TakeDamage(float Damage) public float Health = 0; public float TotTank = 0; private TankController tankcontroller; + private int BulletCount = 0; // Use this for initialization void Start() @@ -34,7 +31,6 @@ void Start() transform.position = transform.position.SetY(-3.74f); EventService.Instance.EnemyOnDeath += AddTankHealth; // Sub to event when enemy dies it gets health rgbd = GetComponent(); - Debug.Log("Spd " + Speed + "health " + Health +"Type "+Type + "Count"+TotTank); } // Update is called once per frame @@ -43,6 +39,11 @@ void Update() TankMove(); CheckRespawn(); TankFire(); + + if (BulletCount > 2) + { + EventService.Instance.FireOnBulletFired(); + } } public void InitializeController(TankController tankController) { @@ -78,6 +79,7 @@ public void TankFire() if (Input.GetKeyDown(KeyCode.F)) { tankcontroller.FireBullet(); + BulletCount++; } } @@ -112,6 +114,16 @@ private void OnDisable() { EventService.Instance.EnemyOnDeath -= AddTankHealth; } + + public void ResetController(TankModel tankmodel) + { + gameObject.SetActive(true); + gameObject.transform.position = new Vector3(0, gameObject.transform.position.y, 0); + // For reactivation the health be reset to teh model + tankcontroller.SetModel(tankmodel); + } + + } } diff --git a/Assets/Scripts/UI/EndScoreScript.cs b/Assets/Scripts/UI/EndScoreScript.cs new file mode 100644 index 0000000..e96815b --- /dev/null +++ b/Assets/Scripts/UI/EndScoreScript.cs @@ -0,0 +1,23 @@ +using UnityEngine; +using TMPro; +public class EndScoreScript : MonoBehaviour +{ + public TextMeshProUGUI HighText, CurrentText; + // Start is called before the first frame update + private void Start() + { + int current = (int)PlayerPrefs.GetFloat("Score"); + CurrentText.text = "Current Score :" + current.ToString(); + HighText.text = "High Score :" + PlayerPrefs.GetInt("HighScore").ToString(); + int high = PlayerPrefs.GetInt("HighScore"); + if (high < current) + { + PlayerPrefs.SetInt("HighScore", current); + HighText.text = "High Score :" + PlayerPrefs.GetInt("HighScore").ToString(); + } + else + { + HighText.text = "High Score :" + PlayerPrefs.GetInt("HighScore").ToString(); + } + } +} diff --git a/Assets/Scripts/UI/EndScoreScript.cs.meta b/Assets/Scripts/UI/EndScoreScript.cs.meta new file mode 100644 index 0000000..11fa023 --- /dev/null +++ b/Assets/Scripts/UI/EndScoreScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3039f1f929221d748bed7de50af078fd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/EventService.cs b/Assets/Scripts/UI/EventService.cs index 86b237c..2846739 100644 --- a/Assets/Scripts/UI/EventService.cs +++ b/Assets/Scripts/UI/EventService.cs @@ -1,21 +1,13 @@ using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; public class EventService : MonoSingletongeneric { public event Action EnemyOnDeath; - public event Action On100EnemyKill; + public event Action OnEnemyKill; + public event Action OnBulletFired; //public event Action OnbulletAchievement; //public event Action BulletHit; - public void FireOnDeathEvent() - { - EnemyOnDeath?.Invoke(); - } - public void FireOn100EnemyKill() - { - On100EnemyKill?.Invoke(); - } - + public void FireOnDeathEvent() => EnemyOnDeath?.Invoke(); + public void FireOnEnemyKill() => OnEnemyKill?.Invoke(); + public void FireOnBulletFired() => OnBulletFired?.Invoke(); } \ No newline at end of file diff --git a/Assets/Scripts/UI/SceneSwitcher.cs b/Assets/Scripts/UI/SceneSwitcher.cs new file mode 100644 index 0000000..de115e2 --- /dev/null +++ b/Assets/Scripts/UI/SceneSwitcher.cs @@ -0,0 +1,11 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class SceneSwitcher : MonoBehaviour +{ + public void ChangeScene(int SceneIndx) + { + LevelLoader.LoadAnyLevel(SceneIndx); + } +} diff --git a/Assets/Scripts/UI/SceneSwitcher.cs.meta b/Assets/Scripts/UI/SceneSwitcher.cs.meta new file mode 100644 index 0000000..8636e6e --- /dev/null +++ b/Assets/Scripts/UI/SceneSwitcher.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8fd22d466df01fc4f8c61d2abd561aa9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Scoring.cs b/Assets/Scripts/UI/Scoring.cs index bf32694..5d801f4 100644 --- a/Assets/Scripts/UI/Scoring.cs +++ b/Assets/Scripts/UI/Scoring.cs @@ -6,14 +6,12 @@ public class Scoring : MonoBehaviour { - public TextMeshProUGUI Lives, Score,Gameover; + public TextMeshProUGUI Lives, Score; // Start is called before the first frame update void Start() { EventService.Instance.EnemyOnDeath += EnemyKilledCount; - PlayerPrefs.SetInt("EnemyKiledCount", 0); - Lives.text = "Lives :"+PlayerPrefs.GetInt("Lives").ToString(); - Score.text = "Score :" + PlayerPrefs.GetFloat("Score").ToString(); + Score.text = "Enemies Killed :" + PlayerPrefs.GetFloat("Score").ToString(); } // Update is called once per frame @@ -21,26 +19,20 @@ void Start() void Update() { onPlayerDeath(); - Debug.LogError("Enemy Killed till now"+ PlayerPrefs.GetInt("EnemyKiledCount")); + Debug.LogError("Enemy Killed till now" + PlayerPrefs.GetFloat("Score")); } private void onPlayerDeath() { Lives.text = "Lives :" + PlayerPrefs.GetInt("Lives").ToString(); - Score.text = "Score :" + PlayerPrefs.GetFloat("Score").ToString(); - if (PlayerPrefs.GetInt("Lives") == 0) - { - Gameover.enabled = true; - } + Score.text = "Enemies Killed :" + PlayerPrefs.GetFloat("Score").ToString(); } private void EnemyKilledCount() { - int killed = PlayerPrefs.GetInt("EnemyKiledCount"); - killed++; - PlayerPrefs.SetInt("EnemyKiledCount", killed); - if(killed == 100) + int killed = (int)PlayerPrefs.GetFloat("Score"); + if (killed >= 2) { //EventService.Instance.FireGenericEvent(EventService.Instance.On100EnemyKill); Won't work - EventService.Instance.FireOn100EnemyKill(); + EventService.Instance.FireOnEnemyKill(); } } private void OnDisable() diff --git a/Assets/Scripts/Utils & Misc/LevelLoader.cs b/Assets/Scripts/Utils & Misc/LevelLoader.cs new file mode 100644 index 0000000..9aa7723 --- /dev/null +++ b/Assets/Scripts/Utils & Misc/LevelLoader.cs @@ -0,0 +1,12 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +public static class LevelLoader +{ + public static void LoadAnyLevel(int SceneIndex) + { + SceneManager.LoadScene(SceneIndex); + } +} diff --git a/Assets/Scripts/Utils & Misc/LevelLoader.cs.meta b/Assets/Scripts/Utils & Misc/LevelLoader.cs.meta new file mode 100644 index 0000000..77f139b --- /dev/null +++ b/Assets/Scripts/Utils & Misc/LevelLoader.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9b64bd040315383489c5233f70955074 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index 0147887..814bdea 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -4,5 +4,14 @@ EditorBuildSettings: m_ObjectHideFlags: 0 serializedVersion: 2 - m_Scenes: [] + m_Scenes: + - enabled: 1 + path: Assets/Scenes/MainMenu.unity + guid: 143f21e2b8b6d4e409a416d419c56b36 + - enabled: 1 + path: Assets/Scenes/GameScene.unity + guid: d329aee803e49014f99df0c4da781ccc + - enabled: 1 + path: Assets/Scenes/EndScreen.unity + guid: 49e776d78cf62cf4cbbcdfe0a533cfb8 m_configObjects: {} From cf6a970caf18acaf5f1ac6c8ba3544ad849c17a7 Mon Sep 17 00:00:00 2001 From: Shubham <40598861+vijit101@users.noreply.github.com> Date: Sat, 21 Sep 2019 12:37:43 +0530 Subject: [PATCH 2/3] -Corrected Respawn Bug --- Assets/Scripts/Tank/TankController.cs | 19 +++++++++++++++---- Assets/Scripts/Tank/TankView.cs | 1 + 2 files changed, 16 insertions(+), 4 deletions(-) diff --git a/Assets/Scripts/Tank/TankController.cs b/Assets/Scripts/Tank/TankController.cs index 30c551f..ee9acd6 100644 --- a/Assets/Scripts/Tank/TankController.cs +++ b/Assets/Scripts/Tank/TankController.cs @@ -9,12 +9,14 @@ public class TankController public TankView TankView { get; set; } public TankModel TankModel { get; set; } + public TankModel DefaultModel { get; set; } public TankController(TankModel tankModel, TankView tankView) { //instantiates the tank view prefab passed to it via service TankView = GameObject.Instantiate(tankView); TankModel = tankModel; + DefaultModel = tankModel; // Setting the model to view TankView.Speed = tankModel.Speed; TankView.Health = tankModel.Health; @@ -40,10 +42,19 @@ public void ApplyDamage(float damage) { if (TankModel.Health - damage <= 0) { - // If player dead return it to the pool - TankControllerPoolService.Instance.ReturnPooledObject(this); - this.TankView.gameObject.SetActive(false); - LevelLoader.LoadAnyLevel(2); + int lives = PlayerPrefs.GetInt("Lives"); + if (lives < 1) + { + //Game Over + TankControllerPoolService.Instance.ReturnPooledObject(this); + LevelLoader.LoadAnyLevel(2); + } + else + { + lives--; + PlayerPrefs.SetInt("Lives", lives); + PlayerPrefs.SetInt("Respawn", 1); + } } else { diff --git a/Assets/Scripts/Tank/TankView.cs b/Assets/Scripts/Tank/TankView.cs index 38cdafc..db2c57f 100644 --- a/Assets/Scripts/Tank/TankView.cs +++ b/Assets/Scripts/Tank/TankView.cs @@ -99,6 +99,7 @@ public void RespawnPlayer() RespawnPos = RespawnPos.SetRandomVectorXYZ(-38, 38, 0, 5, -38, 38); RespawnPos = RespawnPos.SetY(-3.74f); gameObject.transform.position = RespawnPos; + tankcontroller.SetModel(tankcontroller.DefaultModel); gameObject.SetActive(true); PlayerPrefs.SetInt("Respawn", 0); } From d8f9469a626aa3631c64d30c19961e1e1fdedffc Mon Sep 17 00:00:00 2001 From: Shubham <40598861+vijit101@users.noreply.github.com> Date: Sat, 21 Sep 2019 13:20:03 +0530 Subject: [PATCH 3/3] -Bug fix --- Assets/Scripts/Bullet/BulletView.cs | 2 +- Assets/Scripts/Enemy/EnemyBehaviour.cs | 19 ------------------- Assets/Scripts/Tank/TankController.cs | 10 ++++++---- Assets/Scripts/Tank/TankModel.cs | 1 + 4 files changed, 8 insertions(+), 24 deletions(-) diff --git a/Assets/Scripts/Bullet/BulletView.cs b/Assets/Scripts/Bullet/BulletView.cs index 5cead59..acffb52 100644 --- a/Assets/Scripts/Bullet/BulletView.cs +++ b/Assets/Scripts/Bullet/BulletView.cs @@ -24,7 +24,7 @@ private void OnTriggerEnter(Collider collision) void Update() { - transform.Translate(transform.forward *Speed * Time.deltaTime); + transform.Translate(Vector3.forward *Speed * Time.deltaTime); // return bullet to pool logic if (timespan > .6) { diff --git a/Assets/Scripts/Enemy/EnemyBehaviour.cs b/Assets/Scripts/Enemy/EnemyBehaviour.cs index 2062662..a25bf59 100644 --- a/Assets/Scripts/Enemy/EnemyBehaviour.cs +++ b/Assets/Scripts/Enemy/EnemyBehaviour.cs @@ -35,25 +35,6 @@ private void OnTriggerEnter(Collider other) } } - //private void UpdateScore(Collider other) - //{ - // if (other.gameObject.tag == "Player") - // { - // int lives = PlayerPrefs.GetInt("Lives"); - // if (lives < 1) - // { - // //Game Over - // Debug.Log("Player Dead"); - // } - // else - // { - // lives--; - // PlayerPrefs.SetInt("Lives", lives); - // PlayerPrefs.SetInt("Respawn", 1); - // } - // } - //} - public void TakeDamage(float Damage) { if (Health - Damage <= 0) diff --git a/Assets/Scripts/Tank/TankController.cs b/Assets/Scripts/Tank/TankController.cs index ee9acd6..c62fa9a 100644 --- a/Assets/Scripts/Tank/TankController.cs +++ b/Assets/Scripts/Tank/TankController.cs @@ -15,8 +15,8 @@ public TankController(TankModel tankModel, TankView tankView) { //instantiates the tank view prefab passed to it via service TankView = GameObject.Instantiate(tankView); - TankModel = tankModel; - DefaultModel = tankModel; + TankModel = tankModel; // points to a refrence(address) of tankModel and even if defaultmodel = new tankmodel; default = tank model still points + DefaultModel = new TankModel(tankModel.Type,(int)tankModel.Speed,(int)tankModel.Health); // Setting the model to view TankView.Speed = tankModel.Speed; TankView.Health = tankModel.Health; @@ -39,9 +39,9 @@ public void FireBullet() // Implementation of idamagable interface throught view calls in apply method public void ApplyDamage(float damage) - { + { if (TankModel.Health - damage <= 0) - { + { int lives = PlayerPrefs.GetInt("Lives"); if (lives < 1) { @@ -59,6 +59,8 @@ public void ApplyDamage(float damage) else { TankModel.Health = TankModel.Health-damage; + Debug.LogError("%%%%" + TankModel.Health); + Debug.LogError("+++" + DefaultModel.Health); } } // Sets model to view stats diff --git a/Assets/Scripts/Tank/TankModel.cs b/Assets/Scripts/Tank/TankModel.cs index 472481d..9d2378e 100644 --- a/Assets/Scripts/Tank/TankModel.cs +++ b/Assets/Scripts/Tank/TankModel.cs @@ -14,6 +14,7 @@ public TankModel(TankType type,int speed, int health) Health = health; Type = type; } + public TankModel() { } public float Speed { get; private set; } public float Health { get; set; }