import successful, grid has visuals

cell values and grid lines are displayed. no interaction available yet.
This commit is contained in:
Simon O'Shea
2023-07-31 18:45:01 -04:00
parent 4699ce7287
commit 5f9e8f979d
56 changed files with 4851 additions and 7 deletions
@@ -0,0 +1,117 @@
/*
------------------- Code Monkey -------------------
Thank you for downloading the Code Monkey Utilities
I hope you find them useful in your projects
If you have any questions use the contact form
Cheers!
unitycodemonkey.com
--------------------------------------------------
*/
using System;
using System.Collections.Generic;
using UnityEngine;
namespace CodeMonkey.MonoBehaviours {
/*
* Script to handle Camera Movement and Zoom
* Place on Camera GameObject
* */
public class CameraFollow : MonoBehaviour {
public static CameraFollow Instance { get; private set; }
private Camera myCamera;
private Func<Vector3> GetCameraFollowPositionFunc;
private Func<float> GetCameraZoomFunc;
public void Setup(Func<Vector3> GetCameraFollowPositionFunc, Func<float> GetCameraZoomFunc, bool teleportToFollowPosition, bool instantZoom) {
this.GetCameraFollowPositionFunc = GetCameraFollowPositionFunc;
this.GetCameraZoomFunc = GetCameraZoomFunc;
if (teleportToFollowPosition) {
Vector3 cameraFollowPosition = GetCameraFollowPositionFunc();
cameraFollowPosition.z = transform.position.z;
transform.position = cameraFollowPosition;
}
if (instantZoom) {
myCamera.orthographicSize = GetCameraZoomFunc();
}
}
private void Awake() {
Instance = this;
myCamera = transform.GetComponent<Camera>();
}
public void SetCameraFollowPosition(Vector3 cameraFollowPosition) {
SetGetCameraFollowPositionFunc(() => cameraFollowPosition);
}
public void SetGetCameraFollowPositionFunc(Func<Vector3> GetCameraFollowPositionFunc) {
this.GetCameraFollowPositionFunc = GetCameraFollowPositionFunc;
}
public void SetCameraZoom(float cameraZoom) {
SetGetCameraZoomFunc(() => cameraZoom);
}
public void SetGetCameraZoomFunc(Func<float> GetCameraZoomFunc) {
this.GetCameraZoomFunc = GetCameraZoomFunc;
}
private void Update() {
HandleMovement();
HandleZoom();
}
private void HandleMovement() {
if (GetCameraFollowPositionFunc == null) return;
Vector3 cameraFollowPosition = GetCameraFollowPositionFunc();
cameraFollowPosition.z = transform.position.z;
Vector3 cameraMoveDir = (cameraFollowPosition - transform.position).normalized;
float distance = Vector3.Distance(cameraFollowPosition, transform.position);
float cameraMoveSpeed = 3f;
if (distance > 0) {
Vector3 newCameraPosition = transform.position + cameraMoveDir * distance * cameraMoveSpeed * Time.deltaTime;
float distanceAfterMoving = Vector3.Distance(newCameraPosition, cameraFollowPosition);
if (distanceAfterMoving > distance) {
// Overshot the target
newCameraPosition = cameraFollowPosition;
}
transform.position = newCameraPosition;
}
}
private void HandleZoom() {
if (GetCameraZoomFunc == null) return;
float cameraZoom = GetCameraZoomFunc();
float cameraZoomDifference = cameraZoom - myCamera.orthographicSize;
float cameraZoomSpeed = 1f;
myCamera.orthographicSize += cameraZoomDifference * cameraZoomSpeed * Time.deltaTime;
if (cameraZoomDifference > 0) {
if (myCamera.orthographicSize > cameraZoom) {
myCamera.orthographicSize = cameraZoom;
}
} else {
if (myCamera.orthographicSize < cameraZoom) {
myCamera.orthographicSize = cameraZoom;
}
}
}
}
}
@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: f73a3eab49f30d344a207d7d3d931d98
timeCreated: 1527867131
licenseType: Pro
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,37 @@
/*
------------------- Code Monkey -------------------
Thank you for downloading the Code Monkey Utilities
I hope you find them useful in your projects
If you have any questions use the contact form
Cheers!
unitycodemonkey.com
--------------------------------------------------
*/
using System.Collections.Generic;
using UnityEngine;
namespace CodeMonkey.MonoBehaviours {
/*
* Easy set up for CameraFollow, it will follow the transform with zoom
* */
public class CameraFollowSetup : MonoBehaviour {
[SerializeField] private CameraFollow cameraFollow = null;
[SerializeField] private Transform followTransform = null;
[SerializeField] private float zoom = 50f;
private void Start() {
if (followTransform == null) {
Debug.LogError("followTransform is null! Intended?");
cameraFollow.Setup(() => Vector3.zero, () => zoom, true, true);
} else {
cameraFollow.Setup(() => followTransform.position, () => zoom, true, true);
}
}
}
}
@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: 31e947e7eb3216d40b72c592fa6847a3
timeCreated: 1527867131
licenseType: Pro
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,60 @@
/*
------------------- Code Monkey -------------------
Thank you for downloading the Code Monkey Utilities
I hope you find them useful in your projects
If you have any questions use the contact form
Cheers!
unitycodemonkey.com
--------------------------------------------------
*/
using System;
using UnityEngine;
namespace CodeMonkey.MonoBehaviours {
/*
* Trigger Actions on MonoBehaviour Component events
* */
public class ComponentActions : MonoBehaviour {
public Action OnDestroyFunc;
public Action OnEnableFunc;
public Action OnDisableFunc;
public Action OnUpdate;
private void OnDestroy() {
if (OnDestroyFunc != null) OnDestroyFunc();
}
private void OnEnable() {
if (OnEnableFunc != null) OnEnableFunc();
}
private void OnDisable() {
if (OnDisableFunc != null) OnDisableFunc();
}
private void Update() {
if (OnUpdate != null) OnUpdate();
}
public static void CreateComponent(Action OnDestroyFunc = null, Action OnEnableFunc = null, Action OnDisableFunc = null, Action OnUpdate = null) {
GameObject gameObject = new GameObject("ComponentActions");
AddComponent(gameObject, OnDestroyFunc, OnEnableFunc, OnDisableFunc, OnUpdate);
}
public static void AddComponent(GameObject gameObject, Action OnDestroyFunc = null, Action OnEnableFunc = null, Action OnDisableFunc = null, Action OnUpdate = null) {
ComponentActions componentFuncs = gameObject.AddComponent<ComponentActions>();
componentFuncs.OnDestroyFunc = OnDestroyFunc;
componentFuncs.OnEnableFunc = OnEnableFunc;
componentFuncs.OnDisableFunc = OnDisableFunc;
componentFuncs.OnUpdate = OnUpdate;
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: cb3e855e7fda2944b91078893f9e8fd8
timeCreated: 1511794191
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,51 @@
/*
------------------- Code Monkey -------------------
Thank you for downloading the Code Monkey Utilities
I hope you find them useful in your projects
If you have any questions use the contact form
Cheers!
unitycodemonkey.com
--------------------------------------------------
*/
using UnityEngine;
namespace CodeMonkey.MonoBehaviours {
/*
* Automatically sort a Renderer (SpriteRenderer, MeshRenderer) based on his Y position
* */
public class PositionRendererSorter : MonoBehaviour {
[SerializeField] private int sortingOrderBase = 5000; // This number should be higher than what any of your sprites will be on the position.y
[SerializeField] private int offset = 0;
[SerializeField] private bool runOnlyOnce = false;
private float timer;
private float timerMax = .1f;
private Renderer myRenderer;
private void Awake() {
myRenderer = gameObject.GetComponent<Renderer>();
}
private void LateUpdate() {
timer -= Time.deltaTime;
if (timer <= 0f) {
timer = timerMax;
myRenderer.sortingOrder = (int)(sortingOrderBase - transform.position.y - offset);
if (runOnlyOnce) {
Destroy(this);
}
}
}
public void SetOffset(int offset) {
this.offset = offset;
}
}
}
@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: b330b302c69005c4f98a928f7d71b877
timeCreated: 1526502963
licenseType: Pro
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: