Add Enemy Change Button

Add Enemy Change Button. Tidy up Unity Script folder.
This commit is contained in:
2022-09-06 23:01:55 +09:00
parent 0a07b03b7b
commit 885dbb92e9
47 changed files with 2219 additions and 315 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DecisionPeriodChanger : MonoBehaviour
{
public GameObject DataTransfer;
public Slider DecisionPeriodSlide;
public Text DecisionPeriodDataText;
public Toggle TakeActionsBetweenDecisionsToggle;
public void onSlideValueChanged()
{
DataTransfer.GetComponent<StartSeneData>().DecisionPeriod = (int)(DecisionPeriodSlide.GetComponent<Slider>().value);
DecisionPeriodDataText.text = DataTransfer.GetComponent<StartSeneData>().DecisionPeriod.ToString();
}
public void onToggleChanged()
{
DataTransfer.GetComponent<StartSeneData>().ActionsBetweenDecisions = TakeActionsBetweenDecisionsToggle.isOn;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LoadDirDateTextChange : MonoBehaviour
{
public GameObject DataTransfer;
public void OnValueChanged()
{
string input = this.GetComponent<InputField>().text;
DataTransfer.GetComponent<StartSeneData>().LoadDirDate = input;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LoadDirTimeTextChange : MonoBehaviour
{
public GameObject DataTransfer;
public void OnValueChanged()
{
string input = this.GetComponent<InputField>().text;
DataTransfer.GetComponent<StartSeneData>().LoadDirTime = input;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LoadDirToggle : MonoBehaviour
{
public InputField LoadDirDateTextBox;
public InputField LoadDirTimeTextBox;
public Toggle Toggle;
public GameObject DataTransfer;
// Start is called before the first frame update
void Start()
{
}
public void OnToggleChanged()
{
// if loadDirToggle is on then turn off the input text boxs.
LoadDirDateTextBox.interactable = Toggle.isOn;
LoadDirTimeTextBox.interactable = Toggle.isOn;
// if loadDirToggle is off set loaddirs as 0.
if (!Toggle.isOn)
{
DataTransfer.GetComponent<StartSeneData>().LoadDirDate = "0";
DataTransfer.GetComponent<StartSeneData>().LoadDirTime = "0";
}
}
}
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using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using UnityEngine.UI;
public class RewardsChange : MonoBehaviour
{
public GameObject DataTransfer;
public GameObject nonRInputOBJ;
public GameObject shootRInputOBJ;
public GameObject shootWithoutReadyRInputOBJ;
public GameObject hitRInputOBJ;
public GameObject killRInputOBJ;
public GameObject winRInputOBJ;
public GameObject loseRInputOBJ;
public Text nonRInputText;
public Text shootRInputText;
public Text shootWithoutReadyRInputText;
public Text hitRInputText;
public Text killRInputText;
public Text winRInputText;
public Text loseRInputText;
private void Start()
{
}
// Update is called once per frame
public void nonRValueChanged()
{
if (nonRInputOBJ.GetComponent<InputField>().text == "" || nonRInputOBJ.GetComponent<InputField>().text == "-")
{
nonRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().nonReward = DataTransfer.GetComponent<StartSeneData>().nonRewardDefault;
}
else
{
nonRInputText.color = Color.yellow;
DataTransfer.GetComponent<StartSeneData>().nonReward = float.Parse(nonRInputOBJ.GetComponent<InputField>().text);
}
}
public void shootRValueChanged()
{
if (shootRInputOBJ.GetComponent<InputField>().text == "" || shootRInputOBJ.GetComponent<InputField>().text == "-")
{
shootRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().shootReward = DataTransfer.GetComponent<StartSeneData>().shootRewardDefault;
}
else {
shootRInputText.color = Color.yellow;
DataTransfer.GetComponent<StartSeneData>().shootReward = float.Parse(shootRInputOBJ.GetComponent<InputField>().text);
}
}
public void shootWOReadyRValueChanged()
{
if(shootWithoutReadyRInputOBJ.GetComponent<InputField>().text == "" || shootWithoutReadyRInputOBJ.GetComponent<InputField>().text == "-")
{
shootWithoutReadyRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().shootWithoutReadyReward = DataTransfer.GetComponent<StartSeneData>().shootWithoutReadyRewardDefault;
}
else{
shootWithoutReadyRInputText.color = Color.yellow;
DataTransfer.GetComponent<StartSeneData>().shootWithoutReadyReward = float.Parse(shootWithoutReadyRInputOBJ.GetComponent<InputField>().text);
}
}
public void hitRValueChanged()
{
if(hitRInputOBJ.GetComponent<InputField>().text == "" || hitRInputOBJ.GetComponent<InputField>().text == "-")
{
hitRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().hitReward = DataTransfer.GetComponent<StartSeneData>().hitRewardDefault;
}
else{
hitRInputText.color = Color.yellow;
DataTransfer.GetComponent<StartSeneData>().hitReward = float.Parse(hitRInputOBJ.GetComponent<InputField>().text);
}
}
public void winRValueChanged()
{
if(winRInputOBJ.GetComponent<InputField>().text == "" || winRInputOBJ.GetComponent<InputField>().text == "-")
{
winRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().winReward = DataTransfer.GetComponent<StartSeneData>().winRewardDefault;
}
else{
winRInputText.color = Color.yellow;
DataTransfer.GetComponent<StartSeneData>().winReward = float.Parse(winRInputOBJ.GetComponent<InputField>().text);
}
}
public void loseRValueChanged()
{
if(loseRInputOBJ.GetComponent<InputField>().text == "" || loseRInputOBJ.GetComponent<InputField>().text == "-")
{
loseRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().loseReward = DataTransfer.GetComponent<StartSeneData>().loseRewardDefault;
}
else{
loseRInputText.color = Color.yellow;
DataTransfer.GetComponent<StartSeneData>().loseReward = float.Parse(loseRInputOBJ.GetComponent<InputField>().text);
}
}
public void killRValueChanged()
{
if(killRInputOBJ.GetComponent<InputField>().text == "" || killRInputOBJ.GetComponent<InputField>().text == "-")
{
killRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().killReward = DataTransfer.GetComponent<StartSeneData>().killRewardDefault;
}
else{
killRInputText.color = Color.yellow;
DataTransfer.GetComponent<StartSeneData>().killReward = float.Parse(killRInputOBJ.GetComponent<InputField>().text);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class SceneChange : MonoBehaviour
{
public GameObject DataTransfer;
public Text errorText;
// Start is called before the first frame update
bool checkLoadDirFormat()
{
string thisLoadDirDate = DataTransfer.GetComponent<StartSeneData>().LoadDirDate;
string thisLoadDirTime = DataTransfer.GetComponent<StartSeneData>().LoadDirTime;
int LoadDirDateLength = thisLoadDirDate.Length;
int LoadDirTimeLength = thisLoadDirTime.Length;
if ((LoadDirDateLength == 8 && LoadDirTimeLength == 6) || (thisLoadDirDate == "0" && thisLoadDirTime == "0"))
{
return true;
}
else
{
return false;
}
}
public void onStartClick()
{
if (checkLoadDirFormat())
{
errorText.text = "Loading next Scene...";
errorText.color = Color.green;
SceneManager.LoadScene("InGame");
}
else
{
errorText.text = "Dir Format error";
}
}
}
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@@ -0,0 +1,26 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class StartSceneEnemyNumChanger : MonoBehaviour
{
public GameObject DataTransfer;
public InputField EnemyNumInput;
public Text EnemyNumText;
public void onValueChanged()
{
if (EnemyNumInput.GetComponent<InputField>().text == "" || EnemyNumInput.GetComponent<InputField>().text.Contains("-"))
{
EnemyNumText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().nonReward = DataTransfer.GetComponent<StartSeneData>().EnemyNumDefault;
}
else
{
EnemyNumText.color = Color.yellow;
DataTransfer.GetComponent<StartSeneData>().EnemyNum = Math.Abs(int.Parse(EnemyNumInput.GetComponent<InputField>().text));
}
}
}
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@@ -0,0 +1,53 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StartSeneData : MonoBehaviour
{
[Header("Default Rewards")]
public float nonRewardDefault = -0.05f;
public float shootRewardDefault = -0.06f;
public float shootWithoutReadyRewardDefault = -0.06f;
public float hitRewardDefault = 5.0f;
public float killRewardDefault = 10.0f;
public float winRewardDefault = 20.0f;
public float loseRewardDefault = -10.0f;
// LoadDir
[System.NonSerialized]public string LoadDirDate = "0";
[System.NonSerialized]public string LoadDirTime = "0";
// Rewards
[System.NonSerialized]public float nonReward;
[System.NonSerialized] public float shootReward;
[System.NonSerialized]public float shootWithoutReadyReward;
[System.NonSerialized]public float hitReward;
[System.NonSerialized]public float killReward;
[System.NonSerialized]public float winReward;
[System.NonSerialized]public float loseReward;
// DecisionPeriod
[System.NonSerialized]public int DecisionPeriod = 1;
[System.NonSerialized]public bool ActionsBetweenDecisions = true;
// EnemyNum
public int EnemyNumDefault = 3;
[System.NonSerialized]public int EnemyNum = 3;
private void Start()
{
nonReward = nonRewardDefault;
shootReward = shootRewardDefault;
shootWithoutReadyReward = shootWithoutReadyRewardDefault;
hitReward = hitRewardDefault;
killReward = killRewardDefault;
winReward = winRewardDefault;
loseReward = loseRewardDefault;
}
// Update is called once per frame
void Awake()
{
DontDestroyOnLoad(transform.gameObject);
}
}
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