From 28d55cc2e6df0e31cd53fd45d2f0130b09cd5eec Mon Sep 17 00:00:00 2001 From: Thomas Lamiable Date: Thu, 17 Oct 2024 18:56:15 +0200 Subject: [PATCH 1/6] feature: First try to add level move in Unity --- Assets/Prefabs/RoomSystem/Corridor.meta | 8 + .../Corridor/CorridorPrefab7.prefab | 1978 ++++++++++++++++ .../Corridor/CorridorPrefab7.prefab.meta | 7 + Assets/Scenes/EmptyCorridor_3.unity | 1999 +---------------- Assets/Scenes/EmptyRoom_2.unity | 129 +- Assets/Scenes/TestRoom.unity.meta | 7 + Assets/Scripts/Map Control/DoorSystem.cs | 20 +- Assets/Scripts/Trap/TrapManager.cs | 4 +- 8 files changed, 2146 insertions(+), 2006 deletions(-) create mode 100644 Assets/Prefabs/RoomSystem/Corridor.meta create mode 100644 Assets/Prefabs/RoomSystem/Corridor/CorridorPrefab7.prefab create mode 100644 Assets/Prefabs/RoomSystem/Corridor/CorridorPrefab7.prefab.meta create mode 100644 Assets/Scenes/TestRoom.unity.meta diff --git a/Assets/Prefabs/RoomSystem/Corridor.meta 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b/Assets/Scripts/Map Control/DoorSystem.cs index 2d7459a3..50df933e 100644 --- a/Assets/Scripts/Map Control/DoorSystem.cs +++ b/Assets/Scripts/Map Control/DoorSystem.cs @@ -2,17 +2,31 @@ public class DoorTrigger : MonoBehaviour { + public Transform teleportDestination; + public GameObject coridorPrefab; private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { - OpenDoor(); + CreateCoridor(); + TeleportPlayer(other.gameObject); + } } - void OpenDoor() + // Fonction pour téléporter le joueur à l'emplacement de la grille Coridor + void TeleportPlayer(GameObject player) { - Debug.Log("La porte s'ouvre !"); + player.transform.position = teleportDestination.position; + + } + // Fonction pour créer la grille Coridor + void CreateCoridor() + { + if (coridorPrefab != null) + { + Instantiate(coridorPrefab, teleportDestination.position, Quaternion.identity); + } } } diff --git a/Assets/Scripts/Trap/TrapManager.cs b/Assets/Scripts/Trap/TrapManager.cs index 27438cdb..4fb5169a 100644 --- a/Assets/Scripts/Trap/TrapManager.cs +++ b/Assets/Scripts/Trap/TrapManager.cs @@ -50,13 +50,13 @@ public void SpawnTrapAtPosition(int x, int y, string trapType) } else { - UnityEngine.Debug.LogWarning($"Position ({x}, {y}) est déjà occupée ou hors de la grille."); + UnityEngine.Debug.LogWarning($"Position ({x}, {y}) est d�j� occup�e ou hors de la grille."); } } public void ReceivePlacementOrder(int x, int y, string trapType) { - // Méthode pour recevoir des commandes WebSocket et placer les pièges + // M�thode pour recevoir des commandes WebSocket et placer les pi�ges SpawnTrapAtPosition(x, y, trapType); } } From 24767bf90521ec7bf48e2e8ae5c3902ac63a94ec Mon Sep 17 00:00:00 2001 From: Thomlam Date: Thu, 17 Oct 2024 20:11:06 +0200 Subject: [PATCH 2/6] feat: fix Arrow, upgrade door system --- Assets/Prefabs/Player.prefab | 2 +- ...rridorPrefab7.prefab => CorridorX7.prefab} | 1451 +++++---- ...ab7.prefab.meta => CorridorX7.prefab.meta} | 2 +- 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GameObject newRoomPrefab; // Le prefab de la nouvelle pièce à générer + public Transform player; // Le joueur à téléporter + private GameObject currentRoom; // La pièce actuelle + + private void Start() + { + // Initialise la pièce actuelle, ici on suppose que la scène commence avec une room + currentRoom = GameObject.FindGameObjectWithTag("Map"); + } private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { - CreateCoridor(); - TeleportPlayer(other.gameObject); - - } - } + UnityEngine.Debug.Log("Le joueur est passé la porte, création de la nouvelle room..."); - // Fonction pour téléporter le joueur à l'emplacement de la grille Coridor - void TeleportPlayer(GameObject player) - { - player.transform.position = teleportDestination.position; + // 1. Génère la nouvelle room + GameObject newRoom = Instantiate(newRoomPrefab); + + // 2. Place le joueur dans la nouvelle room + PlacePlayerInNewRoom(newRoom); + + // 3. Supprime l'ancienne room + Destroy(currentRoom); + + // 4. Téléporte la nouvelle room au centre du monde + CenterNewRoom(newRoom); + // Met à jour la référence à la pièce actuelle + currentRoom = newRoom; + } } - // Fonction pour créer la grille Coridor - void CreateCoridor() + + // Fonction pour déplacer le joueur dans la nouvelle pièce + void PlacePlayerInNewRoom(GameObject newRoom) { - if (coridorPrefab != null) + // Téléporte le joueur à la position de spawn de la nouvelle room (supposée être un point spécifique dans la room) + Transform spawnPoint = newRoom.transform.Find("SpawnPoint"); + if (spawnPoint != null) + { + player.position = spawnPoint.position; + } + else { - Instantiate(coridorPrefab, teleportDestination.position, Quaternion.identity); + UnityEngine.Debug.LogError("SpawnPoint non trouvé dans la nouvelle pièce."); } } + + // Fonction pour téléporter la nouvelle room au centre du monde + void CenterNewRoom(GameObject newRoom) + { + Vector3 roomOffset = newRoom.transform.position; + newRoom.transform.position = Vector3.zero; + + // // Ajuster la position du joueur en fonction du décalage + // player.position -= roomOffset; + } } diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 4a52cec9..39c0baf1 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -7,6 +7,7 @@ TagManager: - 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private void Start() - { - // Initialise la pièce actuelle, ici on suppose que la scène commence avec une room - currentRoom = GameObject.FindGameObjectWithTag("Map"); - } private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { - UnityEngine.Debug.Log("Le joueur est passé la porte, création de la nouvelle room..."); - - // 1. Génère la nouvelle room - GameObject newRoom = Instantiate(newRoomPrefab); - - // 2. Place le joueur dans la nouvelle room + GameObject newRoom = Instantiate(newRoomPrefab, new Vector3(4.1f,2.8f,0.0f), Quaternion.identity); + currentRoom = GameObject.FindGameObjectWithTag("Map"); + DeleteCurrentRoom(); PlacePlayerInNewRoom(newRoom); - - // 3. Supprime l'ancienne room - Destroy(currentRoom); - - // 4. Téléporte la nouvelle room au centre du monde - CenterNewRoom(newRoom); - - // Met à jour la référence à la pièce actuelle currentRoom = newRoom; } } - // Fonction pour déplacer le joueur dans la nouvelle pièce void PlacePlayerInNewRoom(GameObject newRoom) { - // Téléporte le joueur à la position de spawn de la nouvelle room (supposée être un point spécifique dans la room) + Transform spawnPoint = newRoom.transform.Find("SpawnPoint"); - if (spawnPoint != null) - { - player.position = spawnPoint.position; - } - else - { - UnityEngine.Debug.LogError("SpawnPoint non trouvé dans la nouvelle pièce."); - } + + Vector3 spawnPosition = spawnPoint.position; + player.position = spawnPosition; + //GameObject spawnPointObject = GameObject.FindWithTag("Respawn"); + //UnityEngine.Debug.Log(spawnPointObject.transform.position); + //Vector3 spawnPosition = spawnPointObject.transform.position; + //UnityEngine.Debug.Log(spawnPosition); + //player.position = spawnPosition; + } - // Fonction pour téléporter la nouvelle room au centre du monde - void CenterNewRoom(GameObject newRoom) + void DeleteCurrentRoom() { - Vector3 roomOffset = newRoom.transform.position; - newRoom.transform.position = Vector3.zero; - - // // Ajuster la position du joueur en fonction du décalage - // player.position -= roomOffset; + Destroy(currentRoom); } + } diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index a53e9c98..aae600c0 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -36,7 +36,7 @@ async void Start() } catch (Exception e) { - Debug.Log("Socket connection error: " + e.Message); + //Debug.Log("Socket connection error: " + e.Message); } } @@ -131,7 +131,7 @@ async void SendData(string channel, string data) } catch (Exception e) { - Debug.Log("Socket send error: " + e.Message); + //Debug.Log("Socket send error: " + e.Message); } } From 74ac62caa73d433f691e9c3c5c53f20e29a17ae9 Mon Sep 17 00:00:00 2001 From: Thomas Lamiable Date: Fri, 18 Oct 2024 11:40:13 +0200 Subject: [PATCH 4/6] fix: fix door teleport with disable player public selected --- Assets/Scenes/EmptyRoom_2.unity | 247 +++++++++++++++++++++++ Assets/Scripts/Map Control/DoorSystem.cs | 20 +- 2 files changed, 264 insertions(+), 3 deletions(-) diff --git a/Assets/Scenes/EmptyRoom_2.unity b/Assets/Scenes/EmptyRoom_2.unity index 64f845a7..774490cf 100644 --- a/Assets/Scenes/EmptyRoom_2.unity +++ b/Assets/Scenes/EmptyRoom_2.unity @@ -122,6 +122,81 @@ NavMeshSettings: debug: m_Flags: 0 m_NavMeshData: {fileID: 0} +--- !u!1 &6611451 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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{fileID: 98536832} - {fileID: 8803801296905376457} - {fileID: 1166055672053893236} + - {fileID: 1250698880} + - {fileID: 1655521569} diff --git a/Assets/Scripts/Map Control/DoorSystem.cs b/Assets/Scripts/Map Control/DoorSystem.cs index ac036568..bb8b8869 100644 --- a/Assets/Scripts/Map Control/DoorSystem.cs +++ b/Assets/Scripts/Map Control/DoorSystem.cs @@ -6,17 +6,31 @@ public class RoomManager : MonoBehaviour { public GameObject newRoomPrefab; // Le prefab de la nouvelle pièce à générer - public Transform player; // Le joueur à téléporter + private Transform player; // Le joueur à téléporter private GameObject currentRoom; // La pièce actuelle + private void Start() + { + // Trouver le joueur au début, en supposant qu'il a le tag "Player" + GameObject playerObject = GameObject.FindGameObjectWithTag("Player"); + if (playerObject != null) + { + player = playerObject.transform; + } + else + { + UnityEngine.Debug.LogError("Le joueur avec le tag 'Player' n'a pas été trouvé !"); + } + } private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { - GameObject newRoom = Instantiate(newRoomPrefab, new Vector3(4.1f,2.8f,0.0f), Quaternion.identity); + currentRoom = GameObject.FindGameObjectWithTag("Map"); DeleteCurrentRoom(); + GameObject newRoom = Instantiate(newRoomPrefab, new Vector3(4.1f,2.8f,0.0f), Quaternion.identity); PlacePlayerInNewRoom(newRoom); currentRoom = newRoom; } @@ -26,7 +40,7 @@ void PlacePlayerInNewRoom(GameObject newRoom) { Transform spawnPoint = newRoom.transform.Find("SpawnPoint"); - + bool test = newRoom.transform.Find("SpawnPoint"); Vector3 spawnPosition = spawnPoint.position; player.position = spawnPosition; //GameObject spawnPointObject = GameObject.FindWithTag("Respawn"); From ab113cfb524cdd20bbca78acf8ae751d8210073e Mon Sep 17 00:00:00 2001 From: Guillaume MORET <90462045+AyakorK@users.noreply.github.com> Date: Fri, 18 Oct 2024 11:49:53 +0200 Subject: [PATCH 5/6] feat: Addition of traps using sockets (#6) * feat: Add auto implementation from website of traps * chore: Add environment variables to UnityProject (#5) * fix: Remove useless Log that was crashed --- .gitignore | 4 + Assets/Scripts/PlayerController.cs | 5 +- Assets/Scripts/Trap/TrapManager.cs | 127 ++++++++++++++++++++++++----- Packages/manifest.json | 2 + Packages/packages-lock.json | 9 +- 5 files changed, 126 insertions(+), 21 deletions(-) diff --git a/.gitignore b/.gitignore index 7fbba8f6..33aba243 100644 --- a/.gitignore +++ b/.gitignore @@ -290,4 +290,8 @@ $RECYCLE.BIN/ # Windows shortcuts *.lnk + +# Environment file +.env + # End of https://www.toptal.com/developers/gitignore/api/macos,windows,linux,unity,intellij+all,clion+all \ No newline at end of file diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index aae600c0..c2860957 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -3,6 +3,7 @@ using System.Text; using UnityEngine; using SocketIOClient; +using CandyCoded.env; public class PlayerMovement : MonoBehaviour { @@ -23,11 +24,13 @@ public class PlayerMovement : MonoBehaviour private Vector2 previousMovement = Vector2.zero; + private string socketUrl; async void Start() { try { - var uri = new Uri("http://localhost:3000"); + env.TryParseEnvironmentVariable("SOCKET_URL", out string socketUrl); + var uri = new Uri(socketUrl); clientSocket = new SocketIOUnity(uri); await clientSocket.ConnectAsync(); diff --git a/Assets/Scripts/Trap/TrapManager.cs b/Assets/Scripts/Trap/TrapManager.cs index 4fb5169a..32014a38 100644 --- a/Assets/Scripts/Trap/TrapManager.cs +++ b/Assets/Scripts/Trap/TrapManager.cs @@ -1,62 +1,151 @@ +using System; using System.Collections; using System.Collections.Generic; -using System.Diagnostics; using UnityEngine; +using SocketIOClient; +using Newtonsoft.Json.Linq; +using CandyCoded.env; public class TrapManager : MonoBehaviour { - public List trapPrefabs = new List(); private Dictionary trapPrefabDictionary = new Dictionary(); private int gridSizeX = 9; private int gridSizeY = 9; private string[,] grid; + private Queue placementQueue = new Queue(); + private SocketIOUnity clientSocket; // SocketIO client + + private string socketUrl; + void Start() { - + // Initialize the grid grid = new string[gridSizeX, gridSizeY]; - + // Map trap names to their prefabs trapPrefabDictionary.Add("crossbow_down_prefab", trapPrefabs[0]); trapPrefabDictionary.Add("crossbow_up_prefab", trapPrefabs[1]); trapPrefabDictionary.Add("crossbow_side_prefab", trapPrefabs[2]); - // Exemple - SpawnTrapAtPosition(3, 5, "crossbow_down_prefab"); + // Set up Socket.IO client + SetupSocket(); + StartCoroutine(ProcessPlacementQueue()); } + async void SetupSocket() + { + try + { + env.TryParseEnvironmentVariable("SOCKET_URL", out string socketUrl); + var uri = new Uri(socketUrl); // Replace with your backend URL + clientSocket = new SocketIOUnity(uri); - public void SpawnTrapAtPosition(int x, int y, string trapType) + // Connect to the server + await clientSocket.ConnectAsync(); + + Debug.Log("Connected to backend and listening for trap placement events."); + } + catch (Exception e) + { + Debug.LogError("Socket connection error: " + e.Message); + } + } + + public void Update() { + clientSocket.On("traps:place", response => + { + JArray trapDataArray = JArray.Parse(response.ToString()); + + foreach (var trapData in trapDataArray) + { + JObject trap = (JObject)trapData["trap"]; + + int x = trap["x"].Value(); + int y = trap["y"].Value(); + string trapType = trap["trapType"].Value(); + EnqueuePlacementOrder(x, y, trapType); + } + }); + } + + private void EnqueuePlacementOrder(int x, int y, string trapType) + { + placementQueue.Enqueue(new TrapPlacement(x, y, trapType)); + } + + private IEnumerator ProcessPlacementQueue() + { + while (true) + { + if (placementQueue.Count > 0) + { + TrapPlacement placement = placementQueue.Dequeue(); + SpawnTrapAtPosition(placement.x, placement.y, placement.trapType); + } + + yield return null; // Wait for the next frame + } + } + + private void SpawnTrapAtPosition(int x, int y, string trapType) + { + + // Check if the coordinates are valid and the spot is not occupied if (x >= 0 && x < gridSizeX && y >= 0 && y < gridSizeY && grid[x, y] == null) { - - if (trapPrefabDictionary.ContainsKey(trapType)) + + // Check if the trap type exists in the dictionary + if (trapPrefabDictionary.TryGetValue(trapType, out GameObject prefabToSpawn)) { - GameObject prefabToSpawn = trapPrefabDictionary[trapType]; + if (prefabToSpawn != null) + { - Vector3 spawnPosition = new Vector3(x, y, 0); - Instantiate(prefabToSpawn, spawnPosition, Quaternion.identity); + // Instantiate the prefab at the calculated position + Vector3 spawnPosition = new Vector3(x, y, 0); + GameObject spawnedTrap = Instantiate(prefabToSpawn, spawnPosition, Quaternion.identity); - - grid[x, y] = trapType; + // Mark the grid spot as occupied + grid[x, y] = trapType; + } + else + { + Debug.LogError($"Prefab for '{trapType}' is null! Check if the prefab is correctly assigned in the Inspector."); + } } else { - UnityEngine.Debug.LogWarning($"Le type de prefab '{trapType}' n'existe pas."); + Debug.LogWarning($"The trap type '{trapType}' does not exist in the dictionary."); } } else { - UnityEngine.Debug.LogWarning($"Position ({x}, {y}) est d�j� occup�e ou hors de la grille."); + Debug.LogWarning($"Position ({x}, {y}) is either occupied or out of bounds."); + } + } + + void OnApplicationQuit() + { + if (clientSocket != null) + { + clientSocket.Dispose(); // Properly close the connection } } - public void ReceivePlacementOrder(int x, int y, string trapType) + private class TrapPlacement { - // M�thode pour recevoir des commandes WebSocket et placer les pi�ges - SpawnTrapAtPosition(x, y, trapType); + public int x; + public int y; + public string trapType; + + public TrapPlacement(int x, int y, string trapType) + { + this.x = x; + this.y = y; + this.trapType = trapType; + } } } diff --git a/Packages/manifest.json b/Packages/manifest.json index f35e37ee..faeceae4 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -4,7 +4,9 @@ "com.unity.2d.animation": "9.1.2", "com.unity.2d.sprite": "1.0.0", "com.unity.2d.tilemap": "1.0.0", + "com.unity.nuget.newtonsoft-json": "3.2.1", "com.unity.ugui": "1.0.0", + "xyz.candycoded.env": "https://github.com/CandyCoded/env.git#v1.1.0", "com.unity.modules.ai": "1.0.0", "com.unity.modules.androidjni": "1.0.0", "com.unity.modules.animation": "1.0.0", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index 03c45cd2..4e20f47f 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -86,7 +86,7 @@ }, "com.unity.nuget.newtonsoft-json": { "version": "3.2.1", - "depth": 1, + "depth": 0, "source": "registry", "dependencies": {}, "url": "https://packages.unity.com" @@ -111,6 +111,13 @@ "com.unity.modules.imgui": "1.0.0" } }, + "xyz.candycoded.env": { + "version": "https://github.com/CandyCoded/env.git#v1.1.0", + "depth": 0, + "source": "git", + "dependencies": {}, + "hash": "c6951bc02488dbe99f48509a9e289ee73c74acda" + }, "com.unity.modules.ai": { "version": "1.0.0", "depth": 0, From 38176060ecff703b12a498cbaae22ff947167b2b Mon Sep 17 00:00:00 2001 From: Loule | Louis <35641311+Loule95450@users.noreply.github.com> Date: Sat, 19 Oct 2024 13:42:58 +0200 Subject: [PATCH 6/6] =?UTF-8?q?fix(level=5Fmove):=20Replace=20hard-coded?= =?UTF-8?q?=20values=20=E2=80=8B=E2=80=8Bwith=20variables=20for=20better?= =?UTF-8?q?=20flexibility?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> --- Assets/Scripts/Map Control/DoorSystem.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Assets/Scripts/Map Control/DoorSystem.cs b/Assets/Scripts/Map Control/DoorSystem.cs index bb8b8869..46149186 100644 --- a/Assets/Scripts/Map Control/DoorSystem.cs +++ b/Assets/Scripts/Map Control/DoorSystem.cs @@ -30,7 +30,8 @@ private void OnTriggerEnter2D(Collider2D other) currentRoom = GameObject.FindGameObjectWithTag("Map"); DeleteCurrentRoom(); - GameObject newRoom = Instantiate(newRoomPrefab, new Vector3(4.1f,2.8f,0.0f), Quaternion.identity); + Vector3 newRoomPosition = new Vector3(4.1f, 2.8f, 0.0f); + GameObject newRoom = Instantiate(newRoomPrefab, newRoomPosition, Quaternion.identity); PlacePlayerInNewRoom(newRoom); currentRoom = newRoom; }