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rkv14001 committed Nov 29, 2017
1 parent 043131f commit 548d0ea
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90 changes: 90 additions & 0 deletions Assembly-CSharp.csproj
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>10.0.20506</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<RootNamespace></RootNamespace>
<ProjectGuid>{8BDBDF9F-FEF3-7D2C-8E29-2D8DF4A1F275}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<AssemblyName>Assembly-CSharp</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<BaseDirectory>Assets</BaseDirectory>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Temp\bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_4_0;UNITY_5_4;UNITY_5;UNITY_64;ENABLE_NEW_BUGREPORTER;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_EDITOR_RETINA;ENABLE_RETINA_GUISTYLES;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_SPRITE_POLYGON;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_LOCALIZATION;ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION;ENABLE_EDITOR_TESTS_RUNNER;UNITY_STANDALONE_OSX;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_GAMECENTER;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLUSTERINPUT;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_OSX;UNITY_TEAM_LICENSE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>Temp\bin\Release\</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.XML" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="UnityEngine">
<HintPath>/Applications/Unity/Unity.app/Contents/Managed/UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEditor">
<HintPath>/Applications/Unity/Unity.app/Contents/Managed/UnityEditor.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Assets\Buildings\Building.cs" />
<Compile Include="Assets\Buildings\Buildings.cs" />
<Compile Include="Assets\Buildings\Capacitor\Capacitor.cs" />
<Compile Include="Assets\Buildings\WarFactory\WarFactory.cs" />
<Compile Include="Assets\Player\Player.cs" />
<Compile Include="Assets\Units\Tank\Tank.cs" />
<Compile Include="Assets\Units\Tank\TankProjectile.cs" />
<Compile Include="Assets\Units\Unit.cs" />
<Compile Include="Assets\Units\Units.cs" />
<Compile Include="Assets\Units\Worker\Worker.cs" />
<Compile Include="Assets\_Scripts\Ammo.cs" />
<Compile Include="Assets\_Scripts\Builder.cs" />
<Compile Include="Assets\_Scripts\ButtonPanel.cs" />
<Compile Include="Assets\_Scripts\Detection.cs" />
<Compile Include="Assets\_Scripts\GameObjectList.cs" />
<Compile Include="Assets\_Scripts\HUD.cs" />
<Compile Include="Assets\_Scripts\Projectile.cs" />
<Compile Include="Assets\_Scripts\RTS\Enums.cs" />
<Compile Include="Assets\_Scripts\RTS\ResourceManager.cs" />
<Compile Include="Assets\_Scripts\RTS\SortedSet.cs" />
<Compile Include="Assets\_Scripts\RTS\WorkManager.cs" />
<Compile Include="Assets\_Scripts\RTSButton.cs" />
<Compile Include="Assets\_Scripts\RTSObject.cs" />
<Compile Include="Assets\_Scripts\SelectObject.cs" />
<Compile Include="Assets\_Scripts\TeamColor.cs" />
<Compile Include="Assets\_Scripts\UserInput.cs" />
<Reference Include="UnityEngine.Networking">
<HintPath>/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
</Reference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->

</Project>
9 changes: 9 additions & 0 deletions Assets/Ammo.meta

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9 changes: 9 additions & 0 deletions Assets/Buildings.meta

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113 changes: 113 additions & 0 deletions Assets/Buildings/Building.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using RTS;

public class Building : RTSObject {
public Unit[] buildableUnits;
private Dictionary<string, Unit> units;
public float maxBuildProgress;
protected Queue< Unit > buildQueue;
private float currentBuildProgress = 0.0f;
private Vector3 spawnPoint;
private bool needsBuilding;


public int startBelow;
private Vector3 startSpawnPoint;
public Vector3 endSpawnPoint;

private float currentTime = 0.0f;
public bool constructing;


protected override void Awake() {
base.Awake();
Debug.Log (objectName);
buildQueue = new Queue< Unit >();
float spawnX = selectionBounds.center.x + transform.forward.x * selectionBounds.extents.x + transform.forward.x * 10;
float spawnZ = selectionBounds.center.z + transform.forward.z + selectionBounds.extents.z + transform.forward.z * 10;
spawnPoint = new Vector3 (spawnX, 0.0f, spawnZ);
units = new Dictionary<string, Unit> ();
for (int i = 0; i < buildableUnits.Length; i++) {
Unit buildableUnit = buildableUnits [i];
units.Add (buildableUnit.objectName, buildableUnit);
}
endSpawnPoint = transform.position;
transform.position = new Vector3(transform.position.x, startBelow, transform.position.z);
constructing = true;
startSpawnPoint = transform.position;
}

protected override void Start () {
base.Start();


}

protected override void Update () {
base.Update();
if (!constructing) {
ProcessBuildQueue ();
} else {
Construct ();
}

}

protected override void OnGUI() {
base.OnGUI();
}

protected void CreateUnit(string unitName) {
if (units.ContainsKey(unitName)) {
buildQueue.Enqueue(units[unitName]);
Debug.Log (unitName);
}
}
protected void ProcessBuildQueue() {
if(buildQueue.Count > 0) {
maxBuildProgress = buildQueue.Peek ().buildTime;
currentBuildProgress += Time.deltaTime * ResourceManager.BuildSpeed;
if(currentBuildProgress >= maxBuildProgress) {
InstantiateUnit ();
currentBuildProgress = 0.0f;
}
}
}
protected virtual void InstantiateUnit() {
if(player) player.AddUnit(buildQueue.Dequeue(), spawnPoint, transform.rotation);
}
public string[] getBuildQueueValues() {
string[] values = new string[buildQueue.Count];
int pos=0;
foreach(Unit unit in buildQueue) values[pos++] = unit.objectName;
return values;
}

public float getBuildPercentage() {
return currentBuildProgress / maxBuildProgress;
}
public void StartConstruction() {
CalculateBounds();
needsBuilding = true;
hitPoints = 0;
}

public bool UnderConstruction() {
return needsBuilding;
}

protected void Construct () {
if (constructing) {
if (transform.position == endSpawnPoint) {
constructing = false;
} else {
currentTime += Time.deltaTime;
float timeRatio = currentTime / buildTime;
transform.position = Vector3.Lerp (startSpawnPoint, endSpawnPoint, timeRatio);

}
}
}
}
12 changes: 12 additions & 0 deletions Assets/Buildings/Building.cs.meta

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6 changes: 6 additions & 0 deletions Assets/Buildings/Buildings.cs
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using UnityEngine;
using System.Collections;

public class Buildings : MonoBehaviour {
//wrapper class for unit listing for a player
}
12 changes: 12 additions & 0 deletions Assets/Buildings/Buildings.cs.meta

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9 changes: 9 additions & 0 deletions Assets/Buildings/Capacitor.meta

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65 changes: 65 additions & 0 deletions Assets/Buildings/Capacitor/Capacitor.cs
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using UnityEngine;
using System.Collections;
using RTS;
public class Capacitor : Building {

public int addedCapacitanceLimit;
public Vector3 center;
public float radius;
private float angle;
public int maxWorkers;
private int currentworkers;
private Vector3 currentpoint;
private float step;
protected override void Awake() {
base.Awake ();


}

protected override void Start () {
base.Start ();
player.addResourceLimit (ResourceType.Capacitance, addedCapacitanceLimit);
center = transform.position;
step = 2 * Mathf.PI / maxWorkers;
angle = 0;
currentworkers = transform.childCount;
currentpoint = new Vector3 (center.x + radius, center.y, center.z + radius);
CreateUnit ("Worker");
CreateUnit ("Worker");
CreateUnit ("Worker");
CreateUnit ("Worker");
CreateUnit ("Worker");
CreateUnit ("Worker");
}

protected override void Update () {
base.Update ();
if (!constructing) {
}
}

protected override void OnGUI() {
base.OnGUI ();
}
protected override void OnDestroy() {
player.addResourceLimit (ResourceType.Capacitance, addedCapacitanceLimit * -1);
}

public void addResource(ResourceType resourceName, int value) {
player.addResource (resourceName, value);
}
public void addResourceLimit (ResourceType resourceName, int value) {
player.addResourceLimit (resourceName, value);
}
protected override void InstantiateUnit() {
if (currentworkers < maxWorkers) {
angle += step;
Vector3 offset = new Vector3 (Mathf.Sin (angle) * radius, 0, Mathf.Cos (angle) * radius);
currentpoint = center + offset;
Unit newUnit = Instantiate (buildQueue.Dequeue (), currentpoint, transform.rotation) as Unit;
newUnit.transform.parent = this.transform;
currentworkers++;
}
}
}
12 changes: 12 additions & 0 deletions Assets/Buildings/Capacitor/Capacitor.cs.meta

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8 changes: 8 additions & 0 deletions Assets/Buildings/Capacitor/Capacitor.prefab.meta

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9 changes: 9 additions & 0 deletions Assets/Buildings/WarFactory.meta

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17 changes: 17 additions & 0 deletions Assets/Buildings/WarFactory/WarFactory.cs
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using UnityEngine;
using System.Collections;

public class WarFactory : Building {


protected override void Start () {
base.Start();
}

protected override void Update() {
base.Update ();
}
protected override void InstantiateUnit() {
base.InstantiateUnit ();
}
}
12 changes: 12 additions & 0 deletions Assets/Buildings/WarFactory/WarFactory.cs.meta

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