Merge branch 'main' of 121.165.94.243:capers/bluewater into NTG

This commit is contained in:
NTG 2024-01-02 23:31:54 +09:00
commit b8d9b964da
553 changed files with 79567 additions and 21717 deletions

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@ -138,65 +138,65 @@ namespace BlueWaterProject
public void StartInteraction(Transform target)
{
ProximitySelector.enabled = false;
interactionTarget = target;
interactionTarget.GetComponent<InShipNpc>()?.ChangeStateToInteraction();
var targetPosition = interactionTarget.position;
var playerPosition = transform.position;
var directionToTarget = (targetPosition - playerPosition).normalized;
// 캐릭터가 NPC의 왼쪽 또는 오른쪽에 있는지 확인
var crossProduct = Vector3.Cross(directionToTarget, transform.forward).y;
Vector3 desiredPosition;
float desiredScaleX; // 캐릭터의 방
if (crossProduct > 0) // 캐릭터가 NPC의 왼쪽에 있는 경우
{
desiredPosition = targetPosition + interactionTarget.right * 2f;
desiredScaleX = 1f; // 오른쪽을 바라봄
}
else // 캐릭터가 NPC의 오른쪽에 있는 경우
{
desiredPosition = targetPosition + interactionTarget.right * -2f;
desiredScaleX = -1f; // 왼쪽을 바라봄
}
// 장애물 감지
if (Physics.Raycast(playerPosition, (desiredPosition - playerPosition).normalized, Vector3.Distance(playerPosition, desiredPosition), LayerMask.GetMask("Obstacle")))
{
// 장애물이 감지되면, 반대쪽으로 이동
desiredPosition = crossProduct > 0 ? targetPosition + interactionTarget.right * -2f : targetPosition + interactionTarget.right * 2f;
desiredScaleX = -desiredScaleX; // 방향을 반전
}
// 캐릭터를 원하는 위치와 방향으로 부드럽게 이동 및 회전
StartCoroutine(MoveCharacterToPosition(desiredPosition, desiredScaleX));
UiManager.Inst.InShipInteraction.gameObject.SetActive(true);
// ProximitySelector.enabled = false;
// interactionTarget = target;
// interactionTarget.GetComponent<InShipNpc>()?.ChangeStateToInteraction();
//
// var targetPosition = interactionTarget.position;
// var playerPosition = transform.position;
//
// var directionToTarget = (targetPosition - playerPosition).normalized;
//
// // 캐릭터가 NPC의 왼쪽 또는 오른쪽에 있는지 확인
// var crossProduct = Vector3.Cross(directionToTarget, transform.forward).y;
//
// Vector3 desiredPosition;
// float desiredScaleX; // 캐릭터의 방
//
// if (crossProduct > 0) // 캐릭터가 NPC의 왼쪽에 있는 경우
// {
// desiredPosition = targetPosition + interactionTarget.right * 2f;
// desiredScaleX = 1f; // 오른쪽을 바라봄
// }
// else // 캐릭터가 NPC의 오른쪽에 있는 경우
// {
// desiredPosition = targetPosition + interactionTarget.right * -2f;
// desiredScaleX = -1f; // 왼쪽을 바라봄
// }
//
// // 장애물 감지
// if (Physics.Raycast(playerPosition, (desiredPosition - playerPosition).normalized, Vector3.Distance(playerPosition, desiredPosition), LayerMask.GetMask("Obstacle")))
// {
// // 장애물이 감지되면, 반대쪽으로 이동
// desiredPosition = crossProduct > 0 ? targetPosition + interactionTarget.right * -2f : targetPosition + interactionTarget.right * 2f;
// desiredScaleX = -desiredScaleX; // 방향을 반전
// }
//
// // 캐릭터를 원하는 위치와 방향으로 부드럽게 이동 및 회전
// StartCoroutine(MoveCharacterToPosition(desiredPosition, desiredScaleX));
// UiManager.Inst.InShipInteraction.gameObject.SetActive(true);
}
public void StartConversation()
{
if (interactionTarget != null)
{
interactionTarget.GetComponent<DialogueSystemTrigger>().OnConversationStart(interactionTarget);
UiManager.Inst.InShipInteraction.gameObject.SetActive(false);
}
// if (interactionTarget != null)
// {
// interactionTarget.GetComponent<DialogueSystemTrigger>().OnConversationStart(interactionTarget);
// UiManager.Inst.InShipInteraction.gameObject.SetActive(false);
// }
}
public void EndInteraction()
{
ProximitySelector.enabled = true;
interactionTarget.GetComponent<InShipNpc>()?.RestoreState();
// ProximitySelector.enabled = true;
//
//
// interactionTarget.GetComponent<InShipNpc>()?.RestoreState();
}
public void EndConversation()
{
UiManager.Inst.InShipInteraction.gameObject.SetActive(true);
// UiManager.Inst.InShipInteraction.gameObject.SetActive(true);
}
}

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@ -42,6 +42,9 @@ namespace BlueWaterProject
[Title("DataBase", "Particle")]
public GameObject nukeFire;
public GameObject grenadeFire;
public GameObject emojiHeart;
public GameObject emojiPuke;
public GameObject emojiAnger;
[Title("DataBase", "Sprites")]
public Sprite[] cardType;

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@ -24,6 +24,9 @@ namespace BlueWaterProject
[field: Title("Player")]
[field: SerializeField] public ShipPlayer ShipPlayer { get; private set; }
[field: SerializeField] public InShipPlayer InShipPlayer { get; private set; }
[Title("Tycoon")]
public bool IsBuildMode { get; set; }
// Game Data
[Title("Game Data")]

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@ -0,0 +1,96 @@
using UnityEngine;
using UnityEngine.AI;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class FindTableState : INpcState
{
private TycoonNpc npc;
private Table[] tables;
public FindTableState(TycoonNpc npc)
{
this.npc = npc;
tables = npc.MapInfo.Tables.GetComponentsInChildren<Table>();
}
public void OnEnter(NpcStateMachine npcStateMachine)
{
CheckAndAssignSeat();
}
public void OnUpdate(NpcStateMachine npcStateMachine)
{
UpdateTablesIfNecessary();
CheckAndUpdateTables();
if (npc.DoSeat && !npc.Agent.pathPending && npc.Agent.remainingDistance <= 0.5f)
{
npcStateMachine.ChangeState(new FoodOrderState(npc));
}
}
private void UpdateTablesIfNecessary()
{
var currentTables = npc.MapInfo.Tables.GetComponentsInChildren<Table>();
if (currentTables.Length != tables.Length)
{
tables = currentTables;
CheckAndAssignSeat();
}
}
private void CheckAndUpdateTables()
{
foreach (var table in tables)
{
foreach (var seat in table.SeatPoints)
{
if (!seat.IsUsing)
{
AssignSeatToNpc(seat);
return;
}
}
}
}
private void AssignSeatToNpc(Seat seat)
{
npc.Agent.SetDestination(seat.transform.position);
if (npc.AssignedSeat != null)
{
npc.AssignedSeat.IsUsing = false;
npc.AssignedSeat.IsDirty = true;
}
npc.AssignedSeat = seat;
npc.AssignedSeat.IsUsing = true;
npc.DoSeat = true;
}
private void CheckAndAssignSeat()
{
if (!npc.DoSeat)
{
foreach (var table in tables)
{
foreach (var seat in table.SeatPoints)
{
if (seat.IsUsing) continue;
AssignSeatToNpc(seat);
return;
}
}
Debug.Log("All tables are occupied. No place to sit");
}
}
public void OnExit(NpcStateMachine npcStateMachine)
{
}
}
}

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@ -0,0 +1,55 @@
using BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject;
// ReSharper disable once CheckNamespace
using UnityEngine;
namespace BlueWaterProject
{
public class FoodOrderState : INpcState
{
private TycoonNpc npc;
private float fillTime = 15f; // 15초 동안 채워짐
private float elapsedTime = 0f; // 경과 시간
public FoodOrderState(TycoonNpc npc)
{
this.npc = npc;
}
public void OnEnter(NpcStateMachine npcStateMachine)
{
npc.BarkImg.gameObject.SetActive(true);
npc.BarkFillImg.gameObject.SetActive(true);
npc.FoodImg.gameObject.SetActive(true);
elapsedTime = 0f;
}
public void OnUpdate(NpcStateMachine npcStateMachine)
{
if (elapsedTime < fillTime)
{
elapsedTime += Time.deltaTime;
npc.BarkFillImg.fillAmount = Mathf.Clamp(elapsedTime / fillTime, 0, 1);
}
else if (elapsedTime >= fillTime)
{
npcStateMachine.InstantiateUi(DataManager.Inst.emojiAnger, npc.EmojiTransform);
npc.BarkImg.gameObject.SetActive(false);
npc.BarkFillImg.gameObject.SetActive(false);
npc.FoodImg.gameObject.SetActive(false);
npc.AssignedSeat.IsUsing = false;
npc.AssignedSeat.IsDirty = false;
npc.DoSeat = false;
npcStateMachine.ChangeState(new WalkOutSate(npc));
}
}
public void OnExit(NpcStateMachine npcStateMachine)
{
}
}
}

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@ -0,0 +1,3 @@
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guid: ce1e7633be3a4fbaaaf0ded21fd14c4b
timeCreated: 1703814647

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@ -0,0 +1,27 @@
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class WalkOutSate : INpcState
{
private TycoonNpc npc;
public WalkOutSate(TycoonNpc npc)
{
this.npc = npc;
}
public void OnEnter(NpcStateMachine npcStateMachine)
{
}
public void OnUpdate(NpcStateMachine npcStateMachine)
{
}
public void OnExit(NpcStateMachine npcStateMachine)
{
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b68dbdee1ac2425bb2c69f0cf75f42e2
timeCreated: 1704180775

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@ -86,5 +86,10 @@ namespace BlueWaterProject
{
Instantiate(prefab, position, Quaternion.identity);
}
public void InstantiateUi(GameObject prefab, Transform parent)
{
Instantiate(prefab, parent);
}
}
}

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@ -0,0 +1,3 @@
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guid: c129ed44e9674789a9f2359fe29d0528
timeCreated: 1703259478

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@ -0,0 +1,7 @@
namespace BlueWaterProject.Staff
{
public class ServeHoleStaffState
{
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 18bffc302375428381e8179c3f44d788
timeCreated: 1703259596

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@ -0,0 +1,11 @@
using UnityEngine;
namespace BlueWaterProject
{
public class Seat : MonoBehaviour
{
public Transform Transform { get; }
public bool IsUsing { get; set; } = false;
public bool IsDirty { get; set; } = false;
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
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timeCreated: 1703736153

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@ -0,0 +1,16 @@
using System;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class Table : MonoBehaviour
{
public Seat[] SeatPoints;
private void Awake()
{
SeatPoints = transform.Find("SeatPoints").GetComponentsInChildren<Seat>();
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
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timeCreated: 1703730895

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@ -0,0 +1,9 @@
using UnityEngine;
namespace BlueWaterProject
{
public class TycoonMapInfo : MonoBehaviour
{
[field: SerializeField] public Transform Tables { get; set; }
}
}

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@ -0,0 +1,3 @@
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timeCreated: 1703729887

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@ -0,0 +1,47 @@
using System;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.UI;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class TycoonNpc : MonoBehaviour
{
public NpcStateMachine StateMachine { get; set; }
public NavMeshAgent Agent { get; set; }
public Transform VisaualLook { get; set; }
public TycoonMapInfo MapInfo { get; set; }
[Title("FindTableState")]
public bool DoSeat { get; set; }
public Seat AssignedSeat { get; set; }
[Title("FoodOrderState")]
public Image BarkImg { get; set; }
public Image BarkFillImg { get; set; }
public Image FoodImg { get; set; }
public Transform EmojiTransform { get; set; }
private void Awake()
{
Agent = GetComponent<NavMeshAgent>();
Agent.updateRotation = false;
MapInfo = GameObject.Find("MapInfo").GetComponent<TycoonMapInfo>();
BarkImg = transform.Find("Canvas/BarkImg").GetComponent<Image>();
BarkFillImg = transform.Find("Canvas/BarkFillImg").GetComponent<Image>();
FoodImg = transform.Find("Canvas/FoodImg").GetComponent<Image>();
EmojiTransform = transform.Find("Emoji");
}
private void Start()
{
StateMachine = gameObject.AddComponent<NpcStateMachine>();
var findTableState = new FindTableState(this);
StateMachine.ChangeState(findTableState);
}
}
}

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@ -0,0 +1,3 @@
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guid: 46f3d09951f1425997147f07f64a748f
timeCreated: 1703732599

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@ -25,8 +25,6 @@ namespace BlueWaterProject
protected PlayerInput playerInput;
protected Vector2 movementInput;
private MultiGridUIManager multiGridUIManager;
private void Init()
{
characterSpeed = 10;
@ -34,7 +32,6 @@ namespace BlueWaterProject
rb = GetComponent<Rigidbody>();
spriteRenderer = visualLook.GetComponent<SpriteRenderer>();
playerInput = GetComponent<PlayerInput>();
multiGridUIManager = GameObject.Find("EGB Pro UI").GetComponent<MultiGridUIManager>();
}
private void Awake()
@ -64,7 +61,32 @@ namespace BlueWaterProject
private void OnInteraction(InputValue value)
{
if (GameManager.Inst.IsBuildMode)
{
var buildListPopup = UiManager.Inst.TycoonUi.BuildListPopup;
//TODO 선택했는지 판단해야함
//Assets/EasyGridBuilder Pro/Misc Assets/Prefabs/UI Prefabs/PlaceHolderBuildable.prefab
buildListPopup.Hide();
}
}
private void OnBuildMode(InputValue value)
{
var buildListView = UiManager.Inst.TycoonUi.BuildListPopup;
if (buildListView.isVisible || GameManager.Inst.IsBuildMode)
{
buildListView.Hide();
EasyGridBuilderPro.Instance.SetGridModeBuilding();
GameManager.Inst.IsBuildMode = false;
}
else
{
buildListView.Show();
EasyGridBuilderPro.Instance.SetGridModeBuilding();
GameManager.Inst.IsBuildMode = true;
}
}
private void OnCancel(InputValue value)
@ -135,62 +157,61 @@ namespace BlueWaterProject
public void StartInteraction(Transform target)
{
interactionTarget = target;
interactionTarget.GetComponent<InShipNpc>()?.ChangeStateToInteraction();
var targetPosition = interactionTarget.position;
var playerPosition = transform.position;
var directionToTarget = (targetPosition - playerPosition).normalized;
// 캐릭터가 NPC의 왼쪽 또는 오른쪽에 있는지 확인
var crossProduct = Vector3.Cross(directionToTarget, transform.forward).y;
Vector3 desiredPosition;
float desiredScaleX; // 캐릭터의 방
if (crossProduct > 0) // 캐릭터가 NPC의 왼쪽에 있는 경우
{
desiredPosition = targetPosition + interactionTarget.right * 2f;
desiredScaleX = 1f; // 오른쪽을 바라봄
}
else // 캐릭터가 NPC의 오른쪽에 있는 경우
{
desiredPosition = targetPosition + interactionTarget.right * -2f;
desiredScaleX = -1f; // 왼쪽을 바라봄
}
// 장애물 감지
if (Physics.Raycast(playerPosition, (desiredPosition - playerPosition).normalized, Vector3.Distance(playerPosition, desiredPosition), LayerMask.GetMask("Obstacle")))
{
// 장애물이 감지되면, 반대쪽으로 이동
desiredPosition = crossProduct > 0 ? targetPosition + interactionTarget.right * -2f : targetPosition + interactionTarget.right * 2f;
desiredScaleX = -desiredScaleX; // 방향을 반전
}
// 캐릭터를 원하는 위치와 방향으로 부드럽게 이동 및 회전
StartCoroutine(MoveCharacterToPosition(desiredPosition, desiredScaleX));
UiManager.Inst.InShipInteraction.gameObject.SetActive(true);
// interactionTarget = target;
// interactionTarget.GetComponent<InShipNpc>()?.ChangeStateToInteraction();
//
// var targetPosition = interactionTarget.position;
// var playerPosition = transform.position;
//
// var directionToTarget = (targetPosition - playerPosition).normalized;
//
// // 캐릭터가 NPC의 왼쪽 또는 오른쪽에 있는지 확인
// var crossProduct = Vector3.Cross(directionToTarget, transform.forward).y;
//
// Vector3 desiredPosition;
// float desiredScaleX; // 캐릭터의 방
//
// if (crossProduct > 0) // 캐릭터가 NPC의 왼쪽에 있는 경우
// {
// desiredPosition = targetPosition + interactionTarget.right * 2f;
// desiredScaleX = 1f; // 오른쪽을 바라봄
// }
// else // 캐릭터가 NPC의 오른쪽에 있는 경우
// {
// desiredPosition = targetPosition + interactionTarget.right * -2f;
// desiredScaleX = -1f; // 왼쪽을 바라봄
// }
//
// // 장애물 감지
// if (Physics.Raycast(playerPosition, (desiredPosition - playerPosition).normalized, Vector3.Distance(playerPosition, desiredPosition), LayerMask.GetMask("Obstacle")))
// {
// // 장애물이 감지되면, 반대쪽으로 이동
// desiredPosition = crossProduct > 0 ? targetPosition + interactionTarget.right * -2f : targetPosition + interactionTarget.right * 2f;
// desiredScaleX = -desiredScaleX; // 방향을 반전
// }
//
// // 캐릭터를 원하는 위치와 방향으로 부드럽게 이동 및 회전
// StartCoroutine(MoveCharacterToPosition(desiredPosition, desiredScaleX));
// UiManager.Inst.InShipInteraction.gameObject.SetActive(true);
}
public void StartConversation()
{
if (interactionTarget != null)
{
interactionTarget.GetComponent<DialogueSystemTrigger>().OnConversationStart(interactionTarget);
UiManager.Inst.InShipInteraction.gameObject.SetActive(false);
}
// if (interactionTarget != null)
// {
// interactionTarget.GetComponent<DialogueSystemTrigger>().OnConversationStart(interactionTarget);
// UiManager.Inst.InShipInteraction.gameObject.SetActive(false);
// }
}
public void EndInteraction()
{
interactionTarget.GetComponent<InShipNpc>()?.RestoreState();
//interactionTarget.GetComponent<InShipNpc>()?.RestoreState();
}
public void EndConversation()
{
UiManager.Inst.InShipInteraction.gameObject.SetActive(true);
//UiManager.Inst.InShipInteraction.gameObject.SetActive(true);
}
}
}

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@ -0,0 +1,22 @@
using System;
using System.Collections;
using System.Collections.Generic;
using BlueWaterProject;
using Doozy.Runtime.UIManager.Containers;
using UnityEngine;
public class TycoonUi : MonoBehaviour
{
public UIView BuildListPopup { get; set; }
private void Init()
{
UiManager.Inst.TycoonUi = this;
BuildListPopup = transform.Find("BuildListView").GetComponent<UIView>();
}
private void Awake()
{
Init();
}
}

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@ -1,3 +1,4 @@
using Doozy.Runtime.UIManager.Containers;
using Sirenix.OdinInspector;
using UnityEngine;
@ -9,24 +10,12 @@ namespace BlueWaterProject
{
[Title("Mouse")]
private Texture2D cursorTexture;
[Title("InteractionUI")]
private Transform defaultInteraction;
public Transform InShipInteraction { get; set; }
public OceanUi OceanUi { get; set; }
private void Init()
{
defaultInteraction = transform.Find("DefaultInteraction");
InShipInteraction = transform.Find("InShipPlayerInteractionUI");
}
protected override void OnAwake()
{
Init();
}
[Title("Tycoon")]
public TycoonUi TycoonUi { get; set; }
private void Start()
{

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useScaleEffectZ: 0
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serializedVersion: 2
m_Curve:
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time: 0
value: 0
inSlope: 2
outSlope: 2
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 1
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
showObjectSpawnData: 0
useSpawnGameObjects: 0
spawnGameObjects: []
spawnRandomOneFromList: 0
spawnStartDelay: 0
spawnLocalPosition: {x: 0, y: 0, z: 0}
spawnLocalRotation: {x: 0, y: 0, z: 0}
spawnLocalScale: {x: 1, y: 1, z: 1}
destroySpawnnedAfterDelay: 0
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@ -53,7 +53,7 @@ MonoBehaviour:
m_Right: 0
m_Top: 0
m_Bottom: 0
m_ChildAlignment: 4
m_ChildAlignment: 3
m_StartCorner: 0
m_StartAxis: 0
m_CellSize: {x: 128, y: 128}

View File

@ -31,7 +31,6 @@ RectTransform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 7301794625148554701}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
@ -111,7 +110,6 @@ RectTransform:
m_Children:
- {fileID: 7301794624532857029}
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
@ -177,7 +175,7 @@ MonoBehaviour:
m_CallState: 2
--- !u!95 &7301794625148554699
Animator:
serializedVersion: 4
serializedVersion: 7
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
@ -191,10 +189,12 @@ Animator:
m_ApplyRootMotion: 0
m_LinearVelocityBlending: 0
m_StabilizeFeet: 0
m_AnimatePhysics: 0
m_WarningMessage:
m_HasTransformHierarchy: 1
m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorControllerStateOnDisable: 0
m_KeepAnimatorStateOnDisable: 0
m_WriteDefaultValuesOnDisable: 0
--- !u!114 &7301794625148554698
MonoBehaviour:
m_ObjectHideFlags: 0

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@ -19,15 +19,7 @@ MonoBehaviour:
m_Id: 1ffcd137-ef1f-4ebd-b2eb-45d7974bacab
m_Processors:
m_Interactions:
m_SingletonActionBindings:
- m_Name:
m_Id: a70ee01a-c940-4f92-ae7a-5e6928f96980
m_Path: <Mouse>/rightButton
m_Interactions:
m_Processors:
m_Groups:
m_Action: Grid Mode Reset Key
m_Flags: 0
m_SingletonActionBindings: []
m_Flags: 0
gridHeightChangeKey:
m_Name: Grid Height Change Key
@ -54,15 +46,7 @@ MonoBehaviour:
m_Id: 29f9c6e2-ab3f-483c-976a-5692a7022c3c
m_Processors:
m_Interactions:
m_SingletonActionBindings:
- m_Name:
m_Id: 114b32b9-5c98-4850-8d1c-f714200756e8
m_Path: <Keyboard>/r
m_Interactions:
m_Processors:
m_Groups:
m_Action: Build Mode Activation Key
m_Flags: 0
m_SingletonActionBindings: []
m_Flags: 0
buildablePlacementKey:
m_Name: Buildable Placement Key
@ -202,41 +186,6 @@ MonoBehaviour:
m_Action: Buildable Selection Key
m_Flags: 0
m_Flags: 0
useMoveModeActivationKey: 1
moveModeActivationKey:
m_Name: Move Mode Activation Key
m_Type: 0
m_ExpectedControlType:
m_Id: b572a271-87fb-429c-b8f7-98a1dbe55229
m_Processors:
m_Interactions:
m_SingletonActionBindings:
- m_Name:
m_Id: b38cc68f-0c89-487c-be7b-aeea44d53e09
m_Path: <Keyboard>/u
m_Interactions:
m_Processors:
m_Groups:
m_Action: Move Mode Activation Key
m_Flags: 0
m_Flags: 0
buildableMoveKey:
m_Name: Buildable Move Key
m_Type: 0
m_ExpectedControlType:
m_Id: c7949b7a-f44f-4b53-9f2d-82deae062c13
m_Processors:
m_Interactions:
m_SingletonActionBindings:
- m_Name:
m_Id: a4c62cd0-ef5c-425f-80fb-487b146d0967
m_Path: <Mouse>/leftButton
m_Interactions:
m_Processors:
m_Groups:
m_Action: Buildable Move Key
m_Flags: 0
m_Flags: 0
gridSaveKey:
m_Name: Grid Save Key
m_Type: 0

View File

@ -257,6 +257,10 @@ namespace SoulGames.EasyGridBuilderPro
buildableGridObject.HandleVisualCanvasGrid(system);
buildableGridObject.Setup();
var tableTransform = GameObject.Find("Tables").transform;
placedObjectTransform.SetParent(tableTransform);
return buildableGridObject;
}

View File

@ -1174,8 +1174,8 @@ namespace SoulGames.EasyGridBuilderPro
public void SetGridModeBuilding()
{
if (useBuildModeActivationKey)
{
//if (useBuildModeActivationKey)
//{
if (GetGridMode() != GridMode.Build)
{
isBuildableBuildActive = true;
@ -1186,7 +1186,7 @@ namespace SoulGames.EasyGridBuilderPro
isBuildableBuildActive = false;
SetGridMode(GridMode.None);
}
}
//}
}
public void TriggerBuildablePlacement() //This function handles 'buildableGridObjectTypeSO' object placement
@ -1601,7 +1601,6 @@ namespace SoulGames.EasyGridBuilderPro
{
ghostRotateLeftKeyHolding = true;
dir = BuildableGridObjectTypeSO.GetNextDirLeft(dir);
dir = BuildableGridObjectTypeSO.GetNextDirLeft(dir);
if (edgeRotation == 0)
{
edgeRotation = 180;

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