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Pre-alpha #78
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Pre-alpha #78
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Initial dev update
- Add input manager that uses Unity's Player Input Manager components to provide an easy interface of delegates to other scripts. - Delete our friend bob.txt twice :(
… parameter. Moved override eventlistener function call inside the relevant add/remove eventlistener functions. This implementations has the downside of giving error messages when no functions are added to an inputEvent and the inputEvent is invoked, but this isn't relevant for our implementation as all these delegates will have functions later.
Created a simple 1v1v1v1 battle map. Couldn't make things easy so had some fun creating a custom shader that takes in world position data and wraps this around a model. This allows for seamless Textures between models. Created a couple materials with the new shader and added them to the battle map. Created a simple placeholder spawning platform and added it to the scene.
Created a map prefab.
Deleted more of bob.
Feature/input manager
- Added EvenSystem in scene for playerInput component, set actionmap to Menu. - Added A canvas with buttons, where each button component has explicit navigation. - TMPRO is a very useful text-formatting package, which we will need for text components.
Increased camera clip plane
Feature/test scene
- Refactored eventlisteners to be properly added and removed. - Removed files that were OS-specific and added them to gitignore.
- Updated canvas in scene with a view for displaying amount of players - Updated scripts to create, rezise and display a panel for each player
- Navigation between menus can now be defined in onclick events on buttons - Updated Menu scene to have proper navigation between menus with new system
- Horizontal strafing and jumping. - Ground detection with Physics.BoxCast, visualized with a gizmo. - Strafing is less impactful in the air. - Releasing movement input when grounded causes the player to be pushed back slightly, effectively dampening their movement and making it closer to an abrupt stop. - Ignore blob files that appear when Unity/Mono crashes on my PC :))))
- Renamed and updated ToggleMenu to switch to specific menu defined in onclickinstead - Updated button onclick functions in Menu scene to use SwitchToMenu function - Moved WaitSelect helper function closer to where it's used. - Updated the new gitignore comment to better describe origin of the new files
Add basic movement
Main menu + Player menu
- Added a playerfactory that intantiates players and connect them to playerInputs. - Updated all playerInputPrefabs to invoke C# events instead of sendMessage. - Updated inputManagers to correctly invoke relevant delegates. Added proper summary too. - Updated demoArena scene to correctly spawn players and autmatically fix splitscreen. - The game can now be played in first person, but relative rotation is still yet to be implemented.
Fix player not sliding down walls when they've jumped into them, by wrapping the player's hitbox in another collider with a frictionless physics material, as suggested by numerous people on the interwebs. This seems to be one of the better solutions to this particular issue, though I am baffled that this is a problem in the first place, in this world-famous and widely used game engine.
Add specific control schemes for mouse & keyboard and gamepad. This makes Unity send events on mouse look, which it did not do before. Mouse delta is... not ideal for this purpose at the moment, we'll need to adjust the input somehow.
SetPlayerInput functions now uses inputManagers instead
- Use outlined version of Futura font for timer. - Add a vertical layout group with padding to ensure round timer isn't too close to the top of the screen ;) - Remove unnecessary code in GlobalHUDController.
…reen Improve death screen and timer
removed unnecessary call
Renamed 'pi' to the more descriptive 'playerIdentity'
Fix/flexible grid layout
- Added a global HUD to bidding scene - PlayerFactory instantiates players on call instead of ugly check - Created new basic UI elements for showing relevant stats in bidding
- Added very baisc chip UI in bidding scene - Moved chips to identity for persistence in match
+ Added new simple item platform + whiteboxed walls + implemented platforms with placeholder text + Added a default lighting setting file + Found and added a open source placeholder pokerchip sprite
- AuctionDriver sets items to existing platforms based on AuctionStages - AuctioStage ancestors put into their own files because unity demanded it
WIP: reworking auctionDriver script
- BiddingPlatforms awards playeridentity with items won - PlayerManager now check for items players have when building gun - AuctionDriver architecture still needs overhaul - Still missing succesful input transfer from bidding to shooting
- Avoid myScript as variable name... - Use a more descriptive name for the GunStats menu entry.
- MusicTrackManager with a single audio source connected to the music source in the main audio mixer - Fade out before next song - Fixed music source not being wired up to the options menu (!) - Can play multiple layers (though not adjust them separately yet)
Music track manager
- Made MatchManager able to switch between round and bidding. - Fixed a bug that stopped match from being won. - The menu scene still has an unfixed UI control bug post match.
- Done a bit of refactoring in Timer and PlayerManager - AuctionDriver now saves BiddingPlatforms in a better way - Various other fixed based on review comments.
…tation Bidding implementation
Fueredoriku
requested review from
toberge and
ddabble
and removed request for
ddabble
February 1, 2023 18:25
toberge
approved these changes
Feb 1, 2023
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ddabble
added
the
new release
Pull requests from another branch (usually `dev`) into the `main` branch
label
Mar 8, 2023
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The bare-minimum foundation of the game.
Known issue: