lonestar

0x10c-inspired space game based on the DCPU-16
git clone git://squid-tech.com/lonestar.git
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commit a7b425e5157ef4f4ddd50532aa5b2c64783d27f4
parent 8ba24a7eaa35a9da5c74f2565aeafdd418efd115
Author: Josh Moore <jxm5210@rit.edu>
Date:   Wed, 20 Nov 2019 01:37:58 -0500

Fix bugs to enable multiple DCPUs in one scene. Add DCPU body model 2

Diffstat:
Asrc/LoneStar/Assets/Prefabs/DCPU16.prefab | 747+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Asrc/LoneStar/Assets/Prefabs/DCPU16.prefab.meta | 7+++++++
Asrc/LoneStar/Assets/Prefabs/DCPU16_m2.prefab | 827+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Asrc/LoneStar/Assets/Prefabs/DCPU16_m2.prefab.meta | 7+++++++
Msrc/LoneStar/Assets/Prefabs/NetworkedFPSController.prefab | 15+++++++++++++++
Asrc/LoneStar/Assets/Scenes/MainScene.unity | 296+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Asrc/LoneStar/Assets/Scenes/MainScene.unity.meta | 7+++++++
Msrc/LoneStar/Assets/Scenes/SampleScene.unity | 873++++++++++---------------------------------------------------------------------
Msrc/LoneStar/Assets/Scripts/DCPU16Controller.cs | 77++++-------------------------------------------------------------------------
Msrc/LoneStar/Assets/Scripts/PlayerController.cs | 71++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++-
Msrc/LoneStar/ProjectSettings/EditorBuildSettings.asset | 5++++-
11 files changed, 2085 insertions(+), 847 deletions(-)

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{ - if (POWER) - { - PowerOff(); - hit.transform.gameObject.GetComponent<Renderer>().material.SetColor("_Color", Color.red); - } - else - { - PowerOn(); - hit.transform.gameObject.GetComponent<Renderer>().material.SetColor("_Color", Color.green); - } - } - - if (plugging == null) - { - if (hit.transform.parent.gameObject.GetComponent<DeviceScript>() != null) - { - // clicked a device to plug in - plugging = hit.transform.parent.gameObject; - } - } - else - { - if (hit.transform.parent.gameObject.name.Equals("Ports") && hit.transform.childCount == 0) - { - // "plug" the device into the port - plugging.transform.parent = hit.transform; - plugging = null; - } - else - { - // we clicked the device, but did not click an empty port - plugging.transform.parent = null; - plugging = null; - } - } - } - } - } - // update the screen based on the video buffer //\TODO only update the screen when the video memory is actually changed, instead of constantly looping if (POWER) @@ -175,7 +120,7 @@ public class DCPU16Controller : NetworkBehaviour } // draw connection lines - foreach (Transform port in GameObject.Find("Ports").transform) + foreach (Transform port in transform.Find("Ports").transform) { LineRenderer render = port.gameObject.GetComponent<LineRenderer>(); if (port.childCount == 1) @@ -191,20 +136,6 @@ public class DCPU16Controller : NetworkBehaviour } } - void OnGUI() - { - // simple crosshair - //\TODO better crosshair - if (plugging == null) - { - GUI.Box(new Rect(Screen.width / 2 - 5, Screen.height / 2 - 5, 10, 10), ""); - } - else - { - GUI.Box(new Rect(Screen.width / 2 - 10, Screen.height / 2 - 10, 20, 20), ""); - } - } - void processorStep() { INC_PC = true; @@ -320,7 +251,7 @@ public class DCPU16Controller : NetworkBehaviour } int devidx = 0; - foreach (Transform port in GameObject.Find("Ports").transform) + foreach (Transform port in transform.Find("Ports").transform) { if (port.childCount > 0) { @@ -372,7 +303,7 @@ public class DCPU16Controller : NetworkBehaviour POWER = true; } - // power of the DCPU, resetting it to a default state + // power off the DCPU, resetting it to a default state public void PowerOff() { reset(); diff --git a/src/LoneStar/Assets/Scripts/PlayerController.cs b/src/LoneStar/Assets/Scripts/PlayerController.cs @@ -5,6 +5,9 @@ using UnityEngine; public class PlayerController : NetworkBehaviour { + // the device the user is plugging in + GameObject plugging = null; + void Start() { if (!isLocalPlayer) @@ -15,8 +18,74 @@ public class PlayerController : NetworkBehaviour } } + void OnGUI() + { + // simple crosshair + //\TODO better crosshair + if (plugging == null) + { + GUI.Box(new Rect(Screen.width / 2 - 5, Screen.height / 2 - 5, 10, 10), ""); + } + else + { + GUI.Box(new Rect(Screen.width / 2 - 10, Screen.height / 2 - 10, 20, 20), ""); + } + } + void Update() { - + // check for power button clicks + if (Camera.main != null) + { + Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); + RaycastHit hit; + + if (Physics.Raycast(ray, out hit, 100)) + { + // handle button clicks + if (Input.GetMouseButtonDown(0)) + { + if (hit.transform.gameObject.name.Equals("PowerButton")) + { + if (hit.transform.parent.gameObject.GetComponent<DCPU16Controller>().POWER) + { + hit.transform.parent.GetComponent<DCPU16Controller>().PowerOff(); + hit.transform.gameObject.GetComponent<Renderer>().material.SetColor("_Color", Color.red); + } + else + { + hit.transform.parent.GetComponent<DCPU16Controller>().PowerOn(); + hit.transform.gameObject.GetComponent<Renderer>().material.SetColor("_Color", Color.green); + } + } + + if (plugging == null) + { + if (hit.transform.parent.gameObject.GetComponent<DeviceScript>() != null) + { + // clicked a device to plug in + plugging = hit.transform.parent.gameObject; + } + } + else + { + if (hit.transform.parent.gameObject.name.Equals("Ports") && hit.transform.childCount == 0) + { + UnityEngine.Debug.Log("connecting"); + // "plug" the device into the port + plugging.transform.parent = hit.transform; + plugging = null; + } + else + { + UnityEngine.Debug.Log("disconnecting"); + // we clicked the device, but did not click an empty port + plugging.transform.parent = null; + plugging = null; + } + } + } + } + } } } diff --git a/src/LoneStar/ProjectSettings/EditorBuildSettings.asset b/src/LoneStar/ProjectSettings/EditorBuildSettings.asset @@ -4,5 +4,8 @@ EditorBuildSettings: m_ObjectHideFlags: 0 serializedVersion: 2 - m_Scenes: [] + m_Scenes: + - enabled: 1 + path: Assets/Scenes/SampleScene.unity + guid: 9fc0d4010bbf28b4594072e72b8655ab m_configObjects: {}