Add Unity materials and prefabs for game objects for SOLID

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2026-03-31 18:37:10 +02:00
parent ba28ad06d3
commit f4ebe5ec8a
99 changed files with 8747 additions and 0 deletions
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using System;
using UnityEngine;
namespace NonSolid
{
public enum AreaOfEffectType
{
Circle,
Line,
Rectangle,
Polygon,
Hexagon
}
public class AreaOfEffect : MonoBehaviour
{
[SerializeField] private AreaOfEffectType _areaOfEffectType;
[SerializeField] private float _radius = 10.0f; // circle
[SerializeField] private float _length = 10.0f; // line
[SerializeField] private float _width = 1.0f; // line
[SerializeField] private Rect _rect; // rectangle
private void OnCollisionEnter(Collision other)
{
float area = 0.0f;
switch (_areaOfEffectType)
{
case AreaOfEffectType.Circle:
area = Mathf.PI * _radius * _radius;
break;
case AreaOfEffectType.Line:
break;
case AreaOfEffectType.Rectangle:
break;
case AreaOfEffectType.Polygon:
break;
case AreaOfEffectType.Hexagon:
break;
default:
throw new ArgumentOutOfRangeException();
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5f36882c752d4a708fcfd61ab377b21b
timeCreated: 1774973643
@@ -0,0 +1,9 @@
namespace NonSolid
{
public enum FireType
{
Bullet,
Spell,
Arrow
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e545c19b54174187a546da449a82fe4e
timeCreated: 1774971768
@@ -0,0 +1,90 @@
using System;
using UnityEngine;
using UnityEngine.InputSystem;
namespace NonSolid
{
[RequireComponent(typeof(CharacterController))]
public class PlayerController : MonoBehaviour
{
[Header("Movement")]
[SerializeField] private float _speed = 10.0f;
[SerializeField] private float _rotationSpeed = 60.0f;
[Header("Firing")]
[SerializeField] private Transform _shootSpawn;
[SerializeField] private Rigidbody _projectilePrefab;
[SerializeField] private float _shootForce = 10.0f;
[SerializeField] private FireType _fireType = FireType.Bullet;
[Header("Inputs")]
[SerializeField] private InputActionReference _movementInputAction;
[SerializeField] private InputActionReference _rotationInputAction;
[SerializeField] private InputActionReference _fireInputAction;
private CharacterController _characterController;
private Vector2 _movement;
private Vector2 _rotation;
private void Awake()
{
_characterController = GetComponent<CharacterController>();
}
private void OnEnable()
{
_movementInputAction.action.Enable();
_rotationInputAction.action.Enable();
_fireInputAction.action.Enable();
_fireInputAction.action.performed += OnFireActionPerformed;
}
private void OnDisable()
{
_movementInputAction.action.Disable();
_rotationInputAction.action.Disable();
_fireInputAction.action.Disable();
_fireInputAction.action.performed -= OnFireActionPerformed;
}
private void Update()
{
HandleInput();
MoveAndRotate();
}
private void HandleInput()
{
_movement = _movementInputAction.action.ReadValue<Vector2>();
_rotation = _rotationInputAction.action.ReadValue<Vector2>();
}
private void MoveAndRotate()
{
transform.Rotate(0, _rotation.x * _rotationSpeed * Time.deltaTime, 0);
_characterController.Move(new Vector3(_movement.x, 0, _movement.y) * (_speed * Time.deltaTime));
}
private void Fire()
{
switch (_fireType)
{
case FireType.Bullet:
Rigidbody projectile = Instantiate(_projectilePrefab, _shootSpawn.position, _shootSpawn.rotation);
projectile.AddForce(_shootSpawn.forward * _shootForce, ForceMode.Impulse);
break;
case FireType.Spell:
break;
case FireType.Arrow:
break;
default:
throw new ArgumentOutOfRangeException();
}
}
private void OnFireActionPerformed(InputAction.CallbackContext ctx)
{
Fire();
}
}
}
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fileFormatVersion: 2
guid: 8c41094ad7cd4abba73a4265199ac20d
timeCreated: 1774973951
@@ -0,0 +1,28 @@
using UnityEngine;
namespace Solid.Abstracts
{
public abstract class AreaOfEffect : MonoBehaviour
{
[SerializeField] private ParticleSystem _particleSystem;
[SerializeField] private AudioClip _audioClip;
[SerializeField] private float _duration = 0.5f;
private void OnCollisionEnter(Collision other)
{
if (!IsInsideOfEffectArea(other.collider)) return;
_particleSystem.Play();
AudioSource.PlayClipAtPoint(_audioClip, transform.position, _duration);
ApplyEffect();
}
protected abstract bool IsInsideOfEffectArea(Collider other);
private void ApplyEffect()
{
// apply effect here
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 596149fd95654692bd453bd98ea669e5
timeCreated: 1774973960
@@ -0,0 +1,17 @@
using Solid.Abstracts;
using UnityEngine;
namespace Solid
{
public class CircleAreaOfEffect : AreaOfEffect
{
[SerializeField] private float _radius = 10.0f;
protected override bool IsInsideOfEffectArea(Collider other)
{
// do some calculation here
return false;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9c40a35b3cad49c6a5d70358ad1e6a97
timeCreated: 1774974187
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d90ea988a184494782e5d2a1aa059b31
timeCreated: 1774969660
@@ -0,0 +1,7 @@
namespace Solid.Interfaces
{
public interface IExplodable
{
void Explode();
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f87bee86aa74481bb8c4e5fcf14524b5
timeCreated: 1774974514
@@ -0,0 +1,14 @@
using System;
using UnityEngine;
namespace Solid.Interfaces
{
public interface IInput
{
public Vector2 Movement { get; }
public Vector2 Rotation { get; }
public event Action Fired;
public void HandleInput();
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 41b0ac172fdd4519908c7dc44b7ea4e5
timeCreated: 1774969668
@@ -0,0 +1,64 @@
using Solid.Interfaces;
using UnityEngine;
using UnityEngine.Assertions;
namespace Solid
{
[RequireComponent(typeof(PlayerInput), typeof(PlayerMovement))]
public class PlayerController : MonoBehaviour
{
private IInput _playerInput;
private PlayerMovement _playerMovement;
private IShooter _shooter;
// BAD IDEA
// [SerializeField] private bool _isUsingGamepad = false;
private void Awake()
{
// BAD IDEA
// don't use concrete classes, use abstraction instead, e.g. IInput interface
// don't instantiate concrete classes, use dependency injection instead => use services
// if (_isUsingGamepad)
// {
// _playerInput = new GamepadInput();
// }
// else
// {
// _playerInput = new KeyboardMouseInput();
// }
_playerInput = GetComponent<IInput>();
_playerMovement = GetComponent<PlayerMovement>();
// _shooter = GetComponent<IShooter>() ?? gameObject.AddComponent<BulletShooter>(); // default option, not so good
// better solution
_shooter = GetComponent<IShooter>();
Assert.IsNotNull(_shooter, "No IShooter component found on the GameObject.");
// best solution will be again to use dependency injection
}
private void OnEnable()
{
_playerInput.Fired += OnFired;
}
private void OnDisable()
{
_playerInput.Fired -= OnFired;
}
private void OnFired()
{
_shooter.Fire();
}
private void Update()
{
_playerInput.HandleInput();
_playerMovement.MoveAndRotate(_playerInput.Movement, _playerInput.Rotation);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9033477791e94b288558fefd566db663
timeCreated: 1774968306
+48
View File
@@ -0,0 +1,48 @@
using System;
using Solid.Interfaces;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Solid
{
public class PlayerInput : MonoBehaviour, IInput
{
[SerializeField] private InputActionReference _movementInputAction;
[SerializeField] private InputActionReference _rotationInputAction;
[SerializeField] private InputActionReference _fireInputAction;
private Vector2 _movement;
private Vector2 _rotation;
public Vector2 Movement => _movement;
public Vector2 Rotation => _rotation;
public event Action Fired;
private void OnEnable()
{
_movementInputAction.action.Enable();
_rotationInputAction.action.Enable();
_fireInputAction.action.performed += OnFireActionPerformed;
_fireInputAction.action.Enable();
}
private void OnDisable()
{
_movementInputAction.action.Disable();
_rotationInputAction.action.Disable();
_fireInputAction.action.Disable();
_fireInputAction.action.performed -= OnFireActionPerformed;
}
public void HandleInput()
{
_movement = _movementInputAction.action.ReadValue<Vector2>();
_rotation = _rotationInputAction.action.ReadValue<Vector2>();
}
protected virtual void OnFireActionPerformed(InputAction.CallbackContext ctx)
{
Fired?.Invoke();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 75c2ef32ca8748a2985046c4860e770b
timeCreated: 1774968347
@@ -0,0 +1,24 @@
using UnityEngine;
namespace Solid
{
[RequireComponent(typeof(CharacterController))]
public class PlayerMovement : MonoBehaviour
{
[SerializeField] private float _speed = 10.0f;
[SerializeField] private float _rotationSpeed = 60.0f;
private CharacterController _characterController;
private void Awake()
{
_characterController = GetComponent<CharacterController>();
}
public void MoveAndRotate(Vector2 movement, Vector2 rotation)
{
transform.Rotate(0, rotation.x * _rotationSpeed * Time.deltaTime, 0);
_characterController.Move(new Vector3(movement.x, 0, movement.y) * (_speed * Time.deltaTime));
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 88f9115ce5c04b42b07b3f2f9a03f1bc
timeCreated: 1774968335
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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 00b316ca7c0946b3b201585d2100c5f5
timeCreated: 1774974319
@@ -0,0 +1,18 @@
using Solid.Interfaces;
using UnityEngine;
namespace Solid
{
public class BulletShooter : MonoBehaviour, IShooter
{
[SerializeField] private Transform _shootSpawn;
[SerializeField] private Rigidbody _projectilePrefab;
[SerializeField] private float _shootForce = 10.0f;
public void Fire()
{
Rigidbody projectile = Instantiate(_projectilePrefab, _shootSpawn.position, _shootSpawn.rotation);
projectile.AddForce(_shootSpawn.forward * _shootForce, ForceMode.Impulse);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d159adaa7cac4a7981971ad8f8bf61dd
timeCreated: 1774972320
@@ -0,0 +1,11 @@
namespace Solid.Interfaces
{
public interface IShooter
{
void Fire();
// BAD IDEA => segregate interfaces
// void ApplyEffect();
// void Explode();
}
}
@@ -0,0 +1,3 @@
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timeCreated: 1774972093
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