added gamescreen UI and simple start menu

This commit is contained in:
Mausham
2026-01-04 16:41:13 -08:00
parent dcf3bead16
commit 589260292c
508 changed files with 247792 additions and 516 deletions

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@@ -22,6 +22,9 @@ namespace Darkmatter.App
[SerializeField] private AudioService audioService;
[Header("UI Settings")]
[SerializeField] private GameScreenView gameScreenView;
[Header("Factory parameters")]
[SerializeField] private Transform playerTransform;
@@ -58,7 +61,7 @@ namespace Darkmatter.App
c.Resolve<IObjectResolver>()), // <-- inject resolver properly
Lifetime.Scoped);
builder.Register<GameScreenController>(Lifetime.Scoped).WithParameter(gameScreenView).As<IGameScreenController>();

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@@ -8,5 +8,6 @@ namespace Darkmatter.Core
public void PlayMovementAnim(Vector2 velocity);
public void PlayReloadAnim(IReloadableWeapon reloadableWeapon);
void PlayShootAnim();
void PlayDeadAnim();
}
}

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@@ -2,7 +2,7 @@ using UnityEngine;
namespace Darkmatter.Core
{
public interface IPlayerPawn
public interface IPlayerPawn : IDamageable
{
bool isGrounded { get; }

View File

@@ -11,5 +11,8 @@ namespace Darkmatter.Core
public Vector2 moveInput { get; }
public Vector2 lookInput { get; }
public bool isShooting { get; }
public void DisableInput();
public void EnableInput();
}
}

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: fb18939ec56040244812046623bfe046
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,14 @@
using UnityEngine;
namespace Darkmatter.Core
{
public interface IGameScreenController
{
void UpdateFireableBulletCount(int bulletCount);
void UpdateRemainingZombiesCount(int zombiesCount);
void UpdateTotalZombiesCount(int totalZombiesCount);
void ShowGameOverText();
void ShowPlayerHealth(int health);
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e6871718dd9c3244eac4e4eed90a289f

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@@ -13,6 +13,6 @@ MonoBehaviour:
m_Name: EnemyConfigSO
m_EditorClassIdentifier: CoreAssembly::Darkmatter.Core.EnemyConfigSO
walkSpeed: 1
chaseSpeed: 2
visionRange: 40
chaseSpeed: 4
visionRange: 50
attackRange: 3

View File

@@ -71,5 +71,15 @@ namespace Darkmatter.Core
OnReloadPerformed?.Invoke();
}
}
public void DisableInput()
{
action.Player.Disable();
}
public void EnableInput()
{
action.Player.Enable();
}
}
}

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@@ -44,6 +44,7 @@ namespace Darkmatter.Domain
private void HandleAttack()
{
Vector3 dir = (enemyPawn.PlayerTarget.position - enemyPawn.ReturnMyPos()).normalized;
enemyPawn.GameObject.transform.rotation = Quaternion.LookRotation(dir);
//rotate towards player and handle Attack here
}

View File

@@ -16,7 +16,8 @@ namespace Darkmatter.Domain
[Inject] public readonly IReloadableWeapon currentWeapon;
[Inject] public readonly PlayerConfigSO playerConfig;
[Inject] public readonly CameraConfigSO cameraConfig;
[Inject] public readonly IAudioService audioService;
[Inject] public readonly IAudioService audioService;
[Inject] public readonly IGameScreenController gameScreenController;
private Vector3 moveDir;
private float Yaw;
@@ -59,11 +60,14 @@ namespace Darkmatter.Domain
{
audioService.PlaySFX(AudioId.Gun_Fire,0.1f);
currentWeapon.Attack();
gameScreenController.UpdateFireableBulletCount(currentWeapon.AmmoCount);
}
if (currentWeapon.AmmoCount == 0 && !currentWeapon.isReloading)
{
audioService.PlaySFX(AudioId.Gun_Reload, 0.1f);
playerAnim.PlayReloadAnim(currentWeapon);
gameScreenController.UpdateFireableBulletCount(40);
}
}
@@ -73,9 +77,9 @@ namespace Darkmatter.Domain
{
audioService.PlaySFX(AudioId.Gun_Reload, 0.1f);
playerAnim.PlayReloadAnim(currentWeapon);
gameScreenController.UpdateFireableBulletCount(40);
}
}
}
}

View File

@@ -15,6 +15,7 @@ namespace Darkmatter.Presentation
protected readonly int moveXhash = Animator.StringToHash("MoveX");
protected readonly int moveYhash = Animator.StringToHash("MoveY");
private readonly int reloadHash = Animator.StringToHash("Reload");
private readonly int deadHash = Animator.StringToHash("Dead");
public TwoBoneIKConstraint HandOnGunIK; //for gunHand Ik
private Coroutine reloadCoroutine;
@@ -71,5 +72,10 @@ namespace Darkmatter.Presentation
{
Debug.Log("player Shoot");
}
public void PlayDeadAnim()
{
animator.SetTrigger(deadHash);
}
}
}

View File

@@ -8,6 +8,7 @@ namespace Darkmatter.Presentation
public class EnemiesSpawnner : MonoBehaviour
{
[Inject] IEnemyFactory _enemyFactory;
[Inject] IGameScreenController gameScreenController;
public int baseEnemyCount =2;
private ObjectPool<IEnemyPawn> _enemyPool;
@@ -49,6 +50,8 @@ namespace Darkmatter.Presentation
private void SpawnWave(int multiplier)
{
gameScreenController.UpdateTotalZombiesCount(baseEnemyCount*multiplier);
gameScreenController.UpdateRemainingZombiesCount(baseEnemyCount*multiplier);
for (int i = 0; i < baseEnemyCount*multiplier; i++)
{
IEnemyPawn enemy = _enemyPool.Get();
@@ -62,6 +65,7 @@ namespace Darkmatter.Presentation
enemy.Reset();
_enemyPool.Release(enemy);
killedEnemies++;
gameScreenController.UpdateRemainingZombiesCount(baseEnemyCount*enemiesMultiplier - killedEnemies);
if(killedEnemies == baseEnemyCount*enemiesMultiplier)
{
killedEnemies = 0;

View File

@@ -28,7 +28,7 @@ namespace Darkmatter.Presentation
if(isDead) return;
isDead = true;
enemyAI.enabled = false;
Invoke(nameof(Hide), 8f);
Invoke(nameof(Hide), 5f);
}
private void Hide()

View File

@@ -4,6 +4,7 @@ using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Animations.Rigging;
using UnityEngine.SceneManagement;
using VContainer;
namespace Darkmatter.Presentation
@@ -21,6 +22,8 @@ namespace Darkmatter.Presentation
private float verticalVelocity;
public bool isGrounded => IsOnGround();
public float Health { get; set; } = 100;
[Header("GroundCheckSensorSetting")]
public float groundOffset;
public float groundCheckRadius;
@@ -29,6 +32,13 @@ namespace Darkmatter.Presentation
[Header("TurnSetting")]
public float turnSpeed = 5f;
[Inject] private PlayerConfigSO playerConfig;
[Inject] private IPlayerAnim PlayerAnim;
[Inject] private IGameScreenController gameScreenController;
[Inject] private IInputReader inputReader;
public event Action<float> OnHealthDecreased;
private bool isDead=false;
private void Start()
{
@@ -81,6 +91,40 @@ namespace Darkmatter.Presentation
Vector3 groundPos = transform.position + Vector3.down * groundOffset;
Gizmos.DrawWireSphere(groundPos, groundCheckRadius);
}
float damageCooldown = 1f;
float lastHitTime;
private void OnTriggerEnter(Collider other)
{
if(other.CompareTag("Enemy")&& !isDead)
{
TakeDamage(10);
}
}
public void TakeDamage(float damage)
{
Health-=damage;
if(Health<=0)
{
Die();
}
gameScreenController.ShowPlayerHealth((int)Health);
}
public void Die()
{
isDead = true;
PlayerAnim.PlayDeadAnim();
inputReader.DisableInput();
Invoke("GameOver", 4f);
}
private void GameOver()
{
gameScreenController.ShowGameOverText();
}
}

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@@ -6,7 +6,8 @@
"GUID:23f9a018fbd2e1242a0525718cc761d6",
"GUID:b0214a6008ed146ff8f122a6a9c2f6cc",
"GUID:4307f53044263cf4b835bd812fc161a4",
"GUID:7f7d1af65c2641843945d409d28f2e20"
"GUID:7f7d1af65c2641843945d409d28f2e20",
"GUID:6055be8ebefd69e48b49212b09b47b2f"
],
"includePlatforms": [],
"excludePlatforms": [],

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@@ -0,0 +1,40 @@
using Darkmatter.Core;
using UnityEngine;
namespace Darkmatter.Presentation
{
public class GameScreenController : IGameScreenController
{
GameScreenView gameScreenView;
public GameScreenController(GameScreenView gameScreenView)
{
this.gameScreenView = gameScreenView;
}
public void UpdateFireableBulletCount(int bulletCount)
{
gameScreenView.UpdateBulletText(bulletCount);
}
public void UpdateRemainingZombiesCount(int zombiesCount)
{
gameScreenView.UpdateRemainingZombiesCountText(zombiesCount);
}
public void UpdateTotalZombiesCount(int totalZombiesCount)
{
gameScreenView.UpdateTotalZombiesCount(totalZombiesCount);
}
public void ShowGameOverText()
{
gameScreenView.ShowGameOver();
}
public void ShowPlayerHealth(int health)
{
gameScreenView.ShowPlayerHealth(health);
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7143025033c7d9840a214fb5c4bfefb9

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@@ -0,0 +1,45 @@
using System;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Darkmatter.Presentation
{
public class GameScreenView : MonoBehaviour
{
public TextMeshProUGUI fireableBulletText;
public TextMeshProUGUI remainingZombiesCountText;
public TextMeshProUGUI totalZombiesCountText;
public TextMeshProUGUI playerHealthText;
public GameObject GameOverObject;
public void UpdateBulletText(int bulletCount)
{
fireableBulletText.text = bulletCount.ToString();
}
public void UpdateRemainingZombiesCountText(int zombiesCount)
{
remainingZombiesCountText.text = zombiesCount.ToString();
}
public void UpdateTotalZombiesCount(int totalZombies)
{
totalZombiesCountText.text = totalZombies.ToString();
}
public void ShowPlayerHealth(int health)
{
playerHealthText.text = health.ToString();
}
public void ShowGameOver()
{
GameOverObject.SetActive(true);
Invoke("ChangeScene", 2f);
}
void ChangeScene()
{
SceneManager.LoadScene(0);
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 53b791085ea93e74eb91492d67fa02a6

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@@ -5,6 +5,10 @@ namespace Darkmatter.Presentation
{
public class MenuScreen : MonoBehaviour
{
private void Start()
{
Cursor.lockState = CursorLockMode.None;
}
public void OnPlayBtnClick()
{
SceneManager.LoadScene(1);