├── ProjectSettings
├── boot.config
├── ProjectVersion.txt
├── ClusterInputManager.asset
├── PresetManager.asset
├── XRSettings.asset
├── VersionControlSettings.asset
├── TimeManager.asset
├── EditorBuildSettings.asset
├── VFXManager.asset
├── AudioManager.asset
├── TagManager.asset
├── UnityConnectSettings.asset
├── EditorSettings.asset
├── PackageManagerSettings.asset
├── MemorySettings.asset
├── DynamicsManager.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
└── GraphicsSettings.asset
├── Assets
├── TextMesh Pro
│ ├── Resources
│ │ ├── LineBreaking Leading Characters.txt
│ │ ├── LineBreaking Following Characters.txt
│ │ ├── TMP Settings.asset.meta
│ │ ├── Sprite Assets
│ │ │ └── EmojiOne.asset.meta
│ │ ├── LineBreaking Following Characters.txt.meta
│ │ ├── LineBreaking Leading Characters.txt.meta
│ │ ├── Fonts & Materials
│ │ │ ├── LiberationSans SDF.asset.meta
│ │ │ ├── LiberationSans SDF - Outline.mat.meta
│ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta
│ │ │ └── LiberationSans SDF - Fallback.asset.meta
│ │ ├── Sprite Assets.meta
│ │ ├── Style Sheets.meta
│ │ ├── Style Sheets
│ │ │ └── Default Style Sheet.asset.meta
│ │ ├── Fonts & Materials.meta
│ │ └── TMP Settings.asset
│ ├── Sprites
│ │ ├── EmojiOne.png
│ │ ├── EmojiOne Attribution.txt.meta
│ │ ├── EmojiOne Attribution.txt
│ │ └── EmojiOne.json.meta
│ ├── Fonts
│ │ ├── LiberationSans.ttf
│ │ ├── LiberationSans - OFL.txt.meta
│ │ └── LiberationSans.ttf.meta
│ ├── Documentation
│ │ ├── TextMesh Pro User Guide 2016.pdf
│ │ └── TextMesh Pro User Guide 2016.pdf.meta
│ ├── Fonts.meta
│ ├── Resources.meta
│ ├── Shaders.meta
│ ├── Sprites.meta
│ ├── Documentation.meta
│ └── Shaders
│ │ ├── TMP_SDF.shader.meta
│ │ ├── TMPro.cginc.meta
│ │ ├── TMP_Bitmap.shader.meta
│ │ ├── TMP_SDF SSD.shader.meta
│ │ ├── TMP_Sprite.shader.meta
│ │ ├── TMPro_Mobile.cginc.meta
│ │ ├── TMPro_Surface.cginc.meta
│ │ ├── TMP_Bitmap-Mobile.shader.meta
│ │ ├── TMP_SDF Overlay.shader.meta
│ │ ├── TMP_SDF-Mobile SSD.shader.meta
│ │ ├── TMP_SDF-Mobile.shader.meta
│ │ ├── TMP_SDF-Surface.shader.meta
│ │ ├── TMPro_Properties.cginc.meta
│ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta
│ │ ├── TMP_SDF-Mobile Masking.shader.meta
│ │ ├── TMP_SDF-Mobile Overlay.shader.meta
│ │ ├── TMP_SDF-Surface-Mobile.shader.meta
│ │ ├── TMPro.cginc
│ │ ├── TMPro_Properties.cginc
│ │ └── TMP_Sprite.shader
├── Scripts
│ ├── FarmState.cs
│ ├── vehicle.meta
│ ├── BoostProfile.cs.meta
│ ├── CameraFollow.cs.meta
│ ├── KeyValueStore.cs.meta
│ ├── PlayerMovement.cs.meta
│ ├── inventory
│ │ ├── QuickSlot.cs.meta
│ │ ├── EquippableItem.cs.meta
│ │ ├── QuickSlotPanel.cs.meta
│ │ ├── IItemContainer.cs
│ │ ├── Item.cs.meta
│ │ ├── Inventory.cs.meta
│ │ ├── ItemSlot.cs.meta
│ │ ├── ShopPanel.cs.meta
│ │ ├── ShopSlot.cs.meta
│ │ ├── BaseItemSlot.cs.meta
│ │ ├── IItemContainer.cs.meta
│ │ ├── ItemContainer.cs.meta
│ │ ├── UIEffectManager.cs.meta
│ │ ├── ShopSlot.cs
│ │ ├── QuickSlot.cs
│ │ ├── Item.cs
│ │ ├── ShopPanel.cs
│ │ ├── UIEffectManager.cs
│ │ ├── ItemSlot.cs
│ │ ├── EquippableItem.cs
│ │ ├── ItemContainer.cs
│ │ └── Inventory.cs
│ ├── profile
│ │ ├── SeedProfile.cs.meta
│ │ ├── SeedStageProfile.cs.meta
│ │ ├── SeedPreRequirementProfile.cs.meta
│ │ ├── Seeds.meta
│ │ ├── Seeds
│ │ │ ├── Carrot.meta
│ │ │ ├── TimeBoost.asset.meta
│ │ │ ├── Carrot
│ │ │ │ ├── Carrot.asset.meta
│ │ │ │ ├── S_Carrot_0.asset.meta
│ │ │ │ ├── S_Carrot_1.asset.meta
│ │ │ │ ├── S_Carrot_2.asset.meta
│ │ │ │ ├── CarrotWaterRequirement.asset.meta
│ │ │ │ ├── CarrotWaterRequirement.asset
│ │ │ │ ├── S_Carrot_0.asset
│ │ │ │ ├── S_Carrot_1.asset
│ │ │ │ ├── S_Carrot_2.asset
│ │ │ │ └── Carrot.asset
│ │ │ └── TimeBoost.asset
│ │ ├── Profile.cs.meta
│ │ ├── PlantAreaProfile.cs.meta
│ │ ├── SeedStageProfile.cs
│ │ ├── SeedProfile.cs
│ │ ├── PlantAreaProfile.cs
│ │ └── SeedPreRequirementProfile.cs
│ ├── ICollectable.cs
│ ├── vehicle
│ │ ├── HarvestingVehicleController.cs.meta
│ │ ├── CarController.cs.meta
│ │ └── HarvestingVehicleController.cs
│ ├── IEntity.cs
│ ├── DayCycle
│ │ ├── MoonLight.prefab.meta
│ │ ├── TimeController.cs.meta
│ │ └── MoonLight.prefab
│ ├── Npc.meta
│ ├── Animation.meta
│ ├── DayCycle.meta
│ ├── concrete.meta
│ ├── inventory.meta
│ ├── process.meta
│ ├── profile.meta
│ ├── concrete
│ │ ├── plants.meta
│ │ └── plants
│ │ │ └── PlantProcessor.cs.meta
│ ├── Goods.cs
│ ├── Animation
│ │ ├── PlayerController.controller.meta
│ │ ├── PlayerIdle.cs.meta
│ │ ├── PlayerRun.cs.meta
│ │ ├── CharacterStateBase.cs.meta
│ │ ├── PlayerAnimationManager.cs.meta
│ │ ├── PlayerAnimationManager.cs
│ │ ├── CharacterStateBase.cs
│ │ ├── PlayerRun.cs
│ │ └── PlayerIdle.cs
│ ├── Goods.cs.meta
│ ├── Seed.cs.meta
│ ├── FarmState.cs.meta
│ ├── GameManager.cs.meta
│ ├── IEntity.cs.meta
│ ├── ItemTooltip.cs.meta
│ ├── Npc
│ │ ├── Chicken.cs.meta
│ │ ├── Patrol.cs.meta
│ │ ├── RandomIdleAnimBehaviour.cs.meta
│ │ ├── Chicken.cs
│ │ ├── RandomIdleAnimBehaviour.cs
│ │ └── Patrol.cs
│ ├── PlayerTool.cs.meta
│ ├── PlayerWalk.cs.meta
│ ├── Product.cs.meta
│ ├── ShopManager.cs.meta
│ ├── Singleton.cs.meta
│ ├── UIManager.cs.meta
│ ├── AssetManager.cs.meta
│ ├── ICollectable.cs.meta
│ ├── ParticleManager.cs.meta
│ ├── PlantActions.cs.meta
│ ├── PlayerHarvesting.cs.meta
│ ├── PlayerManager.cs.meta
│ ├── PlayerWatering.cs.meta
│ ├── UpgradeManager.cs.meta
│ ├── process
│ │ ├── BaseProcessor.cs.meta
│ │ ├── IProcessor.cs.meta
│ │ ├── ProcessManager.cs.meta
│ │ ├── TimeBasedProcessor.cs.meta
│ │ ├── IProcessor.cs
│ │ ├── ProcessManager.cs
│ │ ├── BaseProcessor.cs
│ │ └── TimeBasedProcessor.cs
│ ├── PlayerTool.cs
│ ├── BoostProfile.cs
│ ├── Seed.cs
│ ├── AssetManager.cs
│ ├── ParticleManager.cs
│ ├── ItemTooltip.cs
│ ├── ShopManager.cs
│ ├── PlayerWalk.cs
│ ├── PlayerWatering.cs
│ ├── Product.cs
│ ├── PlayerHarvesting.cs
│ ├── UIManager.cs
│ ├── KeyValueStore.cs
│ ├── Singleton.cs
│ ├── CameraFollow.cs
│ ├── PlantActions.cs
│ └── UpgradeManager.cs
├── Terrains
│ ├── New Terrain.asset
│ ├── New Terrain 1.asset
│ ├── New Terrain 1.asset.meta
│ ├── New Terrain.asset.meta
│ ├── NewLayer.terrainlayer.meta
│ └── NewLayer.terrainlayer
├── Animations
│ ├── PlayerAnim
│ │ ├── Bash.fbx
│ │ ├── Digging.fbx
│ │ ├── box idle.fbx
│ │ ├── Run_Player.fbx
│ │ ├── pick fruit.fbx
│ │ ├── plant tree.fbx
│ │ ├── pull plant.fbx
│ │ ├── HoldWatercan.fbx
│ │ ├── Idle_Player.fbx
│ │ ├── kneeling idle.fbx
│ │ ├── plant a plant.fbx
│ │ ├── Harvesting (1).fbx
│ │ ├── Walking_Player.fbx
│ │ ├── Watering_Player.fbx
│ │ ├── pick fruit (2).fbx
│ │ ├── pick fruit (3).fbx
│ │ ├── pull plant (2).fbx
│ │ ├── dig and plant seeds.fbx
│ │ ├── PlayerAnimation.controller.meta
│ │ ├── Bash.fbx.meta
│ │ ├── Harvesting (1).fbx.meta
│ │ └── HoldWatercan.fbx.meta
│ ├── NpcAnimations
│ │ ├── xbot@Sitting.fbx
│ │ ├── xbot@Sitting (1).fbx
│ │ ├── Chicken_Idle.anim.meta
│ │ ├── Chicken_Walk.anim.meta
│ │ ├── Chicken_Anim.controller.meta
│ │ ├── NpcAnimationController.controller.meta
│ │ └── xbot@Sitting (1).fbx.meta
│ ├── UIAnim.meta
│ ├── PlayerAnim.meta
│ ├── NpcAnimations.meta
│ └── UIAnim
│ │ ├── SlotAnim.anim.meta
│ │ ├── SlotSelectionAnim.controller.meta
│ │ └── SlotSelectionAnim.controller
├── Plugins
│ ├── Demigiant
│ │ ├── DOTween
│ │ │ ├── DOTween.dll
│ │ │ ├── DOTween.XML.meta
│ │ │ ├── readme.txt.meta
│ │ │ ├── Editor.meta
│ │ │ ├── Editor
│ │ │ │ ├── DOTweenEditor.XML.meta
│ │ │ │ ├── Imgs
│ │ │ │ │ ├── Footer.png
│ │ │ │ │ ├── Header.jpg
│ │ │ │ │ ├── DOTweenIcon.png
│ │ │ │ │ ├── Footer_dark.png
│ │ │ │ │ ├── DOTweenMiniIcon.png
│ │ │ │ │ ├── Footer.png.meta
│ │ │ │ │ ├── Header.jpg.meta
│ │ │ │ │ ├── DOTweenIcon.png.meta
│ │ │ │ │ ├── Footer_dark.png.meta
│ │ │ │ │ └── DOTweenMiniIcon.png.meta
│ │ │ │ ├── DOTweenEditor.dll
│ │ │ │ ├── Imgs.meta
│ │ │ │ └── DOTweenEditor.dll.meta
│ │ │ ├── Modules.meta
│ │ │ ├── Modules
│ │ │ │ ├── DOTweenModuleAudio.cs.meta
│ │ │ │ ├── DOTweenModuleSprite.cs.meta
│ │ │ │ ├── DOTweenModuleUI.cs.meta
│ │ │ │ ├── DOTweenModuleUtils.cs.meta
│ │ │ │ ├── DOTweenModulePhysics.cs.meta
│ │ │ │ ├── DOTweenModulePhysics2D.cs.meta
│ │ │ │ ├── DOTweenModuleUnityVersion.cs.meta
│ │ │ │ └── DOTweenModuleEPOOutline.cs.meta
│ │ │ ├── DOTween.dll.meta
│ │ │ └── readme.txt
│ │ └── DOTween.meta
│ └── Demigiant.meta
├── Prefabs
│ ├── Item.prefab.meta
│ ├── Item 1.prefab.meta
│ ├── Player.prefab.meta
│ ├── UICanvas.prefab.meta
│ ├── UIManager.prefab.meta
│ ├── GameManager.prefab.meta
│ ├── Main Camera.prefab.meta
│ ├── VH_Harvester.prefab.meta
│ ├── core
│ │ ├── Logic.prefab.meta
│ │ └── Logic.prefab
│ ├── core.meta
│ ├── plant
│ │ ├── carrot
│ │ │ ├── Plant.prefab.meta
│ │ │ ├── Stage0.prefab.meta
│ │ │ ├── Stage1.prefab.meta
│ │ │ ├── Stage2.prefab.meta
│ │ │ └── CarrotPlant.prefab.meta
│ │ └── carrot.meta
│ ├── Particles.meta
│ ├── Particles
│ │ ├── WaterParticle.prefab.meta
│ │ └── FertilizerParticle.prefab.meta
│ ├── plant.meta
│ ├── UIManager.prefab
│ └── GameManager.prefab
├── Scenes
│ ├── FarmScene.unity.meta
│ ├── GridSystem.unity.meta
│ ├── Invent.unity.meta
│ ├── Invent2.unity.meta
│ ├── YeniScene.unity.meta
│ └── SampleScene.unity.meta
├── Asset.meta
├── Objects.meta
├── Plugins.meta
├── Prefabs.meta
├── Scenes.meta
├── Scripts.meta
├── Animations.meta
├── Resources.meta
├── Terrains.meta
├── TextMesh Pro.meta
├── Standard Assets.meta
├── Standard Assets
│ ├── PhysicsMaterials.meta
│ └── PhysicsMaterials
│ │ ├── Metal.physicmaterial.meta
│ │ ├── Wood.physicmaterial.meta
│ │ ├── Metal.physicmaterial
│ │ └── Wood.physicmaterial
└── Resources
│ ├── DOTweenSettings.asset.meta
│ └── DOTweenSettings.asset
├── .vsconfig
├── .idea
└── .idea.farm-he
│ └── .idea
│ ├── vcs.xml
│ ├── indexLayout.xml
│ ├── encodings.xml
│ └── .gitignore
├── farm-he.sln.DotSettings
├── README.md
├── .gitignore
└── Packages
└── manifest.json
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1 | namespace Farm.Profile
2 | {
3 | interface ICollectable
4 | {
5 | void Collect();
6 | }
7 | }
8 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using Farm.Entity;
4 | using Farm.Profile;
5 | using UnityEngine;
6 |
7 | [CreateAssetMenu]
8 | public class Goods : Item
9 | {
10 |
11 |
12 | }
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1 | # Default ignored files
2 | /shelf/
3 | /workspace.xml
4 | # Rider ignored files
5 | /contentModel.xml
6 | /.idea.farm-he.iml
7 | /modules.xml
8 | /projectSettingsUpdater.xml
9 | # Datasource local storage ignored files
10 | /dataSources/
11 | /dataSources.local.xml
12 | # Editor-based HTTP Client requests
13 | /httpRequests/
14 |
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/Assets/Scripts/PlayerTool.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class PlayerTool
6 | {
7 | public string Name;
8 |
9 | public string AnimName;
10 |
11 | public PlayerTool(string name,string anim)
12 | {
13 | Name = name;
14 | AnimName = anim;
15 | }
16 |
17 | }
18 |
19 |
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/Assets/Scripts/Npc/Chicken.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Chicken : MonoBehaviour
6 | {
7 | // Start is called before the first frame update
8 | void Start()
9 | {
10 |
11 | }
12 |
13 | // Update is called once per frame
14 | void Update()
15 | {
16 |
17 | }
18 | }
19 |
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/Assets/Scripts/inventory/ShopSlot.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class ShopSlot : ItemSlot
6 | {
7 | // Start is called before the first frame update
8 | void Start()
9 | {
10 |
11 | }
12 |
13 | // Update is called once per frame
14 | void Update()
15 | {
16 |
17 | }
18 | }
19 |
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1 |
2 | True
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/Assets/Scripts/process/IProcessor.cs:
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1 | using Farm.Profile;
2 |
3 | namespace Farm.Processor
4 | {
5 | public interface IProcessor
6 | {
7 | bool PreProcess(ProductJob job, int jobIndex);
8 |
9 | bool CanProcess(ProductJob job, int jobIndex);
10 |
11 | void Process(ProductJob job, int jobIndex);
12 |
13 | void AfterProcess(ProductJob job, int jobIndex);
14 |
15 | }
16 | }
17 |
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/Assets/Scripts/profile/SeedStageProfile.cs:
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1 | using System.Collections.Generic;
2 | using UnityEngine;
3 |
4 | namespace Farm.Profile
5 | {
6 | [CreateAssetMenu(fileName = "Seed Stage", menuName = "Profile/Seed Stage", order = 1)]
7 | public class SeedStageProfile: ScriptableObject
8 | {
9 | public string State;
10 |
11 | public float Time;
12 |
13 | public GameObject prefab;
14 | }
15 | }
--------------------------------------------------------------------------------
/Assets/Scripts/BoostProfile.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace Farm.Profile
4 | {
5 | public enum BoostType
6 | {
7 | TIME_REDUCE,
8 | PRODUCTION_INCREMENT,
9 | QUALITY_INCREMENT
10 | }
11 |
12 | [CreateAssetMenu(fileName = "Boost", menuName = "Profile/Boost")]
13 | public class BoostProfile : ScriptableObject
14 | {
15 | public string Name;
16 |
17 | public BoostType Type;
18 |
19 | public float Value;
20 | }
21 | }
--------------------------------------------------------------------------------
/Assets/Scripts/Seed.cs:
--------------------------------------------------------------------------------
1 | using System.Collections.Generic;
2 | using Farm.Profile;
3 | using UnityEngine;
4 |
5 | namespace Farm.Entity
6 | {
7 | public class Seed : MonoBehaviour, IEntity
8 | {
9 | public string Name { get; set; }
10 | public string Id { get; set; }
11 |
12 | public SeedProfile seedProfile;
13 |
14 | public ProductJob ProductJob;
15 |
16 | private void Start()
17 | {
18 | Id = System.Guid.NewGuid().ToString();
19 | }
20 | }
21 | }
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14 | m_RealVoiceCount: 32
15 | m_SpatializerPlugin:
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18 | m_VirtualizeEffects: 1
19 | m_RequestedDSPBufferSize: 1024
20 |
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14 | m_EditorClassIdentifier:
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/Assets/Scripts/profile/SeedProfile.cs:
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1 | using System.Collections.Generic;
2 | using UnityEngine;
3 |
4 | namespace Farm.Profile
5 | {
6 | [CreateAssetMenu(fileName = "Seed", menuName = "Profile/Seed", order = 1)]
7 | public class SeedProfile: ScriptableObject
8 | {
9 | public string Name;
10 |
11 | public int ProductAmount;
12 |
13 | public List stages;
14 |
15 | public List preRequirementProfile;
16 |
17 | public Item resultProduct;
18 | }
19 | }
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/Assets/Scripts/inventory/QuickSlot.cs:
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1 | using UnityEngine;
2 |
3 | namespace inventory
4 | {
5 | public class QuickSlot : ItemSlot
6 | {
7 | [SerializeField] private GameObject selection;
8 | private bool _isSelected;
9 |
10 | private void Start()
11 | {
12 | DeSelectSlot();
13 | }
14 |
15 | public void SelectSlot()
16 | {
17 | selection.SetActive(true);
18 | }
19 |
20 | public void DeSelectSlot()
21 | {
22 | selection.SetActive(false);
23 | }
24 | }
25 | }
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18 | EditorExtensionImpl:
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/Assets/Scripts/profile/PlantAreaProfile.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 |
4 | namespace Farm.Profile
5 | {
6 | public class PlantAreaProfile : IProfile
7 | {
8 | public string Name { get; set; }
9 | public string Type { get; set; }
10 | public List ProductJobs { get; set; }
11 |
12 | public PlantAreaProfile(string Name, string Type, List ProductJobs)
13 | {
14 | this.Name = Name;
15 | this.Type = Type;
16 | this.ProductJobs = ProductJobs;
17 | }
18 | }
19 | }
20 |
21 |
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2 | %TAG !u! tag:unity3d.com,2011:
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4 | TagManager:
5 | serializedVersion: 2
6 | tags:
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8 | layers:
9 | - Default
10 | - TransparentFX
11 | - Ignore Raycast
12 | -
13 | - Water
14 | - UI
15 | - Plant
16 | - Player
17 | - Goods
18 | - Dirt
19 | - Vehicle
20 | -
21 | -
22 | -
23 | -
24 | -
25 | -
26 | -
27 | -
28 | -
29 | -
30 | -
31 | -
32 | -
33 | -
34 | -
35 | -
36 | -
37 | -
38 | -
39 | -
40 | -
41 | m_SortingLayers:
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/Assets/Scripts/AssetManager.cs:
--------------------------------------------------------------------------------
1 | using Farm.Entity;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class AssetManager : MonoBehaviour
6 | {
7 | public List seedPrefabs = new List();
8 |
9 | #nullable enable
10 | public GameObject? GetPrefabyByName(string name)
11 | {
12 | return seedPrefabs.Find(prefab =>
13 | {
14 | IEntity entity = prefab.GetComponent();
15 | if (entity != null)
16 | {
17 | return entity.Name == name;
18 | }
19 | return false;
20 | });
21 | }
22 | #nullable disable
23 | }
24 |
--------------------------------------------------------------------------------
/Assets/Scripts/process/ProcessManager.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace Farm.Processor
6 | {
7 | public class ProcessManager : MonoBehaviour
8 | {
9 |
10 | public static List Processors;
11 |
12 | void Start()
13 | {
14 | Processors = new List(FindObjectsOfType());
15 | }
16 |
17 | public static BaseProcessor GetProcessor(string id)
18 | {
19 | return Processors.Find(processor => processor.Profile.ProductJobs.Find(job => job.id == id) != null);
20 | }
21 | }
22 | }
23 |
--------------------------------------------------------------------------------
/Assets/Scripts/process/BaseProcessor.cs:
--------------------------------------------------------------------------------
1 | using Farm.Profile;
2 | using UnityEngine;
3 |
4 | namespace Farm.Processor
5 | {
6 | public abstract class BaseProcessor : MonoBehaviour, IProcessor
7 | {
8 | public IProfile Profile { get; set; }
9 |
10 | public bool Status { get; set; }
11 |
12 | public string Id { get; set; } = System.Guid.NewGuid().ToString();
13 |
14 | public abstract void AfterProcess(ProductJob job, int jobIndex);
15 |
16 | public abstract bool PreProcess(ProductJob job, int jobIndex);
17 |
18 | public abstract void Process(ProductJob job, int jobIndex);
19 |
20 | public abstract bool CanProcess(ProductJob job, int jobIndex);
21 | }
22 | }
--------------------------------------------------------------------------------
/Assets/Scripts/ParticleManager.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using Unity.VisualScripting;
5 | using UnityEngine;
6 |
7 | [Serializable]
8 | public class ParticleManager
9 | {
10 | /*
11 | [SerializeField] public ParticleSystem particleSystem;
12 | [SerializeField] public Transform transform;
13 | [Space] [Space]
14 | [SerializeField] public float duration;
15 | [SerializeField] public Material Material;
16 | [SerializeField] public GameObject gameObject;
17 |
18 | private void Start()
19 | {
20 | particleSystem.transform.position = transform.position;
21 | particleSystem.transform.rotation = transform.rotation;
22 |
23 | } */
24 | }
25 |
--------------------------------------------------------------------------------
/Assets/Scripts/ItemTooltip.cs:
--------------------------------------------------------------------------------
1 | using System.Net.NetworkInformation;
2 | using System.Text;
3 | using UnityEditor;
4 | using UnityEngine;
5 | using UnityEngine.UI;
6 |
7 | public class ItemTooltip : MonoBehaviour
8 | {
9 | [SerializeField] private Text itemNameText;
10 | [SerializeField] private Image itemIcon;
11 | [SerializeField] private Text itemValueText;
12 |
13 | public void ShowTooltip(Item item)
14 | {
15 | itemNameText.text = item.itemName;
16 |
17 | itemValueText.text = item.value.ToString();
18 | itemIcon.sprite = item.icon;
19 |
20 | gameObject.SetActive(true);
21 |
22 | }
23 |
24 | public void HideTooltip()
25 | {
26 | gameObject.SetActive(false);
27 | }
28 |
29 | }
--------------------------------------------------------------------------------
/Assets/Scripts/inventory/Item.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using UnityEditor;
4 |
5 | [CreateAssetMenu]
6 | public class Item : ScriptableObject
7 | {
8 | [SerializeField] string id;
9 | [Range(1,16)]
10 | public int maximumStacks = 1;
11 | public string ID
12 | {
13 | get { return id; }
14 | }
15 | public string itemName;
16 | public Sprite icon;
17 | public int value;
18 |
19 | private void OnValidate()
20 | {
21 | string path = AssetDatabase.GetAssetPath(this);
22 | id = AssetDatabase.AssetPathToGUID(path);
23 | }
24 |
25 | public virtual Item GetCopy()
26 | {
27 | return this;
28 | }
29 | public virtual void Destroy()
30 | {
31 |
32 | }
33 | }
34 |
--------------------------------------------------------------------------------
/Assets/Scripts/inventory/ShopPanel.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | public class ShopPanel : Inventory
4 | {
5 | [SerializeField] private GameManager gameManager;
6 | [SerializeField] public Inventory shopInventory;
7 |
8 | public void BuyItem(Item item)
9 | {
10 | if (gameManager.inventory.IsFull()) return;
11 | if (gameManager.gold >= item.value)
12 | {
13 | // gameManager.inventory.AddItem(item);
14 | // shopInventory.RemoveItem(item);
15 | gameManager.gold -= item.value;
16 | }
17 | }
18 |
19 | public void SellItem(Item item)
20 | {
21 | if (shopInventory.IsFull()) return;
22 |
23 | // gameManager.inventory.RemoveItem(item);
24 | // shopInventory.AddItem(item);
25 | gameManager.gold += item.value;
26 | }
27 | }
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/Assets/Scripts/ShopManager.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class ShopManager : MonoBehaviour
6 | {
7 | [SerializeField] private Inventory shopInventory;
8 | [SerializeField] private ShopPanel shopPanel;
9 | [SerializeField] private GameManager gameManager;
10 |
11 |
12 | public void BuyItem(Item item)
13 | {
14 | if (gameManager.inventory.IsFull()) return;
15 | if (gameManager.gold >= item.value)
16 | {
17 | gameManager.inventory.AddItem(item);
18 | shopPanel.shopInventory.RemoveItem(item);
19 | gameManager.gold -= item.value;
20 | }
21 | }
22 |
23 | // Start is called before the first frame update
24 | void Start()
25 | {
26 | }
27 |
28 | // Update is called once per frame
29 | void Update()
30 | {
31 | }
32 | }
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14 | m_EditorClassIdentifier:
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20 | - {fileID: 11400000, guid: 8c5c9d9be322e6f4d81f62e2e550ede4, type: 2}
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22 | - {fileID: 11400000, guid: b47244f7254dfb14b8a45797f745e619, type: 2}
23 | resultProduct: {fileID: 11400000, guid: b8f06375cdbe45b479489596fe132f79, type: 2}
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/Assets/Scripts/Animation/PlayerAnimationManager.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | public class PlayerAnimationManager : MonoBehaviour
4 | {
5 | public enum AnimState
6 | {
7 | Player_Idle,
8 | Player_Run,
9 | Player_Walk,
10 | Player_Watering,
11 | Player_Harvesting,
12 | Player_Holding,
13 | Player_Digging,
14 | }
15 |
16 | [SerializeField] private Animator animator;
17 | [SerializeField] private AnimState currentState;
18 |
19 |
20 | // Start is called before the first frame update
21 | void Start()
22 | {
23 | animator = GetComponent();
24 | }
25 |
26 | public void ChangeAnimationState(AnimState newAnimState, float fadeDuration)
27 | {
28 | //stop if its the same animation
29 | if (currentState == newAnimState) return;
30 |
31 | animator.CrossFade(newAnimState.ToString(), fadeDuration);
32 | // animator.Play(newAnimState.ToString());
33 |
34 | currentState = newAnimState;
35 | }
36 | }
--------------------------------------------------------------------------------
/Assets/Scripts/PlayerWalk.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | public class PlayerWalk : CharacterStateBase
4 | {
5 | [SerializeField] private float fadeDuration = 0.05f;
6 |
7 | override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
8 | {
9 | }
10 |
11 | override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
12 | {
13 | if (GetPlayerMovement(animator).PlayerRun())
14 | {
15 | GetPlayerAnimationManager(animator)
16 | .ChangeAnimationState(PlayerAnimationManager.AnimState.Player_Run, fadeDuration);
17 | }
18 | else if (!GetPlayerMovement(animator).SetMovementAnimation())
19 | {
20 | GetPlayerAnimationManager(animator)
21 | .ChangeAnimationState(PlayerAnimationManager.AnimState.Player_Idle, fadeDuration);
22 | }
23 | }
24 |
25 | override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
26 | {
27 | }
28 | }
--------------------------------------------------------------------------------
/Assets/Scripts/PlayerWatering.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using Unity.VisualScripting;
4 | using UnityEngine;
5 |
6 | public class PlayerWatering : CharacterStateBase
7 | {
8 |
9 | public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
10 | {
11 | GetPlayerManager(animator).isPlayerNotBlocked = false;
12 | GetPlayerManager(animator).currentItem.particleSystem.Play();
13 | }
14 |
15 | public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
16 | {
17 | GetPlayerManager(animator).isPlayerNotBlocked = false;
18 |
19 | }
20 |
21 | public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
22 | {
23 | GetPlayerAnimationManager(animator).ChangeAnimationState(PlayerAnimationManager.AnimState.Player_Idle, 0);
24 | GetPlayerManager(animator).isPlayerNotBlocked = true;
25 | GetPlayerManager(animator).currentParticle.Stop();
26 |
27 | }
28 | }
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/Assets/Scripts/Product.cs:
--------------------------------------------------------------------------------
1 | using Farm.Processor;
2 | using UnityEngine;
3 |
4 | namespace Farm.Profile
5 | {
6 | public class Product : MonoBehaviour, ICollectable
7 | {
8 | public string Name { get; set; }
9 |
10 | public string Type { get; set; }
11 |
12 | public string jobId;
13 |
14 | public string productId;
15 |
16 | public void OnMouseDown()
17 | {
18 | if (jobId != null && productId != null)
19 | {
20 | Collect();
21 | }
22 | }
23 |
24 | public BaseProcessor GetProcessor()
25 | {
26 | BaseProcessor processor = ProcessManager.GetProcessor(jobId);
27 | return processor;
28 | }
29 |
30 | public void Collect()
31 | {
32 | BaseProcessor processor = GetProcessor();
33 |
34 | if (processor != null && processor.GetType() == typeof(PlantProcessor))
35 | {
36 | (processor as PlantProcessor).Collect(jobId, productId);
37 | }
38 | }
39 | }
40 | }
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/Assets/Scripts/Animation/CharacterStateBase.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | public class CharacterStateBase : StateMachineBehaviour
4 | {
5 | private PlayerAnimationManager _playerAnimationManager;
6 | private PlayerMovement _playerMovement;
7 | private PlayerManager _playerManager;
8 |
9 | public PlayerAnimationManager GetPlayerAnimationManager(Animator animator)
10 | {
11 | if (_playerAnimationManager == null)
12 | {
13 | _playerAnimationManager = animator.GetComponentInParent();
14 | }
15 |
16 | return _playerAnimationManager;
17 | }
18 |
19 | public PlayerMovement GetPlayerMovement(Animator animator)
20 | {
21 | if (_playerMovement == null)
22 | {
23 | _playerMovement = animator.GetComponentInParent();
24 | }
25 |
26 | return _playerMovement;
27 | }
28 |
29 | public PlayerManager GetPlayerManager(Animator animator)
30 | {
31 | if (_playerManager == null)
32 | {
33 | _playerManager = animator.GetComponentInParent();
34 | }
35 |
36 | return _playerManager;
37 | }
38 | }
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | 
2 |
3 | 
4 |
5 | # 3D-Farm-Game (In development)
6 |
7 | ## Introduction
8 | 3D Farm game where you can plant, harvest and trade.
9 |
10 | ## Contributors
11 | Enes Özdemir : https://github.com/enes-ozdemir
12 | Hasan Gözüm : https://github.com/haserta98
13 |
14 |
15 | ## Screenshots
16 |
17 |
18 |
19 |
20 |
21 | |
22 |
23 |
24 |
25 |
26 | |
27 |
28 |
29 |
30 |
31 | |
32 |
33 |
34 | |
35 |
36 |
37 |
38 |
39 |
40 |
--------------------------------------------------------------------------------
/Assets/Scripts/Animation/PlayerRun.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class PlayerRun : CharacterStateBase
6 | {
7 | [SerializeField] private float fadeDuration = 0.05f;
8 |
9 | public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
10 | {
11 | }
12 |
13 | public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
14 | {
15 | if (!GetPlayerMovement(animator).PlayerRun())
16 | {
17 | if (GetPlayerMovement(animator).SetMovementAnimation())
18 | {
19 | GetPlayerAnimationManager(animator)
20 | .ChangeAnimationState(PlayerAnimationManager.AnimState.Player_Walk, fadeDuration);
21 | }
22 | else
23 | {
24 | GetPlayerAnimationManager(animator)
25 | .ChangeAnimationState(PlayerAnimationManager.AnimState.Player_Idle, fadeDuration);
26 | }
27 | }
28 | }
29 |
30 | public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
31 | {
32 | }
33 | }
--------------------------------------------------------------------------------
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/Assets/Scripts/PlayerHarvesting.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using System.Security.Cryptography;
4 | using UnityEngine;
5 |
6 | public class PlayerHarvesting : CharacterStateBase
7 | {
8 | //private ParticleSystem particle;
9 |
10 | override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
11 | {
12 | GetPlayerManager(animator).isPlayerNotBlocked = false;
13 | }
14 |
15 | override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
16 | {
17 | GetPlayerManager(animator).isPlayerNotBlocked = false;
18 | // particle = Instantiate(GetPlayerManager(animator).currentItem.particleSystem,GetPlayerManager(animator).currentItem.itemPrefab.transform);
19 | }
20 |
21 | //OnStateExit is called when a transition ends and the state machine finishes evaluating this state
22 | override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
23 | {
24 | //GetPlayerAnimationManager(animator).ChangeAnimationState(PlayerAnimationManager.AnimState.Player_Idle, 0);
25 | GetPlayerManager(animator).isPlayerNotBlocked = true;
26 | //Destroy(particle);
27 | }
28 | }
--------------------------------------------------------------------------------
/Assets/Scripts/UIManager.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEngine;
3 | using UnityEngine.UI;
4 |
5 | public class UIManager : MonoBehaviour
6 | {
7 | [SerializeField] private GameObject inventoryObject;
8 | [SerializeField] private GameObject shopPanel;
9 | public bool _isBagActive=false;
10 | public bool _isShopActive=false;
11 | [SerializeField] public Text goldText;
12 | [SerializeField] private PlayerManager playerManager;
13 |
14 | public void DisplayInventory()
15 | {
16 | if (_isBagActive)
17 | {
18 | inventoryObject.SetActive(true);
19 | _isBagActive = false;
20 | }
21 | else
22 | {
23 | inventoryObject.SetActive(false);
24 | _isBagActive = true;
25 | }
26 | }
27 |
28 | public void DisplayShop()
29 | {
30 | if (_isShopActive)
31 | {
32 | shopPanel.SetActive(false);
33 | _isShopActive = false;
34 | playerManager.isPlayerNotBlocked = true;
35 | }
36 | else
37 | {
38 | shopPanel.SetActive(true);
39 | _isShopActive = true;
40 | playerManager.isPlayerNotBlocked = false;
41 | }
42 | }
43 |
44 | private void Update()
45 | {
46 | //DisplayShop();
47 | }
48 | }
49 |
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/Assets/Scripts/Animation/PlayerIdle.cs:
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1 | using UnityEngine;
2 |
3 | public class PlayerIdle : CharacterStateBase
4 | {
5 | [SerializeField] private float fadeDuration = 0.05f;
6 |
7 | public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
8 | {
9 | }
10 |
11 | public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
12 | {
13 | GetPlayerManager(animator).isPlayerNotBlocked = true;
14 | if (GetPlayerMovement(animator).PlayerRun())
15 | {
16 | GetPlayerAnimationManager(animator)
17 | .ChangeAnimationState(PlayerAnimationManager.AnimState.Player_Run, fadeDuration);
18 | }
19 | else if (GetPlayerMovement(animator).SetMovementAnimation())
20 | {
21 | GetPlayerAnimationManager(animator)
22 | .ChangeAnimationState(PlayerAnimationManager.AnimState.Player_Walk, fadeDuration);
23 | }
24 | else if (GetPlayerManager(animator).CheckIfInteract() != PlayerAnimationManager.AnimState.Player_Idle)
25 | {
26 | GetPlayerAnimationManager(animator).ChangeAnimationState(GetPlayerManager(animator).CheckIfInteract(), 0f);
27 | }
28 | }
29 |
30 | public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
31 | {
32 | }
33 | }
--------------------------------------------------------------------------------
/Assets/Scripts/profile/SeedPreRequirementProfile.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace Farm.Profile
4 | {
5 | public enum SeedPreRequirementType
6 | {
7 | WATER,
8 | FERTILIZER
9 | }
10 |
11 | [CreateAssetMenu(fileName = "Seed PreRequirement", menuName = "Profile/SeedPreRequirement", order = 1)]
12 | public class SeedPreRequirementProfile : ScriptableObject
13 | {
14 | public string Name;
15 | public SeedPreRequirementType Type = SeedPreRequirementType.WATER;
16 | public bool Enabled = true;
17 | public float Amount = 0f;
18 | public float InitialAmount = 0f;
19 |
20 | public SeedPreRequirement ToClass()
21 | {
22 | return new SeedPreRequirement(Name, Type, Enabled, InitialAmount, this);
23 | }
24 | }
25 |
26 |
27 | public class SeedPreRequirement
28 | {
29 | public string Name;
30 | public SeedPreRequirementType Type;
31 | public bool Enabled;
32 | public float Amount;
33 | public SeedPreRequirementProfile profile;
34 |
35 | public SeedPreRequirement(string Name, SeedPreRequirementType Type, bool Enabled, float Amount, SeedPreRequirementProfile profile)
36 | {
37 | this.Name = Name;
38 | this.Type = Type;
39 | this.Enabled = Enabled;
40 | this.Amount = Amount;
41 | this.profile = profile;
42 | }
43 | }
44 | }
--------------------------------------------------------------------------------
/Assets/Scripts/inventory/UIEffectManager.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using DG.Tweening;
5 |
6 | public class UIEffectManager : MonoBehaviour
7 |
8 | {
9 | [SerializeField] private RectTransform targetRectTransform;
10 |
11 | [SerializeField] private float endScale = 6f;
12 |
13 | [SerializeField] private float startPositionX = 5f;
14 | [SerializeField] private float endPositionX = 0f;
15 |
16 | private Sequence _sequence;
17 |
18 | public void FlyIn()
19 | {
20 | targetRectTransform.DOLocalMoveX(endPositionX, 0.5f, false);
21 | }
22 |
23 | public void FlyOut()
24 | {
25 | targetRectTransform.DOLocalMoveX(startPositionX, 0.5f, false);
26 |
27 | }
28 |
29 | private void Scale()
30 | {
31 | targetRectTransform.DOScale(endScale, 0.5f);
32 | }
33 |
34 | public void SequenceFlyIn()
35 | {
36 | _sequence = DOTween.Sequence().SetAutoKill(false);
37 |
38 | _sequence.Append(targetRectTransform.DOLocalMoveX(endPositionX, 2F, false).SetEase(Ease.InElastic));
39 | _sequence.Append(targetRectTransform.DOScale(endScale, 0.5f));
40 | }
41 |
42 | public void Rewind() => _sequence.Rewind();
43 |
44 | // Start is called before the first frame update
45 | void Start()
46 | {
47 | }
48 |
49 | // Update is called once per frame
50 | void Update()
51 | {
52 | }
53 | }
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/Assets/Scripts/KeyValueStore.cs:
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1 | using System.Collections.Generic;
2 |
3 | namespace Farm.Core
4 | {
5 | public class KeyValueStore
6 | {
7 | private Dictionary store = new Dictionary();
8 |
9 | public KeyValueStore(Dictionary store)
10 | {
11 | this.store = store;
12 | }
13 |
14 | public R get(T key)
15 | {
16 | R value;
17 | store.TryGetValue(key, out value);
18 | return value;
19 | }
20 |
21 | public int count()
22 | {
23 | return store.Count;
24 | }
25 |
26 | public R getOrDefault(T key, R defaultValue)
27 | {
28 | R value;
29 | store.TryGetValue(key, out value);
30 | if (value == null)
31 | {
32 | return defaultValue;
33 | }
34 | return value;
35 | }
36 |
37 | public void set(T key, R value)
38 | {
39 | if (store.ContainsKey(key))
40 | {
41 | store.Remove(key);
42 | store.Add(key, value);
43 | }
44 | else
45 | {
46 | store.Add(key, value);
47 | }
48 | }
49 |
50 | public bool exist(T key)
51 | {
52 | return store.ContainsKey(key);
53 | }
54 |
55 | public bool exist(R value)
56 | {
57 | return store.ContainsValue(value);
58 | }
59 | }
60 | }
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/Assets/Scripts/Npc/RandomIdleAnimBehaviour.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class RandomIdleAnimBehaviour : StateMachineBehaviour
6 | {
7 | //OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
8 | public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
9 | {
10 | int randomIdle = Random.Range(0, 2);
11 | animator.SetInteger("RandomIdle",randomIdle);
12 | }
13 |
14 | // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
15 | //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
16 | //{
17 | //
18 | //}
19 |
20 | // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
21 | //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
22 | //{
23 | //
24 | //}
25 |
26 | // OnStateMove is called right after Animator.OnAnimatorMove()
27 | //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
28 | //{
29 | // // Implement code that processes and affects root motion
30 | //}
31 |
32 | // OnStateIK is called right after Animator.OnAnimatorIK()
33 | //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
34 | //{
35 | // // Implement code that sets up animation IK (inverse kinematics)
36 | //}
37 | }
38 |
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/Assets/Scripts/inventory/ItemSlot.cs:
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1 | using UnityEngine;
2 | using UnityEngine.EventSystems;
3 | using System;
4 |
5 | public class ItemSlot : BaseItemSlot, IDragHandler, IBeginDragHandler, IEndDragHandler, IDropHandler
6 | {
7 | public event Action OnBeginDragEvent;
8 | public event Action OnEndDragEvent;
9 | public event Action OnDragEvent;
10 | public event Action OnDropEvent;
11 | public event Action OnBuyEvent;
12 |
13 | [SerializeField] public bool buyableSlot = false;
14 |
15 | private Color dragColor = new Color(1, 1, 1, 0.5f);
16 |
17 |
18 | public override bool CanAddStack(Item item, int amount = 1)
19 | {
20 | return base.CanAddStack(item, amount) && Amount + amount <= item.maximumStacks;
21 | }
22 |
23 | public override bool CanReceiveItem(Item item)
24 | {
25 | return true;
26 | }
27 |
28 | Vector2 originalPosition;
29 |
30 | public void OnDrag(PointerEventData eventData)
31 | {
32 | OnDragEvent?.Invoke(this);
33 | }
34 |
35 | public void OnBeginDrag(PointerEventData eventData)
36 | {
37 | if (Item != null)
38 | image.color = dragColor;
39 | OnBeginDragEvent?.Invoke(this);
40 | }
41 |
42 | public void OnEndDrag(PointerEventData eventData)
43 | {
44 | if (Item != null)
45 | image.color = normalColor;
46 | OnEndDragEvent?.Invoke(this);
47 | }
48 |
49 | public void OnDrop(PointerEventData eventData)
50 | {
51 | OnDropEvent?.Invoke(this);
52 | }
53 |
54 | public void OnBuy(PointerEventData eventData)
55 | {
56 | OnBuyEvent?.Invoke(this);
57 | }
58 | }
--------------------------------------------------------------------------------
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/Assets/Scripts/inventory/EquippableItem.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace inventory
4 | {
5 | public enum EquipmentType
6 | {
7 | Shovel,
8 | Fertilizer,
9 | WateringCan,
10 | Sickle,
11 | }
12 |
13 | [CreateAssetMenu]
14 | public class EquippableItem : Item, IEquippable
15 |
16 | {
17 | [SerializeField] public PlayerAnimationManager.AnimState animName;
18 | [SerializeField] public string holdingAnim;
19 | [SerializeField] public EquipmentType equipmentType;
20 | [SerializeField] private int level;
21 | [SerializeField] public GameObject itemPrefab;
22 | [SerializeField] private bool isSpendable;
23 | [SerializeField] public ParticleSystem particleSystem;
24 |
25 | [SerializeField] public Vector3 coordinates = new Vector3(0, 0, 0);
26 | [SerializeField] public Quaternion rotation = Quaternion.identity;
27 |
28 | public void Interact(Animator animator)
29 | {
30 | Debug.Log("Interact");
31 | }
32 |
33 | public void InstantiateEquippableItem(Transform transform, Animator animator)
34 | {
35 | Instantiate(itemPrefab.gameObject, transform);
36 | if (!holdingAnim.Equals(""))
37 | {
38 | animator.SetBool(holdingAnim, true);
39 | }
40 |
41 | itemPrefab.gameObject.transform.position = coordinates;
42 | itemPrefab.gameObject.transform.rotation = rotation.normalized;
43 | }
44 | }
45 |
46 | public interface IEquippable
47 | {
48 | void Interact(Animator animator);
49 |
50 | void InstantiateEquippableItem(Transform transform, Animator animator);
51 | }
52 | }
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Uu]ser[Ss]ettings/
12 | Assembly-CSharp.csproj
13 | # MemoryCaptures can get excessive in size.
14 | # They also could contain extremely sensitive data
15 | /[Mm]emoryCaptures/
16 |
17 | # Asset meta data should only be ignored when the corresponding asset is also ignored
18 | !/[Aa]ssets/**/*.meta
19 |
20 | # Uncomment this line if you wish to ignore the asset store tools plugin
21 | # /[Aa]ssets/AssetStoreTools*
22 |
23 | # Ignore Game Assets
24 | /[Aa]ssets/Asset
25 | /[Aa]ssets/Objects
26 |
27 | # Autogenerated Jetbrains Rider plugin
28 | /[Aa]ssets/Plugins/Editor/JetBrains*
29 |
30 | # Visual Studio cache directory
31 | .vs/
32 |
33 | # Gradle cache directory
34 | .gradle/
35 | Assembly-CSharp.csproj
36 | Assembly-CSharp.Player.csproj
37 | *.sln
38 | *.csproj
39 | # Autogenerated VS/MD/Consulo solution and project files
40 | ExportedObj/
41 | .consulo/
42 | *.suo
43 | *.tmp
44 | *.user
45 | *.userprefs
46 | *.pidb
47 | *.booproj
48 | *.svd
49 | *.pdb
50 | *.mdb
51 | *.opendb
52 | *.VC.db
53 |
54 | # Unity3D generated meta files
55 | *.pidb.meta
56 | *.pdb.meta
57 | *.mdb.meta
58 |
59 | # Unity3D generated file on crash reports
60 | sysinfo.txt
61 |
62 | # Builds
63 | *.apk
64 | *.aab
65 | *.unitypackage
66 |
67 | # Crashlytics generated file
68 | crashlytics-build.properties
69 |
70 | # Packed Addressables
71 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
72 |
73 | # Temporary auto-generated Android Assets
74 | /[Aa]ssets/[Ss]treamingAssets/aa.meta
75 | /[Aa]ssets/[Ss]treamingAssets/aa/*
76 | /Assembly-CSharp.csproj
77 |
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/Packages/manifest.json:
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1 | {
2 | "dependencies": {
3 | "com.unity.cinemachine": "2.8.4",
4 | "com.unity.collab-proxy": "1.15.7",
5 | "com.unity.ide.rider": "3.0.9",
6 | "com.unity.ide.visualstudio": "2.0.14",
7 | "com.unity.ide.vscode": "1.2.4",
8 | "com.unity.inputsystem": "1.3.0",
9 | "com.unity.test-framework": "1.1.29",
10 | "com.unity.textmeshpro": "3.0.6",
11 | "com.unity.timeline": "1.6.3",
12 | "com.unity.ugui": "1.0.0",
13 | "com.unity.visualscripting": "1.7.6",
14 | "com.unity.modules.ai": "1.0.0",
15 | "com.unity.modules.androidjni": "1.0.0",
16 | "com.unity.modules.animation": "1.0.0",
17 | "com.unity.modules.assetbundle": "1.0.0",
18 | "com.unity.modules.audio": "1.0.0",
19 | "com.unity.modules.cloth": "1.0.0",
20 | "com.unity.modules.director": "1.0.0",
21 | "com.unity.modules.imageconversion": "1.0.0",
22 | "com.unity.modules.imgui": "1.0.0",
23 | "com.unity.modules.jsonserialize": "1.0.0",
24 | "com.unity.modules.particlesystem": "1.0.0",
25 | "com.unity.modules.physics": "1.0.0",
26 | "com.unity.modules.physics2d": "1.0.0",
27 | "com.unity.modules.screencapture": "1.0.0",
28 | "com.unity.modules.terrain": "1.0.0",
29 | "com.unity.modules.terrainphysics": "1.0.0",
30 | "com.unity.modules.tilemap": "1.0.0",
31 | "com.unity.modules.ui": "1.0.0",
32 | "com.unity.modules.uielements": "1.0.0",
33 | "com.unity.modules.umbra": "1.0.0",
34 | "com.unity.modules.unityanalytics": "1.0.0",
35 | "com.unity.modules.unitywebrequest": "1.0.0",
36 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
37 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
38 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
39 | "com.unity.modules.unitywebrequestwww": "1.0.0",
40 | "com.unity.modules.vehicles": "1.0.0",
41 | "com.unity.modules.video": "1.0.0",
42 | "com.unity.modules.vr": "1.0.0",
43 | "com.unity.modules.wind": "1.0.0",
44 | "com.unity.modules.xr": "1.0.0"
45 | }
46 | }
47 |
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/Assets/Scripts/inventory/ItemContainer.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | public abstract class ItemContainer : MonoBehaviour, IItemContainer
4 | {
5 | [SerializeField] protected ItemSlot[] itemSlots;
6 |
7 | public virtual bool AddItem(Item item)
8 | {
9 | Debug.Log(item + " Added to the inventory");
10 | for (int i = 0; i < itemSlots.Length; i++)
11 | {
12 | if (itemSlots[i].Item == null || itemSlots[i].CanAddStack(item))
13 | {
14 | itemSlots[i].Item = item;
15 | itemSlots[i].Amount++;
16 | return true;
17 | }
18 | }
19 |
20 | return false;
21 | }
22 |
23 | public virtual bool RemoveItem(Item item)
24 | {
25 | for (int i = 0; i < itemSlots.Length; i++)
26 | {
27 | if (itemSlots[i].Item == item)
28 | {
29 | itemSlots[i].Amount--;
30 | return true;
31 | }
32 | }
33 |
34 | return false;
35 | }
36 |
37 | public virtual Item RemoveItem(string itemID)
38 | {
39 | for (int i = 0; i < itemSlots.Length; i++)
40 | {
41 | Item item = itemSlots[i].Item;
42 | if (item != null && item.ID == itemID)
43 | {
44 | itemSlots[i].Amount--;
45 | return item;
46 | }
47 | }
48 |
49 | return null;
50 | }
51 |
52 | public virtual bool IsFull()
53 | {
54 | for (int i = 0; i < itemSlots.Length; i++)
55 | {
56 | if (itemSlots[i].Item == null)
57 | {
58 | return false;
59 | }
60 | }
61 |
62 | return true;
63 | }
64 |
65 | public virtual int ItemCount(string itemID)
66 | {
67 | int itemCount = 0;
68 | for (int i = 0; i < itemSlots.Length; i++)
69 | {
70 | if (itemSlots[i].Item.ID == itemID)
71 | {
72 | itemCount++;
73 | }
74 | }
75 |
76 | return itemCount;
77 | }
78 | }
--------------------------------------------------------------------------------
/Assets/Scripts/Singleton.cs:
--------------------------------------------------------------------------------
1 | using System.Collections.Generic;
2 | using System.Linq;
3 | using UnityEngine;
4 |
5 | public abstract class Singleton : MonoBehaviour where T : Singleton
6 | {
7 | #region Variables
8 | protected static bool Quitting { get; private set; }
9 |
10 | private static readonly object Lock = new object();
11 | private static Dictionary> _instances;
12 |
13 | public static T Instance
14 | {
15 | get
16 | {
17 | if (Quitting)
18 | {
19 | return null;
20 | }
21 | lock (Lock)
22 | {
23 | if (_instances == null)
24 | _instances = new Dictionary>();
25 |
26 | if (_instances.ContainsKey(typeof(T)))
27 | return (T)_instances[typeof(T)];
28 | else
29 | return null;
30 | }
31 | }
32 | }
33 |
34 | #endregion
35 |
36 | #region Methods
37 | private void OnEnable()
38 | {
39 | if (!Quitting)
40 | {
41 | bool iAmSingleton = false;
42 |
43 | lock (Lock)
44 | {
45 | if (_instances == null)
46 | _instances = new Dictionary>();
47 |
48 | if (_instances.ContainsKey(this.GetType()))
49 | Destroy(this.gameObject);
50 | else
51 | {
52 | iAmSingleton = true;
53 |
54 | _instances.Add(this.GetType(), this);
55 |
56 | DontDestroyOnLoad(gameObject);
57 | }
58 | }
59 |
60 | if (iAmSingleton)
61 | OnEnableCallback();
62 | }
63 | }
64 |
65 | private void OnApplicationQuit()
66 | {
67 | Quitting = true;
68 |
69 | OnApplicationQuitCallback();
70 | }
71 |
72 | protected abstract void OnApplicationQuitCallback();
73 |
74 | protected abstract void OnEnableCallback();
75 | #endregion
76 | }
--------------------------------------------------------------------------------
/Assets/Scripts/vehicle/HarvestingVehicleController.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace Farm.Vehicle
4 | {
5 | public class HarvestingVehicleController : CarController
6 | {
7 | [SerializeField] private bool reelEnabled = false;
8 | [SerializeField] private float reelRotationSpeed = 10f;
9 | [SerializeField] private Transform reelTransform;
10 |
11 | private float timeCounter = 0f;
12 | private float timeToDisable = 1f;
13 | private bool reelDisableAnimation = false;
14 |
15 | protected override void OnFixedUpdate()
16 | {
17 | }
18 |
19 | protected override void OnUpdate()
20 | {
21 | HandleInput();
22 | HandleReelRotate();
23 | }
24 |
25 | protected override void OnStart()
26 | {
27 | }
28 |
29 | private void HandleReelRotate()
30 | {
31 | if (reelEnabled)
32 | {
33 | reelTransform.Rotate(90*Time.deltaTime*reelRotationSpeed,0,0);
34 | }
35 | else
36 | {
37 | if (reelDisableAnimation)
38 | {
39 | timeCounter -= Time.deltaTime;
40 | if (timeCounter <= 0)
41 | {
42 | timeCounter = 0f;
43 | reelDisableAnimation = false;
44 | }
45 | reelTransform.Rotate(90*Time.deltaTime*reelRotationSpeed*(timeCounter/timeToDisable), 0, 0);
46 | }
47 | }
48 | }
49 |
50 | private void HandleInput()
51 | {
52 | if (Input.GetKeyDown(KeyCode.R))
53 | {
54 | reelEnabled = !reelEnabled;
55 | if (!reelEnabled)
56 | {
57 | timeCounter = timeToDisable;
58 | reelDisableAnimation = true;
59 | }
60 | else
61 | {
62 | timeCounter = timeToDisable;
63 | reelDisableAnimation = false;
64 | }
65 | }
66 | }
67 | }
68 | }
--------------------------------------------------------------------------------
/Assets/Scripts/CameraFollow.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEngine;
3 |
4 | public class CameraFollow : MonoBehaviour
5 | {
6 | private Quaternion cameraRot;
7 |
8 | public Transform target;
9 |
10 | public float distance = 5f;
11 | public float minDistance = 1f;
12 | public float maxDistance = 7f;
13 |
14 | public Vector3 offset;
15 |
16 | public float smoothSpeed = 5f;
17 | public float scroolSensivity = 1;
18 |
19 | public float minXRotAngle = -80; //min angle around x axis
20 | public float maxXRotAngle = 80; // max angle around x axis
21 |
22 | //Mouse rotation related
23 | public float rotX; // around x
24 | public float rotY; // around y
25 |
26 | [Range(0.1f, 5f)]
27 | [Tooltip("How sensitive the mouse drag to camera rotation")]
28 | public float mouseRotateSpeed = 0.8f;
29 |
30 | [Tooltip("Smaller positive value means smoother rotation, 1 means no smooth apply")]
31 | public float slerpValue = 0.25f;
32 |
33 | private void Update()
34 | {
35 | if (Input.GetMouseButton(1))
36 | {
37 | rotX += -Input.GetAxis("Mouse Y") * mouseRotateSpeed; // around X
38 | rotY += Input.GetAxis("Mouse X") * mouseRotateSpeed;
39 | }
40 |
41 | if (rotX < minXRotAngle)
42 | {
43 | rotX = minXRotAngle;
44 | }
45 | else if (rotX > maxXRotAngle)
46 | {
47 | rotX = maxXRotAngle;
48 | }
49 | }
50 |
51 | private void LateUpdate()
52 | {
53 | float num = Input.GetAxis("Mouse ScrollWheel");
54 | distance -= num * scroolSensivity;
55 | distance = Mathf.Clamp(distance, minDistance, maxDistance);
56 |
57 | Vector3 pos = target.position + offset;
58 | pos -= transform.right * distance;
59 |
60 | transform.position = Vector3.Lerp(transform.position, pos, smoothSpeed);
61 |
62 | Vector3 dir = new Vector3(0, 0, -distance);
63 | Quaternion newQ;
64 | newQ = Quaternion.Euler(rotX , rotY, 0);
65 | cameraRot = Quaternion.Slerp(cameraRot, newQ, slerpValue);
66 | transform.position = target.position + cameraRot * dir;
67 | transform.LookAt(target.position);
68 | }
69 |
70 | }
71 |
--------------------------------------------------------------------------------
/Assets/Plugins/Demigiant/DOTween/readme.txt:
--------------------------------------------------------------------------------
1 | DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant
2 |
3 | // IMPORTANT!!! /////////////////////////////////////////////
4 | // Upgrading DOTween from versions older than 1.2.000 ///////
5 | // (or DOTween Pro older than 1.0.000) //////////////////////
6 | -------------------------------------------------------------
7 | If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully.
8 | 1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry
9 | 2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath
10 | 3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup
11 | 4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only)
12 |
13 | // GET STARTED //////////////////////////////////////////////
14 |
15 | - After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween.
16 | - In your code, add "using DG.Tweening" to each class where you want to use DOTween.
17 | - You're ready to tween. Check out the links below for full documentation and license info.
18 |
19 |
20 | // LINKS ///////////////////////////////////////////////////////
21 |
22 | DOTween website (documentation, examples, etc): http://dotween.demigiant.com
23 | DOTween license: http://dotween.demigiant.com/license.php
24 | DOTween repository (Google Code): https://code.google.com/p/dotween/
25 | Demigiant website (documentation, examples, etc): http://www.demigiant.com
26 |
27 | // NOTES //////////////////////////////////////////////////////
28 |
29 | - DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences
--------------------------------------------------------------------------------
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/Assets/Scripts/inventory/Inventory.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Inventory : ItemContainer
6 | {
7 | [SerializeField] private List- startingItems;
8 | [SerializeField] private Transform itemParent;
9 |
10 | public event Action OnPointerEnterEvent;
11 | public event Action OnPointerExitEvent;
12 | public event Action OnBeginDragEvent;
13 | public event Action OnEndDragEvent;
14 | public event Action OnDragEvent;
15 | public event Action OnDropEvent;
16 | public event Action OnShiftRightClickEvent;
17 | public event Action onBuyEvent;
18 |
19 | private void Start()
20 | {
21 | for (int i = 0; i < itemSlots.Length; i++)
22 | {
23 | itemSlots[i].OnPointerEnterEvent += OnPointerEnterEvent;
24 | itemSlots[i].OnPointerExitEvent += OnPointerExitEvent;
25 | itemSlots[i].OnBeginDragEvent += OnBeginDragEvent;
26 | itemSlots[i].OnEndDragEvent += OnEndDragEvent;
27 | itemSlots[i].OnDropEvent += OnDropEvent;
28 | itemSlots[i].OnDragEvent += OnDragEvent;
29 | itemSlots[i].OnShiftRightClickEvent += OnShiftRightClickEvent;
30 | }
31 | SetStartingItems();
32 | }
33 |
34 | private void OnValidate()
35 | {
36 | if (itemParent != null)
37 | {
38 | itemSlots = itemParent.GetComponentsInChildren();
39 | }
40 |
41 | //SetStartingItems();
42 | }
43 |
44 | private void SetStartingItems()
45 | {
46 | int i = 0;
47 | for (; i < startingItems.Count && i < itemSlots.Length; i++)
48 | {
49 | itemSlots[i].Item = startingItems[i].GetCopy();
50 | itemSlots[i].Amount = 1;
51 | }
52 |
53 | for (; i < itemSlots.Length; i++)
54 | {
55 | itemSlots[i].Item = null;
56 | itemSlots[i].Amount = 0;
57 | }
58 | }
59 |
60 |
61 | // public bool ContainsItem(Item item)
62 | // {
63 | // for (int i = 0; i < itemSlots.Length; i++)
64 | // {
65 | // if (itemSlots[i].Item == item)
66 | // {
67 | // return true;
68 | // }
69 | // }
70 | //
71 | // return false;
72 | // }
73 | }
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1 | float2 UnpackUV(float uv)
2 | {
3 | float2 output;
4 | output.x = floor(uv / 4096);
5 | output.y = uv - 4096 * output.x;
6 |
7 | return output * 0.001953125;
8 | }
9 |
10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
11 | {
12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
14 |
15 | faceColor.rgb *= faceColor.a;
16 | outlineColor.rgb *= outlineColor.a;
17 |
18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha);
19 |
20 | faceColor *= faceAlpha;
21 |
22 | return faceColor;
23 | }
24 |
25 | float3 GetSurfaceNormal(float4 h, float bias)
26 | {
27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
28 |
29 | h += bias+_BevelOffset;
30 |
31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
32 |
33 | // Track outline
34 | h -= .5;
35 | h /= bevelWidth;
36 | h = saturate(h+.5);
37 |
38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
40 | h = min(h, 1.0-_BevelClamp);
41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0;
42 |
43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
45 |
46 | return cross(va, vb);
47 | }
48 |
49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
50 | {
51 | // Read "height field"
52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a,
53 | tex2D(_MainTex, uv + delta.xz).a,
54 | tex2D(_MainTex, uv - delta.zy).a,
55 | tex2D(_MainTex, uv + delta.zy).a};
56 |
57 | return GetSurfaceNormal(h, bias);
58 | }
59 |
60 | float3 GetSpecular(float3 n, float3 l)
61 | {
62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
63 | return _SpecularColor.rgb * spec * _SpecularPower;
64 | }
65 |
66 | float4 GetGlowColor(float d, float scale)
67 | {
68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
70 | glow = saturate(abs(glow/(1.0 + t)));
71 | glow = 1.0-pow(glow, _GlowPower);
72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
74 | }
75 |
76 | float4 BlendARGB(float4 overlying, float4 underlying)
77 | {
78 | overlying.rgb *= overlying.a;
79 | underlying.rgb *= underlying.a;
80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
81 | float alpha = underlying.a + (1-underlying.a)*overlying.a;
82 | return float4(blended, alpha);
83 | }
84 |
85 |
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/Assets/Scripts/Npc/Patrol.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using Unity.VisualScripting;
5 | using UnityEngine;
6 | using Random = UnityEngine.Random;
7 |
8 | public class Patrol : MonoBehaviour
9 | {
10 | public float speed;
11 | private float _waitTime;
12 | public float startWaitTime;
13 |
14 | public Transform[] moveSpots;
15 | private int _randomSpot;
16 |
17 | private Rigidbody rb;
18 |
19 | private void Start()
20 | {
21 | _waitTime = startWaitTime;
22 | _randomSpot = Random.Range(0, moveSpots.Length);
23 | rb = GetComponent();
24 | }
25 |
26 | private void Update()
27 | {
28 | var position = transform.position;
29 |
30 | Vector3 dir = position - moveSpots[_randomSpot].position;
31 | //transform.LookAt(dir* Time.deltaTime * 20f);
32 | position =
33 | Vector3.MoveTowards(position, moveSpots[_randomSpot].position, speed * Time.deltaTime);
34 | transform.position = position;
35 |
36 | this.transform.rotation =
37 | Quaternion.Slerp(this.transform.rotation,
38 | Quaternion.LookRotation(dir), 0.2f);
39 |
40 |
41 | //transform.rotation = Quaternion.LookRotation(rb.velocity);
42 | //transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(dir), 10f * Time.deltaTime);
43 |
44 | //&&transform.rotation = Quaternion.Slerp(Quaternion.Euler(moveSpots[_randomSpot].position.x, -90f,0f), Quaternion.LookRotation(moveSpots[_randomSpot].position), 2f * Time.deltaTime);
45 | // if (dir != Vector3.zero)
46 | // {
47 | // transform.rotation = Quaternion.Slerp(
48 | // transform.rotation,
49 | // Quaternion.LookRotation(dir),
50 | // Time.deltaTime * 1f
51 | // );
52 | // }
53 | //transform.LookAt(transform.position + moveSpots[_randomSpot].position);
54 | // transform.Translate(dir * Time.deltaTime);
55 | //transform.rotation = Quaternion.LookRotation(dir);
56 | // transform.rotation = Quaternion.LookRotation(Vector3.forward, dir.normalized);
57 |
58 | if (Vector3.Distance(transform.position, moveSpots[_randomSpot].position) < 0.4f)
59 | {
60 | if (_waitTime <= 0)
61 | {
62 | _randomSpot = Random.Range(0, moveSpots.Length);
63 | _waitTime = startWaitTime;
64 | }
65 | else
66 | {
67 | _waitTime -= Time.deltaTime;
68 | }
69 | }
70 | // transform.Translate(Vector3.forward * speed * Time.deltaTime);
71 |
72 | // Vector3 movDir = new Vector3(moveSpots[_randomSpot].position.x, 0, moveSpots[_randomSpot].position.y);
73 | // movDir.Normalize();
74 | // transform.Translate(movDir * speed * Time.deltaTime, Space.World);
75 | }
76 | }
--------------------------------------------------------------------------------
/Assets/Scripts/process/TimeBasedProcessor.cs:
--------------------------------------------------------------------------------
1 | using Farm.Profile;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace Farm.Processor
6 | {
7 | public abstract class TimeBasedProcessor :BaseProcessor
8 | {
9 | protected List timers = new List();
10 |
11 | protected List stages = new List();
12 |
13 | protected int finishedCount = 0;
14 |
15 | public void Update()
16 | {
17 | //if status true and
18 | if (Status && finishedCount != Profile.ProductJobs.Count)
19 | {
20 | if (Profile != null && Profile.ProductJobs.Count > 0)
21 | {
22 | //loop every product job
23 | for (int i = 0; i < Profile.ProductJobs.Count; i++)
24 | {
25 | ProductJob job = Profile.ProductJobs[i];
26 |
27 | //if this job new, add stage for stage tracking
28 | if (stages.Count <= i)
29 | {
30 | stages.Add(0);
31 | }
32 |
33 | int Stage = stages[i];
34 |
35 | if (!CanProcess(job, i)) continue;
36 |
37 | //if current stage is the last stage, then continue
38 | //finished job
39 | if (Stage == job.stages.Count)
40 | {
41 | continue;
42 | }
43 |
44 | //if this job new, add stage for time tracking
45 | if (timers.Count <= i)
46 | {
47 | timers.Add(Time.deltaTime);
48 | }
49 | else
50 | {
51 | timers[i] += Time.deltaTime;
52 |
53 | //if current stage is time up, update state
54 | if (job.stages[Stage].Time <= timers[i])
55 | {
56 | UpdateState(stages[i], i);
57 | stages[i]++;
58 | }
59 |
60 | //if currrent product job is completed, then process
61 | if (timers[i] >= job.Time)
62 | {
63 | timers[i] = 0f;
64 | finishedCount++;
65 |
66 | PreProcess(job, i);
67 | Process(job, i);
68 | AfterProcess(job, i);
69 | }
70 | }
71 | }
72 | }
73 | }
74 | }
75 |
76 |
77 | public abstract void UpdateState(int stage, int jobIndex);
78 |
79 | public abstract void Collect(string jobId, string productId);
80 | }
81 | }
--------------------------------------------------------------------------------
/Assets/Scripts/PlantActions.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using Farm.Entity;
4 | using Farm.Processor;
5 | using Farm.Profile;
6 | using UnityEngine;
7 |
8 | public class PlantActions : MonoBehaviour
9 | {
10 | public float distance = 10;
11 | public LayerMask layerMask;
12 |
13 | public RaycastHit[] hits;
14 |
15 | public void Update()
16 | {
17 | CheckRay();
18 | CheckCollect();
19 | CheckWatering();
20 | }
21 |
22 | private void CheckRay()
23 | {
24 | hits = Physics.BoxCastAll(transform.position, gameObject.transform.lossyScale / 2, transform.forward,
25 | gameObject.transform.rotation, distance, layerMask);
26 | }
27 |
28 | private void CheckFertilizer()
29 | {
30 | if (hits.Length == 0)
31 | {
32 | return;
33 | }
34 |
35 | if (Input.GetKeyDown(KeyCode.F))
36 | {
37 | foreach (RaycastHit raycastHit in hits)
38 | {
39 | Seed seed = raycastHit.transform.gameObject.GetComponent();
40 | if (seed != null && seed.ProductJob != null)
41 | {
42 | bool isFertilized = seed.ProductJob.CheckPreRequirementWithType(SeedPreRequirementType.FERTILIZER);
43 | if (!isFertilized)
44 | {
45 | seed.ProductJob.UpdatePreRequirementAmountWithType(SeedPreRequirementType.FERTILIZER, 1);
46 | Debug.Log("Fertilized with 1");
47 | }
48 | }
49 | }
50 | }
51 | }
52 |
53 | private void CheckWatering()
54 | {
55 | if (hits.Length == 0)
56 | {
57 | return;
58 | }
59 |
60 | if (Input.GetKeyDown(KeyCode.F))
61 | {
62 | foreach (RaycastHit raycastHit in hits)
63 | {
64 | Seed seed = raycastHit.transform.gameObject.GetComponent();
65 | if (seed != null && seed.ProductJob != null)
66 | {
67 | bool isFinished = seed.ProductJob.CheckPreRequirementWithType(SeedPreRequirementType.WATER);
68 | if (!isFinished)
69 | {
70 | seed.ProductJob.UpdatePreRequirementAmountWithType(SeedPreRequirementType.WATER, 1);
71 | Debug.Log(1);
72 | }
73 | }
74 | }
75 | }
76 | }
77 |
78 | private void CheckCollect()
79 | {
80 | if (hits.Length == 0)
81 | {
82 | return;
83 | }
84 |
85 | if (Input.GetKeyDown(KeyCode.E))
86 | {
87 | foreach (RaycastHit raycastHit in hits)
88 | {
89 | ICollectable product = raycastHit.transform.gameObject.GetComponent();
90 | if (product != null)
91 | {
92 | product.Collect();
93 | }
94 | }
95 | }
96 | }
97 | }
--------------------------------------------------------------------------------
/Assets/Scripts/UpgradeManager.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using Farm.Core;
4 | using Farm.Profile;
5 | using UnityEngine;
6 |
7 | namespace Farm
8 | {
9 | public enum ComponentEnum
10 | {
11 | SEED
12 | }
13 |
14 | public class UpgradeManager : Singleton
15 | {
16 | private KeyValueStore>> boostProfiles;
17 |
18 | public List carrotBoostProfiles = new List();
19 |
20 | public UpgradeManager(KeyValueStore>> boostProfiles)
21 | {
22 | this.boostProfiles = boostProfiles;
23 | }
24 |
25 | public UpgradeManager()
26 | {
27 | this.boostProfiles =
28 | new KeyValueStore>>(
29 | new Dictionary>>());
30 |
31 | }
32 |
33 | private void Awake()
34 | {
35 | addSeedBoostProfile("Carrot", carrotBoostProfiles);
36 | }
37 |
38 |
39 | public List getSeedBoostProfileByName(string Name)
40 | {
41 | var seedStore = this.boostProfiles.getOrDefault(ComponentEnum.SEED,
42 | new KeyValueStore>(new Dictionary>()));
43 | return seedStore.getOrDefault(Name, new List());
44 | }
45 |
46 | public void addSeedBoostProfile(string Name, BoostProfile profile)
47 | {
48 | var seedStore = this.boostProfiles.getOrDefault(ComponentEnum.SEED,
49 | new KeyValueStore>(new Dictionary>()));
50 | if (seedStore.exist(Name))
51 | {
52 | var profiles = seedStore.getOrDefault(Name, new List());
53 | profiles.Add(profile);
54 | seedStore.set(Name, profiles);
55 | }
56 | else
57 | {
58 | var profiles = new List();
59 | seedStore.set(Name, profiles);
60 | }
61 | this.boostProfiles.set(ComponentEnum.SEED, seedStore);
62 | }
63 |
64 | public void addSeedBoostProfile(string Name, List profile)
65 | {
66 | var seedStore = this.boostProfiles.getOrDefault(ComponentEnum.SEED,
67 | new KeyValueStore>(new Dictionary>()));
68 | var item = seedStore.getOrDefault(Name, new List());
69 | item.AddRange(profile);
70 | seedStore.set(Name, item);
71 | this.boostProfiles.set(ComponentEnum.SEED, seedStore);
72 | }
73 |
74 | protected override void OnApplicationQuitCallback()
75 | {
76 | }
77 |
78 | protected override void OnEnableCallback()
79 | {
80 | }
81 | }
82 | }
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc:
--------------------------------------------------------------------------------
1 | // UI Editable properties
2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance
3 | uniform float _FaceUVSpeedX;
4 | uniform float _FaceUVSpeedY;
5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity
6 | uniform float _FaceDilate; // v[ 0, 1]
7 | uniform float _OutlineSoftness; // v[ 0, 1]
8 |
9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
10 | uniform float _OutlineUVSpeedX;
11 | uniform float _OutlineUVSpeedY;
12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
13 | uniform float _OutlineWidth; // v[ 0, 1]
14 |
15 | uniform float _Bevel; // v[ 0, 1]
16 | uniform float _BevelOffset; // v[-1, 1]
17 | uniform float _BevelWidth; // v[-1, 1]
18 | uniform float _BevelClamp; // v[ 0, 1]
19 | uniform float _BevelRoundness; // v[ 0, 1]
20 |
21 | uniform sampler2D _BumpMap; // Normal map
22 | uniform float _BumpOutline; // v[ 0, 1]
23 | uniform float _BumpFace; // v[ 0, 1]
24 |
25 | uniform samplerCUBE _Cube; // Cube / sphere map
26 | uniform fixed4 _ReflectFaceColor; // RGB intensity
27 | uniform fixed4 _ReflectOutlineColor;
28 | //uniform float _EnvTiltX; // v[-1, 1]
29 | //uniform float _EnvTiltY; // v[-1, 1]
30 | uniform float3 _EnvMatrixRotation;
31 | uniform float4x4 _EnvMatrix;
32 |
33 | uniform fixed4 _SpecularColor; // RGB intensity
34 | uniform float _LightAngle; // v[ 0,Tau]
35 | uniform float _SpecularPower; // v[ 0, 1]
36 | uniform float _Reflectivity; // v[ 5, 15]
37 | uniform float _Diffuse; // v[ 0, 1]
38 | uniform float _Ambient; // v[ 0, 1]
39 |
40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
41 | uniform float _UnderlayOffsetX; // v[-1, 1]
42 | uniform float _UnderlayOffsetY; // v[-1, 1]
43 | uniform float _UnderlayDilate; // v[-1, 1]
44 | uniform float _UnderlaySoftness; // v[ 0, 1]
45 |
46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity
47 | uniform float _GlowOffset; // v[-1, 1]
48 | uniform float _GlowOuter; // v[ 0, 1]
49 | uniform float _GlowInner; // v[ 0, 1]
50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
51 |
52 | // API Editable properties
53 | uniform float _ShaderFlags;
54 | uniform float _WeightNormal;
55 | uniform float _WeightBold;
56 |
57 | uniform float _ScaleRatioA;
58 | uniform float _ScaleRatioB;
59 | uniform float _ScaleRatioC;
60 |
61 | uniform float _VertexOffsetX;
62 | uniform float _VertexOffsetY;
63 |
64 | //uniform float _UseClipRect;
65 | uniform float _MaskID;
66 | uniform sampler2D _MaskTex;
67 | uniform float4 _MaskCoord;
68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
69 | //uniform float _MaskWipeControl;
70 | //uniform float _MaskEdgeSoftness;
71 | //uniform fixed4 _MaskEdgeColor;
72 | //uniform bool _MaskInverse;
73 |
74 | uniform float _MaskSoftnessX;
75 | uniform float _MaskSoftnessY;
76 |
77 | // Font Atlas properties
78 | uniform sampler2D _MainTex;
79 | uniform float _TextureWidth;
80 | uniform float _TextureHeight;
81 | uniform float _GradientScale;
82 | uniform float _ScaleX;
83 | uniform float _ScaleY;
84 | uniform float _PerspectiveFilter;
85 | uniform float _Sharpness;
86 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Sprite"
2 | {
3 | Properties
4 | {
5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
6 | _Color ("Tint", Color) = (1,1,1,1)
7 |
8 | _StencilComp ("Stencil Comparison", Float) = 8
9 | _Stencil ("Stencil ID", Float) = 0
10 | _StencilOp ("Stencil Operation", Float) = 0
11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
12 | _StencilReadMask ("Stencil Read Mask", Float) = 255
13 |
14 | _CullMode ("Cull Mode", Float) = 0
15 | _ColorMask ("Color Mask", Float) = 15
16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
17 |
18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
19 | }
20 |
21 | SubShader
22 | {
23 | Tags
24 | {
25 | "Queue"="Transparent"
26 | "IgnoreProjector"="True"
27 | "RenderType"="Transparent"
28 | "PreviewType"="Plane"
29 | "CanUseSpriteAtlas"="True"
30 | }
31 |
32 | Stencil
33 | {
34 | Ref [_Stencil]
35 | Comp [_StencilComp]
36 | Pass [_StencilOp]
37 | ReadMask [_StencilReadMask]
38 | WriteMask [_StencilWriteMask]
39 | }
40 |
41 | Cull [_CullMode]
42 | Lighting Off
43 | ZWrite Off
44 | ZTest [unity_GUIZTestMode]
45 | Blend SrcAlpha OneMinusSrcAlpha
46 | ColorMask [_ColorMask]
47 |
48 | Pass
49 | {
50 | Name "Default"
51 | CGPROGRAM
52 | #pragma vertex vert
53 | #pragma fragment frag
54 | #pragma target 2.0
55 |
56 | #include "UnityCG.cginc"
57 | #include "UnityUI.cginc"
58 |
59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
61 |
62 | struct appdata_t
63 | {
64 | float4 vertex : POSITION;
65 | float4 color : COLOR;
66 | float2 texcoord : TEXCOORD0;
67 | UNITY_VERTEX_INPUT_INSTANCE_ID
68 | };
69 |
70 | struct v2f
71 | {
72 | float4 vertex : SV_POSITION;
73 | fixed4 color : COLOR;
74 | float2 texcoord : TEXCOORD0;
75 | float4 worldPosition : TEXCOORD1;
76 | UNITY_VERTEX_OUTPUT_STEREO
77 | };
78 |
79 | sampler2D _MainTex;
80 | fixed4 _Color;
81 | fixed4 _TextureSampleAdd;
82 | float4 _ClipRect;
83 | float4 _MainTex_ST;
84 |
85 | v2f vert(appdata_t v)
86 | {
87 | v2f OUT;
88 | UNITY_SETUP_INSTANCE_ID(v);
89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
90 | OUT.worldPosition = v.vertex;
91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
92 |
93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
94 |
95 | OUT.color = v.color * _Color;
96 | return OUT;
97 | }
98 |
99 | fixed4 frag(v2f IN) : SV_Target
100 | {
101 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
102 |
103 | #ifdef UNITY_UI_CLIP_RECT
104 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
105 | #endif
106 |
107 | #ifdef UNITY_UI_ALPHACLIP
108 | clip (color.a - 0.001);
109 | #endif
110 |
111 | return color;
112 | }
113 | ENDCG
114 | }
115 | }
116 | }
117 |
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