SceneSetup.cs 16 KB

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  1. using UnityEngine;
  2. using UnityEngine.UIElements;
  3. public class SceneSetup : MonoBehaviour
  4. {
  5. [Header("Scene Setup")]
  6. public bool setupSceneOnStart = true;
  7. public Vector3 townHallPosition = Vector3.zero;
  8. public int numberOfTrees = 5;
  9. public int numberOfStones = 3;
  10. // Farms will be built by players, not pre-generated
  11. public float resourceSpawnRadius = 15f;
  12. [Header("Materials (Optional)")]
  13. public Material villagerMaterial;
  14. public Material townHallMaterial;
  15. public Material treeMaterial;
  16. public Material stoneMaterial;
  17. public Material farmMaterial;
  18. void Start()
  19. {
  20. if (setupSceneOnStart)
  21. {
  22. SetupScene();
  23. }
  24. }
  25. [ContextMenu("Setup Scene")]
  26. public void SetupScene()
  27. {
  28. CreateGround();
  29. CreateTownHall();
  30. CreateResourceNodes();
  31. SetupCamera();
  32. CreateGameManager();
  33. }
  34. void CreateGround()
  35. {
  36. GameObject ground = GameObject.Find("Ground");
  37. if (ground == null)
  38. {
  39. // Create ground plane
  40. ground = GameObject.CreatePrimitive(PrimitiveType.Plane);
  41. ground.name = "Ground";
  42. ground.transform.position = Vector3.zero;
  43. ground.transform.localScale = new Vector3(5f, 1f, 5f); // 50x50 units
  44. // Set material if available
  45. Renderer groundRenderer = ground.GetComponent<Renderer>();
  46. if (groundRenderer != null)
  47. {
  48. groundRenderer.material.color = new Color(0.3f, 0.5f, 0.3f); // Green ground
  49. }
  50. Debug.Log("Created ground plane");
  51. }
  52. }
  53. void CreateTownHall()
  54. {
  55. GameObject townHallGO = GameObject.FindWithTag("TownHall");
  56. if (townHallGO == null)
  57. {
  58. // Create TownHall
  59. townHallGO = GameObject.CreatePrimitive(PrimitiveType.Cube);
  60. townHallGO.name = "TownHall";
  61. townHallGO.tag = "TownHall";
  62. townHallGO.transform.position = townHallPosition;
  63. townHallGO.transform.localScale = new Vector3(3f, 2f, 3f);
  64. // Add TownHall component
  65. TownHall townHall = townHallGO.AddComponent<TownHall>();
  66. // Apply material if available
  67. if (townHallMaterial != null)
  68. {
  69. townHallGO.GetComponent<Renderer>().material = townHallMaterial;
  70. }
  71. else
  72. {
  73. townHallGO.GetComponent<Renderer>().material.color = Color.blue;
  74. }
  75. // Create selection indicator
  76. GameObject indicator = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
  77. indicator.transform.SetParent(townHallGO.transform);
  78. indicator.transform.localPosition = Vector3.down * 1.2f;
  79. indicator.transform.localScale = Vector3.one * 1.5f;
  80. indicator.GetComponent<Renderer>().material.color = Color.yellow;
  81. indicator.SetActive(false);
  82. townHall.selectionIndicator = indicator;
  83. Destroy(indicator.GetComponent<Collider>());
  84. Debug.Log("Created TownHall");
  85. }
  86. }
  87. void CreateForests()
  88. {
  89. int numForestClusters = Random.Range(2, 5); // 2-4 forest clusters
  90. for (int cluster = 0; cluster < numForestClusters; cluster++)
  91. {
  92. // Pick a random center point for this forest cluster
  93. Vector3 clusterCenter = GetRandomPosition();
  94. // Create 3-7 trees in this cluster
  95. int treesInCluster = Random.Range(3, 8);
  96. for (int i = 0; i < treesInCluster; i++)
  97. {
  98. // Position trees within cluster radius
  99. Vector3 offset = Random.insideUnitSphere * 8f; // 8 unit radius
  100. offset.y = 0; // Keep on ground level
  101. Vector3 treePosition = clusterCenter + offset;
  102. // Make sure it's within bounds
  103. treePosition.x = Mathf.Clamp(treePosition.x, -resourceSpawnRadius + 2, resourceSpawnRadius - 2);
  104. treePosition.z = Mathf.Clamp(treePosition.z, -resourceSpawnRadius + 2, resourceSpawnRadius - 2);
  105. CreateTree(treePosition, cluster * 10 + i);
  106. }
  107. }
  108. // Add some scattered individual trees (about 30% of cluster trees)
  109. int scatteredTrees = (numForestClusters * 5) / 3; // Roughly 30% extra
  110. for (int i = 0; i < scatteredTrees; i++)
  111. {
  112. Vector3 position = GetRandomPosition();
  113. CreateTree(position, 1000 + i); // Use high IDs to avoid conflicts
  114. }
  115. Debug.Log($"Created {numForestClusters} forest clusters with scattered trees");
  116. }
  117. void CreateResourceNodes()
  118. {
  119. // Create Trees in forest-like clusters
  120. CreateForests();
  121. // Create Stones in clusters
  122. int numStoneClusters = Random.Range(2, 4); // 2-3 stone clusters
  123. for (int cluster = 0; cluster < numStoneClusters; cluster++)
  124. {
  125. Vector3 clusterCenter = GetRandomPosition();
  126. // Create 3-5 stones in this cluster
  127. int stonesInCluster = Random.Range(3, 6);
  128. for (int i = 0; i < stonesInCluster; i++)
  129. {
  130. Vector3 offset = Random.insideUnitSphere * 3f; // 3 unit radius for tighter clusters
  131. offset.y = 0;
  132. Vector3 stonePosition = clusterCenter + offset;
  133. stonePosition.x = Mathf.Clamp(stonePosition.x, -resourceSpawnRadius + 2, resourceSpawnRadius - 2);
  134. stonePosition.z = Mathf.Clamp(stonePosition.z, -resourceSpawnRadius + 2, resourceSpawnRadius - 2);
  135. CreateStone(stonePosition, cluster * 10 + i);
  136. }
  137. }
  138. Debug.Log($"Created {numStoneClusters} stone clusters");
  139. // No longer create pre-made farms - farmhouses will be built by players
  140. }
  141. void CreateTree(Vector3 position, int index)
  142. {
  143. GameObject tree = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
  144. tree.name = $"Tree_{index + 1}";
  145. tree.tag = "Tree";
  146. tree.transform.position = position;
  147. tree.transform.localScale = new Vector3(1f, 2f, 1f);
  148. // Add ResourceNode component
  149. ResourceNode node = tree.AddComponent<ResourceNode>();
  150. node.nodeType = ResourceNodeType.Tree;
  151. node.resourceType = ResourceType.Wood;
  152. node.maxResources = Random.Range(40, 70); // Variable wood amounts
  153. node.currentResources = node.maxResources;
  154. node.regenerationRate = 0f; // Trees don't regenerate
  155. node.nodeRenderer = tree.GetComponent<Renderer>();
  156. // Apply material
  157. if (treeMaterial != null)
  158. {
  159. tree.GetComponent<Renderer>().material = treeMaterial;
  160. }
  161. else
  162. {
  163. tree.GetComponent<Renderer>().material.color = Color.green;
  164. }
  165. // Create selection indicator
  166. CreateSelectionIndicator(tree, node);
  167. Debug.Log($"Created Tree at {position}");
  168. }
  169. void CreateStone(Vector3 position, int index)
  170. {
  171. // Create stone cluster with multiple rocks
  172. GameObject stoneCluster = new GameObject($"StoneCluster_{index + 1}");
  173. stoneCluster.tag = "Stone";
  174. stoneCluster.transform.position = position;
  175. // Main large stone with random size and position jitter
  176. GameObject mainStone = GameObject.CreatePrimitive(PrimitiveType.Sphere);
  177. mainStone.name = "MainStone";
  178. mainStone.transform.SetParent(stoneCluster.transform);
  179. mainStone.transform.localPosition = new Vector3(
  180. Random.Range(-0.2f, 0.2f),
  181. Random.Range(-0.1f, 0.1f),
  182. Random.Range(-0.2f, 0.2f)
  183. );
  184. mainStone.transform.localScale = Vector3.one * Random.Range(1.3f, 1.8f);
  185. mainStone.transform.rotation = Random.rotation;
  186. // Add 2-5 smaller stones with more varied positioning
  187. int smallStones = Random.Range(2, 6);
  188. for (int i = 0; i < smallStones; i++)
  189. {
  190. GameObject smallStone = GameObject.CreatePrimitive(PrimitiveType.Sphere);
  191. smallStone.name = $"SmallStone_{i}";
  192. smallStone.transform.SetParent(stoneCluster.transform);
  193. // More random angle distribution instead of even spacing
  194. float angle = Random.Range(0f, 360f);
  195. float distance = Random.Range(0.6f, 1.4f);
  196. Vector3 offset = new Vector3(
  197. Mathf.Cos(angle * Mathf.Deg2Rad) * distance,
  198. Random.Range(-0.3f, 0.2f),
  199. Mathf.Sin(angle * Mathf.Deg2Rad) * distance
  200. );
  201. smallStone.transform.localPosition = offset;
  202. smallStone.transform.localScale = Vector3.one * Random.Range(0.5f, 1.1f);
  203. smallStone.transform.rotation = Random.rotation;
  204. // Remove collider so only parent cluster is selectable
  205. Collider smallCollider = smallStone.GetComponent<Collider>();
  206. if (smallCollider != null)
  207. Destroy(smallCollider);
  208. Renderer smallRenderer = smallStone.GetComponent<Renderer>();
  209. if (stoneMaterial != null)
  210. smallRenderer.material = stoneMaterial;
  211. else
  212. smallRenderer.material.color = Color.gray;
  213. }
  214. // Add ResourceNode component to parent
  215. ResourceNode node = stoneCluster.AddComponent<ResourceNode>();
  216. node.nodeType = ResourceNodeType.Stone;
  217. node.resourceType = ResourceType.Stone;
  218. node.maxResources = Random.Range(60, 100); // Variable stone amounts
  219. node.currentResources = node.maxResources;
  220. node.regenerationRate = 0f; // Stones don't regenerate
  221. node.nodeRenderer = mainStone.GetComponent<Renderer>();
  222. // Set material
  223. if (stoneMaterial != null)
  224. node.nodeRenderer.material = stoneMaterial;
  225. else
  226. node.nodeRenderer.material.color = Color.gray;
  227. // Add collider to parent for clicking
  228. BoxCollider clusterCollider = stoneCluster.AddComponent<BoxCollider>();
  229. clusterCollider.size = new Vector3(3f, 2f, 3f);
  230. clusterCollider.center = Vector3.up * 0.5f;
  231. // Create selection indicator
  232. CreateSelectionIndicator(stoneCluster, node);
  233. Debug.Log($"Created Stone Cluster at {position} with {node.maxResources} stone");
  234. }
  235. void CreateFarm(Vector3 position, int index)
  236. {
  237. GameObject farm = GameObject.CreatePrimitive(PrimitiveType.Cube);
  238. farm.name = $"Farm_{index + 1}";
  239. farm.tag = "Farm";
  240. farm.transform.position = position;
  241. farm.transform.localScale = new Vector3(2f, 0.2f, 2f);
  242. // Add ResourceNode component
  243. ResourceNode node = farm.AddComponent<ResourceNode>();
  244. node.nodeType = ResourceNodeType.Farm;
  245. node.resourceType = ResourceType.Food;
  246. node.maxResources = 100;
  247. node.currentResources = 100;
  248. node.regenerationRate = 3f;
  249. // Apply material
  250. if (farmMaterial != null)
  251. {
  252. farm.GetComponent<Renderer>().material = farmMaterial;
  253. }
  254. else
  255. {
  256. farm.GetComponent<Renderer>().material.color = Color.yellow;
  257. }
  258. // Create selection indicator
  259. CreateSelectionIndicator(farm, node);
  260. Debug.Log($"Created Farm at {position}");
  261. }
  262. void CreateSelectionIndicator(GameObject parent, ResourceNode node)
  263. {
  264. GameObject indicator = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
  265. indicator.transform.SetParent(parent.transform);
  266. indicator.transform.localPosition = Vector3.down * 0.6f;
  267. indicator.transform.localScale = Vector3.one * 1.2f;
  268. indicator.GetComponent<Renderer>().material.color = Color.cyan;
  269. indicator.SetActive(false);
  270. node.selectionIndicator = indicator;
  271. Destroy(indicator.GetComponent<Collider>());
  272. }
  273. Vector3 GetRandomPosition()
  274. {
  275. Vector2 randomCircle = Random.insideUnitCircle * resourceSpawnRadius;
  276. Vector3 position = townHallPosition + new Vector3(randomCircle.x, 0, randomCircle.y);
  277. // Make sure we don't spawn too close to town hall
  278. if (Vector3.Distance(position, townHallPosition) < 3f)
  279. {
  280. return GetRandomPosition(); // Try again
  281. }
  282. return position;
  283. }
  284. void SetupCamera()
  285. {
  286. Camera mainCamera = Camera.main;
  287. if (mainCamera == null)
  288. {
  289. mainCamera = FindFirstObjectByType<Camera>();
  290. }
  291. if (mainCamera != null)
  292. {
  293. // Position camera above the scene
  294. mainCamera.transform.position = new Vector3(0, 15, -10);
  295. mainCamera.transform.rotation = Quaternion.Euler(45, 0, 0);
  296. // Add camera controller if it doesn't exist
  297. CameraController cameraController = mainCamera.GetComponent<CameraController>();
  298. if (cameraController == null)
  299. {
  300. cameraController = mainCamera.gameObject.AddComponent<CameraController>();
  301. }
  302. // Set up camera for orthographic view (better for RTS games)
  303. mainCamera.orthographic = true;
  304. mainCamera.orthographicSize = 15f;
  305. Debug.Log("Camera setup complete");
  306. }
  307. }
  308. void CreateGameManager()
  309. {
  310. // Check if GameManager already exists
  311. GameManager existingGameManager = FindFirstObjectByType<GameManager>();
  312. if (existingGameManager == null)
  313. {
  314. GameObject gameManagerGO = new GameObject("GameManager");
  315. // Add GameManager component
  316. GameManager gameManager = gameManagerGO.AddComponent<GameManager>();
  317. Debug.Log("Created GameManager");
  318. }
  319. // Create separate UI GameObject if it doesn't exist
  320. GameObject uiGameObject = GameObject.Find("UI");
  321. if (uiGameObject == null)
  322. {
  323. uiGameObject = new GameObject("UI");
  324. uiGameObject.transform.position = Vector3.zero;
  325. // Add UIDocument component
  326. UIDocument uiDoc = uiGameObject.AddComponent<UIDocument>();
  327. // Try to load the UXML file from Resources folder
  328. VisualTreeAsset gameUIAsset = Resources.Load<VisualTreeAsset>("GameUI");
  329. if (gameUIAsset != null)
  330. {
  331. uiDoc.visualTreeAsset = gameUIAsset;
  332. Debug.Log($"Assigned UXML asset '{gameUIAsset.name}' to UIDocument");
  333. }
  334. else
  335. {
  336. Debug.LogWarning("Could not find GameUI.uxml in Resources! Please assign it manually in the inspector.");
  337. }
  338. // Try to load panel settings
  339. PanelSettings panelSettings = Resources.Load<PanelSettings>("PanelSettings");
  340. if (panelSettings != null)
  341. {
  342. uiDoc.panelSettings = panelSettings;
  343. Debug.Log("Assigned PanelSettings to UIDocument");
  344. }
  345. // Add GameUI component
  346. uiGameObject.AddComponent<GameUI>();
  347. Debug.Log("Created UI GameObject with GameUI component");
  348. }
  349. // Create Building System GameObject
  350. GameObject buildingSystemGO = GameObject.Find("BuildingSystem");
  351. if (buildingSystemGO == null)
  352. {
  353. buildingSystemGO = new GameObject("BuildingSystem");
  354. buildingSystemGO.AddComponent<BuildingSystem>();
  355. buildingSystemGO.AddComponent<HousingManager>();
  356. Debug.Log("Created BuildingSystem and HousingManager");
  357. }
  358. }
  359. [ContextMenu("Clear Scene")]
  360. public void ClearScene()
  361. {
  362. // Clear existing objects (useful for testing)
  363. GameObject[] trees = GameObject.FindGameObjectsWithTag("Tree");
  364. GameObject[] stones = GameObject.FindGameObjectsWithTag("Stone");
  365. GameObject[] farms = GameObject.FindGameObjectsWithTag("Farm");
  366. GameObject[] villagers = GameObject.FindGameObjectsWithTag("Villager");
  367. GameObject townHall = GameObject.FindWithTag("TownHall");
  368. foreach (var obj in trees) DestroyImmediate(obj);
  369. foreach (var obj in stones) DestroyImmediate(obj);
  370. foreach (var obj in farms) DestroyImmediate(obj);
  371. foreach (var obj in villagers) DestroyImmediate(obj);
  372. if (townHall != null) DestroyImmediate(townHall);
  373. Debug.Log("Scene cleared");
  374. }
  375. }