Galaxy Anpassen
@@ -6,37 +6,39 @@ using UnityEngine.UI;
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public class GalaxyUI : MonoBehaviour
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{
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public GameObject galaxyPrefab; // Prefab des Galaxy-Objekts
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int numberOfGalaxies = GameUI.PlayersNumber; // Anzahl der zu erstellenden Galaxien
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int numberOfSolarSystem; // Anzahl der zu erstellenden Solarsystem
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public float distanceFromCenter; // Abstand der Galaxien vom Hauptobjekt
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public GameObject canvas; // Referenz auf das Canvas-Objekt
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private GameObject[] SolarSystems = new GameObject[12];
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private Vector3[] SolarSystemPositions = new Vector3[12];
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//private GameObject[] SolarSystems = new GameObject[12];
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private Vector3[] SolarSystemPositions;
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public float Industry;
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public float Wealth;
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public float Science;
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public float Food;
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public float MilitaryPower;
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public float Population;
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public float ActualFood;
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public int Industry;
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public int Wealth;
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public int Science;
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public int Food;
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public int MilitaryPower;
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public int Population;
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public int ActualFood;
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public Text[] texts; // Array der Text-Objekte
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private float[] Array = new float[7];
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private int[] Array = new int[7];
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void Start()
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{
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numberOfSolarSystem = GameUI.PlayersNumber; // Anzahl der zu erstellenden Solarsystem
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SolarSystemPositions = new Vector3[numberOfSolarSystem];
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Vector3 centerPosition = canvas.transform.position; // Position des Hauptobjekts
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for (int i = 0; i < numberOfGalaxies; i++)
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for (int i = 0; i < numberOfSolarSystem; i++)
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{
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// Erzeuge ein neues GameObject aus dem Prefab
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SolarSystems[i] = Instantiate(galaxyPrefab);
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// Setze das Canvas als Elternobjekt
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SolarSystems[i].transform.SetParent(canvas.transform, false);
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GameManager.SolarSystems[i].transform.SetParent(canvas.transform, false);
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// Berechne den Winkel basierend auf der Anzahl der Galaxien
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float angle = i * (360f / numberOfGalaxies);
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float angle = i * (360f / numberOfSolarSystem);
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// Berechne die Position basierend auf dem Winkel und dem Abstand vom Zentrum
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float xPos = centerPosition.x + (distanceFromCenter * 3) * Mathf.Cos(Mathf.Deg2Rad * angle);
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@@ -44,23 +46,23 @@ public class GalaxyUI : MonoBehaviour
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// Setze die Position des Galaxy-Objekts
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SolarSystemPositions[i] = new Vector3(xPos, yPos, centerPosition.z);
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SolarSystems[i].transform.position = new Vector3(xPos, yPos, centerPosition.z);
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GameManager.SolarSystems[i].transform.position = new Vector3(xPos, yPos, centerPosition.z);
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}
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}
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public void HidetSolarSystems()
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public void HideSolarSystems()
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{
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for (int i = 0; i < numberOfGalaxies; i++)
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for (int i = 0; i < numberOfSolarSystem; i++)
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{
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SolarSystems[i].transform.position = new Vector3(10000, 0, 0);
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GameManager.SolarSystems[i].transform.position = new Vector3(10000, 0, 0);
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}
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}
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public void ResetSolarSystemPositions()
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{
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for (int i = 0; i < numberOfGalaxies; i++)
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for (int i = 0; i < numberOfSolarSystem; i++)
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{
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SolarSystems[i].transform.position = new Vector3(SolarSystemPositions[i].x, SolarSystemPositions[i].y, SolarSystemPositions[i].z);
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GameManager.SolarSystems[i].transform.position = new Vector3(SolarSystemPositions[i].x, SolarSystemPositions[i].y, SolarSystemPositions[i].z);
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}
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}
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@@ -69,6 +71,18 @@ public class GalaxyUI : MonoBehaviour
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// Update is called once per frame
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void Update()
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{
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Industry = GameManager.playerManagers[0]._playerAttributes.industrialCapacity;
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Wealth = GameManager.playerManagers[0]._playerAttributes.money;
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Science = GameManager.playerManagers[0]._playerAttributes.science;
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Food = GameManager.playerManagers[0]._playerAttributes.food;
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MilitaryPower = GameManager.playerManagers[0]._playerAttributes.power;
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Population = GameManager.playerManagers[0]._playerAttributes.population;
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ActualFood = GameManager.playerManagers[0]._playerAttributes.actualFood;
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Array[0] = Industry;
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Array[1] = Wealth;
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Array[2] = Science;
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@@ -76,30 +90,19 @@ public class GalaxyUI : MonoBehaviour
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Array[4] = MilitaryPower;
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Array[5] = Population;
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Array[6] = ActualFood;
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for (int i = 0; i < numberOfGalaxies; i++)
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{
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Industry += SolarSystems[i].GetComponent<SolarSystemManager>().Industry;
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Wealth += SolarSystems[i].GetComponent<SolarSystemManager>().Wealth;
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Science += SolarSystems[i].GetComponent<SolarSystemManager>().Science;
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Food += SolarSystems[i].GetComponent<SolarSystemManager>().Food;
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MilitaryPower += SolarSystems[i].GetComponent<SolarSystemManager>().MilitaryPower;
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Population += SolarSystems[i].GetComponent<SolarSystemManager>().Population;
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ActualFood += SolarSystems[i].GetComponent<SolarSystemManager>().ActualFood;
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}
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for (int i = 0; i < 7; i++)
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{
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float temp = Array[i];
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int temp = Array[i];
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if (temp / 1000000 >= 1)
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{
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temp /= 1000000;
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texts[i].text = ((int)temp).ToString() + " M";
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texts[i].text = temp.ToString() + " M";
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}
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else if (temp / 1000 >= 1)
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{
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temp /= 1000;
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texts[i].text = ((int)temp).ToString() + " K";
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texts[i].text = temp.ToString() + " K";
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}
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else
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{
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Assets/Materials/Planet/Lovepik_com-401159942-black-hole.png
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@@ -1,35 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlanetMove : MonoBehaviour
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{
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public int PlayerID;
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public float rotationSpeed = 1f; // Geschwindigkeit der Rotation
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public float radius = 5f; // Radius des Kreises
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private float angle = 0f; // Aktueller Winkel im Kreis
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private Vector2 centerPosition; // Position des Zentrums des Kreises
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// Start is called before the first frame update
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void Start()
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{
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centerPosition = transform.parent.position; // Position des Zentrums
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transform.position = GetPositionOnCircle(angle); // Setze die Startposition
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}
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// Update is called once per frame
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void Update()
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{
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angle += rotationSpeed * Time.deltaTime; // Aktualisiere den Winkel basierend auf der Geschwindigkeit
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transform.position = GetPositionOnCircle(angle); // Berechne die neue Position des Planeten
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}
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Vector3 GetPositionOnCircle(float angle)
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{
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float xPos = centerPosition.x + Mathf.Sin(angle) * radius; // X-Position auf dem Kreis
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float yPos = centerPosition.y + Mathf.Cos(angle) * radius; // Y-Position auf dem Kreis
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return new Vector3(xPos, yPos, 0f); // Position als Vektor zur<75>ckgeben
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}
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}
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