Dungeon Crawler / RTS Controller

DC/RTS ControllerThe DC/RTS Controller is designed to act as either a Dungeon Crawler or RTS System, meaning that the way the camera acts is in a bird’s eye, top down view. Such that in a Dungeon Crawler there is usually only one active controllable object, but in an RTS you usually have many controllable objects.

The present features of the camera allow you to move it around in various ways. Such as, with the W, A, S, and D keys you can move it’s location forward, left, backward or right. With the Q, and E keys the camera’s rotation will pivot around counter-clockwise or clockwise, zooming in and out with the mouse wheel is also supported. A toggle key: Space Bar by default has also been implemented to allow for activation of the camera to move toward a selected controllable object if it isn’t near it, as well as make the camera follow that object. Continue reading

Update 1.62

Hey all.

Adjacent StackingGridGeneratorEditorPreviewUpdate v1.62 finally allows for non-stacking Control Objects when moving to a new position. It determines where to move based off the Adjacent Grid Squares, once the position has been chosen to move to. This update also implements deeper feature into the Observer Creation Method. Where the worker object first moves to the designated build position, and then begins the building of a new Grid Object that was chosen to build. A lot of other minors fixes and tweaks were also implemented to allow for smoother flow. I also added a preview feature when the GridGenerator is selected, when viewing it in the Unity3D scene view.
Let me know if you encounter any problems or bugs.

  • Made the UpdatePositionToggle class it’s own File
  • The GridGenerator now contains a preview feature when selected in scene view
  • Added Function: CalculateParticularPath in PathFinder
    • When accessing the path finder you can now simply just get the desired calculated path
  • When in Observer Creation Mode
    • Worker objects will now move to the location where building
    • It now takes time to build a GridObject
  • When in RTS Mode
    • Control Objects will no longer stack ontop of each other when moving to a location
    • The Control Objects will fill up the adjacent Grid Squares
  • A lot of other minor code fixes

Update 1.6

  • Added GridObjectCreation system
    • Contains two different building methods
      • Master method: Player controls all creation matter
      • Observer method: ControlObjHandler WorkerClass object controls all creation matter
    • ObjectCreationGUIController
      • Attaches to the Main Camera for allowing variable declarations for the GridObjectCreation system
    • GridObjectCreation Class
      • Handles the Grid Object Creation of GridObject objects
      • This class is also used for handling the options of ControlObjects when in the Observer build method
    • GridObject Class
      • Represents a GridObject for manipulation on the GridGenerator. These objects allow for dynamic GridGenerator.GridSquare calculation.
      • GridObject objects require their own class if used for options creation
        • See SimpleShackHandler for an example
    • Control Objects that are used for within the Observer method need their own separate class
      • See WorkerClass for example
  • Added TimerBarSystem
    • Utilizes the ScrollBarEssentials class for use of a timed based Game Bar System
      • This is currently used only for the Master build method, however the next update will include timed based building within the Observer method
  • Changed the structure of the scripts folder within the Unity Inspector – More organized
  • Separated a function in GridGenerator for calculating a particular area of the Grid
  • Added a previously selected List return typed function to MultiSelectToggle
  • Added a previously selected Transform return typed function to SelectionBehavior

Update 1.52

  • Separated MovementSelectionBehavior.cs into two separate scripts
    • CamMovementBehavior.cs
      • Handles events relating towards movement of the Camera
    • SelectionBehavior.cs
      • Handles events relating towards selecting Control, NPC and Creature Objects
  • If a GridSquare is now selected for path finding that can’t be reached, the closest GridSquare will be chosen instead
  • Added a HealthSystem utilizing my Game Bar Creation System’s ScrollBarEssentials class
    • This will display health above the Control Object
  • Added a Indicator Toggle draw calls to draw a selected square object around the Control Objects when selected
  • Fixed a couple bugs with multi selection
  • Added the option to have or not have a mouse cursor texture or mouse scroll direction texture
  • New Options in the Inspector tab for the ControlObjHandler

Update 1.51

  • Changed Terrain
  • Added Mouse Scrolling
  • Custom Mouse Cursor
  • Custom Mouse Move Directions
  • Enable Mouse Scroll Field
  • Screen Movement Buffer Field
  • Steeper Angle Toggle between 35.264 Degrees and 45 Degrees
    • This is a work in progress, eventually I want there to be the choice of any angle between 0 and 90