Scriptum/Assets/Scripts/REFACTORING/Story/TheCave/GetScroolWizard.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
[RequireComponent(typeof(AStarPathfindingAgent))]
class GetScroolWizard : MonoBehaviour
{
public Item RequiredItem;
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private Animator anim;
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public MissionReward Reward;
public Transform teleportPosition;
public bool canEscape = false;
private void Start()
{
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anim = GetComponent<Animator>();
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teleportPosition = GameObject.Find("DoorToHell").transform;
}
public void EscapeToDungeon()
{
var wizardOnScene = GameObject.FindGameObjectsWithTag("NPC").ToList().Where(el => el.name == gameObject.name).First();
wizardOnScene.GetComponent<AStarPathfindingAgent>().point = wizardOnScene.GetComponent<GetScroolWizard>().teleportPosition.position;
Debug.Log(wizardOnScene.GetComponent<AStarPathfindingAgent>().point);
Debug.Log(Vector2.Distance(wizardOnScene.GetComponent<AStarPathfindingAgent>().point, wizardOnScene.transform.position));
wizardOnScene.GetComponent<AStarPathfindingAgent>().FindPoint();
wizardOnScene.GetComponent<GetScroolWizard>().Escape();
}
public void Escape()
{
Debug.Log("Start courtine");
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anim.SetBool("isRunning", true);
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StartCoroutine(gameObject.GetComponent<AStarPathfindingAgent>().FollowPath());
}
// CHANGE THIS - we dupplicated herelogic from mission!!!
public void CheckCondition()
{
// CHECK CONDITION JEST WYWOŁYWANE W SUROWYM OBIEKCIE scriptable boject
// TO SIE DOWOŁUJE DO prefaba wizarda wiec musimy sila szuakc obietow na scenie heh
if(InventoryUIManager.Instance.FindItemInWarehouseByName(RequiredItem.name).Any())
{
var wizardOnScene = GameObject.FindGameObjectsWithTag("NPC").ToList().Where(el => el.name == gameObject.name).First();
wizardOnScene.GetComponent<DialogueManager>().Dialogue.GoToNextSentence();
} else
{
var wizardOnScene = GameObject.FindGameObjectsWithTag("NPC").ToList().Where(el => el.name == gameObject.name).First();
wizardOnScene.GetComponent<DialogueManager>().Dialogue.BreakDialogueStep();
}
}
// Move to npc action bucket (Action script)
public void TakeItem()
{
if(-1 != InventoryUIManager.Instance.RemoveOneByItemName(RequiredItem.name))
{
TaskUIManager.Instance.RemoveByName("Wizard Quest");
// go to next sentence
var wizardOnScene = GameObject.FindGameObjectsWithTag("NPC").ToList().Where(el => el.name == gameObject.name).First();
wizardOnScene.GetComponent<DialogueManager>().Dialogue.GoToNextSentence();
} else
{
var wizardOnScene = GameObject.FindGameObjectsWithTag("NPC").ToList().Where(el => el.name == gameObject.name).First();
// Beacuse we have CheckCondition this should be uselles
if (wizardOnScene.GetComponent<DialogueManager>().Dialogue)
wizardOnScene.gameObject.GetComponent<DialogueManager>().Dialogue.BreakDialogueStep();
}
}
// copied from mission
public void GetReward()
{
var Player = GameObject.FindGameObjectWithTag("Player");
if (!Player)
Debug.LogError("GetScroolWizard::GetReward - There is no player on scene!!!");
Player.GetComponent<PlayerActions>().GetReward(Reward);
}
public void OnCollisionEnter2D(Collision2D collision)
{
if (collision.collider.tag == "SceneTransition")
{
// basically useless xd
DungeonManager.SetTeleported();
collision.gameObject.GetComponent<DoorBehaviour>().isEnabled = true;
Destroy(gameObject);
}
}
}