2023-01-14 20:14:26 +01:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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[RequireComponent(typeof(AStarPathfindingAgent))]
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class GetScroolWizard : MonoBehaviour
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{
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public Item RequiredItem;
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2023-01-17 16:39:59 +01:00
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private Animator anim;
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2023-01-14 20:14:26 +01:00
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public MissionReward Reward;
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public Transform teleportPosition;
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public bool canEscape = false;
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private void Start()
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{
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2023-01-17 16:39:59 +01:00
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anim = GetComponent<Animator>();
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2023-01-14 20:14:26 +01:00
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teleportPosition = GameObject.Find("DoorToHell").transform;
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}
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public void EscapeToDungeon()
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{
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var wizardOnScene = GameObject.FindGameObjectsWithTag("NPC").ToList().Where(el => el.name == gameObject.name).First();
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wizardOnScene.GetComponent<AStarPathfindingAgent>().point = wizardOnScene.GetComponent<GetScroolWizard>().teleportPosition.position;
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Debug.Log(wizardOnScene.GetComponent<AStarPathfindingAgent>().point);
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Debug.Log(Vector2.Distance(wizardOnScene.GetComponent<AStarPathfindingAgent>().point, wizardOnScene.transform.position));
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wizardOnScene.GetComponent<AStarPathfindingAgent>().FindPoint();
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wizardOnScene.GetComponent<GetScroolWizard>().Escape();
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}
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public void Escape()
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{
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Debug.Log("Start courtine");
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2023-01-17 16:39:59 +01:00
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anim.SetBool("isRunning", true);
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2023-01-14 20:14:26 +01:00
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StartCoroutine(gameObject.GetComponent<AStarPathfindingAgent>().FollowPath());
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}
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// CHANGE THIS - we dupplicated herelogic from mission!!!
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public void CheckCondition()
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{
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// CHECK CONDITION JEST WYWOŁYWANE W SUROWYM OBIEKCIE scriptable boject
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// TO SIE DOWOŁUJE DO prefaba wizarda wiec musimy sila szuakc obietow na scenie heh
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if(InventoryUIManager.Instance.FindItemInWarehouseByName(RequiredItem.name).Any())
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{
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var wizardOnScene = GameObject.FindGameObjectsWithTag("NPC").ToList().Where(el => el.name == gameObject.name).First();
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wizardOnScene.GetComponent<DialogueManager>().Dialogue.GoToNextSentence();
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} else
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{
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var wizardOnScene = GameObject.FindGameObjectsWithTag("NPC").ToList().Where(el => el.name == gameObject.name).First();
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wizardOnScene.GetComponent<DialogueManager>().Dialogue.BreakDialogueStep();
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}
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}
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// Move to npc action bucket (Action script)
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public void TakeItem()
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{
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if(-1 != InventoryUIManager.Instance.RemoveOneByItemName(RequiredItem.name))
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{
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TaskUIManager.Instance.RemoveByName("Wizard Quest");
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// go to next sentence
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var wizardOnScene = GameObject.FindGameObjectsWithTag("NPC").ToList().Where(el => el.name == gameObject.name).First();
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wizardOnScene.GetComponent<DialogueManager>().Dialogue.GoToNextSentence();
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} else
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{
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var wizardOnScene = GameObject.FindGameObjectsWithTag("NPC").ToList().Where(el => el.name == gameObject.name).First();
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// Beacuse we have CheckCondition this should be uselles
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if (wizardOnScene.GetComponent<DialogueManager>().Dialogue)
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wizardOnScene.gameObject.GetComponent<DialogueManager>().Dialogue.BreakDialogueStep();
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}
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}
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// copied from mission
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public void GetReward()
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{
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var Player = GameObject.FindGameObjectWithTag("Player");
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if (!Player)
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Debug.LogError("GetScroolWizard::GetReward - There is no player on scene!!!");
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Player.GetComponent<PlayerActions>().GetReward(Reward);
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}
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public void OnCollisionEnter2D(Collision2D collision)
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{
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if (collision.collider.tag == "SceneTransition")
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{
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// basically useless xd
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DungeonManager.SetTeleported();
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collision.gameObject.GetComponent<DoorBehaviour>().isEnabled = true;
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Destroy(gameObject);
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}
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}
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}
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