Add dialogue to Boss Thug
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9b6aa76586
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@ -13,7 +13,7 @@ GameObject:
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@ -95,10 +95,10 @@ BoxCollider2D:
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@ -142,7 +142,7 @@ CircleCollider2D:
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@ -151,7 +151,7 @@ CircleCollider2D:
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m_Offset: {x: 0, y: -0.5}
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serializedVersion: 2
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m_Radius: 1.2
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--- !u!114 &482428332992622004
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--- !u!114 &5064228440392526989
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@ -160,39 +160,32 @@ MonoBehaviour:
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name:
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nameText: {fileID: 0}
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nameText1: {fileID: 0}
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nameText2: {fileID: 0}
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dialogueText: {fileID: 0}
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dialogue:
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name: Boss
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sentences:
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- Random dialogue 1
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- Even more random dialogue 2
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dialogueWQuest:
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name:
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sentences: []
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dialogueAQuest:
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name:
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sentences: []
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dialoguePolish:
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name:
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sentences: []
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dialogueWQuestPolish:
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name:
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sentences: []
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dialogueAQuestPolish:
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name:
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sentences: []
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Panel: {fileID: 0}
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requiredItem:
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QuestPanel: {fileID: 0}
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FinishQuestPanel: {fileID: 0}
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isQuest: 0
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DialogueStepsList:
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- WasDisplayed: 0
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ListOfSentences:
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- Sentence: Who are you? How did you get past my guards?!
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Buttons: []
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- Sentence: Don't answer, I don't care anyway. You're dead to me.
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Buttons: []
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Rewards: []
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EndOfDialogueStepAction:
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m_PersistentCalls:
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m_Calls:
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- m_Target: {fileID: 482428332992622001}
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m_TargetAssemblyTypeName: BossThug, Assembly-CSharp
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m_MethodName: ChanegStatusToAttack
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m_Mode: 1
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m_Arguments:
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--- !u!114 &482428332992622006
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@ -205,7 +198,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 88d05133b4682194e90a88b0f3c16b70, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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moveSpeed: 2
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moveSpeed: 5
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enemyName: BossThug
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maxHealth: {fileID: 11400000, guid: 1a234827b90bfc24da563fbd5ffb412a, type: 2}
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health: 0
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@ -239,4 +232,5 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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npc1: {fileID: 0}
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npc2: {fileID: 0}
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isAfterConversation: 0
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state: 0
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@ -38,7 +38,7 @@ public class NpcDialogueManager : MonoBehaviour
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// 1. Find first yet undisplayed for player anbd show
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foreach(var DialogueStep in DialogueStepsList)
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{
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if(!DialogueStep.WasDisplayed)
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if(!DialogueStep.WasDisplayed && DialogueStep.DialogueController.listOfDialogue.Count != 0)
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{
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DialogueStep.DialogueController.Show(DialogueStep.DialogueController.listOfDialogue.Dequeue());
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@ -19,6 +19,8 @@ public class BossThug : MonoBehaviour
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private GameObject player;
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private GameObject doorway;
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public bool isAfterConversation = false; // drop it if you can...
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public BossThugEnum state = BossThugEnum.Pending;
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// Start is called before the first frame update
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@ -61,7 +63,6 @@ public class BossThug : MonoBehaviour
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case BossThugEnum.Talking:
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{
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ActivateDialogueMode(); //later add trigger events etc
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state = BossThugEnum.Attacking;
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break;
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}
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}
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@ -70,13 +71,31 @@ public class BossThug : MonoBehaviour
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private void ActivateKillingMode()
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{
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gameObject.GetComponent<FollowingEnemy>().enabled=true;
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gameObject.GetComponent<FollowingEnemy>().baseAttack=11f;
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gameObject.GetComponent<FollowingEnemy>().baseAttack=1000f;
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}
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private void ActivateDialogueMode()
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{
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gameObject.GetComponent<CircleCollider2D>().enabled = true;
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gameObject.GetComponent<CircleCollider2D>().radius = 1.2f;
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gameObject.GetComponent<CircleCollider2D>().radius = 5f;
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}
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public void ChanegStatusToAttack()
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{
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state = BossThugEnum.Attacking;
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}
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public void OnTriggerStay2D(Collider2D other)
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{
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//Debug.Log("kill");
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if(other.tag == "Player" && state == BossThugEnum.Talking && !isAfterConversation)
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{
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isAfterConversation = true;
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gameObject.GetComponent<CircleCollider2D>().enabled = false;
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gameObject.GetComponent<CircleCollider2D>().radius = 2f;
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gameObject.GetComponent<NpcDialogueManager>().ShowStep();
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}
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}
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}
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@ -75,6 +75,8 @@ public class FollowingEnemy : Enemy
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if (inRange == true)
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{
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Debug.Log("in range...");
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if (firstAttack == false)
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{
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if (timerDmg >= 0.15f)
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@ -92,6 +92,9 @@ public class Player : MonoBehaviour
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private void HandleAttacks()
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{
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if (!EquipmentManager.Instance._weapon)
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return;
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if (EquipmentManager.Instance._weapon.Name.Equals("pickaxe_test") && attackSword)
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{
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myAnimator.SetTrigger("pickaxe");
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