Wizard - first action

This commit is contained in:
kabix09 2022-12-20 04:37:00 +01:00
parent c006e4a8ee
commit 00f210e83c
17 changed files with 603 additions and 92 deletions

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@ -103,4 +103,16 @@ MonoBehaviour:
Buttons: [] Buttons: []
EndOfDialogueStepAction: EndOfDialogueStepAction:
m_PersistentCalls: m_PersistentCalls:
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@ -138,6 +161,7 @@ MonoBehaviour:
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Name: Wizard Name: Wizard
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@ -2,39 +2,38 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
[RequireComponent(typeof(NPC))]
public class NPCFollowing : MonoBehaviour public class NPCFollowing : MonoBehaviour
{ {
private Rigidbody2D myRigidbody; private Rigidbody2D myRigidbody;
public Animator anim; public Animator anim;
public Transform homePosition; public Vector3 homePosition;
public Transform targetPosition; public Transform targetPosition;
public AStarPathfindingAgent agent; public AStarPathfindingAgent agent;
public GameObject player; //public GameObject player;
public bool approaching = false; public bool approaching = false;
public bool isAfterAction = false; public bool isAfterAction = false;
public bool isDuringConversation = false; public bool isDuringConversation = false;
public float actionRadius = 1.0f; public float actionRadius = 1.5f;
public NPCStateEnum state = NPCStateEnum.Pending;
void Awake() void Awake()
{ {
//agent = GetComponent<AStarPathfindingAgent>(); agent = GetComponent<AStarPathfindingAgent>();
} }
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
isAfterAction = System.Convert.ToBoolean(PlayerPrefs.GetInt(gameObject.GetComponent<NPC>().name + ".FirstDialogue")); isAfterAction = System.Convert.ToBoolean(PlayerPrefs.GetInt(gameObject.GetComponent<NPC>().name + ".FirstDialogue"));
state = NPCStateEnum.Walking; gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
myRigidbody = GetComponent<Rigidbody2D>(); myRigidbody = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>(); anim = GetComponent<Animator>();
homePosition = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, gameObject.transform.position.z);
targetPosition = GameObject.FindWithTag("Player").transform; targetPosition = GameObject.FindWithTag("Player").transform;
} }
@ -47,63 +46,53 @@ public class NPCFollowing : MonoBehaviour
public void CheckDistance() public void CheckDistance()
{ {
StopAllCoroutines(); StopAllCoroutines();
if (isAfterAction == false) if (isAfterAction == false)
{ {
if (approaching && Vector2.Distance(targetPosition.position, transform.position) >= actionRadius) if (approaching && Vector2.Distance(targetPosition.position, transform.position) >= actionRadius)
{ {
agent.FindPath(); agent.FindPath();
//transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
StartCoroutine(agent.FollowPath()); StartCoroutine(agent.FollowPath());
} }
/* else if (Vector2.Distance(target.position, transform.position) > chaseRadius)
{
//Debug.Log(Vector2.Distance(transform.position, path[currentPoint].position));
if (Vector2.Distance(transform.position, path[currentPoint].position) > roundingDistance)
{
StopAllCoroutines();
transform.position = Vector2.MoveTowards(transform.position, path[currentPoint].position, 2 * Time.deltaTime);
}
else
{
changeGoal();
}
}*/
else if (approaching) else if (approaching)
{ {
//start dialogue here we want uga bunga //start dialogue here we want uga bunga
state = NPCStateEnum.Talking; gameObject.GetComponent<NPC>().State = NPCStateEnum.Talking;
} }
} }
else if (!approaching && isAfterAction) else if (!approaching && isAfterAction)
{ {
if (Vector2.Distance(transform.position, homePosition.position) > 1) if (Vector2.Distance(transform.position, homePosition) > 0.05)
{ {
transform.position = Vector2.MoveTowards(transform.position, homePosition.position, 2 * Time.deltaTime); transform.position = Vector2.MoveTowards(transform.position, homePosition, 2 * Time.deltaTime);
} }
else else
{ {
state = NPCStateEnum.Pending; gameObject.GetComponent<NPC>().State = NPCStateEnum.Pending;
} }
} }
} }
public void OnTriggerExit2D(Collider2D other) public void OnTriggerExit2D(Collider2D other)
{ {
// don't listen when component is disabled
if (!gameObject.GetComponent<NPCFollowing>().enabled)
return;
if (approaching && !isAfterAction) if (approaching && !isAfterAction)
{ {
gameObject.GetComponent<NpcDialogueManager>().Dialogue.BreakDialogueStep(); gameObject.GetComponent<NpcDialogueManager>().Dialogue.BreakDialogueStep();
isDuringConversation = false; isDuringConversation = false;
state = NPCStateEnum.Walking; gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
} }
} }
public void HandleState() public void HandleState()
{ {
switch (state) switch (gameObject.GetComponent<NPC>().State)
{ {
case NPCStateEnum.Walking: case NPCStateEnum.Walking:
{ {
@ -140,13 +129,8 @@ public class NPCFollowing : MonoBehaviour
{ {
approaching = false; approaching = false;
isAfterAction = true; isAfterAction = true;
isDuringConversation = false;
PlayerPrefs.SetInt(gameObject.name + ".FirstDialogue", System.Convert.ToInt32(isAfterAction)); PlayerPrefs.SetInt(gameObject.name + ".FirstDialogue", System.Convert.ToInt32(isAfterAction));
state = NPCStateEnum.Walking; gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
} }
public void SaveCheckpoint()
{
//PlayerPrefs.SetInt(enemyName + "-S", isKilled);
}
} }

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@ -83,7 +83,6 @@ public class AStarPathfindingAgent : MonoBehaviour
myAnim.SetBool("Left", false); myAnim.SetBool("Left", false);
} }
transform.position = Vector3.MoveTowards(current, target, speed * Time.deltaTime); transform.position = Vector3.MoveTowards(current, target, speed * Time.deltaTime);
Debug.Log(current + "target:" + target);
yield return null; yield return null;
} }
} }

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@ -6,14 +6,13 @@ using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
[RequireComponent(typeof(NPC))] [RequireComponent(typeof(NPC))]
[Serializable]
public class NpcDialogueManager : MonoBehaviour public class NpcDialogueManager : MonoBehaviour
{ {
[SerializeField] [SerializeField]
public string SpeakerName; public string SpeakerName;
[SerializeField] [SerializeField]
public MultiDialogue DialogueTemplate; public LanguageDetector<MultiDialogue> languageDetector;
/* We user object CLONED TO PREVENT overwritting changes in main object inassets */ /* We user object CLONED TO PREVENT overwritting changes in main object inassets */
[SerializeField] [SerializeField]
@ -24,8 +23,10 @@ public class NpcDialogueManager : MonoBehaviour
public void Start() public void Start()
{ {
Dialogue = Instantiate(DialogueTemplate); Dialogue = Instantiate(languageDetector.DetectInstanceBasedOnLanguage());
Dialogue.SetSpeakerName(SpeakerName); Dialogue.SetSpeakerName(SpeakerName);
Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterDialogueStep(dial.Key, dial.Value.ResetDialogue)); // reset dial
} }
public void Update() { } public void Update() { }

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@ -6,10 +6,10 @@ using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
[RequireComponent(typeof(NPC))] [RequireComponent(typeof(NPC))]
class NpcShopManager : MonoBehaviour public class NpcShopManager : MonoBehaviour
{ {
[SerializeField] [SerializeField]
public List<IndexValuePair<SystemLanguageEnum, Dialogue>> DialogueTemplate; public LanguageDetector<Dialogue> languageDetector;
/* We user object CLONED TO PREVENT overwritting changes in main object inassets */ /* We user object CLONED TO PREVENT overwritting changes in main object inassets */
public Dialogue Dialogue; public Dialogue Dialogue;
@ -97,7 +97,7 @@ class NpcShopManager : MonoBehaviour
public void CreateInstanceBasedOnLanguage() public void CreateInstanceBasedOnLanguage()
{ {
Dialogue = Instantiate(DetectInstanceBasedOnLanguage()); Dialogue = Instantiate(languageDetector.DetectInstanceBasedOnLanguage());
Dialogue.SetSpeakerName(gameObject.GetComponent<NPC>().name); Dialogue.SetSpeakerName(gameObject.GetComponent<NPC>().name);
Dialogue.SetActionAfterDialogueStep(0, Dialogue.ResetDialogue); Dialogue.SetActionAfterDialogueStep(0, Dialogue.ResetDialogue);
Dialogue.SetActionAfterDialogueStep(0, OpenShop); Dialogue.SetActionAfterDialogueStep(0, OpenShop);
@ -138,27 +138,5 @@ class NpcShopManager : MonoBehaviour
ShopUIManager.Instance.ClosePanel(); ShopUIManager.Instance.ClosePanel();
} }
public Dialogue DetectInstanceBasedOnLanguage()
{
/*if (!PlayerPrefs.HasKey("language"))
throw new Exception("Language not setted !!!");*/
switch(PlayerPrefs.GetString("language"))
{
case "English":
{
return DialogueTemplate.Where(template => template.Key == SystemLanguageEnum.English).First().Value;
}
case "Polish":
{
return DialogueTemplate.Where(template => template.Key == SystemLanguageEnum.Polish).First().Value;
}
default:
{
return DialogueTemplate.Where(template => template.Key == SystemLanguageEnum.Polish).First().Value;
}
}
}
} }

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@ -0,0 +1,37 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
[Serializable]
public class LanguageDetector<T>
{
[SerializeField]
public List<IndexValuePair<SystemLanguageEnum, T>> InstanceTemplates;
public T DetectInstanceBasedOnLanguage()
{
/*if (!PlayerPrefs.HasKey("language"))
throw new Exception("Language not setted !!!");*/
switch (PlayerPrefs.GetString("language"))
{
case "English":
{
return InstanceTemplates.Where(template => template.Key == SystemLanguageEnum.English).First().Value;
}
case "Polish":
{
return InstanceTemplates.Where(template => template.Key == SystemLanguageEnum.Polish).First().Value;
}
default:
{
return InstanceTemplates.Where(template => template.Key == SystemLanguageEnum.Polish).First().Value;
}
}
}
}

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@ -0,0 +1,5 @@
public enum SystemLanguageEnum
{
Polish,
English
}

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