Dungeon campfires random placement and portal modification
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@ -276,6 +276,7 @@
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<Compile Include="Assets\Scripts\Pathfinding\Node.cs" />
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<Compile Include="Assets\SwitchSprite.cs" />
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<Compile Include="Assets\ManageExpBar.cs" />
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<Compile Include="Assets\Scripts\DungeonItemsFiller.cs" />
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<Compile Include="Assets\Scripts\Pathfinding\Pathfinding.cs" />
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<Compile Include="Assets\Scripts\Item\PickableController.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\Chest\SceneChestBuilder.cs" />
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124
Assets/Animations/Fire/FireCamp.prefab
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124
Assets/Animations/Fire/FireCamp.prefab
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7
Assets/Animations/Fire/FireCamp.prefab.meta
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7
Assets/Animations/Fire/FireCamp.prefab.meta
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@ -0,0 +1,7 @@
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@ -49,7 +49,7 @@ BoxCollider2D:
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File diff suppressed because it is too large
Load Diff
44
Assets/Scripts/DungeonItemsFiller.cs
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44
Assets/Scripts/DungeonItemsFiller.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DungeonItemsFiller : MonoBehaviour
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{
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public GameObject itemOriginalOne;
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public GameObject itemOneContainer;
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private bool wasBuilt = false;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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if (!wasBuilt)
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{
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PlaceItems(20);
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}
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}
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private void PlaceItems(int numberOfItems)
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{
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Vector3 coords;
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for (int i = 0; i < numberOfItems; i++)
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{
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//GameObject CoinClone = Instantiate(itemOriginalOne);
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//GameObject CoinClone = Instantiate(itemOriginalOne, new Vector3(i * 0.6f, itemOriginalOne.transform.position.y, i * 0.75f), itemOriginalOne.transform.rotation);
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coords = GameObject.FindObjectOfType<TileMapGenerator>().gameObject.GetComponent<TileMapGenerator>().randomCoordsForStanding();
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var CoinClone = Instantiate(itemOriginalOne, coords, Quaternion.identity);
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CoinClone.name = "ItemClone-" + (i + 1);
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CoinClone.transform.parent = itemOneContainer.transform;
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if (i == numberOfItems - 1)
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{
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wasBuilt = true;
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}
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}
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}
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}
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11
Assets/Scripts/DungeonItemsFiller.cs.meta
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11
Assets/Scripts/DungeonItemsFiller.cs.meta
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