Main plot - wizard letter

This commit is contained in:
kabix09 2023-01-14 10:58:04 +01:00
parent 48832ab428
commit 0c8542ef64
12 changed files with 5431 additions and 40 deletions

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Value: Najemniku, udalem sie w gore rzeki. Podazaj moim sladem.
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Value: Mercenary, go north from the village. You'll find me in a familiar cave.
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@ -50,9 +50,8 @@ public class ChangeScene : MonoBehaviour
while (true)
{
yield return new WaitForSeconds(waitTime);
Debug.Log("BEFORE");
collision.gameObject.GetComponent<DoorBehaviour>().ScenetToMoveTo();
Debug.Log("AFTER");
}
}
@ -60,25 +59,24 @@ public class ChangeScene : MonoBehaviour
// method is invoked only when script is assign to the player prefab object
public void OnCollisionEnter2D(Collision2D collision)
{
if(collision.gameObject.tag == "SceneTransition")
{
if(collision.gameObject.GetComponent<DoorBehaviour>() != null && !collision.gameObject.GetComponent<DoorBehaviour>().isEnabled)
if(collision.gameObject.tag == "SceneTransition" || collision.gameObject.tag == "AnimatedDoorSceneTransition")
{
if (collision.gameObject.GetComponent<DoorBehaviour>() != null && !collision.gameObject.GetComponent<DoorBehaviour>().isEnabled)
{
Debug.Log("Door are not enabled");
return;
}
else if (collision.gameObject.GetComponent<AnimatedDoorBehaviour>() != null && !collision.gameObject.GetComponent<AnimatedDoorBehaviour>().isEnabled)
if (collision.gameObject.GetComponent<AnimatedDoorBehaviour>() != null && !collision.gameObject.GetComponent<AnimatedDoorBehaviour>().isEnabled)
{
Debug.Log("Door are not enabled");
TriggerDoor.ableToOpen = false;
return;
}
collision.gameObject.GetComponent<DoorBehaviour>().ScenetToMoveTo();
}
if(collision.gameObject.tag == "AnimatedDoorSceneTransition")
{
Debug.Log("Starting coroutine");
Debug.Log(TriggerDoor.ableToOpen);
if (TriggerDoor.ableToOpen)
{
StartCoroutine(WaitForAnimationAndMoveToScene(0.3f, collision));

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@ -6,6 +6,8 @@ public class DetectionZone : MonoBehaviour
{
public string tagTarget = "Player";
public static bool ableToOpen = false;
// When object is detected, it is added to the list of actively detected objects
public List<Collider2D> detectedObjs = new List<Collider2D>();
@ -13,6 +15,7 @@ public class DetectionZone : MonoBehaviour
// Detect when object enters range
void OnTriggerEnter2D(Collider2D collider) {
if(collider.gameObject.tag == tagTarget) {
ableToOpen = true;
detectedObjs.Add(collider);
}
}
@ -22,5 +25,10 @@ public class DetectionZone : MonoBehaviour
if(collider.gameObject.tag == tagTarget) {
detectedObjs.Remove(collider);
}
if(detectedObjs.Count == 0)
{
ableToOpen = false;
}
}
}

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@ -5,7 +5,6 @@ using UnityEngine;
public class TriggerDoor : DetectionZone
{
public string DoorOpenAnimatorParamName = "DoorOpen";
public static bool ableToOpen = false;
public static Animator animator;
void Start(){
@ -13,15 +12,13 @@ public class TriggerDoor : DetectionZone
}
void Update() {
if(detectedObjs.Count > 0) {
if(detectedObjs.Count > 0 && ableToOpen) {
//if (Input.GetKeyDown(KeyCode.E))
//{
animator.SetBool(DoorOpenAnimatorParamName, true);
ableToOpen = true;
//}
} else {
animator.SetBool(DoorOpenAnimatorParamName, false);
ableToOpen = false;
}
}

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@ -0,0 +1,66 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
// Overwrite ControlsletterManager & PrologueLetterMoanager
// to extend this
public class WindowController : MonoBehaviour, IOpenable
{
public virtual string PANEL_NAME => "Wizard.Letter";
public GameObject Window;
public GameObject _panel;
// Start is called before the first frame update
void Start()
{
}
public void OpenPanel()
{
_panel = Instantiate(Window, GameObject.FindGameObjectWithTag("GUI").transform);
_panel.transform.Find("Button").GetComponent<UnityEngine.UI.Button>().onClick.AddListener(DestroyPanel);
}
public void DestroyPanelWithSaving()
{
Destroy(_panel);
PlayerPrefs.SetInt(GetKeyName(), 1);
}
public void DestroyPanel()
{
Destroy(_panel);
}
// true if is opened
public bool IsOpened()
{
return _panel != null;
}
public bool WasDisplayed()
{
return PlayerPrefs.HasKey(GetKeyName()) ? Convert.ToBoolean(PlayerPrefs.GetInt(GetKeyName())) : false;
}
public string GetKeyName()
{
return PANEL_NAME + ".WhereDisplayed";
}
}
public interface IOpenable
{
public void OpenPanel();
public void DestroyPanel();
public bool IsOpened();
public bool WasDisplayed();
}

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@ -0,0 +1,29 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
// copy of PanelHeaderController
class WindowText : MonoBehaviour
{
public LanguageDetector<string> Content = new LanguageDetector<string>();
[Header("Content")]
[SerializeField] public TextMeshProUGUI displayedValue;
// alternative component - in some places ther is used plain Text component no TextMeshProUGUI... - trash soltuion, mess in project fonts :)
[SerializeField] public Text displayedTextValue;
private void Start()
{
// Set Panel Header value
if (displayedValue != null)
displayedValue.text = Content.DetectInstanceBasedOnLanguage();
if (displayedTextValue != null)
displayedTextValue.text = Content.DetectInstanceBasedOnLanguage();
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@ -7,6 +7,7 @@ using TMPro;
using UnityEngine;
using UnityEngine.UI;
// copy of WindowText
class PanelHeaderController : MonoBehaviour
{
[SerializeField]

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@ -9,10 +9,10 @@ public class DoorBlocking : MonoBehaviour
{
if (InventoryUIManager.Instance.FindItemInWarehouseByName("ScrollOfDarkness").Count > 0)
{
Debug.Log("xd");
if (gameObject.GetComponent<DoorBehaviour>())
gameObject.GetComponent<DoorBehaviour>().isEnabled = false;
else if (gameObject.GetComponent<AnimatedDoorBehaviour>())
if (gameObject.GetComponent<AnimatedDoorBehaviour>())
gameObject.GetComponent<AnimatedDoorBehaviour>().isEnabled = false;
}