Main plot - wizard letter
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Assets/Resources/GUI/Letter/WizardLetter.prefab
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380
Assets/Resources/GUI/Letter/WizardLetter.prefab
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textEnglish: << CLOSE >>
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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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Assets/Resources/GUI/Letter/WizardLetter.prefab.meta
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Assets/Resources/GUI/Letter/WizardLetter.prefab.meta
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Load Diff
@ -50,9 +50,8 @@ public class ChangeScene : MonoBehaviour
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while (true)
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{
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yield return new WaitForSeconds(waitTime);
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collision.gameObject.GetComponent<DoorBehaviour>().ScenetToMoveTo();
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// method is invoked only when script is assign to the player prefab object
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public void OnCollisionEnter2D(Collision2D collision)
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{
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if(collision.gameObject.tag == "SceneTransition")
|
||||
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));
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -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();
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b303fbc7638fcd040837e36c67c94d6a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -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();
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 056be10e6b61407438101baa8dcdcd32
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -7,6 +7,7 @@ using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
// copy of WindowText
|
||||
class PanelHeaderController : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
|
@ -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;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user