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Normal file
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Fire : MonoBehaviour
|
||||
{
|
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private float range = 0;
|
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float minFlickerIntensity = 0.5f;
|
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float maxFlickerIntensity = 1.0f;
|
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float flickerSpeed = 4.9f;
|
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private HardLight2D firelight;
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private GameObject fire;
|
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private int randomizer = 0;
|
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// Start is called before the first frame update
|
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void Start()
|
||||
{
|
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firelight = FindObjectOfType<HardLight2D>();
|
||||
fire = GameObject.Find("Fire");
|
||||
StartCoroutine( ChangeRange());
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
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void Update()
|
||||
{
|
||||
StartCoroutine( ChangeRange());
|
||||
}
|
||||
|
||||
IEnumerator ChangeRange()
|
||||
{
|
||||
if (randomizer == 0) {
|
||||
firelight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
|
||||
}
|
||||
else firelight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
|
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|
||||
randomizer = Random.Range (0, 1);
|
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yield return new WaitForSeconds(flickerSpeed);
|
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}
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|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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@ -6,19 +7,23 @@ public class DisplayExpStatus : MonoBehaviour
|
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{
|
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|
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public GameObject expText;
|
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public static KeyCode keyToExp;
|
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{
|
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|
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void Update()
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{
|
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|
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if (Input.GetKeyDown(KeyCode.Tab))
|
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if (Input.GetKeyDown(keyToExp))
|
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|
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|
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|
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|
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|
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@ -1,3 +1,4 @@
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using System;
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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 GameObject healthText;
|
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public static KeyCode keyToHealth;
|
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|
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private void Start()
|
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{
|
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|
||||
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|
||||
|
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|
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void Update()
|
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{
|
||||
|
||||
|
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|
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|
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|
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|
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|
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|
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|
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|
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using System;
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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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@ -10,12 +11,31 @@ public class OpenSettingsOnESCPress : MonoBehaviour
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public GameObject SoundsPanel;
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public GameObject ControlsPanel;
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public GameObject LanguagePanel;
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public KeyCode keyToSettings;
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private void Start()
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{
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if (!PlayerPrefs.HasKey("Settings"))
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{
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Debug.Log("NIE MA KEY!");
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}
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else
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{
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{
|
||||
if(collision.gameObject.tag == "SceneTransition")
|
||||
{
|
||||
if(!collision.gameObject.GetComponent<DoorBehaviour>().isEnabled)
|
||||
{
|
||||
Debug.Log("Door are not enabled");
|
||||
return;
|
||||
}
|
||||
|
||||
collision.gameObject.GetComponent<DoorBehaviour>().ScenetToMoveTo();
|
||||
}
|
||||
if(collision.gameObject.tag == "AnimatedDoorSceneTransition")
|
||||
|
@ -10,6 +10,9 @@ public class DoorBehaviour : MonoBehaviour
|
||||
[SerializeField]
|
||||
public Gateway gateway;
|
||||
|
||||
[SerializeField]
|
||||
public bool isEnabled = true;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
@ -61,5 +64,13 @@ public class DoorBehaviour : MonoBehaviour
|
||||
|
||||
// 2. Change scene
|
||||
SceneManager.LoadScene(gateway.nextMapName);
|
||||
|
||||
// 3. Save additional controls
|
||||
SkillsUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Skills"));
|
||||
DisplayExpStatus.keyToExp = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
|
||||
DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
|
||||
DisplayExpStatus.keyToExp = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("ExpHlth"));
|
||||
DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("ExpHlth"));
|
||||
PlayerPrefs.Save();
|
||||
}
|
||||
}
|
||||
|
@ -13,7 +13,7 @@ public class KeyBindScript : MonoBehaviour
|
||||
/// <summary>
|
||||
/// References to the button objects, these are used for showing the current keybinds
|
||||
/// </summary>
|
||||
public Text interaction, skills, settings, attack, inventory;
|
||||
public Text interaction, skills, settings, attack, inventory, quests, exphlth;
|
||||
|
||||
/// <summary>
|
||||
/// The key, that we are binding atm.
|
||||
@ -33,15 +33,17 @@ public class KeyBindScript : MonoBehaviour
|
||||
// Use this for initialization
|
||||
void Start()
|
||||
{
|
||||
keys.Add("Interact",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Interact","E")));
|
||||
keys.Add("Interaction",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Interaction","E")));
|
||||
keys.Add("Settings",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Settings","Escape")));
|
||||
keys.Add("Inventory",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory","I")));
|
||||
keys.Add("Skills",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Skills","U")));
|
||||
keys.Add("Attack",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Attack","Space")));
|
||||
keys.Add("Quests",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Quests","Q")));
|
||||
keys.Add("ExpHlth",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("ExpHlth","Tab")));
|
||||
|
||||
//Sets the text on the buttons
|
||||
//interaction.text = keys["Interact"].ToString();
|
||||
interaction.text = PlayerPrefs.GetString("Interact");
|
||||
interaction.text = PlayerPrefs.GetString("Interaction");
|
||||
//skills.text = keys["Settings"].ToString();
|
||||
skills.text = PlayerPrefs.GetString("Skills");
|
||||
//settings.text = keys["Inventory"].ToString();
|
||||
@ -50,46 +52,12 @@ public class KeyBindScript : MonoBehaviour
|
||||
attack.text = PlayerPrefs.GetString("Attack");
|
||||
//inventory.text = keys["Attack"].ToString();
|
||||
inventory.text = PlayerPrefs.GetString("Inventory");
|
||||
|
||||
|
||||
quests.text = PlayerPrefs.GetString("Quests");
|
||||
exphlth.text = PlayerPrefs.GetString("ExpHlth");
|
||||
exphlth.text = PlayerPrefs.GetString("EXP HEALTH");
|
||||
}
|
||||
|
||||
/*
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
//Simulates movement and usage of the keys
|
||||
if (
|
||||
|
||||
)
|
||||
{
|
||||
//Do a move action
|
||||
Debug.Log("Up");
|
||||
}
|
||||
if (Input.GetKeyDown(keys["Down"]))
|
||||
{
|
||||
//Do a move action
|
||||
Debug.Log("Down");
|
||||
}
|
||||
if (Input.GetKeyDown(keys["Left"]))
|
||||
{
|
||||
//Do a move action
|
||||
Debug.Log("Left");
|
||||
}
|
||||
if (Input.GetKeyDown(keys["Right"]))
|
||||
{
|
||||
//Do a move action
|
||||
Debug.Log("Right");
|
||||
}
|
||||
if (Input.GetKeyDown(keys["Jump"]))
|
||||
{
|
||||
//Do a move action
|
||||
Debug.Log("Jump");
|
||||
}
|
||||
}
|
||||
|
||||
}*/
|
||||
void OnGUI()
|
||||
void OnGUI()
|
||||
{
|
||||
if (currentKey != null) //If we have selected a key, that we want to edit
|
||||
{
|
||||
@ -129,11 +97,32 @@ public class KeyBindScript : MonoBehaviour
|
||||
foreach (var key in keys) //Runs through the dictionary
|
||||
{
|
||||
PlayerPrefs.SetString(key.Key, key.Value.ToString()); //Saves the keybinds for each key
|
||||
Debug.Log(key.Key + " : " + key.Value.ToString());
|
||||
//Debug.Log(key.Value.ToString());
|
||||
}
|
||||
PlayerPrefs.Save();
|
||||
|
||||
InventoryUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
|
||||
EquipmentUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
|
||||
ChestUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Interaction"));
|
||||
ShopUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Interaction"));
|
||||
SkillsUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Skills"));
|
||||
DisplayExpStatus.keyToExp = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
|
||||
DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
|
||||
TaskUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Quests"));
|
||||
}
|
||||
|
||||
public static void SaveKeysOut()
|
||||
{
|
||||
InventoryUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
|
||||
EquipmentUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
|
||||
ChestUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Interaction"));
|
||||
ShopUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Interaction"));
|
||||
SkillsUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Skills"));
|
||||
DisplayExpStatus.keyToExp = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
|
||||
DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
|
||||
TaskUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Quests"));
|
||||
PlayerPrefs.Save();
|
||||
|
||||
}
|
||||
}
|
@ -0,0 +1,20 @@
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%YAML 1.1
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m_Script: {fileID: 11500000, guid: 9890013e3eb0ea54b90ab8d093688ac6, type: 3}
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m_EditorClassIdentifier:
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@ -101,6 +101,47 @@ public class Player : MonoBehaviour
|
||||
|
||||
|
||||
ManageLevels(exp);
|
||||
|
||||
//DEFAULT CONTROLS
|
||||
if (!PlayerPrefs.HasKey("Interaction"))
|
||||
{
|
||||
PlayerPrefs.SetString("Interaction","E");
|
||||
}
|
||||
if (!PlayerPrefs.HasKey("Attack"))
|
||||
{
|
||||
PlayerPrefs.SetString("Attack","Space");
|
||||
}
|
||||
if (!PlayerPrefs.HasKey("Skills"))
|
||||
{
|
||||
PlayerPrefs.SetString("Skills","U");
|
||||
}
|
||||
if (!PlayerPrefs.HasKey("Inventory"))
|
||||
{
|
||||
PlayerPrefs.SetString("Inventory","I");
|
||||
}
|
||||
if (!PlayerPrefs.HasKey("Settings"))
|
||||
{
|
||||
PlayerPrefs.SetString("Settings","Escape");
|
||||
}
|
||||
if (!PlayerPrefs.HasKey("Quests"))
|
||||
{
|
||||
PlayerPrefs.SetString("Quests","Q");
|
||||
}
|
||||
|
||||
if (PlayerPrefs.HasKey("Quests"))
|
||||
{
|
||||
TaskUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Quests"));
|
||||
}
|
||||
if (!PlayerPrefs.HasKey("ExpHlth"))
|
||||
{
|
||||
PlayerPrefs.SetString("ExpHlth","Tab");
|
||||
}
|
||||
if (!PlayerPrefs.HasKey("EXP HEALTH"))
|
||||
{
|
||||
PlayerPrefs.SetString("EXP HEALTH","Tab");
|
||||
}
|
||||
|
||||
// --------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void GetExp(float expValue)
|
||||
@ -291,10 +332,10 @@ public class Player : MonoBehaviour
|
||||
{
|
||||
attackSword = true;
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.LeftShift))
|
||||
/*if (Input.GetKeyDown(KeyCode.LeftShift))
|
||||
{
|
||||
attackFist = true;
|
||||
}
|
||||
}*/
|
||||
if (Input.GetKeyDown(KeyCode.X))
|
||||
{
|
||||
pickaxeInUse = true;
|
||||
|
@ -50,6 +50,10 @@ class CounterRespowner : MonoBehaviour
|
||||
} else if(Counter <= 20 && killedMinions >= 4)
|
||||
{
|
||||
coroutine = SpownWithDelay(3.0f);
|
||||
} else
|
||||
{
|
||||
Debug.Log(Counter);
|
||||
coroutine = SpownWithDelay(0.5f);
|
||||
}
|
||||
|
||||
StartCoroutine(coroutine);
|
||||
@ -83,41 +87,17 @@ class CounterRespowner : MonoBehaviour
|
||||
;
|
||||
|
||||
// Decide which spowner use
|
||||
spowner = respownPoints
|
||||
.ElementAt(UnityEngine.Random.Range(0, respownPoints.Count()))
|
||||
.transform
|
||||
.position
|
||||
;
|
||||
|
||||
// Change position
|
||||
var newPosition = new Vector3(
|
||||
spowner.x + UnityEngine.Random.Range(-3.8f, 3.8f),
|
||||
spowner.y + UnityEngine.Random.Range(-3.8f, 3.8f),
|
||||
10
|
||||
);
|
||||
GameObject spownerObject = null;
|
||||
|
||||
BuildMinion(minion, newPosition);
|
||||
}
|
||||
|
||||
public void BuildMinion(GameObject minion, Vector3 coord)
|
||||
{
|
||||
var sceneGui = GameObject.FindGameObjectWithTag("EnemyCollection");
|
||||
|
||||
if (sceneGui == null)
|
||||
do
|
||||
{
|
||||
throw new Exception("GUI not found on scene!!!");
|
||||
return;
|
||||
}
|
||||
|
||||
var newMinion = Instantiate(minion, coord, Quaternion.identity, sceneGui.transform);
|
||||
|
||||
newMinion.name = minion.name;
|
||||
// newMinion.transform.SetParent(sceneGui.transform);
|
||||
|
||||
newMinion.GetComponent<SpriteRenderer>().sortingOrder = 3;
|
||||
|
||||
newMinion.AddComponent<RespownTrigger>();
|
||||
newMinion.GetComponent<RespownTrigger>().SetParentRespowner(gameObject);
|
||||
spownerObject = respownPoints
|
||||
.ElementAt(UnityEngine.Random.Range(0, respownPoints.Count()));
|
||||
} while (spownerObject.GetComponent<MinionRespowner>().Blocked == true);
|
||||
|
||||
// Spawn object
|
||||
spownerObject.GetComponent<MinionRespowner>().Respown(minion);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -0,0 +1,58 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
class MinionRespowner : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Function to determine if object nad respown object
|
||||
/// </summary>
|
||||
public bool Blocked = false;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Respown(GameObject enemyModel)
|
||||
{
|
||||
// Change position
|
||||
var newPosition = new Vector3(
|
||||
gameObject.transform.position.x + UnityEngine.Random.Range(-3.8f, 3.8f),
|
||||
gameObject.transform.position.y + UnityEngine.Random.Range(-3.8f, 3.8f),
|
||||
10
|
||||
);
|
||||
|
||||
BuildMinion(enemyModel, newPosition);
|
||||
}
|
||||
|
||||
public void BuildMinion(GameObject minion, Vector3 coord)
|
||||
{
|
||||
var sceneGui = GameObject.FindGameObjectWithTag("EnemyCollection");
|
||||
|
||||
if (sceneGui == null)
|
||||
{
|
||||
throw new Exception("GUI not found on scene!!!");
|
||||
return;
|
||||
}
|
||||
|
||||
var newMinion = Instantiate(minion, coord, Quaternion.identity, sceneGui.transform);
|
||||
|
||||
newMinion.name = minion.name;
|
||||
// newMinion.transform.SetParent(sceneGui.transform);
|
||||
|
||||
newMinion.GetComponent<SpriteRenderer>().sortingOrder = 3;
|
||||
|
||||
newMinion.AddComponent<RespownTrigger>();
|
||||
newMinion.GetComponent<RespownTrigger>().SetParentRespowner(GameObject.FindObjectOfType<CounterRespowner>().gameObject);
|
||||
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7571e86bbad71c34e82f55c1d83725fe
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -20,6 +20,11 @@ public class ChestUIManager : UIBaseManager<Chest>
|
||||
|
||||
private IEnumerator coroutine;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Interaction"));
|
||||
ShopUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Interaction"));
|
||||
}
|
||||
public void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
|
@ -12,7 +12,7 @@ public class EquipmentUIManager : UIWarehouseManager
|
||||
|
||||
public const string ITEM_LOCALIZATION = "UiPanels/";
|
||||
public const string PANEL_NAME = "EquipmentPanel";
|
||||
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
|
@ -17,6 +17,11 @@ class SkillsUIManager : MonoBehaviour
|
||||
|
||||
[SerializeField] public KeyCode keyToOpen;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode),PlayerPrefs.GetString("Skills"));
|
||||
}
|
||||
|
||||
public virtual void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
|
@ -10,7 +10,7 @@ public class TaskUIManager : UIBaseManager<Task>
|
||||
public const string PANEL_NAME = "TaskPanel";
|
||||
|
||||
public static new TaskUIManager Instance { get; protected set; }
|
||||
|
||||
|
||||
public override void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
|
612
Assets/Scripts/REFACTORING/Story/Dungeon/Wizard/BattleWizard.cs
Normal file
@ -0,0 +1,612 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
/// <summary>
|
||||
/// Załozenia na przyszłość
|
||||
/// - player atakując powinien wysyłać informacje o akcji ataku z wartością obrażeń
|
||||
/// enemy przymując ją powinien kalkulować szanse uniku / bloku (i odskakiwać w bokj lub do tyłu) albo przyjmować obrazenia
|
||||
/// WSZĘDZIE ANIMACJA blokuąca inne akcje na czas odtwarzania efektu
|
||||
/// </summary>
|
||||
public enum WizardBattleStepsEnum
|
||||
{
|
||||
First, // have 100% hp, lasts until the value will be reduced to 7%%
|
||||
Second, // have 75%% hp, lasts until the value will be reduced to 50%
|
||||
Third, // have 50%% hp, lasts until the value will be reduced to 25%
|
||||
Last,
|
||||
Summoning, // after reducing hp to 75, 50, 25 per cent wizard start to summon minions
|
||||
Escaping // when player have 25% he starts escape - go to teleport
|
||||
}
|
||||
|
||||
[RequireComponent(typeof(NPC))]
|
||||
[RequireComponent(typeof(AStarPathfindingAgent))]
|
||||
class BattleWizard : MonoBehaviour
|
||||
{
|
||||
public const string BATTLE_STATE = "BattleState";
|
||||
|
||||
public WizardBattleStepsEnum BattleState = WizardBattleStepsEnum.First;
|
||||
|
||||
[Header("Health")]
|
||||
public float defence = 0;
|
||||
public int maxHealth = 100;
|
||||
public float currentHealth;
|
||||
|
||||
public bool canTakeDamage = true;
|
||||
|
||||
public float attackValue = 5;
|
||||
public float attackingRadius = 6;
|
||||
|
||||
[Header("Summoned Minions")]
|
||||
public GameObject MinionRespowner;
|
||||
public int SummonedMinionsCounter = 3;
|
||||
public int KilledMinionsCounter = 0;
|
||||
public bool IsAfterSummoning = false;
|
||||
|
||||
[Header("Step points")]
|
||||
public bool approaching = false; // mean - we can go closer to Player
|
||||
[Space]
|
||||
public int CurrentPoint = 0;
|
||||
public Transform[] Points;
|
||||
public Vector3 TargetPosition;
|
||||
|
||||
|
||||
[Space]
|
||||
[Header("Attacking Logic")]
|
||||
public bool hit = false;
|
||||
|
||||
public bool firstAttack = false;
|
||||
|
||||
public float timerDmg = 0f;
|
||||
public float timeToWaitBeforeNextAttack = 1.0f; // time which npc must wait before he can atack player again
|
||||
|
||||
public float timerHit = 0f;
|
||||
public float timeToWaitBeforeNextHitFromPlayer = 0.55f; // should be moved to player script !!!!
|
||||
|
||||
public bool isPanelEnabled = true; // flag about some panel status.... (probably youDied / respown)
|
||||
|
||||
private void Start()
|
||||
{
|
||||
MinionRespowner.GetComponent<CounterRespowner>().Respown = false;
|
||||
MinionRespowner.GetComponent<CounterRespowner>().Counter = 0;
|
||||
|
||||
currentHealth = maxHealth;
|
||||
|
||||
|
||||
if (HasProggress())
|
||||
{
|
||||
BattleState = GetProggress();
|
||||
|
||||
switch(BattleState)
|
||||
{
|
||||
case WizardBattleStepsEnum.First:
|
||||
{
|
||||
// to do nothing to do here
|
||||
break;
|
||||
}
|
||||
case WizardBattleStepsEnum.Second:
|
||||
{
|
||||
BattleState = WizardBattleStepsEnum.First; // go one stop earlier to propertly go throught Escaping and Summoning
|
||||
|
||||
gameObject.transform.position = Points[0].position;
|
||||
|
||||
currentHealth = maxHealth * 0.75f;
|
||||
|
||||
SummonedMinionsCounter = 3;
|
||||
|
||||
CurrentPoint = 1;
|
||||
break;
|
||||
}
|
||||
case WizardBattleStepsEnum.Third:
|
||||
{
|
||||
BattleState = WizardBattleStepsEnum.Second;
|
||||
|
||||
gameObject.transform.position = Points[1].position;
|
||||
|
||||
currentHealth = maxHealth * 0.50f;
|
||||
|
||||
SummonedMinionsCounter = 6;
|
||||
|
||||
CurrentPoint = 2;
|
||||
|
||||
break;
|
||||
}
|
||||
case WizardBattleStepsEnum.Last:
|
||||
{
|
||||
BattleState = WizardBattleStepsEnum.Third;
|
||||
|
||||
gameObject.transform.position = Points[2].position;
|
||||
|
||||
currentHealth = maxHealth * 0.25f;
|
||||
|
||||
SummonedMinionsCounter = 12;
|
||||
|
||||
CurrentPoint = 3;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.None;
|
||||
|
||||
BattleState = WizardBattleStepsEnum.First;
|
||||
CurrentPoint = 0;
|
||||
SummonedMinionsCounter = 3; // deffault value at start
|
||||
}
|
||||
|
||||
defecnceCalculate();
|
||||
speedCalculate();
|
||||
|
||||
// control battle proggress
|
||||
ManageBehaviourScenario();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (gameObject.GetComponent<NPC>().State == NPCStateEnum.Walking)
|
||||
{
|
||||
var dir = TargetPosition - transform.position;
|
||||
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
|
||||
dir.Normalize();
|
||||
|
||||
gameObject.GetComponent<Animator>().SetBool("isRunning", new Vector2( dir.x, dir.y) != Vector2.zero);
|
||||
}
|
||||
|
||||
// taking demage by time logic
|
||||
TakingDamageManagment();
|
||||
|
||||
// take action based on npc state
|
||||
HandleState();
|
||||
|
||||
|
||||
// config battle depending on state
|
||||
if (IsAfterSummoning)
|
||||
{
|
||||
//wait for killing minions by player
|
||||
if (MinionRespowner.GetComponent<CounterRespowner>().killedMinions >= SummonedMinionsCounter * 3/5f)
|
||||
{
|
||||
SummonedMinionsCounter *= 2;
|
||||
|
||||
MinionRespowner.GetComponent<CounterRespowner>().killedMinions = 0;
|
||||
IsAfterSummoning = false;
|
||||
|
||||
if ((WizardBattleStepsEnum)GetProggress() == WizardBattleStepsEnum.First)
|
||||
BattleState = WizardBattleStepsEnum.Second;
|
||||
else if ((WizardBattleStepsEnum)GetProggress() == WizardBattleStepsEnum.Second)
|
||||
BattleState = WizardBattleStepsEnum.Third;
|
||||
else if ((WizardBattleStepsEnum)GetProggress() == WizardBattleStepsEnum.Third)
|
||||
BattleState = WizardBattleStepsEnum.Last;
|
||||
|
||||
approaching = true; // flag whivh tell to go in player direction
|
||||
canTakeDamage = true;
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
|
||||
|
||||
SaveProggress(BattleState);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
// after reaching teleport position remove component
|
||||
if (collision.gameObject.tag == "SceneTransition")
|
||||
{
|
||||
collision.gameObject.GetComponent<DoorBehaviour>().isEnabled = true;
|
||||
|
||||
SaveProggress(WizardBattleStepsEnum.First);
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
// Hit logic
|
||||
if (collision.gameObject.tag == "AttackHitbox" || collision.gameObject.tag == "PickaxeHitbox")
|
||||
{
|
||||
hit = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void OnTriggerExit2D(Collider2D collision)
|
||||
{
|
||||
// Hit logic
|
||||
if (collision.gameObject.tag == "AttackHitbox" || collision.gameObject.tag == "PickaxeHitbox")
|
||||
{
|
||||
timerDmg = 0f;
|
||||
|
||||
hit = false;
|
||||
}
|
||||
}
|
||||
|
||||
// script controlling battle scenario by listening on change, depending on:
|
||||
// - Wizard life
|
||||
// - Wizard state
|
||||
// - battle state
|
||||
public void ManageBehaviourScenario()
|
||||
{
|
||||
// at first
|
||||
if (BattleState == WizardBattleStepsEnum.First &&
|
||||
gameObject.GetComponent<NPC>().State == NPCStateEnum.None)
|
||||
{
|
||||
Debug.Log("First");
|
||||
approaching = true;
|
||||
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking; // HandleState make rest - makes sure the wizard walks up to the player and cxhange state to attacking
|
||||
} else
|
||||
|
||||
|
||||
|
||||
// detect health status after each taked damage from player (invoked in TakeDamage)
|
||||
if ((BattleState == WizardBattleStepsEnum.First || BattleState == WizardBattleStepsEnum.Second || BattleState == WizardBattleStepsEnum.Third) &&
|
||||
(gameObject.GetComponent<NPC>().State & NPCStateEnum.Attacking) > 0)
|
||||
{
|
||||
if (IsAfterSummoning == true)
|
||||
return;
|
||||
|
||||
|
||||
} else
|
||||
|
||||
|
||||
|
||||
// 1 Change state to pending & block damage taking & go to safe position
|
||||
|
||||
if (BattleState == WizardBattleStepsEnum.Escaping)
|
||||
{
|
||||
gameObject.GetComponent<AStarPathfindingAgent>().speed = 5f;
|
||||
|
||||
canTakeDamage = false;
|
||||
|
||||
approaching = false;
|
||||
|
||||
|
||||
if (currentHealth <= maxHealth * 0.10f) // summon before
|
||||
{
|
||||
Debug.Log("Wizard HP critical");
|
||||
TargetPosition = Points[Points.Count() - 1].position;
|
||||
SummonManagment();
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
TargetPosition = Points[CurrentPoint].position;
|
||||
|
||||
CurrentPoint++;
|
||||
}
|
||||
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking; // go to newxt base point
|
||||
} else
|
||||
|
||||
if (BattleState == WizardBattleStepsEnum.Summoning)
|
||||
{
|
||||
if(!IsAfterSummoning)
|
||||
{
|
||||
speedCalculate();
|
||||
SummonManagment();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void HandleState()
|
||||
{
|
||||
switch (gameObject.GetComponent<NPC>().State)
|
||||
{
|
||||
case NPCStateEnum.Walking: // to player, to next point, to exit xd
|
||||
{
|
||||
WalkingManagment();
|
||||
break;
|
||||
}
|
||||
case NPCStateEnum.Attacking:
|
||||
{
|
||||
gameObject.GetComponent<Animator>().SetBool("isRunning", false);
|
||||
|
||||
AttackManagment();
|
||||
break;
|
||||
}
|
||||
case NPCStateEnum.Pending:
|
||||
{
|
||||
gameObject.GetComponent<Animator>().SetBool("isRunning", false);
|
||||
|
||||
BattleState = WizardBattleStepsEnum.Summoning;
|
||||
|
||||
ManageBehaviourScenario();
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void WalkingManagment()
|
||||
{
|
||||
StopAllCoroutines();
|
||||
|
||||
if(approaching)
|
||||
{
|
||||
// when we can go closer to player - we go closer and when we are close enought we start attacking
|
||||
if (!IsInAttackRadious())
|
||||
{
|
||||
gameObject.GetComponent<AStarPathfindingAgent>().FindPath();
|
||||
StartCoroutine(gameObject.GetComponent<AStarPathfindingAgent>().FollowPath());
|
||||
}
|
||||
else
|
||||
{
|
||||
timeToWaitBeforeNextAttack = 0; // to allowa to first hit withot waiting
|
||||
|
||||
// in this script we set attacking mode
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Attacking;
|
||||
|
||||
gameObject.GetComponent<AStarPathfindingAgent>().path.Clear(); // if we are able to talgk we dont want go go further player
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// we summon minions and go to next save point, else we escape
|
||||
// IMPOSRANT make summoning and walking independent and unbinded in code
|
||||
|
||||
// first focus on targetting next step from list
|
||||
//Debug.Log(Vector2.Distance(transform.position, TargetPosition));
|
||||
if (Vector2.Distance(transform.position, TargetPosition) > 0.95f) // count value - path finding stop moving them before reachin position well..
|
||||
{
|
||||
gameObject.GetComponent<AStarPathfindingAgent>().point = TargetPosition;
|
||||
|
||||
gameObject.GetComponent<AStarPathfindingAgent>().FindPoint();
|
||||
|
||||
StartCoroutine(gameObject.GetComponent<AStarPathfindingAgent>().FollowPath());
|
||||
}
|
||||
else
|
||||
{
|
||||
// ------ anim.SetBool("isRunning", false);
|
||||
|
||||
gameObject.GetComponent<Animator>().SetBool("isRunning", false);
|
||||
|
||||
// set next point for future
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Pending; // decide what next
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void SummonManagment()
|
||||
{
|
||||
|
||||
// 2. Spown minions (depending on iteration increase spowned amount
|
||||
|
||||
BlockRespowners();
|
||||
|
||||
MinionRespowner.GetComponent<CounterRespowner>().Counter = SummonedMinionsCounter;
|
||||
MinionRespowner.GetComponent<CounterRespowner>().Respown = true;
|
||||
|
||||
IsAfterSummoning = true;
|
||||
Debug.Log("After summoning");
|
||||
}
|
||||
|
||||
#region damage managment
|
||||
/// <summary>
|
||||
/// Take damage only once in a time and only when IT IS ALLOWED
|
||||
/// </summary>
|
||||
public void TakingDamageManagment()
|
||||
{
|
||||
// COPIED FROM Following Enemy scripts
|
||||
// Taking hit logic
|
||||
timerHit += Time.deltaTime;
|
||||
if (hit == true && canTakeDamage)
|
||||
{
|
||||
if (timerHit >= timeToWaitBeforeNextHitFromPlayer)
|
||||
{
|
||||
|
||||
TakeDamage(PlayerPrefs.GetFloat("attackValue"));
|
||||
hit = false;
|
||||
timerHit = 0f;
|
||||
TakeKnockback();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void TakeDamage(float damage)
|
||||
{
|
||||
var healthBeforeDamage = currentHealth;
|
||||
|
||||
damage = damage - defence;
|
||||
damage = damage < 0 ? 0 : damage;
|
||||
Debug.Log("Gamage from player: " + damage + "(defence: " + defence + ")");
|
||||
currentHealth -= damage;
|
||||
|
||||
/* if (gameObject.GetComponent<Enemy>().health <= 0)
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
gameObject.GetComponent<Enemy>().isKilled = 1;
|
||||
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().GetExp(30);
|
||||
|
||||
// pass info about killing assigned enemy to mission manager listener
|
||||
// pass enemy name from script NOT object name (thats allow to have many different objects variantsa with this same aggregate key (private name - not preffab name) )
|
||||
ConditionManager.Instance.UpdateKillCondition(gameObject.GetComponent<Enemy>().MinionName);
|
||||
}*/
|
||||
|
||||
if (
|
||||
(healthBeforeDamage > maxHealth * 0.75f && currentHealth <= maxHealth * 0.75f) ||
|
||||
(healthBeforeDamage > maxHealth * 0.50f && currentHealth <= maxHealth * 0.50f) ||
|
||||
(healthBeforeDamage > maxHealth * 0.25f && currentHealth <= maxHealth * 0.25f) ||
|
||||
(healthBeforeDamage > maxHealth * 0.10f && currentHealth <= maxHealth * 0.10f)
|
||||
){
|
||||
Debug.Log("escaping");
|
||||
BattleState = WizardBattleStepsEnum.Escaping;
|
||||
Debug.Log(BattleState);
|
||||
|
||||
// re-calculate after each damage
|
||||
defecnceCalculate();
|
||||
speedCalculate();
|
||||
|
||||
ManageBehaviourScenario();
|
||||
}
|
||||
}
|
||||
|
||||
private void TakeKnockback()
|
||||
{
|
||||
Rigidbody2D enemy = gameObject.GetComponent<Rigidbody2D>();
|
||||
Rigidbody2D player = GameObject.FindGameObjectWithTag("Player").GetComponent<Rigidbody2D>();
|
||||
|
||||
if (enemy != null)
|
||||
{
|
||||
enemy.isKinematic = false;
|
||||
Vector2 difference = enemy.transform.position - player.transform.position;
|
||||
difference = difference.normalized * 5; // thrust
|
||||
enemy.AddForce(difference, ForceMode2D.Impulse);
|
||||
//StartCoroutine(KnockCo(enemy));
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region attack managment
|
||||
|
||||
public void AttackManagment()
|
||||
{
|
||||
// if during Attacking mode player GO OUT of the attacking radious
|
||||
if (!IsInAttackRadious())
|
||||
{
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
|
||||
return;
|
||||
}
|
||||
|
||||
// Attack logic
|
||||
if (timerDmg >= timeToWaitBeforeNextAttack)
|
||||
{
|
||||
timerDmg = 0f;
|
||||
|
||||
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().TakeDamage(
|
||||
attackValue,
|
||||
isPanelEnabled
|
||||
);
|
||||
}
|
||||
speedCalculate(); // to restore property timeToWaitBeforeNextAttack walue
|
||||
|
||||
timerDmg += Time.deltaTime;
|
||||
}
|
||||
|
||||
public bool IsInAttackRadious()
|
||||
{
|
||||
if (Vector2.Distance(GameObject.FindGameObjectWithTag("Player").transform.position, transform.position) >= attackingRadius)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
#endregion
|
||||
|
||||
// jesli gracz ma "x" pkt siły
|
||||
// Ze wzgledu na wyniki EXCEL'a zakładajac że
|
||||
// - gracz ma 4/5 pkt sily (skile + bonus naszyjnika)
|
||||
// obrona nie moze przekroczyc 3 - 3.2f
|
||||
public void defecnceCalculate()
|
||||
{
|
||||
if (currentHealth > maxHealth * 0.75f)
|
||||
{
|
||||
defence = 1.5f;
|
||||
}else if(currentHealth <= maxHealth * 0.75f && currentHealth > maxHealth * 0.50f)
|
||||
{
|
||||
defence = 2.5f;
|
||||
}
|
||||
else if (currentHealth <= maxHealth * 0.50f && currentHealth > maxHealth * 0.25f)
|
||||
{
|
||||
defence = 3.15f;
|
||||
} else if (currentHealth <= maxHealth * 0.25f && currentHealth > maxHealth * 0.10f)
|
||||
{
|
||||
defence = 4f; // or higher ???
|
||||
}
|
||||
}
|
||||
|
||||
public void speedCalculate()
|
||||
{
|
||||
if (currentHealth > maxHealth * 0.75f)
|
||||
{
|
||||
gameObject.GetComponent<AStarPathfindingAgent>().speed = 1f;
|
||||
timeToWaitBeforeNextAttack = 1f;
|
||||
}
|
||||
else if (currentHealth <= maxHealth * 0.75f && currentHealth > maxHealth * 0.50f)
|
||||
{
|
||||
gameObject.GetComponent<AStarPathfindingAgent>().speed = 1.15f;
|
||||
timeToWaitBeforeNextAttack = 0.8f;
|
||||
}
|
||||
else if (currentHealth <= maxHealth * 0.50f && currentHealth > maxHealth * 0.25f)
|
||||
{
|
||||
gameObject.GetComponent<AStarPathfindingAgent>().speed = 1.30f;
|
||||
timeToWaitBeforeNextAttack = 0.7f;
|
||||
|
||||
}
|
||||
else if (currentHealth <= maxHealth * 0.25f && currentHealth > maxHealth * 0.10f)
|
||||
{
|
||||
gameObject.GetComponent<AStarPathfindingAgent>().speed = 1.45f;
|
||||
timeToWaitBeforeNextAttack = 0.6f;
|
||||
}
|
||||
}
|
||||
|
||||
#region Respown minions managments
|
||||
private void BlockRespowners()
|
||||
{
|
||||
ResetRespowners();
|
||||
|
||||
if (SummonedMinionsCounter == 3) // use only 1
|
||||
{
|
||||
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(1).GetComponent<MinionRespowner>().Blocked = true;
|
||||
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(2).GetComponent<MinionRespowner>().Blocked = true;
|
||||
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(3).GetComponent<MinionRespowner>().Blocked = true;
|
||||
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(4).GetComponent<MinionRespowner>().Blocked = true;
|
||||
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(5).GetComponent<MinionRespowner>().Blocked = true;
|
||||
}
|
||||
if (SummonedMinionsCounter == 6) // use 2 & 3
|
||||
{
|
||||
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(0).GetComponent<MinionRespowner>().Blocked = true;
|
||||
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(3).GetComponent<MinionRespowner>().Blocked = true;
|
||||
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(4).GetComponent<MinionRespowner>().Blocked = true;
|
||||
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(5).GetComponent<MinionRespowner>().Blocked = true;
|
||||
}
|
||||
if (SummonedMinionsCounter == 12) // use 2 & 4 & 5
|
||||
{
|
||||
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(0).GetComponent<MinionRespowner>().Blocked = true;
|
||||
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(1).GetComponent<MinionRespowner>().Blocked = true;
|
||||
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(5).GetComponent<MinionRespowner>().Blocked = true;
|
||||
}
|
||||
if (SummonedMinionsCounter > 12) // use 4 & 5 & 6
|
||||
{
|
||||
SummonedMinionsCounter = 15;
|
||||
|
||||
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(0).GetComponent<MinionRespowner>().Blocked = true;
|
||||
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(1).GetComponent<MinionRespowner>().Blocked = true;
|
||||
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(2).GetComponent<MinionRespowner>().Blocked = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void ResetRespowners()
|
||||
{
|
||||
foreach(var respownPointObject in MinionRespowner.GetComponent<CounterRespowner>().respownPoints)
|
||||
{
|
||||
respownPointObject.GetComponent<MinionRespowner>().Blocked = false;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region proggress API
|
||||
public void SaveProggress(WizardBattleStepsEnum status)
|
||||
{
|
||||
Debug.Log("Save: " + status);
|
||||
|
||||
PlayerPrefs.SetInt(SceneManager.GetActiveScene().name + "." + BATTLE_STATE, (int)status);
|
||||
}
|
||||
|
||||
public WizardBattleStepsEnum GetProggress()
|
||||
{
|
||||
return (WizardBattleStepsEnum)PlayerPrefs.GetInt(SceneManager.GetActiveScene().name + "." + BATTLE_STATE);
|
||||
}
|
||||
|
||||
public bool HasProggress()
|
||||
{
|
||||
return PlayerPrefs.HasKey(SceneManager.GetActiveScene().name + "." + BATTLE_STATE);
|
||||
}
|
||||
#endregion
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 85ed5d06f443ff547aeb225e656c0e19
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -29,6 +29,7 @@ public class SaveController : MonoBehaviour
|
||||
{
|
||||
var player = GameObject.FindGameObjectWithTag("Player");
|
||||
player.GetComponent<Player>().SaveCheckpoint();
|
||||
|
||||
}
|
||||
|
||||
public void SaveAccountBalance()
|
||||
@ -46,7 +47,7 @@ public class SaveController : MonoBehaviour
|
||||
public void SavePlayerQuests()
|
||||
{
|
||||
SceneTaskDataManager.Instance.SaveDynamicData();
|
||||
|
||||
TaskUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Quests"));
|
||||
// right now, we dont need to save dynamic list :D
|
||||
}
|
||||
|
||||
|
43
Assets/UpdateControls.cs
Normal file
@ -0,0 +1,43 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class UpdateControls : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
InventoryUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
|
||||
EquipmentUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
|
||||
UIBaseManager<EquipmentUIManager>.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
|
||||
UIBaseManager<InventoryUIManager>.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
|
||||
UIBaseManager<Task>.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Quests"));
|
||||
ChestUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Interaction"));
|
||||
ShopUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Interaction"));
|
||||
SkillsUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Skills"));
|
||||
TaskUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Quests"));
|
||||
DisplayExpStatus.keyToExp = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
|
||||
DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
|
||||
DisplayExpStatus.keyToExp = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("ExpHlth"));
|
||||
DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("ExpHlth"));
|
||||
PlayerPrefs.Save();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
InventoryUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
|
||||
EquipmentUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
|
||||
UIBaseManager<EquipmentUIManager>.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
|
||||
UIBaseManager<InventoryUIManager>.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
|
||||
UIBaseManager<Task>.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Quests"));
|
||||
ChestUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Interaction"));
|
||||
ShopUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Interaction"));
|
||||
SkillsUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Skills"));
|
||||
TaskUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Quests"));
|
||||
DisplayExpStatus.keyToExp = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
|
||||
DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
|
||||
DisplayExpStatus.keyToExp = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("ExpHlth"));
|
||||
DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("ExpHlth"));
|
||||
}
|
||||
}
|
11
Assets/UpdateControls.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3e405827d28ed5344a3b97ebbae780f3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -599,7 +599,7 @@ PlayerSettings:
|
||||
webGLTemplate: APPLICATION:Default
|
||||
webGLAnalyzeBuildSize: 0
|
||||
webGLUseEmbeddedResources: 0
|
||||
webGLCompressionFormat: 0
|
||||
webGLCompressionFormat: 2
|
||||
webGLWasmArithmeticExceptions: 0
|
||||
webGLLinkerTarget: 1
|
||||
webGLThreadsSupport: 0
|
||||
|
20
Scriptum.sln
@ -1,9 +1,9 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 11.00
|
||||
# Visual Studio 2010
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{e0f48af5-6d3e-b154-523d-8f755dc8e665}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{7627C07C-5359-F002-1D58-E2F51D95C564}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{7cc02776-5953-02f0-1d58-e2f51d95c564}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
@ -11,14 +11,14 @@ Global
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{7627C07C-5359-F002-1D58-E2F51D95C564}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{7627C07C-5359-F002-1D58-E2F51D95C564}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{7627C07C-5359-F002-1D58-E2F51D95C564}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{7627C07C-5359-F002-1D58-E2F51D95C564}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{7cc02776-5953-02f0-1d58-e2f51d95c564}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{7cc02776-5953-02f0-1d58-e2f51d95c564}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{7cc02776-5953-02f0-1d58-e2f51d95c564}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{7cc02776-5953-02f0-1d58-e2f51d95c564}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
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|
@ -6,34 +6,34 @@ EditorUserSettings:
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