Merge branch 'master' into melania-dev

This commit is contained in:
KrolMel 2023-01-10 21:45:22 +01:00
commit 104b638ee6
56 changed files with 12595 additions and 849 deletions

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<Compile Include="Assets\Scripts\Enemies&apos; Scprits\PatrollingEnemy.cs" />
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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{
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float minFlickerIntensity = 0.5f;
float maxFlickerIntensity = 1.0f;
float flickerSpeed = 4.9f;
private HardLight2D firelight;
private GameObject fire;
private int randomizer = 0;
// Start is called before the first frame update
void Start()
{
firelight = FindObjectOfType<HardLight2D>();
fire = GameObject.Find("Fire");
StartCoroutine( ChangeRange());
}
// Update is called once per frame
void Update()
{
StartCoroutine( ChangeRange());
}
IEnumerator ChangeRange()
{
if (randomizer == 0) {
firelight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
}
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@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -6,19 +7,23 @@ public class DisplayExpStatus : MonoBehaviour
{
public GameObject expText;
public static KeyCode keyToExp;
private void Start()
{
DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Tab))
if (Input.GetKeyDown(keyToExp))
{
expText.SetActive(true);
}
if (Input.GetKeyUp(KeyCode.Tab))
if (Input.GetKeyUp(keyToExp))
{
expText.SetActive(false);
}
}
}
}

View File

@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -7,17 +8,23 @@ public class DisplayHealthStatus : MonoBehaviour
{
public GameObject healthText;
public static KeyCode keyToHealth;
private void Start()
{
DisplayExpStatus.keyToExp = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Tab))
if (Input.GetKeyDown(keyToHealth))
{
healthText.SetActive(true);
}
if (Input.GetKeyUp(KeyCode.Tab))
if (Input.GetKeyUp(keyToHealth))
{
healthText.SetActive(false);
}

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@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -10,12 +11,31 @@ public class OpenSettingsOnESCPress : MonoBehaviour
public GameObject SoundsPanel;
public GameObject ControlsPanel;
public GameObject LanguagePanel;
public KeyCode keyToSettings;
private void Start()
{
if (!PlayerPrefs.HasKey("Settings"))
{
Debug.Log("NIE MA KEY!");
keyToSettings = KeyCode.Escape;
}
else
{
Debug.Log("MA KEY!");
keyToSettings = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Settings"));
}
}
void Update()
{
//KeyCode keyToSettings = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Settings"));
if (Input.GetKeyUp(KeyCode.Escape))
if (PlayerPrefs.HasKey("Settings"))
{
keyToSettings = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Settings"));
}
if (Input.GetKeyUp(keyToSettings))
{
Debug.Log("WYKRYWA KLAWISZ!");
if ((SettingsMainPanel.active == false) && (SettingsPanel.active == false) && (SoundsPanel.active == false) && (ControlsPanel.active == false) && (LanguagePanel.active == false))
{
SettingsMainPanel.SetActive(true);

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View File

@ -62,6 +62,12 @@ public class ChangeScene : MonoBehaviour
{
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")

View File

@ -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();
}
}

View File

@ -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();
}
}

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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;

View File

@ -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);
}
}

View File

@ -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);
}
}

View File

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View File

@ -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)

View File

@ -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)

View File

@ -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)

View File

@ -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)

View 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
}

View File

@ -0,0 +1,11 @@
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View File

@ -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
View 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"));
}
}

View File

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@ -599,7 +599,7 @@ PlayerSettings:
webGLTemplate: APPLICATION:Default
webGLAnalyzeBuildSize: 0
webGLUseEmbeddedResources: 0
webGLCompressionFormat: 0
webGLCompressionFormat: 2
webGLWasmArithmeticExceptions: 0
webGLLinkerTarget: 1
webGLThreadsSupport: 0

View File

@ -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
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