Fixed player position
Added automatic player appearance, fixed teleports
This commit is contained in:
parent
9b6964256e
commit
2e648df55e
@ -51,6 +51,7 @@
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<Compile Include="Assets\LetterText.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SceneTaskManager.cs" />
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<Compile Include="Assets\Scripts\SettingsButton.cs" />
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<Compile Include="Assets\Scripts\SceneManager\MainCharacter\MainCharacterManager.cs" />
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<Compile Include="Assets\Scripts\UI\ISlot.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\Enemy.cs" />
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<Compile Include="Assets\Scripts\Objects\GoldOre.cs" />
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8
Assets/Resources.meta
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8
Assets/Resources.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 3ee6e7ceeba1b814cb5310e2f2eaf155
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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5732
Assets/Resources/ThePlayer.prefab
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5732
Assets/Resources/ThePlayer.prefab
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7
Assets/Resources/ThePlayer.prefab.meta
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7
Assets/Resources/ThePlayer.prefab.meta
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 4cb7163e44af59f4c9350005c199db3c
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -9,6 +9,10 @@ public class DoorBehaviour : MonoBehaviour
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public string SceneName = "SampleScene";
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public GameObject SaveController;
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[SerializeField]
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public Gateway gateway;
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private void Awake()
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{
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if(Instance == null)
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@ -34,7 +38,17 @@ public class DoorBehaviour : MonoBehaviour
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public void ScenetToMoveTo()
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{
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// 1. Save all befor change scene
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//saving info about used gate/door/teleport
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OnMapAppearanceMethod.Gateway = OnMapAppearanceMethodEnum.Gateway;
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PlayerPrefs.SetString("gateway.sourceMapName", gateway.currentMapName);
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PlayerPrefs.SetString("gateway.nextMapName", gateway.nextMapName);
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PlayerPrefs.SetFloat("gateway.respawnCoords.x", gateway.respawnCoords.x);
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PlayerPrefs.SetFloat("gateway.respawnCoords.y", gateway.respawnCoords.y);
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PlayerPrefs.SetFloat("gateway.respawnCoords.z", gateway.respawnCoords.z);
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// 1. Save all before change scene
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SaveController.GetComponent<SaveController>().SaveItems();
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SaveController.GetComponent<SaveController>().SaveQuests();
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SaveController.GetComponent<SaveController>().SaveInventory();
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@ -57,7 +57,9 @@ public class FollowingEnemy : Enemy
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}
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myRigidbody = GetComponent<Rigidbody2D>();
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anim = GetComponent<Animator>();
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target = GameObject.FindWithTag("Player").transform;
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other = GameObject.FindWithTag("Player");
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}
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// Update is called once per frame
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@ -62,6 +62,7 @@ public class FollowingPatrollingEnemy : Enemy
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myRigidbody = GetComponent<Rigidbody2D>();
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anim = GetComponent<Animator>();
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target = GameObject.FindWithTag("Player").transform;
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other = GameObject.FindWithTag("Player");
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}
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// Update is called once per frame
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@ -1,6 +1,7 @@
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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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using System.Linq;
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public class Player : MonoBehaviour
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{
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@ -45,6 +46,8 @@ public class Player : MonoBehaviour
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void Start()
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{
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Panel = GameObject.FindObjectsOfType<GameObject>(true).Where(sr => sr.gameObject.name == "YouDied").ToArray()[0];
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healthBar = (HealthBar)FindObjectOfType<HealthBar>();
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int continued = PlayerPrefs.GetInt("continued");
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if (continued == 1)
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{
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@ -59,13 +62,16 @@ public class Player : MonoBehaviour
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healthBar.SetMaxHealth(maxHealth.initialValue);
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healthBar.SetHealth(currentHealth);
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walkSpeed = 4f;
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currentHealth = 10;
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}
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public void TakeDamage(float damage)
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{
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currentHealth = currentHealth - damage;
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Debug.Log(currentHealth);
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healthBar.SetHealth(currentHealth);
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var em = dmgParticleSystem.emission;
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em.enabled = true;
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StartCoroutine(Timer());
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@ -106,108 +112,108 @@ public class Player : MonoBehaviour
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private void HandleInput()
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{
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if (Input.GetKeyDown(KeyCode.Space))
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{
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attackSword = true;
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}
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if (Input.GetKeyDown(KeyCode.LeftShift))
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{
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attackFist = true;
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}
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if(Input.GetKeyDown(KeyCode.X))
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{
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pickaxeInUse = true;
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}
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}
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private void ResetValues()
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{
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attackSword = false;
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attackFist = false;
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pickaxeInUse = false;
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}
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void Update()
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{
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//if (canWalk == true)
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//{
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inputHorizontal = Input.GetAxisRaw("Horizontal");
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inputVertical = Input.GetAxisRaw("Vertical");
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myAnimator.SetFloat("moveX", inputHorizontal * walkSpeed);
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myAnimator.SetFloat("moveY", inputVertical * walkSpeed);
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if (inputHorizontal != 0)
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{
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myAnimator.SetFloat("speed", walkSpeed);
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}
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else if (inputVertical != 0)
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{
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myAnimator.SetFloat("speed", walkSpeed);
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}
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else
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{
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myAnimator.SetFloat("speed", 0);
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}
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if (inputHorizontal == 1 || inputHorizontal == -1 || inputVertical == 1 || inputVertical == -1)
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{
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myAnimator.SetFloat("lastMoveX", inputHorizontal);
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myAnimator.SetFloat("lastMoveY", inputVertical);
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}
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timerRegen += Time.deltaTime;
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if(timerRegen >= waitRegen)
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{
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startRegen = true;
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}
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if (startRegen == true)
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{
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timerTick += Time.deltaTime;
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if(timerTick >= waitTick)
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if (Input.GetKeyDown(KeyCode.Space))
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{
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if(currentHealth < 10)
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{
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currentHealth = currentHealth + 1;
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healthBar.SetHealth(currentHealth);
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timerTick = 0f;
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}
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attackSword = true;
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}
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if (Input.GetKeyDown(KeyCode.LeftShift))
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{
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attackFist = true;
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}
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if(Input.GetKeyDown(KeyCode.X))
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{
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pickaxeInUse = true;
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}
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}
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PlayerPrefs.SetFloat("health", currentHealth);
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//}
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HandleInput();
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}
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void FixedUpdate()
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{
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if(canWalk == true)
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{
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if (inputHorizontal != 0 || inputVertical != 0)
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private void ResetValues()
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{
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if (inputHorizontal != 0 && inputVertical != 0)
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attackSword = false;
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attackFist = false;
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pickaxeInUse = false;
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}
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void Update()
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{
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//if (canWalk == true)
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//{
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inputHorizontal = Input.GetAxisRaw("Horizontal");
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inputVertical = Input.GetAxisRaw("Vertical");
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myAnimator.SetFloat("moveX", inputHorizontal * walkSpeed);
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myAnimator.SetFloat("moveY", inputVertical * walkSpeed);
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if (inputHorizontal != 0)
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{
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inputHorizontal *= speedLimiter;
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inputVertical *= speedLimiter;
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myAnimator.SetFloat("speed", walkSpeed);
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}
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rb.velocity = new Vector2(inputHorizontal * walkSpeed, inputVertical * walkSpeed);
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else if (inputVertical != 0)
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{
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myAnimator.SetFloat("speed", walkSpeed);
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}
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else
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{
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myAnimator.SetFloat("speed", 0);
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}
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if (inputHorizontal == 1 || inputHorizontal == -1 || inputVertical == 1 || inputVertical == -1)
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{
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myAnimator.SetFloat("lastMoveX", inputHorizontal);
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myAnimator.SetFloat("lastMoveY", inputVertical);
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}
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timerRegen += Time.deltaTime;
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if(timerRegen >= waitRegen)
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{
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startRegen = true;
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}
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if (startRegen == true)
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{
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timerTick += Time.deltaTime;
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if(timerTick >= waitTick)
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{
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if(currentHealth < 10)
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{
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currentHealth = currentHealth + 1;
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healthBar.SetHealth(currentHealth);
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timerTick = 0f;
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}
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}
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}
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PlayerPrefs.SetFloat("health", currentHealth);
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//}
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HandleInput();
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}
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else
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void FixedUpdate()
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{
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rb.velocity = new Vector2(0f, 0f);
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if(canWalk == true)
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{
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if (inputHorizontal != 0 || inputVertical != 0)
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{
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if (inputHorizontal != 0 && inputVertical != 0)
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{
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inputHorizontal *= speedLimiter;
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inputVertical *= speedLimiter;
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}
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rb.velocity = new Vector2(inputHorizontal * walkSpeed, inputVertical * walkSpeed);
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}
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else
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{
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rb.velocity = new Vector2(0f, 0f);
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}
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}
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HandleAttacks();
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ResetValues();
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}
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}
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HandleAttacks();
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ResetValues();
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}
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public void SaveCheckpoint()
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{
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PlayerPrefs.SetFloat("health-S", currentHealth);
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}
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public void SaveCheckpoint()
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{
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PlayerPrefs.SetFloat("health-S", currentHealth);
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}
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}
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@ -11,6 +11,7 @@ public class RespawnScript : MonoBehaviour
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public void RespawnOnCurrentScene()
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{
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mainCh = GameObject.FindGameObjectWithTag("Player");
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Scene scene = SceneManager.GetActiveScene();
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currentScene = scene.name;
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SceneManager.LoadScene(currentScene);
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8
Assets/Scripts/SceneManager/MainCharacter.meta
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Assets/Scripts/SceneManager/MainCharacter.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 56b5700f3ae9ef149bb959906fe6b684
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,105 @@
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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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using UnityEditor;
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using UnityEngine.SceneManagement;
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using System;
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public class MainCharacterManager : MonoBehaviour
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{
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[SerializeField]
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public GameObject avatar;
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[SerializeField]
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public GameObject AvatarClone;
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public Vector3 startPosition;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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void Awake()
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{
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try
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{
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avatar = GetMainCharacterObject();
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GameObject globalGUI = GameObject.FindGameObjectWithTag("GUI");
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if (AvatarClone == null)
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{
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startPosition = InitCharacterPosition();
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AvatarClone = GameObject.Instantiate(avatar, startPosition, Quaternion.identity);
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}
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}
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catch (UnityException e)
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{
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Debug.Log(e);
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}
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//DynamicPanel.transform.localPosition = uiPanelTemplate.transform.position; // prevent overwritten position by... environment???
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}
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// Later here we will decide whether the player is loading a saved game, thus, a saved position
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// In general we have 3 cases -> saved game and save position, new position on the map, and position after using teleport/door
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private Vector3 InitCharacterPosition()
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{
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switch (OnMapAppearanceMethod.Gateway)
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{
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case OnMapAppearanceMethodEnum.Gateway:
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{
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if (SceneManager.GetActiveScene().name != PlayerPrefs.GetString("gateway.nextMapName") && PlayerPrefs.GetString("gateway.nextMapName") != "")
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{
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throw new Exception("Gateway says we should be somewhere else: " + PlayerPrefs.GetString("gateway.nextMapName"));
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}
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var x = PlayerPrefs.GetFloat("gateway.respawnCoords.x");
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var y = PlayerPrefs.GetFloat("gateway.respawnCoords.y");
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var z = PlayerPrefs.GetFloat("gateway.respawnCoords.z");
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return new Vector3(x, y, z);
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}
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default:
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{
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return DefaultPlayerMapPosition();
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}
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}
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}
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private Vector3 DefaultPlayerMapPosition()
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{
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switch (SceneManager.GetActiveScene().name)
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{
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case "CaveEntrance":
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{
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return new Vector3(0.5f, -37, 10);
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}
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default:
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{
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return avatar.transform.position;
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}
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}
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}
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private GameObject GetMainCharacterObject()
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{
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/* Debug.Log("XDDDDD");
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string[] obects = AssetDatabase.FindAssets("t:Object", new[] { "Assets/Resources/" });
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foreach (string localObject in obects)
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{
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Debug.Log(AssetDatabase.GUIDToAssetPath(localObject));
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}
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return (GameObject)AssetDatabase.LoadAssetAtPath("Assets/Resources/ThePlayer.prefab", typeof(GameObject));*/
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return Resources.Load("ThePlayer") as GameObject;
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}
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}
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@ -0,0 +1,11 @@
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Assets/Scripts/SceneManager/OnMapAppearanceMethod.cs
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Assets/Scripts/SceneManager/OnMapAppearanceMethod.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public enum OnMapAppearanceMethodEnum
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{
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NewGame = 0,
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LoadGame = 1,
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Gateway = 2
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//maybe respawn too
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}
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public class OnMapAppearanceMethod : MonoBehaviour
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{
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public static OnMapAppearanceMethodEnum Gateway { get; set; }
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// every script which makes player appear somewhere should change this variable ! ! !
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void Awake()
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{
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Gateway = OnMapAppearanceMethodEnum.NewGame;
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}
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}
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Assets/Scripts/SceneManager/OnMapAppearanceMethod.cs.meta
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Assets/Scripts/SceneManager/OnMapAppearanceMethod.cs.meta
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userData:
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assetBundleVariant:
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Assets/Scripts/SceneManager/SaveDynamicObjects.cs
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Assets/Scripts/SceneManager/SaveDynamicObjects.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SaveDynamicObjects : MonoBehaviour
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{
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public void Save()
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{
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//saving player position
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var player = GameObject.FindGameObjectWithTag("Player");
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player.GetComponent<PlayerPosition>().SavePosition();
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player.GetComponent<Player>().SaveCheckpoint();
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}
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}
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Assets/Scripts/SceneManager/SaveDynamicObjects.cs.meta
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Assets/Scripts/SceneManager/SaveDynamicObjects.cs.meta
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fileFormatVersion: 2
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userData:
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8
Assets/Scripts/SceneManager/Teleports.meta
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Assets/Scripts/SceneManager/Teleports.meta
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fileFormatVersion: 2
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guid: 76fee0239f055c44882bc4e8c4b2cd4c
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folderAsset: yes
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35
Assets/Scripts/SceneManager/Teleports/Gateway.cs
Normal file
35
Assets/Scripts/SceneManager/Teleports/Gateway.cs
Normal file
@ -0,0 +1,35 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
[Serializable]
|
||||
public class Gateway
|
||||
{
|
||||
[SerializeField]
|
||||
public int id;
|
||||
|
||||
[SerializeField]
|
||||
public string currentMapName;
|
||||
|
||||
[SerializeField]
|
||||
public Vector3 coords;
|
||||
|
||||
[SerializeField]
|
||||
public string nextMapName; //name of the next map
|
||||
|
||||
[SerializeField]
|
||||
public Vector3 respawnCoords; // coords on the next map
|
||||
|
||||
|
||||
public Gateway(int _id, Vector3 _coords, string _nextMapName, Vector3 _respawnCoords)
|
||||
{
|
||||
id = _id;
|
||||
currentMapName = SceneManager.GetActiveScene().name;
|
||||
coords = _coords;
|
||||
respawnCoords = _respawnCoords;
|
||||
nextMapName = _nextMapName;
|
||||
}
|
||||
|
||||
}
|
11
Assets/Scripts/SceneManager/Teleports/Gateway.cs.meta
Normal file
11
Assets/Scripts/SceneManager/Teleports/Gateway.cs.meta
Normal file
@ -0,0 +1,11 @@
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Loading…
Reference in New Issue
Block a user