Merge remote-tracking branch 'origin/master'

This commit is contained in:
Jakub Sztuba 2023-01-07 00:39:32 +01:00
commit 54c4d1728c
46 changed files with 1808 additions and 589 deletions

View File

@ -70,7 +70,7 @@ public class NewGame : MonoBehaviour
//NPC ACTIONS HERE ----------------------------------------------------
// -> Wizard House
PlayerPrefs.SetInt("Wizard.FirstDialogue", 0);
PlayerPrefs.SetInt("Wizard.FirstMission", 0);
// --------------------------------------------------------------------

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@ -14,12 +14,12 @@ GameObject:
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- component: {fileID: -7576677615092044163}
- component: {fileID: 8779487345608277763}
- component: {fileID: -6535739299540378870}
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m_TagString: Untagged
m_TagString: NPC
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@ -160,64 +160,6 @@ MonoBehaviour:
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@ -240,6 +182,56 @@ MonoBehaviour:
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View File

@ -28,7 +28,6 @@ RectTransform:
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@ -36,8 +35,8 @@ RectTransform:
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@ -131,7 +130,6 @@ RectTransform:
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File diff suppressed because it is too large Load Diff

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View File

@ -4,7 +4,7 @@ using GUI_Scripts.ProceduralGeneration;
using UnityEngine;
[RequireComponent(typeof(NPC))]
[RequireComponent(typeof(NpcDialogueManager))]
[RequireComponent(typeof(NpcMissionManager))]
public class NPCFollowing : MonoBehaviour
{
private Rigidbody2D myRigidbody;
@ -132,7 +132,7 @@ public class NPCFollowing : MonoBehaviour
if (approaching && !isAfterAction)
{
gameObject.GetComponent<NpcDialogueManager>().Dialogue.BreakDialogueStep();
gameObject.GetComponent<NpcMissionManager>().Mission.BreakDialogueStep();
isDuringConversation = false;
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
}
@ -170,10 +170,10 @@ public class NPCFollowing : MonoBehaviour
public void DoAction()
{
if (approaching == true && isDuringConversation == false && gameObject.GetComponent<NpcDialogueManager>().CanBeOpened)
if (approaching == true && isDuringConversation == false && gameObject.GetComponent<NpcMissionManager>().CanBeOpened)
{
isDuringConversation = true;
gameObject.GetComponent<NpcDialogueManager>().Dialogue.StartDialogue();
gameObject.GetComponent<NpcMissionManager>().Mission.StartDialogue();
}
}

View File

@ -376,7 +376,7 @@ public class Player : MonoBehaviour
PlayerPrefs.SetFloat("maxHealth", health);
Debug.Log("Health: " + PlayerPrefs.GetFloat("maxHealth"));
//Debug.Log("Health: " + PlayerPrefs.GetFloat("maxHealth"));
}
public void AddHealthPoint()
@ -415,7 +415,7 @@ public class Player : MonoBehaviour
throw new System.Exception("Attack Calculation Error");
}
Debug.Log("Attack: " + PlayerPrefs.GetFloat("attackValue"));
//Debug.Log("Attack: " + PlayerPrefs.GetFloat("attackValue"));
}
public void AddStrengthPoint()
@ -474,7 +474,7 @@ public class Player : MonoBehaviour
throw new System.Exception("Defense Calculation Error");
}
Debug.Log("Defense: " + PlayerPrefs.GetFloat("defenseValue"));
//Debug.Log("Defense: " + PlayerPrefs.GetFloat("defenseValue"));
}
public void AddDefensePoint()
@ -529,7 +529,7 @@ public class Player : MonoBehaviour
PlayerPrefs.SetFloat("speed", speed);
Debug.Log("Speed: " + PlayerPrefs.GetFloat("speed"));
//Debug.Log("Speed: " + PlayerPrefs.GetFloat("speed"));
}
// nowe - analogicznie jak w ataku

View File

@ -18,6 +18,16 @@ class MultiDialogueDataManager : SceneBaseDataManager<MultiDialogueData>
if (Instance == null)
{
Instance = this;
Debug.Log("Start MultiDialogueData manager");
DynamicDataList = new MultiDialogueDataListManager();
DataLoader = new MultiDialogueDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
base.Start();
}
else
{
@ -29,20 +39,13 @@ class MultiDialogueDataManager : SceneBaseDataManager<MultiDialogueData>
// ZMIAST TRZYMAC SUROWE OBIEKTY TYM RAZEM ZAPISUJMY modele Datai updatujmy obiket w NPC Managerze
public override void Start()
{
Debug.Log("Start MultiDialogueData manager");
DynamicDataList = new MultiDialogueDataListManager();
DataLoader = new MultiDialogueDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
base.Start();
}
protected override void AfterStart()
{
Debug.Log("AfterStart");
if (OnMapAppearanceMethod.GameStatus == GameStatus.NewGame)
{
if (OnMapAppearanceMethod.Gateway != OnMapAppearanceMethodEnum.NewGame)
@ -135,6 +138,8 @@ class MultiDialogueDataManager : SceneBaseDataManager<MultiDialogueData>
public MultiDialogueData? GetDialogue(MultiDialogue newDialogue)
{
Debug.Log(DynamicDataList.GetList());
Debug.Log(newDialogue);
return DynamicDataList.GetList().Where(dialogue => dialogue.SpeakerName == newDialogue.SpeakerName).FirstOrDefault();
}

View File

@ -52,7 +52,18 @@ class PotionEffectsManager : ItemEffectsManager
{
HealthSmallPotion();
}
else if(item.name == "Beer")
{
GameObject.FindObjectOfType<CamerFollow>().Drink();
}
else if(item.name == "Crab Venom")
{
CrabPoison();
}
else if(item.name == "Mushroom Venom")
{
MushroomPoison();
}
}
// use below function in one above - depending on the condition
@ -94,5 +105,24 @@ class PotionEffectsManager : ItemEffectsManager
PlayerPrefs.SetFloat("health", playerCurrentHealth);
}
public void CrabPoison()
{
var playerMaxHealth = PlayerPrefs.GetFloat("maxHealth");
var playerCurrentHealth = PlayerPrefs.GetFloat("health");
playerCurrentHealth = playerMaxHealth * 3/4;
PlayerPrefs.SetFloat("health", playerCurrentHealth);
}
public void MushroomPoison()
{
var playerMaxHealth = PlayerPrefs.GetFloat("maxHealth");
var playerCurrentHealth = PlayerPrefs.GetFloat("health");
playerCurrentHealth = playerMaxHealth * 1 / 2;
PlayerPrefs.SetFloat("health", playerCurrentHealth);
}
// Add and invoke your own functions
}

View File

@ -264,6 +264,7 @@ public class Mission : ScriptableObject
}
// Additionaly set first step as active
Debug.Log("BuildMission - Activate step");
MissionStepsList[CurrentStep].ActivateStep();
}

View File

@ -16,20 +16,22 @@ public class NpcMissionManager : DialogueManager // ScriptableObject
[SerializeField]
public Mission Mission;
public bool OpenMissionInDefaultWay = true;
[SerializeField]
public DialogueStepModel FreeDialogue;
// List<Key<mission No, mission step No>, Value : UnityEvent>
//public List<IndexValuePair<IndexValuePair<int, int>, MissionCondition>> EndactionEventList;
private void Awake()
{
CanBeOpened = false;
OpenInDefaultWay = false;
}
public override void Start()
{
base.Start();
CanBeOpened = false;
OpenInDefaultWay = false;
//base.Start();
CreateInstanceBasedOnLanguage();
@ -52,24 +54,22 @@ public class NpcMissionManager : DialogueManager // ScriptableObject
Mission.BuildMission();
if (FreeDialogue != null)
FreeDialogue.Build();
}
public void Update() { }
public override void Update() { }
public override void OnTriggerEnter2D(Collider2D collision)
{
// don't listen when component is disabled
if (ComponentEnabledCondition())
if (ComponentEnabledCondition() || collision.tag != "Player")
return;
if (collision.gameObject.tag == "Player" && !GetCurrentDialoguePanelStatus())
{
CanBeOpened = true;
CreateInstanceBasedOnLanguage();
@ -92,6 +92,9 @@ public class NpcMissionManager : DialogueManager // ScriptableObject
Mission.BuildMission();
if (!OpenInDefaultWay)
return;
Mission.StartDialogue();
}
}
@ -106,10 +109,10 @@ public class NpcMissionManager : DialogueManager // ScriptableObject
{
CanBeOpened = false;
if (Mission != null && GetCurrentDialoguePanelStatus())
if (OpenInDefaultWay && Mission != null && GetCurrentDialoguePanelStatus())
{
/* Debug.Log("BreakDialogueStep");
*/ Mission.BreakDialogueStep();
Debug.Log("BreakDialogueStep");
Mission.BreakDialogueStep();
}
}
}

View File

@ -10,7 +10,7 @@ public class NpcDialogueManager : DialogueManager
{
public override void Start()
{
base.Start();
//base.Start();
CanBeOpened = false;
OpenInDefaultWay = false;

View File

@ -2,6 +2,7 @@
using System.Linq;
using UnityEditor;
using UnityEngine;
using System;
public abstract class UIWarehouseManager : UISlotPanelManager<IndexValuePair<int, EquippableItem>>
{
@ -29,7 +30,7 @@ public abstract class UIWarehouseManager : UISlotPanelManager<IndexValuePair<int
/// <returns></returns>
public override List<IndexValuePair<int, EquippableItem>> FindItemInWarehouseByName(string itemName)
{
return Elements.Where(item => item.Value.name == itemName).ToList();
return Elements.Where(item => item.Value.name == itemName || itemName == String.Concat(item.Value.name.Where(c => !Char.IsWhiteSpace(c))) ).ToList();
}

View File

@ -0,0 +1,260 @@
using System.Collections;
using System.Collections.Generic;
using GUI_Scripts.ProceduralGeneration;
using UnityEngine;
public enum WizzardMissionStateEnum
{
None = 0,
AcceptMission = 1,
WaitingForPeoggress = 2,
MainPlotIntroduction = 3
}
[RequireComponent(typeof(NPC))]
[RequireComponent(typeof(NpcMissionManager))]
public class WizardFirstQuestManager : MonoBehaviour
{
private Rigidbody2D myRigidbody;
public Animator anim;
public Vector3 homePosition;
public Transform targetPosition;
public AStarPathfindingAgent agent;
//public GameObject player;
public bool approaching = false;
//public bool isAfterAction = false; // after mission in this case
public WizzardMissionStateEnum MissionProggress = WizzardMissionStateEnum.None;
//public bool waitingForMissionEffects = false;
public bool isDuringConversation = false;
public float actionRadius = 1.5f;
void Awake()
{
agent = GetComponent<AStarPathfindingAgent>();
}
// Start is called before the first frame update
void Start()
{
gameObject.GetComponent<NpcMissionManager>().OpenInDefaultWay = false;
myRigidbody = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
homePosition = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, gameObject.transform.position.z);
targetPosition = GameObject.FindWithTag("Player").transform;
if (PlayerPrefs.HasKey(gameObject.GetComponent<NPC>().name + ".FirstMission"))
MissionProggress = (WizzardMissionStateEnum)PlayerPrefs.GetInt(gameObject.GetComponent<NPC>().name + ".FirstMission");
if (MissionProggress == WizzardMissionStateEnum.None)
StartCoroutine(WaitBeforStartingAction(5f));
else if (MissionProggress == WizzardMissionStateEnum.WaitingForPeoggress || MissionProggress == WizzardMissionStateEnum.MainPlotIntroduction)
{
approaching = false;
gameObject.GetComponent<NPC>().State = NPCStateEnum.Talking;
gameObject.GetComponent<NpcMissionManager>().OpenInDefaultWay = true;
}
}
// Update is called once per frame
public void Update()
{
HandleState();
}
private IEnumerator WaitBeforStartingAction(float waitTime)
{
while (true)
{
yield return new WaitForSeconds(waitTime);
// Start story
approaching = true;
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
}
}
private IEnumerator Wait(float waitTime)
{
while (true)
{
yield return new WaitForSeconds(waitTime);
}
}
public void CheckDistance()
{
anim.SetBool("isRunning", true);
StopAllCoroutines();
//if (isAfterAction == false && waitingForMissionEffects == false)
if (approaching && (MissionProggress == WizzardMissionStateEnum.None || MissionProggress == WizzardMissionStateEnum.AcceptMission))
{
if (approaching && Vector2.Distance(targetPosition.position, transform.position) >= actionRadius)
{
agent.FindPath();
StartCoroutine(agent.FollowPath());
}
else if (approaching)
{
//start dialogue here
gameObject.GetComponent<NpcMissionManager>().CanBeOpened = true;
gameObject.GetComponent<NPC>().State = NPCStateEnum.Talking;
if (targetPosition.position.y > transform.position.y)
{
anim.SetBool("TurnFront", true);
anim.SetBool("isRunning", false);
}
else
{
anim.SetBool("TurnFront", false);
anim.SetBool("isRunning", false);
}
agent.path.Clear(); // if we are able to talgk we dont want go go further player
}
}
else if (MissionProggress == WizzardMissionStateEnum.WaitingForPeoggress)
{
if (Vector2.Distance(transform.position, homePosition) > 0.95)
{
//transform.position = Vector2.MoveTowards(transform.position, homePosition, 2 * Time.deltaTime);
GoToHomePosition();
}
else
{
anim.SetBool("isRunning", false);
anim.SetBool("TurnFront", false);
gameObject.GetComponent<NPC>().State = NPCStateEnum.Pending;
}
}
else if (MissionProggress == WizzardMissionStateEnum.MainPlotIntroduction)
{
gameObject.GetComponent<NPC>().State = NPCStateEnum.Talking;
agent.path.Clear();
}
}
public void OnTriggerExit2D(Collider2D other)
{
// don't listen when component is disabled
if (!gameObject.GetComponent<WizardFirstQuestManager>().enabled || other.tag != "Player")
return;
if (gameObject.GetComponent<NpcMissionManager>().Mission != null && !gameObject.GetComponent<NpcMissionManager>().OpenInDefaultWay)
{
if (gameObject.GetComponent<NPC>().State == NPCStateEnum.Talking)
{
gameObject.GetComponent<NpcMissionManager>().Mission.BreakDialogueStep();
isDuringConversation = false;
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
}
// ...
}
}
public void HandleState()
{
switch (gameObject.GetComponent<NPC>().State)
{
case NPCStateEnum.Walking:
{
CheckDistance();
break;
}
case NPCStateEnum.Talking:
{
DoAction();
break;
}
case NPCStateEnum.Pending:
{
break;
}
case NPCStateEnum.Attacking:
{
break;
}
default:
{
Debug.Log("fancy text nie wiem co zrobic");
break;
}
}
}
public void DoAction()
{
if (approaching == true && isDuringConversation == false && gameObject.GetComponent<NpcMissionManager>().CanBeOpened)
{
isDuringConversation = true;
gameObject.GetComponent<NpcMissionManager>().Mission.StartDialogue();
}
}
public void GoToHomePosition()
{
agent.point = homePosition;
agent.FindPoint();
StartCoroutine(agent.FollowPath());
}
public void AfterMissionAccepting()
{
var wizardOnScene = GameObject.FindGameObjectWithTag("NPCCollection").transform.Find("Wizard");
if (wizardOnScene == null)
return;
//wizardOnScene.GetComponent<NPCFollowing>().isAfterAction = false;
wizardOnScene.GetComponent<WizardFirstQuestManager>().approaching = false;
//wizardOnScene.GetComponent<NPCFollowing>().waitingForMissionEffects = true;
wizardOnScene.GetComponent<NPC>().State = NPCStateEnum.Walking; // go home position
wizardOnScene.GetComponent<NpcMissionManager>().OpenInDefaultWay = true;
wizardOnScene.GetComponent<WizardFirstQuestManager>().MissionProggress = WizzardMissionStateEnum.WaitingForPeoggress;
PlayerPrefs.SetInt(gameObject.GetComponent<NPC>().name + ".FirstMission", (int)wizardOnScene.GetComponent<WizardFirstQuestManager>().MissionProggress);
}
// tylko pierwszy - drugi nie bedzie
public void AfterMeetingCondition()
{
var wizardOnScene = GameObject.FindGameObjectWithTag("NPCCollection").transform.Find("Wizard");
if (wizardOnScene == null)
return;
approaching = false;
//waitingForMissionEffects = false;
//isAfterAction = true;
wizardOnScene.GetComponent<WizardFirstQuestManager>().MissionProggress = WizzardMissionStateEnum.MainPlotIntroduction;
PlayerPrefs.SetInt(gameObject.GetComponent<NPC>().name + ".FirstMission", (int)wizardOnScene.GetComponent<WizardFirstQuestManager>().MissionProggress);
}
}

View File

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