Add scene manager for items
Start rebuild Save & Load game system
This commit is contained in:
parent
af2542f26d
commit
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@ -51,16 +51,19 @@
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<Compile Include="Assets\Scripts\SettingsButton.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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<Compile Include="Assets\closePossibleButtonInfo.cs" />
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<Compile Include="Assets\BreakOre.cs" />
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<Compile Include="Assets\Scripts\Inventory\InventorySlot.cs" />
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<Compile Include="Assets\Scripts\Task\TaskPanelController.cs" />
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<Compile Include="Assets\Scripts\Task\TaskManager.cs" />
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<Compile Include="Assets\Scripts\QuitGame.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SaveItem\EquippableItemData\EquippableItemData.cs" />
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<Compile Include="Assets\NewGame.cs" />
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<Compile Include="Assets\Scripts\Knockback.cs" />
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<Compile Include="Assets\Scripts\Inventory\InventoryManager.cs" />
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<Compile Include="Assets\Scripts\Dialogue.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SaveItem\ItemData\ItemData.cs" />
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<Compile Include="Assets\Scripts\Item\ItemSlot.cs" />
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<Compile Include="Assets\Scripts\Item\Item.cs" />
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<Compile Include="Assets\Scripts\Equipment\EquipmentPanelController.cs" />
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@ -70,14 +73,18 @@
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<Compile Include="Assets\CloseIfQuestPanel.cs" />
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<Compile Include="Assets\TreeParticleEffect.cs" />
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<Compile Include="Assets\SaveMusicSettings.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SaveItem\EquippableItemPrefarbAssetData.cs" />
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<Compile Include="Assets\Scripts\Equipment\EquipmentSlot.cs" />
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<Compile Include="Assets\Scripts\DealDamage.cs" />
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<Compile Include="Assets\Scripts\SaveSoundSettings.cs" />
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<Compile Include="Assets\Scripts\MenuGUI.cs" />
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<Compile Include="Assets\Scripts\SaveSystem.cs" />
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<Compile Include="Assets\Scripts\NPCs' Scripts\NPCQuest.cs" />
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<Compile Include="Assets\Scripts\Task\Task.cs" />
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<Compile Include="Assets\Scripts\FloatValue.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SaveItem\SaveEquitableItemSystem.cs" />
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<Compile Include="Assets\Scripts\Item\EquippableItem.cs" />
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<Compile Include="Assets\Scripts\SceneManager\LocalSceneManager.cs" />
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<Compile Include="Assets\PlayerName.cs" />
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<Compile Include="Assets\breakable.cs" />
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<Compile Include="Assets\Scripts\Task\TaskBox.cs" />
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@ -90,6 +97,7 @@
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<Compile Include="Assets\Scripts\Item\PickableController.cs" />
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<Compile Include="Assets\Scripts\Chest\ChestController.cs" />
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<Compile Include="Assets\Scripts\DoorBehaviour.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SaveItem\EquippableItemPrefarbAsset.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\PatrollingEnemy.cs" />
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<Compile Include="Assets\Scripts\Chest\ChestPanelController.cs" />
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<Compile Include="Assets\Scripts\Inventory\InventoryPanelController.cs" />
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@ -49,6 +49,7 @@ public class BreakOre : MonoBehaviour
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gameObject.SetActive(false);
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PlayerPrefs.SetInt(name, isBroken);
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Debug.Log("drop item");
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// drop item
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gameObject.GetComponent<GoldOre>().DropItem();
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}
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yield return new WaitForSeconds(1);
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215
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@ -10,50 +10,85 @@ public class OpenPanelOnCollision : MonoBehaviour
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public GameObject SecondPanel;
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public GameObject PanelAbove;
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// Handle dynamic build GameObject's
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public GameObject _tmpPanel;
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public GameObject _tmpOtherPanel;
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public GameObject _tmpSecondPanel;
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public GameObject _tmpPanelAbove;
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public GameObject obj;
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private bool inRange = false;
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public bool isAllowedToShowPanels = true; // TODO: controle its value - mprove later with cooperaition with "closePossibleButtonInfo" script
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public void Awake()
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{
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this.globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
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}
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public void ClearPanels()
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{
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if(_tmpPanel) Destroy(_tmpPanel);
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if(_tmpSecondPanel) Destroy(_tmpSecondPanel);
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if(_tmpPanelAbove) Destroy(_tmpPanelAbove);
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}
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private void OnDestroy()
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{
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this.ClearPanels();
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{
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if(collision.tag == "Player")
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if(collision.tag == "Player" && isAllowedToShowPanels)
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{
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inRange = true;
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if(!_tmpSecondPanel)
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{
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Panel.SetActive(true);
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if(!_tmpPanel) {_tmpPanel = Instantiate(Panel, Panel.transform.position, Quaternion.identity, globalGUI.transform); _tmpPanel.transform.localPosition = Panel.transform.position;}
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//Panel.SetActive(true);
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}
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else
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{
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PanelAbove.SetActive(true);
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if(!_tmpPanelAbove) { _tmpPanelAbove = Instantiate(PanelAbove, PanelAbove.transform.position, Quaternion.identity, globalGUI.transform); _tmpPanelAbove.transform.localPosition = PanelAbove.transform.position;}
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//PanelAbove.SetActive(true);
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}
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}
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}
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private void OnTriggerStay2D(Collider2D collision)
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{
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if (collision.tag == "Player")
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if (collision.tag == "Player" && isAllowedToShowPanels)
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{
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inRange = true;
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if(_tmpOtherPanel) //OtherPanel.active == true
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{
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if (SecondPanel.active == false)
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if (!_tmpSecondPanel) //SecondPanel.active == false
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{
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Panel.SetActive(false);
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if(_tmpPanel) Destroy(_tmpPanel);
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//Panel.SetActive(false);
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}
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else
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{
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SecondPanel.SetActive(false);
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PanelAbove.SetActive(false);
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if(_tmpSecondPanel) Destroy(_tmpSecondPanel);
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if(_tmpPanelAbove) Destroy(_tmpPanelAbove);
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// SecondPanel.SetActive(false);
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// PanelAbove.SetActive(false);
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}
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}
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else if (SecondPanel.active == false)
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else if (!_tmpSecondPanel) // SecondPanel.active == false
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{
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Panel.SetActive(true);
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if(!_tmpPanel) { _tmpPanel = Instantiate(Panel, Panel.transform.position, Quaternion.identity, globalGUI.transform); _tmpPanel.transform.localPosition = Panel.transform.position;}
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//Panel.SetActive(true);
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}
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else
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{
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if(!_tmpPanelAbove) { _tmpPanelAbove = Instantiate(PanelAbove, PanelAbove.transform.position, Quaternion.identity, globalGUI.transform); _tmpPanelAbove.transform.localPosition = PanelAbove.transform.position;}
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//PanelAbove.SetActive(true);
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@ -64,7 +99,8 @@ public class OpenPanelOnCollision : MonoBehaviour
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yield return new WaitForSeconds(0.3f);
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if(inRange == false)
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{
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Panel.SetActive(false);
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if(_tmpPanel) Destroy(_tmpPanel);
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//Panel.SetActive(false);
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}
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@ -73,7 +109,8 @@ public class OpenPanelOnCollision : MonoBehaviour
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yield return new WaitForSeconds(0.3f);
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//PanelAbove.SetActive(false);
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@ -82,27 +119,32 @@ public class OpenPanelOnCollision : MonoBehaviour
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if(obj.active == false)
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{
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if (Panel.active == true)
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if (_tmpPanel) //Panel.active == true
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{
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Panel.SetActive(false);
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Destroy(_tmpPanel);
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//Panel.SetActive(false);
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}
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else if (PanelAbove.active == true)
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else if (_tmpPanelAbove) //PanelAbove.active == true
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{
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PanelAbove.SetActive(false);
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Destroy(_tmpPanelAbove);
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//PanelAbove.SetActive(false);
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}
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}
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if(OtherPanel.active == true)
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if(_tmpOtherPanel) //OtherPanel.active == true
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{
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StartCoroutine(Timer1());
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if(!_tmpSecondPanel) //SecondPanel.active == false
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{
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if(PanelAbove.active == true)
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if(_tmpPanelAbove) //PanelAbove.active == true
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{
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Panel.SetActive(true);
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Destroy(_tmpPanelAbove);
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//PanelAbove.SetActive(false);
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if(!_tmpPanel) { _tmpPanel = Instantiate(Panel, Panel.transform.position, Quaternion.identity, globalGUI.transform); _tmpPanel.transform.localPosition = Panel.transform.position;}
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//Panel.SetActive(true);
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}
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}
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}
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@ -110,11 +152,11 @@ public class OpenPanelOnCollision : MonoBehaviour
|
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private void OnTriggerExit2D(Collider2D collision)
|
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{
|
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inRange = false;
|
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if(Panel.active == true)
|
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if(_tmpPanel) //Panel.active == true
|
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{
|
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StartCoroutine(Timer1());
|
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}
|
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else if(PanelAbove.active == true)
|
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else if(_tmpPanelAbove) //PanelAbove.active == true
|
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{
|
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StartCoroutine(Timer2());
|
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}
|
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8
Assets/Prefarbs/ActionPanel.meta
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8
Assets/Prefarbs/ActionPanel.meta
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419
Assets/Prefarbs/ActionPanel/DialoguePanel.prefab
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419
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Load Diff
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Load Diff
@ -17,6 +17,7 @@ public enum EquipmentType
|
||||
}
|
||||
|
||||
[CreateAssetMenu]
|
||||
[System.Serializable]
|
||||
public class EquippableItem : Item
|
||||
{
|
||||
public int StrengthBonus;
|
||||
@ -30,8 +31,11 @@ public class EquippableItem : Item
|
||||
[Space]
|
||||
public EquipmentType EquipmentType;
|
||||
|
||||
public EquippableItem(){}
|
||||
|
||||
public EquippableItem(Item _item) : base(_item){}
|
||||
|
||||
public EquippableItem(string _name, string _description, int _level, GameObject _itemModel, Sprite _image) : base(_name, _description, _level, _itemModel, _image)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -50,6 +50,17 @@ public class Item : ScriptableObject
|
||||
set { itemModel = value; }
|
||||
}
|
||||
|
||||
public Item() {}
|
||||
|
||||
public Item(Item _item)
|
||||
{
|
||||
this.Name = _item.Name;
|
||||
this.Description = _item.Description;
|
||||
this.Level = _item.Level;
|
||||
this.ItemModel = _item.ItemModel;
|
||||
this.Image = _item.Image;
|
||||
}
|
||||
|
||||
public Item(string _name, string _description, int _level, GameObject _itemModel, Sprite _image)
|
||||
{
|
||||
this.Name = _name;
|
||||
@ -58,4 +69,20 @@ public class Item : ScriptableObject
|
||||
this.ItemModel = _itemModel;
|
||||
this.Image = _image;
|
||||
}
|
||||
|
||||
// public void SaveItem()
|
||||
// {
|
||||
// SaveItemSystem.SaveItem(this);
|
||||
// }
|
||||
|
||||
// public void LoadItem()
|
||||
// {
|
||||
// ItemData data = SaveItemSystem.LoadIten();
|
||||
|
||||
// id = data.id;
|
||||
// name = data.name;
|
||||
// description = data.description;
|
||||
// level = data.level;
|
||||
|
||||
// }
|
||||
}
|
||||
|
@ -11,20 +11,25 @@ public class PickableController : MonoBehaviour
|
||||
public bool triggered;
|
||||
public int isPicked;
|
||||
|
||||
public int HandleIndexInScelenObjectList;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
// if object after beeing created by Instaniate() gets "Clone)" postfix, EquippableItem.name gets this
|
||||
item.Name = gameObject.name;
|
||||
if (PlayerPrefs.GetInt("continued") == 1)
|
||||
{
|
||||
isPicked = PlayerPrefs.GetInt(name2);
|
||||
}
|
||||
else
|
||||
{
|
||||
isPicked = PlayerPrefs.GetInt(name);
|
||||
}
|
||||
|
||||
// if (PlayerPrefs.GetInt("continued") == 1)
|
||||
// {
|
||||
// isPicked = PlayerPrefs.GetInt(name2);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// isPicked = PlayerPrefs.GetInt(name);
|
||||
// }
|
||||
if(isPicked == 1)
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
//gameObject.SetActive(false);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
@ -36,8 +41,12 @@ public class PickableController : MonoBehaviour
|
||||
{
|
||||
InventoryManager.Instance.AddToInventory(this.item);
|
||||
isPicked = 1;
|
||||
PlayerPrefs.SetInt(name, isPicked);
|
||||
gameObject.SetActive(false);
|
||||
//PlayerPrefs.SetInt(name, isPicked);
|
||||
//gameObject.SetActive(false);
|
||||
|
||||
SceneEquippableItemManager.Instance.RemoveDynamicItem(item.name); // remove
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -55,9 +64,9 @@ public class PickableController : MonoBehaviour
|
||||
triggered = false;
|
||||
}
|
||||
|
||||
public void SaveCheckpoint()
|
||||
{
|
||||
PlayerPrefs.SetInt(name2, isPicked);
|
||||
}
|
||||
// public void SaveCheckpoint()
|
||||
// {
|
||||
// PlayerPrefs.SetInt(name2, isPicked);
|
||||
// }
|
||||
|
||||
}
|
||||
|
@ -170,9 +170,13 @@ public class NPCDialogue : MonoBehaviour
|
||||
QuestPanel.SetActive(false);
|
||||
if(!gameObject.GetComponent<NPCQuest>().IsTaskAccepted())
|
||||
{
|
||||
// 1. Add task to palyer quests list
|
||||
Task myTask = gameObject.GetComponent<NPCQuest>().AcceptTask();
|
||||
|
||||
TaskManager.Instance.AddTask(myTask);
|
||||
|
||||
// 2. Drop Axe On Map
|
||||
gameObject.GetComponent<NPCQuest>().DropItem();
|
||||
} else {
|
||||
Debug.Log("Ten task został juz rozpoczęty!");
|
||||
}
|
||||
|
@ -10,6 +10,7 @@ public class NPCQuest : MonoBehaviour
|
||||
get { return quest; }
|
||||
set { quest = value; }
|
||||
}
|
||||
[SerializeField] public GameObject axe;
|
||||
|
||||
[SerializeField] private bool isTaskAccepted = false;
|
||||
|
||||
@ -19,10 +20,9 @@ public class NPCQuest : MonoBehaviour
|
||||
this.Quest = new Task(1, "Help the Lumberjack", "Find his axe in the forest and bring it back to him.", TaskHardship.Easy);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public Task AcceptTask()
|
||||
@ -36,4 +36,25 @@ public class NPCQuest : MonoBehaviour
|
||||
{
|
||||
return this.isTaskAccepted;
|
||||
}
|
||||
|
||||
|
||||
public void DropItem()
|
||||
{
|
||||
GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
|
||||
|
||||
if(globalGUI)
|
||||
{
|
||||
// 1. Drop item on map
|
||||
GameObject _axe = Instantiate(axe, new Vector3(37.1f, -31.7f, 0), Quaternion.identity, globalGUI.transform);
|
||||
// 1.2 Fix names (prevent add "(Clone)" postfix)
|
||||
_axe.name = axe.name;
|
||||
_axe.GetComponent<PickableController>().item.name = axe.name;
|
||||
|
||||
// 2. Add object to DynamicList in LocalSceneManager
|
||||
SceneEquippableItemManager.Instance.AddDynamicItem(_axe);
|
||||
|
||||
} else {
|
||||
Debug.Log("Can't find global GUI object!!!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,15 +1,15 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
public class GoldOre : MonoBehaviour
|
||||
{
|
||||
[SerializeField] public GameObject dropedItem;
|
||||
[SerializeField] public GameObject goldOre;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -24,7 +24,13 @@ public class GoldOre : MonoBehaviour
|
||||
|
||||
if(globalGUI)
|
||||
{
|
||||
Instantiate(dropedItem, gameObject.transform.position, Quaternion.identity, globalGUI.transform);
|
||||
GameObject droppedItem = Instantiate(goldOre, gameObject.transform.position, Quaternion.identity, globalGUI.transform);
|
||||
// Object and also ith binded piclable object gets "(Clone)" to its names - we must cut it
|
||||
droppedItem.name = goldOre.name;
|
||||
droppedItem.GetComponent<PickableController>().item.name = goldOre.name;
|
||||
//droppedItem.GetComponent<PickableController>().HandleIndexInScelenObjectList =
|
||||
SceneEquippableItemManager.Instance.AddDynamicItem(droppedItem);
|
||||
|
||||
} else {
|
||||
Debug.Log("Can't find global GUI object!!!");
|
||||
}
|
||||
|
@ -18,4 +18,9 @@ public class SaveController : MonoBehaviour
|
||||
int continued = 1;
|
||||
PlayerPrefs.SetInt("continued", continued);
|
||||
}
|
||||
|
||||
public void SaveItems()
|
||||
{
|
||||
SceneEquippableItemManager.Instance.SaveEquippableItems();
|
||||
}
|
||||
}
|
||||
|
12
Assets/Scripts/SaveSystem.cs
Normal file
12
Assets/Scripts/SaveSystem.cs
Normal file
@ -0,0 +1,12 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.IO;
|
||||
|
||||
public static class SaveSystem
|
||||
{
|
||||
public static string GetSavePath(string SubFolder)
|
||||
{
|
||||
return Application.persistentDataPath + "/" + SubFolder;
|
||||
}
|
||||
}
|
11
Assets/Scripts/SaveSystem.cs.meta
Normal file
11
Assets/Scripts/SaveSystem.cs.meta
Normal file
@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
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||||
guid: 2102a8ad08aba3746afd06ad6dd508d9
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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icon: {instanceID: 0}
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
8
Assets/Scripts/SceneManager.meta
Normal file
8
Assets/Scripts/SceneManager.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c8c5e5dadc149fd41b44ad222a147a02
|
||||
folderAsset: yes
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
8
Assets/Scripts/SceneManager/SaveItem.meta
Normal file
8
Assets/Scripts/SceneManager/SaveItem.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 548b485870d670642bf4533d56921bdd
|
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folderAsset: yes
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: e39995ada1a75cf4bb0857afc6d14d67
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folderAsset: yes
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userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,61 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
[System.Serializable]
|
||||
public class EquippableItemData : ItemData
|
||||
{
|
||||
public int strengthBonus;
|
||||
|
||||
public int agilityBonus;
|
||||
|
||||
public int inteligenceBonus;
|
||||
|
||||
public int vitalityBonus;
|
||||
|
||||
public bool isStackable;
|
||||
|
||||
public EquipmentType equipmentType;
|
||||
|
||||
private const string ITEM_LOCALIZATION = "Assets/Items/";
|
||||
|
||||
public EquippableItemData(EquippableItem equippableItem) : base(equippableItem)
|
||||
{
|
||||
strengthBonus = equippableItem.StrengthBonus;
|
||||
agilityBonus = equippableItem.AgilityBonus;
|
||||
inteligenceBonus = equippableItem.InteligenceBonus;
|
||||
vitalityBonus = equippableItem.VitalityBonus;
|
||||
|
||||
isStackable = equippableItem.isStackable;
|
||||
equipmentType = equippableItem.EquipmentType;
|
||||
}
|
||||
|
||||
|
||||
public EquippableItem MapDataToEquippableItem(string prefarbAssetName)
|
||||
{
|
||||
// Find prefarb in Assets/
|
||||
//Debug.Log("MapDataToEquippableItem: " + ITEM_LOCALIZATION + prefarbAssetName + ".asset");
|
||||
EquippableItem equippableItem = (EquippableItem)AssetDatabase.LoadAssetAtPath(ITEM_LOCALIZATION + prefarbAssetName + ".asset", typeof(EquippableItem));
|
||||
|
||||
///
|
||||
// DONT OVERWRITE PROPERTIES BECOUSE ITS EDIT MAIN OBJECT IN ASSET/
|
||||
///
|
||||
|
||||
// equippableItem.StrengthBonus = strengthBonus;
|
||||
// equippableItem.AgilityBonus = agilityBonus;
|
||||
// equippableItem.InteligenceBonus = inteligenceBonus;
|
||||
// equippableItem.VitalityBonus = vitalityBonus;
|
||||
// equippableItem.isStackable = isStackable;
|
||||
// equippableItem.EquipmentType = equipmentType;
|
||||
|
||||
// Item item = base.MapDataToItem(prefarbAssetName);
|
||||
// equippableItem.Name = item.Name;
|
||||
// equippableItem.Description = item.Description;
|
||||
// equippableItem.Level = item.Level;
|
||||
// equippableItem.ItemModel = item.ItemModel;
|
||||
// equippableItem.Image = item.Image;
|
||||
|
||||
return equippableItem;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: 2b75d6e7321021f43b90bf38877adaa5
|
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MonoImporter:
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||||
externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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||||
assetBundleName:
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assetBundleVariant:
|
@ -0,0 +1,27 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class EquippableItemPrefarbAsset
|
||||
{
|
||||
[SerializeField]
|
||||
public string name;
|
||||
[SerializeField]
|
||||
public string prefarbAssetName;
|
||||
[SerializeField]
|
||||
public Vector3 position;
|
||||
[SerializeField]
|
||||
public EquippableItem equippableItem;
|
||||
|
||||
public EquippableItemPrefarbAsset(){}
|
||||
|
||||
public EquippableItemPrefarbAsset(string _name, string _prefarbAssetName, Vector3 _position, EquippableItem _equippableItem)
|
||||
{
|
||||
name = _name;
|
||||
prefarbAssetName = _prefarbAssetName;
|
||||
position = _position;
|
||||
equippableItem = _equippableItem;
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: 3954b63bce496d04a9fa9f9f1eac3e76
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
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||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,45 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class EquippableItemPrefarbAssetData
|
||||
{
|
||||
public string name;
|
||||
|
||||
public string prefarbAssetName;
|
||||
|
||||
public float[] position;
|
||||
|
||||
EquippableItemData equippableItemData;
|
||||
|
||||
public EquippableItemPrefarbAssetData(EquippableItemPrefarbAsset equippableItemPrefarbAsset)
|
||||
{
|
||||
name = equippableItemPrefarbAsset.name;
|
||||
prefarbAssetName = equippableItemPrefarbAsset.prefarbAssetName;
|
||||
|
||||
position = new float[3];
|
||||
position[0] = equippableItemPrefarbAsset.position.x;
|
||||
position[1] = equippableItemPrefarbAsset.position.y;
|
||||
position[2] = equippableItemPrefarbAsset.position.z;
|
||||
|
||||
equippableItemData = this.MapEquippableItemToData(equippableItemPrefarbAsset.equippableItem);
|
||||
}
|
||||
|
||||
public EquippableItemData MapEquippableItemToData(EquippableItem equippableItem)
|
||||
{
|
||||
return new EquippableItemData(equippableItem);
|
||||
}
|
||||
|
||||
public EquippableItemPrefarbAsset MapDataToEquippableItemPrefarbAsset()
|
||||
{
|
||||
EquippableItemPrefarbAsset equippableItemPrefarbAsset = new EquippableItemPrefarbAsset();
|
||||
equippableItemPrefarbAsset.name = this.name;
|
||||
equippableItemPrefarbAsset.prefarbAssetName = this.prefarbAssetName;
|
||||
equippableItemPrefarbAsset.position = new Vector3(this.position[0], this.position[1], this.position[2]);
|
||||
|
||||
equippableItemPrefarbAsset.equippableItem = this.equippableItemData.MapDataToEquippableItem(equippableItemPrefarbAsset.prefarbAssetName);
|
||||
|
||||
return equippableItemPrefarbAsset;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 835b159a6f9f2b64883442142387b34c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Scripts/SceneManager/SaveItem/ItemData.meta
Normal file
8
Assets/Scripts/SceneManager/SaveItem/ItemData.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f8f73a42f83f7964fa1578e1dd5b4d61
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
57
Assets/Scripts/SceneManager/SaveItem/ItemData/ItemData.cs
Normal file
57
Assets/Scripts/SceneManager/SaveItem/ItemData/ItemData.cs
Normal file
@ -0,0 +1,57 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
[System.Serializable]
|
||||
public class ItemData
|
||||
{
|
||||
public int id;
|
||||
|
||||
public string name;
|
||||
|
||||
public string description;
|
||||
|
||||
public int level;
|
||||
|
||||
public string imageName;
|
||||
|
||||
// to handle object created on scene for example after removing from inventory
|
||||
public string itemModelName;
|
||||
|
||||
private const string SPRITE_LOCALIZATION = "Sprites/Object Sprites/";
|
||||
private const string ITEM_LOCALIZATION = "Assets/Items/";
|
||||
|
||||
public ItemData(Item item)
|
||||
{
|
||||
id = item.id;
|
||||
name = item.name;
|
||||
description = item.description;
|
||||
level = item.level;
|
||||
imageName = item.image.name;
|
||||
itemModelName = item.itemModel.name;
|
||||
}
|
||||
|
||||
public Item MapDataToItem(string prefarbAssetName)
|
||||
{
|
||||
// Find prefarb in Assets/
|
||||
Item item = (Item)AssetDatabase.LoadAssetAtPath(ITEM_LOCALIZATION + prefarbAssetName + ".asset", typeof(Item));
|
||||
|
||||
///
|
||||
// DONT OVERWRITE PROPERTIES BECOUSE ITS EDIT MAIN OBJECT IN ASSET/
|
||||
///
|
||||
|
||||
// item.Id = this.id;
|
||||
// item.Name = this.name;
|
||||
// item.Description = this.description;
|
||||
// item.Level = this.level;
|
||||
|
||||
// Debug.Log(ITEM_LOCALIZATION + this.imageName);
|
||||
// item.Image = (Sprite)AssetDatabase.LoadAssetAtPath(ITEM_LOCALIZATION + this.imageName, typeof(Sprite));
|
||||
// Debug.Log(item.Image);
|
||||
|
||||
// item.ItemModel = (GameObject)AssetDatabase.LoadAssetAtPath(ITEM_LOCALIZATION + "Gold Ore" + ".prefab", typeof(GameObject));
|
||||
|
||||
return item;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 01f6c1524dc8c994ab2711e2db01939e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
104
Assets/Scripts/SceneManager/SaveItem/SaveEquitableItemSystem.cs
Normal file
104
Assets/Scripts/SceneManager/SaveItem/SaveEquitableItemSystem.cs
Normal file
@ -0,0 +1,104 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.IO;
|
||||
using System.Runtime.Serialization.Formatters.Binary;
|
||||
|
||||
public static class SaveEquippableItemSystem
|
||||
{
|
||||
|
||||
private static string map;
|
||||
|
||||
public static void SaveEquitableItem(EquippableItemPrefarbAsset equitabbleItem, string ElementFolderName)
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
// todo: add in scene name folder
|
||||
string path = SaveSystem.GetSavePath(ElementFolderName);
|
||||
Debug.Log(path);
|
||||
if (!Directory.Exists(path))
|
||||
Directory.CreateDirectory(path);
|
||||
|
||||
path += "/" + equitabbleItem.name + ".fun";
|
||||
|
||||
FileStream stream = new FileStream(path, FileMode.Create);
|
||||
|
||||
EquippableItemPrefarbAssetData data = new EquippableItemPrefarbAssetData(equitabbleItem);
|
||||
|
||||
formatter.Serialize(stream, data);
|
||||
stream.Close();
|
||||
}
|
||||
|
||||
public static void SaveEquitableItemList(List<EquippableItemPrefarbAsset> equitabbleItemList, string _path, string ElementName)
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
// todo: add in scene name folder
|
||||
string path = SaveSystem.GetSavePath(_path);
|
||||
Debug.Log("Saved EquitableItemList at " + path);
|
||||
if (!Directory.Exists(path))
|
||||
Directory.CreateDirectory(path);
|
||||
|
||||
path += "/" + ElementName + ".fun";
|
||||
|
||||
FileStream stream = new FileStream(path, FileMode.Create);
|
||||
|
||||
List<EquippableItemPrefarbAssetData> data = new List<EquippableItemPrefarbAssetData>();
|
||||
|
||||
foreach(EquippableItemPrefarbAsset equitabbleItem in equitabbleItemList)
|
||||
{
|
||||
data.Add(new EquippableItemPrefarbAssetData(equitabbleItem));
|
||||
}
|
||||
|
||||
formatter.Serialize(stream, data);
|
||||
stream.Close();
|
||||
}
|
||||
|
||||
private static void Save()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public static EquippableItemPrefarbAssetData LoadEquitableItem(string equitabbleItemName, string ElementFolderName)
|
||||
{
|
||||
string path = SaveSystem.GetSavePath(ElementFolderName) + "/" + equitabbleItemName;// + ".fun";
|
||||
|
||||
if(File.Exists(path))
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
FileStream stream = new FileStream(path, FileMode.Open);
|
||||
|
||||
EquippableItemPrefarbAssetData equitabbleItem = formatter.Deserialize(stream) as EquippableItemPrefarbAssetData;
|
||||
stream.Close();
|
||||
|
||||
return equitabbleItem;
|
||||
} else {
|
||||
Debug.Log("Save file not found in " + path);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public static List<EquippableItemPrefarbAssetData> LoadEquitableItemList(string _path, string ElementName)
|
||||
{
|
||||
string path = SaveSystem.GetSavePath(_path) + "/" + ElementName + ".fun";
|
||||
|
||||
if(File.Exists(path))
|
||||
{
|
||||
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
FileStream stream = new FileStream(path, FileMode.Open);
|
||||
|
||||
List<EquippableItemPrefarbAssetData> equitabbleItemList = formatter.Deserialize(stream) as List<EquippableItemPrefarbAssetData>;
|
||||
stream.Close();
|
||||
|
||||
return equitabbleItemList;
|
||||
} else {
|
||||
Debug.Log("Save file not found in " + path);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
private static void Load()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e310cb217d0da98469b1cadfef21871c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
347
Assets/Scripts/SceneManager/SceneEquippableItemManager.cs
Normal file
347
Assets/Scripts/SceneManager/SceneEquippableItemManager.cs
Normal file
@ -0,0 +1,347 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEngine.SceneManagement;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
|
||||
// only for eqipptable items
|
||||
public class SceneEquippableItemManager : MonoBehaviour
|
||||
{
|
||||
private const string GameObjectLocalization = "Assets/Items/";
|
||||
|
||||
private const string AssetLocalization = "Assets/Items/";
|
||||
|
||||
private const string DYNAMIC_ELEMENT = "/DynamicElements/";
|
||||
private const string STATIC_ELEMENT = "/StaticElements/";
|
||||
|
||||
// content skrzyni (docelowo skrzynia + jej content)
|
||||
|
||||
/// <Summary>
|
||||
/// Handle manually setuped object properties
|
||||
/// eg. npc, minions, chest content
|
||||
/// </Summary>
|
||||
[SerializeField]
|
||||
public List<EquippableItemPrefarbAsset> StaticElements;
|
||||
|
||||
/// <Summary>
|
||||
/// Handle dynamic object properties
|
||||
/// eg. dropped items
|
||||
/// </Summary>
|
||||
// PrefarbAsset
|
||||
[SerializeField]
|
||||
public List<EquippableItemPrefarbAsset> DynamicElements;
|
||||
|
||||
public bool isNewGame = true;
|
||||
public bool isContinued = false;
|
||||
public string MapName;
|
||||
public string ElementFolderName = "EquippableItem";
|
||||
public string ItemsListName = "EquippableItemList";
|
||||
|
||||
public static SceneEquippableItemManager Instance;
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
if(Instance == null)
|
||||
{
|
||||
this.MapName = SceneManager.GetActiveScene().name;
|
||||
|
||||
if(isNewGame) // in new game dynamicItemsList is defaulty empty
|
||||
{
|
||||
BuildItems(StaticElements);
|
||||
|
||||
}else if(isContinued)
|
||||
{
|
||||
LoadEquippableItems();
|
||||
|
||||
BuildItems(DynamicElements);
|
||||
}
|
||||
|
||||
Instance = this;
|
||||
|
||||
|
||||
}else if (Instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void Start()
|
||||
{
|
||||
// BuildDynamicItems();
|
||||
//SaveEquippableItems();
|
||||
LoadEquippableItems();
|
||||
BuildItems(StaticElements);
|
||||
BuildItems(DynamicElements);
|
||||
|
||||
}
|
||||
|
||||
// public void AddDynamicItem(GameObject object) {
|
||||
// //EquippableItem item = object.GetComponent<PickableController>().Item;
|
||||
// //EquippableItemPrefarbAsset equippableItemPrefarbAsset = new EquippableItemPrefarbAsset(item.name, object.name, object.transform.position, item);
|
||||
// //this.dynamicItems.Add(equippableItemPrefarbAsset);
|
||||
// }
|
||||
|
||||
public int AddDynamicItem(GameObject dynamicObject)
|
||||
{
|
||||
EquippableItem item = dynamicObject.GetComponent<PickableController>().item;
|
||||
EquippableItemPrefarbAsset equippableItemPrefarbAsset = new EquippableItemPrefarbAsset(item.name, dynamicObject.name, dynamicObject.transform.position, item);
|
||||
|
||||
this.DynamicElements.Add(equippableItemPrefarbAsset);
|
||||
|
||||
return this.DynamicElements.Count - 1;
|
||||
}
|
||||
|
||||
public void RemoveDynamicItem(string name)
|
||||
{
|
||||
// 1. Fetch all matched items
|
||||
List<EquippableItemPrefarbAsset> equippableItemPrefarbAssetList = this.DynamicElements.Where(eqItemAss => eqItemAss.name == name).ToList();
|
||||
|
||||
// 2. Remove them
|
||||
this.DynamicElements.RemoveAll(eqItemAss => eqItemAss.name == name);
|
||||
}
|
||||
|
||||
public void RemoveDynamicEquippableItem(EquippableItemPrefarbAsset equippableItemPrefarbAsset)
|
||||
{
|
||||
}
|
||||
|
||||
public void BuildItems(List<EquippableItemPrefarbAsset> equippableItemPrefarbAssetList)
|
||||
{
|
||||
foreach(EquippableItemPrefarbAsset equippableItemPrefarbAsset in equippableItemPrefarbAssetList)
|
||||
{
|
||||
|
||||
GameObject newEquippableItemObject = (GameObject)AssetDatabase.LoadAssetAtPath(GameObjectLocalization + equippableItemPrefarbAsset.prefarbAssetName + ".prefab", typeof(GameObject));
|
||||
|
||||
if(!newEquippableItemObject)
|
||||
{
|
||||
Debug.Log("Can't find prefarb by name " + equippableItemPrefarbAsset.prefarbAssetName);
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
|
||||
|
||||
if(globalGUI)
|
||||
{
|
||||
// 1. Create gameObject by handled prefarb
|
||||
// 2. SetUp
|
||||
// 2.1 Set position
|
||||
GameObject equippableItem = Instantiate(newEquippableItemObject, equippableItemPrefarbAsset.position, Quaternion.identity, globalGUI.transform);
|
||||
|
||||
// 2.2 Set name
|
||||
equippableItem.name = equippableItemPrefarbAsset.name;
|
||||
|
||||
equippableItem.transform.SetParent(globalGUI.transform);
|
||||
// 2.3 Set pransform
|
||||
//equippableItem.transform.localScale = new Vector3(0.4f, 0.4f, 1);
|
||||
// Debug.Log(equippableItemPrefarbAsset.position);
|
||||
//equippableItem.transform.localPosition = equippableItemPrefarbAsset.position;
|
||||
|
||||
// 3. SetUp object properties
|
||||
// 3.1 find object
|
||||
string[] assetNames = AssetDatabase.FindAssets("t:EquippableItem", new[] { AssetLocalization });
|
||||
foreach (string SOName in assetNames)
|
||||
{
|
||||
var SOpath = AssetDatabase.GUIDToAssetPath(SOName);
|
||||
|
||||
if(SOpath.Contains(equippableItemPrefarbAsset.prefarbAssetName + ".asset"))
|
||||
{
|
||||
// 3.2 set EquippableItem object
|
||||
equippableItem.GetComponent<PickableController>().item = AssetDatabase.LoadAssetAtPath<EquippableItem>(SOpath);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
} else {
|
||||
Debug.Log("Can't find global GUI object!!!");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Save both list of EquippableItems
|
||||
public void SaveEquippableItems()
|
||||
{
|
||||
// 1. staticElements
|
||||
this.SaveStaticEquippableItemsList();
|
||||
|
||||
// 2. dynamicItems
|
||||
this.SaveDynamicEquippableItemsList();
|
||||
|
||||
/// Load One element example
|
||||
// foreach(EquippableItemPrefarbAsset equippableItemPrefarbAsset in equippableItemPrefarbAssetList)
|
||||
// {
|
||||
// SaveEquippableItemSystem.SaveEquitableItem(equippableItemPrefarbAsset, this.MapName + "/" + this.ElementFolderName); // change to SaveEquippableItemSystem for EquippableItemPrefarbAsset
|
||||
// }
|
||||
|
||||
}
|
||||
|
||||
#region Static list of EquippableItem Save
|
||||
private void SaveStaticEquippableItemsList()
|
||||
{
|
||||
// Case I - if we remember all list
|
||||
// 1) if after removed item form DynamicList is empty - remove all file
|
||||
// 2) if after removed item form DynamciList there are another one - save updated list again
|
||||
if(this.StaticElements.Count > 0) {
|
||||
SaveEquippableItemSystem.SaveEquitableItemList(this.StaticElements, this.MapName + STATIC_ELEMENT, this.ItemsListName); // change to SaveEquippableItemSystem for EquippableItemPrefarbAsset
|
||||
} else {
|
||||
string _path = SaveSystem.GetSavePath(this.MapName + STATIC_ELEMENT) + "/" + this.ItemsListName + ".fun";
|
||||
|
||||
try
|
||||
{
|
||||
Debug.Log("File to remove: " + _path);
|
||||
|
||||
if(File.Exists(_path))
|
||||
{
|
||||
File.Delete(_path);
|
||||
}
|
||||
}
|
||||
catch (IOException ioExp)
|
||||
{
|
||||
Debug.LogError(ioExp.Message);
|
||||
}
|
||||
}
|
||||
|
||||
// Case II - if we rememenber object per file
|
||||
// 1) remove specyfic file
|
||||
//
|
||||
// Unfortunatelly we don't use this way of saving items yet :D
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Dynamic list of EquippableItem Save
|
||||
private void SaveDynamicEquippableItemsList()
|
||||
{
|
||||
// Case I - if we remember all list
|
||||
// 1) if after removed item form DynamicList is empty - remove all file
|
||||
// 2) if after removed item form DynamciList there are another one - save updated list again
|
||||
if(this.DynamicElements.Count > 0) {
|
||||
SaveEquippableItemSystem.SaveEquitableItemList(this.DynamicElements, this.MapName + DYNAMIC_ELEMENT, this.ItemsListName); // change to SaveEquippableItemSystem for EquippableItemPrefarbAsset
|
||||
} else {
|
||||
string _path = SaveSystem.GetSavePath(this.MapName + DYNAMIC_ELEMENT) + "/" + this.ItemsListName + ".fun";
|
||||
|
||||
try
|
||||
{
|
||||
Debug.Log("File to remove: " + _path);
|
||||
|
||||
if(File.Exists(_path))
|
||||
{
|
||||
File.Delete(_path);
|
||||
}
|
||||
}
|
||||
catch (IOException ioExp)
|
||||
{
|
||||
Debug.LogError(ioExp.Message);
|
||||
}
|
||||
}
|
||||
|
||||
// Case II - if we rememenber object per file
|
||||
// 1) remove specyfic file
|
||||
//
|
||||
// Unfortunatelly we don't use this way of saving items yet :D
|
||||
}
|
||||
#endregion
|
||||
|
||||
public void LoadEquippableItems()
|
||||
{
|
||||
// if continue -> search files with content in save path
|
||||
|
||||
// if new game -> build objects from default configuration
|
||||
|
||||
this.LoadDynamicEquippableItemsList();
|
||||
|
||||
/// <summary>
|
||||
/// DID WE REALLY NEED TO LOAD (or even remembered) THIS LIST????
|
||||
/// </summary>
|
||||
|
||||
//this.LoadStaticEquippableItemsList();
|
||||
}
|
||||
|
||||
|
||||
#region Dynamic list of EquippableItem Loader
|
||||
public void LoadDynamicEquippableItem()
|
||||
{
|
||||
string path = SaveSystem.GetSavePath(this.MapName + DYNAMIC_ELEMENT + this.ElementFolderName);
|
||||
|
||||
if (!Directory.Exists(path)) // if not exists thats mean there was nothing saved yet - nothing to load
|
||||
return;
|
||||
|
||||
FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles();
|
||||
|
||||
foreach(FileInfo file in fileInfo)
|
||||
{
|
||||
Debug.Log(file.FullName);
|
||||
|
||||
EquippableItemPrefarbAssetData equippableItemPrefarbAssetData = SaveEquippableItemSystem.LoadEquitableItem(file.Name, this.MapName + DYNAMIC_ELEMENT + this.ElementFolderName);
|
||||
|
||||
DynamicElements.Add(equippableItemPrefarbAssetData.MapDataToEquippableItemPrefarbAsset());
|
||||
}
|
||||
}
|
||||
|
||||
public void LoadDynamicEquippableItemsList()
|
||||
{
|
||||
string path = SaveSystem.GetSavePath(this.MapName + DYNAMIC_ELEMENT);
|
||||
|
||||
if (!Directory.Exists(path)) // if not exists thats mean there was nothing saved yet - nothing to load
|
||||
return;
|
||||
|
||||
FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles();
|
||||
|
||||
foreach(FileInfo file in fileInfo)
|
||||
{
|
||||
if(file.Name != this.ItemsListName + ".fun")
|
||||
continue;
|
||||
|
||||
List<EquippableItemPrefarbAssetData> equippableItemPrefarbAssetDataList = SaveEquippableItemSystem.LoadEquitableItemList(this.MapName + DYNAMIC_ELEMENT, this.ItemsListName);
|
||||
|
||||
foreach(EquippableItemPrefarbAssetData equippableItemPrefarbAssetData in equippableItemPrefarbAssetDataList)
|
||||
DynamicElements.Add(equippableItemPrefarbAssetData.MapDataToEquippableItemPrefarbAsset());
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Static list of EquippableItem Loader
|
||||
public void LoadStaticEquippableItem()
|
||||
{
|
||||
string path = SaveSystem.GetSavePath(this.MapName + STATIC_ELEMENT + this.ElementFolderName);
|
||||
|
||||
if (!Directory.Exists(path)) // if not exists thats mean there was nothing saved yet - nothing to load
|
||||
return;
|
||||
|
||||
FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles();
|
||||
|
||||
foreach(FileInfo file in fileInfo)
|
||||
{
|
||||
Debug.Log(file.FullName);
|
||||
|
||||
EquippableItemPrefarbAssetData equippableItemPrefarbAssetData = SaveEquippableItemSystem.LoadEquitableItem(file.Name, this.MapName + STATIC_ELEMENT + this.ElementFolderName);
|
||||
|
||||
StaticElements.Add(equippableItemPrefarbAssetData.MapDataToEquippableItemPrefarbAsset());
|
||||
}
|
||||
}
|
||||
|
||||
public void LoadStaticEquippableItemsList()
|
||||
{
|
||||
string path = SaveSystem.GetSavePath(this.MapName + STATIC_ELEMENT);
|
||||
|
||||
if (!Directory.Exists(path)) // if not exists thats mean there was nothing saved yet - nothing to load
|
||||
return;
|
||||
|
||||
FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles();
|
||||
|
||||
foreach(FileInfo file in fileInfo)
|
||||
{
|
||||
Debug.Log(file.FullName);
|
||||
|
||||
List<EquippableItemPrefarbAssetData> equippableItemPrefarbAssetDataList = SaveEquippableItemSystem.LoadEquitableItemList(this.MapName + STATIC_ELEMENT, this.ItemsListName);
|
||||
|
||||
foreach(EquippableItemPrefarbAssetData equippableItemPrefarbAssetData in equippableItemPrefarbAssetDataList)
|
||||
StaticElements.Add(equippableItemPrefarbAssetData.MapDataToEquippableItemPrefarbAsset());
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3414ebe7b0de81b47a6726905f4c1322
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,23 +1,57 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
|
||||
public class closePossibleButtonInfo : MonoBehaviour
|
||||
{
|
||||
public GameObject Panel;
|
||||
public GameObject EPanel;
|
||||
public GameObject SpacePanel;
|
||||
public GameObject EPanel1;
|
||||
public GameObject SpacePanel1;
|
||||
[SerializeField]
|
||||
public List<GameObject> Panels; // for Quest panel && Dialogue Panel and in future for all others which could require to close info-panels
|
||||
|
||||
|
||||
public List<string> actionPanels = new List<string>{"E-InteractivePanel", "E-InteractivePanelAbove", "Spacebar-InteractivePanel", "Spacebar-InteractivePanelAbove"};
|
||||
|
||||
void Update()
|
||||
{
|
||||
if(Panel.active == true)
|
||||
int index = Panels.FindIndex(panel => panel.active == true);
|
||||
|
||||
if (index >= 0)
|
||||
{
|
||||
EPanel.SetActive(false);
|
||||
EPanel1.SetActive(false);
|
||||
SpacePanel.SetActive(false);
|
||||
SpacePanel1.SetActive(false);
|
||||
|
||||
// BRUTAL AND NAIVE SOLUTION
|
||||
// TODO rewrite during refactoring dialogue panels module !!! - 18.06.2022
|
||||
|
||||
// EPanel.SetActive(false);
|
||||
// EPanel1.SetActive(false);
|
||||
// SpacePanel.SetActive(false);
|
||||
// SpacePanel1.SetActive(false);
|
||||
|
||||
// the same solution prescribed for the needs of dynamic toolpits - also rewrite later -
|
||||
// TODO - cahne whole logic
|
||||
|
||||
|
||||
|
||||
// 1. Fetch "space hit" and all other panels and destroy them if exists as GUI object children
|
||||
// Because its in "Update" object are destroyed all time - again and again and again - when cndition is met
|
||||
|
||||
|
||||
// TODO
|
||||
// add action which will block open action-into-panels again if one of "Panels" is currently opened and allow this after close
|
||||
// add condition for each object whisch have "OpenPanelOnCollision" script
|
||||
// GetComponent<OpenPanelOnCollision>().isAllowedToShowPanels = false;
|
||||
|
||||
GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
|
||||
foreach (Transform eachChild in globalGUI.transform) {
|
||||
|
||||
int match = actionPanels.FindIndex(actionPanelName => (actionPanelName == eachChild.name || actionPanelName + "(Clone)" == eachChild.name));
|
||||
|
||||
if(match >= 0)
|
||||
{
|
||||
//Debug.Log("Destroy " + eachChild.name);
|
||||
Destroy(eachChild.gameObject);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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value: 22424703114646680e0b0227036c72111f1958072926337e38271427fb
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RecentlyUsedScenePath-9:
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vcSharedLogLevel:
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value: 0d5e400f0650
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|
Loading…
Reference in New Issue
Block a user