Add scene manager for items
Start rebuild Save & Load game system
This commit is contained in:
parent
af2542f26d
commit
602c94726a
@ -51,16 +51,19 @@
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<Compile Include="Assets\Scripts\SettingsButton.cs" />
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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\UI\ISlot.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\Enemy.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\closePossibleButtonInfo.cs" />
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<Compile Include="Assets\BreakOre.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\Inventory\InventorySlot.cs" />
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<Compile Include="Assets\Scripts\Task\TaskPanelController.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\Task\TaskManager.cs" />
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<Compile Include="Assets\Scripts\QuitGame.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\NewGame.cs" />
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<Compile Include="Assets\Scripts\Knockback.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\Inventory\InventoryManager.cs" />
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<Compile Include="Assets\Scripts\Dialogue.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\ItemSlot.cs" />
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<Compile Include="Assets\Scripts\Item\Item.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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<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\CloseIfQuestPanel.cs" />
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<Compile Include="Assets\TreeParticleEffect.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\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\Equipment\EquipmentSlot.cs" />
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<Compile Include="Assets\Scripts\DealDamage.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\SaveSoundSettings.cs" />
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<Compile Include="Assets\Scripts\MenuGUI.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\NPCs' Scripts\NPCQuest.cs" />
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<Compile Include="Assets\Scripts\Task\Task.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\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\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\PlayerName.cs" />
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<Compile Include="Assets\breakable.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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<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\Item\PickableController.cs" />
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<Compile Include="Assets\Scripts\Chest\ChestController.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\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\Enemies' Scprits\PatrollingEnemy.cs" />
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<Compile Include="Assets\Scripts\Chest\ChestPanelController.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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<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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gameObject.SetActive(false);
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PlayerPrefs.SetInt(name, isBroken);
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PlayerPrefs.SetInt(name, isBroken);
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Debug.Log("drop item");
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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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gameObject.GetComponent<GoldOre>().DropItem();
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}
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}
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yield return new WaitForSeconds(1);
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yield return new WaitForSeconds(1);
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@ -13,11 +13,11 @@ MonoBehaviour:
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id: 0
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name: Axe1
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name: Axe_one
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description: Lumberjack's Axe
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description: Lumberjack's Axe
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level: 1
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level: 1
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AgilityBonus: 0
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InteligenceBonus: 0
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InteligenceBonus: 0
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215
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Normal file
215
Assets/Items/Axe.prefab
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@ -0,0 +1,215 @@
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7
Assets/Items/Axe.prefab.meta
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7
Assets/Items/Axe.prefab.meta
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m_LocalPosition: {x: 0, y: 5, z: 0}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 0.4, y: 0.4, z: 1}
|
||||||
m_Children: []
|
m_Children:
|
||||||
|
- {fileID: 1754993746}
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
m_RootOrder: 0
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m_RootOrder: 0
|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
@ -145,3 +229,8 @@ MonoBehaviour:
|
|||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
item: {fileID: 11400000, guid: aaa7c520aded1bc42a26b7ce43484010, type: 2}
|
item: {fileID: 11400000, guid: aaa7c520aded1bc42a26b7ce43484010, type: 2}
|
||||||
|
name:
|
||||||
|
name2:
|
||||||
|
triggered: 0
|
||||||
|
isPicked: 0
|
||||||
|
HandleIndexInScelenObjectList: 0
|
||||||
|
@ -10,50 +10,85 @@ public class OpenPanelOnCollision : MonoBehaviour
|
|||||||
public GameObject SecondPanel;
|
public GameObject SecondPanel;
|
||||||
public GameObject PanelAbove;
|
public GameObject PanelAbove;
|
||||||
|
|
||||||
|
// Handle dynamic build GameObject's
|
||||||
|
public GameObject _tmpPanel;
|
||||||
|
public GameObject _tmpOtherPanel;
|
||||||
|
public GameObject _tmpSecondPanel;
|
||||||
|
public GameObject _tmpPanelAbove;
|
||||||
|
|
||||||
|
private GameObject globalGUI;
|
||||||
|
|
||||||
public GameObject obj;
|
public GameObject obj;
|
||||||
|
|
||||||
private bool inRange = false;
|
private bool inRange = false;
|
||||||
|
|
||||||
|
public bool isAllowedToShowPanels = true; // TODO: controle its value - mprove later with cooperaition with "closePossibleButtonInfo" script
|
||||||
|
|
||||||
|
public void Awake()
|
||||||
|
{
|
||||||
|
this.globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ClearPanels()
|
||||||
|
{
|
||||||
|
if(_tmpPanel) Destroy(_tmpPanel);
|
||||||
|
if(_tmpSecondPanel) Destroy(_tmpSecondPanel);
|
||||||
|
if(_tmpPanelAbove) Destroy(_tmpPanelAbove);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
this.ClearPanels();
|
||||||
|
}
|
||||||
|
|
||||||
private void OnTriggerEnter2D(Collider2D collision)
|
private void OnTriggerEnter2D(Collider2D collision)
|
||||||
{
|
{
|
||||||
if(collision.tag == "Player")
|
if(collision.tag == "Player" && isAllowedToShowPanels)
|
||||||
{
|
{
|
||||||
inRange = true;
|
inRange = true;
|
||||||
if(SecondPanel.active == false)
|
if(!_tmpSecondPanel)
|
||||||
{
|
{
|
||||||
Panel.SetActive(true);
|
if(!_tmpPanel) {_tmpPanel = Instantiate(Panel, Panel.transform.position, Quaternion.identity, globalGUI.transform); _tmpPanel.transform.localPosition = Panel.transform.position;}
|
||||||
|
//Panel.SetActive(true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
PanelAbove.SetActive(true);
|
if(!_tmpPanelAbove) { _tmpPanelAbove = Instantiate(PanelAbove, PanelAbove.transform.position, Quaternion.identity, globalGUI.transform); _tmpPanelAbove.transform.localPosition = PanelAbove.transform.position;}
|
||||||
|
//PanelAbove.SetActive(true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnTriggerStay2D(Collider2D collision)
|
private void OnTriggerStay2D(Collider2D collision)
|
||||||
{
|
{
|
||||||
if (collision.tag == "Player")
|
if (collision.tag == "Player" && isAllowedToShowPanels)
|
||||||
{
|
{
|
||||||
inRange = true;
|
inRange = true;
|
||||||
if(OtherPanel.active == true)
|
if(_tmpOtherPanel) //OtherPanel.active == true
|
||||||
{
|
{
|
||||||
if (SecondPanel.active == false)
|
if (!_tmpSecondPanel) //SecondPanel.active == false
|
||||||
{
|
{
|
||||||
Panel.SetActive(false);
|
if(_tmpPanel) Destroy(_tmpPanel);
|
||||||
|
//Panel.SetActive(false);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
SecondPanel.SetActive(false);
|
if(_tmpSecondPanel) Destroy(_tmpSecondPanel);
|
||||||
PanelAbove.SetActive(false);
|
if(_tmpPanelAbove) Destroy(_tmpPanelAbove);
|
||||||
|
// SecondPanel.SetActive(false);
|
||||||
|
// PanelAbove.SetActive(false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (SecondPanel.active == false)
|
else if (!_tmpSecondPanel) // SecondPanel.active == false
|
||||||
{
|
{
|
||||||
Panel.SetActive(true);
|
if(!_tmpPanel) { _tmpPanel = Instantiate(Panel, Panel.transform.position, Quaternion.identity, globalGUI.transform); _tmpPanel.transform.localPosition = Panel.transform.position;}
|
||||||
|
|
||||||
|
//Panel.SetActive(true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
PanelAbove.SetActive(true);
|
if(!_tmpPanelAbove) { _tmpPanelAbove = Instantiate(PanelAbove, PanelAbove.transform.position, Quaternion.identity, globalGUI.transform); _tmpPanelAbove.transform.localPosition = PanelAbove.transform.position;}
|
||||||
|
//PanelAbove.SetActive(true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -64,7 +99,8 @@ public class OpenPanelOnCollision : MonoBehaviour
|
|||||||
yield return new WaitForSeconds(0.3f);
|
yield return new WaitForSeconds(0.3f);
|
||||||
if(inRange == false)
|
if(inRange == false)
|
||||||
{
|
{
|
||||||
Panel.SetActive(false);
|
if(_tmpPanel) Destroy(_tmpPanel);
|
||||||
|
//Panel.SetActive(false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -73,7 +109,8 @@ public class OpenPanelOnCollision : MonoBehaviour
|
|||||||
yield return new WaitForSeconds(0.3f);
|
yield return new WaitForSeconds(0.3f);
|
||||||
if (inRange == false)
|
if (inRange == false)
|
||||||
{
|
{
|
||||||
PanelAbove.SetActive(false);
|
if(_tmpPanelAbove) Destroy(_tmpPanelAbove);
|
||||||
|
//PanelAbove.SetActive(false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -82,27 +119,32 @@ public class OpenPanelOnCollision : MonoBehaviour
|
|||||||
|
|
||||||
if(obj.active == false)
|
if(obj.active == false)
|
||||||
{
|
{
|
||||||
if (Panel.active == true)
|
if (_tmpPanel) //Panel.active == true
|
||||||
{
|
{
|
||||||
Panel.SetActive(false);
|
Destroy(_tmpPanel);
|
||||||
|
//Panel.SetActive(false);
|
||||||
}
|
}
|
||||||
else if (PanelAbove.active == true)
|
else if (_tmpPanelAbove) //PanelAbove.active == true
|
||||||
{
|
{
|
||||||
PanelAbove.SetActive(false);
|
Destroy(_tmpPanelAbove);
|
||||||
|
//PanelAbove.SetActive(false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if(OtherPanel.active == true)
|
if(_tmpOtherPanel) //OtherPanel.active == true
|
||||||
{
|
{
|
||||||
StartCoroutine(Timer1());
|
StartCoroutine(Timer1());
|
||||||
}
|
}
|
||||||
if(SecondPanel.active == false)
|
if(!_tmpSecondPanel) //SecondPanel.active == false
|
||||||
{
|
{
|
||||||
if(PanelAbove.active == true)
|
if(_tmpPanelAbove) //PanelAbove.active == true
|
||||||
{
|
{
|
||||||
StartCoroutine(Timer2());
|
StartCoroutine(Timer2());
|
||||||
PanelAbove.SetActive(false);
|
Destroy(_tmpPanelAbove);
|
||||||
Panel.SetActive(true);
|
//PanelAbove.SetActive(false);
|
||||||
|
if(!_tmpPanel) { _tmpPanel = Instantiate(Panel, Panel.transform.position, Quaternion.identity, globalGUI.transform); _tmpPanel.transform.localPosition = Panel.transform.position;}
|
||||||
|
|
||||||
|
//Panel.SetActive(true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -110,11 +152,11 @@ public class OpenPanelOnCollision : MonoBehaviour
|
|||||||
private void OnTriggerExit2D(Collider2D collision)
|
private void OnTriggerExit2D(Collider2D collision)
|
||||||
{
|
{
|
||||||
inRange = false;
|
inRange = false;
|
||||||
if(Panel.active == true)
|
if(_tmpPanel) //Panel.active == true
|
||||||
{
|
{
|
||||||
StartCoroutine(Timer1());
|
StartCoroutine(Timer1());
|
||||||
}
|
}
|
||||||
else if(PanelAbove.active == true)
|
else if(_tmpPanelAbove) //PanelAbove.active == true
|
||||||
{
|
{
|
||||||
StartCoroutine(Timer2());
|
StartCoroutine(Timer2());
|
||||||
}
|
}
|
||||||
|
8
Assets/Prefarbs/ActionPanel.meta
Normal file
8
Assets/Prefarbs/ActionPanel.meta
Normal file
@ -0,0 +1,8 @@
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|
fileFormatVersion: 2
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DefaultImporter:
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userData:
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|
assetBundleName:
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|
assetBundleVariant:
|
419
Assets/Prefarbs/ActionPanel/DialoguePanel.prefab
Normal file
419
Assets/Prefarbs/ActionPanel/DialoguePanel.prefab
Normal file
@ -0,0 +1,419 @@
|
|||||||
|
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Before Width: | Height: | Size: 342 B After Width: | Height: | Size: 342 B |
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -17,6 +17,7 @@ public enum EquipmentType
|
|||||||
}
|
}
|
||||||
|
|
||||||
[CreateAssetMenu]
|
[CreateAssetMenu]
|
||||||
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[System.Serializable]
|
||||||
public class EquippableItem : Item
|
public class EquippableItem : Item
|
||||||
{
|
{
|
||||||
public int StrengthBonus;
|
public int StrengthBonus;
|
||||||
@ -30,8 +31,11 @@ public class EquippableItem : Item
|
|||||||
[Space]
|
[Space]
|
||||||
public EquipmentType EquipmentType;
|
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)
|
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; }
|
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)
|
public Item(string _name, string _description, int _level, GameObject _itemModel, Sprite _image)
|
||||||
{
|
{
|
||||||
this.Name = _name;
|
this.Name = _name;
|
||||||
@ -58,4 +69,20 @@ public class Item : ScriptableObject
|
|||||||
this.ItemModel = _itemModel;
|
this.ItemModel = _itemModel;
|
||||||
this.Image = _image;
|
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 bool triggered;
|
||||||
public int isPicked;
|
public int isPicked;
|
||||||
|
|
||||||
|
public int HandleIndexInScelenObjectList;
|
||||||
|
|
||||||
public void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
|
// if object after beeing created by Instaniate() gets "Clone)" postfix, EquippableItem.name gets this
|
||||||
item.Name = gameObject.name;
|
item.Name = gameObject.name;
|
||||||
if (PlayerPrefs.GetInt("continued") == 1)
|
|
||||||
{
|
// if (PlayerPrefs.GetInt("continued") == 1)
|
||||||
isPicked = PlayerPrefs.GetInt(name2);
|
// {
|
||||||
}
|
// isPicked = PlayerPrefs.GetInt(name2);
|
||||||
else
|
// }
|
||||||
{
|
// else
|
||||||
isPicked = PlayerPrefs.GetInt(name);
|
// {
|
||||||
}
|
// isPicked = PlayerPrefs.GetInt(name);
|
||||||
|
// }
|
||||||
if(isPicked == 1)
|
if(isPicked == 1)
|
||||||
{
|
{
|
||||||
gameObject.SetActive(false);
|
//gameObject.SetActive(false);
|
||||||
|
Destroy(gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -36,8 +41,12 @@ public class PickableController : MonoBehaviour
|
|||||||
{
|
{
|
||||||
InventoryManager.Instance.AddToInventory(this.item);
|
InventoryManager.Instance.AddToInventory(this.item);
|
||||||
isPicked = 1;
|
isPicked = 1;
|
||||||
PlayerPrefs.SetInt(name, isPicked);
|
//PlayerPrefs.SetInt(name, isPicked);
|
||||||
gameObject.SetActive(false);
|
//gameObject.SetActive(false);
|
||||||
|
|
||||||
|
SceneEquippableItemManager.Instance.RemoveDynamicItem(item.name); // remove
|
||||||
|
|
||||||
|
Destroy(gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -55,9 +64,9 @@ public class PickableController : MonoBehaviour
|
|||||||
triggered = false;
|
triggered = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SaveCheckpoint()
|
// public void SaveCheckpoint()
|
||||||
{
|
// {
|
||||||
PlayerPrefs.SetInt(name2, isPicked);
|
// PlayerPrefs.SetInt(name2, isPicked);
|
||||||
}
|
// }
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -170,9 +170,13 @@ public class NPCDialogue : MonoBehaviour
|
|||||||
QuestPanel.SetActive(false);
|
QuestPanel.SetActive(false);
|
||||||
if(!gameObject.GetComponent<NPCQuest>().IsTaskAccepted())
|
if(!gameObject.GetComponent<NPCQuest>().IsTaskAccepted())
|
||||||
{
|
{
|
||||||
|
// 1. Add task to palyer quests list
|
||||||
Task myTask = gameObject.GetComponent<NPCQuest>().AcceptTask();
|
Task myTask = gameObject.GetComponent<NPCQuest>().AcceptTask();
|
||||||
|
|
||||||
TaskManager.Instance.AddTask(myTask);
|
TaskManager.Instance.AddTask(myTask);
|
||||||
|
|
||||||
|
// 2. Drop Axe On Map
|
||||||
|
gameObject.GetComponent<NPCQuest>().DropItem();
|
||||||
} else {
|
} else {
|
||||||
Debug.Log("Ten task został juz rozpoczęty!");
|
Debug.Log("Ten task został juz rozpoczęty!");
|
||||||
}
|
}
|
||||||
|
@ -10,6 +10,7 @@ public class NPCQuest : MonoBehaviour
|
|||||||
get { return quest; }
|
get { return quest; }
|
||||||
set { quest = value; }
|
set { quest = value; }
|
||||||
}
|
}
|
||||||
|
[SerializeField] public GameObject axe;
|
||||||
|
|
||||||
[SerializeField] private bool isTaskAccepted = false;
|
[SerializeField] private bool isTaskAccepted = false;
|
||||||
|
|
||||||
@ -22,7 +23,6 @@ public class NPCQuest : MonoBehaviour
|
|||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public Task AcceptTask()
|
public Task AcceptTask()
|
||||||
@ -36,4 +36,25 @@ public class NPCQuest : MonoBehaviour
|
|||||||
{
|
{
|
||||||
return this.isTaskAccepted;
|
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;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using System;
|
||||||
|
|
||||||
public class GoldOre : MonoBehaviour
|
public class GoldOre : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] public GameObject dropedItem;
|
[SerializeField] public GameObject goldOre;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
@ -24,7 +24,13 @@ public class GoldOre : MonoBehaviour
|
|||||||
|
|
||||||
if(globalGUI)
|
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 {
|
} else {
|
||||||
Debug.Log("Can't find global GUI object!!!");
|
Debug.Log("Can't find global GUI object!!!");
|
||||||
}
|
}
|
||||||
|
@ -18,4 +18,9 @@ public class SaveController : MonoBehaviour
|
|||||||
int continued = 1;
|
int continued = 1;
|
||||||
PlayerPrefs.SetInt("continued", continued);
|
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 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2102a8ad08aba3746afd06ad6dd508d9
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
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
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
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
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e39995ada1a75cf4bb0857afc6d14d67
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
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
|
||||||
|
guid: 2b75d6e7321021f43b90bf38877adaa5
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
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
|
||||||
|
guid: 3954b63bce496d04a9fa9f9f1eac3e76
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
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;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
public class closePossibleButtonInfo : MonoBehaviour
|
public class closePossibleButtonInfo : MonoBehaviour
|
||||||
{
|
{
|
||||||
public GameObject Panel;
|
[SerializeField]
|
||||||
public GameObject EPanel;
|
public List<GameObject> Panels; // for Quest panel && Dialogue Panel and in future for all others which could require to close info-panels
|
||||||
public GameObject SpacePanel;
|
|
||||||
public GameObject EPanel1;
|
|
||||||
public GameObject SpacePanel1;
|
public List<string> actionPanels = new List<string>{"E-InteractivePanel", "E-InteractivePanelAbove", "Spacebar-InteractivePanel", "Spacebar-InteractivePanelAbove"};
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if(Panel.active == true)
|
int index = Panels.FindIndex(panel => panel.active == true);
|
||||||
|
|
||||||
|
if (index >= 0)
|
||||||
{
|
{
|
||||||
EPanel.SetActive(false);
|
|
||||||
EPanel1.SetActive(false);
|
// BRUTAL AND NAIVE SOLUTION
|
||||||
SpacePanel.SetActive(false);
|
// TODO rewrite during refactoring dialogue panels module !!! - 18.06.2022
|
||||||
SpacePanel1.SetActive(false);
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -30,10 +30,10 @@ EditorUserSettings:
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value: 22424703114646680e0b0227036c72111f1958072926337e38271427fb
|
value: 22424703114646680e0b0227036c72111f1958072926337e38271427fb
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flags: 0
|
flags: 0
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RecentlyUsedScenePath-8:
|
RecentlyUsedScenePath-8:
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value: 22424703114646680e0b0227036c7c1100123d24383a273e2e2c5326ece92021
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value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
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flags: 0
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flags: 0
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RecentlyUsedScenePath-9:
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RecentlyUsedScenePath-9:
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value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
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value: 22424703114646680e0b0227036c7c1100123d24383a273e2e2c5326ece92021
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flags: 0
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vcSharedLogLevel:
|
vcSharedLogLevel:
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||||||
value: 0d5e400f0650
|
value: 0d5e400f0650
|
||||||
|
Loading…
Reference in New Issue
Block a user