Merge remote-tracking branch 'origin/master'
This commit is contained in:
commit
6f557f1b96
@ -208,6 +208,7 @@
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<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\IPanel.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\IPanel.cs" />
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<Compile Include="Assets\Scripts\SaveSystem.cs" />
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<Compile Include="Assets\Scripts\SaveSystem.cs" />
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<Compile Include="Assets\Scripts\AnimatedDoorBehaviour.cs" />
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<Compile Include="Assets\Scripts\AnimatedDoorBehaviour.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\Enemy\EnemyDrop.cs" />
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<Compile Include="Assets\Scripts\Door\TriggerDoor.cs" />
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<Compile Include="Assets\Scripts\Door\TriggerDoor.cs" />
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<Compile Include="Assets\Scripts\ProceduralGeneration\GraphNode.cs" />
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<Compile Include="Assets\Scripts\ProceduralGeneration\GraphNode.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\AccountBalance\PanelCashController.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\AccountBalance\PanelCashController.cs" />
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@ -43,7 +43,7 @@ public class NewGame : MonoBehaviour
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float health = 10.0f;
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float health = 10.0f;
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PlayerPrefs.SetFloat("maxHealth", 10);
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PlayerPrefs.SetFloat("maxHealth", 10);
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PlayerPrefs.SetFloat("health", 10);
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PlayerPrefs.SetFloat("health", 10);
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PlayerPrefs.SetInt("HasEverPlayed",1);
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//PlayerPrefs.SetInt("continued", 0);
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//PlayerPrefs.SetInt("continued", 0);
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PlayerPrefs.SetInt("rock", 0); // Is it used anywhere? I have not found it
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PlayerPrefs.SetInt("rock", 0); // Is it used anywhere? I have not found it
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@ -535,7 +535,7 @@ MonoBehaviour:
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nameOfPlayer:
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nameOfPlayer:
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saveName:
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saveName:
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inputText: {fileID: 637316601}
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inputText: {fileID: 637316601}
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loadedName: {fileID: 0}
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loadedName:
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--- !u!4 &525115091
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--- !u!4 &525115091
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Transform:
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Transform:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -2731,7 +2731,7 @@ MonoBehaviour:
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m_LineType: 0
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m_LineType: 0
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m_HideMobileInput: 0
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m_HideMobileInput: 0
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m_CharacterValidation: 0
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m_CharacterValidation: 0
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m_CharacterLimit: 0
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m_CharacterLimit: 15
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m_OnEndEdit:
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m_OnEndEdit:
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m_PersistentCalls:
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m_PersistentCalls:
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m_Calls: []
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m_Calls: []
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@ -15,6 +15,7 @@ public class TileMapGenerator : MonoBehaviour
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public Tilemap ground, walls;
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public Tilemap ground, walls;
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public Tile ground1, wall1, corner_left_up, corner_left_down, corner_right_down, corner_right_up, left, right, up, down;
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public Tile ground1, wall1, corner_left_up, corner_left_down, corner_right_down, corner_right_up, left, right, up, down;
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public Graph graph;
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public Graph graph;
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public List<Vector3> availablePos;
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private void Start()
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private void Start()
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{
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{
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@ -83,6 +84,7 @@ public class TileMapGenerator : MonoBehaviour
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{
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{
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ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1);
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ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1);
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startPosOfPlayer = new Vector3Int(pos.x, pos.y, 0);
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startPosOfPlayer = new Vector3Int(pos.x, pos.y, 0);
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availablePos.Add(startPosOfPlayer);
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}
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}
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else if (id == 2)
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else if (id == 2)
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{
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{
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@ -111,10 +113,27 @@ public class TileMapGenerator : MonoBehaviour
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GameObject Player = GameObject.FindWithTag("Player");
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GameObject Player = GameObject.FindWithTag("Player");
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Player.transform.position = startPosOfPlayer;
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Player.transform.position = startPosOfPlayer;
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randomCoordsForStanding();
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return true;
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return true;
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}
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}
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public Vector3 randomCoordsForStanding()
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{
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Tile test = new Tile();
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while (true)
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{
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int bound = availablePos.Count;
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int randomVal;
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randomVal = Random.Range(0, bound);
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Debug.Log(availablePos[randomVal]);
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return availablePos[randomVal];
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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void Update()
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void Update()
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{
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{
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