Added chest-openings' animations, fixed knocbacks and improeved A* pathfinding
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@ -72,6 +72,7 @@
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<Compile Include="Assets\_\Stuff\GridPathfinding\GridPathfinding.cs" />
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<Compile Include="Assets\OpenSettingsOnESCPress.cs" />
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<Compile Include="Assets\closePossibleButtonInfo.cs" />
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<Compile Include="Assets\Scripts\ProceduralGeneration\FloodFill.cs" />
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<Compile Include="Assets\BreakOre.cs" />
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<Compile Include="Assets\Scripts\Domain\DialoguePanel\Model\ButtonPanelModel.cs" />
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<Compile Include="Assets\Scripts\Domain\Dialogue\Model\DialogueStepModel.cs" />
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@ -7,12 +7,13 @@ public class ChestController : BaseWarehouseController
|
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{
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[SerializeField] public GameObject chest;
|
||||
[SerializeField] public List<Item> developerList = new List<Item>(); // FOR DEVELOPER TESTE - remove later !!!
|
||||
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private Animator m_Animator;
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bool isTrigerred = false;
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// Start is called before the first frame update
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void Start()
|
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{
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m_Animator = gameObject.GetComponent<Animator>();
|
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chest = gameObject; // set object on current GameObject
|
||||
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// FOR DEVELOPER TESTE - remove later !!!
|
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@ -22,16 +23,32 @@ public class ChestController : BaseWarehouseController
|
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}
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}
|
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private bool beingHandled = false;
|
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private static bool Opening;
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private static bool Closing;
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private IEnumerator OpenChestWithAnimation()
|
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{
|
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beingHandled = true;
|
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// process pre-yield
|
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m_Animator.SetTrigger("OpenIt");
|
||||
yield return new WaitForSeconds( 0.4f );
|
||||
this.OpenPanel();
|
||||
InventoryManager.Instance.OpenPanel();
|
||||
EquipmentManager.Instance.OpenPanel();
|
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m_Animator.ResetTrigger("OpenIt");
|
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// process post-yield
|
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beingHandled = false;
|
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}
|
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// Update is called once per frame
|
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void Update()
|
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{
|
||||
if (this._panel && this.isTrigerred && !this.isOpen) // we can open chest only when its closed
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.E))
|
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|
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if (Input.GetKeyDown(KeyCode.E) && !beingHandled)
|
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{
|
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this.OpenPanel();
|
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InventoryManager.Instance.OpenPanel();
|
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EquipmentManager.Instance.OpenPanel();
|
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StartCoroutine(OpenChestWithAnimation());
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}
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}
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@ -43,9 +60,6 @@ public class ChestController : BaseWarehouseController
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EquipmentManager.Instance.OpenPanel();
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}
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}
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}
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void OnTriggerExit2D(Collider2D collision)
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@ -72,6 +86,37 @@ public class ChestController : BaseWarehouseController
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base.ClosePanel();
|
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if (!beingHandled)
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{
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}
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}
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public void CloseChestWithAnimationForOtherPanels()
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{
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if (!beingHandled)
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{
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StartCoroutine(CloseChestWithAnimation());
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}
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}
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private IEnumerator CloseChestWithAnimation()
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{
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beingHandled = true;
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// process pre-yield
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yield return new WaitForSeconds( 0.2f );
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m_Animator.SetTrigger("CloseIt");
|
||||
yield return new WaitForSeconds( 0.1f );
|
||||
m_Animator.ResetTrigger("CloseIt");
|
||||
// process post-yield
|
||||
beingHandled = false;
|
||||
}
|
||||
|
||||
private void ReactivateAnimation()
|
||||
{
|
||||
m_Animator.SetTrigger("reactivate");
|
||||
}
|
||||
|
||||
protected override void SetupPanel()
|
||||
|
@ -233,7 +233,7 @@ public class FollowingEnemy : Enemy
|
||||
Vector2 difference = enemy.transform.position - player.transform.position;
|
||||
difference = difference.normalized * thrust;
|
||||
enemy.AddForce(difference, ForceMode2D.Impulse);
|
||||
StartCoroutine(KnockCo(enemy));
|
||||
//StartCoroutine(KnockCo(enemy));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -107,7 +107,7 @@ public class FollowingPatrollingEnemy : Enemy
|
||||
TakeDamage(1.0f);
|
||||
hit = false;
|
||||
timerHit = 0f;
|
||||
//TakeKnockback();
|
||||
TakeKnockback();
|
||||
}
|
||||
}
|
||||
if (gameObject.active == false)
|
||||
|
@ -53,6 +53,10 @@ public class EquipmentPanelController : BasePanelController
|
||||
public override void CloseOnClick()
|
||||
{
|
||||
Destroy(gameObject); // destroy panel
|
||||
GameObject panel = FindObjectOfType<ChestPanelController>()?.gameObject;
|
||||
if(panel != null) Destroy(panel);
|
||||
FindObjectOfType<InventoryManager>()?.ClosePanel();
|
||||
|
||||
|
||||
if(_instance)
|
||||
{
|
||||
|
@ -11,7 +11,9 @@ public class InventoryPanelController : BasePanelController
|
||||
public override void CloseOnClick()
|
||||
{
|
||||
Destroy(gameObject); // destroy panel
|
||||
|
||||
GameObject panel = FindObjectOfType<ChestPanelController>()?.gameObject;
|
||||
if(panel != null) Destroy(panel);
|
||||
GameObject.FindObjectOfType<EquipmentManager>()?.ClosePanel();
|
||||
InventoryManager.Instance.GetComponent<InventoryManager>().ClosePanel();
|
||||
}
|
||||
|
||||
|
3
Assets/Scripts/ProceduralGeneration.meta
Normal file
3
Assets/Scripts/ProceduralGeneration.meta
Normal file
@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 08b74695d3ec40bf8363ba1b256878d0
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timeCreated: 1667936106
|
87
Assets/Scripts/ProceduralGeneration/FloodFill.cs
Normal file
87
Assets/Scripts/ProceduralGeneration/FloodFill.cs
Normal file
@ -0,0 +1,87 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GUI_Scripts.ProceduralGeneration
|
||||
{
|
||||
public class FloodFill
|
||||
{
|
||||
private Map map;
|
||||
private int id;
|
||||
private List<Vector2Int> positions = new List<Vector2Int>();
|
||||
private List<Vector2Int> queue = new List<Vector2Int>();
|
||||
|
||||
public FloodFill(Map map, int id, Vector2Int startPosition)
|
||||
{
|
||||
this.map = map;
|
||||
this.id = id;
|
||||
queue.Add(startPosition);
|
||||
}
|
||||
|
||||
public bool Fill()
|
||||
{
|
||||
while (queue.Count > 0)
|
||||
{
|
||||
Vector2Int posiiton = queue[0];
|
||||
queue.RemoveAt(0);
|
||||
if (map.tiles.ContainsKey(posiiton) && map.tiles[posiiton] == 0)
|
||||
{
|
||||
map.tiles[posiiton] = id;
|
||||
foreach (var dir in Directions2D)
|
||||
{
|
||||
if (map.tiles.ContainsKey(posiiton + dir) && !positions.Contains(posiiton+dir))
|
||||
{
|
||||
queue.Add(posiiton+dir);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return queue.Count == 0;
|
||||
}
|
||||
|
||||
public static readonly Vector2Int[] Directions2D = new Vector2Int[]
|
||||
{
|
||||
Vector2Int.left,
|
||||
Vector2Int.right,
|
||||
Vector2Int.up,
|
||||
Vector2Int.down,
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
public class Map
|
||||
{
|
||||
public Dictionary<Vector2Int, int> tiles;
|
||||
|
||||
public Map(Vector2Int size)
|
||||
{
|
||||
tiles = new Dictionary<Vector2Int, int>();
|
||||
for (int x = 0; x < size.x; x++)
|
||||
{
|
||||
for (int y = 0; y < size.y; y++)
|
||||
{
|
||||
tiles.Add(new Vector2Int(x,y),0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Fill(List<FloodFill> fillers)
|
||||
{
|
||||
int count = fillers.Count;
|
||||
while (count > 0)
|
||||
{
|
||||
count = fillers.Count;
|
||||
foreach (var filler in fillers)
|
||||
{
|
||||
if (filler.Fill())
|
||||
{
|
||||
count--;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Scripts/ProceduralGeneration/FloodFill.cs.meta
Normal file
3
Assets/Scripts/ProceduralGeneration/FloodFill.cs.meta
Normal file
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|
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|
8
Assets/Sprites/Objects Sprites/Chests_54.meta
Normal file
8
Assets/Sprites/Objects Sprites/Chests_54.meta
Normal file
@ -0,0 +1,8 @@
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68
Assets/Sprites/Objects Sprites/Chests_54/Chests_54.anim
Normal file
68
Assets/Sprites/Objects Sprites/Chests_54/Chests_54.anim
Normal file
@ -0,0 +1,68 @@
|
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226
Assets/Sprites/Objects Sprites/Chests_54/Chests_54.controller
Normal file
226
Assets/Sprites/Objects Sprites/Chests_54/Chests_54.controller
Normal file
@ -0,0 +1,226 @@
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||||
m_LoopBlendPositionY: 0
|
||||
m_LoopBlendPositionXZ: 0
|
||||
m_KeepOriginalOrientation: 0
|
||||
m_KeepOriginalPositionY: 1
|
||||
m_KeepOriginalPositionXZ: 0
|
||||
m_HeightFromFeet: 0
|
||||
m_Mirror: 0
|
||||
m_EditorCurves: []
|
||||
m_EulerEditorCurves: []
|
||||
m_HasGenericRootTransform: 0
|
||||
m_HasMotionFloatCurves: 0
|
||||
m_Events: []
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3e2658befae45784faaeb8e496aaf733
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 7400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -50,6 +50,8 @@ public class breakable : MonoBehaviour
|
||||
}
|
||||
else if(isBroken == 3)
|
||||
{
|
||||
PlayerPrefs.SetInt(name, isBroken);
|
||||
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
@ -57,8 +59,7 @@ public class breakable : MonoBehaviour
|
||||
IEnumerator Timer()
|
||||
{
|
||||
if (timeToBreak == true){
|
||||
isBroken = 3;
|
||||
PlayerPrefs.SetInt(name, isBroken);
|
||||
//isBroken = 3;
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
yield return new WaitForSeconds(1);
|
||||
@ -90,7 +91,8 @@ public class breakable : MonoBehaviour
|
||||
else if (oldSprite == 2)
|
||||
{
|
||||
timeToBreak = true;
|
||||
StartCoroutine(Timer());
|
||||
isBroken = 3;
|
||||
//StartCoroutine(Timer());
|
||||
}
|
||||
GetComponent<SpriteRenderer>().sprite = sprites[newSprite];
|
||||
StartCoroutine(Timer());
|
||||
|
Loading…
Reference in New Issue
Block a user