Added chest-openings' animations, fixed knocbacks and improeved A* pathfinding

This commit is contained in:
Jakub Sztuba 2022-11-10 16:00:57 +01:00
parent 01b0d5ca21
commit 80bf5ceef9
53 changed files with 2522 additions and 93 deletions

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<Compile Include="Assets\OpenSettingsOnESCPress.cs" />
<Compile Include="Assets\closePossibleButtonInfo.cs" />
<Compile Include="Assets\Scripts\ProceduralGeneration\FloodFill.cs" />
<Compile Include="Assets\BreakOre.cs" />
<Compile Include="Assets\Scripts\Domain\DialoguePanel\Model\ButtonPanelModel.cs" />
<Compile Include="Assets\Scripts\Domain\Dialogue\Model\DialogueStepModel.cs" />

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@ -7,12 +7,13 @@ public class ChestController : BaseWarehouseController
{
[SerializeField] public GameObject chest;
[SerializeField] public List<Item> developerList = new List<Item>(); // FOR DEVELOPER TESTE - remove later !!!
private Animator m_Animator;
bool isTrigerred = false;
// Start is called before the first frame update
void Start()
{
m_Animator = gameObject.GetComponent<Animator>();
chest = gameObject; // set object on current GameObject
// FOR DEVELOPER TESTE - remove later !!!
@ -22,16 +23,32 @@ public class ChestController : BaseWarehouseController
}
}
private bool beingHandled = false;
private static bool Opening;
private static bool Closing;
private IEnumerator OpenChestWithAnimation()
{
beingHandled = true;
// process pre-yield
m_Animator.SetTrigger("OpenIt");
yield return new WaitForSeconds( 0.4f );
this.OpenPanel();
InventoryManager.Instance.OpenPanel();
EquipmentManager.Instance.OpenPanel();
m_Animator.ResetTrigger("OpenIt");
// process post-yield
beingHandled = false;
}
// Update is called once per frame
void Update()
{
if (this._panel && this.isTrigerred && !this.isOpen) // we can open chest only when its closed
{
if (Input.GetKeyDown(KeyCode.E))
if (Input.GetKeyDown(KeyCode.E) && !beingHandled)
{
this.OpenPanel();
InventoryManager.Instance.OpenPanel();
EquipmentManager.Instance.OpenPanel();
StartCoroutine(OpenChestWithAnimation());
}
}
@ -43,9 +60,6 @@ public class ChestController : BaseWarehouseController
EquipmentManager.Instance.OpenPanel();
}
}
}
void OnTriggerExit2D(Collider2D collision)
@ -72,6 +86,37 @@ public class ChestController : BaseWarehouseController
base.ClosePanel();
InventoryManager.Instance.ClosePanel();
EquipmentManager.Instance.ClosePanel();
if (!beingHandled)
{
StartCoroutine(CloseChestWithAnimation());
}
ReactivateAnimation();
}
public void CloseChestWithAnimationForOtherPanels()
{
if (!beingHandled)
{
StartCoroutine(CloseChestWithAnimation());
}
ReactivateAnimation();
}
private IEnumerator CloseChestWithAnimation()
{
beingHandled = true;
// process pre-yield
yield return new WaitForSeconds( 0.2f );
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()

View File

@ -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));
}
}

View File

@ -107,7 +107,7 @@ public class FollowingPatrollingEnemy : Enemy
TakeDamage(1.0f);
hit = false;
timerHit = 0f;
//TakeKnockback();
TakeKnockback();
}
}
if (gameObject.active == false)

View File

@ -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)
{

View File

@ -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();
}

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@ -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--;
}
}
}
}
}
}

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@ -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());