Add Player Skills panel

This commit is contained in:
kabix09 2022-12-25 03:39:31 +01:00
parent 92a1c69685
commit 886eec8984
24 changed files with 4005 additions and 48 deletions

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@ -52,18 +52,24 @@ public class NewGame : MonoBehaviour
PlayerPrefs.SetInt("pickaxe", 0);
PlayerPrefs.SetInt("healthPoints", 0);
PlayerPrefs.SetInt("defensePoints", 0);
PlayerPrefs.SetInt("StrengthPoints", 0);
PlayerPrefs.SetInt("IntelligencePoints", 0);
// PLAYER SKILLS ------------------------------------------------------
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_FREE_POINTS, 0);
//LETTER --------------------------------------------------------------
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS, 0); // healthPoints
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS, 0); // defensePoints
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_STRENGHT_POINTS, 0); // StrengthPoints
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_INTELIGENCE_POINTS, 0); // IntelligencePoints
// --------------------------------------------------------------------
//LETTER --------------------------------------------------------------
PlayerPrefs.SetInt("PrologueLetter.WhereDisplayed", 0);
// --------------------------------------------------------------------
//NPC ACTIONS HERE ----------------------------------------------------
// -> Wizard House
PlayerPrefs.SetInt("Wizard.FirstDialogue", 0);
// --------------------------------------------------------------------

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- Sentence: Who are you? How did you get past my guards?!
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CurrentShopOwnerName:
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View File

@ -104,6 +104,10 @@ public class Player : MonoBehaviour
lvl = 2;
lvlUp = true;
maxExp = 50;
// Add points and refresh view (if opened)
SkillsPointsManger.Instance.AddFreePoints(2);
SkillsPointsManger.Instance.UpdatePanelView();
}
}
else if (lvl == 2)
@ -114,6 +118,10 @@ public class Player : MonoBehaviour
lvl = 3;
lvlUp = true;
maxExp = 100;
// Add points and refresh view (if opened)
SkillsPointsManger.Instance.AddFreePoints(2);
SkillsPointsManger.Instance.UpdatePanelView();
}
}
else if (lvl == 3)
@ -124,6 +132,10 @@ public class Player : MonoBehaviour
lvl = 4;
lvlUp = true;
maxExp = 200;
// Add points and refresh view (if opened)
SkillsPointsManger.Instance.AddFreePoints(2);
SkillsPointsManger.Instance.UpdatePanelView();
}
}
}
@ -131,7 +143,7 @@ public class Player : MonoBehaviour
public void TakeDamage(float damage, bool isPanelEnabled = true)
{
defensePoints = PlayerPrefs.GetInt("defensePoints");
defensePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS);
if(defensePoints == 1)
{
damage = damage * 0.95f;
@ -329,7 +341,7 @@ public class Player : MonoBehaviour
public void ManageHealth()
{
healthPoints = PlayerPrefs.GetInt("healthPoints");
healthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS);
if (healthPoints == 0)
{
PlayerPrefs.SetFloat("maxHealth", 10);
@ -350,9 +362,12 @@ public class Player : MonoBehaviour
public void AddHealthPoint()
{
healthPoints = PlayerPrefs.GetInt("healthPoints");
healthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS);
healthPoints = healthPoints + 1;
PlayerPrefs.SetInt("healthPoints", healthPoints);
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS, healthPoints);
// Fetch change in scene manager responsible for this data
SkillsPointsManger.Instance.UpdatePanelView();
}
public void ManageStrength()
@ -376,7 +391,7 @@ public class Player : MonoBehaviour
PlayerPrefs.SetFloat("attackValue", attackValue);
}
strengthPoints = PlayerPrefs.GetInt("strengthPoints");
strengthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_STRENGHT_POINTS);
if(strengthPoints == 1)
{
attackValue = PlayerPrefs.GetFloat("attackValue");
@ -399,39 +414,47 @@ public class Player : MonoBehaviour
public void AddStrengthPoint()
{
strengthPoints = PlayerPrefs.GetInt("strengthPoints");
strengthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_STRENGHT_POINTS);
strengthPoints = strengthPoints + 1;
PlayerPrefs.SetInt("strengthPoints", strengthPoints);
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_STRENGHT_POINTS, strengthPoints);
// Fetch change in scene manager responsible for this data
SkillsPointsManger.Instance.UpdatePanelView();
}
public void ManageDefense()
{
defensePoints = PlayerPrefs.GetInt("defensePoints");
defensePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS);
}
public void AddDefensePoint()
{
defensePoints = PlayerPrefs.GetInt("defensePoints");
defensePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS);
defensePoints = defensePoints + 1;
PlayerPrefs.SetInt("defensePoints", defensePoints);
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS, defensePoints);
// Fetch change in scene manager responsible for this data
SkillsPointsManger.Instance.UpdatePanelView();
}
public void ManageIntelligence()
{
intelligencePoints = PlayerPrefs.GetInt("intelligencePoints");
intelligencePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_INTELIGENCE_POINTS);
}
public void AddIntelligencePoint()
{
intelligencePoints = PlayerPrefs.GetInt("intelligencePoints");
intelligencePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_INTELIGENCE_POINTS);
intelligencePoints = intelligencePoints + 1;
PlayerPrefs.SetInt("intelligencePoitns", intelligencePoints);
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_INTELIGENCE_POINTS, intelligencePoints);
// Fetch change in scene manager responsible for this data
SkillsPointsManger.Instance.UpdatePanelView();
}
public void LevelUpPopUp()
{
healthPoints = PlayerPrefs.GetInt("healthPoints");
healthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS);
}

View File

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@ -0,0 +1,113 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
class SkillsPointsManger : MonoBehaviour
{
public const string PLAYER_SKILS_FREE_POINTS = "Player.Skills.FreePoints";
public const string PLAYER_SKILS_HEALTH_POINTS = "Player.Skills.HealthPoints";
public const string PLAYER_SKILS_STRENGHT_POINTS = "Player.Skills.StenghtPoints";
public const string PLAYER_SKILS_DEFENSE_POINTS = "Player.Skills.DefensePoints";
public const string PLAYER_SKILS_INTELIGENCE_POINTS = "Player.Skills.InteligencePoints";
public static SkillsPointsManger Instance;
[Header("Player Skills Points")]
public int FreePoints = 0;
public int StrenghtPoints = 0;
public int DefensePoints = 0;
public int HealthPoints = 0;
public int InteligencePoints = 0;
public void Awake()
{
if (Instance == null)
{
// Load saved gold value
LoadValue();
Instance = this;
}
else
{
Destroy(gameObject);
}
}
/// <summary>
/// Function to load values after loading scenes but after changing them by player script
/// Thats because:
/// - this manager fetch values globally on scene
/// - Skills Panel gets info from this script
/// - but.. Plater script modify vales themself and save them in PlayerPrefs instead of this Singleton class - messy...
/// So we must fetch every one change from player.cs
/// </summary>
public void LoadValue()
{
if (PlayerPrefs.HasKey(PLAYER_SKILS_FREE_POINTS))
{
FreePoints = PlayerPrefs.GetInt(PLAYER_SKILS_FREE_POINTS);
}
if (PlayerPrefs.HasKey(PLAYER_SKILS_HEALTH_POINTS))
{
HealthPoints = PlayerPrefs.GetInt(PLAYER_SKILS_HEALTH_POINTS);
}
if (PlayerPrefs.HasKey(PLAYER_SKILS_STRENGHT_POINTS))
{
StrenghtPoints = PlayerPrefs.GetInt(PLAYER_SKILS_STRENGHT_POINTS);
}
if (PlayerPrefs.HasKey(PLAYER_SKILS_DEFENSE_POINTS))
{
DefensePoints = PlayerPrefs.GetInt(PLAYER_SKILS_DEFENSE_POINTS);
}
if (PlayerPrefs.HasKey(PLAYER_SKILS_INTELIGENCE_POINTS))
{
InteligencePoints = PlayerPrefs.GetInt(PLAYER_SKILS_INTELIGENCE_POINTS);
}
}
/// <summary>
/// Points are added after level up! :D
/// see Player::ManageLevels
/// </summary>
public void AddFreePoints(int newPoints)
{
FreePoints += newPoints;
PlayerPrefs.SetInt(PLAYER_SKILS_FREE_POINTS, FreePoints);
}
/// <summary>
/// Function to update value displayed on Inventory Panel - only if is opened
/// </summary>
public void UpdatePanelView()
{
LoadValue();
if (SkillsUIManager.Instance.GetPanelStatus())
{
Debug.Log("UpdatePanelView");
//SkillsUIManager
SkillsUIManager.Instance.DynamicPanel.GetComponent<SkillsPanelController>().RefreshPanelView(
FreePoints,
StrenghtPoints,
DefensePoints,
HealthPoints,
InteligencePoints
);
}
}
}

View File

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View File

@ -13,12 +13,7 @@ public enum ShopItemCardMode
Sell
}
public enum ShopCardPhrasesEnum
{
Atatck,
Deffence,
Speed,
}
// TODO Bonusy nie sa wyswietlane poprawnie - poprawic po dodaniu poprawnie wypeklnionych itemow!!!
class ShopItemCardKeeper : MonoBehaviour
{

View File

@ -0,0 +1,103 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using TMPro;
using UnityEngine;
public class SkillsPanelController : MonoBehaviour
{
[Header("Current Value")]
public int FreePoints = 0;
[Header("Skills Section")]
[SerializeField] private GameObject FreePointsLabel;
[SerializeField] private GameObject HealthPointsLabel;
[SerializeField] private GameObject StrenghtPointsLabel;
[SerializeField] private GameObject DefensePointsLabel;
[SerializeField] private GameObject InteligencePointsLabel;
public void Start()
{
// Get current remembered value
var skillsPointManager = SkillsPointsManger.Instance;
if (skillsPointManager == null)
throw new NullReferenceException("AccountBalanceManager not found!!!");
// Fetch data from global scene manager responsible for player skill spoints
RefreshPanelView(
skillsPointManager.FreePoints,
skillsPointManager.StrenghtPoints,
skillsPointManager.DefensePoints,
skillsPointManager.HealthPoints,
skillsPointManager.InteligencePoints
);
}
public void RefreshPanelView(
int freePoints,
int strenghtPoints,
int defensePoints,
int healthPoints,
int inteligencePoints
) {
FreePointsLabel.transform.FindChild("Layer").transform.FindChild("Value").GetComponent<TextMeshProUGUI>().text = $"{freePoints}";
FreePoints = freePoints;
BildSkillLabelContent(HealthPointsLabel, healthPoints);
BildSkillLabelContent(StrenghtPointsLabel, strenghtPoints);
BildSkillLabelContent(DefensePointsLabel, defensePoints);
BildSkillLabelContent(InteligencePointsLabel, inteligencePoints);
}
public void BildSkillLabelContent(GameObject skillPanelLabel, int value)
{
skillPanelLabel.transform.FindChild("Layer").transform.FindChild("Value").GetComponent<TextMeshProUGUI>().text = $"{value}";
if (FreePoints > 0)
skillPanelLabel.transform.Find("Button").gameObject.active = true;
else
skillPanelLabel.transform.Find("Button").gameObject.active = false;
}
#region spend skills points actions
public void IncreaseHealth()
{
FreePoints -= 1;
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_FREE_POINTS, FreePoints);
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().AddHealthPoint();
}
public void IncreaseStrenght()
{
FreePoints -= 1;
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_FREE_POINTS, FreePoints);
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().AddStrengthPoint();
}
public void IncreaseDefence()
{
FreePoints -= 1;
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_FREE_POINTS, FreePoints);
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().AddDefensePoint();
}
public void IncreaseInteligence()
{
FreePoints -= 1;
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_FREE_POINTS, FreePoints);
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().AddIntelligencePoint();
}
#endregion
}

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@ -0,0 +1,121 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
class SkillsUIManager : MonoBehaviour
{
public const string ITEM_LOCALIZATION = "UiPanels/";
public const string PANEL_NAME = "SkillsPanel";
public static SkillsUIManager Instance { get; protected set; }
[SerializeField] public GameObject DynamicPanel;
[SerializeField] public KeyCode keyToOpen;
public virtual void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Debug.Log(gameObject);
Debug.Log(Instance);
Destroy(gameObject);
}
}
public void Update()
{
if (Input.GetKeyDown(keyToOpen))
{
if (!DynamicPanel)
{
this.OpenPanel();
}
else
{
this.ClosePanel();
}
}
}
/// <summary>
/// Function to fetch currently opened panel asociated with this UI manager
/// </summary>
/// <param name="panelConrtoller"></param>
public void SetPanelController(GameObject panelConrtoller)
{
// ToDo change fetched types
//DynamicPanel = dynamicPanelController;
}
public virtual bool OpenPanel()
{
Console.WriteLine("Panel opened");
GameObject globalGUI = GameObject.FindGameObjectWithTag("GUI");
if (!globalGUI)
throw new Exception("Panel could not be opened - can't find global GUI object!!");
GameObject uiPanelTemplate = GetTemplatePanel();
DynamicPanel = GameObject.Instantiate(uiPanelTemplate, uiPanelTemplate.transform.position, Quaternion.identity, globalGUI.transform); // 4'th arg allow set object as child
DynamicPanel.transform.localPosition = uiPanelTemplate.transform.position; // prevent overwritten position by... environment???
DynamicPanel.name = uiPanelTemplate.name;
SetupPanel();
return true;
}
public virtual bool ClosePanel()
{
Console.WriteLine("Panel closed");
try
{
Destroy(DynamicPanel);
return true;
}
catch (Exception ex) { Debug.LogError(ex.Message); }
return true;
}
public virtual void SetupPanel()
{
if (!DynamicPanel)
throw new Exception("Panel not found - UIBaseManager don't have UI Panel instance!!");
// bind this class instance
//DynamicPanel.GetComponent<TaskPanelController>().Bind(this);
}
/// <summary>
/// Function which return panel status
/// True - if panel is opened and it's instance is handled
/// false - if panel is closed and it's instance is not handled
/// </summary>
/// <returns></returns>
public bool GetPanelStatus()
{
return DynamicPanel != null;
}
protected GameObject GetTemplatePanel()
{
// Resources = default path - Asset/Resources ... .obj
return Resources.Load(ITEM_LOCALIZATION + PANEL_NAME) as GameObject;
}
}

View File

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