Merge remote-tracking branch 'origin/master'

This commit is contained in:
kabix09 2023-01-07 17:51:56 +01:00
commit 90c426bff3
32 changed files with 5357 additions and 4880 deletions

View File

@ -133,6 +133,7 @@
<Compile Include="Assets\NewGame.cs" />
<Compile Include="Assets\Scripts\SceneManager\SaveDynamicObjects.cs" />
<Compile Include="Assets\Scripts\Knockback.cs" />
<Compile Include="Assets\ContinueButton.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Chest\SaveChestManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneBaseDataManager.cs" />
<Compile Include="Assets\Scripts\DialogueNpcTest.cs" />
@ -270,6 +271,7 @@
<Compile Include="Assets\Scripts\Pathfinding\Pathfinding.cs" />
<Compile Include="Assets\Scripts\Item\PickableController.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Chest\SceneChestBuilder.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Story\WizardHouse\WizardFirstQuestManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Buildable\SceneObjectBuilder.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\SaveMissionManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\Condition\CollectMissionConditionData.cs" />

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33
Assets/ContinueButton.cs Normal file
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@ -0,0 +1,33 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class ContinueButton : MonoBehaviour
{
Color greyscale => new Color(1f, 1f, 1f, 0.3f);
Color greyscaletext => new Color(50f, 50f, 50f, 0.3f);
// Start is called before the first frame update
void Start()
{
GameObject continueButton = GameObject.Find("ContinueButton");
TMP_Text m_TextComponent;
m_TextComponent = GameObject.Find("ContinueText").GetComponent <TextMeshProUGUI>();
if (!PlayerPrefs.HasKey("SceneSaved"))
{
continueButton.GetComponent<Image>().color = greyscaletext;
m_TextComponent.color = greyscaletext;
}
}
// Update is called once per frame
void Update()
{
}
}

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@ -43,7 +43,6 @@ public class NewGame : MonoBehaviour
float health = 10.0f;
PlayerPrefs.SetFloat("maxHealth", 10);
PlayerPrefs.SetFloat("health", 10);
PlayerPrefs.SetInt("HasEverPlayed",1);
//PlayerPrefs.SetInt("continued", 0);
PlayerPrefs.SetInt("rock", 0); // Is it used anywhere? I have not found it
@ -61,7 +60,29 @@ public class NewGame : MonoBehaviour
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_INTELIGENCE_POINTS, 0); // IntelligencePoints
// --------------------------------------------------------------------
//DEFAULT CONTROLS
if (!PlayerPrefs.HasKey("Interact"))
{
PlayerPrefs.SetString("Interact","E");
}
if (!PlayerPrefs.HasKey("Attack"))
{
PlayerPrefs.SetString("Attack","Space");
}
if (!PlayerPrefs.HasKey("Skills"))
{
PlayerPrefs.SetString("Skills","U");
}
if (!PlayerPrefs.HasKey("Inventory"))
{
PlayerPrefs.SetString("Inventory","I");
}
if (!PlayerPrefs.HasKey("Settings"))
{
PlayerPrefs.SetString("Settings","Escape");
}
// --------------------------------------------------------------------
//LETTER --------------------------------------------------------------
PlayerPrefs.SetInt("PrologueLetter.WhereDisplayed", 0);
PlayerPrefs.SetInt("ControlLetter.WhereDisplayed", 0);

View File

@ -13,7 +13,8 @@ public class OpenSettingsOnESCPress : MonoBehaviour
void Update()
{
if (Input.GetKeyUp(KeyCode.Escape))
KeyCode keyToSettings = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Settings"));
if (Input.GetKeyUp(keyToSettings))
{
if ((SettingsMainPanel.active == false) && (SettingsPanel.active == false) && (SoundsPanel.active == false) && (ControlsPanel.active == false) && (LanguagePanel.active == false))
{

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@ -40634,6 +40681,8 @@ MonoBehaviour:
keyToOpen: 101
Elements: []
CurrentChestName:
OpenAfterDelay: 0
CloseAfterDelay: 0
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@ -57042,6 +57091,54 @@ MonoBehaviour:
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View File

@ -3,27 +3,56 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using System;
using System.Diagnostics;
using Debug = UnityEngine.Debug;
public class ChangeScene : MonoBehaviour
{
float x, y, z;
private Animator myanim;
public void MoveToScene(int sceneID)
{
SceneManager.LoadScene(sceneID);
}
public void MoveToSceneFirst(int sceneID)
{
//Scene current = SceneManager.GetActiveScene();
//Debug.Log(PlayerPrefs.HasKey("HER"));
if (!PlayerPrefs.HasKey("SceneSaved"))
{
SceneManager.LoadScene(5);
}
else
{
SceneManager.LoadScene(sceneID);
}
}
void Start(){
}
private void Awake()
{
}
private void Update()
{
}
private IEnumerator WaitForAnimationAndMoveToScene(float waitTime, Collision2D collision)
{
while (true)
{
yield return new WaitForSeconds(waitTime);
Debug.Log("BEFORE");
collision.gameObject.GetComponent<DoorBehaviour>().ScenetToMoveTo();
Debug.Log("AFTER");
}
}
@ -38,8 +67,11 @@ public class ChangeScene : MonoBehaviour
if(collision.gameObject.tag == "AnimatedDoorSceneTransition")
{
Debug.Log("Starting coroutine");
Debug.Log(TriggerDoor.ableToOpen);
if (TriggerDoor.ableToOpen)
{
StartCoroutine(WaitForAnimationAndMoveToScene(0.3f, collision));
}
}
}
}
}

View File

@ -6,7 +6,7 @@ public class TriggerDoor : DetectionZone
{
public string DoorOpenAnimatorParamName = "DoorOpen";
public static bool ableToOpen = false;
Animator animator;
public static Animator animator;
void Start(){
animator = GetComponent<Animator>();
@ -14,11 +14,14 @@ public class TriggerDoor : DetectionZone
void Update() {
if(detectedObjs.Count > 0) {
animator.SetBool(DoorOpenAnimatorParamName, true);
//if (Input.GetKeyDown(KeyCode.E))
//{
animator.SetBool(DoorOpenAnimatorParamName, true);
ableToOpen = true;
//}
} else {
animator.SetBool(DoorOpenAnimatorParamName, false);
ableToOpen = false;
}
}

View File

@ -40,11 +40,17 @@ public class KeyBindScript : MonoBehaviour
keys.Add("Attack",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Attack","Space")));
//Sets the text on the buttons
interaction.text = keys["Interact"].ToString();
skills.text = keys["Settings"].ToString();
settings.text = keys["Inventory"].ToString();
attack.text = keys["Skills"].ToString();
inventory.text = keys["Attack"].ToString();
//interaction.text = keys["Interact"].ToString();
interaction.text = PlayerPrefs.GetString("Interact");
//skills.text = keys["Settings"].ToString();
skills.text = PlayerPrefs.GetString("Skills");
//settings.text = keys["Inventory"].ToString();
settings.text = PlayerPrefs.GetString("Settings");
//attack.text = keys["Skills"].ToString();
attack.text = PlayerPrefs.GetString("Attack");
//inventory.text = keys["Attack"].ToString();
inventory.text = PlayerPrefs.GetString("Inventory");
}
@ -124,8 +130,10 @@ public class KeyBindScript : MonoBehaviour
{
PlayerPrefs.SetString(key.Key, key.Value.ToString()); //Saves the keybinds for each key
}
PlayerPrefs.Save();
InventoryUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
EquipmentUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
SkillsUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Skills"));
}
}

View File

@ -229,7 +229,9 @@ public class Player : MonoBehaviour
private void HandleInput()
{
if (Input.GetKeyDown(KeyCode.Space))
KeyCode keyToAttack = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Attack"));
if (Input.GetKeyDown(keyToAttack))
{
attackSword = true;
}

View File

@ -32,7 +32,6 @@ public class ChestUIManager : UIBaseManager<Chest>
}
}
public override void Update()
{
base.Update();

View File

@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;