Merge branch 'melania-dev'
This commit is contained in:
commit
968e16fc9f
@ -51,6 +51,7 @@
|
|||||||
<Compile Include="Assets\LetterText.cs" />
|
<Compile Include="Assets\LetterText.cs" />
|
||||||
<Compile Include="Assets\Scripts\SceneManager\SceneTaskManager.cs" />
|
<Compile Include="Assets\Scripts\SceneManager\SceneTaskManager.cs" />
|
||||||
<Compile Include="Assets\Scripts\SettingsButton.cs" />
|
<Compile Include="Assets\Scripts\SettingsButton.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\SceneManager\MainCharacter\MainCharacterManager.cs" />
|
||||||
<Compile Include="Assets\Scripts\UI\ISlot.cs" />
|
<Compile Include="Assets\Scripts\UI\ISlot.cs" />
|
||||||
<Compile Include="Assets\Scripts\Enemies' Scprits\Enemy.cs" />
|
<Compile Include="Assets\Scripts\Enemies' Scprits\Enemy.cs" />
|
||||||
<Compile Include="Assets\Scripts\Objects\GoldOre.cs" />
|
<Compile Include="Assets\Scripts\Objects\GoldOre.cs" />
|
||||||
|
8
Assets/Resources.meta
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8
Assets/Resources.meta
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@ -0,0 +1,8 @@
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|||||||
|
fileFormatVersion: 2
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||||||
|
guid: 3ee6e7ceeba1b814cb5310e2f2eaf155
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
5732
Assets/Resources/ThePlayer.prefab
Normal file
5732
Assets/Resources/ThePlayer.prefab
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Load Diff
7
Assets/Resources/ThePlayer.prefab.meta
Normal file
7
Assets/Resources/ThePlayer.prefab.meta
Normal file
@ -0,0 +1,7 @@
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|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4cb7163e44af59f4c9350005c199db3c
|
||||||
|
PrefabImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -9,6 +9,10 @@ public class DoorBehaviour : MonoBehaviour
|
|||||||
public string SceneName = "SampleScene";
|
public string SceneName = "SampleScene";
|
||||||
|
|
||||||
public GameObject SaveController;
|
public GameObject SaveController;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
public Gateway gateway;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
if(Instance == null)
|
if(Instance == null)
|
||||||
@ -34,7 +38,17 @@ public class DoorBehaviour : MonoBehaviour
|
|||||||
|
|
||||||
public void ScenetToMoveTo()
|
public void ScenetToMoveTo()
|
||||||
{
|
{
|
||||||
// 1. Save all befor change scene
|
//saving info about used gate/door/teleport
|
||||||
|
OnMapAppearanceMethod.Gateway = OnMapAppearanceMethodEnum.Gateway;
|
||||||
|
|
||||||
|
PlayerPrefs.SetString("gateway.sourceMapName", gateway.currentMapName);
|
||||||
|
PlayerPrefs.SetString("gateway.nextMapName", gateway.nextMapName);
|
||||||
|
|
||||||
|
PlayerPrefs.SetFloat("gateway.respawnCoords.x", gateway.respawnCoords.x);
|
||||||
|
PlayerPrefs.SetFloat("gateway.respawnCoords.y", gateway.respawnCoords.y);
|
||||||
|
PlayerPrefs.SetFloat("gateway.respawnCoords.z", gateway.respawnCoords.z);
|
||||||
|
|
||||||
|
// 1. Save all before change scene
|
||||||
SaveController.GetComponent<SaveController>().SaveItems();
|
SaveController.GetComponent<SaveController>().SaveItems();
|
||||||
SaveController.GetComponent<SaveController>().SaveQuests();
|
SaveController.GetComponent<SaveController>().SaveQuests();
|
||||||
SaveController.GetComponent<SaveController>().SaveInventory();
|
SaveController.GetComponent<SaveController>().SaveInventory();
|
||||||
|
@ -57,7 +57,9 @@ public class FollowingEnemy : Enemy
|
|||||||
}
|
}
|
||||||
myRigidbody = GetComponent<Rigidbody2D>();
|
myRigidbody = GetComponent<Rigidbody2D>();
|
||||||
anim = GetComponent<Animator>();
|
anim = GetComponent<Animator>();
|
||||||
|
|
||||||
target = GameObject.FindWithTag("Player").transform;
|
target = GameObject.FindWithTag("Player").transform;
|
||||||
|
other = GameObject.FindWithTag("Player");
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
|
@ -62,6 +62,7 @@ public class FollowingPatrollingEnemy : Enemy
|
|||||||
myRigidbody = GetComponent<Rigidbody2D>();
|
myRigidbody = GetComponent<Rigidbody2D>();
|
||||||
anim = GetComponent<Animator>();
|
anim = GetComponent<Animator>();
|
||||||
target = GameObject.FindWithTag("Player").transform;
|
target = GameObject.FindWithTag("Player").transform;
|
||||||
|
other = GameObject.FindWithTag("Player");
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
|
@ -1,6 +1,7 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
public class Player : MonoBehaviour
|
public class Player : MonoBehaviour
|
||||||
{
|
{
|
||||||
@ -45,6 +46,8 @@ public class Player : MonoBehaviour
|
|||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
Panel = GameObject.FindObjectsOfType<GameObject>(true).Where(sr => sr.gameObject.name == "YouDied").ToArray()[0];
|
||||||
|
healthBar = (HealthBar)FindObjectOfType<HealthBar>();
|
||||||
int continued = PlayerPrefs.GetInt("continued");
|
int continued = PlayerPrefs.GetInt("continued");
|
||||||
if (continued == 1)
|
if (continued == 1)
|
||||||
{
|
{
|
||||||
@ -59,13 +62,16 @@ public class Player : MonoBehaviour
|
|||||||
healthBar.SetMaxHealth(maxHealth.initialValue);
|
healthBar.SetMaxHealth(maxHealth.initialValue);
|
||||||
healthBar.SetHealth(currentHealth);
|
healthBar.SetHealth(currentHealth);
|
||||||
walkSpeed = 4f;
|
walkSpeed = 4f;
|
||||||
|
currentHealth = 10;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public void TakeDamage(float damage)
|
public void TakeDamage(float damage)
|
||||||
{
|
{
|
||||||
currentHealth = currentHealth - damage;
|
currentHealth = currentHealth - damage;
|
||||||
|
Debug.Log(currentHealth);
|
||||||
healthBar.SetHealth(currentHealth);
|
healthBar.SetHealth(currentHealth);
|
||||||
|
|
||||||
var em = dmgParticleSystem.emission;
|
var em = dmgParticleSystem.emission;
|
||||||
em.enabled = true;
|
em.enabled = true;
|
||||||
StartCoroutine(Timer());
|
StartCoroutine(Timer());
|
||||||
@ -106,108 +112,108 @@ public class Player : MonoBehaviour
|
|||||||
|
|
||||||
private void HandleInput()
|
private void HandleInput()
|
||||||
{
|
{
|
||||||
if (Input.GetKeyDown(KeyCode.Space))
|
if (Input.GetKeyDown(KeyCode.Space))
|
||||||
{
|
{
|
||||||
attackSword = true;
|
attackSword = true;
|
||||||
}
|
}
|
||||||
if (Input.GetKeyDown(KeyCode.LeftShift))
|
if (Input.GetKeyDown(KeyCode.LeftShift))
|
||||||
{
|
{
|
||||||
attackFist = true;
|
attackFist = true;
|
||||||
}
|
}
|
||||||
if(Input.GetKeyDown(KeyCode.X))
|
if(Input.GetKeyDown(KeyCode.X))
|
||||||
{
|
{
|
||||||
pickaxeInUse = true;
|
pickaxeInUse = true;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
private void ResetValues()
|
|
||||||
{
|
|
||||||
attackSword = false;
|
|
||||||
attackFist = false;
|
|
||||||
pickaxeInUse = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
//if (canWalk == true)
|
|
||||||
//{
|
|
||||||
|
|
||||||
inputHorizontal = Input.GetAxisRaw("Horizontal");
|
|
||||||
inputVertical = Input.GetAxisRaw("Vertical");
|
|
||||||
|
|
||||||
myAnimator.SetFloat("moveX", inputHorizontal * walkSpeed);
|
|
||||||
myAnimator.SetFloat("moveY", inputVertical * walkSpeed);
|
|
||||||
if (inputHorizontal != 0)
|
|
||||||
{
|
|
||||||
myAnimator.SetFloat("speed", walkSpeed);
|
|
||||||
}
|
|
||||||
else if (inputVertical != 0)
|
|
||||||
{
|
|
||||||
myAnimator.SetFloat("speed", walkSpeed);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
myAnimator.SetFloat("speed", 0);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (inputHorizontal == 1 || inputHorizontal == -1 || inputVertical == 1 || inputVertical == -1)
|
private void ResetValues()
|
||||||
{
|
{
|
||||||
myAnimator.SetFloat("lastMoveX", inputHorizontal);
|
attackSword = false;
|
||||||
myAnimator.SetFloat("lastMoveY", inputVertical);
|
attackFist = false;
|
||||||
|
pickaxeInUse = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
//if (canWalk == true)
|
||||||
|
//{
|
||||||
|
|
||||||
|
inputHorizontal = Input.GetAxisRaw("Horizontal");
|
||||||
|
inputVertical = Input.GetAxisRaw("Vertical");
|
||||||
|
|
||||||
|
myAnimator.SetFloat("moveX", inputHorizontal * walkSpeed);
|
||||||
|
myAnimator.SetFloat("moveY", inputVertical * walkSpeed);
|
||||||
|
if (inputHorizontal != 0)
|
||||||
|
{
|
||||||
|
myAnimator.SetFloat("speed", walkSpeed);
|
||||||
|
}
|
||||||
|
else if (inputVertical != 0)
|
||||||
|
{
|
||||||
|
myAnimator.SetFloat("speed", walkSpeed);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
myAnimator.SetFloat("speed", 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (inputHorizontal == 1 || inputHorizontal == -1 || inputVertical == 1 || inputVertical == -1)
|
||||||
|
{
|
||||||
|
myAnimator.SetFloat("lastMoveX", inputHorizontal);
|
||||||
|
myAnimator.SetFloat("lastMoveY", inputVertical);
|
||||||
|
}
|
||||||
|
|
||||||
timerRegen += Time.deltaTime;
|
timerRegen += Time.deltaTime;
|
||||||
if(timerRegen >= waitRegen)
|
if(timerRegen >= waitRegen)
|
||||||
{
|
|
||||||
startRegen = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (startRegen == true)
|
|
||||||
{
|
|
||||||
timerTick += Time.deltaTime;
|
|
||||||
if(timerTick >= waitTick)
|
|
||||||
{
|
{
|
||||||
if(currentHealth < 10)
|
startRegen = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (startRegen == true)
|
||||||
|
{
|
||||||
|
timerTick += Time.deltaTime;
|
||||||
|
if(timerTick >= waitTick)
|
||||||
{
|
{
|
||||||
currentHealth = currentHealth + 1;
|
if(currentHealth < 10)
|
||||||
healthBar.SetHealth(currentHealth);
|
{
|
||||||
timerTick = 0f;
|
currentHealth = currentHealth + 1;
|
||||||
|
healthBar.SetHealth(currentHealth);
|
||||||
|
timerTick = 0f;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
PlayerPrefs.SetFloat("health", currentHealth);
|
||||||
|
|
||||||
|
//}
|
||||||
|
|
||||||
|
HandleInput();
|
||||||
}
|
}
|
||||||
PlayerPrefs.SetFloat("health", currentHealth);
|
|
||||||
|
|
||||||
//}
|
void FixedUpdate()
|
||||||
|
|
||||||
HandleInput();
|
|
||||||
}
|
|
||||||
|
|
||||||
void FixedUpdate()
|
|
||||||
{
|
|
||||||
if(canWalk == true)
|
|
||||||
{
|
|
||||||
if (inputHorizontal != 0 || inputVertical != 0)
|
|
||||||
{
|
{
|
||||||
if (inputHorizontal != 0 && inputVertical != 0)
|
if(canWalk == true)
|
||||||
{
|
{
|
||||||
inputHorizontal *= speedLimiter;
|
if (inputHorizontal != 0 || inputVertical != 0)
|
||||||
inputVertical *= speedLimiter;
|
{
|
||||||
|
if (inputHorizontal != 0 && inputVertical != 0)
|
||||||
|
{
|
||||||
|
inputHorizontal *= speedLimiter;
|
||||||
|
inputVertical *= speedLimiter;
|
||||||
|
}
|
||||||
|
rb.velocity = new Vector2(inputHorizontal * walkSpeed, inputVertical * walkSpeed);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
rb.velocity = new Vector2(0f, 0f);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
rb.velocity = new Vector2(inputHorizontal * walkSpeed, inputVertical * walkSpeed);
|
|
||||||
|
HandleAttacks();
|
||||||
|
ResetValues();
|
||||||
}
|
}
|
||||||
else
|
|
||||||
|
public void SaveCheckpoint()
|
||||||
{
|
{
|
||||||
rb.velocity = new Vector2(0f, 0f);
|
PlayerPrefs.SetFloat("health-S", currentHealth);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
HandleAttacks();
|
|
||||||
ResetValues();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SaveCheckpoint()
|
|
||||||
{
|
|
||||||
PlayerPrefs.SetFloat("health-S", currentHealth);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -11,6 +11,7 @@ public class RespawnScript : MonoBehaviour
|
|||||||
|
|
||||||
public void RespawnOnCurrentScene()
|
public void RespawnOnCurrentScene()
|
||||||
{
|
{
|
||||||
|
mainCh = GameObject.FindGameObjectWithTag("Player");
|
||||||
Scene scene = SceneManager.GetActiveScene();
|
Scene scene = SceneManager.GetActiveScene();
|
||||||
currentScene = scene.name;
|
currentScene = scene.name;
|
||||||
SceneManager.LoadScene(currentScene);
|
SceneManager.LoadScene(currentScene);
|
||||||
|
8
Assets/Scripts/SceneManager/MainCharacter.meta
Normal file
8
Assets/Scripts/SceneManager/MainCharacter.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 56b5700f3ae9ef149bb959906fe6b684
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,105 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
public class MainCharacterManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
public GameObject avatar;
|
||||||
|
[SerializeField]
|
||||||
|
public GameObject AvatarClone;
|
||||||
|
|
||||||
|
public Vector3 startPosition;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
avatar = GetMainCharacterObject();
|
||||||
|
GameObject globalGUI = GameObject.FindGameObjectWithTag("GUI");
|
||||||
|
|
||||||
|
if (AvatarClone == null)
|
||||||
|
{
|
||||||
|
startPosition = InitCharacterPosition();
|
||||||
|
AvatarClone = GameObject.Instantiate(avatar, startPosition, Quaternion.identity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (UnityException e)
|
||||||
|
{
|
||||||
|
Debug.Log(e);
|
||||||
|
}
|
||||||
|
|
||||||
|
//DynamicPanel.transform.localPosition = uiPanelTemplate.transform.position; // prevent overwritten position by... environment???
|
||||||
|
}
|
||||||
|
|
||||||
|
// Later here we will decide whether the player is loading a saved game, thus, a saved position
|
||||||
|
// In general we have 3 cases -> saved game and save position, new position on the map, and position after using teleport/door
|
||||||
|
|
||||||
|
private Vector3 InitCharacterPosition()
|
||||||
|
{
|
||||||
|
switch (OnMapAppearanceMethod.Gateway)
|
||||||
|
{
|
||||||
|
case OnMapAppearanceMethodEnum.Gateway:
|
||||||
|
{
|
||||||
|
if (SceneManager.GetActiveScene().name != PlayerPrefs.GetString("gateway.nextMapName") && PlayerPrefs.GetString("gateway.nextMapName") != "")
|
||||||
|
{
|
||||||
|
throw new Exception("Gateway says we should be somewhere else: " + PlayerPrefs.GetString("gateway.nextMapName"));
|
||||||
|
}
|
||||||
|
|
||||||
|
var x = PlayerPrefs.GetFloat("gateway.respawnCoords.x");
|
||||||
|
var y = PlayerPrefs.GetFloat("gateway.respawnCoords.y");
|
||||||
|
var z = PlayerPrefs.GetFloat("gateway.respawnCoords.z");
|
||||||
|
|
||||||
|
return new Vector3(x, y, z);
|
||||||
|
}
|
||||||
|
default:
|
||||||
|
{
|
||||||
|
return DefaultPlayerMapPosition();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private Vector3 DefaultPlayerMapPosition()
|
||||||
|
{
|
||||||
|
switch (SceneManager.GetActiveScene().name)
|
||||||
|
{
|
||||||
|
case "CaveEntrance":
|
||||||
|
{
|
||||||
|
return new Vector3(0.5f, -37, 10);
|
||||||
|
}
|
||||||
|
default:
|
||||||
|
{
|
||||||
|
return avatar.transform.position;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private GameObject GetMainCharacterObject()
|
||||||
|
{
|
||||||
|
/* Debug.Log("XDDDDD");
|
||||||
|
string[] obects = AssetDatabase.FindAssets("t:Object", new[] { "Assets/Resources/" });
|
||||||
|
|
||||||
|
foreach (string localObject in obects)
|
||||||
|
{
|
||||||
|
Debug.Log(AssetDatabase.GUIDToAssetPath(localObject));
|
||||||
|
}
|
||||||
|
return (GameObject)AssetDatabase.LoadAssetAtPath("Assets/Resources/ThePlayer.prefab", typeof(GameObject));*/
|
||||||
|
|
||||||
|
return Resources.Load("ThePlayer") as GameObject;
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e11719a854a3211459e4fb55658c64c3
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
23
Assets/Scripts/SceneManager/OnMapAppearanceMethod.cs
Normal file
23
Assets/Scripts/SceneManager/OnMapAppearanceMethod.cs
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public enum OnMapAppearanceMethodEnum
|
||||||
|
{
|
||||||
|
NewGame = 0,
|
||||||
|
LoadGame = 1,
|
||||||
|
Gateway = 2
|
||||||
|
//maybe respawn too
|
||||||
|
}
|
||||||
|
|
||||||
|
public class OnMapAppearanceMethod : MonoBehaviour
|
||||||
|
{
|
||||||
|
public static OnMapAppearanceMethodEnum Gateway { get; set; }
|
||||||
|
// every script which makes player appear somewhere should change this variable ! ! !
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
Gateway = OnMapAppearanceMethodEnum.NewGame;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
11
Assets/Scripts/SceneManager/OnMapAppearanceMethod.cs.meta
Normal file
11
Assets/Scripts/SceneManager/OnMapAppearanceMethod.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9fbd4e55be86a9d49adcb35c89ee9c18
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
14
Assets/Scripts/SceneManager/SaveDynamicObjects.cs
Normal file
14
Assets/Scripts/SceneManager/SaveDynamicObjects.cs
Normal file
@ -0,0 +1,14 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class SaveDynamicObjects : MonoBehaviour
|
||||||
|
{
|
||||||
|
public void Save()
|
||||||
|
{
|
||||||
|
//saving player position
|
||||||
|
var player = GameObject.FindGameObjectWithTag("Player");
|
||||||
|
player.GetComponent<PlayerPosition>().SavePosition();
|
||||||
|
player.GetComponent<Player>().SaveCheckpoint();
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/SceneManager/SaveDynamicObjects.cs.meta
Normal file
11
Assets/Scripts/SceneManager/SaveDynamicObjects.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f284f94fc82ae2b48a2fed669d33ff24
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
Assets/Scripts/SceneManager/Teleports.meta
Normal file
8
Assets/Scripts/SceneManager/Teleports.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 76fee0239f055c44882bc4e8c4b2cd4c
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
35
Assets/Scripts/SceneManager/Teleports/Gateway.cs
Normal file
35
Assets/Scripts/SceneManager/Teleports/Gateway.cs
Normal file
@ -0,0 +1,35 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using System;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public class Gateway
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
public int id;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
public string currentMapName;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
public Vector3 coords;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
public string nextMapName; //name of the next map
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
public Vector3 respawnCoords; // coords on the next map
|
||||||
|
|
||||||
|
|
||||||
|
public Gateway(int _id, Vector3 _coords, string _nextMapName, Vector3 _respawnCoords)
|
||||||
|
{
|
||||||
|
id = _id;
|
||||||
|
currentMapName = SceneManager.GetActiveScene().name;
|
||||||
|
coords = _coords;
|
||||||
|
respawnCoords = _respawnCoords;
|
||||||
|
nextMapName = _nextMapName;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
11
Assets/Scripts/SceneManager/Teleports/Gateway.cs.meta
Normal file
11
Assets/Scripts/SceneManager/Teleports/Gateway.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 95981f14d41640244a6706f1444f553d
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -6,7 +6,7 @@ EditorUserSettings:
|
|||||||
serializedVersion: 4
|
serializedVersion: 4
|
||||||
m_ConfigSettings:
|
m_ConfigSettings:
|
||||||
RecentlyUsedScenePath-0:
|
RecentlyUsedScenePath-0:
|
||||||
value: 22424703114646680e0b0227036c72111f19352f223d667d6d0a1532f0e1372ce7f518c8ea3f7129370bfb25
|
value: 22424703114646680e0b0227036c72111f19352f223d667d6d1a1226ece42776f7e93ffdfe
|
||||||
flags: 0
|
flags: 0
|
||||||
RecentlyUsedScenePath-1:
|
RecentlyUsedScenePath-1:
|
||||||
value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
|
value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
|
||||||
|
Loading…
Reference in New Issue
Block a user