Merge branch 'master' into melania-dev
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@ -21,11 +21,12 @@ public class NewGame : MonoBehaviour
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@ -37,7 +38,8 @@ public class NewGame : MonoBehaviour
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@ -47,6 +49,11 @@ public class NewGame : MonoBehaviour
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PlayerPrefs.SetInt("pickaxe", 0);
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PlayerPrefs.SetInt("healthPoints", 0);
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PlayerPrefs.SetInt("defensePoints", 0);
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PlayerPrefs.SetInt("StrengthPoints", 0);
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PlayerPrefs.SetInt("IntelligencePoints", 0);
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OnMapAppearanceMethod.Gateway = OnMapAppearanceMethodEnum.NewGame;
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}
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@ -123,7 +126,7 @@ public class FollowingPatrollingEnemy : Enemy
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||||
StopAllCoroutines();
|
||||
if (Vector2.Distance(target.position, transform.position) <= chaseRadius && Vector2.Distance(target.position, transform.position) > attackRadius)
|
||||
{
|
||||
|
||||
|
||||
//Debug.Log(agent);
|
||||
agent.FindPath();
|
||||
//transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
|
||||
@ -131,9 +134,9 @@ public class FollowingPatrollingEnemy : Enemy
|
||||
}
|
||||
else if (Vector2.Distance(target.position, transform.position) > chaseRadius)
|
||||
{
|
||||
|
||||
|
||||
//Debug.Log(Vector2.Distance(transform.position, path[currentPoint].position));
|
||||
|
||||
|
||||
if (Vector2.Distance(transform.position, path[currentPoint].position) > roundingDistance)
|
||||
{
|
||||
StopAllCoroutines();
|
||||
@ -161,7 +164,7 @@ public class FollowingPatrollingEnemy : Enemy
|
||||
firstAttack = false;
|
||||
}
|
||||
|
||||
if (collision.tag == "AttackHitbox" || collision.tag == "PickaxeHitbox")
|
||||
if (collision.tag == "AttackHitbox" || collision.tag == "PickaxeHitbox")
|
||||
{
|
||||
hit = true;
|
||||
}
|
||||
|
@ -6,15 +6,27 @@ using UnityEngine.UI;
|
||||
public class HealthBar : MonoBehaviour
|
||||
{
|
||||
public Slider slider;
|
||||
public float maxHealth;
|
||||
public float health;
|
||||
|
||||
public void SetMaxHealth(float health)
|
||||
{
|
||||
slider.maxValue = health;
|
||||
slider.value = health;
|
||||
|
||||
maxHealth = PlayerPrefs.GetFloat("maxHealth");
|
||||
slider.maxValue = maxHealth;
|
||||
}
|
||||
|
||||
public void SetHealth(float health)
|
||||
//public void SetHealth(float health)
|
||||
//{
|
||||
// slider.value = health;
|
||||
//}
|
||||
|
||||
void Update()
|
||||
{
|
||||
maxHealth = PlayerPrefs.GetFloat("maxHealth");
|
||||
health = PlayerPrefs.GetFloat("health");
|
||||
slider.maxValue = maxHealth;
|
||||
slider.value = health;
|
||||
//SetExp(exp);
|
||||
}
|
||||
}
|
||||
|
@ -16,8 +16,6 @@ public class Player : MonoBehaviour
|
||||
private bool inRange = false;
|
||||
public ParticleSystem dmgParticleSystem;
|
||||
|
||||
public FloatValue maxHealth;
|
||||
public float currentHealth = 10;
|
||||
public HealthBar healthBar;
|
||||
|
||||
private static bool attackSword;
|
||||
@ -37,6 +35,13 @@ public class Player : MonoBehaviour
|
||||
|
||||
private bool canWalk = true;
|
||||
|
||||
public float currentHealth;
|
||||
public float maxHealth;
|
||||
|
||||
public int healthPoints;
|
||||
public int defensePoints;
|
||||
public int strengthPoints;
|
||||
public int intelligencePoints;
|
||||
|
||||
public float exp;
|
||||
public int lvl;
|
||||
@ -44,6 +49,8 @@ public class Player : MonoBehaviour
|
||||
public LevelBar levelBar;
|
||||
public FloatValue minPlayerExp;
|
||||
|
||||
public float attackValue;
|
||||
|
||||
public static void putPlayerInCollider()
|
||||
{
|
||||
playerInCollider = true;
|
||||
@ -73,8 +80,8 @@ public class Player : MonoBehaviour
|
||||
}
|
||||
rb = gameObject.GetComponent<Rigidbody2D>();
|
||||
myAnimator = GetComponent<Animator>();
|
||||
healthBar.SetMaxHealth(maxHealth.initialValue);
|
||||
healthBar.SetHealth(currentHealth);
|
||||
//healthBar.SetMaxHealth(maxHealth.initialValue);
|
||||
//healthBar.SetHealth(currentHealth);
|
||||
//levelBar.SetStartExp(minPlayerExp.initialValue);
|
||||
//levelBar.SetExp(exp);
|
||||
walkSpeed = 4f;
|
||||
@ -123,8 +130,24 @@ public class Player : MonoBehaviour
|
||||
|
||||
public void TakeDamage(float damage, bool isPanelEnabled = true)
|
||||
{
|
||||
|
||||
defensePoints = PlayerPrefs.GetInt("defensePoints");
|
||||
if(defensePoints == 1)
|
||||
{
|
||||
damage = damage * 0.95f;
|
||||
}
|
||||
else if(defensePoints == 2)
|
||||
{
|
||||
damage = damage * 0.9f;
|
||||
}
|
||||
else if(defensePoints == 3)
|
||||
{
|
||||
damage = damage * 0.85f;
|
||||
}
|
||||
|
||||
currentHealth = PlayerPrefs.GetFloat("health");
|
||||
currentHealth = currentHealth - damage;
|
||||
healthBar.SetHealth(currentHealth);
|
||||
PlayerPrefs.SetFloat("health", currentHealth);
|
||||
|
||||
var em = dmgParticleSystem.emission;
|
||||
em.enabled = true;
|
||||
@ -197,6 +220,7 @@ public class Player : MonoBehaviour
|
||||
|
||||
void Update()
|
||||
{
|
||||
|
||||
if (lvlUp == true)
|
||||
{
|
||||
PlayerPrefs.SetInt("LvlUpPopUp", 1);
|
||||
@ -204,6 +228,11 @@ public class Player : MonoBehaviour
|
||||
lvlUp = false;
|
||||
}
|
||||
|
||||
ManageHealth();
|
||||
ManageDefense();
|
||||
ManageIntelligence();
|
||||
ManageStrength();
|
||||
|
||||
if (canWalk == true)
|
||||
{
|
||||
|
||||
@ -237,15 +266,21 @@ public class Player : MonoBehaviour
|
||||
startRegen = true;
|
||||
}
|
||||
|
||||
currentHealth = PlayerPrefs.GetFloat("health");
|
||||
maxHealth = PlayerPrefs.GetFloat("maxHealth");
|
||||
if (startRegen == true)
|
||||
{
|
||||
timerTick += Time.deltaTime;
|
||||
if (timerTick >= waitTick)
|
||||
{
|
||||
if (currentHealth < 10)
|
||||
if (currentHealth < maxHealth)
|
||||
{
|
||||
currentHealth = currentHealth + 1;
|
||||
healthBar.SetHealth(currentHealth);
|
||||
if (currentHealth > maxHealth)
|
||||
{
|
||||
currentHealth = maxHealth;
|
||||
}
|
||||
PlayerPrefs.SetFloat("health", currentHealth);
|
||||
timerTick = 0f;
|
||||
}
|
||||
}
|
||||
@ -254,6 +289,7 @@ public class Player : MonoBehaviour
|
||||
PlayerPrefs.SetFloat("exp", exp);
|
||||
PlayerPrefs.SetInt("lvl", lvl);
|
||||
PlayerPrefs.SetFloat("maxExp", maxExp);
|
||||
PlayerPrefs.SetFloat("maxHealth", maxHealth);
|
||||
}
|
||||
|
||||
HandleInput();
|
||||
@ -284,6 +320,7 @@ public class Player : MonoBehaviour
|
||||
|
||||
public void SaveCheckpoint()
|
||||
{
|
||||
currentHealth = PlayerPrefs.GetFloat("health");
|
||||
PlayerPrefs.SetFloat("health-S", currentHealth);
|
||||
PlayerPrefs.SetFloat("exp-S", exp);
|
||||
PlayerPrefs.SetInt("lvl-S", lvl);
|
||||
@ -291,22 +328,105 @@ public class Player : MonoBehaviour
|
||||
|
||||
public void ManageHealth()
|
||||
{
|
||||
healthPoints = PlayerPrefs.GetInt("healthPoints");
|
||||
if (healthPoints == 0)
|
||||
{
|
||||
PlayerPrefs.SetFloat("maxHealth", 10);
|
||||
}
|
||||
else if (healthPoints == 1)
|
||||
{
|
||||
PlayerPrefs.SetFloat("maxHealth", 12);
|
||||
}
|
||||
else if (healthPoints == 2)
|
||||
{
|
||||
PlayerPrefs.SetFloat("maxHealth", 15);
|
||||
}
|
||||
else if (healthPoints == 3)
|
||||
{
|
||||
PlayerPrefs.SetFloat("maxHealth", 20);
|
||||
}
|
||||
}
|
||||
|
||||
public void AddHealthPoint()
|
||||
{
|
||||
healthPoints = PlayerPrefs.GetInt("healthPoints");
|
||||
healthPoints = healthPoints + 1;
|
||||
PlayerPrefs.SetInt("healthPoints", healthPoints);
|
||||
}
|
||||
|
||||
public void ManageStrength()
|
||||
{
|
||||
if (!EquipmentManager.Instance._weapon)
|
||||
{
|
||||
attackValue = 0f;
|
||||
}
|
||||
else if (EquipmentManager.Instance._weapon.Name.Equals("pickaxe_test"))
|
||||
{
|
||||
attackValue = 0.5f;
|
||||
PlayerPrefs.SetFloat("attackValue", attackValue);
|
||||
}
|
||||
else if (EquipmentManager.Instance._weapon.Name.Equals("Basic_Sword"))
|
||||
{
|
||||
attackValue = 1.0f;
|
||||
PlayerPrefs.SetFloat("attackValue", attackValue);
|
||||
}
|
||||
|
||||
strengthPoints = PlayerPrefs.GetInt("strengthPoints");
|
||||
if(strengthPoints == 1)
|
||||
{
|
||||
attackValue = PlayerPrefs.GetFloat("attackValue");
|
||||
attackValue = attackValue * 1.1f;
|
||||
PlayerPrefs.SetFloat("attackValue", attackValue);
|
||||
}
|
||||
else if(strengthPoints == 2)
|
||||
{
|
||||
attackValue = PlayerPrefs.GetFloat("attackValue");
|
||||
attackValue = attackValue * 1.2f;
|
||||
PlayerPrefs.SetFloat("attackValue", attackValue);
|
||||
}
|
||||
else if(strengthPoints == 3)
|
||||
{
|
||||
attackValue = PlayerPrefs.GetFloat("attackValue");
|
||||
attackValue = attackValue * 1.3f;
|
||||
PlayerPrefs.SetFloat("attackValue", attackValue);
|
||||
}
|
||||
}
|
||||
|
||||
public void AddStrengthPoint()
|
||||
{
|
||||
strengthPoints = PlayerPrefs.GetInt("strengthPoints");
|
||||
strengthPoints = strengthPoints + 1;
|
||||
PlayerPrefs.SetInt("strengthPoints", strengthPoints);
|
||||
}
|
||||
|
||||
public void ManageDefense()
|
||||
{
|
||||
defensePoints = PlayerPrefs.GetInt("defensePoints");
|
||||
}
|
||||
|
||||
public void AddDefensePoint()
|
||||
{
|
||||
defensePoints = PlayerPrefs.GetInt("defensePoints");
|
||||
defensePoints = defensePoints + 1;
|
||||
PlayerPrefs.SetInt("defensePoints", defensePoints);
|
||||
}
|
||||
|
||||
public void ManageIntelligence()
|
||||
{
|
||||
intelligencePoints = PlayerPrefs.GetInt("intelligencePoints");
|
||||
}
|
||||
|
||||
public void AddIntelligencePoint()
|
||||
{
|
||||
intelligencePoints = PlayerPrefs.GetInt("intelligencePoints");
|
||||
intelligencePoints = intelligencePoints + 1;
|
||||
PlayerPrefs.SetInt("intelligencePoitns", intelligencePoints);
|
||||
|
||||
}
|
||||
|
||||
public void LevelUpPopUp()
|
||||
{
|
||||
|
||||
healthPoints = PlayerPrefs.GetInt("healthPoints");
|
||||
}
|
||||
|
||||
|
||||
|
@ -35,4 +35,7 @@ EditorBuildSettings:
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/OutsideWizardsHouse.unity
|
||||
guid: 026457bfff0078a4399011036b83ba22
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/NewGame - Confirmation.unity
|
||||
guid: 5a154444dad816d41b4e975d5866fd40
|
||||
m_configObjects: {}
|
||||
|
10
Scriptum.sln
@ -1,7 +1,7 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 11.00
|
||||
# Visual Studio 2010
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{e0f48af5-6d3e-b154-523d-8f755dc8e665}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
@ -9,10 +9,10 @@ Global
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
@ -12,8 +12,23 @@ EditorUserSettings:
|
||||
value: 22424703114646680e0b0227036c68190c160a2e042733232867083debf42d
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flags: 0
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RecentlyUsedScenePath-2:
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value: 22424703114646680e0b0227036c70050204112e291f2f2a2c3b1920caef212be7a923e7ee2e26
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flags: 0
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RecentlyUsedScenePath-3:
|
||||
value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
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flags: 0
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RecentlyUsedScenePath-4:
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value: 22424703114646680e0b0227036c72111f19352f223d667d6d0a1532f0e1372ce7f518e8ea3f7129370bfb25
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||||
flags: 0
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RecentlyUsedScenePath-5:
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||||
value: 22424703114646680e0b0227036c72111f19352f223d667d6d1a1226ece42776f7e93ffdfe
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flags: 0
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||||
RecentlyUsedScenePath-6:
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||||
value: 22424703114646680e0b0227036c72111f1958072926337e38271427fb
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||||
flags: 0
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RecentlyUsedScenePath-7:
|
||||
value: 22424703114646680e0b0227036c71150130192729686b700e261335ebf23939f6ee39e7a92f31352d1b
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||||
flags: 0
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vcSharedLogLevel:
|
||||
value: 0d5e400f0650
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flags: 0
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||||
|