Merge branch 'master' into melania-dev

This commit is contained in:
KrolMel 2022-11-20 22:04:58 +01:00
commit b051b05040
48 changed files with 337588 additions and 5213 deletions

View File

@ -2,10 +2,8 @@
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@ -13,8 +11,7 @@
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PlayerPrefs.SetInt("lvl", 1);
PlayerPrefs.SetFloat("maxExp", 10);
string name = "none";
PlayerPrefs.SetString("name", name);
//int isQuest = 1;
//PlayerPrefs.SetInt("lumberjack", isQuest);
int isQuest = 1;
PlayerPrefs.SetInt("lumberjack", isQuest);
/*
int isKilled = 0;
@ -37,7 +38,8 @@ public class NewGame : MonoBehaviour
*/
float health = 10.0f;
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PlayerPrefs.SetFloat("maxHealth", 10);
PlayerPrefs.SetFloat("health", 10);
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@ -47,6 +49,11 @@ public class NewGame : MonoBehaviour
PlayerPrefs.SetInt("pickaxe", 0);
PlayerPrefs.SetInt("healthPoints", 0);
PlayerPrefs.SetInt("defensePoints", 0);
PlayerPrefs.SetInt("StrengthPoints", 0);
PlayerPrefs.SetInt("IntelligencePoints", 0);
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@ -9,7 +9,7 @@ public class FollowingPatrollingEnemy : Enemy
public Transform currentGoal;
public AStarPathfindingAgent agent;
public Transform target;
public float chaseRadius;
public float attackRadius;
@ -42,12 +42,14 @@ public class FollowingPatrollingEnemy : Enemy
public float expValue;
public float dmgValue;
void Awake()
{
//agent = GetComponent<AStarPathfindingAgent>();
}
// Start is called before the first frame update
void Start()
{
@ -104,7 +106,8 @@ public class FollowingPatrollingEnemy : Enemy
{
if (timerHit >= hitWaitTime)
{
TakeDamage(1.0f);
dmgValue = PlayerPrefs.GetFloat("attackValue");
TakeDamage(dmgValue);
hit = false;
timerHit = 0f;
TakeKnockback();
@ -123,7 +126,7 @@ public class FollowingPatrollingEnemy : Enemy
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;
}

View File

@ -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);
}
}

View File

@ -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");
}

View File

@ -35,4 +35,7 @@ EditorBuildSettings:
- enabled: 1
path: Assets/Scenes/OutsideWizardsHouse.unity
guid: 026457bfff0078a4399011036b83ba22
- enabled: 1
path: Assets/Scenes/NewGame - Confirmation.unity
guid: 5a154444dad816d41b4e975d5866fd40
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View File

@ -1,7 +1,7 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
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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

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