Merge branch 'master' into melania-dev
@ -2,10 +2,8 @@
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@ -21,11 +21,12 @@ public class NewGame : MonoBehaviour
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PlayerPrefs.SetFloat("exp", 0);
|
PlayerPrefs.SetFloat("exp", 0);
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PlayerPrefs.SetInt("lvl", 1);
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PlayerPrefs.SetInt("lvl", 1);
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PlayerPrefs.SetFloat("maxExp", 10);
|
PlayerPrefs.SetFloat("maxExp", 10);
|
||||||
|
|
||||||
string name = "none";
|
string name = "none";
|
||||||
PlayerPrefs.SetString("name", name);
|
PlayerPrefs.SetString("name", name);
|
||||||
|
|
||||||
//int isQuest = 1;
|
int isQuest = 1;
|
||||||
//PlayerPrefs.SetInt("lumberjack", isQuest);
|
PlayerPrefs.SetInt("lumberjack", isQuest);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
int isKilled = 0;
|
int isKilled = 0;
|
||||||
@ -37,7 +38,8 @@ public class NewGame : MonoBehaviour
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
float health = 10.0f;
|
float health = 10.0f;
|
||||||
PlayerPrefs.SetFloat("health", health);
|
PlayerPrefs.SetFloat("maxHealth", 10);
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PlayerPrefs.SetFloat("health", 10);
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//PlayerPrefs.SetInt("continued", 0);
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@ -47,6 +49,11 @@ public class NewGame : MonoBehaviour
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PlayerPrefs.SetInt("pickaxe", 0);
|
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;
|
OnMapAppearanceMethod.Gateway = OnMapAppearanceMethodEnum.NewGame;
|
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}
|
}
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}
|
}
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@ -42,6 +42,8 @@ public class FollowingPatrollingEnemy : Enemy
|
|||||||
|
|
||||||
public float expValue;
|
public float expValue;
|
||||||
|
|
||||||
|
public float dmgValue;
|
||||||
|
|
||||||
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|
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void Awake()
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void Awake()
|
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{
|
{
|
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@ -104,7 +106,8 @@ public class FollowingPatrollingEnemy : Enemy
|
|||||||
{
|
{
|
||||||
if (timerHit >= hitWaitTime)
|
if (timerHit >= hitWaitTime)
|
||||||
{
|
{
|
||||||
TakeDamage(1.0f);
|
dmgValue = PlayerPrefs.GetFloat("attackValue");
|
||||||
|
TakeDamage(dmgValue);
|
||||||
hit = false;
|
hit = false;
|
||||||
timerHit = 0f;
|
timerHit = 0f;
|
||||||
TakeKnockback();
|
TakeKnockback();
|
||||||
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@ -6,15 +6,27 @@ using UnityEngine.UI;
|
|||||||
public class HealthBar : MonoBehaviour
|
public class HealthBar : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Slider slider;
|
public Slider slider;
|
||||||
|
public float maxHealth;
|
||||||
|
public float health;
|
||||||
|
|
||||||
public void SetMaxHealth(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;
|
slider.value = health;
|
||||||
|
//SetExp(exp);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -16,8 +16,6 @@ public class Player : MonoBehaviour
|
|||||||
private bool inRange = false;
|
private bool inRange = false;
|
||||||
public ParticleSystem dmgParticleSystem;
|
public ParticleSystem dmgParticleSystem;
|
||||||
|
|
||||||
public FloatValue maxHealth;
|
|
||||||
public float currentHealth = 10;
|
|
||||||
public HealthBar healthBar;
|
public HealthBar healthBar;
|
||||||
|
|
||||||
private static bool attackSword;
|
private static bool attackSword;
|
||||||
@ -37,6 +35,13 @@ public class Player : MonoBehaviour
|
|||||||
|
|
||||||
private bool canWalk = true;
|
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 float exp;
|
||||||
public int lvl;
|
public int lvl;
|
||||||
@ -44,6 +49,8 @@ public class Player : MonoBehaviour
|
|||||||
public LevelBar levelBar;
|
public LevelBar levelBar;
|
||||||
public FloatValue minPlayerExp;
|
public FloatValue minPlayerExp;
|
||||||
|
|
||||||
|
public float attackValue;
|
||||||
|
|
||||||
public static void putPlayerInCollider()
|
public static void putPlayerInCollider()
|
||||||
{
|
{
|
||||||
playerInCollider = true;
|
playerInCollider = true;
|
||||||
@ -73,8 +80,8 @@ public class Player : MonoBehaviour
|
|||||||
}
|
}
|
||||||
rb = gameObject.GetComponent<Rigidbody2D>();
|
rb = gameObject.GetComponent<Rigidbody2D>();
|
||||||
myAnimator = GetComponent<Animator>();
|
myAnimator = GetComponent<Animator>();
|
||||||
healthBar.SetMaxHealth(maxHealth.initialValue);
|
//healthBar.SetMaxHealth(maxHealth.initialValue);
|
||||||
healthBar.SetHealth(currentHealth);
|
//healthBar.SetHealth(currentHealth);
|
||||||
//levelBar.SetStartExp(minPlayerExp.initialValue);
|
//levelBar.SetStartExp(minPlayerExp.initialValue);
|
||||||
//levelBar.SetExp(exp);
|
//levelBar.SetExp(exp);
|
||||||
walkSpeed = 4f;
|
walkSpeed = 4f;
|
||||||
@ -123,8 +130,24 @@ public class Player : MonoBehaviour
|
|||||||
|
|
||||||
public void TakeDamage(float damage, bool isPanelEnabled = true)
|
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;
|
currentHealth = currentHealth - damage;
|
||||||
healthBar.SetHealth(currentHealth);
|
PlayerPrefs.SetFloat("health", currentHealth);
|
||||||
|
|
||||||
var em = dmgParticleSystem.emission;
|
var em = dmgParticleSystem.emission;
|
||||||
em.enabled = true;
|
em.enabled = true;
|
||||||
@ -197,6 +220,7 @@ public class Player : MonoBehaviour
|
|||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
|
||||||
if (lvlUp == true)
|
if (lvlUp == true)
|
||||||
{
|
{
|
||||||
PlayerPrefs.SetInt("LvlUpPopUp", 1);
|
PlayerPrefs.SetInt("LvlUpPopUp", 1);
|
||||||
@ -204,6 +228,11 @@ public class Player : MonoBehaviour
|
|||||||
lvlUp = false;
|
lvlUp = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
ManageHealth();
|
||||||
|
ManageDefense();
|
||||||
|
ManageIntelligence();
|
||||||
|
ManageStrength();
|
||||||
|
|
||||||
if (canWalk == true)
|
if (canWalk == true)
|
||||||
{
|
{
|
||||||
|
|
||||||
@ -237,15 +266,21 @@ public class Player : MonoBehaviour
|
|||||||
startRegen = true;
|
startRegen = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
currentHealth = PlayerPrefs.GetFloat("health");
|
||||||
|
maxHealth = PlayerPrefs.GetFloat("maxHealth");
|
||||||
if (startRegen == true)
|
if (startRegen == true)
|
||||||
{
|
{
|
||||||
timerTick += Time.deltaTime;
|
timerTick += Time.deltaTime;
|
||||||
if (timerTick >= waitTick)
|
if (timerTick >= waitTick)
|
||||||
{
|
{
|
||||||
if (currentHealth < 10)
|
if (currentHealth < maxHealth)
|
||||||
{
|
{
|
||||||
currentHealth = currentHealth + 1;
|
currentHealth = currentHealth + 1;
|
||||||
healthBar.SetHealth(currentHealth);
|
if (currentHealth > maxHealth)
|
||||||
|
{
|
||||||
|
currentHealth = maxHealth;
|
||||||
|
}
|
||||||
|
PlayerPrefs.SetFloat("health", currentHealth);
|
||||||
timerTick = 0f;
|
timerTick = 0f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -254,6 +289,7 @@ public class Player : MonoBehaviour
|
|||||||
PlayerPrefs.SetFloat("exp", exp);
|
PlayerPrefs.SetFloat("exp", exp);
|
||||||
PlayerPrefs.SetInt("lvl", lvl);
|
PlayerPrefs.SetInt("lvl", lvl);
|
||||||
PlayerPrefs.SetFloat("maxExp", maxExp);
|
PlayerPrefs.SetFloat("maxExp", maxExp);
|
||||||
|
PlayerPrefs.SetFloat("maxHealth", maxHealth);
|
||||||
}
|
}
|
||||||
|
|
||||||
HandleInput();
|
HandleInput();
|
||||||
@ -284,6 +320,7 @@ public class Player : MonoBehaviour
|
|||||||
|
|
||||||
public void SaveCheckpoint()
|
public void SaveCheckpoint()
|
||||||
{
|
{
|
||||||
|
currentHealth = PlayerPrefs.GetFloat("health");
|
||||||
PlayerPrefs.SetFloat("health-S", currentHealth);
|
PlayerPrefs.SetFloat("health-S", currentHealth);
|
||||||
PlayerPrefs.SetFloat("exp-S", exp);
|
PlayerPrefs.SetFloat("exp-S", exp);
|
||||||
PlayerPrefs.SetInt("lvl-S", lvl);
|
PlayerPrefs.SetInt("lvl-S", lvl);
|
||||||
@ -291,22 +328,105 @@ public class Player : MonoBehaviour
|
|||||||
|
|
||||||
public void ManageHealth()
|
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()
|
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()
|
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()
|
public void LevelUpPopUp()
|
||||||
{
|
{
|
||||||
|
healthPoints = PlayerPrefs.GetInt("healthPoints");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -35,4 +35,7 @@ EditorBuildSettings:
|
|||||||
- enabled: 1
|
- enabled: 1
|
||||||
path: Assets/Scenes/OutsideWizardsHouse.unity
|
path: Assets/Scenes/OutsideWizardsHouse.unity
|
||||||
guid: 026457bfff0078a4399011036b83ba22
|
guid: 026457bfff0078a4399011036b83ba22
|
||||||
|
- enabled: 1
|
||||||
|
path: Assets/Scenes/NewGame - Confirmation.unity
|
||||||
|
guid: 5a154444dad816d41b4e975d5866fd40
|
||||||
m_configObjects: {}
|
m_configObjects: {}
|
||||||
|
10
Scriptum.sln
@ -1,7 +1,7 @@
|
|||||||
|
|
||||||
Microsoft Visual Studio Solution File, Format Version 11.00
|
Microsoft Visual Studio Solution File, Format Version 11.00
|
||||||
# Visual Studio 2010
|
# 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
|
EndProject
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
@ -9,10 +9,10 @@ Global
|
|||||||
Release|Any CPU = Release|Any CPU
|
Release|Any CPU = Release|Any CPU
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
{F58AF4E0-3E6D-54B1-523D-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}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
|
@ -12,8 +12,23 @@ EditorUserSettings:
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RecentlyUsedScenePath-2:
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RecentlyUsedScenePath-2:
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RecentlyUsedScenePath-3:
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RecentlyUsedScenePath-4:
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RecentlyUsedScenePath-5:
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RecentlyUsedScenePath-6:
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RecentlyUsedScenePath-7:
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vcSharedLogLevel:
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vcSharedLogLevel:
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