Merge branch 'master' into melania-dev
This commit is contained in:
commit
b3eb19b8e7
@ -47,11 +47,13 @@
|
||||
<ImplicitlyExpandDesignTimeFacades>false</ImplicitlyExpandDesignTimeFacades>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestWrapper.cs" />
|
||||
<Compile Include="Assets\Scripts\RespawnScript.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\NPC\NpcDialogueManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Equipment\EquipmentDataListManager.cs" />
|
||||
<Compile Include="Assets\LetterText.cs" />
|
||||
<Compile Include="Assets\_\Stuff\GridPathfinding\UnitMovement.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Shop\ShopData.cs" />
|
||||
<Compile Include="Assets\_\Stuff\GridPathfinding\PathNode.cs" />
|
||||
<Compile Include="Assets\Scripts\Pathfinding\AStarPathfindingAgent.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Inventory\InventoryUIManager.cs" />
|
||||
@ -69,13 +71,17 @@
|
||||
<Compile Include="Assets\Scripts\Enemies' Scprits\Enemy.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Equipment\EquipmentUIManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\QuestionPanel.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestBuildModel.cs" />
|
||||
<Compile Include="Assets\Scripts\Objects\GoldOre.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\PanelTypeEnum.cs" />
|
||||
<Compile Include="Assets\Scripts\ProceduralGeneration\Graph.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\SystemLanguageEnum.cs" />
|
||||
<Compile Include="Assets\Scripts\SceneManager\NPC\NPCManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\TaskDifficultyEnum.cs" />
|
||||
<Compile Include="Assets\_\Stuff\GridPathfinding\GridPathfinding.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\MultiDialogue.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\UIWarehouseManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\LanguageDetector\LanguageDetector.cs" />
|
||||
<Compile Include="Assets\OpenSettingsOnESCPress.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Chest\ChestUIManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\ManagerInterface.cs" />
|
||||
@ -83,9 +89,13 @@
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\Item.cs" />
|
||||
<Compile Include="Assets\Scripts\ProceduralGeneration\FloodFill.cs" />
|
||||
<Compile Include="Assets\BreakOre.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\ShopPanelController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\Model\ButtonPanelModel.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Model\DialogueStepModel.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Shop\ShopUIManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Item\Effects\ItemEffectsManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\InventorySlot.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Shop\SceneShopDataLoader.cs" />
|
||||
<Compile Include="Assets\Mercenary.cs" />
|
||||
<Compile Include="Assets\DisplayExpStatus.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Shared\PrefabAssetModelData.cs" />
|
||||
@ -97,6 +107,7 @@
|
||||
<Compile Include="Assets\DisplayLvl.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Task\SaveTaskManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItemData.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Shop\Shop.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\PathBuilder.cs" />
|
||||
<Compile Include="Assets\NewGame.cs" />
|
||||
<Compile Include="Assets\Scripts\SceneManager\SaveDynamicObjects.cs" />
|
||||
@ -116,13 +127,17 @@
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\Draggable\DraggablePanelInterface.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\Chest.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ChestSlot.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shop\ShopItemCardKeeper.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\PanelControllerInterface.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Model\DialogueModel.cs" />
|
||||
<Compile Include="Assets\LevelUpPopUp.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\AccountBalance\AccountBalanceManager.cs" />
|
||||
<Compile Include="Assets\ChangeLanguageToEnglish.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\PanelHeaderController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\UISlotPanelManager.cs" />
|
||||
<Compile Include="Assets\Scripts\CamerFollow.cs" />
|
||||
<Compile Include="Assets\CloseIfQuestPanel.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Skills\SkillsUIManager.cs" />
|
||||
<Compile Include="Assets\Scripts\NPCs' Scripts\NPCFollowing.cs" />
|
||||
<Compile Include="Assets\TreeParticleEffect.cs" />
|
||||
<Compile Include="Assets\SaveMusicSettings.cs" />
|
||||
@ -137,6 +152,7 @@
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\IDialogue.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneDataListManagerInterface.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneDataListManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Manager\DialogueManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Equipment\EquipmentDataLoader.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\Draggable\DraggedSlotController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Inventory\SceneInventoryDataManager.cs" />
|
||||
@ -144,6 +160,7 @@
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Mission.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\MissionReward.cs" />
|
||||
<Compile Include="Assets\Scripts\Pathfinding\TileData.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\SkillsPointsManger.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Dialogue.cs" />
|
||||
<Compile Include="Assets\Scripts\DealDamage.cs" />
|
||||
<Compile Include="Assets\Scripts\LevelBar.cs" />
|
||||
@ -157,6 +174,7 @@
|
||||
<Compile Include="Assets\Scripts\AnimatedDoorBehaviour.cs" />
|
||||
<Compile Include="Assets\Scripts\Door\TriggerDoor.cs" />
|
||||
<Compile Include="Assets\Scripts\ProceduralGeneration\GraphNode.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\AccountBalance\PanelCashController.cs" />
|
||||
<Compile Include="Assets\Scripts\SceneManager\OnMapAppearanceMethod.cs" />
|
||||
<Compile Include="Assets\Scripts\NPCs' Scripts\NPCQuest.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\Factory\PanelComponentFactory.cs" />
|
||||
@ -170,6 +188,10 @@
|
||||
<Compile Include="Assets\Scripts\FloatValue.cs" />
|
||||
<Compile Include="Assets\_\Stuff\GridPathfinding\LastMoveTo.cs" />
|
||||
<Compile Include="Assets\Scripts\SceneManager\SaveItem\SaveEquitableItemSystem.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Mapper\IModelMapper.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ShopSlot.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Event\UseItemEvent.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Shop\SceneShopDataManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Chest\ChestController.cs" />
|
||||
<Compile Include="Assets\Scripts\DoorBehaviour.cs" />
|
||||
<Compile Include="Assets\Scripts\SceneManager\SceneEquippableItemManager.cs" />
|
||||
@ -182,6 +204,7 @@
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\InventoryPanelController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Task\SceneTaskDataManager.cs" />
|
||||
<Compile Include="Assets\TranslateMeshText.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\SkillsPanelController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\EquipmentPanelController.cs" />
|
||||
<Compile Include="Assets\ParticleDisable.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Shared\PrefabAssetModel.cs" />
|
||||
@ -190,6 +213,7 @@
|
||||
<Compile Include="Assets\Scripts\Enemies' Scprits\FollowingEnemy.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\EquipmentPanelSlotsTypeEnum.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\AbstractPanel.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Item\Effects\PotionEffectsManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestPrefabAsset.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Controller\DialogueController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneBaseDataLoader.cs" />
|
||||
@ -205,23 +229,30 @@
|
||||
<Compile Include="Assets\_\Stuff\GridPathfinding\MapPos.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\Panel.cs" />
|
||||
<Compile Include="Assets\_\Stuff\GridPathfinding\PathQueue.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Shop\SaveShopManager.cs" />
|
||||
<Compile Include="Assets\Scripts\ProceduralGeneration\Map.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Shop\ShopDataListManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItemPrefabAsset.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\ItemEffectsEnum.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Model\MissionStepModel.cs" />
|
||||
<Compile Include="Assets\Scripts\Enemies' Scprits\PatrollingEnemy.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\NPC\NPC.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Shop\ShopBuildModel.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\SceneElementTypeEnum.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Chest\SceneChestDataManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\SaveSystem\SaveModelSystem.cs" />
|
||||
<Compile Include="Assets\TakingDamage.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Chest\ChestDataListManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Story\WizardHouse\ResetPlayer.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Shop\ShopContentUIManager.cs" />
|
||||
<Compile Include="Assets\StartOnEnter.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Condition\DialogueOpenCondition.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\Draggable\DraggablePanelController.cs" />
|
||||
<Compile Include="Assets\_\Stuff\GridPathfinding\BinaryTree.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\PlayerActions.cs" />
|
||||
<Compile Include="Assets\Scripts\Enemies' Scprits\Cave\BossThug.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Inventory\SaveInventoryManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\NPC\NpcShopManager.cs" />
|
||||
<Compile Include="Assets\Scripts\ChangeScene.cs" />
|
||||
<Compile Include="Assets\OpenPanelOnCollision.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestData.cs" />
|
||||
|
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@ -23,6 +23,8 @@ public class NewGame : MonoBehaviour
|
||||
PlayerPrefs.SetInt("lvl", 1);
|
||||
PlayerPrefs.SetFloat("maxExp", 10);
|
||||
|
||||
PlayerPrefs.SetInt(AccountBalanceManager.PLAYER_ACCOUNT_VALUE, 0);
|
||||
|
||||
string name = "none";
|
||||
PlayerPrefs.SetString("name", name);
|
||||
|
||||
@ -50,18 +52,24 @@ public class NewGame : MonoBehaviour
|
||||
|
||||
PlayerPrefs.SetInt("pickaxe", 0);
|
||||
|
||||
PlayerPrefs.SetInt("healthPoints", 0);
|
||||
PlayerPrefs.SetInt("defensePoints", 0);
|
||||
PlayerPrefs.SetInt("StrengthPoints", 0);
|
||||
PlayerPrefs.SetInt("IntelligencePoints", 0);
|
||||
// PLAYER SKILLS ------------------------------------------------------
|
||||
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_FREE_POINTS, 0);
|
||||
|
||||
//LETTER --------------------------------------------------------------
|
||||
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS, 0); // healthPoints
|
||||
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS, 0); // defensePoints
|
||||
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_STRENGHT_POINTS, 0); // StrengthPoints
|
||||
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_INTELIGENCE_POINTS, 0); // IntelligencePoints
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
|
||||
//LETTER --------------------------------------------------------------
|
||||
PlayerPrefs.SetInt("PrologueLetter.WhereDisplayed", 0);
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
|
||||
//NPC ACTIONS HERE ----------------------------------------------------
|
||||
|
||||
// -> Wizard House
|
||||
PlayerPrefs.SetInt("Wizard.FirstDialogue", 0);
|
||||
|
||||
// --------------------------------------------------------------------
|
||||
|
@ -16,7 +16,7 @@ MonoBehaviour:
|
||||
CurrentStep: 0
|
||||
DialogueSteps:
|
||||
- Header: Boss Thug
|
||||
WasDisplayed: 1
|
||||
WasDisplayed: 0
|
||||
ListOfSentences:
|
||||
- Sentence: Who are you? How did you get past my guards?!
|
||||
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|
||||
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@ -29,7 +29,6 @@ RectTransform:
|
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@ -119,7 +118,6 @@ RectTransform:
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@ -186,6 +184,7 @@ MonoBehaviour:
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@ -29,7 +29,7 @@ public class NPCFollowing : MonoBehaviour
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// Start is called before the first frame update
|
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void Start()
|
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{
|
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//isAfterAction = System.Convert.ToBoolean(PlayerPrefs.GetInt(gameObject.GetComponent<NPC>().name + ".FirstDialogue"));
|
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isAfterAction = System.Convert.ToBoolean(PlayerPrefs.GetInt(gameObject.GetComponent<NPC>().name + ".FirstDialogue"));
|
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myRigidbody = GetComponent<Rigidbody2D>();
|
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anim = GetComponent<Animator>();
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@ -84,8 +84,6 @@ public class NPCFollowing : MonoBehaviour
|
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//start dialogue here we want uga bunga
|
||||
|
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gameObject.GetComponent<NPC>().State = NPCStateEnum.Talking;
|
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|
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gameObject.GetComponent<NpcDialogueManager>().OpenDialoguePanel();
|
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}
|
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}
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|
@ -104,6 +104,10 @@ public class Player : MonoBehaviour
|
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lvl = 2;
|
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lvlUp = true;
|
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maxExp = 50;
|
||||
|
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// Add points and refresh view (if opened)
|
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SkillsPointsManger.Instance.AddFreePoints(2);
|
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SkillsPointsManger.Instance.UpdatePanelView();
|
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}
|
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}
|
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else if (lvl == 2)
|
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@ -114,6 +118,10 @@ public class Player : MonoBehaviour
|
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lvl = 3;
|
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lvlUp = true;
|
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maxExp = 100;
|
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|
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// Add points and refresh view (if opened)
|
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SkillsPointsManger.Instance.AddFreePoints(2);
|
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SkillsPointsManger.Instance.UpdatePanelView();
|
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}
|
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}
|
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else if (lvl == 3)
|
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@ -124,6 +132,10 @@ public class Player : MonoBehaviour
|
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lvl = 4;
|
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lvlUp = true;
|
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maxExp = 200;
|
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|
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// Add points and refresh view (if opened)
|
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SkillsPointsManger.Instance.AddFreePoints(2);
|
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SkillsPointsManger.Instance.UpdatePanelView();
|
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}
|
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}
|
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}
|
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@ -131,7 +143,7 @@ public class Player : MonoBehaviour
|
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public void TakeDamage(float damage, bool isPanelEnabled = true)
|
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{
|
||||
|
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defensePoints = PlayerPrefs.GetInt("defensePoints");
|
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defensePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS);
|
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if(defensePoints == 1)
|
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{
|
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damage = damage * 0.95f;
|
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@ -329,7 +341,7 @@ public class Player : MonoBehaviour
|
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|
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public void ManageHealth()
|
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{
|
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healthPoints = PlayerPrefs.GetInt("healthPoints");
|
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healthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS);
|
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if (healthPoints == 0)
|
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{
|
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PlayerPrefs.SetFloat("maxHealth", 10);
|
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@ -350,9 +362,12 @@ public class Player : MonoBehaviour
|
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|
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public void AddHealthPoint()
|
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{
|
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healthPoints = PlayerPrefs.GetInt("healthPoints");
|
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healthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS);
|
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healthPoints = healthPoints + 1;
|
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PlayerPrefs.SetInt("healthPoints", healthPoints);
|
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PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS, healthPoints);
|
||||
|
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// Fetch change in scene manager responsible for this data
|
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SkillsPointsManger.Instance.UpdatePanelView();
|
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}
|
||||
|
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public void ManageStrength()
|
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@ -376,7 +391,7 @@ public class Player : MonoBehaviour
|
||||
PlayerPrefs.SetFloat("attackValue", attackValue);
|
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}
|
||||
|
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strengthPoints = PlayerPrefs.GetInt("strengthPoints");
|
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strengthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_STRENGHT_POINTS);
|
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if(strengthPoints == 1)
|
||||
{
|
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attackValue = PlayerPrefs.GetFloat("attackValue");
|
||||
@ -399,39 +414,47 @@ public class Player : MonoBehaviour
|
||||
|
||||
public void AddStrengthPoint()
|
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{
|
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strengthPoints = PlayerPrefs.GetInt("strengthPoints");
|
||||
strengthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_STRENGHT_POINTS);
|
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strengthPoints = strengthPoints + 1;
|
||||
PlayerPrefs.SetInt("strengthPoints", strengthPoints);
|
||||
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_STRENGHT_POINTS, strengthPoints);
|
||||
|
||||
// Fetch change in scene manager responsible for this data
|
||||
SkillsPointsManger.Instance.UpdatePanelView();
|
||||
}
|
||||
|
||||
public void ManageDefense()
|
||||
{
|
||||
defensePoints = PlayerPrefs.GetInt("defensePoints");
|
||||
defensePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS);
|
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}
|
||||
|
||||
public void AddDefensePoint()
|
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{
|
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defensePoints = PlayerPrefs.GetInt("defensePoints");
|
||||
defensePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS);
|
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defensePoints = defensePoints + 1;
|
||||
PlayerPrefs.SetInt("defensePoints", defensePoints);
|
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PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS, defensePoints);
|
||||
|
||||
// Fetch change in scene manager responsible for this data
|
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SkillsPointsManger.Instance.UpdatePanelView();
|
||||
}
|
||||
|
||||
public void ManageIntelligence()
|
||||
{
|
||||
intelligencePoints = PlayerPrefs.GetInt("intelligencePoints");
|
||||
intelligencePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_INTELIGENCE_POINTS);
|
||||
}
|
||||
|
||||
public void AddIntelligencePoint()
|
||||
{
|
||||
intelligencePoints = PlayerPrefs.GetInt("intelligencePoints");
|
||||
intelligencePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_INTELIGENCE_POINTS);
|
||||
intelligencePoints = intelligencePoints + 1;
|
||||
PlayerPrefs.SetInt("intelligencePoitns", intelligencePoints);
|
||||
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_INTELIGENCE_POINTS, intelligencePoints);
|
||||
|
||||
// Fetch change in scene manager responsible for this data
|
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SkillsPointsManger.Instance.UpdatePanelView();
|
||||
}
|
||||
|
||||
public void LevelUpPopUp()
|
||||
{
|
||||
healthPoints = PlayerPrefs.GetInt("healthPoints");
|
||||
healthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS);
|
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}
|
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|
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|
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|
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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userData:
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@ -0,0 +1,78 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
class AccountBalanceManager : MonoBehaviour
|
||||
{
|
||||
public const string PLAYER_ACCOUNT_VALUE = "Player.AccountBalance";
|
||||
|
||||
public static AccountBalanceManager Instance;
|
||||
|
||||
public int Gold;
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
{
|
||||
// Load saved gold value
|
||||
LoadValue();
|
||||
|
||||
Instance = this;
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetAccountBalanceValue(int gold)
|
||||
{
|
||||
Gold = gold;
|
||||
|
||||
UpdatePanelValue();
|
||||
}
|
||||
|
||||
public void IncreaseAccountBalanceValue(int gold)
|
||||
{
|
||||
Gold += gold;
|
||||
|
||||
UpdatePanelValue();
|
||||
}
|
||||
|
||||
public void DecreaseAccountBalanceValue(int gold)
|
||||
{
|
||||
Gold -= gold;
|
||||
|
||||
UpdatePanelValue();
|
||||
}
|
||||
|
||||
public void SaveValue()
|
||||
{
|
||||
PlayerPrefs.SetInt(PLAYER_ACCOUNT_VALUE, Gold);
|
||||
}
|
||||
|
||||
public void LoadValue()
|
||||
{
|
||||
if(PlayerPrefs.HasKey(PLAYER_ACCOUNT_VALUE))
|
||||
{
|
||||
Gold = PlayerPrefs.GetInt(PLAYER_ACCOUNT_VALUE);
|
||||
}
|
||||
else
|
||||
{
|
||||
Gold = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function to update value displayed on Inventory Panel - only if is opened
|
||||
/// </summary>
|
||||
private void UpdatePanelValue()
|
||||
{
|
||||
if (InventoryUIManager.Instance.GetPanelStatus())
|
||||
InventoryUIManager.Instance.DynamicPanel.GetComponent<PanelCashController>().RefreshPanel(Gold);
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,11 @@
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@ -0,0 +1,46 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
class PanelCashController : MonoBehaviour
|
||||
{
|
||||
[Header("Current Value")]
|
||||
public int AccountBalanceValue;
|
||||
|
||||
[Header("Account Balance")]
|
||||
[SerializeField] public TextMeshProUGUI displayedValue;
|
||||
|
||||
|
||||
public void Start()
|
||||
{
|
||||
// Get current remembered value
|
||||
var balanceManager = AccountBalanceManager.Instance;
|
||||
|
||||
if (balanceManager == null)
|
||||
throw new NullReferenceException("AccountBalanceManager not found!!!");
|
||||
|
||||
RefreshPanel(balanceManager.Gold);
|
||||
|
||||
DisplayePlayerAccountBalance();
|
||||
}
|
||||
|
||||
// synch status after selling, buying item
|
||||
|
||||
public void RefreshPanel(int gold)
|
||||
{
|
||||
AccountBalanceValue = gold;
|
||||
|
||||
DisplayePlayerAccountBalance();
|
||||
}
|
||||
|
||||
public void DisplayePlayerAccountBalance()
|
||||
{
|
||||
displayedValue.text = $"{AccountBalanceValue}";
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6fb47b0e304a4644db8ee53654039f3c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -38,8 +38,6 @@ public class DialogueManager : MonoBehaviour
|
||||
public virtual void Start()
|
||||
{
|
||||
Dialogue = Instantiate(languageDetector.DetectInstanceBasedOnLanguage());
|
||||
Dialogue.SetSpeakerName(SpeakerName);
|
||||
|
||||
Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterDialogueStep(dial.Key, dial.Value.ResetDialogue)); // reset dial
|
||||
}
|
||||
|
||||
@ -47,7 +45,9 @@ public class DialogueManager : MonoBehaviour
|
||||
public void Update()
|
||||
{
|
||||
if (OpenInDefaultWay && Input.GetKeyDown(keyToOpen) && OpenPanelCondition())
|
||||
{
|
||||
OpenDialoguePanel();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -76,7 +76,6 @@ public class DialogueManager : MonoBehaviour
|
||||
|
||||
if (GetCurrentDialoguePanelStatus())
|
||||
{
|
||||
Debug.Log("Close dialog - defaulty way");
|
||||
Dialogue.BreakDialogueStep();
|
||||
}
|
||||
}
|
||||
@ -85,7 +84,12 @@ public class DialogueManager : MonoBehaviour
|
||||
public void OpenDialoguePanel()
|
||||
{
|
||||
if(OpenPanelCondition())
|
||||
{
|
||||
// Update speaker name before every opening
|
||||
Dialogue.SetSpeakerName(SpeakerName);
|
||||
|
||||
gameObject.GetComponent<DialogueManager>().Dialogue.StartDialogue();
|
||||
}
|
||||
}
|
||||
public virtual bool OpenPanelCondition()
|
||||
{
|
||||
@ -101,6 +105,7 @@ public class DialogueManager : MonoBehaviour
|
||||
{
|
||||
return CanBeOpened;
|
||||
}
|
||||
|
||||
protected virtual bool ComponentEnabledCondition()
|
||||
{
|
||||
return !gameObject.GetComponent<DialogueManager>().enabled;
|
||||
@ -120,7 +125,9 @@ public class DialogueManager : MonoBehaviour
|
||||
.Where(dialogue => dialogue.Key == multiDialStatius.Item1)
|
||||
.First()
|
||||
.Value
|
||||
.DialogueSteps[multiDialStatius.Item2].DialogueController.CurrentPanel != null;
|
||||
.DialogueSteps
|
||||
.ElementAtOrDefault(multiDialStatius.Item2)
|
||||
?.DialogueController.CurrentPanel != null;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -13,6 +13,7 @@ public class NpcDialogueManager : DialogueManager
|
||||
base.Start();
|
||||
|
||||
CanBeOpened = false;
|
||||
OpenInDefaultWay = false;
|
||||
}
|
||||
public override bool OpenPanelCondition()
|
||||
{
|
||||
|
@ -16,6 +16,9 @@ public class NpcShopManager : MonoBehaviour
|
||||
public Dialogue Dialogue;
|
||||
|
||||
[SerializeField]
|
||||
public ShopBuildModel shopModel;
|
||||
|
||||
[NonSerialized]
|
||||
public Shop shop;
|
||||
|
||||
bool CanShopBeOpened = false;
|
||||
@ -51,7 +54,7 @@ public class NpcShopManager : MonoBehaviour
|
||||
}
|
||||
else
|
||||
shop = ShopUIManager.Instance.GetList().Where(shop => {
|
||||
return shop.Npc == gameObject.GetComponent<NPC>().name && shop.Map == SceneManager.GetActiveScene().name;
|
||||
return shopModel.ShopName == gameObject.GetComponent<NPC>().name && shop.Map == SceneManager.GetActiveScene().name;
|
||||
}).First();
|
||||
|
||||
IsRegistered = true;
|
||||
@ -118,19 +121,15 @@ public class NpcShopManager : MonoBehaviour
|
||||
public void RegisterShop()
|
||||
{
|
||||
// 1. Set owner name
|
||||
shop.Npc = gameObject.name;
|
||||
shopModel.ShopName = gameObject.GetComponent<NPC>().Name;
|
||||
|
||||
// 2. Create new Shop instance in scene registry list
|
||||
((SceneShopDataManager)SceneShopDataManager.Instance)
|
||||
.RegisterShop(
|
||||
new Shop(
|
||||
SceneManager.GetActiveScene().name,
|
||||
gameObject.name,
|
||||
shop.GetContent()
|
||||
)
|
||||
shopModel.MapBuildModelToShop()
|
||||
);
|
||||
|
||||
Debug.Log($"Shop {shop.Npc} registered");
|
||||
Debug.Log($"Shop {shopModel.ShopName} registered");
|
||||
}
|
||||
|
||||
public void OpenShop()
|
||||
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4fe926dfbcaddae4086d6182345995c0
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 95e49ccca1d67da419c3cd02f2019162
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,113 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
class SkillsPointsManger : MonoBehaviour
|
||||
{
|
||||
public const string PLAYER_SKILS_FREE_POINTS = "Player.Skills.FreePoints";
|
||||
public const string PLAYER_SKILS_HEALTH_POINTS = "Player.Skills.HealthPoints";
|
||||
public const string PLAYER_SKILS_STRENGHT_POINTS = "Player.Skills.StenghtPoints";
|
||||
public const string PLAYER_SKILS_DEFENSE_POINTS = "Player.Skills.DefensePoints";
|
||||
public const string PLAYER_SKILS_INTELIGENCE_POINTS = "Player.Skills.InteligencePoints";
|
||||
|
||||
|
||||
public static SkillsPointsManger Instance;
|
||||
|
||||
[Header("Player Skills Points")]
|
||||
public int FreePoints = 0;
|
||||
|
||||
public int StrenghtPoints = 0;
|
||||
public int DefensePoints = 0;
|
||||
public int HealthPoints = 0;
|
||||
public int InteligencePoints = 0;
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
{
|
||||
// Load saved gold value
|
||||
LoadValue();
|
||||
|
||||
Instance = this;
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function to load values after loading scenes but after changing them by player script
|
||||
/// Thats because:
|
||||
/// - this manager fetch values globally on scene
|
||||
/// - Skills Panel gets info from this script
|
||||
/// - but.. Plater script modify vales themself and save them in PlayerPrefs instead of this Singleton class - messy...
|
||||
/// So we must fetch every one change from player.cs
|
||||
/// </summary>
|
||||
public void LoadValue()
|
||||
{
|
||||
if (PlayerPrefs.HasKey(PLAYER_SKILS_FREE_POINTS))
|
||||
{
|
||||
FreePoints = PlayerPrefs.GetInt(PLAYER_SKILS_FREE_POINTS);
|
||||
}
|
||||
|
||||
|
||||
if (PlayerPrefs.HasKey(PLAYER_SKILS_HEALTH_POINTS))
|
||||
{
|
||||
HealthPoints = PlayerPrefs.GetInt(PLAYER_SKILS_HEALTH_POINTS);
|
||||
}
|
||||
|
||||
if (PlayerPrefs.HasKey(PLAYER_SKILS_STRENGHT_POINTS))
|
||||
{
|
||||
StrenghtPoints = PlayerPrefs.GetInt(PLAYER_SKILS_STRENGHT_POINTS);
|
||||
}
|
||||
|
||||
if (PlayerPrefs.HasKey(PLAYER_SKILS_DEFENSE_POINTS))
|
||||
{
|
||||
DefensePoints = PlayerPrefs.GetInt(PLAYER_SKILS_DEFENSE_POINTS);
|
||||
}
|
||||
|
||||
if (PlayerPrefs.HasKey(PLAYER_SKILS_INTELIGENCE_POINTS))
|
||||
{
|
||||
InteligencePoints = PlayerPrefs.GetInt(PLAYER_SKILS_INTELIGENCE_POINTS);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Points are added after level up! :D
|
||||
/// see Player::ManageLevels
|
||||
/// </summary>
|
||||
public void AddFreePoints(int newPoints)
|
||||
{
|
||||
FreePoints += newPoints;
|
||||
|
||||
PlayerPrefs.SetInt(PLAYER_SKILS_FREE_POINTS, FreePoints);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function to update value displayed on Inventory Panel - only if is opened
|
||||
/// </summary>
|
||||
public void UpdatePanelView()
|
||||
{
|
||||
LoadValue();
|
||||
|
||||
if (SkillsUIManager.Instance.GetPanelStatus())
|
||||
{
|
||||
Debug.Log("UpdatePanelView");
|
||||
|
||||
//SkillsUIManager
|
||||
SkillsUIManager.Instance.DynamicPanel.GetComponent<SkillsPanelController>().RefreshPanelView(
|
||||
FreePoints,
|
||||
StrenghtPoints,
|
||||
DefensePoints,
|
||||
HealthPoints,
|
||||
InteligencePoints
|
||||
);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d182c7598cb76644a8d4fa68ef71c95e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -13,6 +13,8 @@ public enum ShopItemCardMode
|
||||
Sell
|
||||
}
|
||||
|
||||
// TODO Bonusy nie sa wyswietlane poprawnie - poprawic po dodaniu poprawnie wypeklnionych itemow!!!
|
||||
|
||||
class ShopItemCardKeeper : MonoBehaviour
|
||||
{
|
||||
[Header("Current Item")]
|
||||
@ -32,6 +34,11 @@ class ShopItemCardKeeper : MonoBehaviour
|
||||
[SerializeField] private TextMeshProUGUI _itemPreviewStatsValue;
|
||||
[SerializeField] private Text _itemPreviewPrice;
|
||||
|
||||
[Header("Language phrases")]
|
||||
public LanguageDetector<string> PricePhrase;
|
||||
|
||||
[SerializeField]
|
||||
public List<IndexValuePair<ItemEffectsEnum, LanguageDetector<string>>> Phrases = new List<IndexValuePair<ItemEffectsEnum, LanguageDetector<string>>>();
|
||||
|
||||
public void ShowItemDetails(ItemSlot itemSlot, ShopItemCardMode mode = ShopItemCardMode.Buy)
|
||||
{
|
||||
@ -70,7 +77,7 @@ class ShopItemCardKeeper : MonoBehaviour
|
||||
_itemPreviewStats.text = BuildItemStats();
|
||||
_itemPreviewStatsValue.text = SelectedItem.Value.ToString();
|
||||
|
||||
_itemPreviewPrice.text = $"Price: {CountPrice()}";
|
||||
_itemPreviewPrice.text = $"{PricePhrase.DetectInstanceBasedOnLanguage()}: {CountPrice()}";
|
||||
|
||||
switch(ShopMode)
|
||||
{
|
||||
@ -114,12 +121,21 @@ class ShopItemCardKeeper : MonoBehaviour
|
||||
|
||||
public void BuyItem()
|
||||
{
|
||||
Debug.Log("Buy item");
|
||||
|
||||
if (!_buyButton.IsActive())
|
||||
return;
|
||||
|
||||
// TODO - CHECK PLAYER ACCOUNT
|
||||
var itemPrice = SelectedItem.Price;
|
||||
|
||||
// Check player account balance
|
||||
if (!CheckPlayerAccoutnBalance(itemPrice))
|
||||
{
|
||||
Debug.Log($"You don't have enouht gold - required {itemPrice}");
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Change account balance status (refresh view)
|
||||
AccountBalanceManager.Instance.DecreaseAccountBalanceValue(SelectedItem.Price);
|
||||
|
||||
// 1. Buy transaction
|
||||
// 1.1.1 Add to player Inventory Panel + refresh view
|
||||
@ -137,18 +153,17 @@ class ShopItemCardKeeper : MonoBehaviour
|
||||
if (ShopUIManager.Instance.GetPanelStatus())
|
||||
GameObject.FindObjectOfType<ShopPanelController>().BuildPanelContent(ShopContentUIManager.Instance.GetList());
|
||||
|
||||
// 1.2.2 Save chnages in Shop Panel
|
||||
// 2 Save changes
|
||||
|
||||
// 2.1 Save chnages in Shop Panel
|
||||
SceneInventoryDataManager.Instance.SaveDynamicData();
|
||||
|
||||
|
||||
|
||||
// 2. TODO - Player gold change & save
|
||||
// 2.2 Save account balance current status
|
||||
AccountBalanceManager.Instance.SaveValue();
|
||||
}
|
||||
|
||||
public void SellItem()
|
||||
{
|
||||
Debug.Log("Sell item");
|
||||
|
||||
if (!_sellButton.IsActive())
|
||||
return;
|
||||
|
||||
@ -158,11 +173,24 @@ class ShopItemCardKeeper : MonoBehaviour
|
||||
|
||||
if (InventoryUIManager.Instance.GetPanelStatus())
|
||||
GameObject.FindObjectOfType<InventoryPanelController>().BuildPanelContent(InventoryUIManager.Instance.GetList());
|
||||
|
||||
// 1.1.2 Save chnages in Inventory Panel
|
||||
|
||||
|
||||
// 2. Change account balance status (refresh view)
|
||||
AccountBalanceManager.Instance.IncreaseAccountBalanceValue(SelectedItem.Price);
|
||||
|
||||
|
||||
// 3 Save changes
|
||||
|
||||
// 3.1 Save chnages in Shop Panel
|
||||
SceneInventoryDataManager.Instance.SaveDynamicData();
|
||||
|
||||
// 3.2 Save account balance current status
|
||||
AccountBalanceManager.Instance.SaveValue();
|
||||
}
|
||||
|
||||
// 2. TODO - Player gold change & save
|
||||
|
||||
public bool CheckPlayerAccoutnBalance(int requiredAmount)
|
||||
{
|
||||
return AccountBalanceManager.Instance.Gold >= requiredAmount;
|
||||
}
|
||||
}
|
@ -7,7 +7,7 @@ public class InventoryUIManager : UIWarehouseManager
|
||||
{
|
||||
public static new InventoryUIManager Instance { get; protected set; }
|
||||
|
||||
public override int SLOTS_NUMBER { get { return 48; } }
|
||||
public override int SLOTS_NUMBER { get { return 42; } }
|
||||
|
||||
public const string ITEM_LOCALIZATION = "UiPanels/";
|
||||
public const string PANEL_NAME = "InventoryPanel";
|
||||
|
@ -0,0 +1,32 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
class PanelHeaderController : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
public LanguageDetector<string> Headers;
|
||||
|
||||
[Header("Account Balance")]
|
||||
[SerializeField] public TextMeshProUGUI displayedValue;
|
||||
|
||||
// alternative component - in some places ther is used plain Text component no TextMeshProUGUI... - trash soltuion, mess in project fonts :)
|
||||
[SerializeField] public Text displayedTextValue;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
// Set Panel Header value
|
||||
if(displayedValue != null)
|
||||
displayedValue.text = Headers.DetectInstanceBasedOnLanguage();
|
||||
|
||||
if (displayedTextValue != null)
|
||||
displayedTextValue.text = Headers.DetectInstanceBasedOnLanguage();
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f5e85a13c32f17d4bb376e48a15c8801
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,103 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class SkillsPanelController : MonoBehaviour
|
||||
{
|
||||
[Header("Current Value")]
|
||||
public int FreePoints = 0;
|
||||
|
||||
[Header("Skills Section")]
|
||||
[SerializeField] private GameObject FreePointsLabel;
|
||||
|
||||
[SerializeField] private GameObject HealthPointsLabel;
|
||||
[SerializeField] private GameObject StrenghtPointsLabel;
|
||||
[SerializeField] private GameObject DefensePointsLabel;
|
||||
[SerializeField] private GameObject InteligencePointsLabel;
|
||||
|
||||
|
||||
public void Start()
|
||||
{
|
||||
// Get current remembered value
|
||||
var skillsPointManager = SkillsPointsManger.Instance;
|
||||
|
||||
if (skillsPointManager == null)
|
||||
throw new NullReferenceException("AccountBalanceManager not found!!!");
|
||||
|
||||
// Fetch data from global scene manager responsible for player skill spoints
|
||||
RefreshPanelView(
|
||||
skillsPointManager.FreePoints,
|
||||
skillsPointManager.StrenghtPoints,
|
||||
skillsPointManager.DefensePoints,
|
||||
skillsPointManager.HealthPoints,
|
||||
skillsPointManager.InteligencePoints
|
||||
);
|
||||
}
|
||||
|
||||
public void RefreshPanelView(
|
||||
int freePoints,
|
||||
int strenghtPoints,
|
||||
int defensePoints,
|
||||
int healthPoints,
|
||||
int inteligencePoints
|
||||
) {
|
||||
|
||||
FreePointsLabel.transform.Find("Layer").transform.Find("Value").GetComponent<TextMeshProUGUI>().text = $"{freePoints}";
|
||||
|
||||
FreePoints = freePoints;
|
||||
|
||||
BildSkillLabelContent(HealthPointsLabel, healthPoints);
|
||||
BildSkillLabelContent(StrenghtPointsLabel, strenghtPoints);
|
||||
BildSkillLabelContent(DefensePointsLabel, defensePoints);
|
||||
BildSkillLabelContent(InteligencePointsLabel, inteligencePoints);
|
||||
}
|
||||
|
||||
public void BildSkillLabelContent(GameObject skillPanelLabel, int value)
|
||||
{
|
||||
skillPanelLabel.transform.Find("Layer").transform.Find("Value").GetComponent<TextMeshProUGUI>().text = $"{value}";
|
||||
|
||||
if (FreePoints > 0)
|
||||
skillPanelLabel.transform.Find("Button").gameObject.active = true;
|
||||
else
|
||||
skillPanelLabel.transform.Find("Button").gameObject.active = false;
|
||||
}
|
||||
|
||||
#region spend skills points actions
|
||||
public void IncreaseHealth()
|
||||
{
|
||||
FreePoints -= 1;
|
||||
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_FREE_POINTS, FreePoints);
|
||||
|
||||
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().AddHealthPoint();
|
||||
}
|
||||
|
||||
public void IncreaseStrenght()
|
||||
{
|
||||
FreePoints -= 1;
|
||||
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_FREE_POINTS, FreePoints);
|
||||
|
||||
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().AddStrengthPoint();
|
||||
}
|
||||
|
||||
public void IncreaseDefence()
|
||||
{
|
||||
FreePoints -= 1;
|
||||
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_FREE_POINTS, FreePoints);
|
||||
|
||||
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().AddDefensePoint();
|
||||
}
|
||||
|
||||
public void IncreaseInteligence()
|
||||
{
|
||||
FreePoints -= 1;
|
||||
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_FREE_POINTS, FreePoints);
|
||||
|
||||
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().AddIntelligencePoint();
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
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8
Assets/Scripts/REFACTORING/Application/UI/Skills.meta
Normal file
8
Assets/Scripts/REFACTORING/Application/UI/Skills.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: be459b6f9ce9acd488dea738b4479b4c
|
||||
folderAsset: yes
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||||
DefaultImporter:
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externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,121 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
class SkillsUIManager : MonoBehaviour
|
||||
{
|
||||
public const string ITEM_LOCALIZATION = "UiPanels/";
|
||||
public const string PANEL_NAME = "SkillsPanel";
|
||||
|
||||
public static SkillsUIManager Instance { get; protected set; }
|
||||
|
||||
|
||||
[SerializeField] public GameObject DynamicPanel;
|
||||
|
||||
[SerializeField] public KeyCode keyToOpen;
|
||||
|
||||
public virtual void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log(gameObject);
|
||||
Debug.Log(Instance);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(keyToOpen))
|
||||
{
|
||||
if (!DynamicPanel)
|
||||
{
|
||||
this.OpenPanel();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.ClosePanel();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function to fetch currently opened panel asociated with this UI manager
|
||||
/// </summary>
|
||||
/// <param name="panelConrtoller"></param>
|
||||
public void SetPanelController(GameObject panelConrtoller)
|
||||
{
|
||||
// ToDo change fetched types
|
||||
//DynamicPanel = dynamicPanelController;
|
||||
}
|
||||
|
||||
public virtual bool OpenPanel()
|
||||
{
|
||||
Console.WriteLine("Panel opened");
|
||||
|
||||
GameObject globalGUI = GameObject.FindGameObjectWithTag("GUI");
|
||||
|
||||
if (!globalGUI)
|
||||
throw new Exception("Panel could not be opened - can't find global GUI object!!");
|
||||
|
||||
GameObject uiPanelTemplate = GetTemplatePanel();
|
||||
|
||||
DynamicPanel = GameObject.Instantiate(uiPanelTemplate, uiPanelTemplate.transform.position, Quaternion.identity, globalGUI.transform); // 4'th arg allow set object as child
|
||||
|
||||
DynamicPanel.transform.localPosition = uiPanelTemplate.transform.position; // prevent overwritten position by... environment???
|
||||
|
||||
DynamicPanel.name = uiPanelTemplate.name;
|
||||
|
||||
SetupPanel();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual bool ClosePanel()
|
||||
{
|
||||
Console.WriteLine("Panel closed");
|
||||
|
||||
try
|
||||
{
|
||||
Destroy(DynamicPanel);
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (Exception ex) { Debug.LogError(ex.Message); }
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual void SetupPanel()
|
||||
{
|
||||
if (!DynamicPanel)
|
||||
throw new Exception("Panel not found - UIBaseManager don't have UI Panel instance!!");
|
||||
|
||||
// bind this class instance
|
||||
//DynamicPanel.GetComponent<TaskPanelController>().Bind(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function which return panel status
|
||||
/// True - if panel is opened and it's instance is handled
|
||||
/// false - if panel is closed and it's instance is not handled
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public bool GetPanelStatus()
|
||||
{
|
||||
return DynamicPanel != null;
|
||||
}
|
||||
|
||||
protected GameObject GetTemplatePanel()
|
||||
{
|
||||
// Resources = default path - Asset/Resources ... .obj
|
||||
return Resources.Load(ITEM_LOCALIZATION + PANEL_NAME) as GameObject;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dbf560da69f41534780f479f1d5566eb
|
||||
MonoImporter:
|
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externalObjects: {}
|
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serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
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assetBundleName:
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assetBundleVariant:
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14
Assets/Scripts/REFACTORING/Domain/Enum/ItemEffectsEnum.cs
Normal file
14
Assets/Scripts/REFACTORING/Domain/Enum/ItemEffectsEnum.cs
Normal file
@ -0,0 +1,14 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
public enum ItemEffectsEnum
|
||||
{
|
||||
Attack,
|
||||
Defence,
|
||||
Speed,
|
||||
Health,
|
||||
Intelligence
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dc2f96b1c87f5154dbfcec055d23975f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
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defaultReferences: []
|
||||
executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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55
Assets/Scripts/REFACTORING/Models/Shop/ShopBuildModel.cs
Normal file
55
Assets/Scripts/REFACTORING/Models/Shop/ShopBuildModel.cs
Normal file
@ -0,0 +1,55 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
[Serializable]
|
||||
public class ShopBuildModel
|
||||
{
|
||||
[NonSerialized] public string ShopName; // npc name
|
||||
|
||||
[SerializeField] public List<IndexValuePair<Item>> Content = new List<IndexValuePair<Item>>();
|
||||
|
||||
public ShopBuildModel(string ownerName, List<IndexValuePair<EquippableItem>> shopContent)
|
||||
{
|
||||
ShopName = ownerName;
|
||||
|
||||
|
||||
Content.Clear();
|
||||
foreach (IndexValuePair<EquippableItem> item in shopContent)
|
||||
{
|
||||
Content.Add(
|
||||
new IndexValuePair<Item>(item.Key, item.Value)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
public Shop MapBuildModelToShop()
|
||||
{
|
||||
var shop = new Shop(
|
||||
SceneManager.GetActiveScene().name,
|
||||
ShopName
|
||||
);
|
||||
|
||||
shop.Content = new List<IndexValuePair<int, EquippableItem>>();
|
||||
|
||||
foreach (var ChestElement in Content)
|
||||
{
|
||||
var castedObject = ChestElement.Value as EquippableItem;
|
||||
|
||||
if (castedObject == null)
|
||||
shop.Content.Add(
|
||||
new IndexValuePair<int, EquippableItem>(ChestElement.Key, new EquippableItem(ChestElement.Value))
|
||||
);
|
||||
else
|
||||
shop.Content.Add(
|
||||
new IndexValuePair<int, EquippableItem>(ChestElement.Key, castedObject)
|
||||
);
|
||||
}
|
||||
|
||||
return shop;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0818080ca77517949aba932b1af1e100
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
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||||
defaultReferences: []
|
||||
executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
@ -30,6 +30,12 @@ public class SaveController : MonoBehaviour
|
||||
player.GetComponent<Player>().SaveCheckpoint();
|
||||
}
|
||||
|
||||
public void SaveAccountBalance()
|
||||
{
|
||||
if (AccountBalanceManager.Instance)
|
||||
AccountBalanceManager.Instance.SaveValue();
|
||||
}
|
||||
|
||||
#region palyer panels data
|
||||
public void SavePlayerEquipmentItems() // toDO change name to save Equipment - save items will save items on map eg after drops
|
||||
{
|
||||
|
@ -6,25 +6,25 @@ EditorUserSettings:
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vcSharedLogLevel:
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|
Loading…
Reference in New Issue
Block a user