Merge branch 'master' into melania-dev

This commit is contained in:
KrolMel 2022-12-27 16:51:28 +01:00
commit b3eb19b8e7
58 changed files with 75412 additions and 20050 deletions

View File

@ -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&apos; 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&apos; 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&apos; 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&apos; 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&apos; 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&apos; 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);
@ -50,10 +52,15 @@ 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);
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);
@ -62,6 +69,7 @@ public class NewGame : MonoBehaviour
//NPC ACTIONS HERE ----------------------------------------------------
// -> Wizard House
PlayerPrefs.SetInt("Wizard.FirstDialogue", 0);
// --------------------------------------------------------------------

View File

@ -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?!
Buttons: []

View File

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@ -119,7 +118,6 @@ RectTransform:
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@ -109,7 +108,6 @@ RectTransform:
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@ -186,7 +184,6 @@ RectTransform:
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@ -294,7 +291,6 @@ RectTransform:
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@ -481,7 +477,6 @@ RectTransform:
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@ -616,7 +612,6 @@ RectTransform:
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m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 147084381}
- {fileID: 1134345425}
- {fileID: 1284827861}
- {fileID: 1302056881}
- {fileID: 1129725520}
m_Father: {fileID: 1144548810}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@ -33962,6 +34068,7 @@ GameObject:
- component: {fileID: 1701466742}
- component: {fileID: 1701466741}
- component: {fileID: 1701466740}
- component: {fileID: 1701466745}
- component: {fileID: 1701466739}
- component: {fileID: 1701466738}
- component: {fileID: 1701466744}
@ -34094,6 +34201,20 @@ MonoBehaviour:
keyToOpen: 101
Elements: []
CurrentShopOwnerName:
--- !u!114 &1701466745
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1701466736}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: dbf560da69f41534780f479f1d5566eb, type: 3}
m_Name:
m_EditorClassIdentifier:
DynamicPanel: {fileID: 0}
keyToOpen: 117
--- !u!1 &1702764354
GameObject:
m_ObjectHideFlags: 0
@ -37450,6 +37571,18 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
- m_Target: {fileID: 1868257117}
m_TargetAssemblyTypeName: SaveController, Assembly-CSharp
m_MethodName: SaveAccountBalance
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
--- !u!114 &1868257120
MonoBehaviour:
m_ObjectHideFlags: 0
@ -38841,6 +38974,10 @@ PrefabInstance:
m_Modification:
m_TransformParent: {fileID: 1393757793}
m_Modifications:
- target: {fileID: -7576677615092044163, guid: 417d111e604a8124cb960805d809e513, type: 3}
propertyPath: m_Enabled
value: 1
objectReference: {fileID: 0}
- target: {fileID: -7576677615092044163, guid: 417d111e604a8124cb960805d809e513, type: 3}
propertyPath: currentPosition.walkable
value: 0

View File

@ -29,7 +29,7 @@ public class NPCFollowing : MonoBehaviour
// Start is called before the first frame update
void Start()
{
//isAfterAction = System.Convert.ToBoolean(PlayerPrefs.GetInt(gameObject.GetComponent<NPC>().name + ".FirstDialogue"));
isAfterAction = System.Convert.ToBoolean(PlayerPrefs.GetInt(gameObject.GetComponent<NPC>().name + ".FirstDialogue"));
myRigidbody = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
@ -84,8 +84,6 @@ public class NPCFollowing : MonoBehaviour
//start dialogue here we want uga bunga
gameObject.GetComponent<NPC>().State = NPCStateEnum.Talking;
gameObject.GetComponent<NpcDialogueManager>().OpenDialoguePanel();
}
}

View File

@ -104,6 +104,10 @@ public class Player : MonoBehaviour
lvl = 2;
lvlUp = true;
maxExp = 50;
// Add points and refresh view (if opened)
SkillsPointsManger.Instance.AddFreePoints(2);
SkillsPointsManger.Instance.UpdatePanelView();
}
}
else if (lvl == 2)
@ -114,6 +118,10 @@ public class Player : MonoBehaviour
lvl = 3;
lvlUp = true;
maxExp = 100;
// Add points and refresh view (if opened)
SkillsPointsManger.Instance.AddFreePoints(2);
SkillsPointsManger.Instance.UpdatePanelView();
}
}
else if (lvl == 3)
@ -124,6 +132,10 @@ public class Player : MonoBehaviour
lvl = 4;
lvlUp = true;
maxExp = 200;
// Add points and refresh view (if opened)
SkillsPointsManger.Instance.AddFreePoints(2);
SkillsPointsManger.Instance.UpdatePanelView();
}
}
}
@ -131,7 +143,7 @@ public class Player : MonoBehaviour
public void TakeDamage(float damage, bool isPanelEnabled = true)
{
defensePoints = PlayerPrefs.GetInt("defensePoints");
defensePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS);
if(defensePoints == 1)
{
damage = damage * 0.95f;
@ -329,7 +341,7 @@ public class Player : MonoBehaviour
public void ManageHealth()
{
healthPoints = PlayerPrefs.GetInt("healthPoints");
healthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS);
if (healthPoints == 0)
{
PlayerPrefs.SetFloat("maxHealth", 10);
@ -350,9 +362,12 @@ public class Player : MonoBehaviour
public void AddHealthPoint()
{
healthPoints = PlayerPrefs.GetInt("healthPoints");
healthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS);
healthPoints = healthPoints + 1;
PlayerPrefs.SetInt("healthPoints", healthPoints);
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS, healthPoints);
// Fetch change in scene manager responsible for this data
SkillsPointsManger.Instance.UpdatePanelView();
}
public void ManageStrength()
@ -376,7 +391,7 @@ public class Player : MonoBehaviour
PlayerPrefs.SetFloat("attackValue", attackValue);
}
strengthPoints = PlayerPrefs.GetInt("strengthPoints");
strengthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_STRENGHT_POINTS);
if(strengthPoints == 1)
{
attackValue = PlayerPrefs.GetFloat("attackValue");
@ -399,39 +414,47 @@ public class Player : MonoBehaviour
public void AddStrengthPoint()
{
strengthPoints = PlayerPrefs.GetInt("strengthPoints");
strengthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_STRENGHT_POINTS);
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);
}
public void AddDefensePoint()
{
defensePoints = PlayerPrefs.GetInt("defensePoints");
defensePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS);
defensePoints = defensePoints + 1;
PlayerPrefs.SetInt("defensePoints", defensePoints);
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS, defensePoints);
// Fetch change in scene manager responsible for this data
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
SkillsPointsManger.Instance.UpdatePanelView();
}
public void LevelUpPopUp()
{
healthPoints = PlayerPrefs.GetInt("healthPoints");
healthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS);
}

View File

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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);
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -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}";
}
}

View File

@ -0,0 +1,11 @@
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@ -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
}
@ -47,8 +45,10 @@ public class DialogueManager : MonoBehaviour
public void Update()
{
if (OpenInDefaultWay && Input.GetKeyDown(keyToOpen) && OpenPanelCondition())
{
OpenDialoguePanel();
}
}
public virtual void OnTriggerEnter2D(Collider2D collision)
@ -76,7 +76,6 @@ public class DialogueManager : MonoBehaviour
if (GetCurrentDialoguePanelStatus())
{
Debug.Log("Close dialog - defaulty way");
Dialogue.BreakDialogueStep();
}
}
@ -85,8 +84,13 @@ 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;
}
}

View File

@ -13,6 +13,7 @@ public class NpcDialogueManager : DialogueManager
base.Start();
CanBeOpened = false;
OpenInDefaultWay = false;
}
public override bool OpenPanelCondition()
{

View File

@ -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()

View File

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@ -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
);
}
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -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;
@ -159,10 +174,23 @@ 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;
}
}

View File

@ -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";

View File

@ -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();
}
}

View File

@ -0,0 +1,11 @@
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@ -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
}

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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;
}
}

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@ -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
}

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@ -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;
}
}

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@ -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
{

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