Added Enemies in Cave
Also prepared Wizard Script
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@ -55,6 +55,13 @@ public class NewGame : MonoBehaviour
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PlayerPrefs.SetInt("StrengthPoints", 0);
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PlayerPrefs.SetInt("StrengthPoints", 0);
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PlayerPrefs.SetInt("IntelligencePoints", 0);
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PlayerPrefs.SetInt("IntelligencePoints", 0);
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//NPC ACTIONS HERE ----------------------------------------------------
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PlayerPrefs.SetInt("Wizard.FirstDialogue", 0);
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// --------------------------------------------------------------------
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OnMapAppearanceMethod.SetNewGameStatus();
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OnMapAppearanceMethod.SetNewGameStatus();
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// remove all binary files from Application.persistentDataPath + "/";
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// remove all binary files from Application.persistentDataPath + "/";
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8
Assets/Resources/NPC.meta
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8
Assets/Resources/NPC.meta
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8
Assets/Resources/NPC/WizardHouse.meta
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Assets/Resources/NPC/WizardHouse.meta
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216
Assets/Resources/NPC/WizardHouse/Wizard.prefab
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216
Assets/Resources/NPC/WizardHouse/Wizard.prefab
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7
Assets/Resources/NPC/WizardHouse/Wizard.prefab.meta
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7
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@ -48575,60 +48575,7 @@ MonoBehaviour:
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153
Assets/Scripts/NPCs' Scripts/NPCFollowing.cs
Normal file
153
Assets/Scripts/NPCs' Scripts/NPCFollowing.cs
Normal file
@ -0,0 +1,153 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class NPCFollowing : MonoBehaviour
|
||||||
|
{
|
||||||
|
private Rigidbody2D myRigidbody;
|
||||||
|
public Animator anim;
|
||||||
|
|
||||||
|
public Transform homePosition;
|
||||||
|
public Transform targetPosition;
|
||||||
|
|
||||||
|
public AStarPathfindingAgent agent;
|
||||||
|
|
||||||
|
public GameObject player;
|
||||||
|
|
||||||
|
public bool approaching = false;
|
||||||
|
public bool isAfterAction = false;
|
||||||
|
public bool isDuringConversation = false;
|
||||||
|
public float actionRadius = 1.0f;
|
||||||
|
|
||||||
|
public NPCStateEnum state = NPCStateEnum.Pending;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
//agent = GetComponent<AStarPathfindingAgent>();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
isAfterAction = System.Convert.ToBoolean(PlayerPrefs.GetInt(gameObject.GetComponent<NPC>().name + ".FirstDialogue"));
|
||||||
|
state = NPCStateEnum.Walking;
|
||||||
|
|
||||||
|
myRigidbody = GetComponent<Rigidbody2D>();
|
||||||
|
anim = GetComponent<Animator>();
|
||||||
|
|
||||||
|
targetPosition = GameObject.FindWithTag("Player").transform;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
public void Update()
|
||||||
|
{
|
||||||
|
HandleState();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void CheckDistance()
|
||||||
|
{
|
||||||
|
StopAllCoroutines();
|
||||||
|
if (isAfterAction == false)
|
||||||
|
{
|
||||||
|
if (approaching && Vector2.Distance(targetPosition.position, transform.position) >= actionRadius)
|
||||||
|
{
|
||||||
|
Debug.Log(agent);
|
||||||
|
agent.FindPath();
|
||||||
|
//transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
|
||||||
|
StartCoroutine(agent.FollowPath());
|
||||||
|
}
|
||||||
|
/* else if (Vector2.Distance(target.position, transform.position) > chaseRadius)
|
||||||
|
{
|
||||||
|
|
||||||
|
//Debug.Log(Vector2.Distance(transform.position, path[currentPoint].position));
|
||||||
|
|
||||||
|
if (Vector2.Distance(transform.position, path[currentPoint].position) > roundingDistance)
|
||||||
|
{
|
||||||
|
StopAllCoroutines();
|
||||||
|
transform.position = Vector2.MoveTowards(transform.position, path[currentPoint].position, 2 * Time.deltaTime);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
changeGoal();
|
||||||
|
}
|
||||||
|
}*/
|
||||||
|
else if (approaching)
|
||||||
|
{
|
||||||
|
//start dialogue here we want uga bunga
|
||||||
|
|
||||||
|
state = NPCStateEnum.Talking;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
else if (!approaching && isAfterAction)
|
||||||
|
{
|
||||||
|
if (Vector2.Distance(transform.position, homePosition.position) > 1)
|
||||||
|
{
|
||||||
|
transform.position = Vector2.MoveTowards(transform.position, homePosition.position, 2 * Time.deltaTime);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
state = NPCStateEnum.Pending;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnTriggerExit2D(Collider2D other)
|
||||||
|
{
|
||||||
|
if (approaching && !isAfterAction)
|
||||||
|
{
|
||||||
|
gameObject.GetComponent<NpcDialogueManager>().Dialogue.BreakDialogueStep();
|
||||||
|
isDuringConversation = false;
|
||||||
|
state = NPCStateEnum.Walking;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void HandleState()
|
||||||
|
{
|
||||||
|
switch (state)
|
||||||
|
{
|
||||||
|
case NPCStateEnum.Walking:
|
||||||
|
{
|
||||||
|
CheckDistance();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case NPCStateEnum.Talking:
|
||||||
|
{
|
||||||
|
DoAction();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case NPCStateEnum.Pending:
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
default:
|
||||||
|
{
|
||||||
|
Debug.Log("fancy text nie wiem co zrobic");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DoAction()
|
||||||
|
{
|
||||||
|
if (approaching == true && isDuringConversation == false)
|
||||||
|
{
|
||||||
|
isDuringConversation = true;
|
||||||
|
gameObject.GetComponent<NpcDialogueManager>().Dialogue.StartDialogue();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AfterAction()
|
||||||
|
{
|
||||||
|
approaching = false;
|
||||||
|
isAfterAction = true;
|
||||||
|
PlayerPrefs.SetInt(gameObject.name + ".FirstDialogue", System.Convert.ToInt32(isAfterAction));
|
||||||
|
state = NPCStateEnum.Walking;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SaveCheckpoint()
|
||||||
|
{
|
||||||
|
//PlayerPrefs.SetInt(enemyName + "-S", isKilled);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 3c776521de96c694bae24caa54802f59
|
guid: 5a582cacb34cf5c49a4c572aa826a582
|
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MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
@ -1,37 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class Wizard : MonoBehaviour
|
|
||||||
{
|
|
||||||
// Start is called before the first frame update
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnTriggerEnter2D(Collider2D other)
|
|
||||||
{
|
|
||||||
if (other.tag == "Player")
|
|
||||||
{
|
|
||||||
Debug.Log("OnTriggerEnter2D");
|
|
||||||
|
|
||||||
gameObject.GetComponent<NpcDialogueManager>().Dialogue.StartDialogue();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnTriggerExit2D(Collider2D other)
|
|
||||||
{
|
|
||||||
if (other.tag == "Player")
|
|
||||||
{
|
|
||||||
gameObject.GetComponent<NpcDialogueManager>().Dialogue.BreakDialogueStep();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
10
Assets/Scripts/REFACTORING/Application/NPC/NPC.cs
Normal file
10
Assets/Scripts/REFACTORING/Application/NPC/NPC.cs
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class NPC : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public string Name;
|
||||||
|
|
||||||
|
}
|
11
Assets/Scripts/REFACTORING/Application/NPC/NPC.cs.meta
Normal file
11
Assets/Scripts/REFACTORING/Application/NPC/NPC.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a13ccc76cd22a814287fc3a36a9cac71
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
14
Assets/Scripts/REFACTORING/Domain/Enum/NPCStateEnum.cs
Normal file
14
Assets/Scripts/REFACTORING/Domain/Enum/NPCStateEnum.cs
Normal file
@ -0,0 +1,14 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public enum NPCStateEnum
|
||||||
|
{
|
||||||
|
None,
|
||||||
|
Pending,
|
||||||
|
Walking,
|
||||||
|
Attacking,
|
||||||
|
Talking,
|
||||||
|
Trading
|
||||||
|
}
|
11
Assets/Scripts/REFACTORING/Domain/Enum/NPCStateEnum.cs.meta
Normal file
11
Assets/Scripts/REFACTORING/Domain/Enum/NPCStateEnum.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d70ef81578999254aa199694decb74a8
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user