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("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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// 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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Assets/Resources/NPC/WizardHouse.meta
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Assets/Resources/NPC/WizardHouse.meta
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Assets/Resources/NPC/WizardHouse/Wizard.prefab
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216
Assets/Resources/NPC/WizardHouse/Wizard.prefab
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Assets/Resources/NPC/WizardHouse/Wizard.prefab.meta
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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;
|
||||
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public class NPCFollowing : MonoBehaviour
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{
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private Rigidbody2D myRigidbody;
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public Animator anim;
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|
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public Transform homePosition;
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public Transform targetPosition;
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public AStarPathfindingAgent agent;
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|
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public GameObject player;
|
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|
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public bool approaching = false;
|
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public bool isAfterAction = false;
|
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public bool isDuringConversation = false;
|
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public float actionRadius = 1.0f;
|
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|
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public NPCStateEnum state = NPCStateEnum.Pending;
|
||||
|
||||
void Awake()
|
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{
|
||||
//agent = GetComponent<AStarPathfindingAgent>();
|
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}
|
||||
|
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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"));
|
||||
state = NPCStateEnum.Walking;
|
||||
|
||||
myRigidbody = GetComponent<Rigidbody2D>();
|
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anim = GetComponent<Animator>();
|
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|
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targetPosition = GameObject.FindWithTag("Player").transform;
|
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}
|
||||
|
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// Update is called once per frame
|
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public void Update()
|
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{
|
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HandleState();
|
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}
|
||||
|
||||
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));
|
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|
||||
if (Vector2.Distance(transform.position, path[currentPoint].position) > roundingDistance)
|
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{
|
||||
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)
|
||||
{
|
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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()
|
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{
|
||||
//PlayerPrefs.SetInt(enemyName + "-S", isKilled);
|
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}
|
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|
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}
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@ -1,37 +0,0 @@
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using System.Collections;
|
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Wizard : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
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void Start()
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{
|
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|
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void OnTriggerEnter2D(Collider2D other)
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{
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if (other.tag == "Player")
|
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{
|
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Debug.Log("OnTriggerEnter2D");
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|
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gameObject.GetComponent<NpcDialogueManager>().Dialogue.StartDialogue();
|
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}
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}
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public void OnTriggerExit2D(Collider2D other)
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{
|
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if (other.tag == "Player")
|
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{
|
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gameObject.GetComponent<NpcDialogueManager>().Dialogue.BreakDialogueStep();
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}
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}
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|
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}
|
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;
|
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|
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}
|
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 @@
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fileFormatVersion: 2
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guid: a13ccc76cd22a814287fc3a36a9cac71
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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,
|
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Talking,
|
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Trading
|
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}
|
11
Assets/Scripts/REFACTORING/Domain/Enum/NPCStateEnum.cs.meta
Normal file
11
Assets/Scripts/REFACTORING/Domain/Enum/NPCStateEnum.cs.meta
Normal file
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Loading…
Reference in New Issue
Block a user