Fixed loading of player position and health

This commit is contained in:
KrolMel 2022-10-01 19:28:26 +02:00
parent 968e16fc9f
commit ce019b2dd2
12 changed files with 360 additions and 292 deletions

View File

@ -2,7 +2,7 @@
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@ -66,6 +66,7 @@
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@ -98,6 +101,7 @@
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@ -143,661 +147,661 @@
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@ -6,7 +6,6 @@ using UnityEngine.SceneManagement;
public class DoorBehaviour : MonoBehaviour
{
public static DoorBehaviour Instance;
public string SceneName = "SampleScene";
public GameObject SaveController;
@ -52,7 +51,8 @@ public class DoorBehaviour : MonoBehaviour
SaveController.GetComponent<SaveController>().SaveItems();
SaveController.GetComponent<SaveController>().SaveQuests();
SaveController.GetComponent<SaveController>().SaveInventory();
SaveController.GetComponent<SaveController>().SaveHealth();
// 2. Change scene
SceneManager.LoadScene(this.SceneName);
SceneManager.LoadScene(gateway.nextMapName);
}
}

View File

@ -17,7 +17,7 @@ public class Player : MonoBehaviour
public ParticleSystem dmgParticleSystem;
public FloatValue maxHealth;
public float currentHealth;
public float currentHealth=10;
public HealthBar healthBar;
private static bool attackSword;
private bool attackFist;
@ -48,28 +48,24 @@ public class Player : MonoBehaviour
{
Panel = GameObject.FindObjectsOfType<GameObject>(true).Where(sr => sr.gameObject.name == "YouDied").ToArray()[0];
healthBar = (HealthBar)FindObjectOfType<HealthBar>();
int continued = PlayerPrefs.GetInt("continued");
if (continued == 1)
if (OnMapAppearanceMethod.Gateway == OnMapAppearanceMethodEnum.NewGame)
{
currentHealth = PlayerPrefs.GetFloat("health-S");
currentHealth = PlayerPrefs.GetFloat("health");
}
else
{
currentHealth = PlayerPrefs.GetFloat("health");
currentHealth = PlayerPrefs.GetFloat("health-S");
}
rb = gameObject.GetComponent<Rigidbody2D>();
myAnimator = GetComponent<Animator>();
healthBar.SetMaxHealth(maxHealth.initialValue);
healthBar.SetHealth(currentHealth);
walkSpeed = 4f;
currentHealth = 10;
}
public void TakeDamage(float damage)
{
currentHealth = currentHealth - damage;
Debug.Log(currentHealth);
healthBar.SetHealth(currentHealth);
var em = dmgParticleSystem.emission;
@ -81,19 +77,16 @@ public class Player : MonoBehaviour
{
Panel.SetActive(true);
walkSpeed = 0f;
}
}
IEnumerator Timer()
{
yield return new WaitForSeconds(0.2f);
var em = dmgParticleSystem.emission;
em.enabled = false;
}
private void HandleAttacks()
{
if (attackSword)

View File

@ -12,16 +12,16 @@ public class PlayerPosition : MonoBehaviour
y = transform.position.y;
z = transform.position.z;
PlayerPrefs.SetFloat("x", x);
PlayerPrefs.SetFloat("y", y);
PlayerPrefs.SetFloat("z", z);
PlayerPrefs.SetFloat("player.position.x", x);
PlayerPrefs.SetFloat("player.position.y", y);
PlayerPrefs.SetFloat("player.position.z", z);
}
public void LoadPosition()
{
x = PlayerPrefs.GetFloat("x");
y = PlayerPrefs.GetFloat("y");
z = PlayerPrefs.GetFloat("z");
x = PlayerPrefs.GetFloat("player.position.x");
y = PlayerPrefs.GetFloat("player.position.y");
z = PlayerPrefs.GetFloat("player.position.z");
Vector3 LoadPosition = new Vector3(x, y, z);
transform.position = LoadPosition;
@ -29,18 +29,11 @@ public class PlayerPosition : MonoBehaviour
void Start()
{
if (PlayerPrefs.GetInt("continued") == 1)
if (OnMapAppearanceMethod.Gateway == OnMapAppearanceMethodEnum.LoadGame)
{
LoadPosition();
StartCoroutine(ChangeContinueValue());
}
}
private IEnumerator ChangeContinueValue()
{
yield return new WaitForSeconds(0.2f);
PlayerPrefs.SetInt("continued", 0);
}
}

View File

@ -13,10 +13,16 @@ public class SaveController : MonoBehaviour
public void LoadScene()
{
OnMapAppearanceMethod.Gateway = OnMapAppearanceMethodEnum.LoadGame;
string sceneToGoTo = PlayerPrefs.GetString("SceneSaved");
SceneManager.LoadScene(sceneToGoTo);
int continued = 1;
PlayerPrefs.SetInt("continued", continued);
}
public void SaveHealth()
{
var player = GameObject.FindGameObjectWithTag("Player");
player.GetComponent<Player>().SaveCheckpoint();
}
public void SaveItems()

View File

@ -67,6 +67,15 @@ public class MainCharacterManager : MonoBehaviour
return new Vector3(x, y, z);
}
case OnMapAppearanceMethodEnum.LoadGame:
{
// TODO change for loading from a file instead of Prefabs
var x = PlayerPrefs.GetFloat("gateway.respawnCoords.x");
var y = PlayerPrefs.GetFloat("gateway.respawnCoords.y");
var z = PlayerPrefs.GetFloat("gateway.respawnCoords.z");
return new Vector3(x, y, z);
}
default:
{
return DefaultPlayerMapPosition();
@ -79,13 +88,13 @@ public class MainCharacterManager : MonoBehaviour
switch (SceneManager.GetActiveScene().name)
{
case "CaveEntrance":
{
return new Vector3(0.5f, -37, 10);
}
{
return new Vector3(0.5f, -37, 10);
}
default:
{
return avatar.transform.position;
}
{
return avatar.transform.position;
}
}
}

View File

@ -17,7 +17,11 @@ public class OnMapAppearanceMethod : MonoBehaviour
void Awake()
{
Gateway = OnMapAppearanceMethodEnum.NewGame;
if(Gateway == null)
{
Gateway = OnMapAppearanceMethodEnum.NewGame;
}
}
}

View File

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