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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@ -88,9 +89,11 @@
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@ -98,6 +101,7 @@
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@ -143,661 +147,661 @@
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View File

@ -6,7 +6,6 @@ using UnityEngine.SceneManagement;
public class DoorBehaviour : MonoBehaviour public class DoorBehaviour : MonoBehaviour
{ {
public static DoorBehaviour Instance; public static DoorBehaviour Instance;
public string SceneName = "SampleScene";
public GameObject SaveController; public GameObject SaveController;
@ -52,7 +51,8 @@ public class DoorBehaviour : MonoBehaviour
SaveController.GetComponent<SaveController>().SaveItems(); SaveController.GetComponent<SaveController>().SaveItems();
SaveController.GetComponent<SaveController>().SaveQuests(); SaveController.GetComponent<SaveController>().SaveQuests();
SaveController.GetComponent<SaveController>().SaveInventory(); SaveController.GetComponent<SaveController>().SaveInventory();
SaveController.GetComponent<SaveController>().SaveHealth();
// 2. Change scene // 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 ParticleSystem dmgParticleSystem;
public FloatValue maxHealth; public FloatValue maxHealth;
public float currentHealth; public float currentHealth=10;
public HealthBar healthBar; public HealthBar healthBar;
private static bool attackSword; private static bool attackSword;
private bool attackFist; private bool attackFist;
@ -48,28 +48,24 @@ public class Player : MonoBehaviour
{ {
Panel = GameObject.FindObjectsOfType<GameObject>(true).Where(sr => sr.gameObject.name == "YouDied").ToArray()[0]; Panel = GameObject.FindObjectsOfType<GameObject>(true).Where(sr => sr.gameObject.name == "YouDied").ToArray()[0];
healthBar = (HealthBar)FindObjectOfType<HealthBar>(); healthBar = (HealthBar)FindObjectOfType<HealthBar>();
int continued = PlayerPrefs.GetInt("continued"); if (OnMapAppearanceMethod.Gateway == OnMapAppearanceMethodEnum.NewGame)
if (continued == 1)
{ {
currentHealth = PlayerPrefs.GetFloat("health-S"); currentHealth = PlayerPrefs.GetFloat("health");
} }
else else
{ {
currentHealth = PlayerPrefs.GetFloat("health"); currentHealth = PlayerPrefs.GetFloat("health-S");
} }
rb = gameObject.GetComponent<Rigidbody2D>(); rb = gameObject.GetComponent<Rigidbody2D>();
myAnimator = GetComponent<Animator>(); myAnimator = GetComponent<Animator>();
healthBar.SetMaxHealth(maxHealth.initialValue); healthBar.SetMaxHealth(maxHealth.initialValue);
healthBar.SetHealth(currentHealth); healthBar.SetHealth(currentHealth);
walkSpeed = 4f; walkSpeed = 4f;
currentHealth = 10;
} }
public void TakeDamage(float damage) public void TakeDamage(float damage)
{ {
currentHealth = currentHealth - damage; currentHealth = currentHealth - damage;
Debug.Log(currentHealth);
healthBar.SetHealth(currentHealth); healthBar.SetHealth(currentHealth);
var em = dmgParticleSystem.emission; var em = dmgParticleSystem.emission;
@ -81,19 +77,16 @@ public class Player : MonoBehaviour
{ {
Panel.SetActive(true); Panel.SetActive(true);
walkSpeed = 0f; walkSpeed = 0f;
} }
} }
IEnumerator Timer() IEnumerator Timer()
{ {
yield return new WaitForSeconds(0.2f); yield return new WaitForSeconds(0.2f);
var em = dmgParticleSystem.emission; var em = dmgParticleSystem.emission;
em.enabled = false; em.enabled = false;
} }
private void HandleAttacks() private void HandleAttacks()
{ {
if (attackSword) if (attackSword)

View File

@ -12,16 +12,16 @@ public class PlayerPosition : MonoBehaviour
y = transform.position.y; y = transform.position.y;
z = transform.position.z; z = transform.position.z;
PlayerPrefs.SetFloat("x", x); PlayerPrefs.SetFloat("player.position.x", x);
PlayerPrefs.SetFloat("y", y); PlayerPrefs.SetFloat("player.position.y", y);
PlayerPrefs.SetFloat("z", z); PlayerPrefs.SetFloat("player.position.z", z);
} }
public void LoadPosition() public void LoadPosition()
{ {
x = PlayerPrefs.GetFloat("x"); x = PlayerPrefs.GetFloat("player.position.x");
y = PlayerPrefs.GetFloat("y"); y = PlayerPrefs.GetFloat("player.position.y");
z = PlayerPrefs.GetFloat("z"); z = PlayerPrefs.GetFloat("player.position.z");
Vector3 LoadPosition = new Vector3(x, y, z); Vector3 LoadPosition = new Vector3(x, y, z);
transform.position = LoadPosition; transform.position = LoadPosition;
@ -29,18 +29,11 @@ public class PlayerPosition : MonoBehaviour
void Start() void Start()
{ {
if (PlayerPrefs.GetInt("continued") == 1) if (OnMapAppearanceMethod.Gateway == OnMapAppearanceMethodEnum.LoadGame)
{ {
LoadPosition(); 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() public void LoadScene()
{ {
OnMapAppearanceMethod.Gateway = OnMapAppearanceMethodEnum.LoadGame;
string sceneToGoTo = PlayerPrefs.GetString("SceneSaved"); string sceneToGoTo = PlayerPrefs.GetString("SceneSaved");
SceneManager.LoadScene(sceneToGoTo); 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() public void SaveItems()

View File

@ -67,6 +67,15 @@ public class MainCharacterManager : MonoBehaviour
return new Vector3(x, y, z); 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: default:
{ {
return DefaultPlayerMapPosition(); return DefaultPlayerMapPosition();

View File

@ -16,8 +16,12 @@ public class OnMapAppearanceMethod : MonoBehaviour
// every script which makes player appear somewhere should change this variable ! ! ! // every script which makes player appear somewhere should change this variable ! ! !
void Awake() void Awake()
{
if(Gateway == null)
{ {
Gateway = OnMapAppearanceMethodEnum.NewGame; Gateway = OnMapAppearanceMethodEnum.NewGame;
} }
} }
}

View File

@ -29,4 +29,7 @@ EditorBuildSettings:
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path: Assets/Scenes/SampleScene.unity path: Assets/Scenes/SampleScene.unity
guid: 2cda990e2423bbf4892e6590ba056729 guid: 2cda990e2423bbf4892e6590ba056729
- enabled: 1
path: Assets/Scenes/WizardHouse.unity
guid: fb10b35d89fbea345ad2f675310245c5
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View File

@ -6,35 +6,35 @@ EditorUserSettings:
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