Added functional strength points
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@ -9,7 +9,7 @@ public class FollowingPatrollingEnemy : Enemy
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public Transform currentGoal;
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public Transform currentGoal;
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public AStarPathfindingAgent agent;
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public AStarPathfindingAgent agent;
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public Transform target;
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public Transform target;
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public float chaseRadius;
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public float chaseRadius;
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public float attackRadius;
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public float attackRadius;
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@ -42,12 +42,14 @@ public class FollowingPatrollingEnemy : Enemy
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public float expValue;
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public float expValue;
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public float dmgValue;
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void Awake()
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void Awake()
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{
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{
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//agent = GetComponent<AStarPathfindingAgent>();
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//agent = GetComponent<AStarPathfindingAgent>();
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}
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}
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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@ -104,7 +106,8 @@ public class FollowingPatrollingEnemy : Enemy
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{
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{
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if (timerHit >= hitWaitTime)
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if (timerHit >= hitWaitTime)
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{
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{
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TakeDamage(1.0f);
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dmgValue = PlayerPrefs.GetFloat("attackValue");
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TakeDamage(dmgValue);
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hit = false;
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hit = false;
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timerHit = 0f;
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timerHit = 0f;
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TakeKnockback();
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TakeKnockback();
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@ -123,7 +126,7 @@ public class FollowingPatrollingEnemy : Enemy
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StopAllCoroutines();
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StopAllCoroutines();
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if (Vector2.Distance(target.position, transform.position) <= chaseRadius && Vector2.Distance(target.position, transform.position) > attackRadius)
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if (Vector2.Distance(target.position, transform.position) <= chaseRadius && Vector2.Distance(target.position, transform.position) > attackRadius)
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{
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{
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//Debug.Log(agent);
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//Debug.Log(agent);
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agent.FindPath();
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agent.FindPath();
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//transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
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//transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
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@ -131,9 +134,9 @@ public class FollowingPatrollingEnemy : Enemy
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}
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}
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else if (Vector2.Distance(target.position, transform.position) > chaseRadius)
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else if (Vector2.Distance(target.position, transform.position) > chaseRadius)
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{
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{
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//Debug.Log(Vector2.Distance(transform.position, path[currentPoint].position));
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//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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if (Vector2.Distance(transform.position, path[currentPoint].position) > roundingDistance)
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{
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{
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StopAllCoroutines();
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StopAllCoroutines();
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@ -161,7 +164,7 @@ public class FollowingPatrollingEnemy : Enemy
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firstAttack = false;
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firstAttack = false;
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}
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}
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if (collision.tag == "AttackHitbox" || collision.tag == "PickaxeHitbox")
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if (collision.tag == "AttackHitbox" || collision.tag == "PickaxeHitbox")
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{
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{
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hit = true;
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hit = true;
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}
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}
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@ -49,6 +49,8 @@ public class Player : MonoBehaviour
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public LevelBar levelBar;
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public LevelBar levelBar;
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public FloatValue minPlayerExp;
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public FloatValue minPlayerExp;
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public float attackValue;
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public static void putPlayerInCollider()
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public static void putPlayerInCollider()
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{
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{
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playerInCollider = true;
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playerInCollider = true;
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@ -218,6 +220,7 @@ public class Player : MonoBehaviour
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void Update()
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void Update()
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{
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{
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if (lvlUp == true)
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if (lvlUp == true)
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{
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{
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PlayerPrefs.SetInt("LvlUpPopUp", 1);
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PlayerPrefs.SetInt("LvlUpPopUp", 1);
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@ -353,7 +356,40 @@ public class Player : MonoBehaviour
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public void ManageStrength()
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public void ManageStrength()
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{
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{
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if (!EquipmentManager.Instance._weapon)
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{
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attackValue = 0f;
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}
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else if (EquipmentManager.Instance._weapon.Name.Equals("pickaxe_test"))
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{
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attackValue = 0.5f;
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PlayerPrefs.SetFloat("attackValue", attackValue);
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}
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else if (EquipmentManager.Instance._weapon.Name.Equals("Basic_Sword"))
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{
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attackValue = 1.0f;
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PlayerPrefs.SetFloat("attackValue", attackValue);
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}
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strengthPoints = PlayerPrefs.GetInt("strengthPoints");
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strengthPoints = PlayerPrefs.GetInt("strengthPoints");
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if(strengthPoints == 1)
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{
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attackValue = PlayerPrefs.GetFloat("attackValue");
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attackValue = attackValue * 1.1f;
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PlayerPrefs.SetFloat("attackValue", attackValue);
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}
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else if(strengthPoints == 2)
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{
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attackValue = PlayerPrefs.GetFloat("attackValue");
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attackValue = attackValue * 1.2f;
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PlayerPrefs.SetFloat("attackValue", attackValue);
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}
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else if(strengthPoints == 3)
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{
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attackValue = PlayerPrefs.GetFloat("attackValue");
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attackValue = attackValue * 1.3f;
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PlayerPrefs.SetFloat("attackValue", attackValue);
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}
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}
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}
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public void AddStrengthPoint()
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public void AddStrengthPoint()
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