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System.Collections.Generic; +using UnityEngine; + +public class ChestAnimation : MonoBehaviour +{ + [SerializeField] public GameObject chest; + + private Animator m_Animator; + bool isTrigerred = false; + + // Start is called before the first frame update + void Start() + { + m_Animator = gameObject.GetComponent(); + chest = gameObject; // set object on current GameObject + } + + private bool beingHandled = false; + private static bool Opening; + private static bool Closing; + private IEnumerator OpenChestWithAnimation() + { + beingHandled = true; + // process pre-yield + m_Animator.SetTrigger("OpenIt"); + yield return new WaitForSeconds( 0.4f ); + + m_Animator.ResetTrigger("OpenIt"); + // process post-yield + beingHandled = false; + } + + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Animations/Chests/ChestAnimation.cs.meta b/Assets/Animations/Chests/ChestAnimation.cs.meta new file mode 100644 index 00000000..3e092ca3 --- /dev/null +++ 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+ assetBundleVariant: diff --git a/Assets/HardLight2D/Demo/DemoScripts.meta b/Assets/HardLight2D/Demo/DemoScripts.meta new file mode 100644 index 00000000..e69b7590 --- /dev/null +++ b/Assets/HardLight2D/Demo/DemoScripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 18885fe1412c9304eac28f3fb63ec1dc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/HardLight2D/Demo/DemoScripts/MeshCopy.cs b/Assets/HardLight2D/Demo/DemoScripts/MeshCopy.cs new file mode 100644 index 00000000..553e247a --- /dev/null +++ b/Assets/HardLight2D/Demo/DemoScripts/MeshCopy.cs @@ -0,0 +1,44 @@ +using UnityEngine; + +[ExecuteInEditMode] +[RequireComponent (typeof (MeshFilter))] +[RequireComponent (typeof (MeshRenderer))] +public class MeshCopy : MonoBehaviour +{ + public MeshFilter OriginalMesh; + [ColorUsage (false)] public Color Color = Color.white; + public float Intensity = 1; + + MeshFilter meshFilter; + Renderer rend; + Color oldColor = Color.black; + float oldIntensity = -1; + MaterialPropertyBlock propBlock; + string colorProp = "_Color"; + + void Update () + { + CheckReferences (); + if (OriginalMesh && OriginalMesh.sharedMesh) + meshFilter.sharedMesh = OriginalMesh.sharedMesh; + else meshFilter.sharedMesh = null; + UpdateColor (); + } + void CheckReferences () + { + if (!meshFilter) meshFilter = GetComponent (); + if (!rend) rend = GetComponent (); + if (propBlock == null) propBlock = new MaterialPropertyBlock (); + } + void UpdateColor () + { + if (oldColor != Color || oldIntensity != Intensity) + { + oldColor = Color; + oldIntensity = Intensity; + rend.GetPropertyBlock (propBlock); + propBlock.SetColor (colorProp, Color * Intensity); + rend.SetPropertyBlock (propBlock); + } + } +} \ No newline at end of file diff --git a/Assets/HardLight2D/Demo/DemoScripts/MeshCopy.cs.meta b/Assets/HardLight2D/Demo/DemoScripts/MeshCopy.cs.meta new file mode 100644 index 00000000..0672ebbc --- /dev/null +++ b/Assets/HardLight2D/Demo/DemoScripts/MeshCopy.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a3dee31f8104a4a47b95745cf7e27106 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs b/Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs new file mode 100644 index 00000000..67fde555 --- /dev/null +++ b/Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs @@ -0,0 +1,30 @@ +using UnityEngine; + +[RequireComponent (typeof (LineRenderer))] +[RequireComponent (typeof (PolygonCollider2D))] +public class PolyWobbler : MonoBehaviour +{ + PolygonCollider2D Poly; + LineRenderer LineRend; + public float Wobbles = 1; + Vector2[] points; + + private void Start () + { + Poly = GetComponent (); + LineRend = GetComponent (); + } + + void Update () + { + points = Poly.GetPath (0); + LineRend.positionCount = points.Length; + for (int i = 0; i < points.Length; i++) + { + points[i] += Random.insideUnitCircle * Time.deltaTime * Wobbles; + LineRend.SetPosition (i, points[i]); + } + Poly.SetPath (0, points); + HardLight2DManager.RefreshColliderReference (Poly); + } +} \ No newline at end of file diff --git a/Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs.meta b/Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs.meta new file mode 100644 index 00000000..626dabe7 --- /dev/null +++ b/Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1a27093d5d5103041b67a7739d7f5380 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/HardLight2D/Demo/DemoScripts/Speen.cs b/Assets/HardLight2D/Demo/DemoScripts/Speen.cs new file mode 100644 index 00000000..f5b26828 --- /dev/null +++ b/Assets/HardLight2D/Demo/DemoScripts/Speen.cs @@ -0,0 +1,12 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Speen : MonoBehaviour +{ + public float speed = 1f; + void Update () + { + transform.Rotate (Vector3.forward, speed * Time.deltaTime * 100f); + } +} \ No newline at end of file diff --git a/Assets/HardLight2D/Demo/DemoScripts/Speen.cs.meta b/Assets/HardLight2D/Demo/DemoScripts/Speen.cs.meta new file mode 100644 index 00000000..0f11a494 --- /dev/null +++ b/Assets/HardLight2D/Demo/DemoScripts/Speen.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 86522be252059b348b3d44465533f825 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/HardLight2D/Demo/DemoSprites.meta b/Assets/HardLight2D/Demo/DemoSprites.meta new file mode 100644 index 00000000..07f87159 --- /dev/null +++ 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100644 index 00000000..04b7aee7 --- /dev/null +++ b/Assets/HardLight2D/ReadMe - FAQ.txt @@ -0,0 +1,166 @@ +HARD LIGHT 2D +------------- +Made by: Trino (Twitter: @Trino_dev) + +Contents of this file + + 1. What is it? + 2. What does it do? + 3. What does it not do? + 4. How do I use it? + 5. What does X variable do? / How can I tweak it? + 6. How can I get better performance? + 7. Triggers don't cast shadows (IMPORTANT) + 8. My collider shape is not updating for the lights (IMPORTANT) + 9. The shadows coming from Boxes/Circles look weird (IMPORTANT) + 10. I want to use my own shader + 11. How can I hide the lights on the Scene view? + 12. Should it be working while in Edit mode? + 13. There's something wrong / How can I contact you? + +------------- + + 1. What is it? + + - It is a 2D point light system whose shadows are completely sharp. + - It is designed to be used with an orthographic camera and coexist with 2D + renderers (e.g., sprites, lines or tilemaps). + + + 2. What does it do? + + Every light detects every 2D collider on its range and creates a planar 3D + mesh around it's position taking the shape of a shadow casting point light. + + Supported colliders: + - BoxCollider2D + - CircleCollider2D + - EdgeCollider2D + - PolygonCollider2D + - CompositeCollider2D + + + 3. What does it not do? + + - It does not darken the scene, the "shadows" are simply the area where the + light does not reach and will be as dark as your scene is by default. + - It does not offer any functionality gameplay-wise like fog of war or + sending a message to lit colliders. + + + 4. How do I use it? + + 1. Drag the prefab "Light2D" on your scene and drop it wherever you please + (The position on the Z axis does not affect the result). + 2. You can safely break the prefab link. + 3. Tweak it's properties. + + + 5. What does X variable do? / How can I tweak it? + + Every variable on the Inspector view has it's own tooltip, you need only + hover your mouse over the variable name to read it. + + The demo scene also features a variety of cases where almost every light has + a different setup. + + + 6. How can I get better performance? + + * Note: If no light or collider is calling for an update, all + calculations should automatically stop. + + There are some cases where performance will drop: + - Too many lights moving around. + - Too many shadow casters (specially complex ones) moving/rotating/scaling + within range of a light. + - Too many shadow casters actively intersecting with each other within range + of a light. + - Too many shadow casters being instantiated frequently. + - Any combination of the previous cases. + + Consider: + - Reducing the amount of shadow casters by tweaking the variables under the + Filtering Settings. + - Referencing a camera on the Optimization Settings to enable culling. + - Enabling Calculate Only Once on the Optimization Settings whenever possible + (e.g., background/static lights) + - Breaking big/complex Tilemaps (using CompositeCollider2D) into smaller + squarish chunks. + + + 7. Triggers don't cast shadows (IMPORTANT) + + This was a deliberate choice in the name of statistics and performance. + One of the reasons being that triggers are generally used to detect other + objects and not to block physical things such as rigidbodies or light rays. + + It could be enabled as an option on a future update if the demand is high, so + don't hesitate on letting me know your opinion. + + + 8. My collider shape is not updating for the lights (IMPORTANT) + + * Note: "Shape" refers to the collider's settings (e.g., the points on a + PolygonCollider2D), any change to the Transform should be updated + automatically. + + One of the steps taken to optimize this script is to store the initial shape + of any collider (The first time it's in range of any light) and base every + calculation around that. + + Despite this, it is possible to manually update a collider's shape: + + - While in Edit mode, where you are constantly changing colliders (e.g., + building a tilemap) you can update every collider by going to + HardLight2D > "Refresh collider references" in Unity's main menu. + + - While on Play mode you can update a single collider's shape by calling + "HardLight2DManager.RefreshColliderReference(yourCollider)" from any script. + (Keep in mind that this function WILL create memory garbage everytime it's + called and may be very heavy depending on the collider's complexity) + + + 9. The shadows coming from Boxes/Circles look weird (IMPORTANT) + + Either as an optimization step or one of many other reasons, some collider's + shadow shape can change depending on it's proximity or angle relative to the + light source. + As long as the collider's sprite cover's it's entire area and no light + source goes inside it, it should look natural. + + + 10. I want to use my own shader + + If you want to use a different shader and be able to use the color and + intensity properties, all you need is to have your shader's main color + property be named "_Color" and tag it with a [PerRendererData] attribute. + + + 11. How can I hide the lights on the Scene view? + + Since the prefab uses the "TransparentFX" Layer by default, you can toggle + it's scene visibility on the "Layers" dropdown on the top right corner of + the Unity window (next to the "Layout" dropdown). + + + 12. Should it be working while in Edit mode? + + * Note: Some lights may fail to update while on Edit mode. Moving them + around a bit should fix that. + + Yes, although it relies on the Gizmo system, meaning there are a couple of + scenarios where it won't auto update while on edit mode: + - Gizmos are toggled off. + - HardLight2D is disabled on the Gizmos dropdown. + - The HardLight2D script is minimized on the Inspector window. + - Light's are hidden in the Scene view. + + + 13. There's something wrong / How can I contact you? + + You're welcome to write a review on the Asset Store page, although you can + always write me a direct message on Twitter (@Trino_dev) for a faster + response. + If you don't use Twitter and still want a faster response than writing on + the Asset Store page, you can email me at trino.vidya@gmail.com \ No newline at end of file diff --git a/Assets/HardLight2D/ReadMe - FAQ.txt.meta b/Assets/HardLight2D/ReadMe - FAQ.txt.meta new file mode 100644 index 00000000..89640db6 --- /dev/null +++ b/Assets/HardLight2D/ReadMe - FAQ.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 90e1c7951dfa5e049a0df2c83a9b3617 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/HardLight2D/Scripts.meta b/Assets/HardLight2D/Scripts.meta new file mode 100644 index 00000000..c9d0892d --- /dev/null +++ b/Assets/HardLight2D/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3422b739e93a91847bfadcf0d7f3628e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/HardLight2D/Scripts/HardLight2D.dll b/Assets/HardLight2D/Scripts/HardLight2D.dll new file mode 100644 index 00000000..c7c9dc34 Binary files /dev/null and b/Assets/HardLight2D/Scripts/HardLight2D.dll differ diff --git a/Assets/HardLight2D/Scripts/HardLight2D.dll.meta b/Assets/HardLight2D/Scripts/HardLight2D.dll.meta new file mode 100644 index 00000000..6ddd6eab --- /dev/null +++ b/Assets/HardLight2D/Scripts/HardLight2D.dll.meta @@ -0,0 +1,33 @@ +fileFormatVersion: 2 +guid: a18d607b5ef4c264aab6c335019691c7 +PluginImporter: + externalObjects: {} + serializedVersion: 2 + iconMap: {} + executionOrder: {} + defineConstraints: [] + isPreloaded: 0 + isOverridable: 0 + isExplicitlyReferenced: 0 + validateReferences: 1 + platformData: + - first: + Any: + second: + enabled: 1 + settings: {} + - first: + Editor: Editor + second: + enabled: 0 + settings: + DefaultValueInitialized: true + - first: + Windows Store Apps: WindowsStoreApps + second: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/HardLight2D/Scripts/LightFollow.cs b/Assets/HardLight2D/Scripts/LightFollow.cs new file mode 100644 index 00000000..98367fa0 --- /dev/null +++ b/Assets/HardLight2D/Scripts/LightFollow.cs @@ -0,0 +1,24 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LightFollow : MonoBehaviour +{ + private Transform playerTransform; + + // Start is called before the first frame update + void Start() + { + playerTransform = GameObject.FindGameObjectWithTag("Player").transform; + } + + void LateUpdate() + { + // we store current camera's position here + Vector3 temp = transform.position; + temp.x = playerTransform.position.x; + temp.y = playerTransform.position.y-0.2f; + transform.position = temp; + + } +} diff --git a/Assets/HardLight2D/Scripts/LightFollow.cs.meta b/Assets/HardLight2D/Scripts/LightFollow.cs.meta new file mode 100644 index 00000000..44494375 --- /dev/null +++ b/Assets/HardLight2D/Scripts/LightFollow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f9b784c6f37906f4aa24b4bf461cf057 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Chests/Gold Chest.prefab b/Assets/Resources/Chests/Gold Chest.prefab index 9fcb24a9..0b339914 100644 --- a/Assets/Resources/Chests/Gold Chest.prefab +++ b/Assets/Resources/Chests/Gold Chest.prefab @@ -28,7 +28,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} - 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Key: 0 Value: {fileID: 11400000, guid: 54f1e69d5ede2d74eb4f3f95cdb7e20a, type: 2} + - Key: 7 + Value: {fileID: 11400000, guid: 5018db07efd330846ab41d3ed70a3c08, type: 2} + - Key: 13 + Value: {fileID: 11400000, guid: b366ff81d4bcf0d4f9633bbbf7ea17df, type: 2} + - Key: 19 + Value: {fileID: 11400000, guid: 5cc7ba6926eaba9458a2713287847799, type: 2} convertedData: [] --- !u!1 &2063226728 GameObject: diff --git a/Assets/Scripts/ProceduralGeneration/TileMapGenerator.cs b/Assets/Scripts/ProceduralGeneration/TileMapGenerator.cs index 7bdba31e..20c0a835 100644 --- a/Assets/Scripts/ProceduralGeneration/TileMapGenerator.cs +++ b/Assets/Scripts/ProceduralGeneration/TileMapGenerator.cs @@ -6,13 +6,14 @@ using GUI_Scripts.ProceduralGeneration; using UnityEngine; using UnityEngine.Tilemaps; using Random = UnityEngine.Random; +using Vector2 = System.Numerics.Vector2; public class TileMapGenerator : MonoBehaviour { // Start is called before the first frame update public Tilemap ground, walls; - public Tile ground1, wall1; + public Tile ground1, wall1, corner_left_up, corner_left_down, corner_right_down, corner_right_up, left, right, up, down; public Graph graph; private void Start() @@ -29,6 +30,7 @@ public class TileMapGenerator : MonoBehaviour Map map = new Map(new Vector2Int(100, 100)); List fillers = new List(); + for (int i = 0; i < 70; i++) { FloodFill filler = new FloodFill(map, 1, new Vector2Int(Random.Range(0, 70), Random.Range(0, 70))); @@ -69,6 +71,9 @@ public class TileMapGenerator : MonoBehaviour return false; } + GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)]; + Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count)); + Vector3 startPosOfPlayer = default; foreach (var filler in fillers) { int id = filler.id; @@ -77,7 +82,7 @@ public class TileMapGenerator : MonoBehaviour if (id == 1) { ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1); - + startPosOfPlayer = new Vector3Int(pos.x, pos.y, 0); } else if (id == 2) { @@ -85,13 +90,27 @@ public class TileMapGenerator : MonoBehaviour } } - - } - GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)]; - Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count)); + + + walls.SetTile(new Vector3Int(-1,-1,0), corner_left_down); + walls.SetTile(new Vector3Int(-1,100,0), corner_left_up); + walls.SetTile(new Vector3Int(100,100,0), corner_right_up); + walls.SetTile(new Vector3Int(100,-1,0), corner_right_down); + + for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(-1,i,0), left);} + for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(100,i,0), right);} + for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,-1,0), down);} + for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,100,0), up);} + + Debug.Log(startPos); + Debug.Log("cell added"); + + GameObject Player = GameObject.FindWithTag("Player"); + Player.transform.position = startPosOfPlayer; + return true; } diff --git a/Assets/Scripts/REFACTORING/Application/Chest/ChestController.cs b/Assets/Scripts/REFACTORING/Application/Chest/ChestController.cs index 727057da..52a40dea 100644 --- a/Assets/Scripts/REFACTORING/Application/Chest/ChestController.cs +++ b/Assets/Scripts/REFACTORING/Application/Chest/ChestController.cs @@ -3,6 +3,8 @@ using UnityEngine; public class ChestController : MonoBehaviour { + + public void Update() { } diff --git a/Assets/Scripts/REFACTORING/Application/Item/Effects/PotionEffectsManager.cs b/Assets/Scripts/REFACTORING/Application/Item/Effects/PotionEffectsManager.cs index 92ede961..4c222d46 100644 --- a/Assets/Scripts/REFACTORING/Application/Item/Effects/PotionEffectsManager.cs +++ b/Assets/Scripts/REFACTORING/Application/Item/Effects/PotionEffectsManager.cs @@ -23,37 +23,76 @@ class PotionEffectsManager : ItemEffectsManager public override void UseItemEffect(ItemSlot itemSlot, PanelTypeEnum originPanel) { - // origin panel is passed for script to be able to recognize from witch list remove object etc... - DetectPotionType(); + // origin panel is passed for script to be able to recognize from which list to remove the object etc... + DetectPotionType(itemSlot); - // use other actions binded to item 2 + // use other action binded to item 2 itemSlot.Item?.InvokeEffectAction(); - // remove potion from slot in specific panel... + // remove potion from a slot in specific panel... var panelUiManager = DetectOriginPanel(originPanel); panelUiManager.RemoveByPosition(itemSlot.Number); panelUiManager.UpdateList(); // refresh view } - public void DetectPotionType() + public void DetectPotionType(ItemSlot itemSlot) { - // detect potion and use mached action + var item = itemSlot.Item; + // detect potion and use matched action + + if (item.name == "Full Health Potion") + { + HealthBigPotion(); + } + else if(item.name == "Medium Health Potion") + { + HealthMediumPotion(); + } + else if(item.name == "Small Health Potion") + { + HealthSmallPotion(); + } - // if( ... ) - // Health....Potion(); } // use below function in one above - depending on the condition public void HealthBigPotion() { + var playerMaxHealth = PlayerPrefs.GetFloat("maxHealth"); + var playerCurrentHealth = PlayerPrefs.GetFloat("health"); + playerCurrentHealth = playerMaxHealth; + PlayerPrefs.SetFloat("health", playerCurrentHealth); + } + public void HealthMediumPotion() + { + var playerMaxHealth = PlayerPrefs.GetFloat("maxHealth"); + var playerCurrentHealth = PlayerPrefs.GetFloat("health"); + if(playerCurrentHealth < playerMaxHealth / 2) + { + playerCurrentHealth = playerCurrentHealth + playerMaxHealth / 2; + } + else + { + playerCurrentHealth = playerMaxHealth; + } + PlayerPrefs.SetFloat("health", playerCurrentHealth); } public void HealthSmallPotion() - { - + { + var playerMaxHealth = PlayerPrefs.GetFloat("maxHealth"); + var playerCurrentHealth = PlayerPrefs.GetFloat("health"); + if(playerCurrentHealth < playerMaxHealth*3/4) + { + playerCurrentHealth = playerCurrentHealth + playerMaxHealth / 4; + } + else + { + playerCurrentHealth = playerMaxHealth; + } + PlayerPrefs.SetFloat("health", playerCurrentHealth); } - - // Add and invoke you own functions + // Add and invoke your own functions } diff --git a/Assets/Scripts/REFACTORING/Application/NPC/NpcShopManager.cs b/Assets/Scripts/REFACTORING/Application/NPC/NpcShopManager.cs index ef67f208..6fe83ea9 100644 --- a/Assets/Scripts/REFACTORING/Application/NPC/NpcShopManager.cs +++ b/Assets/Scripts/REFACTORING/Application/NPC/NpcShopManager.cs @@ -105,6 +105,7 @@ public class NpcShopManager : MonoBehaviour if (Dialogue.DialogueSteps.First().DialogueController?.CurrentPanel != null) Dialogue.BreakDialogueStep(); + gameObject.GetComponent().CanBeOpened = false; CloseShop(); } diff --git a/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/UIBaseManager.cs b/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/UIBaseManager.cs index 719bbdc6..0877426b 100644 --- a/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/UIBaseManager.cs +++ b/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/UIBaseManager.cs @@ -1,10 +1,19 @@ using System; using System.Collections.Generic; using UnityEngine; +using System.Threading.Tasks; [Serializable] public abstract class UIBaseManager : MonoBehaviour, ManagerInterface { + + private Animator animator; + + void Start() + { + animator = GetComponent(); + } + public static UIBaseManager Instance { get; protected set; } @@ -30,19 +39,61 @@ public abstract class UIBaseManager : MonoBehaviour, ManagerInterface Destroy(gameObject); } } + + //public GameObject Chest1 = GameObject.Find("Gold Chest"); - public void Update() + + public async void Update() { if (Input.GetKeyDown(keyToOpen)) { if (!DynamicPanel) + { + //condition to be near to the chest + if (ChestUIManager.Instance.CurrentChestName != null && ChestUIManager.Instance.CurrentChestName != "") + { + //delay using async Yield and triggering chests to start open animation + var end = Time.time + 0.3; + animateOpening(); + while (Time.time < end) + { + await System.Threading.Tasks.Task.Yield(); + } + } + this.OpenPanel(); + } + else + { + this.ClosePanel(); + var end2 = Time.time + 0.1; + while (Time.time < end2) + { + await System.Threading.Tasks.Task.Yield(); + } + animateClosing(); + end2 = Time.time + 0.3; + while (Time.time < end2) + { + await System.Threading.Tasks.Task.Yield(); + } + resettriggers(); + } + } + + if (ChestUIManager.Instance.CurrentChestName == null || ChestUIManager.Instance.CurrentChestName == "") + { + var end2 = Time.time + 0.1; + while (Time.time < end2) { - this.OpenPanel(); + await System.Threading.Tasks.Task.Yield(); } - else + animateClosing(); + end2 = Time.time + 0.3; + while (Time.time < end2) { - this.ClosePanel(); + await System.Threading.Tasks.Task.Yield(); } + resettriggers(); } } @@ -55,6 +106,39 @@ public abstract class UIBaseManager : MonoBehaviour, ManagerInterface // ToDo change fetched types //DynamicPanel = dynamicPanelController; } + + private async void animateOpening() + { + GameObject.Find("Gold Chest").GetComponent().SetTrigger("OpenIt"); + GameObject.Find("Prize Chest").GetComponent().SetTrigger("OpenIt"); + GameObject.Find("Wodden Chest").GetComponent().SetTrigger("OpenIt"); + } + + private async void animateClosing() + { + GameObject.Find("Gold Chest").GetComponent().ResetTrigger("OpenIt"); + GameObject.Find("Prize Chest").GetComponent().ResetTrigger("OpenIt"); + GameObject.Find("Wodden Chest").GetComponent().ResetTrigger("OpenIt"); + GameObject.Find("Gold Chest").GetComponent().SetTrigger("CloseIt"); + GameObject.Find("Prize Chest").GetComponent().SetTrigger("CloseIt"); + GameObject.Find("Wodden Chest").GetComponent().SetTrigger("CloseIt"); + } + + private async void resettriggers() + { + var end3 = Time.time + 0.0; + while (Time.time < end3) + { + await System.Threading.Tasks.Task.Yield(); + } + + GameObject.Find("Gold Chest").GetComponent().ResetTrigger("CloseIt"); + GameObject.Find("Prize Chest").GetComponent().ResetTrigger("CloseIt"); + GameObject.Find("Wodden Chest").GetComponent().ResetTrigger("CloseIt"); + GameObject.Find("Wodden Chest").GetComponent().SetTrigger("reactivate"); + GameObject.Find("Prize Chest").GetComponent().SetTrigger("reactivate"); + GameObject.Find("Gold Chest").GetComponent().SetTrigger("reactivate"); + } public virtual bool OpenPanel() { @@ -74,7 +158,6 @@ public abstract class UIBaseManager : MonoBehaviour, ManagerInterface DynamicPanel.name = uiPanelTemplate.name; SetupPanel(); - return true; } @@ -85,7 +168,6 @@ public abstract class UIBaseManager : MonoBehaviour, ManagerInterface try { Destroy(DynamicPanel); - return true; } catch (Exception ex) { Debug.LogError(ex.Message); } diff --git a/Assets/Scripts/REFACTORING/Application/UI/Chest/ChestUIManager.cs b/Assets/Scripts/REFACTORING/Application/UI/Chest/ChestUIManager.cs index 760b6ea3..bce370c0 100644 --- a/Assets/Scripts/REFACTORING/Application/UI/Chest/ChestUIManager.cs +++ b/Assets/Scripts/REFACTORING/Application/UI/Chest/ChestUIManager.cs @@ -25,6 +25,7 @@ public class ChestUIManager : UIBaseManager Destroy(gameObject); } } + public override bool OpenPanel() { diff --git a/Assets/Scripts/REFACTORING/Application/UI/Panel/EquipmentPanelController.cs b/Assets/Scripts/REFACTORING/Application/UI/Panel/EquipmentPanelController.cs index 855badf3..99b1ea81 100644 --- a/Assets/Scripts/REFACTORING/Application/UI/Panel/EquipmentPanelController.cs +++ b/Assets/Scripts/REFACTORING/Application/UI/Panel/EquipmentPanelController.cs @@ -31,21 +31,21 @@ public class EquipmentPanelController : DraggablePanelController _panelContent.transform.Find("equipment_slot_armor").GetComponent()._PanelController = this; _panelContent.transform.Find("equipment_slot_weapon").GetComponent()._PanelController = this; _panelContent.transform.Find("equipment_slot_boots").GetComponent()._PanelController = this; - _panelAdditionalSlotsContent.transform.Find("equipment_slot_ring").GetComponent()._PanelController = this; - _panelAdditionalSlotsContent.transform.Find("equipment_slot_bracelet").GetComponent()._PanelController = this; - _panelAdditionalSlotsContent.transform.Find("equipment_slot_necklet").GetComponent()._PanelController = this; - _panelAdditionalSlotsContent.transform.Find("equipment_slot_potion_i").GetComponent()._PanelController = this; - _panelAdditionalSlotsContent.transform.Find("equipment_slot_potion_ii").GetComponent()._PanelController = this; + _panelAdditionalSlotsContent.transform.Find("equipment_slot_ring_i").GetComponent()._PanelController = this; + _panelAdditionalSlotsContent.transform.Find("equipment_slot_necklace_i").GetComponent()._PanelController = this; + _panelAdditionalSlotsContent.transform.Find("equipment_slot_necklace_ii").GetComponent()._PanelController = this; + _panelAdditionalSlotsContent.transform.Find("equipment_slot_ring_ii").GetComponent()._PanelController = this; + _panelAdditionalSlotsContent.transform.Find("equipment_slot_ring_iii").GetComponent()._PanelController = this; ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_helmet").GetComponent())); ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_armor").GetComponent())); ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_weapon").GetComponent())); ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_boots").GetComponent())); - ChildBoxList.Add(SetupDragAndDropToSlot(_panelAdditionalSlotsContent.transform.Find("equipment_slot_ring").GetComponent())); - ChildBoxList.Add(SetupDragAndDropToSlot(_panelAdditionalSlotsContent.transform.Find("equipment_slot_bracelet").GetComponent())); - ChildBoxList.Add(SetupDragAndDropToSlot(_panelAdditionalSlotsContent.transform.Find("equipment_slot_necklet").GetComponent())); - ChildBoxList.Add(SetupDragAndDropToSlot(_panelAdditionalSlotsContent.transform.Find("equipment_slot_potion_i").GetComponent())); - ChildBoxList.Add(SetupDragAndDropToSlot(_panelAdditionalSlotsContent.transform.Find("equipment_slot_potion_ii").GetComponent())); + ChildBoxList.Add(SetupDragAndDropToSlot(_panelAdditionalSlotsContent.transform.Find("equipment_slot_ring_i").GetComponent())); + ChildBoxList.Add(SetupDragAndDropToSlot(_panelAdditionalSlotsContent.transform.Find("equipment_slot_necklace_i").GetComponent())); + ChildBoxList.Add(SetupDragAndDropToSlot(_panelAdditionalSlotsContent.transform.Find("equipment_slot_necklace_ii").GetComponent())); + ChildBoxList.Add(SetupDragAndDropToSlot(_panelAdditionalSlotsContent.transform.Find("equipment_slot_ring_ii").GetComponent())); + ChildBoxList.Add(SetupDragAndDropToSlot(_panelAdditionalSlotsContent.transform.Find("equipment_slot_ring_iii").GetComponent())); } diff --git a/Assets/Scripts/REFACTORING/Application/UI/Shop/ShopUIManager.cs b/Assets/Scripts/REFACTORING/Application/UI/Shop/ShopUIManager.cs index ed74ae16..2c78d50f 100644 --- a/Assets/Scripts/REFACTORING/Application/UI/Shop/ShopUIManager.cs +++ b/Assets/Scripts/REFACTORING/Application/UI/Shop/ShopUIManager.cs @@ -33,7 +33,7 @@ public class ShopUIManager : UIBaseManager Destroy(gameObject); } } - + public override bool OpenPanel() { if (CurrentShopOwnerName == null || CurrentShopOwnerName == "") @@ -43,6 +43,8 @@ public class ShopUIManager : UIBaseManager return false; } + + // Open additionals panels if (!InventoryUIManager.Instance.GetPanelStatus()) InventoryUIManager.Instance.OpenPanel(); diff --git a/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentPanelSlotsTypeEnum.cs b/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentPanelSlotsTypeEnum.cs index 2281e958..03d3229b 100644 --- a/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentPanelSlotsTypeEnum.cs +++ b/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentPanelSlotsTypeEnum.cs @@ -7,7 +7,7 @@ public enum EquipmentPanelSlotsTypeEnum BootsSlot, RingSlot, BraceletSlot, - NeckletSlot, + NecklaceSlot, PotionSlotSt, PotionSlotNd } \ No newline at end of file diff --git a/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentTypeEnum.cs b/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentTypeEnum.cs index 5e6b12e9..5e4cfe87 100644 --- a/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentTypeEnum.cs +++ b/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentTypeEnum.cs @@ -9,7 +9,7 @@ public enum EquipmentTypeEnum Weapon, Potion, Bracelet, - Necklet, + Necklace, Ring, Other } \ No newline at end of file diff --git a/Scriptum.sln b/Scriptum.sln index 06cdecf1..13d86e2b 100644 --- a/Scriptum.sln +++ b/Scriptum.sln @@ -3,6 +3,8 @@ Microsoft Visual Studio Solution File, Format Version 11.00 # Visual Studio 2010 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{e0f48af5-6d3e-b154-523d-8f755dc8e665}" EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{7cc02776-5953-02f0-1d58-e2f51d95c564}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Any CPU = Debug|Any CPU @@ -13,6 +15,10 @@ Global {e0f48af5-6d3e-b154-523d-8f755dc8e665}.Debug|Any CPU.Build.0 = Debug|Any CPU {e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.ActiveCfg = Release|Any CPU {e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.Build.0 = Release|Any CPU + {7cc02776-5953-02f0-1d58-e2f51d95c564}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {7cc02776-5953-02f0-1d58-e2f51d95c564}.Debug|Any CPU.Build.0 = Debug|Any CPU + {7cc02776-5953-02f0-1d58-e2f51d95c564}.Release|Any CPU.ActiveCfg = Release|Any CPU + {7cc02776-5953-02f0-1d58-e2f51d95c564}.Release|Any CPU.Build.0 = Release|Any CPU EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE diff --git a/Scriptum.sln.DotSettings.user b/Scriptum.sln.DotSettings.user new file mode 100644 index 00000000..84d90a00 --- /dev/null +++ b/Scriptum.sln.DotSettings.user @@ -0,0 +1,2 @@ + + True \ No newline at end of file diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 45fb3ee5..005dc6f2 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -6,35 +6,35 @@ EditorUserSettings: serializedVersion: 4 m_ConfigSettings: RecentlyUsedScenePath-0: - 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