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index aca116f0..482ae764 100644
--- a/Assembly-CSharp.csproj
+++ b/Assembly-CSharp.csproj
@@ -126,6 +126,7 @@
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diff --git a/Assets/Animations/Chests/ChestAnimation.cs b/Assets/Animations/Chests/ChestAnimation.cs
new file mode 100644
index 00000000..d25a08ee
--- /dev/null
+++ b/Assets/Animations/Chests/ChestAnimation.cs
@@ -0,0 +1,40 @@
+using System.Collections;
+using 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
+++ b/Assets/Animations/Chests/ChestAnimation.cs.meta
@@ -0,0 +1,11 @@
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+guid: 7151affbee5fd5443aeac959e4ef9331
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Animations/Monster/Crab/Crab.prefab b/Assets/Animations/Monster/Crab/Crab.prefab
index 15c63cfc..d5d22022 100644
--- a/Assets/Animations/Monster/Crab/Crab.prefab
+++ b/Assets/Animations/Monster/Crab/Crab.prefab
@@ -186,7 +186,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 88d05133b4682194e90a88b0f3c16b70, type: 3}
m_Name:
m_EditorClassIdentifier:
- moveSpeed: 3
+ moveSpeed: 2
enemyName: Crab
maxHealth: {fileID: 11400000, guid: 1a234827b90bfc24da563fbd5ffb412a, type: 2}
health: 4
diff --git a/Assets/Animations/Monster/Mushroom/Mushroom.prefab b/Assets/Animations/Monster/Mushroom/Mushroom.prefab
index b28f2f97..5d241092 100644
--- a/Assets/Animations/Monster/Mushroom/Mushroom.prefab
+++ b/Assets/Animations/Monster/Mushroom/Mushroom.prefab
@@ -144,7 +144,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d622984048644f87804ad1a3f20aa23a, type: 3}
m_Name:
m_EditorClassIdentifier:
- speed: 2
+ speed: 1.7
currentPosition:
GCost: 0
hCost: 0
@@ -186,7 +186,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 3dd65ecdb4b7459489f8c03a18ccff46, type: 3}
m_Name:
m_EditorClassIdentifier:
- moveSpeed: 1.8
+ moveSpeed: 1.7
enemyName: Mushroom
maxHealth: {fileID: 0}
health: 8
diff --git a/Assets/Animations/Monster/SmallEarth/EarthSmall.prefab b/Assets/Animations/Monster/SmallEarth/EarthSmall.prefab
index 718c6f8f..7e0d9d12 100644
--- a/Assets/Animations/Monster/SmallEarth/EarthSmall.prefab
+++ b/Assets/Animations/Monster/SmallEarth/EarthSmall.prefab
@@ -144,7 +144,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d622984048644f87804ad1a3f20aa23a, type: 3}
m_Name:
m_EditorClassIdentifier:
- speed: 2
+ speed: 1.6
currentPosition:
GCost: 0
hCost: 0
@@ -186,7 +186,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 3dd65ecdb4b7459489f8c03a18ccff46, type: 3}
m_Name:
m_EditorClassIdentifier:
- moveSpeed: 2
+ moveSpeed: 1.6
enemyName: EarthSmall
maxHealth: {fileID: 0}
health: 6
diff --git a/Assets/HardLight2D.meta b/Assets/HardLight2D.meta
new file mode 100644
index 00000000..4c38e3e5
--- /dev/null
+++ b/Assets/HardLight2D.meta
@@ -0,0 +1,8 @@
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+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
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diff --git a/Assets/HardLight2D/Demo.meta b/Assets/HardLight2D/Demo.meta
new file mode 100644
index 00000000..90030e96
--- /dev/null
+++ b/Assets/HardLight2D/Demo.meta
@@ -0,0 +1,8 @@
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+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
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diff --git a/Assets/HardLight2D/Demo/DemoScene.unity b/Assets/HardLight2D/Demo/DemoScene.unity
new file mode 100644
index 00000000..a98124c5
--- /dev/null
+++ b/Assets/HardLight2D/Demo/DemoScene.unity
@@ -0,0 +1,4756 @@
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+ m_OcclusionCullingData: {fileID: 0}
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+--- !u!157 &3
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diff --git a/Assets/HardLight2D/Demo/DemoScene.unity.meta b/Assets/HardLight2D/Demo/DemoScene.unity.meta
new file mode 100644
index 00000000..88db8f9d
--- /dev/null
+++ b/Assets/HardLight2D/Demo/DemoScene.unity.meta
@@ -0,0 +1,7 @@
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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
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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 @@
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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 @@
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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
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new file mode 100644
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diff --git a/Assets/HardLight2D/Editor.meta b/Assets/HardLight2D/Editor.meta
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diff --git a/Assets/HardLight2D/Editor/HardLight2DEditor.cs b/Assets/HardLight2D/Editor/HardLight2DEditor.cs
new file mode 100644
index 00000000..ab838b75
--- /dev/null
+++ b/Assets/HardLight2D/Editor/HardLight2DEditor.cs
@@ -0,0 +1,43 @@
+using System;
+using System.Collections;
+using System.Reflection;
+using UnityEditor;
+using UnityEditorInternal;
+using UnityEngine;
+using UnityEngine.Rendering;
+
+public class HardLight2DEditor : MonoBehaviour
+{
+
+ [MenuItem ("HardLight2D/Refresh collider references")]
+ static void RefreshAll ()
+ {
+ HardLight2DManager.RefreshAllCollidersReferences ();
+ }
+}
+
+[CustomPropertyDrawer (typeof (SortingLayerPopup))]
+public class SortingLayerDrawer : PropertyDrawer
+{
+ public override void OnGUI (Rect position, SerializedProperty property, GUIContent label)
+ {
+ string[] options = GetSortingLayerNames ();
+ int[] picks = new int[options.Length];
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diff --git a/Assets/HardLight2D/ReadMe - FAQ.txt b/Assets/HardLight2D/ReadMe - FAQ.txt
new file mode 100644
index 00000000..04b7aee7
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+++ 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
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diff --git a/Assets/HardLight2D/Scripts.meta b/Assets/HardLight2D/Scripts.meta
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new file mode 100644
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new file mode 100644
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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 @@
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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}
- m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 4669568061092186073}
m_RootOrder: 0
@@ -73,6 +72,7 @@ GameObject:
- component: {fileID: 4669568061092186078}
- component: {fileID: 4669568061092186079}
- component: {fileID: 2962987939110705530}
+ - component: {fileID: 2546385265061015204}
m_Layer: 0
m_Name: Gold Chest
m_TagString: Untagged
@@ -90,7 +90,6 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 58.59589, y: 32.941498, z: 20}
m_LocalScale: {x: 1, y: 1, z: 1}
- m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 8363154141198799061}
m_Father: {fileID: 0}
@@ -107,7 +106,6 @@ SpriteRenderer:
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
- m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
@@ -193,3 +191,22 @@ MonoBehaviour:
chestModel: {fileID: 4669568061092186072}
ChestType: 2
Content: []
+--- !u!95 &2546385265061015204
+Animator:
+ serializedVersion: 3
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 4669568061092186072}
+ m_Enabled: 1
+ m_Avatar: {fileID: 0}
+ m_Controller: {fileID: 9100000, guid: a95209a8090661b429e3a7057efecd57, type: 2}
+ m_CullingMode: 0
+ m_UpdateMode: 0
+ m_ApplyRootMotion: 0
+ m_LinearVelocityBlending: 0
+ m_WarningMessage:
+ m_HasTransformHierarchy: 1
+ m_AllowConstantClipSamplingOptimization: 1
+ m_KeepAnimatorControllerStateOnDisable: 0
diff --git a/Assets/Resources/Chests/Prize Chest.prefab b/Assets/Resources/Chests/Prize Chest.prefab
index 1e4c6a14..f0967f8b 100644
--- a/Assets/Resources/Chests/Prize Chest.prefab
+++ b/Assets/Resources/Chests/Prize 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}
- m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 5754902894522036728}
m_RootOrder: 0
@@ -73,6 +72,7 @@ GameObject:
- component: {fileID: 5754902894522036731}
- component: {fileID: 5754902894522036730}
- component: {fileID: 1539754125081080905}
+ - component: {fileID: 2621439303561408325}
m_Layer: 0
m_Name: Prize Chest
m_TagString: Untagged
@@ -90,7 +90,6 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 16, y: 51.2, z: 18.195854}
m_LocalScale: {x: 1, y: 1, z: 1}
- m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 584661738}
m_Father: {fileID: 0}
@@ -107,7 +106,6 @@ SpriteRenderer:
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
- m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
@@ -193,3 +191,22 @@ MonoBehaviour:
chestModel: {fileID: 5754902894522036729}
ChestType: 3
Content: []
+--- !u!95 &2621439303561408325
+Animator:
+ serializedVersion: 3
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 5754902894522036729}
+ m_Enabled: 1
+ m_Avatar: {fileID: 0}
+ m_Controller: {fileID: 9100000, guid: 5a1cb06ea2da76043b87dc47570a8e31, type: 2}
+ m_CullingMode: 0
+ m_UpdateMode: 0
+ m_ApplyRootMotion: 0
+ m_LinearVelocityBlending: 0
+ m_WarningMessage:
+ m_HasTransformHierarchy: 1
+ m_AllowConstantClipSamplingOptimization: 1
+ m_KeepAnimatorControllerStateOnDisable: 0
diff --git a/Assets/Resources/Chests/Prize.prefab b/Assets/Resources/Chests/Prize.prefab
index b5773f5e..0fab3a69 100644
--- a/Assets/Resources/Chests/Prize.prefab
+++ b/Assets/Resources/Chests/Prize.prefab
@@ -29,7 +29,6 @@ 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}
- m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 5754902894522036728}
m_RootOrder: 0
@@ -96,6 +95,7 @@ GameObject:
- component: {fileID: 5754902894522036731}
- component: {fileID: 5754902894522036730}
- component: {fileID: 1539754125081080905}
+ - component: {fileID: -5583331179158830126}
m_Layer: 0
m_Name: Prize
m_TagString: Untagged
@@ -113,7 +113,6 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 16, y: 51.2, z: 18.195854}
m_LocalScale: {x: 1, y: 1, z: 1}
- m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 584661738}
m_Father: {fileID: 0}
@@ -130,7 +129,6 @@ SpriteRenderer:
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
- m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
@@ -216,3 +214,22 @@ MonoBehaviour:
chestModel: {fileID: 5754902894522036729}
ChestType: 3
Content: []
+--- !u!95 &-5583331179158830126
+Animator:
+ serializedVersion: 3
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 5754902894522036729}
+ m_Enabled: 1
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+ m_LinearVelocityBlending: 0
+ m_WarningMessage:
+ m_HasTransformHierarchy: 1
+ m_AllowConstantClipSamplingOptimization: 1
+ m_KeepAnimatorControllerStateOnDisable: 0
diff --git a/Assets/Resources/Chests/Wooden Chest.prefab b/Assets/Resources/Chests/Wooden Chest.prefab
index e57dc36d..e8ef8435 100644
--- a/Assets/Resources/Chests/Wooden Chest.prefab
+++ b/Assets/Resources/Chests/Wooden Chest.prefab
@@ -13,6 +13,7 @@ GameObject:
- component: {fileID: 3972494989842158583}
- component: {fileID: 3972494989842158582}
- component: {fileID: 6216344267889095310}
+ - component: {fileID: 1515226974721611062}
m_Layer: 0
m_Name: Wooden Chest
m_TagString: Untagged
@@ -30,7 +31,6 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -8.45, y: -3.9, z: 10}
m_LocalScale: {x: 1, y: 1, z: 2}
- m_ConstrainProportionsScale: 0
m_Children:
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m_Father: {fileID: 0}
@@ -47,7 +47,6 @@ SpriteRenderer:
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
- m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
@@ -159,6 +158,25 @@ MonoBehaviour:
chestModel: {fileID: 3972494989842158579}
ChestType: 0
Content: []
+--- !u!95 &1515226974721611062
+Animator:
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+ m_AllowConstantClipSamplingOptimization: 1
+ m_KeepAnimatorControllerStateOnDisable: 0
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@@ -187,7 +205,6 @@ Transform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 0.5}
- m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 3972494989842158580}
m_RootOrder: 0
diff --git a/Assets/Resources/Chests/Wooden.prefab b/Assets/Resources/Chests/Wooden.prefab
index 778276ad..b04dfcf6 100644
--- a/Assets/Resources/Chests/Wooden.prefab
+++ b/Assets/Resources/Chests/Wooden.prefab
@@ -13,6 +13,7 @@ GameObject:
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- component: {fileID: 3972494989842158582}
- component: {fileID: 6216344267889095310}
+ - component: {fileID: -3452854508351898312}
m_Layer: 0
m_Name: Wooden
m_TagString: Untagged
@@ -30,7 +31,6 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -8.45, y: -3.9, z: 10}
m_LocalScale: {x: 1, y: 1, z: 2}
- m_ConstrainProportionsScale: 0
m_Children:
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m_Father: {fileID: 0}
@@ -47,7 +47,6 @@ SpriteRenderer:
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m_ReceiveShadows: 0
m_DynamicOccludee: 1
- m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
@@ -159,6 +158,25 @@ MonoBehaviour:
chestModel: {fileID: 3972494989842158579}
ChestType: 0
Content: []
+--- !u!95 &-3452854508351898312
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+ m_AllowConstantClipSamplingOptimization: 1
+ m_KeepAnimatorControllerStateOnDisable: 0
--- !u!1 &5564756746198341403
GameObject:
m_ObjectHideFlags: 0
@@ -188,7 +206,6 @@ 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: 0.5}
- m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 3972494989842158580}
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diff --git a/Assets/Resources/Dialogue/Objects/Doors/PL/DoorClosedDialPL.asset b/Assets/Resources/Dialogue/Objects/Doors/PL/DoorClosedDialPL.asset
index 29100b20..ee612250 100644
--- a/Assets/Resources/Dialogue/Objects/Doors/PL/DoorClosedDialPL.asset
+++ b/Assets/Resources/Dialogue/Objects/Doors/PL/DoorClosedDialPL.asset
@@ -16,7 +16,7 @@ MonoBehaviour:
CurrentStep: 0
DialogueSteps:
- Header: ThePlayer(Clone)
- WasDisplayed: 1
+ WasDisplayed: 0
ListOfSentences:
- Sentence: "Te drzwi s\u0105 zamkni\u0119te"
Buttons: []
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new file mode 100644
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+ value: 0.7764706
+ objectReference: {fileID: 0}
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+ value: 0.8666667
+ objectReference: {fileID: 0}
+ - target: {fileID: 9133201526527734124, guid: d95da88540d2d6e44a0c4c40c581b24a, type: 3}
+ propertyPath: position.x
+ value: 20.5717
+ objectReference: {fileID: 0}
+ - target: {fileID: 9133201526527734124, guid: d95da88540d2d6e44a0c4c40c581b24a, type: 3}
+ propertyPath: position.y
+ value: 18.5905
+ objectReference: {fileID: 0}
+ - target: {fileID: 9133201526527734124, guid: d95da88540d2d6e44a0c4c40c581b24a, type: 3}
+ propertyPath: SortingOrder
+ value: 2
+ objectReference: {fileID: 0}
+ m_RemovedComponents: []
+ m_SourcePrefab: {fileID: 100100000, guid: d95da88540d2d6e44a0c4c40c581b24a, type: 3}
--- !u!1 &1694683857
GameObject:
m_ObjectHideFlags: 0
@@ -8167,7 +8448,7 @@ RectTransform:
- {fileID: 808358029}
- {fileID: 781142004}
m_Father: {fileID: 0}
- m_RootOrder: 2
+ m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
@@ -8698,7 +8979,7 @@ Transform:
- {fileID: 178967050}
- {fileID: 1177818051}
m_Father: {fileID: 0}
- m_RootOrder: 6
+ m_RootOrder: 7
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1884073576
GameObject:
@@ -9036,6 +9317,23 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1911584407}
m_CullTransparentMesh: 1
+--- !u!1 &1912461144 stripped
+GameObject:
+ m_CorrespondingSourceObject: {fileID: 1278962375649610280, guid: d95da88540d2d6e44a0c4c40c581b24a, type: 3}
+ m_PrefabInstance: {fileID: 1663566667}
+ m_PrefabAsset: {fileID: 0}
+--- !u!114 &1912461150
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 1912461144}
+ m_Enabled: 0
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 7b852f4c11744f74d93a7c35435bb4eb, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
--- !u!1 &1916304664
GameObject:
m_ObjectHideFlags: 0
diff --git a/Assets/Scenes/FirstVillage.unity b/Assets/Scenes/FirstVillage.unity
index 31887dfe..0916769a 100644
--- a/Assets/Scenes/FirstVillage.unity
+++ b/Assets/Scenes/FirstVillage.unity
@@ -239149,7 +239149,7 @@ MonoBehaviour:
Value: {fileID: 11400000, guid: 54f1e69d5ede2d74eb4f3f95cdb7e20a, type: 2}
- Key: 5
Value: {fileID: 11400000, guid: c96390ceb0786494db5919aaad6a06be, type: 2}
- - Key: 23
+ - Key: 13
Value: {fileID: 11400000, guid: 5e28ddfc23a61b842bb3007b766d1649, type: 2}
--- !u!114 &593922350
MonoBehaviour:
diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity
index 0cf999a7..b9e87be8 100644
--- a/Assets/Scenes/SampleScene.unity
+++ b/Assets/Scenes/SampleScene.unity
@@ -443,7 +443,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 3dd65ecdb4b7459489f8c03a18ccff46, type: 3}
m_Name:
m_EditorClassIdentifier:
- moveSpeed: 4
+ moveSpeed: 2.5
enemyName: bat1
maxHealth: {fileID: 11400000, guid: 1a234827b90bfc24da563fbd5ffb412a, type: 2}
health: 3
@@ -481,7 +481,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d622984048644f87804ad1a3f20aa23a, type: 3}
m_Name:
m_EditorClassIdentifier:
- speed: 4
+ speed: 2.5
currentPosition:
GCost: 0
hCost: 0
@@ -1063,7 +1063,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d622984048644f87804ad1a3f20aa23a, type: 3}
m_Name:
m_EditorClassIdentifier:
- speed: 2.5
+ speed: 2.2
currentPosition:
GCost: 0
hCost: 0
@@ -1084,7 +1084,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 3dd65ecdb4b7459489f8c03a18ccff46, type: 3}
m_Name:
m_EditorClassIdentifier:
- moveSpeed: 2.5
+ moveSpeed: 2.2
enemyName: Skeleton
maxHealth: {fileID: 0}
health: 7
@@ -1345,7 +1345,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 3dd65ecdb4b7459489f8c03a18ccff46, type: 3}
m_Name:
m_EditorClassIdentifier:
- moveSpeed: 4
+ moveSpeed: 2.5
enemyName: bat3
maxHealth: {fileID: 11400000, guid: 1a234827b90bfc24da563fbd5ffb412a, type: 2}
health: 3
@@ -1383,7 +1383,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d622984048644f87804ad1a3f20aa23a, type: 3}
m_Name:
m_EditorClassIdentifier:
- speed: 4
+ speed: 2.5
currentPosition:
GCost: 0
hCost: 0
@@ -2628,7 +2628,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 3dd65ecdb4b7459489f8c03a18ccff46, type: 3}
m_Name:
m_EditorClassIdentifier:
- moveSpeed: 4
+ moveSpeed: 2.5
enemyName: bat0
maxHealth: {fileID: 11400000, guid: 1a234827b90bfc24da563fbd5ffb412a, type: 2}
health: 3
@@ -2713,7 +2713,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d622984048644f87804ad1a3f20aa23a, type: 3}
m_Name:
m_EditorClassIdentifier:
- speed: 4
+ speed: 2.5
currentPosition:
GCost: 0
hCost: 0
@@ -38291,8 +38291,8 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
- - m_Target: {fileID: 68076407}
- m_TargetAssemblyTypeName: FollowingEnemy, Assembly-CSharp
+ - m_Target: {fileID: 68076409}
+ m_TargetAssemblyTypeName: FollowingPatrollingEnemy, Assembly-CSharp
m_MethodName: SaveCheckpoint
m_Mode: 1
m_Arguments:
@@ -38303,8 +38303,8 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
- - m_Target: {fileID: 641696208}
- m_TargetAssemblyTypeName: FollowingEnemy, Assembly-CSharp
+ - m_Target: {fileID: 641696209}
+ m_TargetAssemblyTypeName: FollowingPatrollingEnemy, Assembly-CSharp
m_MethodName: SaveCheckpoint
m_Mode: 1
m_Arguments:
@@ -38315,8 +38315,8 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
- - m_Target: {fileID: 682072036}
- m_TargetAssemblyTypeName: FollowingEnemy, Assembly-CSharp
+ - m_Target: {fileID: 682072033}
+ m_TargetAssemblyTypeName: FollowingPatrollingEnemy, Assembly-CSharp
m_MethodName: SaveCheckpoint
m_Mode: 1
m_Arguments:
@@ -39622,7 +39622,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 3dd65ecdb4b7459489f8c03a18ccff46, type: 3}
m_Name:
m_EditorClassIdentifier:
- moveSpeed: 4
+ moveSpeed: 2.5
enemyName: bat2
maxHealth: {fileID: 11400000, guid: 1a234827b90bfc24da563fbd5ffb412a, type: 2}
health: 3
@@ -39661,7 +39661,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d622984048644f87804ad1a3f20aa23a, type: 3}
m_Name:
m_EditorClassIdentifier:
- speed: 4
+ speed: 2.5
currentPosition:
GCost: 0
hCost: 0
@@ -148868,8 +148868,8 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
- - m_Target: {fileID: 68076407}
- m_TargetAssemblyTypeName: FollowingEnemy, Assembly-CSharp
+ - m_Target: {fileID: 68076409}
+ m_TargetAssemblyTypeName: FollowingPatrollingEnemy, Assembly-CSharp
m_MethodName: SaveCheckpoint
m_Mode: 1
m_Arguments:
@@ -148880,8 +148880,8 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
- - m_Target: {fileID: 641696208}
- m_TargetAssemblyTypeName: FollowingEnemy, Assembly-CSharp
+ - m_Target: {fileID: 641696209}
+ m_TargetAssemblyTypeName: FollowingPatrollingEnemy, Assembly-CSharp
m_MethodName: SaveCheckpoint
m_Mode: 1
m_Arguments:
@@ -148892,8 +148892,8 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
- - m_Target: {fileID: 682072036}
- m_TargetAssemblyTypeName: FollowingEnemy, Assembly-CSharp
+ - m_Target: {fileID: 682072033}
+ m_TargetAssemblyTypeName: FollowingPatrollingEnemy, Assembly-CSharp
m_MethodName: SaveCheckpoint
m_Mode: 1
m_Arguments:
diff --git a/Assets/Scenes/WizardHouse.unity b/Assets/Scenes/WizardHouse.unity
index 9aff9e78..34d69401 100644
--- a/Assets/Scenes/WizardHouse.unity
+++ b/Assets/Scenes/WizardHouse.unity
@@ -29982,7 +29982,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 7d979e870b57ddc469af22153ab86c9f, type: 3}
m_Name:
m_EditorClassIdentifier:
- musicSlider: {fileID: 0}
+ musicSlider: {fileID: 182615359}
--- !u!114 &1275369262
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -29995,7 +29995,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 82139d862c485054da5412c4c0f4d926, type: 3}
m_Name:
m_EditorClassIdentifier:
- volumeSlider: {fileID: 0}
+ volumeSlider: {fileID: 654061995}
--- !u!4 &1275369263
Transform:
m_ObjectHideFlags: 0
@@ -38353,6 +38353,12 @@ MonoBehaviour:
Content:
- 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:
- value: 22424703114646680e0b0227036c72111f19352f223d667d6d1a1226ece42776f7e93ffdfe
- flags: 0
- RecentlyUsedScenePath-1:
value: 22424703114646680e0b0227036c7c151b12163e2d3a3f7e38271427fb
flags: 0
- RecentlyUsedScenePath-2:
- value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
- flags: 0
- RecentlyUsedScenePath-3:
- value: 22424703114646680e0b0227036c68190c160a2e042733232867083debf42d
- flags: 0
- RecentlyUsedScenePath-4:
+ RecentlyUsedScenePath-1:
value: 22424703114646680e0b0227036c7c1102161b25212a357e38271427fb
flags: 0
- RecentlyUsedScenePath-5:
+ RecentlyUsedScenePath-2:
value: 22424703114646680e0b0227036c791904040c1c25242a312a2c5326ece92021
flags: 0
- RecentlyUsedScenePath-6:
- value: 22424703114646680e0b0227036c7c1100123d24383a273e2e2c5326ece92021
- flags: 0
- RecentlyUsedScenePath-7:
+ RecentlyUsedScenePath-3:
value: 22424703114646680e0b0227036c70050204112e291f2f2a2c3b1920caef212be7a923e7ee2e26
flags: 0
- RecentlyUsedScenePath-8:
+ RecentlyUsedScenePath-4:
value: 22424703114646680e0b0227036c761e1821112620292135633c133af6f9
flags: 0
- RecentlyUsedScenePath-9:
+ RecentlyUsedScenePath-5:
+ value: 22424703114646680e0b0227036c68190c160a2e042733232867083debf42d
+ flags: 0
+ RecentlyUsedScenePath-6:
+ value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
+ flags: 0
+ RecentlyUsedScenePath-7:
+ value: 22424703114646680e0b0227036c7c1100123d24383a273e2e2c5326ece92021
+ flags: 0
+ RecentlyUsedScenePath-8:
value: 22424703114646680e0b0227036c72111f1958072926337e38271427fb
flags: 0
+ RecentlyUsedScenePath-9:
+ value: 22424703114646680e0b0227036c7b0518101d252266333e243d04
+ flags: 0
vcSharedLogLevel:
value: 0d5e400f0650
flags: 0