Reset player after finishing introduction
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b61f7bd694
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@ -147412,7 +147412,7 @@ MonoBehaviour:
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SaveController: {fileID: 1995903830}
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gateway:
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id: 0
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currentMapName:
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currentMapName: SampleScene
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coords: {x: 0, y: 0, z: 0}
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nextMapName: WizardHouse
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respawnCoords: {x: -5, y: 1.5, z: 10}
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@ -147525,7 +147525,7 @@ MonoBehaviour:
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SaveController: {fileID: 2020454682}
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gateway:
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id: 0
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currentMapName:
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currentMapName: SampleScene
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coords: {x: 0, y: 0, z: 0}
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nextMapName: CaveEntrance
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respawnCoords: {x: 0.55, y: -11.5, z: 10}
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@ -24446,6 +24446,50 @@ SpriteRenderer:
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- component: {fileID: 543241739}
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- component: {fileID: 543241740}
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m_Name: StoryManager
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--- !u!1 &549018180
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@ -28497,6 +28541,7 @@ Transform:
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- {fileID: 1701466737}
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- {fileID: 1539180721}
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- {fileID: 2042768023}
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@ -22,6 +22,7 @@ public class AnimatedDoorBehaviour : TriggerDoor
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void Start()
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{
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animator = GetComponent<Animator>();
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gateway.currentMapName = SceneManager.GetActiveScene().name;
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}
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// Update is called once per frame
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@ -13,7 +13,7 @@ public class DoorBehaviour : MonoBehaviour
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// Start is called before the first frame update
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void Start()
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{
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gateway.currentMapName = SceneManager.GetActiveScene().name;
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}
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// Update is called once per frame
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@ -27,6 +27,11 @@ public abstract class DataListManager<T> : SceneDataListManagerInterface<T>
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Elements = _elements;
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}
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public void ClearList()
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{
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Elements.Clear();
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}
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public abstract void AddElementToList(T newElement);
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public abstract void RemoveElementFromList(T element);
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@ -157,4 +157,9 @@ public abstract class SceneBaseDataManager<T> : MonoBehaviour
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return SaveData(DynamicDataList.GetList(), SceneElementTypeEnum.Dynamic);
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}
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#endregion
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public void ClearListOfElements()
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{
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DynamicDataList.ClearList();
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}
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}
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62
Assets/Scripts/REFACTORING/Story/WizardHouse/ResetPlayer.cs
Normal file
62
Assets/Scripts/REFACTORING/Story/WizardHouse/ResetPlayer.cs
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@ -0,0 +1,62 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Script to reset player stuf like
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/// - missions list
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/// - items
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/// - equipment
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/// - health
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/// - exp
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/// </summary>
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public class ResetPlayer : MonoBehaviour
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{
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public bool isAfterReset = false;
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void Update()
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{
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if (!isAfterReset)
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ResetPlayerData();
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}
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void ResetPlayerData()
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{
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if (
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EquipmentDataManager.Instance == null ||
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SceneInventoryDataManager.Instance == null ||
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SceneTaskDataManager.Instance == null
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) return;
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if (PlayerPrefs.GetString("gateway.sourceMapName") == "SampleScene")
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{
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isAfterReset = true;
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// Clear panels data
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EquipmentDataManager.Instance.ClearListOfElements();
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SceneInventoryDataManager.Instance.ClearListOfElements();
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SceneTaskDataManager.Instance.ClearListOfElements();
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var saveController = GameObject.FindObjectOfType<SaveController>();
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saveController.SavePlayerEquipmentItems();
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saveController.SavePlayerInventory();
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saveController.SavePlayerQuests();
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// Player reset lvl, exp & health
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var playerAgent = GameObject.FindGameObjectWithTag("Player");
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playerAgent.GetComponent<Player>().currentHealth = PlayerPrefs.GetFloat("maxHealth");
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PlayerPrefs.SetFloat("health-S", PlayerPrefs.GetFloat("maxHealth"));
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PlayerPrefs.SetFloat("health", PlayerPrefs.GetFloat("maxHealth"));
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playerAgent.GetComponent<Player>().exp = 0;
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PlayerPrefs.SetFloat("exp-S", 0);
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playerAgent.GetComponent<Player>().lvl = 1;
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PlayerPrefs.SetInt("lvl-S", 1);
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playerAgent.GetComponent<Player>().SaveCheckpoint();
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}
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}
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}
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@ -17,6 +17,8 @@ TagManager:
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- UIPanel
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- AnimatedDoorSceneTransition
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- Test
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- ChestCollection
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- Manager
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layers:
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- Default
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- TransparentFX
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