Merge remote-tracking branch 'origin/master'

This commit is contained in:
kabix09 2023-01-05 15:49:15 +01:00
commit da5c2cc996
58 changed files with 27686 additions and 5547 deletions

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<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\Condition\KillMissionConditionData.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\Step\MissionStepData.cs" />
<Compile Include="Assets\Scripts\Pathfinding\NodeMap.cs" />
<Compile Include="Assets\Scripts\SceneManager\MainCharacter\MainCharacterManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\EventManager\EventManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Chest\ChestContentUIManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\Enum\PanelButtonEnum.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ISlot.cs" />
@ -77,6 +88,7 @@
<Compile Include="Assets\Scripts\Objects\GoldOre.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\PanelTypeEnum.cs" />
<Compile Include="Assets\Scripts\ProceduralGeneration\Graph.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Manager\ConditionManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\SystemLanguageEnum.cs" />
<Compile Include="Assets\Scripts\SceneManager\NPC\NPCManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\TaskDifficultyEnum.cs" />
@ -90,6 +102,7 @@
<Compile Include="Assets\closePossibleButtonInfo.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\Calculator\DefenseCalculattor.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\Item.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Save\MultiDialogue\MultiDialogueDataListManager.cs" />
<Compile Include="Assets\Scripts\ProceduralGeneration\FloodFill.cs" />
<Compile Include="Assets\BreakOre.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\ShopPanelController.cs" />
@ -109,47 +122,57 @@
<Compile Include="Assets\Scripts\QuitGame.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\DataListManager.cs" />
<Compile Include="Assets\DisplayLvl.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\Condition\SaveMissionConditionManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Task\SaveTaskManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Save\MissionDialogue\SaveMissionDialogueManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItemData.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Models\Shop\Shop.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\PathBuilder.cs" />
<Compile Include="Assets\NewGame.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\MissionStatusEnum.cs" />
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<Compile Include="Assets\Scripts\DialogueNpcTest.cs" />
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<Compile Include="Assets\HardLight2D\Scripts\LightFollow.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Condition\KillMissionCondition.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\Shop\ShopItemCardKeeper.cs" />
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<Compile Include="Assets\Scripts\CamerFollow.cs" />
<Compile Include="Assets\CloseIfQuestPanel.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\Calculator\AttackCalcullator.cs" />
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<Compile Include="Assets\TreeParticleEffect.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\RequiredSubject\CollectRequiredSubjectData.cs" />
<Compile Include="Assets\SaveMusicSettings.cs" />
<Compile Include="Assets\_\Stuff\GridPathfinding\PathRoute.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\EquipmentTypeEnum.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\Calculator\SpeedCalcullator.cs" />
@ -157,17 +180,21 @@
<Compile Include="Assets\Scripts\ProceduralGeneration\TileMapGenerator.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Condition\Subject\RequiredSubject.cs" />
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@ -186,6 +213,7 @@
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@ -199,7 +227,9 @@
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@ -215,15 +245,19 @@
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@ -235,26 +269,35 @@
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@ -267,6 +310,7 @@
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@ -274,6 +318,7 @@
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@ -56822,7 +56779,6 @@ RectTransform:
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@ -38,6 +38,7 @@ public class ChangeScene : MonoBehaviour
if(collision.gameObject.tag == "AnimatedDoorSceneTransition")
{
Debug.Log("Starting coroutine");
StartCoroutine(WaitForAnimationAndMoveToScene(0.3f, collision));
}
}

View File

@ -5,7 +5,7 @@ using UnityEngine;
public class TriggerDoor : DetectionZone
{
public string DoorOpenAnimatorParamName = "DoorOpen";
public static bool ableToOpen = false;
Animator animator;
void Start(){
@ -15,6 +15,8 @@ public class TriggerDoor : DetectionZone
void Update() {
if(detectedObjs.Count > 0) {
animator.SetBool(DoorOpenAnimatorParamName, true);
ableToOpen = true;
} else {
animator.SetBool(DoorOpenAnimatorParamName, false);
}

View File

@ -35,7 +35,7 @@ public class KeyBindScript : MonoBehaviour
void Start()
{
keys.Add("Interact",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Interact","E")));
keys.Add("Settings",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Settings","Esc")));
keys.Add("Settings",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Settings","Escape")));
keys.Add("Inventory",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory","I")));
keys.Add("Skills",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Skills","U")));
keys.Add("Attack",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Attack","Space")));
@ -54,7 +54,9 @@ public class KeyBindScript : MonoBehaviour
void Update()
{
//Simulates movement and usage of the keys
if (Input.GetKeyDown(keys["Up"]))
if (
)
{
//Do a move action
Debug.Log("Up");

View File

@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using GUI_Scripts.ProceduralGeneration;
using UnityEngine;
[RequireComponent(typeof(NPC))]
@ -69,6 +70,7 @@ public class NPCFollowing : MonoBehaviour
public void CheckDistance()
{
anim.SetBool("isRunning", true);
StopAllCoroutines();
if (isAfterAction == false)
@ -78,13 +80,23 @@ public class NPCFollowing : MonoBehaviour
agent.FindPath();
StartCoroutine(agent.FollowPath());
}
else if (approaching)
{
//start dialogue here
gameObject.GetComponent<NPC>().State = NPCStateEnum.Talking;
if (targetPosition.position.y > transform.position.y)
{
anim.SetBool("TurnFront",true);
anim.SetBool("isRunning", false);
}
else
{
anim.SetBool("TurnFront",false);
anim.SetBool("isRunning", false);
}
agent.path.Clear(); // if we are able to talgk we dont want go go further player
}
}
@ -105,6 +117,7 @@ public class NPCFollowing : MonoBehaviour
}
else
{
anim.SetBool("isChasing", false);
gameObject.GetComponent<NPC>().State = NPCStateEnum.Pending;
}
}

View File

@ -12,6 +12,9 @@ public class AStarPathfindingAgent : MonoBehaviour
public bool isChasing;
private Animator myAnim;
private float moveX;
private float moveY;
public Vector3 point;
public List<Node> path;
@ -51,6 +54,14 @@ public class AStarPathfindingAgent : MonoBehaviour
Pathfinder.FindPath(transform.position, point, this);
}
public void ControlAnim()
{
moveX = point.x - transform.position.x;
moveY = point.y - transform.position.y;
myAnim.SetFloat("Yinfo", moveY);
myAnim.SetFloat("Xinfo", moveX);
}
public IEnumerator FollowPath()
{
myAnim = GetComponent<Animator>();
@ -74,16 +85,21 @@ public class AStarPathfindingAgent : MonoBehaviour
{
targetIndex++;
bool reachedPosition = targetIndex >= path.Count;
Debug.Log( targetIndex >= path.Count);
if (reachedPosition)
{
//myAnim.SetBool("isRunning", false);
myAnim.SetBool("isChasing", false);
yield break;
}
currentWaypoint = path[targetIndex];
}
Vector3 current = transform.position;
Vector3 target = currentWaypoint.worldPosition;
if (point.x < current.x)
{
myAnim.SetBool("Left", true);
@ -92,6 +108,41 @@ public class AStarPathfindingAgent : MonoBehaviour
{
myAnim.SetBool("Left", false);
}
//moveX = path[targetIndex].worldPosition.x - current.x;
//moveY = path[targetIndex].worldPosition.y - current.y;
moveX = point.x - current.x;
moveY = point.y - current.y;
myAnim.SetFloat("Yinfo", moveY);
myAnim.SetFloat("Xinfo", moveX);
/*if (point.y < current.y)
{
myAnim.SetFloat("Yinfo", -1);
if (point.x >= current.x)
{
myAnim.SetFloat("Xinfo", -1);
}
if (point.x < current.x)
{
myAnim.SetFloat("Xinfo", 1);
}
}
if (point.y >= current.y)
{
myAnim.SetFloat("Yinfo", 1);
if (point.x >= current.x)
{
myAnim.SetFloat("Xinfo", -1);
}
if (point.x < current.x)
{
myAnim.SetFloat("Xinfo", 1);
}
}*/
transform.position = Vector3.MoveTowards(current, target, speed * Time.deltaTime);
yield return null;
}

View File

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@ -26,6 +26,8 @@ public class PlayerPosition : MonoBehaviour
return new Vector3(x, y, z);
}
/// <summary>
/// ONE BIG SHIT
///

View File

@ -26,6 +26,11 @@ public class ChestUIManager : UIBaseManager<Chest>
}
}
public void Update()
{
keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Interact"));
}
public override bool OpenPanel()
{

View File

@ -133,7 +133,7 @@ public class ThugNPCFollowing : MonoBehaviour
if (approaching)
{
approaching = false;
anim.SetBool("isRunning", true);
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
}
}
@ -196,7 +196,9 @@ public class ThugNPCFollowing : MonoBehaviour
}
else
{
anim.SetBool("isRunning", false);
gameObject.GetComponent<NPC>().State = NPCStateEnum.Pending;
}
}
}

View File

@ -46,9 +46,14 @@ public class NPCManager : MonoBehaviour
{
throw new Exception("Object not found");
}
CreateThugs();
if (GameObject.FindGameObjectWithTag("EnemyCollection").transform.Find(bossThug.name) == null)
{
Debug.Log("Build me :D");
CreateBossThug();
CreateThugs();
}
}
private void CreateThugs()
{
@ -83,6 +88,7 @@ public class NPCManager : MonoBehaviour
private void CreateBossThug()
{
Debug.Log("BOSS THUG IS CREATED!");
var modelBossThug = Resources.Load("SampleScene/Enemies/BossThug") as GameObject;
var BossThugClone = GameObject.Instantiate(modelBossThug, bossThug.position, Quaternion.identity, NPCCollection.transform);

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