Merge remote-tracking branch 'origin/master' into saving-module

This commit is contained in:
kabix09 2022-11-24 03:12:48 +01:00
commit deae883c68
5052 changed files with 1480908 additions and 14099 deletions

View File

@ -2,7 +2,7 @@
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@ -6,7 +6,6 @@ public class BreakOre : MonoBehaviour
{
public string name;
public string name2;
public Sprite[] sprites;
private int oldSprite;
@ -25,15 +24,15 @@ public class BreakOre : MonoBehaviour
availableSprites.Add(i);
}
int continued = PlayerPrefs.GetInt("continued");
if (continued == 1)
if (OnMapAppearanceMethod.Gateway == OnMapAppearanceMethodEnum.NewGame)
{
isBroken = PlayerPrefs.GetInt(name2);
isBroken = 0; // TODO Like in NPC Type script
}
else
{
isBroken = PlayerPrefs.GetInt(name);
isBroken = PlayerPrefs.GetInt(name + "-S");
}
if (isBroken == 1)
{
gameObject.SetActive(false);
@ -59,7 +58,7 @@ public class BreakOre : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "AttackHitbox")
if (collision.tag == "PickaxeHitbox")
{
var em = breakParticleSystem.emission;
em.enabled = true;
@ -83,6 +82,6 @@ public class BreakOre : MonoBehaviour
public void SaveCheckpoint()
{
PlayerPrefs.SetInt(name2, isBroken);
PlayerPrefs.SetInt(name + "-S", isBroken);
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@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ChangeLanguageToEnglish : MonoBehaviour
{
public void SetLanguageToEnglish()
{
PlayerPrefs.SetString("language", "English");
}
public void SetLanguageToPolish()
{
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using System.Collections;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LetterText : MonoBehaviour
{
public Text letterText;
private string language;
// Start is called before the first frame update
void Start()
{
language = PlayerPrefs.GetString("language");
if (PlayerPrefs.HasKey("language"))
{
language = PlayerPrefs.GetString("language");
if (language == "English")
{
letterText.text = "Bring back my family heirloom that was stolen by bandits hiding in the nearby cave and I will reward you generously.";
}
else if (language == "Polish")
{
letterText.text = "Przynies mi spadek po mojej rodzinie, ktory zostal skradziony przez bandytow chowajacych sie w pobliskiej jaskini, a zostaniesz hojnie nagrodzony.";
}
}
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letterText.text = "Bring back my family heirloom that was stolen by bandits hiding in the nearby cave and I will reward you generously.";
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LevelUpPopUp : MonoBehaviour
{
public int lvlup;
public GameObject lvlUpPopUpPanel;
void Update()
{
lvlup = PlayerPrefs.GetInt("LvlUpPopUp");
if (lvlup == 1)
{
StartCoroutine(LvlUpTimer());
}
}
IEnumerator LvlUpTimer()
{
lvlUpPopUpPanel.SetActive(true);
PlayerPrefs.SetInt("LvlUpPopUp", 0);
yield return new WaitForSeconds(5);
lvlUpPopUpPanel.SetActive(false);
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@ -0,0 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Mercenary : MonoBehaviour
{
public Text nameText;
public string name;
private string language;
// Start is called before the first frame update
void Start()
{
language = PlayerPrefs.GetString("language");
if(PlayerPrefs.HasKey("language"))
{
language = PlayerPrefs.GetString("language");
if(language == "English")
{
name = PlayerPrefs.GetString("name");
nameText.text = "Mercenary " + name + ",";
}
else if(language == "Polish")
{
name = PlayerPrefs.GetString("name");
nameText.text = "Najemniku " + name + ",";
}
}
else{
name = PlayerPrefs.GetString("name");
nameText.text = "Mercenary " + name + ",";
}
}
}

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@ -8,22 +8,21 @@ public class NPCType : MonoBehaviour
public GameObject lumberjack;
public int isQuest;
public string name;
public string name2;
void Start()
{
NPCDialogue npcdialogue = lumberjack.GetComponent<NPCDialogue>();
name = npcdialogue.name;
int continued = PlayerPrefs.GetInt("continued");
if (continued == 1)
if (OnMapAppearanceMethod.Gateway == OnMapAppearanceMethodEnum.NewGame)
{
isQuest = PlayerPrefs.GetInt(name2);
isQuest = 1; // TODO I guess we decide here if quest is available for player from the very beginning
}
else
{
isQuest = PlayerPrefs.GetInt(name);
isQuest = PlayerPrefs.GetInt(name + "-S");
}
npcdialogue.isQuest = isQuest;
}
@ -38,6 +37,6 @@ public class NPCType : MonoBehaviour
{
NPCDialogue npcdialogue = lumberjack.GetComponent<NPCDialogue>();
isQuest = npcdialogue.isQuest;
PlayerPrefs.SetInt(name2, isQuest);
PlayerPrefs.SetInt(name + "-S", isQuest);
}
}

View File

@ -6,28 +6,54 @@ public class NewGame : MonoBehaviour
{
public void ResetSettings()
{
// when new game is started, clear all rememberred vars (for now, added for this one with dynamic names)
PlayerPrefs.DeleteAll();
// !!! TODO do local save in other way !!!
// !!! comment on changed elements
int rock = 1;
PlayerPrefs.SetInt("rock", rock);
string pickaxe1 = "create";
PlayerPrefs.SetString("pickaxe1", pickaxe1);
PlayerPrefs.SetInt("rock", rock); // Is it used anywhere? I have not found it
/*
string pickaxe1 = "create";
PlayerPrefs.SetString("pickaxe1", pickaxe1);
*/
PlayerPrefs.SetFloat("exp", 0);
PlayerPrefs.SetInt("lvl", 1);
PlayerPrefs.SetFloat("maxExp", 10);
string name = "none";
PlayerPrefs.SetString("name", name);
int isQuest = 1;
PlayerPrefs.SetInt("lumberjack", isQuest);
int isKilled = 0;
PlayerPrefs.SetInt("bat0", isKilled);
PlayerPrefs.SetInt("bat1", isKilled);
PlayerPrefs.SetInt("skeleton0", isKilled);
PlayerPrefs.SetInt("slime0", isKilled);
PlayerPrefs.SetInt("slime1", isKilled);
/*
int isKilled = 0;
PlayerPrefs.SetInt("bat0", isKilled);
PlayerPrefs.SetInt("bat1", isKilled);
PlayerPrefs.SetInt("skeleton0", isKilled);
PlayerPrefs.SetInt("slime0", isKilled);
PlayerPrefs.SetInt("slime1", isKilled);
*/
float health = 10.0f;
PlayerPrefs.SetFloat("health", health);
PlayerPrefs.SetInt("continued", 0);
PlayerPrefs.SetInt("rock", 0);
PlayerPrefs.SetInt("goldOre", 0);
PlayerPrefs.SetFloat("maxHealth", 10);
PlayerPrefs.SetFloat("health", 10);
//PlayerPrefs.SetInt("continued", 0);
PlayerPrefs.SetInt("rock", 0); // Is it used anywhere? I have not found it
//PlayerPrefs.SetInt("goldOre", 0);
PlayerPrefs.SetInt("pickaxe", 0);
PlayerPrefs.SetInt("healthPoints", 0);
PlayerPrefs.SetInt("defensePoints", 0);
PlayerPrefs.SetInt("StrengthPoints", 0);
PlayerPrefs.SetInt("IntelligencePoints", 0);
OnMapAppearanceMethod.Gateway = OnMapAppearanceMethodEnum.NewGame;
}
}

View File

@ -1,6 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using UnityEngine.SceneManagement;
public class OpenPanelOnCollision : MonoBehaviour
{
@ -29,6 +31,12 @@ public class OpenPanelOnCollision : MonoBehaviour
this.globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
}
public void Start()
{
if(obj == null && SceneManager.GetActiveScene().name == "SampleScene")
obj = GameObject.FindGameObjectsWithTag("NPC").Where(obj => obj.name == "BossThug").ToArray()[0];
}
public void ClearPanels()
{
if(_tmpPanel) Destroy(_tmpPanel);
@ -117,7 +125,7 @@ public class OpenPanelOnCollision : MonoBehaviour
void Update()
{
if(obj.active == false)
if(obj != null && obj.active == false)
{
if (_tmpPanel) //Panel.active == true
{

View File

@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class OpenSettingsOnESCPress : MonoBehaviour
{
public GameObject SettingsMainPanel;
public GameObject SettingsPanel;
public GameObject SoundsPanel;
public GameObject ControlsPanel;
public GameObject LanguagePanel;
void Update()
{
if (Input.GetKeyUp(KeyCode.Escape))
{
if ((SettingsMainPanel.active == false) && (SettingsPanel.active == false) && (SoundsPanel.active == false) && (ControlsPanel.active == false) && (LanguagePanel.active == false))
{
SettingsMainPanel.SetActive(true);
}
else
{
SettingsMainPanel.SetActive(false);
SettingsPanel.SetActive(false);
SoundsPanel.SetActive(false);
ControlsPanel.SetActive(false);
LanguagePanel.SetActive(false);
}
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