diff --git a/Assembly-CSharp-Editor.csproj b/Assembly-CSharp-Editor.csproj
index 710ed8a0..4f0a6888 100644
--- a/Assembly-CSharp-Editor.csproj
+++ b/Assembly-CSharp-Editor.csproj
@@ -277,22 +277,22 @@
C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/PlaybackEngines/WindowsStandaloneSupport/UnityEditor.WindowsStandalone.Extensions.dll
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- C:/Users/alicj/OneDrive/Desktop/Scriptum/Assets/HardLight2D/Scripts/HardLight2D.dll
+ C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Assets/HardLight2D/Scripts/HardLight2D.dll
- C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/PackageCache/com.unity.ext.nunit@1.0.6/net35/unity-custom/nunit.framework.dll
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C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/mscorlib.dll
@@ -643,100 +643,100 @@
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- C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.VSCode.Editor.dll
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- C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Runtime.dll
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- C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Triangle.Runtime.dll
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- C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Runtime.dll
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- C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.PixelPerfect.Editor.dll
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- C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.Timeline.Editor.dll
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- C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.Mathematics.Editor.dll
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- C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Editor.dll
+ C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Editor.dll
- C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Editor.dll
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- C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Runtime.dll
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diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj
index a51de84a..dd4ce512 100644
--- a/Assembly-CSharp.csproj
+++ b/Assembly-CSharp.csproj
@@ -131,6 +131,7 @@
+
@@ -270,6 +271,7 @@
+
@@ -575,7 +577,7 @@
C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/Managed/UnityEngine/UnityEditor.UnityConnectModule.dll
- C:/Users/alicj/OneDrive/Desktop/Scriptum/Assets/HardLight2D/Scripts/HardLight2D.dll
+ C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Assets/HardLight2D/Scripts/HardLight2D.dll
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@@ -923,94 +925,94 @@
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- C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Editor.dll
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- C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Tilemap.Editor.dll
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diff --git a/Assets/Animations/Fire/Fire.cs b/Assets/Animations/Fire/Fire.cs
index 89ccfef8..eb5e27a2 100644
--- a/Assets/Animations/Fire/Fire.cs
+++ b/Assets/Animations/Fire/Fire.cs
@@ -9,14 +9,28 @@ public class Fire : MonoBehaviour
float maxFlickerIntensity = 1.0f;
float flickerSpeed = 4.9f;
private HardLight2D firelight;
+ private HardLight2D[] lights;
private GameObject fire;
private int randomizer = 0;
// Start is called before the first frame update
void Start()
{
- firelight = FindObjectOfType();
- fire = GameObject.Find("Fire");
+
+ lights = FindObjectsOfType();
+ List finalList = new List();
+ string nameToLookFor = "LightFire";
+
+ for(var i = 0; i < lights.Length; i++)
+ {
+ if(lights[i].name == nameToLookFor)
+ {
+ finalList.Add(lights[i]);
+ }
+ }
+ firelight = finalList[0];
+
+ //firelight = FindObjectOfType();
StartCoroutine( ChangeRange());
}
diff --git a/Assets/Animations/Fire/FireCamp.prefab b/Assets/Animations/Fire/FireCamp.prefab
new file mode 100644
index 00000000..8227153c
--- /dev/null
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diff --git a/Assets/Scenes/Dungeon.unity b/Assets/Scenes/Dungeon.unity
index 01d1b18f..0171cebf 100644
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diff --git a/Assets/Scenes/FirstVillage.unity b/Assets/Scenes/FirstVillage.unity
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m_PrefabAsset: {fileID: 0}
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startDelay:
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maxNumParticles: 10
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m_PrefabAsset: {fileID: 0}
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startDelay:
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maxNumParticles: 10
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startDelay:
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m_PrefabAsset: {fileID: 0}
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useUnscaledTime: 0
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startDelay:
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maxNumParticles: 10
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diff --git a/Assets/Scenes/ForestWay.unity b/Assets/Scenes/ForestWay.unity
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diff --git a/Assets/Scripts/DungeonItemsFiller.cs b/Assets/Scripts/DungeonItemsFiller.cs
new file mode 100644
index 00000000..992d9b9d
--- /dev/null
+++ b/Assets/Scripts/DungeonItemsFiller.cs
@@ -0,0 +1,44 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class DungeonItemsFiller : MonoBehaviour
+{
+
+ public GameObject itemOriginalOne;
+ public GameObject itemOneContainer;
+ private bool wasBuilt = false;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ if (!wasBuilt)
+ {
+ PlaceItems(20);
+ }
+ }
+
+ private void PlaceItems(int numberOfItems)
+ {
+ Vector3 coords;
+ for (int i = 0; i < numberOfItems; i++)
+ {
+ //GameObject CoinClone = Instantiate(itemOriginalOne);
+ //GameObject CoinClone = Instantiate(itemOriginalOne, new Vector3(i * 0.6f, itemOriginalOne.transform.position.y, i * 0.75f), itemOriginalOne.transform.rotation);
+ coords = GameObject.FindObjectOfType().gameObject.GetComponent().randomCoordsForStanding();
+ var CoinClone = Instantiate(itemOriginalOne, coords, Quaternion.identity);
+ CoinClone.name = "ItemClone-" + (i + 1);
+ CoinClone.transform.parent = itemOneContainer.transform;
+ if (i == numberOfItems - 1)
+ {
+ wasBuilt = true;
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/DungeonItemsFiller.cs.meta b/Assets/Scripts/DungeonItemsFiller.cs.meta
new file mode 100644
index 00000000..5dbb51e6
--- /dev/null
+++ b/Assets/Scripts/DungeonItemsFiller.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 55de082866c90be4dbc852a48b53c897
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Enemies' Scprits/Cave/BossThug.cs b/Assets/Scripts/Enemies' Scprits/Cave/BossThug.cs
index 8bf3d30f..5833eb0d 100644
--- a/Assets/Scripts/Enemies' Scprits/Cave/BossThug.cs
+++ b/Assets/Scripts/Enemies' Scprits/Cave/BossThug.cs
@@ -62,6 +62,13 @@ public class BossThug : MonoBehaviour
}
else if (state == BossThugEnum.Attacking && player.GetComponent().currentHealth <= 0)
{
+ // 3. Save additional controls
+ SkillsUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Skills"));
+ DisplayExpStatus.keyToExp = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
+ DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
+ DisplayExpStatus.keyToExp = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("ExpHlth"));
+ DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("ExpHlth"));
+ PlayerPrefs.Save();
doorway.GetComponent().ScenetToMoveTo();
PlayerPrefs.SetFloat("health-S", 10.0f);
PlayerPrefs.SetFloat("health-S", 10.0f);
diff --git a/Assets/Scripts/Pathfinding/AStarPathfindingAgent.cs b/Assets/Scripts/Pathfinding/AStarPathfindingAgent.cs
index a0406c55..b5a46b96 100644
--- a/Assets/Scripts/Pathfinding/AStarPathfindingAgent.cs
+++ b/Assets/Scripts/Pathfinding/AStarPathfindingAgent.cs
@@ -12,8 +12,8 @@ public class AStarPathfindingAgent : MonoBehaviour
public bool isChasing;
private Animator myAnim;
- private float moveX;
- private float moveY;
+ private float moveX, moveXWizard;
+ private float moveY, moveYWizard;
public Vector3 point;
@@ -43,7 +43,7 @@ public class AStarPathfindingAgent : MonoBehaviour
public void FindPath()
{
var player = FindObjectOfType().gameObject;
-
+ Debug.Log("Findign Path");
point = player.transform.position;
FindPoint();
@@ -53,6 +53,7 @@ public class AStarPathfindingAgent : MonoBehaviour
{
Pathfinder.FindPath(transform.position, point, this);
}
+
public void ControlAnim()
{
@@ -109,8 +110,10 @@ public class AStarPathfindingAgent : MonoBehaviour
myAnim.SetBool("Left", false);
}
- //moveX = path[targetIndex].worldPosition.x - current.x;
- //moveY = path[targetIndex].worldPosition.y - current.y;
+ moveXWizard = path[targetIndex].worldPosition.x - current.x;
+ moveYWizard = path[targetIndex].worldPosition.y - current.y;
+ myAnim.SetFloat("moveYWizard", moveYWizard);
+ myAnim.SetFloat("moveXWizard", moveXWizard);
moveX = point.x - current.x;
moveY = point.y - current.y;
myAnim.SetFloat("Yinfo", moveY);
diff --git a/Assets/Scripts/Pathfinding/NodeMap.cs b/Assets/Scripts/Pathfinding/NodeMap.cs
index dcd6b490..fa848ff1 100644
--- a/Assets/Scripts/Pathfinding/NodeMap.cs
+++ b/Assets/Scripts/Pathfinding/NodeMap.cs
@@ -12,25 +12,30 @@ public class NodeMap : MonoBehaviour
public float cellSize;
public TileData[] TileDatas;
public Dictionary DataFromTiles = new Dictionary();
-
+ public bool hasEverRun = false;
public Tilemap tilemap;
// Start is called before the first frame update
- void Start()
+ void LateUpdate()
{
- DataFromTiles = new Dictionary();
- foreach (var tileData in TileDatas)
- {
- foreach (var tile in tileData.Tiles)
+ if (!hasEverRun){
+ DataFromTiles = new Dictionary();
+ foreach (var tileData in TileDatas)
{
- DataFromTiles.Add(tile, tileData);
+ foreach (var tile in tileData.Tiles)
+ {
+ DataFromTiles.Add(tile, tileData);
+ }
}
+
+ hasEverRun = true;
+ CreateNodes();
+ TileCheck();
}
-
- CreateNodes();
- TileCheck();
}
+
+
public void TileCheck()
{
foreach (var n in nodeGrid)
diff --git a/Assets/Scripts/Pathfinding/TileData/Ground - Dungeon.asset b/Assets/Scripts/Pathfinding/TileData/Ground - Dungeon.asset
index 0c157743..b0f5ec98 100644
--- a/Assets/Scripts/Pathfinding/TileData/Ground - Dungeon.asset
+++ b/Assets/Scripts/Pathfinding/TileData/Ground - Dungeon.asset
@@ -14,12 +14,6 @@ MonoBehaviour:
m_EditorClassIdentifier:
Tiles:
- {fileID: 11400000, guid: bcef03bfe6d889f458c051fcda77d968, type: 2}
- - {fileID: 11400000, guid: d42493bc02d957348b2fa86903567280, type: 2}
- - {fileID: 11400000, guid: de0fda329382efd4282ae71a2102f4d3, type: 2}
- - {fileID: 11400000, guid: 358aa35606523e7448ae0830831f6d72, type: 2}
- - {fileID: 11400000, guid: deda5f47600755b4483b220e3c1ff87e, type: 2}
- - {fileID: 11400000, guid: 7fd161cc7577108489aca90fb9db6ed1, type: 2}
- - {fileID: 11400000, guid: 2e196d2a440526e4495cf2ae03a1da5c, type: 2}
- - {fileID: 11400000, guid: 5d8974c1ff1a1ee4db297f3cc42015b3, type: 2}
- - {fileID: 11400000, guid: ca1a2a4d015bc0e44b2f7ed4e8a19b0e, type: 2}
+ - {fileID: 11400000, guid: d71e206419fbe4c4aa6787f74226c30a, type: 2}
+ - {fileID: 11400000, guid: 94ebdd7e7cf39e841a93596879fe58d5, type: 2}
walkable: 1
diff --git a/Assets/Scripts/ProceduralGeneration/TileMapGenerator.cs b/Assets/Scripts/ProceduralGeneration/TileMapGenerator.cs
index 12f775aa..0fd48ade 100644
--- a/Assets/Scripts/ProceduralGeneration/TileMapGenerator.cs
+++ b/Assets/Scripts/ProceduralGeneration/TileMapGenerator.cs
@@ -32,7 +32,7 @@ public class TileMapGenerator : MonoBehaviour
List fillers = new List();
- for (int i = 0; i < 70; i++)
+ for (int i = 0; i < 60; i++)
{
FloodFill filler = new FloodFill(map, 1, new Vector2Int(Random.Range(0, 70), Random.Range(0, 70)));
fillers.Add(filler);
@@ -74,7 +74,7 @@ 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));
- Vector3 startPosOfPlayer = default;
+ Vector3 possiblePos = default;
foreach (var filler in fillers)
{
int id = filler.id;
@@ -83,8 +83,8 @@ 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);
- availablePos.Add(startPosOfPlayer);
+ possiblePos = new Vector3Int(pos.x, pos.y, 0);
+ availablePos.Add(possiblePos);
}
else if (id == 2)
{
@@ -112,7 +112,7 @@ public class TileMapGenerator : MonoBehaviour
GameObject Player = GameObject.FindWithTag("Player");
Player.transform.position = randomCoordsForStanding();
-
+
//randomCoordsForStanding();
return true;
@@ -121,14 +121,14 @@ public class TileMapGenerator : MonoBehaviour
public Vector3 randomCoordsForStanding()
{
- Tile test = new Tile();
+ //Tile test = new Tile();
while (true)
{
int bound = availablePos.Count;
int randomVal;
randomVal = Random.Range(0, bound);
- return availablePos[randomVal];
+ return availablePos[randomVal] + new Vector3( 0.5f, 0.5f, 0f);
}
diff --git a/Assets/Scripts/REFACTORING/Story/Dungeon/DungeonManager.cs b/Assets/Scripts/REFACTORING/Story/Dungeon/DungeonManager.cs
index 542a40ba..0d8becb7 100644
--- a/Assets/Scripts/REFACTORING/Story/Dungeon/DungeonManager.cs
+++ b/Assets/Scripts/REFACTORING/Story/Dungeon/DungeonManager.cs
@@ -25,6 +25,13 @@ public class DungeonManager : MonoBehaviour
public GameObject Wizard;
public bool IsBuilded = false;
+
+ public static bool hasTeleported;
+
+ public static void SetTeleported()
+ {
+ hasTeleported = true;
+ }
public void Awake()
{
@@ -41,7 +48,7 @@ public class DungeonManager : MonoBehaviour
public void Start()
{
-
+ hasTeleported = false;
}
public void Update()
@@ -133,7 +140,7 @@ public class DungeonManager : MonoBehaviour
public void BuildWizard()
{
Vector3 teleportCoords;
-
+ Debug.Log("creating wizard!!!!!!!!!!!");
do
{
teleportCoords = GameObject.FindObjectOfType().gameObject.GetComponent().randomCoordsForStanding();
diff --git a/Assets/Scripts/REFACTORING/Story/Dungeon/Wizard/EscapingWizard.cs b/Assets/Scripts/REFACTORING/Story/Dungeon/Wizard/EscapingWizard.cs
index 2d68066f..03db120e 100644
--- a/Assets/Scripts/REFACTORING/Story/Dungeon/Wizard/EscapingWizard.cs
+++ b/Assets/Scripts/REFACTORING/Story/Dungeon/Wizard/EscapingWizard.cs
@@ -8,7 +8,8 @@ using UnityEngine;
[RequireComponent(typeof(NPC))]
class EscapingWizard : MonoBehaviour
{
-
+ private HardLight2D wizardlight;
+ private HardLight2D[] lights;
private Rigidbody2D myRigidbody;
public Animator anim;
@@ -22,6 +23,7 @@ class EscapingWizard : MonoBehaviour
public AStarPathfindingAgent agent;
public bool isDuringEscaping = false; // var is setted by trigger range
+
public float escapingRadius = 6f; // radious where Wizard start escaping if player is in
@@ -33,7 +35,6 @@ class EscapingWizard : MonoBehaviour
private void Start()
{
-
}
private void Update()
@@ -63,18 +64,29 @@ class EscapingWizard : MonoBehaviour
anim.SetFloat("Yinfo", dir.y);
}
- agent.point = targetPosition.position;
- agent.FindPoint();
+ agent.point = targetPosition.position;
+ StopAllCoroutines();
+ //Debug.Log("FOLLOWINGPATH STARTED");
+ agent.FindPoint();
+ //agent.FindPath();
StartCoroutine(agent.FollowPath());
+
} else
{
- anim.SetBool("isRunning", false);
+ //anim.SetBool("isRunning", false);
gameObject.GetComponent().State = NPCStateEnum.Pending;
}
}
+ private void OnDrawGizmos()
+ {
+ Gizmos.color = Color.magenta;
+ Gizmos.DrawWireSphere(transform.position,escapingRadius);
+ }
+
+
public bool IsInEscapingRadious()
{
if (Vector2.Distance(GameObject.FindGameObjectWithTag("Player").transform.position, transform.position) >= escapingRadius)
@@ -87,6 +99,8 @@ class EscapingWizard : MonoBehaviour
{
if(collision.collider.tag == "SceneTransition")
{
+ DungeonManager.SetTeleported();
+
Destroy(gameObject);
}
}
diff --git a/Assets/Scripts/WizardBattle.cs b/Assets/Scripts/WizardBattle.cs
new file mode 100644
index 00000000..58221443
--- /dev/null
+++ b/Assets/Scripts/WizardBattle.cs
@@ -0,0 +1,414 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using System.Threading.Tasks;
+using UnityEngine;
+
+[RequireComponent(typeof(NPC))]
+[RequireComponent(typeof(Enemy))]
+public class WizardBattle : MonoBehaviour
+{
+ public const string ACTION_KEY = "ATTACKING";
+
+ private Rigidbody2D myRigidbody;
+ public Animator anim;
+
+ private Vector2 movement;
+ public bool shouldRotate;
+ public Vector3 dir;
+
+ [Header("Following Logic")]
+ public Vector3 homePosition;
+ public Transform targetPosition;
+
+ public AStarPathfindingAgent agent;
+
+ public bool isDuringFollowing = false; // var is setted by trigger range
+
+ //public GameObject player;
+ [Header("Core Logic")]
+ public bool approaching = false;
+ public bool isAfterAction = false;
+ public float chasingRadius = 6f; // radious where Npc start attacking ! ! !
+
+ [Header("Attacking Logic")] // TRASH - dupplicated from Following Enemy - move params to Enemy
+ public float attackingRadius = 1.5f; // radious where Npc start attacking ! ! !
+
+ public bool hit = false;
+
+ public bool firstAttack = false;
+
+ public float timerDmg = 0f;
+ public float waitTime = 1.0f;
+
+ public float timerHit = 0f;
+ public float hitWaitTime = 0.55f;
+
+ public float expValue;
+ public float thrust;
+ public float knockTime;
+
+ //public int isKilled; - movet do Enemy
+ //isKilled = 0 - mob ALIVE
+ //isKilled = 1 - mob DEAD
+
+ public int isKilled2;
+
+ public bool isPanelEnabled = true;
+
+ public float waitTimerDeath;
+ public float timerDeath;
+ SpriteRenderer sprite;
+ public float x;
+ public float y;
+ public float z;
+ public string die;
+
+ void Awake()
+ {
+ agent = GetComponent();
+
+
+ homePosition = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, gameObject.transform.position.z);
+ }
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ targetPosition = GameObject.FindWithTag("Player").transform;
+
+ //Copy from Eollwoing
+ if (OnMapAppearanceMethod.IsNewGame())
+ {
+ gameObject.GetComponent().isKilled = 0;
+ }
+
+ if (gameObject.GetComponent().health <= 0)
+ gameObject.GetComponent().isKilled = 1;
+ else // Else read saved value
+ gameObject.GetComponent().isKilled = PlayerPrefs.GetInt(gameObject.GetComponent().enemyName + "-S");
+
+
+ if (gameObject.GetComponent().isKilled == 1)
+ {
+ gameObject.SetActive(false);
+ gameObject.GetComponent().isKilled = 0;
+ }
+
+ myRigidbody = GetComponent();
+ anim = GetComponent();
+
+ PlayerPrefs.SetString("WizardDeath", "alive");
+ timerDeath = 0.0f;
+ waitTimerDeath = 0.09f;
+ sprite = GetComponent();
+ x = 1;
+ y = 1;
+ z = 1;
+ }
+
+ // Update is called once per frame
+ public void Update()
+ {
+ // 0 Cofigure Animator
+ if (Vector2.Distance(targetPosition.position, transform.position) <= chasingRadius)
+ {
+ dir = targetPosition.position - transform.position;
+ float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
+ dir.Normalize();
+ movement = dir;
+ anim.SetBool("isRunning", movement != Vector2.zero);
+
+ if (shouldRotate)
+ {
+ anim.SetFloat("Xinfo", dir.x);
+ anim.SetFloat("Yinfo", dir.y);
+ }
+ }
+
+
+ // 1. Check range and decide which action do
+ // Following player detection
+ if (IsInChassingRadious())
+ {
+ // 2'nd state alow us to brak going to hom,e action to follow player again
+ if (gameObject.GetComponent().State == NPCStateEnum.Pending || gameObject.GetComponent().State == NPCStateEnum.Walking)
+ {
+ approaching = true;
+
+ gameObject.GetComponent().State = NPCStateEnum.Walking;
+ }
+ }
+ else
+ {
+ // Turn around and go to home position
+ if (approaching)
+ {
+ approaching = false;
+ anim.SetBool("isRunning", true);
+ gameObject.GetComponent().State = NPCStateEnum.Walking;
+ }
+ }
+
+ // 2.Take action based on conditions around
+ HandleState();
+
+ // 3.
+ // COPIED FROM Following Enemy scripts
+ // Taking hit logic
+ timerHit += Time.deltaTime;
+ if (hit == true)
+ {
+ if (timerHit >= hitWaitTime)
+ {
+
+ TakeDamage(PlayerPrefs.GetFloat("attackValue"));
+ hit = false;
+ timerHit = 0f;
+ TakeKnockback();
+ }
+ }
+
+ // Detecting "is alive" logic
+ if (gameObject.active == false)
+ {
+ gameObject.GetComponent().isKilled = 1;
+ PlayerPrefs.SetInt(gameObject.GetComponent().enemyName, gameObject.GetComponent().isKilled);
+ }
+
+ die = PlayerPrefs.GetString("WizardDeath");
+ if (die == "die")
+ {
+ timerDeath += Time.deltaTime;
+ if (timerDeath >= waitTimerDeath)
+ {
+ if (x >= 0.3)
+ {
+ x = x - 0.04f;
+ y = y - 0.04f;
+
+ sprite.color = new Color(1, x, y, 1);
+ timerDeath = 0.0f;
+ }
+ else
+ {
+ z = z - 0.04f;
+ sprite.color = new Color(1, x, y, z);
+
+ timerDeath = 0.0f;
+ if (z <= 0)
+ {
+ gameObject.active = false;
+ }
+ }
+ }
+ }
+ }
+
+ public void CheckDistance()
+ {
+ StopAllCoroutines();
+
+
+ // isDuringFollowing - avr is setted by trigger range
+ if (approaching && !IsInActionRadious())
+ {
+ agent.FindPath();
+
+ StartCoroutine(agent.FollowPath());
+ }
+ else if (approaching)
+ {
+ // in this script we set attacking mode
+ SetActionAfterMetConditions();
+
+ agent.path.Clear(); // if we are able to talgk we dont want go go further player
+ }
+ else if (!approaching)
+ {
+ if (Vector2.Distance(transform.position, homePosition) > 0.8f) // cont vale - path finding stop moving them before reachin position well..
+ {
+ agent.point = homePosition;
+
+ agent.FindPoint();
+
+ StartCoroutine(agent.FollowPath());
+ }
+ else
+ {
+ anim.SetBool("isRunning", false);
+ gameObject.GetComponent().State = NPCStateEnum.Pending;
+
+ }
+ }
+ }
+
+
+ #region Taking damage from Player detection
+
+ public void OnTriggerEnter2D(Collider2D collision)
+ {
+ // Hit logic
+ if (collision.gameObject.tag == "AttackHitbox" || collision.gameObject.tag == "PickaxeHitbox")
+ {
+ hit = true;
+ }
+
+ }
+
+ public void OnTriggerExit2D(Collider2D other)
+ {
+ // Hit logic
+ if (other.tag == "AttackHitbox" || other.tag == "PickaxeHitbox")
+ {
+ timerDmg = 0f;
+
+ hit = false;
+ }
+ }
+ #endregion
+
+ public void HandleState()
+ {
+ switch (gameObject.GetComponent().State)
+ {
+ case NPCStateEnum.Walking:
+ {
+ CheckDistance();
+ break;
+ }
+ case NPCStateEnum.Talking:
+ {
+ TalkingAction();
+ break;
+ }
+ case NPCStateEnum.Pending:
+ {
+ break;
+ }
+ case NPCStateEnum.Attacking:
+ {
+ AttackingAction();
+ break;
+ }
+ default:
+ {
+ Debug.Log("Nieopisane zachowanie NPC ! ! !");
+ break;
+ }
+ }
+ }
+
+ public bool IsInChassingRadious()
+ {
+ if (Vector2.Distance(targetPosition.position, transform.position) >= chasingRadius)
+ return false;
+
+ return true;
+ }
+
+ public bool IsInActionRadious()
+ {
+ if (Vector2.Distance(targetPosition.position, transform.position) >= attackingRadius)
+ return false;
+
+ return true;
+ }
+
+ public void SetActionAfterMetConditions()
+ {
+ gameObject.GetComponent().State = NPCStateEnum.Attacking;
+ }
+
+ public void TalkingAction()
+ {
+ // Not required in this script
+ }
+
+ public void AttackingAction()
+ {
+ // if during Attacking mode player GO OUT of the attacking radious
+ if (!IsInActionRadious())
+ {
+ gameObject.GetComponent().State = NPCStateEnum.Walking;
+ return;
+ }
+
+ // Attacking logic
+ if (firstAttack == false)
+ {
+ if (timerDmg >= 0.15f)
+ {
+ firstAttack = true;
+
+ GameObject.FindGameObjectWithTag("Player").GetComponent().TakeDamage(
+ gameObject.GetComponent().baseAttack,
+ isPanelEnabled
+ );
+
+ timerDmg = 0f;
+ }
+ }
+ if (timerDmg >= waitTime)
+ {
+ timerDmg = 0f;
+
+ GameObject.FindGameObjectWithTag("Player").GetComponent().TakeDamage(
+ gameObject.GetComponent().baseAttack,
+ isPanelEnabled
+ );
+ }
+
+ timerDmg += Time.deltaTime;
+
+ }
+
+ #region dupplicated from Following :)
+ public void TakeDamage(float damage)
+ {
+ Debug.Log("TakeDamage");
+ gameObject.GetComponent().health -= damage;
+
+ if (gameObject.GetComponent().health <= 0)
+ {
+ attackingRadius = 0f;
+ chasingRadius = 0f;
+
+ PlayerPrefs.SetString("WizardDeath", "die");
+ gameObject.GetComponent().isKilled = 1;
+ GameObject.FindGameObjectWithTag("Player").GetComponent().GetExp(expValue);
+
+ // pass info about killing assigned enemy to mission manager listener
+ // pass enemy name from script NOT object name (thats allow to have many different objects variantsa with this same aggregate key (private name - not preffab name) )
+ ConditionManager.Instance.UpdateKillCondition(gameObject.GetComponent().MinionName);
+ }
+ }
+
+ public void TakeKnockback()
+ {
+ Rigidbody2D enemy = gameObject.GetComponent();
+ Rigidbody2D player = GameObject.FindGameObjectWithTag("Player").GetComponent();
+
+ if (enemy != null)
+ {
+ enemy.isKinematic = false;
+ Vector2 difference = enemy.transform.position - player.transform.position;
+ difference = difference.normalized * thrust;
+ enemy.AddForce(difference, ForceMode2D.Impulse);
+ //StartCoroutine(KnockCo(enemy));
+ }
+ }
+ #endregion
+
+ public void AfterAction()
+ {
+ approaching = false;
+ isAfterAction = true;
+ //isDuringConversation = false;
+ //PlayerPrefs.SetInt(gameObject.name + ".FirstDialogue", System.Convert.ToInt32(isAfterAction));
+ gameObject.GetComponent().State = NPCStateEnum.Walking;
+ }
+}
+
diff --git a/Assets/Scripts/WizardBattle.cs.meta b/Assets/Scripts/WizardBattle.cs.meta
new file mode 100644
index 00000000..43fda7c9
--- /dev/null
+++ b/Assets/Scripts/WizardBattle.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8d0e1dded911c184aa863837cbc1649e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Sprites/NPCs/WizardDown.anim b/Assets/Sprites/NPCs/WizardDown.anim
index b741542f..91577121 100644
--- a/Assets/Sprites/NPCs/WizardDown.anim
+++ b/Assets/Sprites/NPCs/WizardDown.anim
@@ -58,7 +58,7 @@ AnimationClip:
m_CycleOffset: 0
m_HasAdditiveReferencePose: 0
m_LoopTime: 1
- m_LoopBlend: 0
+ m_LoopBlend: 1
m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0
m_LoopBlendPositionXZ: 0
diff --git a/Assets/WizardLight.cs b/Assets/WizardLight.cs
new file mode 100644
index 00000000..307db224
--- /dev/null
+++ b/Assets/WizardLight.cs
@@ -0,0 +1,76 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Security.Cryptography;
+using UnityEngine;
+using Random = UnityEngine.Random;
+
+
+public class WizardLight : MonoBehaviour
+{
+
+ private float range = 0;
+ float minFlickerIntensity = 0.6f;
+ float maxFlickerIntensity = 0.8f;
+ float flickerSpeed = 0.05f;
+ private HardLight2D wizardlight;
+ private HardLight2D[] lights;
+ private GameObject fire;
+ private int randomizer = 0;
+ private Transform wizardTransform;
+ // Start is called before the first frame update
+ void Start()
+ {
+ lights = FindObjectsOfType();
+ List finalList = new List();
+ string nameToLookFor = "LightWizard";
+
+ for(var i = 0; i < lights.Length; i++)
+ {
+ if(lights[i].name == nameToLookFor)
+ {
+ finalList.Add(lights[i]);
+ }
+ }
+ wizardlight = finalList[0];
+
+ //firelight = FindObjectOfType();
+ StartCoroutine( ChangeRange());
+
+ wizardTransform = GameObject.FindGameObjectWithTag("NPC").transform;
+ }
+
+ private void Update()
+ {
+ StartCoroutine( ChangeRange());
+
+ wizardTransform = GameObject.FindGameObjectWithTag("NPC").transform;
+
+ if (DungeonManager.hasTeleported)
+ {
+ Destroy(gameObject);
+ wizardlight.enabled = false;
+ }
+ }
+
+ void LateUpdate()
+ {
+ // we store current camera's position here
+ Vector3 temp = transform.position;
+ temp.x = wizardTransform.position.x;
+ temp.y = wizardTransform.position.y-0.2f;
+ transform.position = temp;
+
+ }
+
+ IEnumerator ChangeRange()
+ {
+ if (randomizer == 0) {
+ wizardlight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
+ }
+ else wizardlight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
+
+ randomizer = Random.Range (0, 1);
+ yield return new WaitForSeconds(flickerSpeed);
+ }
+}
diff --git a/Assets/WizardLight.cs.meta b/Assets/WizardLight.cs.meta
new file mode 100644
index 00000000..fced9d49
--- /dev/null
+++ b/Assets/WizardLight.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8e810f44247dd5f459eeb0c986cb49a1
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/world_173.asset b/Assets/world_173.asset
new file mode 100644
index 00000000..6132fe2b
--- /dev/null
+++ b/Assets/world_173.asset
@@ -0,0 +1,36 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
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+ m_EditorHideFlags: 0
+ m_Script: {fileID: 13312, guid: 0000000000000000e000000000000000, type: 0}
+ m_Name: world_173
+ m_EditorClassIdentifier:
+ m_Sprite: {fileID: 3832754618602560763, guid: a9c0c772b01d7ad46a8fc890b31f10f3, type: 3}
+ m_Color: {r: 1, g: 1, b: 1, a: 1}
+ m_Transform:
+ e00: 1
+ e01: 0
+ e02: 0
+ e03: 0
+ e10: 0
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diff --git a/Assets/world_173.asset.meta b/Assets/world_173.asset.meta
new file mode 100644
index 00000000..f06162f0
--- /dev/null
+++ b/Assets/world_173.asset.meta
@@ -0,0 +1,8 @@
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diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
index 66ff9c9d..43df8f65 100644
--- a/ProjectSettings/TagManager.asset
+++ b/ProjectSettings/TagManager.asset
@@ -19,6 +19,13 @@ TagManager:
- Test
- ChestCollection
- Manager
+ - HitboxTop
+ - HitboxRight
+ - HitboxBottom
+ - HitboxLeft
+ - ItemCollection
+ - WizardLight
+ - Fire
layers:
- Default
- TransparentFX
diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset
index cbf1be81..a70981be 100644
--- a/UserSettings/EditorUserSettings.asset
+++ b/UserSettings/EditorUserSettings.asset
@@ -6,34 +6,34 @@ EditorUserSettings:
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