Merge remote-tracking branch 'origin/master'
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEngineBridge.001.dll</HintPath>
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||||||
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<Reference Include="Unity.VSCode.Editor">
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||||||
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.VSCode.Editor.dll</HintPath>
|
||||||
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||||||
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|
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.PixelPerfect.dll</HintPath>
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||||||
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.Editor.dll</HintPath>
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|
@ -9,14 +9,28 @@ public class Fire : MonoBehaviour
|
|||||||
float maxFlickerIntensity = 1.0f;
|
float maxFlickerIntensity = 1.0f;
|
||||||
float flickerSpeed = 4.9f;
|
float flickerSpeed = 4.9f;
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private HardLight2D firelight;
|
private HardLight2D firelight;
|
||||||
|
private HardLight2D[] lights;
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private GameObject fire;
|
private GameObject fire;
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private int randomizer = 0;
|
private int randomizer = 0;
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|
|
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// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
firelight = FindObjectOfType<HardLight2D>();
|
|
||||||
fire = GameObject.Find("Fire");
|
lights = FindObjectsOfType<HardLight2D>();
|
||||||
|
List<HardLight2D> finalList = new List<HardLight2D>();
|
||||||
|
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<HardLight2D>();
|
||||||
StartCoroutine( ChangeRange());
|
StartCoroutine( ChangeRange());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
156
Assets/Animations/Fire/FireCamp.prefab
Normal file
156
Assets/Animations/Fire/FireCamp.prefab
Normal file
@ -0,0 +1,156 @@
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|
%YAML 1.1
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- component: {fileID: 8930108977305812708}
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25
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25
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134
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1995903830}
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gateway:
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currentMapName: SampleScene
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coords: {x: 0, y: 0, z: 0}
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respawnCoords: {x: -5, y: 1.5, z: 10}
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--- !u!1 &2020454682
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--- !u!1 &2020454682
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -206518,7 +206745,7 @@ Transform:
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m_LocalScale: {x: 1.975, y: 1, z: 1}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &2020454687
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--- !u!114 &2020454687
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MonoBehaviour:
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MonoBehaviour:
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@ -206551,6 +206778,7 @@ MonoBehaviour:
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coords: {x: 0, y: 0, z: 0}
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coords: {x: 0, y: 0, z: 0}
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nextMapName: ForestWay
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nextMapName: ForestWay
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respawnCoords: {x: 0.55, y: -11.5, z: 10}
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respawnCoords: {x: 0.55, y: -11.5, z: 10}
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isEnabled: 1
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--- !u!1 &2042296513
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--- !u!1 &2042296513
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GameObject:
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GameObject:
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@ -206752,6 +206980,7 @@ MonoBehaviour:
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SoundsPanel: {fileID: 271856464}
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ControlsPanel: {fileID: 174581753}
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ControlsPanel: {fileID: 174581753}
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LanguagePanel: {fileID: 1794238133}
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LanguagePanel: {fileID: 1794238133}
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--- !u!4 &2046845869
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--- !u!4 &2046845869
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Transform:
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m_ObjectHideFlags: 0
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@ -206764,7 +206993,7 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 15
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &2059437275
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--- !u!1 &2059437275
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GameObject:
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GameObject:
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@ -207375,7 +207604,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 3079617781123838030, guid: 6b44df46620f48f41903e7858379f704, type: 3}
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propertyPath: m_RootOrder
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value: 14
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 3079617781123838030, guid: 6b44df46620f48f41903e7858379f704, type: 3}
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- target: {fileID: 3079617781123838030, guid: 6b44df46620f48f41903e7858379f704, type: 3}
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propertyPath: m_LocalPosition.x
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propertyPath: m_LocalPosition.x
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|
File diff suppressed because it is too large
Load Diff
44
Assets/Scripts/DungeonItemsFiller.cs
Normal file
44
Assets/Scripts/DungeonItemsFiller.cs
Normal file
@ -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<TileMapGenerator>().gameObject.GetComponent<TileMapGenerator>().randomCoordsForStanding();
|
||||||
|
var CoinClone = Instantiate(itemOriginalOne, coords, Quaternion.identity);
|
||||||
|
CoinClone.name = "ItemClone-" + (i + 1);
|
||||||
|
CoinClone.transform.parent = itemOneContainer.transform;
|
||||||
|
if (i == numberOfItems - 1)
|
||||||
|
{
|
||||||
|
wasBuilt = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/DungeonItemsFiller.cs.meta
Normal file
11
Assets/Scripts/DungeonItemsFiller.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 55de082866c90be4dbc852a48b53c897
|
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|
MonoImporter:
|
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|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
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|
assetBundleName:
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|
assetBundleVariant:
|
@ -62,6 +62,13 @@ public class BossThug : MonoBehaviour
|
|||||||
}
|
}
|
||||||
else if (state == BossThugEnum.Attacking && player.GetComponent<Player>().currentHealth <= 0)
|
else if (state == BossThugEnum.Attacking && player.GetComponent<Player>().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<DoorBehaviour>().ScenetToMoveTo();
|
doorway.GetComponent<DoorBehaviour>().ScenetToMoveTo();
|
||||||
PlayerPrefs.SetFloat("health-S", 10.0f);
|
PlayerPrefs.SetFloat("health-S", 10.0f);
|
||||||
PlayerPrefs.SetFloat("health-S", 10.0f);
|
PlayerPrefs.SetFloat("health-S", 10.0f);
|
||||||
|
@ -12,8 +12,8 @@ public class AStarPathfindingAgent : MonoBehaviour
|
|||||||
public bool isChasing;
|
public bool isChasing;
|
||||||
private Animator myAnim;
|
private Animator myAnim;
|
||||||
|
|
||||||
private float moveX;
|
private float moveX, moveXWizard;
|
||||||
private float moveY;
|
private float moveY, moveYWizard;
|
||||||
|
|
||||||
public Vector3 point;
|
public Vector3 point;
|
||||||
|
|
||||||
@ -43,7 +43,7 @@ public class AStarPathfindingAgent : MonoBehaviour
|
|||||||
public void FindPath()
|
public void FindPath()
|
||||||
{
|
{
|
||||||
var player = FindObjectOfType<Player>().gameObject;
|
var player = FindObjectOfType<Player>().gameObject;
|
||||||
|
Debug.Log("Findign Path");
|
||||||
point = player.transform.position;
|
point = player.transform.position;
|
||||||
|
|
||||||
FindPoint();
|
FindPoint();
|
||||||
@ -54,6 +54,7 @@ public class AStarPathfindingAgent : MonoBehaviour
|
|||||||
Pathfinder.FindPath(transform.position, point, this);
|
Pathfinder.FindPath(transform.position, point, this);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public void ControlAnim()
|
public void ControlAnim()
|
||||||
{
|
{
|
||||||
moveX = point.x - transform.position.x;
|
moveX = point.x - transform.position.x;
|
||||||
@ -109,8 +110,10 @@ public class AStarPathfindingAgent : MonoBehaviour
|
|||||||
myAnim.SetBool("Left", false);
|
myAnim.SetBool("Left", false);
|
||||||
}
|
}
|
||||||
|
|
||||||
//moveX = path[targetIndex].worldPosition.x - current.x;
|
moveXWizard = path[targetIndex].worldPosition.x - current.x;
|
||||||
//moveY = path[targetIndex].worldPosition.y - current.y;
|
moveYWizard = path[targetIndex].worldPosition.y - current.y;
|
||||||
|
myAnim.SetFloat("moveYWizard", moveYWizard);
|
||||||
|
myAnim.SetFloat("moveXWizard", moveXWizard);
|
||||||
moveX = point.x - current.x;
|
moveX = point.x - current.x;
|
||||||
moveY = point.y - current.y;
|
moveY = point.y - current.y;
|
||||||
myAnim.SetFloat("Yinfo", moveY);
|
myAnim.SetFloat("Yinfo", moveY);
|
||||||
|
@ -12,11 +12,12 @@ public class NodeMap : MonoBehaviour
|
|||||||
public float cellSize;
|
public float cellSize;
|
||||||
public TileData[] TileDatas;
|
public TileData[] TileDatas;
|
||||||
public Dictionary<TileBase, TileData> DataFromTiles = new Dictionary<TileBase, TileData>();
|
public Dictionary<TileBase, TileData> DataFromTiles = new Dictionary<TileBase, TileData>();
|
||||||
|
public bool hasEverRun = false;
|
||||||
public Tilemap tilemap;
|
public Tilemap tilemap;
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void LateUpdate()
|
||||||
{
|
{
|
||||||
|
if (!hasEverRun){
|
||||||
DataFromTiles = new Dictionary<TileBase, TileData>();
|
DataFromTiles = new Dictionary<TileBase, TileData>();
|
||||||
foreach (var tileData in TileDatas)
|
foreach (var tileData in TileDatas)
|
||||||
{
|
{
|
||||||
@ -26,11 +27,15 @@ public class NodeMap : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
hasEverRun = true;
|
||||||
CreateNodes();
|
CreateNodes();
|
||||||
TileCheck();
|
TileCheck();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public void TileCheck()
|
public void TileCheck()
|
||||||
{
|
{
|
||||||
foreach (var n in nodeGrid)
|
foreach (var n in nodeGrid)
|
||||||
|
@ -14,12 +14,6 @@ MonoBehaviour:
|
|||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
Tiles:
|
Tiles:
|
||||||
- {fileID: 11400000, guid: bcef03bfe6d889f458c051fcda77d968, type: 2}
|
- {fileID: 11400000, guid: bcef03bfe6d889f458c051fcda77d968, type: 2}
|
||||||
- {fileID: 11400000, guid: d42493bc02d957348b2fa86903567280, type: 2}
|
- {fileID: 11400000, guid: d71e206419fbe4c4aa6787f74226c30a, type: 2}
|
||||||
- {fileID: 11400000, guid: de0fda329382efd4282ae71a2102f4d3, type: 2}
|
- {fileID: 11400000, guid: 94ebdd7e7cf39e841a93596879fe58d5, 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}
|
|
||||||
walkable: 1
|
walkable: 1
|
||||||
|
@ -32,7 +32,7 @@ public class TileMapGenerator : MonoBehaviour
|
|||||||
List<FloodFill> fillers = new List<FloodFill>();
|
List<FloodFill> fillers = new List<FloodFill>();
|
||||||
|
|
||||||
|
|
||||||
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)));
|
FloodFill filler = new FloodFill(map, 1, new Vector2Int(Random.Range(0, 70), Random.Range(0, 70)));
|
||||||
fillers.Add(filler);
|
fillers.Add(filler);
|
||||||
@ -74,7 +74,7 @@ public class TileMapGenerator : MonoBehaviour
|
|||||||
|
|
||||||
GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
|
GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
|
||||||
Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count));
|
Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count));
|
||||||
Vector3 startPosOfPlayer = default;
|
Vector3 possiblePos = default;
|
||||||
foreach (var filler in fillers)
|
foreach (var filler in fillers)
|
||||||
{
|
{
|
||||||
int id = filler.id;
|
int id = filler.id;
|
||||||
@ -83,8 +83,8 @@ public class TileMapGenerator : MonoBehaviour
|
|||||||
if (id == 1)
|
if (id == 1)
|
||||||
{
|
{
|
||||||
ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1);
|
ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1);
|
||||||
startPosOfPlayer = new Vector3Int(pos.x, pos.y, 0);
|
possiblePos = new Vector3Int(pos.x, pos.y, 0);
|
||||||
availablePos.Add(startPosOfPlayer);
|
availablePos.Add(possiblePos);
|
||||||
}
|
}
|
||||||
else if (id == 2)
|
else if (id == 2)
|
||||||
{
|
{
|
||||||
@ -121,14 +121,14 @@ public class TileMapGenerator : MonoBehaviour
|
|||||||
|
|
||||||
public Vector3 randomCoordsForStanding()
|
public Vector3 randomCoordsForStanding()
|
||||||
{
|
{
|
||||||
Tile test = new Tile();
|
//Tile test = new Tile();
|
||||||
while (true)
|
while (true)
|
||||||
{
|
{
|
||||||
int bound = availablePos.Count;
|
int bound = availablePos.Count;
|
||||||
int randomVal;
|
int randomVal;
|
||||||
randomVal = Random.Range(0, bound);
|
randomVal = Random.Range(0, bound);
|
||||||
|
|
||||||
return availablePos[randomVal];
|
return availablePos[randomVal] + new Vector3( 0.5f, 0.5f, 0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -26,6 +26,13 @@ public class DungeonManager : MonoBehaviour
|
|||||||
|
|
||||||
public bool IsBuilded = false;
|
public bool IsBuilded = false;
|
||||||
|
|
||||||
|
public static bool hasTeleported;
|
||||||
|
|
||||||
|
public static void SetTeleported()
|
||||||
|
{
|
||||||
|
hasTeleported = true;
|
||||||
|
}
|
||||||
|
|
||||||
public void Awake()
|
public void Awake()
|
||||||
{
|
{
|
||||||
if (PlayerPrefs.HasKey(NAME))
|
if (PlayerPrefs.HasKey(NAME))
|
||||||
@ -41,7 +48,7 @@ public class DungeonManager : MonoBehaviour
|
|||||||
|
|
||||||
public void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
|
hasTeleported = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Update()
|
public void Update()
|
||||||
@ -133,7 +140,7 @@ public class DungeonManager : MonoBehaviour
|
|||||||
public void BuildWizard()
|
public void BuildWizard()
|
||||||
{
|
{
|
||||||
Vector3 teleportCoords;
|
Vector3 teleportCoords;
|
||||||
|
Debug.Log("creating wizard!!!!!!!!!!!");
|
||||||
do
|
do
|
||||||
{
|
{
|
||||||
teleportCoords = GameObject.FindObjectOfType<TileMapGenerator>().gameObject.GetComponent<TileMapGenerator>().randomCoordsForStanding();
|
teleportCoords = GameObject.FindObjectOfType<TileMapGenerator>().gameObject.GetComponent<TileMapGenerator>().randomCoordsForStanding();
|
||||||
|
@ -8,7 +8,8 @@ using UnityEngine;
|
|||||||
[RequireComponent(typeof(NPC))]
|
[RequireComponent(typeof(NPC))]
|
||||||
class EscapingWizard : MonoBehaviour
|
class EscapingWizard : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
private HardLight2D wizardlight;
|
||||||
|
private HardLight2D[] lights;
|
||||||
private Rigidbody2D myRigidbody;
|
private Rigidbody2D myRigidbody;
|
||||||
public Animator anim;
|
public Animator anim;
|
||||||
|
|
||||||
@ -23,6 +24,7 @@ class EscapingWizard : MonoBehaviour
|
|||||||
|
|
||||||
public bool isDuringEscaping = false; // var is setted by trigger range
|
public bool isDuringEscaping = false; // var is setted by trigger range
|
||||||
|
|
||||||
|
|
||||||
public float escapingRadius = 6f; // radious where Wizard start escaping if player is in
|
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 Start()
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
@ -63,18 +64,29 @@ class EscapingWizard : MonoBehaviour
|
|||||||
anim.SetFloat("Yinfo", dir.y);
|
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());
|
StartCoroutine(agent.FollowPath());
|
||||||
|
|
||||||
} else
|
} else
|
||||||
{
|
{
|
||||||
anim.SetBool("isRunning", false);
|
//anim.SetBool("isRunning", false);
|
||||||
|
|
||||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Pending;
|
gameObject.GetComponent<NPC>().State = NPCStateEnum.Pending;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDrawGizmos()
|
||||||
|
{
|
||||||
|
Gizmos.color = Color.magenta;
|
||||||
|
Gizmos.DrawWireSphere(transform.position,escapingRadius);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
public bool IsInEscapingRadious()
|
public bool IsInEscapingRadious()
|
||||||
{
|
{
|
||||||
if (Vector2.Distance(GameObject.FindGameObjectWithTag("Player").transform.position, transform.position) >= escapingRadius)
|
if (Vector2.Distance(GameObject.FindGameObjectWithTag("Player").transform.position, transform.position) >= escapingRadius)
|
||||||
@ -87,6 +99,8 @@ class EscapingWizard : MonoBehaviour
|
|||||||
{
|
{
|
||||||
if(collision.collider.tag == "SceneTransition")
|
if(collision.collider.tag == "SceneTransition")
|
||||||
{
|
{
|
||||||
|
DungeonManager.SetTeleported();
|
||||||
|
|
||||||
Destroy(gameObject);
|
Destroy(gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
414
Assets/Scripts/WizardBattle.cs
Normal file
414
Assets/Scripts/WizardBattle.cs
Normal file
@ -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<AStarPathfindingAgent>();
|
||||||
|
|
||||||
|
|
||||||
|
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<Enemy>().isKilled = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (gameObject.GetComponent<Enemy>().health <= 0)
|
||||||
|
gameObject.GetComponent<Enemy>().isKilled = 1;
|
||||||
|
else // Else read saved value
|
||||||
|
gameObject.GetComponent<Enemy>().isKilled = PlayerPrefs.GetInt(gameObject.GetComponent<Enemy>().enemyName + "-S");
|
||||||
|
|
||||||
|
|
||||||
|
if (gameObject.GetComponent<Enemy>().isKilled == 1)
|
||||||
|
{
|
||||||
|
gameObject.SetActive(false);
|
||||||
|
gameObject.GetComponent<Enemy>().isKilled = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
myRigidbody = GetComponent<Rigidbody2D>();
|
||||||
|
anim = GetComponent<Animator>();
|
||||||
|
|
||||||
|
PlayerPrefs.SetString("WizardDeath", "alive");
|
||||||
|
timerDeath = 0.0f;
|
||||||
|
waitTimerDeath = 0.09f;
|
||||||
|
sprite = GetComponent<SpriteRenderer>();
|
||||||
|
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<NPC>().State == NPCStateEnum.Pending || gameObject.GetComponent<NPC>().State == NPCStateEnum.Walking)
|
||||||
|
{
|
||||||
|
approaching = true;
|
||||||
|
|
||||||
|
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Turn around and go to home position
|
||||||
|
if (approaching)
|
||||||
|
{
|
||||||
|
approaching = false;
|
||||||
|
anim.SetBool("isRunning", true);
|
||||||
|
gameObject.GetComponent<NPC>().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<Enemy>().isKilled = 1;
|
||||||
|
PlayerPrefs.SetInt(gameObject.GetComponent<Enemy>().enemyName, gameObject.GetComponent<Enemy>().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<NPC>().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<NPC>().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<NPC>().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<NPC>().State = NPCStateEnum.Walking;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Attacking logic
|
||||||
|
if (firstAttack == false)
|
||||||
|
{
|
||||||
|
if (timerDmg >= 0.15f)
|
||||||
|
{
|
||||||
|
firstAttack = true;
|
||||||
|
|
||||||
|
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().TakeDamage(
|
||||||
|
gameObject.GetComponent<Enemy>().baseAttack,
|
||||||
|
isPanelEnabled
|
||||||
|
);
|
||||||
|
|
||||||
|
timerDmg = 0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (timerDmg >= waitTime)
|
||||||
|
{
|
||||||
|
timerDmg = 0f;
|
||||||
|
|
||||||
|
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().TakeDamage(
|
||||||
|
gameObject.GetComponent<Enemy>().baseAttack,
|
||||||
|
isPanelEnabled
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
timerDmg += Time.deltaTime;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#region dupplicated from Following :)
|
||||||
|
public void TakeDamage(float damage)
|
||||||
|
{
|
||||||
|
Debug.Log("TakeDamage");
|
||||||
|
gameObject.GetComponent<Enemy>().health -= damage;
|
||||||
|
|
||||||
|
if (gameObject.GetComponent<Enemy>().health <= 0)
|
||||||
|
{
|
||||||
|
attackingRadius = 0f;
|
||||||
|
chasingRadius = 0f;
|
||||||
|
|
||||||
|
PlayerPrefs.SetString("WizardDeath", "die");
|
||||||
|
gameObject.GetComponent<Enemy>().isKilled = 1;
|
||||||
|
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().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<Enemy>().MinionName);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TakeKnockback()
|
||||||
|
{
|
||||||
|
Rigidbody2D enemy = gameObject.GetComponent<Rigidbody2D>();
|
||||||
|
Rigidbody2D player = GameObject.FindGameObjectWithTag("Player").GetComponent<Rigidbody2D>();
|
||||||
|
|
||||||
|
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<NPC>().State = NPCStateEnum.Walking;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
11
Assets/Scripts/WizardBattle.cs.meta
Normal file
11
Assets/Scripts/WizardBattle.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8d0e1dded911c184aa863837cbc1649e
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -58,7 +58,7 @@ AnimationClip:
|
|||||||
m_CycleOffset: 0
|
m_CycleOffset: 0
|
||||||
m_HasAdditiveReferencePose: 0
|
m_HasAdditiveReferencePose: 0
|
||||||
m_LoopTime: 1
|
m_LoopTime: 1
|
||||||
m_LoopBlend: 0
|
m_LoopBlend: 1
|
||||||
m_LoopBlendOrientation: 0
|
m_LoopBlendOrientation: 0
|
||||||
m_LoopBlendPositionY: 0
|
m_LoopBlendPositionY: 0
|
||||||
m_LoopBlendPositionXZ: 0
|
m_LoopBlendPositionXZ: 0
|
||||||
|
76
Assets/WizardLight.cs
Normal file
76
Assets/WizardLight.cs
Normal file
@ -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<HardLight2D>();
|
||||||
|
List<HardLight2D> finalList = new List<HardLight2D>();
|
||||||
|
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<HardLight2D>();
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/WizardLight.cs.meta
Normal file
11
Assets/WizardLight.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8e810f44247dd5f459eeb0c986cb49a1
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
36
Assets/world_173.asset
Normal file
36
Assets/world_173.asset
Normal file
@ -0,0 +1,36 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
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||||||
|
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|
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m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 13312, guid: 0000000000000000e000000000000000, type: 0}
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|
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|
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|
||||||
|
m_Transform:
|
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|
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|
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|
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8
Assets/world_173.asset.meta
Normal file
8
Assets/world_173.asset.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: 0bd400519d67ac445b48b519a273e0c4
|
||||||
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|
||||||
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externalObjects: {}
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||||||
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mainObjectFileID: 11400000
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||||||
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userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
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@ -19,6 +19,13 @@ TagManager:
|
|||||||
- Test
|
- Test
|
||||||
- ChestCollection
|
- ChestCollection
|
||||||
- Manager
|
- Manager
|
||||||
|
- HitboxTop
|
||||||
|
- HitboxRight
|
||||||
|
- HitboxBottom
|
||||||
|
- HitboxLeft
|
||||||
|
- ItemCollection
|
||||||
|
- WizardLight
|
||||||
|
- Fire
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
@ -6,34 +6,34 @@ EditorUserSettings:
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Loading…
Reference in New Issue
Block a user