Merge remote-tracking branch 'origin/master'

This commit is contained in:
kabix09 2023-01-14 11:00:22 +01:00
commit eb3f0d1cc2
66 changed files with 68280 additions and 10233 deletions

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@ -277,22 +277,22 @@
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@ -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<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());
}

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gateway:
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@ -206551,6 +206778,7 @@ MonoBehaviour:
coords: {x: 0, y: 0, z: 0}
nextMapName: ForestWay
respawnCoords: {x: 0.55, y: -11.5, z: 10}
isEnabled: 1
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LanguagePanel: {fileID: 1794238133}
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File diff suppressed because it is too large Load Diff

View 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;
}
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 55de082866c90be4dbc852a48b53c897
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -62,6 +62,13 @@ public class BossThug : MonoBehaviour
}
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();
PlayerPrefs.SetFloat("health-S", 10.0f);
PlayerPrefs.SetFloat("health-S", 10.0f);

View File

@ -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<Player>().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);

View File

@ -12,25 +12,30 @@ public class NodeMap : MonoBehaviour
public float cellSize;
public TileData[] TileDatas;
public Dictionary<TileBase, TileData> DataFromTiles = new Dictionary<TileBase, TileData>();
public bool hasEverRun = false;
public Tilemap tilemap;
// Start is called before the first frame update
void Start()
void LateUpdate()
{
DataFromTiles = new Dictionary<TileBase, TileData>();
foreach (var tileData in TileDatas)
{
foreach (var tile in tileData.Tiles)
if (!hasEverRun){
DataFromTiles = new Dictionary<TileBase, TileData>();
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)

View File

@ -14,12 +14,6 @@ MonoBehaviour:
m_EditorClassIdentifier:
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walkable: 1

View File

@ -32,7 +32,7 @@ public class TileMapGenerator : MonoBehaviour
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)));
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);
}

View File

@ -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<TileMapGenerator>().gameObject.GetComponent<TileMapGenerator>().randomCoordsForStanding();

View File

@ -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<NPC>().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);
}
}

View 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;
}
}

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76
Assets/WizardLight.cs Normal file
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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);
}
}

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@ -19,6 +19,13 @@ TagManager:
- Test
- ChestCollection
- Manager
- HitboxTop
- HitboxRight
- HitboxBottom
- HitboxLeft
- ItemCollection
- WizardLight
- Fire
layers:
- Default
- TransparentFX

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