Add thugs status tmp saving logic

This commit is contained in:
KrolMel 2022-10-02 18:45:58 +02:00 committed by kabix09
parent ce019b2dd2
commit eef1697737
428 changed files with 18398 additions and 826 deletions

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@ -2,8 +2,10 @@
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<PropertyGroup>
<LangVersion>latest</LangVersion>
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<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@ -11,7 +13,8 @@
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<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<AssemblyName>Assembly-CSharp</AssemblyName>
@ -27,8 +30,9 @@
<DefineConstants>DEBUG;TRACE;UNITY_2020_3_32;UNITY_2020_3;UNITY_2020;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;UNITY_2019_3_OR_NEWER;UNITY_2019_4_OR_NEWER;UNITY_2020_1_OR_NEWER;UNITY_2020_2_OR_NEWER;UNITY_2020_3_OR_NEWER;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;USE_SEARCH_ENGINE_API;SCENE_TEMPLATE_MODULE;ENABLE_AR;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_EVENT_QUEUE;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_VIRTUALTEXTURING;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_UNITYWEBREQUEST;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;ENABLE_MANAGED_UNITYTLS;INCLUDE_DYNAMIC_GI;ENABLE_MONO_BDWGC;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;PLATFORM_STANDALONE;PLATFORM_STANDALONE_WIN;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;PLATFORM_UPDATES_TIME_OUTSIDE_OF_PLAYER_LOOP;GFXDEVICE_WAITFOREVENT_MESSAGEPUMP;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_STANDARD_2_0;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER</DefineConstants>
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@ -36,8 +40,9 @@
<OutputPath>Temp\bin\Release\</OutputPath>
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<PropertyGroup>
<NoConfig>true</NoConfig>
@ -55,6 +60,7 @@
<Compile Include="Assets\Scripts\UI\ISlot.cs" />
<Compile Include="Assets\Scripts\Enemies&apos; Scprits\Enemy.cs" />
<Compile Include="Assets\Scripts\Objects\GoldOre.cs" />
<Compile Include="Assets\Scripts\SceneManager\NPC\NPCManager.cs" />
<Compile Include="Assets\OpenSettingsOnESCPress.cs" />
<Compile Include="Assets\closePossibleButtonInfo.cs" />
<Compile Include="Assets\BreakOre.cs" />
@ -118,6 +124,7 @@
<Compile Include="Assets\Scripts\Inventory\InventoryPanelController.cs" />
<Compile Include="Assets\TakingDamage.cs" />
<Compile Include="Assets\StartOnEnter.cs" />
<Compile Include="Assets\Scripts\Enemies&apos; Scprits\Cave\BossThug.cs" />
<Compile Include="Assets\Scripts\UI\BaseWarehouseController.cs" />
<Compile Include="Assets\Scripts\ChangeScene.cs" />
<Compile Include="Assets\OpenPanelOnCollision.cs" />

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@ -6,7 +6,6 @@ public class BreakOre : MonoBehaviour
{
public string name;
public string name2;
public Sprite[] sprites;
private int oldSprite;
@ -25,15 +24,15 @@ public class BreakOre : MonoBehaviour
availableSprites.Add(i);
}
int continued = PlayerPrefs.GetInt("continued");
if (continued == 1)
if (OnMapAppearanceMethod.Gateway == OnMapAppearanceMethodEnum.NewGame)
{
isBroken = PlayerPrefs.GetInt(name2);
isBroken = 0; // TODO Like in NPC Type script
}
else
{
isBroken = PlayerPrefs.GetInt(name);
isBroken = PlayerPrefs.GetInt(name + "-S");
}
if (isBroken == 1)
{
gameObject.SetActive(false);
@ -83,6 +82,6 @@ public class BreakOre : MonoBehaviour
public void SaveCheckpoint()
{
PlayerPrefs.SetInt(name2, isBroken);
PlayerPrefs.SetInt(name + "-S", isBroken);
}
}

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

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@ -6,28 +6,43 @@ public class NewGame : MonoBehaviour
{
public void ResetSettings()
{
// when new game is started, clear all rememberred vars (for now, added for this one with dynamic names)
PlayerPrefs.DeleteAll();
// !!! TODO do local save in other way !!!
// !!! comment on changed elements
int rock = 1;
PlayerPrefs.SetInt("rock", rock);
PlayerPrefs.SetInt("rock", rock); // Is it use anywhere? I have not found
/*
string pickaxe1 = "create";
PlayerPrefs.SetString("pickaxe1", pickaxe1);
*/
string name = "none";
PlayerPrefs.SetString("name", name);
int isQuest = 1;
PlayerPrefs.SetInt("lumberjack", isQuest);
//int isQuest = 1;
//PlayerPrefs.SetInt("lumberjack", isQuest);
/*
int isKilled = 0;
PlayerPrefs.SetInt("bat0", isKilled);
PlayerPrefs.SetInt("bat1", isKilled);
PlayerPrefs.SetInt("skeleton0", isKilled);
PlayerPrefs.SetInt("slime0", isKilled);
PlayerPrefs.SetInt("slime1", isKilled);
*/
float health = 10.0f;
PlayerPrefs.SetFloat("health", health);
PlayerPrefs.SetInt("continued", 0);
PlayerPrefs.SetInt("rock", 0);
PlayerPrefs.SetInt("goldOre", 0);
//PlayerPrefs.SetInt("continued", 0);
PlayerPrefs.SetInt("rock", 0); // Is it use anywhere? I have not found
//PlayerPrefs.SetInt("goldOre", 0);
PlayerPrefs.SetInt("pickaxe", 0);
PlayerPrefs.SetInt("BossThug", 0);
PlayerPrefs.SetInt("Thug1", 0);
PlayerPrefs.SetInt("Thug2", 0);
}
}

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

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