Improved leveling up system

This commit is contained in:
Alicja 2022-10-23 13:29:22 +02:00
parent 19755048d1
commit f19efeed73
11 changed files with 538 additions and 242 deletions

View File

@ -2,7 +2,7 @@
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23
Assets/DisplayLvl.cs Normal file
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@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DisplayLvl : MonoBehaviour
{
public Text displayText;
void Start()
{
int lvl;
string lvlString;
lvl = PlayerPrefs.GetInt("lvl");
lvlString = lvl.ToString();
displayText.text = lvlString;
}
}

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@ -18,7 +18,9 @@ public class NewGame : MonoBehaviour
string pickaxe1 = "create"; string pickaxe1 = "create";
PlayerPrefs.SetString("pickaxe1", pickaxe1); PlayerPrefs.SetString("pickaxe1", pickaxe1);
*/ */
PlayerPrefs.SetInt("exp", 0); PlayerPrefs.SetFloat("exp", 0);
PlayerPrefs.SetInt("lvl", 1);
PlayerPrefs.SetFloat("maxExp", 10);
string name = "none"; string name = "none";
PlayerPrefs.SetString("name", name); PlayerPrefs.SetString("name", name);

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@ -132306,6 +132306,7 @@ RectTransform:
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@ -132980,6 +132983,99 @@ MonoBehaviour:
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@ -38,6 +38,18 @@ public class EquipmentPanelController : BasePanelController
base.Awake(); base.Awake();
} }
void Update()
{
if(Input.GetKeyDown("i"))
{
if (_instance)
{
_instance.GetComponent<EquipmentManager>().ClosePanel();
Destroy(gameObject); // destroy panel
}
}
}
public override void CloseOnClick() public override void CloseOnClick()
{ {
Destroy(gameObject); // destroy panel Destroy(gameObject); // destroy panel

View File

@ -22,6 +22,16 @@ public class InventoryPanelController : BasePanelController
base.Setup(_items); base.Setup(_items);
} }
void Update()
{
if (Input.GetKeyDown("i"))
{
Destroy(gameObject); // destroy panel
InventoryManager.Instance.GetComponent<InventoryManager>().ClosePanel();
}
}
protected override ISlot SetupSlot(int key, GameObject _parent) protected override ISlot SetupSlot(int key, GameObject _parent)
{ {
InventorySlot _tmpSlot = Instantiate(_blankSlot, _parent.transform.position, Quaternion.identity).GetComponent<InventorySlot>(); InventorySlot _tmpSlot = Instantiate(_blankSlot, _parent.transform.position, Quaternion.identity).GetComponent<InventorySlot>();

View File

@ -6,14 +6,26 @@ using UnityEngine.UI;
public class LevelBar : MonoBehaviour public class LevelBar : MonoBehaviour
{ {
public Slider slider; public Slider slider;
public float maxExp;
public float exp;
public void SetStartExp(float exp) public void SetStartExp(float exp)
{ {
slider.maxValue = 20; maxExp = PlayerPrefs.GetFloat("maxExp");
slider.maxValue = maxExp;
//slider.value = exp; //slider.value = exp;
} }
public void SetExp(float exp) void Update()
{
maxExp = PlayerPrefs.GetFloat("maxExp");
exp = PlayerPrefs.GetFloat("exp");
slider.maxValue = maxExp;
slider.value = exp;
//SetExp(exp);
}
/* public void SetExp(float exp)
{ {
slider.value = exp; slider.value = exp;
} }

View File

@ -25,6 +25,8 @@ public class Player : MonoBehaviour
private static bool pickaxeInUse; private static bool pickaxeInUse;
private static bool playerInCollider; private static bool playerInCollider;
public bool lvlUp = false;
public float test;
private float timerRegen = 0f; private float timerRegen = 0f;
private float timerTick = 0f; private float timerTick = 0f;
@ -35,8 +37,9 @@ public class Player : MonoBehaviour
private bool canWalk = true; private bool canWalk = true;
public float exp=0; public float exp;
public int lvl; public int lvl;
public float maxExp;
public LevelBar levelBar; public LevelBar levelBar;
public FloatValue minPlayerExp; public FloatValue minPlayerExp;
@ -59,37 +62,61 @@ public class Player : MonoBehaviour
{ {
currentHealth = PlayerPrefs.GetFloat("health"); currentHealth = PlayerPrefs.GetFloat("health");
exp = PlayerPrefs.GetFloat("exp"); exp = PlayerPrefs.GetFloat("exp");
lvl = PlayerPrefs.GetInt("lvl");
} }
else else
{ {
currentHealth = PlayerPrefs.GetFloat("health-S"); currentHealth = PlayerPrefs.GetFloat("health-S");
exp = PlayerPrefs.GetFloat("exp-S"); exp = PlayerPrefs.GetFloat("exp-S");
lvl = PlayerPrefs.GetInt("lvl-S");
} }
ManageLevels(exp);
rb = gameObject.GetComponent<Rigidbody2D>(); rb = gameObject.GetComponent<Rigidbody2D>();
myAnimator = GetComponent<Animator>(); myAnimator = GetComponent<Animator>();
healthBar.SetMaxHealth(maxHealth.initialValue); healthBar.SetMaxHealth(maxHealth.initialValue);
healthBar.SetHealth(currentHealth); healthBar.SetHealth(currentHealth);
levelBar.SetStartExp(minPlayerExp.initialValue); //levelBar.SetStartExp(minPlayerExp.initialValue);
levelBar.SetExp(exp); //levelBar.SetExp(exp);
walkSpeed = 4f; walkSpeed = 4f;
ManageLevels(exp);
} }
public void GetExp(float expValue) public void GetExp(float expValue)
{ {
exp = exp + expValue; exp = exp + expValue;
levelBar.SetExp(exp); ManageLevels(exp);
} }
public void ManageLevels(float exp) public void ManageLevels(float exp)
{ {
if (exp < 20) if (lvl == 1)
{ {
lvl = 1; maxExp = 10;
if (exp >= maxExp)
{
lvl = 2;
lvlUp = true;
maxExp = 50;
}
} }
else if (exp < 50) else if (lvl == 2)
{ {
lvl = 2; maxExp = 50;
if (exp >= maxExp)
{
lvl = 3;
lvlUp = true;
maxExp = 100;
}
}
else if(lvl == 3)
{
maxExp = 100;
if (exp >= maxExp)
{
lvl = 4;
lvlUp = true;
maxExp = 200;
}
} }
} }
@ -169,7 +196,12 @@ public class Player : MonoBehaviour
void Update() void Update()
{ {
ManageLevels(exp); if (lvlUp == true)
{
exp = 0;
lvlUp = false;
}
if (canWalk == true) if (canWalk == true)
{ {
@ -218,7 +250,8 @@ public class Player : MonoBehaviour
} }
PlayerPrefs.SetFloat("health", currentHealth); PlayerPrefs.SetFloat("health", currentHealth);
PlayerPrefs.SetFloat("exp", exp); PlayerPrefs.SetFloat("exp", exp);
PlayerPrefs.SetInt("lvl", lvl);
PlayerPrefs.SetFloat("maxExp", maxExp);
} }
HandleInput(); HandleInput();
@ -251,5 +284,6 @@ public class Player : MonoBehaviour
{ {
PlayerPrefs.SetFloat("health-S", currentHealth); PlayerPrefs.SetFloat("health-S", currentHealth);
PlayerPrefs.SetFloat("exp-S", exp); PlayerPrefs.SetFloat("exp-S", exp);
PlayerPrefs.SetInt("lvl-S", lvl);
} }
} }

View File

@ -12,19 +12,19 @@ EditorUserSettings:
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flags: 0 flags: 0
RecentlyUsedScenePath-2: RecentlyUsedScenePath-2:
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flags: 0
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flags: 0 flags: 0
RecentlyUsedScenePath-3:
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flags: 0
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flags: 0 flags: 0
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