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@ -48,16 +48,13 @@
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<Compile Include="Assets\Scripts\REFACTORING\Models\Dialogue\DialogueData.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\PathBuilder.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Shared\PathBuilder.cs" />
<Compile Include="Assets\NewGame.cs" /> <Compile Include="Assets\NewGame.cs" />
<Compile Include="Assets\Scripts\SceneManager\SaveDynamicObjects.cs" /> <Compile Include="Assets\Scripts\SceneManager\SaveDynamicObjects.cs" />
<Compile Include="Assets\Scripts\Knockback.cs" /> <Compile Include="Assets\Scripts\Knockback.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Story\TheCave\GetScroolWizard.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\MissionStatusEnum.cs" />
<Compile Include="Assets\ContinueButton.cs" />
<Compile Include="Assets\WizardLight.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Chest\SaveChestManager.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Chest\SaveChestManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneBaseDataManager.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneBaseDataManager.cs" />
<Compile Include="Assets\Scripts\DialogueNpcTest.cs" /> <Compile Include="Assets\Scripts\DialogueNpcTest.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\PanelController.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\PanelController.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestPrefabAssetData.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestPrefabAssetData.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\ItemData.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Models\Item\ItemData.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Save\Dialogue\SaveDialogueManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ItemSlot.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ItemSlot.cs" />
<Compile Include="Assets\HardLight2D\Scripts\LightFollow.cs" /> <Compile Include="Assets\HardLight2D\Scripts\LightFollow.cs" />
<Compile Include="Assets\healthText.cs" /> <Compile Include="Assets\healthText.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Event\CollectItemEvent.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\MissionDataLoader.cs" />
<Compile Include="Assets\Animations\Chests\ChestAnimation.cs" /> <Compile Include="Assets\Animations\Chests\ChestAnimation.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItem.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItem.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\WarehousePanel\WarehousePanelController.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\WarehousePanel\WarehousePanelController.cs" />
<Compile Include="Assets\Scripts\PlayerPosition.cs" /> <Compile Include="Assets\Scripts\PlayerPosition.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\Draggable\DraggablePanelInterface.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\Draggable\DraggablePanelInterface.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Condition\KillMissionCondition.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\Condition\MissionConditionDataListManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\Chest.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Models\Chest\Chest.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ChestSlot.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ChestSlot.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shop\ShopItemCardKeeper.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Shop\ShopItemCardKeeper.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\PanelControllerInterface.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\PanelControllerInterface.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Model\DialogueModel.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Model\DialogueModel.cs" />
<Compile Include="Assets\LevelUpPopUp.cs" /> <Compile Include="Assets\LevelUpPopUp.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\Condition\MissionConditionDataLoader.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\AccountBalance\AccountBalanceManager.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\AccountBalance\AccountBalanceManager.cs" />
<Compile Include="Assets\ChangeLanguageToEnglish.cs" /> <Compile Include="Assets\ChangeLanguageToEnglish.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\PanelHeaderController.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\PanelHeaderController.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\UISlotPanelManager.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\UISlotPanelManager.cs" />
<Compile Include="Assets\BossBar.cs" />
<Compile Include="Assets\Scripts\CamerFollow.cs" /> <Compile Include="Assets\Scripts\CamerFollow.cs" />
<Compile Include="Assets\CloseIfQuestPanel.cs" /> <Compile Include="Assets\CloseIfQuestPanel.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\Condition\MissionConditionDataManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\Calculator\AttackCalcullator.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\Calculator\AttackCalcullator.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Skills\SkillsUIManager.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\UI\Skills\SkillsUIManager.cs" />
<Compile Include="Assets\Scripts\NPCs&apos; Scripts\NPCFollowing.cs" /> <Compile Include="Assets\Scripts\NPCs&apos; Scripts\NPCFollowing.cs" />
<Compile Include="Assets\TreeParticleEffect.cs" /> <Compile Include="Assets\TreeParticleEffect.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\MissionDataManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\RequiredSubject\CollectRequiredSubjectData.cs" />
<Compile Include="Assets\SaveMusicSettings.cs" /> <Compile Include="Assets\SaveMusicSettings.cs" />
<Compile Include="Assets\_\Stuff\GridPathfinding\PathRoute.cs" /> <Compile Include="Assets\_\Stuff\GridPathfinding\PathRoute.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\MissionStepStatusEnum.cs" />
<Compile Include="Assets\DisplayHealthStatus.cs" /> <Compile Include="Assets\DisplayHealthStatus.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\EquipmentTypeEnum.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\EquipmentTypeEnum.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\Calculator\SpeedCalcullator.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\Calculator\SpeedCalcullator.cs" />
@ -183,22 +157,17 @@
<Compile Include="Assets\Scripts\ProceduralGeneration\TileMapGenerator.cs" /> <Compile Include="Assets\Scripts\ProceduralGeneration\TileMapGenerator.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneDataLoaderInterface.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneDataLoaderInterface.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\EquipmentSlot.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\EquipmentSlot.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Condition\Subject\RequiredSubject.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\IDialogue.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\IDialogue.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneDataListManagerInterface.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneDataListManagerInterface.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneDataListManager.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneDataListManager.cs" />
<Compile Include="Assets\Scripts\WizardBattle.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Manager\DialogueManager.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Manager\DialogueManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Equipment\EquipmentDataLoader.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Equipment\EquipmentDataLoader.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\Draggable\DraggedSlotController.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\Draggable\DraggedSlotController.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\Mission\MissionStepStatusEnum.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Inventory\SceneInventoryDataManager.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Inventory\SceneInventoryDataManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Equipment\SaveEquipmentManager.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Equipment\SaveEquipmentManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Mission.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Mission.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\MissionReward.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Mission\MissionReward.cs" />
<Compile Include="Assets\Scripts\Pathfinding\TileData.cs" /> <Compile Include="Assets\Scripts\Pathfinding\TileData.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Save\MultiDialogue\SaveMultiDialogueManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Dialogue\MultiDialogueData.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\SkillsPointsManger.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\SkillsPointsManger.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Dialogue.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Dialogue.cs" />
<Compile Include="Assets\Scripts\DealDamage.cs" /> <Compile Include="Assets\Scripts\DealDamage.cs" />
@ -209,18 +178,14 @@
<Compile Include="Assets\Scripts\SaveSoundSettings.cs" /> <Compile Include="Assets\Scripts\SaveSoundSettings.cs" />
<Compile Include="Assets\Scripts\MenuGUI.cs" /> <Compile Include="Assets\Scripts\MenuGUI.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\IPanel.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\IPanel.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Tools\MinionRespowner.cs" />
<Compile Include="Assets\Scripts\SaveSystem.cs" /> <Compile Include="Assets\Scripts\SaveSystem.cs" />
<Compile Include="Assets\Scripts\AnimatedDoorBehaviour.cs" /> <Compile Include="Assets\Scripts\AnimatedDoorBehaviour.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Enemy\EnemyDrop.cs" />
<Compile Include="Assets\Scripts\Door\TriggerDoor.cs" /> <Compile Include="Assets\Scripts\Door\TriggerDoor.cs" />
<Compile Include="Assets\Scripts\ProceduralGeneration\GraphNode.cs" /> <Compile Include="Assets\Scripts\ProceduralGeneration\GraphNode.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\AccountBalance\PanelCashController.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\AccountBalance\PanelCashController.cs" />
<Compile Include="Assets\UpdateControls.cs" />
<Compile Include="Assets\HardLight2D\Demo\DemoScripts\Speen.cs" /> <Compile Include="Assets\HardLight2D\Demo\DemoScripts\Speen.cs" />
<Compile Include="Assets\Scripts\SceneManager\OnMapAppearanceMethod.cs" /> <Compile Include="Assets\Scripts\SceneManager\OnMapAppearanceMethod.cs" />
<Compile Include="Assets\Scripts\NPCs&apos; Scripts\NPCQuest.cs" /> <Compile Include="Assets\Scripts\NPCs&apos; Scripts\NPCQuest.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Save\Dialogue\SceneDialogueDataLoader.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\Factory\PanelComponentFactory.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\Factory\PanelComponentFactory.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItemPrefabAssetData.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItemPrefabAssetData.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Task\Task.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Models\Task\Task.cs" />
@ -233,11 +198,8 @@
<Compile Include="Assets\_\Stuff\GridPathfinding\LastMoveTo.cs" /> <Compile Include="Assets\_\Stuff\GridPathfinding\LastMoveTo.cs" />
<Compile Include="Assets\Scripts\SceneManager\SaveItem\SaveEquitableItemSystem.cs" /> <Compile Include="Assets\Scripts\SceneManager\SaveItem\SaveEquitableItemSystem.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Mapper\IModelMapper.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Mapper\IModelMapper.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Story\Dungeon\Wizard\BattleWizard.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ShopSlot.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ShopSlot.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Condition\CollectMissionCondition.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Event\UseItemEvent.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Event\UseItemEvent.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\RequiredSubject\RequiredSubjectData.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Shop\SceneShopDataManager.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Shop\SceneShopDataManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Chest\ChestController.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Chest\ChestController.cs" />
<Compile Include="Assets\Scripts\DoorBehaviour.cs" /> <Compile Include="Assets\Scripts\DoorBehaviour.cs" />
@ -253,22 +215,15 @@
<Compile Include="Assets\TranslateMeshText.cs" /> <Compile Include="Assets\TranslateMeshText.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\SkillsPanelController.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\SkillsPanelController.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\EquipmentPanelController.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\EquipmentPanelController.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Save\MultiDialogue\MultiDialogueDataLoader.cs" />
<Compile Include="Assets\ParticleDisable.cs" /> <Compile Include="Assets\ParticleDisable.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Story\Dungeon\DungeonManager.cs" />
<Compile Include="Assets\HardLight2D\Demo\DemoScripts\PolyWobbler.cs" /> <Compile Include="Assets\HardLight2D\Demo\DemoScripts\PolyWobbler.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Shared\PrefabAssetModel.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Models\Shared\PrefabAssetModel.cs" />
<Compile Include="Assets\Scripts\Door\DetectionZone.cs" /> <Compile Include="Assets\Scripts\Door\DetectionZone.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\MissionDataListManager.cs" />
<Compile Include="Assets\NPCType.cs" /> <Compile Include="Assets\NPCType.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Enum\MissionTypeEnum.cs" />
<Compile Include="Assets\Scripts\Enemies&apos; Scprits\FollowingEnemy.cs" /> <Compile Include="Assets\Scripts\Enemies&apos; Scprits\FollowingEnemy.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Story\Dungeon\Wizard\EscapingWizard.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\EquipmentPanelSlotsTypeEnum.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\EquipmentPanelSlotsTypeEnum.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\AbstractPanel.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\AbstractPanel.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Item\Effects\PotionEffectsManager.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Item\Effects\PotionEffectsManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Story\Cementary\TombstoneDoorBlock.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Condition\MissionCondition.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestPrefabAsset.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestPrefabAsset.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Controller\DialogueController.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Controller\DialogueController.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneBaseDataLoader.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneBaseDataLoader.cs" />
@ -276,45 +231,30 @@
<Compile Include="Assets\Scripts\Pathfinding\Node.cs" /> <Compile Include="Assets\Scripts\Pathfinding\Node.cs" />
<Compile Include="Assets\SwitchSprite.cs" /> <Compile Include="Assets\SwitchSprite.cs" />
<Compile Include="Assets\ManageExpBar.cs" /> <Compile Include="Assets\ManageExpBar.cs" />
<Compile Include="Assets\Scripts\DungeonItemsFiller.cs" />
<Compile Include="Assets\Scripts\Pathfinding\Pathfinding.cs" /> <Compile Include="Assets\Scripts\Pathfinding\Pathfinding.cs" />
<Compile Include="Assets\Scripts\Item\PickableController.cs" /> <Compile Include="Assets\Scripts\Item\PickableController.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Chest\SceneChestBuilder.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Chest\SceneChestBuilder.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Story\WizardHouse\WizardFirstQuestManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Buildable\SceneObjectBuilder.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Buildable\SceneObjectBuilder.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\SaveMissionManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\Condition\CollectMissionConditionData.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Task\SceneTaskDataLoader.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Task\SceneTaskDataLoader.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\ChestPanelController.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\ChestPanelController.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\Condition\MissionConditionData.cs" />
<Compile Include="Assets\_\Stuff\GridPathfinding\MapPos.cs" /> <Compile Include="Assets\_\Stuff\GridPathfinding\MapPos.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\Panel.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\Panel.cs" />
<Compile Include="Assets\_\Stuff\GridPathfinding\PathQueue.cs" /> <Compile Include="Assets\_\Stuff\GridPathfinding\PathQueue.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Condition\Subject\KillRequiredSubject.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Shop\SaveShopManager.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Shop\SaveShopManager.cs" />
<Compile Include="Assets\Scripts\ProceduralGeneration\Map.cs" /> <Compile Include="Assets\Scripts\ProceduralGeneration\Map.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Shop\ShopDataListManager.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Shop\ShopDataListManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItemPrefabAsset.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItemPrefabAsset.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\ItemEffectsEnum.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\ItemEffectsEnum.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Condition\Subject\CollectRequiredSubject.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\MissionData.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Model\MissionStepModel.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Model\MissionStepModel.cs" />
<Compile Include="Assets\Animations\Fire\Fire.cs" />
<Compile Include="Assets\Scripts\Enemies&apos; Scprits\PatrollingEnemy.cs" /> <Compile Include="Assets\Scripts\Enemies&apos; Scprits\PatrollingEnemy.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Tools\WindowPanel\WindowController.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\NPC\NPC.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\NPC\NPC.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Story\Thugs\ThugNPCFollowing.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Tools\CounterRespowner.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Tools\CounterRespowner.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Shop\ShopBuildModel.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Models\Shop\ShopBuildModel.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Story\OutsideWizard\WizardLetter.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\SceneElementTypeEnum.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\SceneElementTypeEnum.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Tools\WindowPanel\WindowText.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Chest\SceneChestDataManager.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Chest\SceneChestDataManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Event\KillEnemyEvent.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\SaveSystem\SaveModelSystem.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Shared\SaveSystem\SaveModelSystem.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Tools\RespownTrigger.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Tools\RespownTrigger.cs" />
<Compile Include="Assets\TakingDamage.cs" /> <Compile Include="Assets\TakingDamage.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\RequiredSubject\KillRequiredSubjectData.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Chest\ChestDataListManager.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Chest\ChestDataListManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Story\WizardHouse\ResetPlayer.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Story\WizardHouse\ResetPlayer.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Shop\ShopContentUIManager.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\UI\Shop\ShopContentUIManager.cs" />
@ -327,16 +267,13 @@
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class BossBar : MonoBehaviour
{
public Slider slider;
public float maxHealth;
public float health;
public Text displayText;
public float currentHealth;
public string maxHealthString;
public string currentHealthString;
//public void SetHealth(float health)
//{
// slider.value = health;
//}
void Update()
{
maxHealth = PlayerPrefs.GetFloat("WizardMaxHealth");
currentHealth = PlayerPrefs.GetFloat("WizardCurrentHealth");
slider.maxValue = maxHealth;
slider.value = currentHealth;
maxHealthString = maxHealth.ToString();
currentHealthString = currentHealth.ToString();
displayText.text = currentHealthString + "/" + maxHealthString;
}
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class ContinueButton : MonoBehaviour
{
Color greyscale => new Color(1f, 1f, 1f, 0.3f);
Color greyscaletext => new Color(50f, 50f, 50f, 0.3f);
// Start is called before the first frame update
void Start()
{
GameObject continueButton = GameObject.Find("ContinueButton");
TMP_Text m_TextComponent;
m_TextComponent = GameObject.Find("ContinueText").GetComponent <TextMeshProUGUI>();
if (!PlayerPrefs.HasKey("SceneSaved"))
{
continueButton.GetComponent<Image>().color = greyscaletext;
m_TextComponent.color = greyscaletext;
}
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ControlsletterManager : MonoBehaviour
{
public GameObject LetterPanel;
public GameObject _panel;
// Start is called before the first frame update
void Start()
{
if (PlayerPrefs.GetInt("ControlLetter.WhereDisplayed") == 0)
{
_panel = Instantiate(LetterPanel, GameObject.FindGameObjectWithTag("GUI").transform);
_panel.transform.Find("Button").GetComponent<UnityEngine.UI.Button>().onClick.AddListener(DestroyLetter);
}
}
void DestroyLetter()
{
Destroy(_panel);
PlayerPrefs.SetInt("ControlLetter.WhereDisplayed", 1);
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using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@ -7,23 +6,19 @@ public class DisplayExpStatus : MonoBehaviour
{ {
public GameObject expText; public GameObject expText;
public static KeyCode keyToExp;
private void Start()
{
DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
}
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if (Input.GetKeyDown(keyToExp))
if (Input.GetKeyDown(KeyCode.Tab))
{ {
expText.SetActive(true); expText.SetActive(true);
} }
if (Input.GetKeyUp(keyToExp)) if (Input.GetKeyUp(KeyCode.Tab))
{ {
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} }
} }
} }

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using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@ -8,23 +7,17 @@ public class DisplayHealthStatus : MonoBehaviour
{ {
public GameObject healthText; public GameObject healthText;
public static KeyCode keyToHealth;
private void Start()
{
DisplayExpStatus.keyToExp = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
}
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if (Input.GetKeyDown(KeyCode.Tab))
if (Input.GetKeyDown(keyToHealth))
{ {
healthText.SetActive(true); healthText.SetActive(true);
} }
if (Input.GetKeyUp(keyToHealth)) if (Input.GetKeyUp(KeyCode.Tab))
{ {
healthText.SetActive(false); healthText.SetActive(false);
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@ -1,175 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveTombstone : MonoBehaviour
{
public string position;
public float x;
public float y;
public Vector3 temp;
public string tombstone;
public string goal;
public float speed = 3f;
public string pos;
Animator m_Animator;
public string m_ClipName;
AnimatorClipInfo[] m_CurrentClipInfo;
public GameObject player;
// Start is called before the first frame update
void Start()
{
speed = 100f;
x = transform.position.x;
y = transform.position.y;
position = PlayerPrefs.GetString(tombstone);
if(position == "top")
{
temp.x = x;
temp.y = y + 1;
goal = "set";
pos = "top";
}
else if (position == "bottom")
{
temp.x = x;
temp.y = y - 1;
goal = "set";
pos = "bottom";
}
else if (position == "right")
{
temp.x = x + 1;
temp.y = y;
goal = "set";
pos = "right";
}
else if (position == "left")
{
temp.y = y;
temp.x = x - 1;
goal = "set";
pos = "left";
}
if (x == transform.position.x && y == transform.position.y)
{
PlayerPrefs.SetString(tombstone, "start");
}
player = GameObject.FindWithTag("Player");
speed = 3f;
}
// Update is called once per frame
void Update()
{
position = PlayerPrefs.GetString(tombstone);
if (goal == "set")
{
transform.position = Vector3.MoveTowards(transform.position, temp, speed * Time.deltaTime);
}
if(transform.position == temp)
{
goal = "nothing";
PlayerPrefs.SetString(tombstone, pos);
}
m_Animator = player.GetComponent<Animator>();
m_CurrentClipInfo = this.m_Animator.GetCurrentAnimatorClipInfo(0);
m_ClipName = m_CurrentClipInfo[0].clip.name;
}
void OnTriggerEnter2D(Collider2D collision)
{
///For attacking player
if (collision.tag == "HitboxTop")
{
if(m_ClipName == "IdleUp" || m_ClipName =="WalkUp")
{
if (position == "start" && goal != "set")
{
temp.x = x;
temp.y = y + 1;
goal = "set";
pos = "top";
}
else if (position == "bottom" && goal != "set")
{
temp.x = x;
temp.y = y;
goal = "set";
pos = "start";
}
}
}
else if (collision.tag == "HitboxBottom")
{
if (m_ClipName == "IdleDown" || m_ClipName == "WalkDown")
{
if (position == "start" && goal != "set")
{
temp.x = x;
temp.y = y - 1;
goal = "set";
pos = "bottom";
}
else if (position == "top" && goal != "set")
{
temp.x = x;
temp.y = y;
goal = "set";
pos = "start";
}
}
}
else if (collision.tag == "HitboxRight")
{
if (m_ClipName == "IdleRight" || m_ClipName == "WalkRight")
{
if (position == "start" && goal != "set")
{
temp.x = x + 1;
temp.y = y;
goal = "set";
pos = "right";
}
else if (position == "left" && goal != "set")
{
temp.x = x;
temp.y = y;
goal = "set";
pos = "start";
}
}
}
else if (collision.tag == "HitboxLeft")
{
if (m_ClipName == "IdleLeft" || m_ClipName == "WalkLeft")
{
if (position == "start" && goal != "set")
{
temp.x = x - 1;
temp.y = y;
goal = "set";
pos = "left";
}
else if (position == "right" && goal != "set")
{
temp.x = x;
temp.y = y;
goal = "set";
pos = "start";
}
}
}
}
}

View File

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@ -43,6 +43,7 @@ public class NewGame : MonoBehaviour
float health = 10.0f; float health = 10.0f;
PlayerPrefs.SetFloat("maxHealth", 10); PlayerPrefs.SetFloat("maxHealth", 10);
PlayerPrefs.SetFloat("health", 10); PlayerPrefs.SetFloat("health", 10);
//PlayerPrefs.SetInt("continued", 0); //PlayerPrefs.SetInt("continued", 0);
PlayerPrefs.SetInt("rock", 0); // Is it used anywhere? I have not found it PlayerPrefs.SetInt("rock", 0); // Is it used anywhere? I have not found it
@ -60,39 +61,16 @@ public class NewGame : MonoBehaviour
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_INTELIGENCE_POINTS, 0); // IntelligencePoints PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_INTELIGENCE_POINTS, 0); // IntelligencePoints
// -------------------------------------------------------------------- // --------------------------------------------------------------------
//DEFAULT CONTROLS
if (!PlayerPrefs.HasKey("Interact"))
{
PlayerPrefs.SetString("Interact","E");
}
if (!PlayerPrefs.HasKey("Attack"))
{
PlayerPrefs.SetString("Attack","Space");
}
if (!PlayerPrefs.HasKey("Skills"))
{
PlayerPrefs.SetString("Skills","U");
}
if (!PlayerPrefs.HasKey("Inventory"))
{
PlayerPrefs.SetString("Inventory","I");
}
if (!PlayerPrefs.HasKey("Settings"))
{
PlayerPrefs.SetString("Settings","Escape");
}
// --------------------------------------------------------------------
//LETTER -------------------------------------------------------------- //LETTER --------------------------------------------------------------
PlayerPrefs.SetInt("PrologueLetter.WhereDisplayed", 0); PlayerPrefs.SetInt("PrologueLetter.WhereDisplayed", 0);
PlayerPrefs.SetInt("ControlLetter.WhereDisplayed", 0);
// -------------------------------------------------------------------- // --------------------------------------------------------------------
//NPC ACTIONS HERE ---------------------------------------------------- //NPC ACTIONS HERE ----------------------------------------------------
// -> Wizard House // -> Wizard House
PlayerPrefs.SetInt("Wizard.FirstMission", 0); PlayerPrefs.SetInt("Wizard.FirstDialogue", 0);
// -------------------------------------------------------------------- // --------------------------------------------------------------------

View File

@ -1,4 +1,3 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@ -11,31 +10,11 @@ public class OpenSettingsOnESCPress : MonoBehaviour
public GameObject SoundsPanel; public GameObject SoundsPanel;
public GameObject ControlsPanel; public GameObject ControlsPanel;
public GameObject LanguagePanel; public GameObject LanguagePanel;
public KeyCode keyToSettings;
private void Start()
{
if (!PlayerPrefs.HasKey("Settings"))
{
Debug.Log("NIE MA KEY!");
keyToSettings = KeyCode.Escape;
}
else
{
Debug.Log("MA KEY!");
keyToSettings = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Settings"));
}
}
void Update() void Update()
{ {
if (PlayerPrefs.HasKey("Settings")) if (Input.GetKeyUp(KeyCode.Escape))
{ {
keyToSettings = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Settings"));
}
if (Input.GetKeyUp(keyToSettings))
{
Debug.Log("WYKRYWA KLAWISZ!");
if ((SettingsMainPanel.active == false) && (SettingsPanel.active == false) && (SoundsPanel.active == false) && (ControlsPanel.active == false) && (LanguagePanel.active == false)) if ((SettingsMainPanel.active == false) && (SettingsPanel.active == false) && (SoundsPanel.active == false) && (ControlsPanel.active == false) && (LanguagePanel.active == false))
{ {
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