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@ -48,16 +48,13 @@
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@ -65,13 +62,9 @@
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@ -84,24 +77,19 @@
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@ -121,61 +109,47 @@
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|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneBaseDataManager.cs" />
|
||||
<Compile Include="Assets\Scripts\DialogueNpcTest.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\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\HardLight2D\Scripts\LightFollow.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\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItem.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\WarehousePanel\WarehousePanelController.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\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\Panel\Slot\ChestSlot.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\Dialogue\Model\DialogueModel.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\ChangeLanguageToEnglish.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\BossBar.cs" />
|
||||
<Compile Include="Assets\Scripts\CamerFollow.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\UI\Skills\SkillsUIManager.cs" />
|
||||
<Compile Include="Assets\Scripts\NPCs' Scripts\NPCFollowing.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\_\Stuff\GridPathfinding\PathRoute.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\MissionStepStatusEnum.cs" />
|
||||
<Compile Include="Assets\DisplayHealthStatus.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\EquipmentTypeEnum.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\REFACTORING\Application\Shared\Manager\Panel\SceneDataLoaderInterface.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\Shared\Manager\Panel\SceneDataListManagerInterface.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\Panel\Equipment\EquipmentDataLoader.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\Equipment\SaveEquipmentManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Mission.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\MissionReward.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\Dialogue\Dialogue.cs" />
|
||||
<Compile Include="Assets\Scripts\DealDamage.cs" />
|
||||
@ -209,18 +178,14 @@
|
||||
<Compile Include="Assets\Scripts\SaveSoundSettings.cs" />
|
||||
<Compile Include="Assets\Scripts\MenuGUI.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\AnimatedDoorBehaviour.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Enemy\EnemyDrop.cs" />
|
||||
<Compile Include="Assets\Scripts\Door\TriggerDoor.cs" />
|
||||
<Compile Include="Assets\Scripts\ProceduralGeneration\GraphNode.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\Scripts\SceneManager\OnMapAppearanceMethod.cs" />
|
||||
<Compile Include="Assets\Scripts\NPCs' 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\Models\Item\EquippableItem\EquippableItemPrefabAssetData.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Task\Task.cs" />
|
||||
@ -233,11 +198,8 @@
|
||||
<Compile Include="Assets\_\Stuff\GridPathfinding\LastMoveTo.cs" />
|
||||
<Compile Include="Assets\Scripts\SceneManager\SaveItem\SaveEquitableItemSystem.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\Application\Mission\Condition\CollectMissionCondition.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\Chest\ChestController.cs" />
|
||||
<Compile Include="Assets\Scripts\DoorBehaviour.cs" />
|
||||
@ -253,22 +215,15 @@
|
||||
<Compile Include="Assets\TranslateMeshText.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\Dialogue\Save\MultiDialogue\MultiDialogueDataLoader.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\Scripts\REFACTORING\Models\Shared\PrefabAssetModel.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\Scripts\REFACTORING\Application\Mission\Enum\MissionTypeEnum.cs" />
|
||||
<Compile Include="Assets\Scripts\Enemies' 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\Application\Dialogue\Panel\AbstractPanel.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\Application\Dialogue\Controller\DialogueController.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\SwitchSprite.cs" />
|
||||
<Compile Include="Assets\ManageExpBar.cs" />
|
||||
<Compile Include="Assets\Scripts\DungeonItemsFiller.cs" />
|
||||
<Compile Include="Assets\Scripts\Pathfinding\Pathfinding.cs" />
|
||||
<Compile Include="Assets\Scripts\Item\PickableController.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\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\UI\Panel\ChestPanelController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\Condition\MissionConditionData.cs" />
|
||||
<Compile Include="Assets\_\Stuff\GridPathfinding\MapPos.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\Panel.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\ProceduralGeneration\Map.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\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\Animations\Fire\Fire.cs" />
|
||||
<Compile Include="Assets\Scripts\Enemies' 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\Story\Thugs\ThugNPCFollowing.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Tools\CounterRespowner.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\Application\Tools\WindowPanel\WindowText.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\Tools\RespownTrigger.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\Story\WizardHouse\ResetPlayer.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Shop\ShopContentUIManager.cs" />
|
||||
@ -327,16 +267,13 @@
|
||||
<Compile Include="Assets\Scripts\Enemies' Scprits\Cave\BossThug.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Inventory\SaveInventoryManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\NPC\NpcShopManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Dialogue\DialogueStepData.cs" />
|
||||
<Compile Include="Assets\Scripts\ChangeScene.cs" />
|
||||
<Compile Include="Assets\OpenPanelOnCollision.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestData.cs" />
|
||||
<Compile Include="Assets\StickToObject.cs" />
|
||||
<Compile Include="Assets\MoveTombstone.cs" />
|
||||
<Compile Include="Assets\Scripts\SaveController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Inventory\SceneInventoryDataLoader.cs" />
|
||||
<Compile Include="Assets\Scripts\NPCs' Scripts\NPCDialogue.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\MissionDialogue.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\TaskPanelController.cs" />
|
||||
<Compile Include="Assets\Scripts\Player.cs" />
|
||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
|
||||
@ -585,7 +522,7 @@
|
||||
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|
||||
</Reference>
|
||||
<Reference Include="HardLight2D">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/xxx/Scriptum/Assets/HardLight2D/Scripts/HardLight2D.dll</HintPath>
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Assets/HardLight2D/Scripts/HardLight2D.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="netstandard">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/NetStandard/ref/2.0.0/netstandard.dll</HintPath>
|
||||
@ -933,94 +870,94 @@
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.Xml.Serialization.dll</HintPath>
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||||
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||||
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/xxx/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Editor.dll</HintPath>
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Editor.dll</HintPath>
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||||
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|
||||
<Reference Include="Unity.InternalAPIEngineBridge.001">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/xxx/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEngineBridge.001.dll</HintPath>
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEngineBridge.001.dll</HintPath>
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||||
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||||
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||||
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||||
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||||
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||||
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.2D.PixelPerfect.dll</HintPath>
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.Timeline.dll</HintPath>
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||||
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||||
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||||
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.dll</HintPath>
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||||
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class BossBar : MonoBehaviour
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{
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public Slider slider;
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public float maxHealth;
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public float health;
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public Text displayText;
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public float currentHealth;
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public string maxHealthString;
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public string currentHealthString;
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//{
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//}
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void Update()
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{
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currentHealth = PlayerPrefs.GetFloat("WizardCurrentHealth");
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slider.maxValue = maxHealth;
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slider.value = currentHealth;
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maxHealthString = maxHealth.ToString();
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currentHealthString = currentHealth.ToString();
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class ContinueButton : MonoBehaviour
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{
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Color greyscale => new Color(1f, 1f, 1f, 0.3f);
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Color greyscaletext => new Color(50f, 50f, 50f, 0.3f);
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// Start is called before the first frame update
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void Start()
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{
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GameObject continueButton = GameObject.Find("ContinueButton");
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TMP_Text m_TextComponent;
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m_TextComponent = GameObject.Find("ContinueText").GetComponent <TextMeshProUGUI>();
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if (!PlayerPrefs.HasKey("SceneSaved"))
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{
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continueButton.GetComponent<Image>().color = greyscaletext;
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m_TextComponent.color = greyscaletext;
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}
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}
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// Update is called once per frame
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void Update()
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}
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@ -1,25 +0,0 @@
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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|
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public class ControlsletterManager : MonoBehaviour
|
||||
{
|
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public GameObject LetterPanel;
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public GameObject _panel;
|
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|
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// Start is called before the first frame update
|
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void Start()
|
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{
|
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if (PlayerPrefs.GetInt("ControlLetter.WhereDisplayed") == 0)
|
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{
|
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_panel = Instantiate(LetterPanel, GameObject.FindGameObjectWithTag("GUI").transform);
|
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_panel.transform.Find("Button").GetComponent<UnityEngine.UI.Button>().onClick.AddListener(DestroyLetter);
|
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}
|
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}
|
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|
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void DestroyLetter()
|
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{
|
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Destroy(_panel);
|
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|
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}
|
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}
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@ -1,4 +1,3 @@
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using System;
|
||||
using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
||||
@ -7,23 +6,19 @@ public class DisplayExpStatus : MonoBehaviour
|
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{
|
||||
|
||||
public GameObject expText;
|
||||
public static KeyCode keyToExp;
|
||||
|
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private void Start()
|
||||
{
|
||||
DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(keyToExp))
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Tab))
|
||||
{
|
||||
expText.SetActive(true);
|
||||
}
|
||||
if (Input.GetKeyUp(keyToExp))
|
||||
if (Input.GetKeyUp(KeyCode.Tab))
|
||||
{
|
||||
expText.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -1,4 +1,3 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
@ -8,23 +7,17 @@ public class DisplayHealthStatus : MonoBehaviour
|
||||
{
|
||||
|
||||
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
|
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void Update()
|
||||
{
|
||||
|
||||
|
||||
if (Input.GetKeyDown(keyToHealth))
|
||||
if (Input.GetKeyDown(KeyCode.Tab))
|
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{
|
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healthText.SetActive(true);
|
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|
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{
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@ -1,175 +0,0 @@
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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;
|
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public string tombstone;
|
||||
public string goal;
|
||||
public float speed = 3f;
|
||||
public string pos;
|
||||
|
||||
Animator m_Animator;
|
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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";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
@ -1,11 +0,0 @@
|
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fileFormatVersion: 2
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|
||||
MonoImporter:
|
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externalObjects: {}
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -30,7 +30,7 @@ public class NewGame : MonoBehaviour
|
||||
|
||||
int isQuest = 1;
|
||||
PlayerPrefs.SetInt("lumberjack", isQuest);
|
||||
|
||||
|
||||
/*
|
||||
int isKilled = 0;
|
||||
PlayerPrefs.SetInt("bat0", isKilled);
|
||||
@ -43,6 +43,7 @@ public class NewGame : MonoBehaviour
|
||||
float health = 10.0f;
|
||||
PlayerPrefs.SetFloat("maxHealth", 10);
|
||||
PlayerPrefs.SetFloat("health", 10);
|
||||
|
||||
//PlayerPrefs.SetInt("continued", 0);
|
||||
|
||||
PlayerPrefs.SetInt("rock", 0); // Is it used anywhere? I have not found it
|
||||
@ -57,42 +58,19 @@ public class NewGame : MonoBehaviour
|
||||
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS, 0); // healthPoints
|
||||
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS, 0); // defensePoints
|
||||
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_STRENGHT_POINTS, 0); // StrengthPoints
|
||||
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 --------------------------------------------------------------
|
||||
PlayerPrefs.SetInt("PrologueLetter.WhereDisplayed", 0);
|
||||
PlayerPrefs.SetInt("ControlLetter.WhereDisplayed", 0);
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
|
||||
//NPC ACTIONS HERE ----------------------------------------------------
|
||||
|
||||
// -> Wizard House
|
||||
PlayerPrefs.SetInt("Wizard.FirstMission", 0);
|
||||
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_INTELIGENCE_POINTS, 0); // IntelligencePoints
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
|
||||
//LETTER --------------------------------------------------------------
|
||||
PlayerPrefs.SetInt("PrologueLetter.WhereDisplayed", 0);
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
|
||||
//NPC ACTIONS HERE ----------------------------------------------------
|
||||
|
||||
// -> Wizard House
|
||||
PlayerPrefs.SetInt("Wizard.FirstDialogue", 0);
|
||||
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
@ -115,4 +93,4 @@ public class NewGame : MonoBehaviour
|
||||
dir.Delete(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,4 +1,3 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
@ -11,31 +10,11 @@ public class OpenSettingsOnESCPress : MonoBehaviour
|
||||
public GameObject SoundsPanel;
|
||||
public GameObject ControlsPanel;
|
||||
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()
|
||||
{
|
||||
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))
|
||||
{
|
||||
SettingsMainPanel.SetActive(true);
|
||||
|
@ -281,16 +281,6 @@ Tilemap:
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second:
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@ -3201,26 +3191,6 @@ Tilemap:
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@ -5617,10 +5587,6 @@ Tilemap:
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m_TileOrientationMatrix:
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m_CellSwizzle: 0
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@ -1,36 +0,0 @@
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%YAML 1.1
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