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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Fire : MonoBehaviour
{
private float range = 0;
float minFlickerIntensity = 0.5f;
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()
{
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());
}
// Update is called once per frame
void Update()
{
StartCoroutine( ChangeRange());
}
IEnumerator ChangeRange()
{
if (randomizer == 0) {
firelight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
}
else firelight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
randomizer = Random.Range (0, 1);
yield return new WaitForSeconds(flickerSpeed);
}
}

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@ -1,33 +0,0 @@
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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@ -1,33 +0,0 @@
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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@ -1,4 +1,3 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -7,23 +6,19 @@ public class DisplayExpStatus : MonoBehaviour
{
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
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);
}
}
}
}

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@ -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
void Update()
{
if (Input.GetKeyDown(keyToHealth))
if (Input.GetKeyDown(KeyCode.Tab))
{
healthText.SetActive(true);
}
if (Input.GetKeyUp(keyToHealth))
if (Input.GetKeyUp(KeyCode.Tab))
{
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")
{
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pos = "top";
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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")
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if (position == "start" && goal != "set")
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temp.x = x;
temp.y = y - 1;
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temp.y = y;
goal = "set";
pos = "start";
}
}
}
else if (collision.tag == "HitboxRight")
{
if (m_ClipName == "IdleRight" || m_ClipName == "WalkRight")
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if (position == "start" && goal != "set")
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temp.x = x + 1;
temp.y = y;
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else if (position == "left" && goal != "set")
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temp.x = x;
temp.y = y;
goal = "set";
pos = "start";
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else if (collision.tag == "HitboxLeft")
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if (m_ClipName == "IdleLeft" || m_ClipName == "WalkLeft")
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if (position == "start" && goal != "set")
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temp.x = x - 1;
temp.y = y;
goal = "set";
pos = "left";
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else if (position == "right" && goal != "set")
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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);
}
}
}
}

View File

@ -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!");
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{
SettingsMainPanel.SetActive(true);

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@ -25,10 +25,10 @@ MonoBehaviour:
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