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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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||||
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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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||||
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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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||||
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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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||||
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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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|
||||
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|
||||
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|
||||
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|
||||
<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" />
|
||||
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|
||||
<Compile Include="Assets\Scripts\SceneManager\SceneEquippableItemManager.cs" />
|
||||
<Compile Include="Assets\PlayerName.cs" />
|
||||
<Compile Include="Assets\Scripts\Domain\DialoguePanel\Model\PanelButtonStepModel.cs" />
|
||||
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||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Equipment\EquipmentDataManager.cs" />
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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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||||
<Compile Include="Assets\TranslateMeshText.cs" />
|
||||
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||||
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|
||||
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|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\EquipmentPanelController.cs" />
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||||
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|
||||
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|
||||
<Compile Include="Assets\Scripts\REFACTORING\Story\Dungeon\DungeonManager.cs" />
|
||||
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||||
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|
||||
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|
||||
<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" />
|
||||
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|
||||
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|
||||
<Compile Include="Assets\Scripts\REFACTORING\Story\Dungeon\Wizard\EscapingWizard.cs" />
|
||||
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|
||||
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|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Item\Effects\PotionEffectsManager.cs" />
|
||||
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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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||||
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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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||||
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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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||||
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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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||||
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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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||||
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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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||||
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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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||||
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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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||||
@ -176,6 +355,7 @@
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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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||||
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||||
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||||
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||||
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@ -750,94 +933,94 @@
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40
Assets/Animations/Chests/ChestAnimation.cs
Normal file
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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public class ChestAnimation : MonoBehaviour
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{
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[SerializeField] public GameObject chest;
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private Animator m_Animator;
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bool isTrigerred = false;
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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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m_Animator = gameObject.GetComponent<Animator>();
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chest = gameObject; // set object on current GameObject
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||||
private bool beingHandled = false;
|
||||
private static bool Opening;
|
||||
private static bool Closing;
|
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private IEnumerator OpenChestWithAnimation()
|
||||
{
|
||||
beingHandled = true;
|
||||
// process pre-yield
|
||||
m_Animator.SetTrigger("OpenIt");
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yield return new WaitForSeconds( 0.4f );
|
||||
|
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// process post-yield
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void Update()
|
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{
|
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|
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}
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}
|
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Assets/Animations/Fire/Fire.anim.meta
Normal file
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53
Assets/Animations/Fire/Fire.cs
Normal file
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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public class Fire : MonoBehaviour
|
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{
|
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private float range = 0;
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float minFlickerIntensity = 0.5f;
|
||||
float maxFlickerIntensity = 1.0f;
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float flickerSpeed = 4.9f;
|
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private HardLight2D firelight;
|
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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>();
|
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string nameToLookFor = "LightFire";
|
||||
|
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for(var i = 0; i < lights.Length; i++)
|
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{
|
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if(lights[i].name == nameToLookFor)
|
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{
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finalList.Add(lights[i]);
|
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}
|
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}
|
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firelight = finalList[0];
|
||||
|
||||
//firelight = FindObjectOfType<HardLight2D>();
|
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StartCoroutine( ChangeRange());
|
||||
}
|
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|
||||
// Update is called once per frame
|
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void Update()
|
||||
{
|
||||
StartCoroutine( ChangeRange());
|
||||
}
|
||||
|
||||
IEnumerator ChangeRange()
|
||||
{
|
||||
if (randomizer == 0) {
|
||||
firelight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
|
||||
}
|
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else firelight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
|
||||
|
||||
randomizer = Random.Range (0, 1);
|
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yield return new WaitForSeconds(flickerSpeed);
|
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}
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}
|
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using System.Collections;
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currentHealth = PlayerPrefs.GetFloat("WizardCurrentHealth");
|
||||
slider.maxValue = maxHealth;
|
||||
slider.value = currentHealth;
|
||||
|
||||
maxHealthString = maxHealth.ToString();
|
||||
currentHealthString = currentHealth.ToString();
|
||||
displayText.text = currentHealthString + "/" + maxHealthString;
|
||||
}
|
||||
}
|
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if (OnMapAppearanceMethod.Gateway == OnMapAppearanceMethodEnum.NewGame)
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if (OnMapAppearanceMethod.IsNewGame())
|
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{
|
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isBroken = 0; // TODO Like in NPC Type script
|
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}
|
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|
33
Assets/ContinueButton.cs
Normal file
@ -0,0 +1,33 @@
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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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{
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|
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|
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|
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void Start()
|
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{
|
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|
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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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void Update()
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{
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Assets/ControlsletterManager.cs
Normal file
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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|
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public class ControlsletterManager : MonoBehaviour
|
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{
|
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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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void DestroyLetter()
|
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{
|
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Destroy(_panel);
|
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PlayerPrefs.SetInt("ControlLetter.WhereDisplayed", 1);
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}
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}
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75
Assets/DamageDealingPlant.cs
Normal file
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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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public class DamageDealingPlant : MonoBehaviour
|
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{
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public bool inRange = false;
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public float timerDmg = 0f;
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public float waitTime = 1.0f;
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public bool firstAttack = false;
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public float baseAttack = 1.0f;
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public bool isPanelEnabled = true;
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public GameObject other;
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void Start()
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{
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other = GameObject.FindWithTag("Player");
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}
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void OnTriggerEnter2D(Collider2D collision)
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{
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///For attacking player
|
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if (collision.tag == "PlayerHitbox")
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{
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inRange = true;
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firstAttack = false;
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}
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}
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void OnTriggerStay2D(Collider2D collision)
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{
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///For attacking player
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if (collision.tag == "PlayerHitbox")
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{
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inRange = true;
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}
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}
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void OnTriggerExit2D(Collider2D collision)
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{
|
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///For attacking player
|
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inRange = false;
|
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timerDmg = 0f;
|
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|
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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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|
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|
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if (inRange == true)
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{
|
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if (firstAttack == false)
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{
|
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if (timerDmg >= 0.15f)
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{
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firstAttack = true;
|
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other.GetComponent<Player>().TakeDamage(baseAttack, isPanelEnabled);
|
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timerDmg = 0f;
|
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}
|
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}
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if (timerDmg >= waitTime)
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{
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timerDmg = 0f;
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other.GetComponent<Player>().TakeDamage(baseAttack, isPanelEnabled);
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}
|
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timerDmg += Time.deltaTime;
|
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}
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|
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}
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}
|