540 lines
18 KiB
C#
540 lines
18 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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public class Player : MonoBehaviour
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{
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Rigidbody2D rb;
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private Animator myAnimator;
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public float walkSpeed = 4f;
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float speedLimiter = 0.7f;
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float inputHorizontal;
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float inputVertical;
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public GameObject Panel;
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private bool inRange = false;
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public ParticleSystem dmgParticleSystem;
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public HealthBar healthBar;
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private static bool attackSword;
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private bool attackFist;
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private static bool pickaxeInUse;
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private static bool playerInCollider;
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public bool lvlUp = false;
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public float test;
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private float timerRegen = 0f;
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private float timerTick = 0f;
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private float waitRegen = 8.0f;
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private float waitTick = 1.0f;
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private bool startRegen = false;
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private bool canWalk = true;
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[Header("Player Starts values")]
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public const int BaseHealth = 10;
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public const float BaseSpeed = 4f;
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[Header("Player Skills Points")]
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public int healthPoints;
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public int defensePoints;
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public int strengthPoints;
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public int intelligencePoints;
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[Header("Player current values")]
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public float attackValue;
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public float defenseValue;
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public float currentSpeed; // as WalkSpeed
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public float currentHealth;
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public float maxHealth;
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public float exp;
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public int lvl;
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public float maxExp;
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public LevelBar levelBar;
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public FloatValue minPlayerExp;
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public static void putPlayerInCollider()
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{
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playerInCollider = true;
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}
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public static void takePlayerFromCollider()
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{
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playerInCollider = false;
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}
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void Start()
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{
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Panel = GameObject.FindObjectsOfType<GameObject>(true).Where(sr => sr.gameObject.name == "YouDied").ToArray()[0];
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healthBar = (HealthBar)FindObjectOfType<HealthBar>();
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levelBar = (LevelBar)FindObjectOfType<LevelBar>();
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if (OnMapAppearanceMethod.IsNewGame())
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{
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currentHealth = PlayerPrefs.GetFloat("health");
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exp = PlayerPrefs.GetFloat("exp");
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lvl = PlayerPrefs.GetInt("lvl");
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}
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else
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{
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currentHealth = PlayerPrefs.GetFloat("health-S");
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exp = PlayerPrefs.GetFloat("exp-S");
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lvl = PlayerPrefs.GetInt("lvl-S");
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}
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rb = gameObject.GetComponent<Rigidbody2D>();
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myAnimator = GetComponent<Animator>();
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//healthBar.SetMaxHealth(maxHealth.initialValue);
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//healthBar.SetHealth(currentHealth);
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//levelBar.SetStartExp(minPlayerExp.initialValue);
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//levelBar.SetExp(exp);
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ManageSpeed();
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walkSpeed = PlayerPrefs.GetFloat("speed");
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ManageLevels(exp);
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}
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public void GetExp(float expValue)
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{
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exp = exp + expValue;
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ManageLevels(exp);
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}
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public void ManageLevels(float exp)
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{
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if (lvl == 1)
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{
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maxExp = 25;
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if (exp >= maxExp)
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{
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lvl = 2;
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lvlUp = true;
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maxExp = 50;
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// Add points and refresh view (if opened)
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SkillsPointsManger.Instance.AddFreePoints(2);
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SkillsPointsManger.Instance.UpdatePanelView();
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}
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}
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else if (lvl == 2)
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{
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maxExp = 50;
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if (exp >= maxExp)
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{
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lvl = 3;
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lvlUp = true;
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maxExp = 100;
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// Add points and refresh view (if opened)
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SkillsPointsManger.Instance.AddFreePoints(2);
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SkillsPointsManger.Instance.UpdatePanelView();
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}
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}
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else if (lvl == 3)
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{
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maxExp = 100;
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if (exp >= maxExp)
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{
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lvl = 4;
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lvlUp = true;
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maxExp = 200;
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// Add points and refresh view (if opened)
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SkillsPointsManger.Instance.AddFreePoints(2);
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SkillsPointsManger.Instance.UpdatePanelView();
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}
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}
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}
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public void TakeDamage(float damage, bool isPanelEnabled = true)
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{
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defensePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS);
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Debug.Log($"Minion Damage: {damage}; \n\tDefense: {PlayerPrefs.GetFloat("defenseValue")}");
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damage = damage - PlayerPrefs.GetFloat("defenseValue");
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damage = damage < 0 ? 0 : damage;
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Debug.Log($"\tRealDamage: {damage}");
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currentHealth = PlayerPrefs.GetFloat("health");
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currentHealth = currentHealth - damage;
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PlayerPrefs.SetFloat("health", currentHealth);
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var em = dmgParticleSystem.emission;
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em.enabled = true;
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StartCoroutine(Timer());
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timerRegen = 0.0f;
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startRegen = false;
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if (currentHealth <= 0)
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{
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if (isPanelEnabled)
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{
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Panel.SetActive(true);
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}
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walkSpeed = 0f;
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canWalk = false;
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}
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}
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IEnumerator Timer()
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{
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yield return new WaitForSeconds(0.2f);
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var em = dmgParticleSystem.emission;
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em.enabled = false;
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}
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private void HandleAttacks()
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{
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if (canWalk == true)
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{
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/* if (EquipmentUIManager.Instance.GetList().Count() == 0 || EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).Count() == 0)
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return;*/
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if (attackFist)
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{
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myAnimator.SetTrigger("attackFist");
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} else if (attackSword &&
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EquipmentUIManager.Instance.GetList().Count() != 0 &&
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EquipmentUIManager.Instance.GetList()
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.Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).Count() > 0 &&
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EquipmentUIManager.Instance.GetList()
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.Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).First().Value.Name.Equals("Pickaxe"))
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{
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myAnimator.SetTrigger("pickaxe");
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}
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else if (attackSword &&
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EquipmentUIManager.Instance.GetList().Count() != 0 &&
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EquipmentUIManager.Instance.GetList()
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.Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).Count() > 0 &&
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EquipmentUIManager.Instance.GetList()
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.Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).First().Value.EquipmentType == EquipmentTypeEnum.Weapon)
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{
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myAnimator.SetTrigger("attack");
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}
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}
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}
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private void HandleInput()
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{
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KeyCode keyToAttack = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Attack"));
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if (Input.GetKeyDown(keyToAttack))
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{
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attackSword = true;
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}
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if (Input.GetKeyDown(KeyCode.LeftShift))
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{
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attackFist = true;
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}
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if (Input.GetKeyDown(KeyCode.X))
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{
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pickaxeInUse = true;
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}
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}
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private void ResetValues()
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{
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attackSword = false;
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attackFist = false;
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pickaxeInUse = false;
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}
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void Update()
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{
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if (lvlUp == true)
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{
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PlayerPrefs.SetInt("LvlUpPopUp", 1);
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exp = 0;
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lvlUp = false;
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}
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ManageHealth();
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ManageDefense();
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ManageIntelligence();
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ManageStrength();
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ManageSpeed();
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if (canWalk == true)
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{
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inputHorizontal = Input.GetAxisRaw("Horizontal");
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inputVertical = Input.GetAxisRaw("Vertical");
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// speed calculated in ManageSpeed function
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walkSpeed = PlayerPrefs.GetFloat("speed");
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myAnimator.SetFloat("moveX", inputHorizontal * walkSpeed);
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myAnimator.SetFloat("moveY", inputVertical * walkSpeed);
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if (inputHorizontal != 0)
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{
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myAnimator.SetFloat("speed", walkSpeed);
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}
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else if (inputVertical != 0)
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{
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myAnimator.SetFloat("speed", walkSpeed);
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}
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else
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{
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myAnimator.SetFloat("speed", 0);
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}
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if (inputHorizontal == 1 || inputHorizontal == -1 || inputVertical == 1 || inputVertical == -1)
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{
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myAnimator.SetFloat("lastMoveX", inputHorizontal);
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myAnimator.SetFloat("lastMoveY", inputVertical);
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}
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timerRegen += Time.deltaTime;
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if (timerRegen >= waitRegen)
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{
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startRegen = true;
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}
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currentHealth = PlayerPrefs.GetFloat("health");
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maxHealth = PlayerPrefs.GetFloat("maxHealth");
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if (startRegen == true)
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{
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timerTick += Time.deltaTime;
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if (timerTick >= waitTick)
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{
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if (currentHealth < maxHealth)
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{
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currentHealth = currentHealth + 1;
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if (currentHealth > maxHealth)
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{
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currentHealth = maxHealth;
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}
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PlayerPrefs.SetFloat("health", currentHealth);
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timerTick = 0f;
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}
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}
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}
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PlayerPrefs.SetFloat("health", currentHealth);
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PlayerPrefs.SetFloat("exp", exp);
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PlayerPrefs.SetInt("lvl", lvl);
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PlayerPrefs.SetFloat("maxExp", maxExp);
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PlayerPrefs.SetFloat("maxHealth", maxHealth);
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}
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HandleInput();
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}
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void FixedUpdate()
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{
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if (canWalk == true)
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{
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if (inputHorizontal != 0 || inputVertical != 0)
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{
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if (inputHorizontal != 0 && inputVertical != 0)
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{
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inputHorizontal *= speedLimiter;
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inputVertical *= speedLimiter;
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}
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rb.velocity = new Vector2(inputHorizontal * walkSpeed, inputVertical * walkSpeed);
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}
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else
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{
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rb.velocity = new Vector2(0f, 0f);
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}
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}
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HandleAttacks();
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ResetValues();
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}
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public void SaveCheckpoint()
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{
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currentHealth = PlayerPrefs.GetFloat("health");
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PlayerPrefs.SetFloat("health-S", currentHealth);
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PlayerPrefs.SetFloat("exp-S", exp);
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PlayerPrefs.SetInt("lvl-S", lvl);
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}
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public void ManageHealth()
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{
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//nie wiem czy to potrzebne ale zostawiam tak
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healthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS);
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// nowe - analogicznie jak w ataku
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var healthCalculltor = new HealthCalcullator();
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var health = BaseHealth + healthCalculltor.CalculateWithoutItem();
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PlayerPrefs.SetFloat("maxHealth", health);
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//Debug.Log("Health: " + PlayerPrefs.GetFloat("maxHealth"));
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}
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public void AddHealthPoint()
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{
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healthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS);
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healthPoints = healthPoints + 1;
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PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS, healthPoints);
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// Fetch change in scene manager responsible for this data
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SkillsPointsManger.Instance.UpdatePanelView();
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}
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public void ManageStrength()
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{
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if (EquipmentUIManager.Instance.GetList().Count() == 0 || EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).Count() == 0)
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{
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var attackCalculator = new AttackCalcullator();
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attackValue = attackCalculator.CalculateWithoutItem();
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PlayerPrefs.SetFloat("attackValue", attackValue);
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}
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else if (EquipmentUIManager.Instance.GetList().Count() != 0 &&
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EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).Count() > 0 &&
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EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).First().Value.EquipmentType == EquipmentTypeEnum.Weapon)
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{
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var equippedItem = EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).First().Value;
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var attackCalculator = new AttackCalcullator();
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attackValue = attackCalculator.Calculate(equippedItem.Value);
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PlayerPrefs.SetFloat("attackValue", attackValue);
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} else
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{
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throw new System.Exception("Attack Calculation Error");
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}
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//Debug.Log("Attack: " + PlayerPrefs.GetFloat("attackValue"));
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}
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public void AddStrengthPoint()
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{
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strengthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_STRENGHT_POINTS);
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strengthPoints = strengthPoints + 1;
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PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_STRENGHT_POINTS, strengthPoints);
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// Fetch change in scene manager responsible for this data
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SkillsPointsManger.Instance.UpdatePanelView();
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}
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public void ManageDefense()
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{
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//nie wiem czy to potrzebne ale zostawiam tak
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defensePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS);
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// nowe - analogicznie jak w ataku
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var defenseCalculator = new DefenseCalculattor();
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if (EquipmentUIManager.Instance.GetList().Count() == 0 ||
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EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.HelmetSlot && el.Value != null).Count() == 0 &&
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EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.ArmorSlot && el.Value != null).Count() == 0
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){
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defenseValue = defenseCalculator.CalculateWithoutItem();
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PlayerPrefs.SetFloat("defenseValue", defenseValue);
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}
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else if (EquipmentUIManager.Instance.GetList().Count() != 0 &&
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(EquipmentUIManager.Instance.GetList()
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.Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.HelmetSlot && el.Value != null).Count() > 0 &&
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EquipmentUIManager.Instance.GetList()
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.Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.HelmetSlot && el.Value != null).First().Value.EquipmentType == EquipmentTypeEnum.Helmet) ||
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(EquipmentUIManager.Instance.GetList()
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.Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.ArmorSlot && el.Value != null).Count() > 0 &&
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EquipmentUIManager.Instance.GetList()
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.Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.ArmorSlot && el.Value != null).First().Value.EquipmentType == EquipmentTypeEnum.Chest)
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) {
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var helmetSlot = EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.HelmetSlot && el.Value != null);
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var helmet = (helmetSlot.Count() != 0) ? helmetSlot.First().Value.Value : 0;
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var chestplateSlot = EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.ArmorSlot && el.Value != null);
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var chestplate = (chestplateSlot.Count() != 0) ? chestplateSlot.First().Value.Value : 0;
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defenseValue = defenseCalculator.Calculate(helmet + chestplate);
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PlayerPrefs.SetFloat("defenseValue", defenseValue);
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}
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else
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{
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throw new System.Exception("Defense Calculation Error");
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}
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//Debug.Log("Defense: " + PlayerPrefs.GetFloat("defenseValue"));
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}
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public void AddDefensePoint()
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{
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defensePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS);
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defensePoints = defensePoints + 1;
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PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS, defensePoints);
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// Fetch change in scene manager responsible for this data
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SkillsPointsManger.Instance.UpdatePanelView();
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}
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public void ManageIntelligence()
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{
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intelligencePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_INTELIGENCE_POINTS);
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}
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public void AddIntelligencePoint()
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{
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intelligencePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_INTELIGENCE_POINTS);
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intelligencePoints = intelligencePoints + 1;
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PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_INTELIGENCE_POINTS, intelligencePoints);
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// Fetch change in scene manager responsible for this data
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SkillsPointsManger.Instance.UpdatePanelView();
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}
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public void LevelUpPopUp()
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{
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healthPoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS);
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}
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public void ManageSpeed()
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{
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var speed = 0f;
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var speedCalculator = new SpeedCalcullator();
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if (EquipmentUIManager.Instance.GetList().Count() == 0 || EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.BootsSlot && el.Value != null).Count() == 0)
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{
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speed = BaseSpeed + speedCalculator.CalculateWithoutItem();
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}
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else if (EquipmentUIManager.Instance.GetList().Count() != 0 &&
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EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.BootsSlot && el.Value != null).Count() > 0 &&
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EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.BootsSlot && el.Value != null).First().Value.EquipmentType == EquipmentTypeEnum.Boots)
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{
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var boots = EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.BootsSlot && el.Value != null).First().Value;
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speed = BaseSpeed + speedCalculator.Calculate(boots.Value);
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}
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PlayerPrefs.SetFloat("speed", speed);
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//Debug.Log("Speed: " + PlayerPrefs.GetFloat("speed"));
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}
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// nowe - analogicznie jak w ataku
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}
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