Added dialog system, added new scene, added player stats save
This commit is contained in:
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1ea616dd60
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2615
Assets/Scenes/AgainScene.unity
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2615
Assets/Scenes/AgainScene.unity
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Assets/Scenes/AgainScene.unity.meta
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Load Diff
8
Assets/Scripts/Dialog.meta
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8
Assets/Scripts/Dialog.meta
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74
Assets/Scripts/Dialog/Dialog.cs
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74
Assets/Scripts/Dialog/Dialog.cs
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@ -0,0 +1,74 @@
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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 Dialog : MonoBehaviour
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{
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public Text textBox;
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public string[] dialogSentences;
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private int index;
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public GameObject continueButton;
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private PlayerController controller;
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public GameObject player;
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public GameObject portal;
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public Animator animator;
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void Start()
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{
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player = GameObject.FindWithTag("Player");
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controller = player.GetComponent<PlayerController>();
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}
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void Update()
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{
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if(textBox.text == dialogSentences[index])
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{
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continueButton.SetActive(true);
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}
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}
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void OnTriggerEnter2D(Collider2D other)
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{
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if (other.CompareTag("Player"))
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{
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StartCoroutine(Write());
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controller.enabled = false;
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animator.Play("Player_Idle");
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}
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}
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IEnumerator Write()
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{
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foreach(char letter in dialogSentences[index].ToCharArray())
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{
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textBox.text += letter;
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yield return new WaitForSeconds(0.05f);
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}
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}
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public void Continue()
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{
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continueButton.SetActive(false);
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if (index < dialogSentences.Length - 1)
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{
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index++;
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textBox.text = "";
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StartCoroutine(Write());
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}
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else
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{
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textBox.text = "";
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controller.enabled = true;
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continueButton.SetActive(false);
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portal.SetActive(true);
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}
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}
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}
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11
Assets/Scripts/Dialog/Dialog.cs.meta
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11
Assets/Scripts/Dialog/Dialog.cs.meta
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@ -85,4 +85,9 @@ public class EnemyFollowPlayer : MonoBehaviour
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yield return new WaitForSeconds(0.1f);
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}
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}
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void OnBecameInvisible()
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{
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Destroy(gameObject);
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}
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}
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@ -38,17 +38,19 @@ public class RangedEnemyAI : MonoBehaviour
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if (Vector2.Distance(transform.position, target.position) < stoppingDistance)
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{
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transform.position = this.transform.position;
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if (canShoot <= 0)
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{
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Instantiate(bullet, transform.position, Quaternion.identity);
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canShoot = timer;
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}
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else
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{
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canShoot -= Time.deltaTime;
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}
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}
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if(canShoot <= 0)
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{
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Instantiate(bullet, transform.position, Quaternion.identity);
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canShoot = timer;
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}
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else
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{
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canShoot -= Time.deltaTime;
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}
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}
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@ -101,5 +103,12 @@ public class RangedEnemyAI : MonoBehaviour
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yield return new WaitForSeconds(0.1f);
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}
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}
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void OnBecameInvisible()
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{
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Destroy(gameObject);
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}
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}
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@ -7,7 +7,7 @@ public class GameMenu : MonoBehaviour
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{
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public void PlayGame()
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{
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SceneManager.LoadScene("StartScene");
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SceneManager.LoadScene("AgainScene");
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}
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public void QuitToMenu()
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{
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@ -7,7 +7,14 @@ public class MainMenu : MonoBehaviour
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{
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public void PlayGame()
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{
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SceneManager.LoadScene("StartScene");
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if (PlayerPrefs.GetInt("Deaths") == 0)
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{
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SceneManager.LoadScene("StartScene");
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}
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else
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{
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SceneManager.LoadScene("AgainScene");
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}
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}
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public void QuitGame()
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{
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@ -57,8 +57,9 @@ public class PauseMenu : MonoBehaviour
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public void LoadMenu()
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{
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Resume();
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SceneManager.LoadScene("MenuScene");
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Resume();
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}
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public void ResumeGame()
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38
Assets/Scripts/Others/PlayerStats.cs
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38
Assets/Scripts/Others/PlayerStats.cs
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@ -0,0 +1,38 @@
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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 PlayerStats : MonoBehaviour
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{
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public Text winsText;
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public Text deathText;
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public Text killsText;
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public Text description;
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void OnTriggerEnter2D(Collider2D other)
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{
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if (other.CompareTag("Player"))
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{
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description.GetComponent<Text>().enabled = true;
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winsText.GetComponent<Text>().enabled = true;
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deathText.GetComponent<Text>().enabled = true;
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killsText.GetComponent<Text>().enabled = true;
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winsText.text = PlayerPrefs.GetInt("Wins").ToString();
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deathText.text = PlayerPrefs.GetInt("Deaths").ToString();
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killsText.text = PlayerPrefs.GetInt("Kills").ToString();
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}
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}
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void OnTriggerExit2D(Collider2D other)
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{
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if (other.CompareTag("Player"))
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{
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description.GetComponent<Text>().enabled = false;
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winsText.GetComponent<Text>().enabled = false;
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deathText.GetComponent<Text>().enabled = false;
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killsText.GetComponent<Text>().enabled = false;
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}
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}
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}
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11
Assets/Scripts/Others/PlayerStats.cs.meta
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11
Assets/Scripts/Others/PlayerStats.cs.meta
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@ -6,6 +6,18 @@ using UnityEngine.SceneManagement;
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public class WinGame : MonoBehaviour
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{
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private GameObject[] gameObjects;
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public int wins;
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public int highscore;
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private PlayerScore score;
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public GameObject count;
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void Start()
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{
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count = GameObject.FindGameObjectWithTag("Score");
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score = count.GetComponent<PlayerScore>();
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}
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void Update()
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{
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gameObjects = GameObject.FindGameObjectsWithTag("Enemy");
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{
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if (other.CompareTag("Player") && gameObjects.Length == 0)
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{
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highscore = 0;
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wins = 0;
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wins++;
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wins = PlayerPrefs.GetInt("Wins") + wins;
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PlayerPrefs.SetInt("Wins", wins);
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highscore = PlayerPrefs.GetInt("Kills") + score.killedEnemy;
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PlayerPrefs.SetInt("Kills", highscore);
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Debug.Log(PlayerPrefs.GetInt("Kills").ToString());
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SceneManager.LoadScene("WinScene");
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Debug.Log("You won!");
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}
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@ -21,23 +21,23 @@ public class HpBar : MonoBehaviour
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void Update()
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{
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if (health.currentHealth == 4)
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if (health.currentHealth <= 4)
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{
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heart5.sprite = brokenHeart;
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}
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if (health.currentHealth == 3)
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if (health.currentHealth <= 3)
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{
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heart4.sprite = brokenHeart;
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}
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if (health.currentHealth == 2)
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if (health.currentHealth <= 2)
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{
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heart3.sprite = brokenHeart;
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}
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if (health.currentHealth == 1)
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if (health.currentHealth <= 1)
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{
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heart2.sprite = brokenHeart;
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}
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if (health.currentHealth == 0)
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if (health.currentHealth <= 0)
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{
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heart1.sprite = brokenHeart;
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}
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@ -11,11 +11,18 @@ public class PlayerHealth : MonoBehaviour
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public GameObject deathEffect;
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private SpriteRenderer playerSprite;
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public Collider2D playerTrigger;
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private PlayerScore score;
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public GameObject count;
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public int highscore;
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public int deaths;
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void Start()
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{
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currentHealth = maxHealth;
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playerSprite = this.GetComponent<SpriteRenderer>();
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score = count.GetComponent<PlayerScore>();
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highscore = 0;
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deaths = 0;
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}
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void OnTriggerEnter2D(Collider2D other)
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@ -52,7 +59,7 @@ public class PlayerHealth : MonoBehaviour
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{
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currentHealth -= 1;
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Debug.Log("Health decreased");
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if (currentHealth <= 0)
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if (currentHealth == 0)
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{
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Die();
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}
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@ -62,6 +69,17 @@ public class PlayerHealth : MonoBehaviour
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{
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Instantiate(deathEffect, transform.position, Quaternion.identity);
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Destroy(gameObject);
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highscore = PlayerPrefs.GetInt("Kills") + score.killedEnemy;
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PlayerPrefs.SetInt("Kills", highscore);
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Debug.Log(PlayerPrefs.GetInt("Kills").ToString());
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deaths++;
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deaths = PlayerPrefs.GetInt("Deaths") + deaths;
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PlayerPrefs.SetInt("Deaths", deaths);
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Debug.Log(PlayerPrefs.GetInt("Deaths").ToString());
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SceneManager.LoadScene("GameOver");
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}
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}
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seamlessCubemap: 0
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textureFormat: 1
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maxTextureSize: 2048
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serializedVersion: 2
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compressionQuality: 50
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spriteMode: 2
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spriteMeshType: 1
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 16
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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textureFormat: -1
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textureCompression: 2
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compressionQuality: 50
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buildTarget: Standalone
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maxTextureSize: 2048
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textureCompression: 2
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compressionQuality: 50
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crunchedCompression: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 3
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buildTarget: Android
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 2
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compressionQuality: 50
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crunchedCompression: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: WebGL
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureCompression: 2
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serializedVersion: 2
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alignment: 0
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pivot: {x: 0, y: 0}
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border: {x: 0, y: 0, z: 0, w: 0}
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physicsShape: []
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tessellationDetail: 0
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bones: []
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spriteID: f0f7bc7347e73dc60800000000000000
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edges: []
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weights: []
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outline: []
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physicsShape: []
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bones: []
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spriteID: 5e97eb03825dee720800000000000000
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internalID: 0
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vertices: []
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weights: []
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secondaryTextures: []
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spritePackingTag:
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pSDRemoveMatte: 0
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pSDShowRemoveMatteOption: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -20,4 +20,7 @@ EditorBuildSettings:
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- enabled: 1
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path: Assets/Scenes/WinScene.unity
|
||||
guid: 03432555cb0e04a45bdf2456d296b553
|
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- enabled: 1
|
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path: Assets/Scenes/AgainScene.unity
|
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guid: 63470b932abfcd242b22890a0750954d
|
||||
m_configObjects: {}
|
||||
|
Loading…
Reference in New Issue
Block a user