before changing xp system

This commit is contained in:
Sewmina
2022-10-25 01:00:45 +05:30
parent 9175e6740b
commit dd89c3fbb5
58 changed files with 35548 additions and 3589 deletions

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@@ -51,11 +51,13 @@ public class Building : MonoBehaviour
}
}
public void Upgrade(int newLevel =-1, int cost =-1){
public void Upgrade(int newLevel =-1, int gold_cost =-1, int metal_cost = -1){
if(curLevel >= buildingData.levels.Count-1){Debug.Log("Already max");return;}
if(cost<0){cost = buildingData.levels[curLevel+1].price;}
Debug.Log("Upgrading " + buildingData.buildingName + " for " + cost + " coins");
if(gold_cost<0){gold_cost = buildingData.levels[curLevel+1].price;}
if(metal_cost<0){metal_cost = buildingData.levels[curLevel+1].metal_price;}
Debug.Log("Upgrading " + buildingData.buildingName + " for " + gold_cost + " coins and " + metal_cost + " energy");
switch (curLevel)
{
@@ -63,11 +65,12 @@ public class Building : MonoBehaviour
case 1: Debug.Log("2 Stars"); break;
}
if(DBmanager.Coins < cost){
if(DBmanager.Coins < gold_cost && DBmanager.Metal < metal_cost){
MessageDialog.instance.ShowMessage("Failed", "Insufficient Resources to complete the transaction");
return;
}
DBmanager.SetCoins(DBmanager.Coins-cost);
DBmanager.SetCoins(DBmanager.Coins- gold_cost);
DBmanager.SetMetal(DBmanager.Metal - metal_cost);
if(newLevel <0){
curLevel = Mathf.Clamp(curLevel+1,0, buildingData.levels.Count-1);
}else{

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@@ -60,14 +60,22 @@ public class ChestOpener : MonoBehaviour
if(skinsLucky < chestData.legendaryChance && legendarySkins.Count > 0){
//Legend
selectedSkin = legendarySkins[Random.Range(0,legendarySkins.Count)];
goldCount += 50000;
if(legendarySkins.Count == 0){
goldCount += 50000;
}else{
selectedSkin = legendarySkins[Random.Range(0,legendarySkins.Count)];
}
}else if(skinsLucky < chestData.rareChance && rareSkins.Count > 0){
selectedSkin = rareSkins[Random.Range(0,rareSkins.Count)];
if(rareSkins.Count == 0){
goldCount += 5000;
}else if(baseSkins.Count > 0){
selectedSkin = baseSkins[Random.Range(0,baseSkins.Count)];
}else{
selectedSkin = rareSkins[Random.Range(0,rareSkins.Count)];
}}else if(baseSkins.Count > 0){
if(baseSkins.Count == 0){
goldCount+= 500;
}else{
selectedSkin = baseSkins[Random.Range(0,baseSkins.Count)];
}
}
}

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@@ -29,6 +29,9 @@ public class GameManager : MonoBehaviour
public Slider[] levelSliders;
public TMP_Text[] levelProgressTxts;
public TMP_Text[] rankText;
public Image[] rankImages;
// public GameObject loadingScreen;
[Header("Profile")]
@@ -122,6 +125,18 @@ public class GameManager : MonoBehaviour
{
levelProgressTxt.text = $"{DBmanager.Xp}/{DBmanager.XpForNextLevel()}";
}
foreach(TMP_Text rankTxt in rankText){
rankTxt.text = DBmanager.CurrentRank.name;
}
foreach(Image rankImg in rankImages){
rankImg.sprite = DBmanager.CurrentRank.image;
ParticleSystem[] effects = rankImg.transform.parent.parent.GetComponentsInChildren<ParticleSystem>();
foreach(ParticleSystem effect in effects){
effect.startColor = new Color(DBmanager.CurrentRank.color.r,DBmanager.CurrentRank.color.g, DBmanager.CurrentRank.color.b, effect.startColor.a);
}
}
}
public async void LoadMinigame()

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@@ -1,33 +1,41 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GoldMine : MonoBehaviour
{
public static int LevelsCount => levelsCount;
static int levelsCount = 40;
public static int levelsCount => Stats.levels.Length;
public Sprite statIcon;
static int ProductionMultiplier=50;
static int CapacityMultiplier=1000;
static int gold_prod_upgrade_cost = 3000;
static int gold_cap_upgrade_cost = 2500;
public GoldMineData gold_stats;
public static GoldMineData Stats;
// static int ProductionMultiplier=50;
// static int CapacityMultiplier=1000;
// static int gold_prod_upgrade_cost = 3000;
// static int gold_cap_upgrade_cost = 2500;
void Awake()
{ BuildingData data =GetComponent<Building>().buildingData;
{
Stats = gold_stats;
BuildingData data =GetComponent<Building>().buildingData;
data.levels = new List<BuildingLevel>();
data.productinoRates = new float[levelsCount*levelsCount];
Debug.Log($"Gold mine levels combos:{levelsCount}");
for(int i=0; i < levelsCount * levelsCount; i++){
int l = i+1;
int lvl = (i%levelsCount);
int p = GetProductionRateByLevel(l);
int c = GetCapacityRateByLevel(l);
int L = GetLevelByRates(c,p);
List<BuildingStat> stats = new List<BuildingStat>();
stats.Add(new BuildingStat("Gold per hour", (p * ProductionMultiplier).ToString(),statIcon));
stats.Add(new BuildingStat("Capacity", (c * CapacityMultiplier).ToString(),statIcon));
data.levels.Add(new BuildingLevel(l,stats,l*3000));
data.levels[i].xpGain = (i > 0) ? 150 : 0;
data.productinoRates[i] = p * ProductionMultiplier;
Debug.Log($"Level:{l},{L},{lvl} ,Prod:{p}, Capactiy:{c}");
List<BuildingStat> stats = new List<BuildingStat>();
// stats.Add(new BuildingStat("Gold per hour", (p * ProductionMultiplier).ToString(),statIcon));
// stats.Add(new BuildingStat("Capacity", (c * CapacityMultiplier).ToString(),statIcon));
stats.Add(new BuildingStat("Gold per hour", (gold_stats.levels[p-1].Production).ToString(),statIcon));
stats.Add(new BuildingStat("Capacity", (gold_stats.levels[c-1].Capacity).ToString(),statIcon));
data.levels.Add(new BuildingLevel(l,stats,gold_stats.levels[lvl].costGold,gold_stats.levels[lvl].costMetal));
data.levels[i].xpGain = (i > 0) ? 150 : 0;
data.productinoRates[i] = gold_stats.levels[p-1].Production;
// Debug.Log($"Level:{l},{L} ,Prod:{p}, Capactiy:{c}");
}
}
@@ -49,13 +57,25 @@ public class GoldMine : MonoBehaviour
return (levelsCount*Production) + Capacity - levelsCount;
}
public static int GetCostForProduction(int level){
public static int GetGoldCostForProduction(int level){
int Level = GetProductionRateByLevel(level);
return Level*gold_prod_upgrade_cost;
int cost = 0;
try{cost = Stats.levels[Level%levelsCount].costGold;}catch{
Debug.LogError("Error at receiving gold cost for level " + level);
}
return cost;
}
public static int GetCostForCapacity(int level){
public static int GetGoldCostForCapacity(int level){
int Level = GetCapacityRateByLevel(level);
return Level*gold_cap_upgrade_cost;
return Stats.levels[ Level%levelsCount].costGold;
}
public static int GetMetalCostForProduction(int level){
int Level = GetProductionRateByLevel(level);
return Stats.levels[ Level%levelsCount].costMetal;
}
public static int GetMetalCostForCapacity(int level){
int Level = GetCapacityRateByLevel(level);
return Stats.levels[ Level%levelsCount].costMetal;
}
}

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@@ -28,6 +28,7 @@ public class LoadingScreen : MonoBehaviour
IEnumerator loadlLevel(string levelName){
AudioManager.instnace.SetMusic(-1);
TutorialManager.instance=null;
loading=true;
canvasGroup.alpha=0;
canvasGroup.blocksRaycasts=true;

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@@ -6,9 +6,9 @@ using UnityEngine.SceneManagement;
public class MaintainceChecker : MonoBehaviour
{
public static int version = 8;
public static int version = 10;
public static MaintainceChecker instance;
public int checkInterval = 10;
public int checkInterval = 30;
float t;
void Start()
{

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@@ -801,7 +801,9 @@ public class SpaceshipController : NetworkBehaviour
DBmanager.SetMetal(DBmanager.Metal+250);
MinigameManager.instance.rankedSummary.ShowLoss();
DBmanager.SetTrophies(Mathf.Clamp(DBmanager.Trophies - 15, 0, int.MaxValue));
// DBmanager.SetTrophies(Mathf.Clamp(DBmanager.Trophies - 15, 0, int.MaxValue));
DBmanager.SetTrophies(Mathf.Clamp(DBmanager.Trophies - DBmanager.CurrentRank.trophieLoss, 0, int.MaxValue));
}
}

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@@ -23,6 +23,7 @@ public class SelectedItemMenu : MonoBehaviour
public GameObject goldmineUpgradeMenu;
public Button btn_gold_prod;
public Button btn_gold_cap;
public Transform upgrade_statParent;
public GameObject[] upgrade_tierIndicators;
public TMP_Text upgrade_buildingName;
@@ -163,23 +164,39 @@ public class SelectedItemMenu : MonoBehaviour
int C = GoldMine.GetCapacityRateByLevel(L);
int P = GoldMine.GetProductionRateByLevel(L);
//Calculate prices
int gold_cost_p = GoldMine.GetGoldCostForProduction(L);
int metal_cost_p = GoldMine.GetMetalCostForProduction(L);
int gold_cost_c = GoldMine.GetGoldCostForCapacity(L);
int metal_cost_c = GoldMine.GetMetalCostForCapacity(L);
if(P>=GoldMine.LevelsCount){
btn_gold_prod.interactable=false;
btn_gold_prod.transform.Find("txt_price").GetComponent<TMP_Text>().text = "Max!";
btn_gold_prod.transform.Find("Price/txt_price").GetComponent<TMP_Text>().text = "Max!";
btn_gold_prod.transform.Find("Price/txt_price_metal").gameObject.SetActive(false);
btn_gold_prod.transform.Find("Price/txt_price").gameObject.SetActive(true);
}
else{
bool affroadable = DBmanager.Coins >= GoldMine.GetCostForProduction(L);
bool affroadable = DBmanager.Coins >= gold_cost_p && DBmanager.Metal >= metal_cost_p;
btn_gold_prod.interactable=affroadable;
btn_gold_prod.transform.Find("txt_price").GetComponent<TMP_Text>().text = GoldMine.GetCostForProduction(L).ToString();
btn_gold_prod.transform.Find("Price/txt_price").GetComponent<TMP_Text>().text = gold_cost_p.ToString();
btn_gold_prod.transform.Find("Price/txt_price_metal").GetComponent<TMP_Text>().text = metal_cost_p.ToString();
btn_gold_prod.transform.Find("Price/txt_price").gameObject.SetActive(gold_cost_p>0);
btn_gold_prod.transform.Find("Price/txt_price_metal").gameObject.SetActive(metal_cost_p>0);
}
if(C>=GoldMine.LevelsCount){
btn_gold_cap.interactable = false;
btn_gold_cap.transform.Find("txt_price").GetComponent<TMP_Text>().text = "Max!";
btn_gold_cap.transform.Find("Price/txt_price").GetComponent<TMP_Text>().text = "Max!";
btn_gold_cap.transform.Find("Price/txt_price_metal").gameObject.SetActive(false);
btn_gold_cap.transform.Find("Price/txt_price").gameObject.SetActive(true);
}
else{
bool affroadable = DBmanager.Coins >= GoldMine.GetCostForCapacity(L);
bool affroadable = DBmanager.Coins >= gold_cost_c && DBmanager.Metal >= metal_cost_c;
btn_gold_cap.interactable=affroadable;
btn_gold_cap.transform.Find("txt_price").GetComponent<TMP_Text>().text = GoldMine.GetCostForCapacity(L).ToString();
btn_gold_cap.transform.Find("Price/txt_price").GetComponent<TMP_Text>().text = gold_cost_c.ToString();
btn_gold_cap.transform.Find("Price/txt_price_metal").GetComponent<TMP_Text>().text = metal_cost_c.ToString();
btn_gold_cap.transform.Find("Price/txt_price").gameObject.SetActive(gold_cost_c > 0);
btn_gold_cap.transform.Find("Price/txt_price_metal").gameObject.SetActive(metal_cost_c > 0);
}
@@ -199,7 +216,7 @@ public class SelectedItemMenu : MonoBehaviour
int newLevel = GoldMine.GetLevelByRates(C + 1, P);
upgradeBtn.interactable= false;
Selector.selectedBuilding.Upgrade(newLevel:newLevel-1, cost:GoldMine.GetCostForCapacity(L) );
Selector.selectedBuilding.Upgrade(newLevel:newLevel-1, gold_cost:GoldMine.GetGoldCostForCapacity(L), metal_cost: GoldMine.GetMetalCostForCapacity(L) );
goldmineUpgradeMenu.SetActive(false);
OnUpgradeMenuClicked();
}
@@ -211,7 +228,7 @@ public class SelectedItemMenu : MonoBehaviour
if(P >=GoldMine.LevelsCount){return;}
int newLevel = GoldMine.GetLevelByRates(C, P+1);
upgradeBtn.interactable= false;
Selector.selectedBuilding.Upgrade(newLevel:newLevel-1, cost: GoldMine.GetCostForProduction(L));
Selector.selectedBuilding.Upgrade(newLevel:newLevel-1, gold_cost: GoldMine.GetGoldCostForProduction(L), metal_cost: GoldMine.GetMetalCostForProduction(L));
goldmineUpgradeMenu.SetActive(false);
OnUpgradeMenuClicked();

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@@ -0,0 +1,8 @@
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@@ -44,12 +44,14 @@ public class BuildingLevel{
public int level = 0;
public List<BuildingStat> stats;
public int price = 1000;
public int metal_price =0;
public int xpGain = 100;
public BuildingLevel(int _level, List<BuildingStat> _stats, int _price){
public BuildingLevel(int _level, List<BuildingStat> _stats, int _price, int _metal_price=0){
level = _level;
stats = _stats;
price = _price;
metal_price = _metal_price;
}
}

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@@ -10,7 +10,9 @@ using System.Net;
using System.Net.Sockets;
public class DBmanager : MonoBehaviour
{
public static string phpRoot = "http://vmi1005083.contaboserver.net/upf-dev/";
static RankLevel[] rankLevels;
static RankLevel[] RankLevels {get{if(rankLevels==null){return Resources.Load<RankLevels>("ScriptableObjects/RankLevels").levels;}else{return rankLevels;}}}
public static string phpRoot = "http://vmi1005083.contaboserver.net/upf/";
public static string username = null;
public static int userid=0;
@@ -36,6 +38,19 @@ public class DBmanager : MonoBehaviour
public static int Gems => gems;
public static int Metal => metal;
public static int Trophies => trophies;
public static RankLevel CurrentRank {
get{
RankLevel level = RankLevels[0];
foreach(RankLevel lvl in RankLevels){
if(Trophies > lvl.minimumTrophies){
level = lvl;
}else{
break;
}
}
return level;
}}
public static int MostTime=> mostTime;
public static int DoubleKills => doubleKills;
public static int TripleKills => tripleKills;

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@@ -1,7 +1,7 @@
using UnityEngine;
[CreateAssetMenu(fileName = "GoldMineStats", menuName = "Game/GoldMineData", order = 1)]
public class SpawnManagerScriptableObject : ScriptableObject
public class GoldMineData : ScriptableObject
{
public GoldMineLevel[] levels;
}

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@@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class RankLevel{
public string name;
public int minimumTrophies;
public int trophieLoss;
public Sprite image;
public Color color;
}

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@@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "RankLevels", menuName = "Game/RankLevels", order = 1)]
public class RankLevels : ScriptableObject
{
public RankLevel[] levels;
}

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@@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "XpRewards", menuName = "Game/XpRewards", order = 1)]
public class XPRewards : ScriptableObject
{
public XpPassReward[] rewards;
}

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@@ -19,7 +19,7 @@ public class TutorialManager : MonoBehaviour
void Start(){
btn_skip.onClick.AddListener(OnSkip);
justRegistered= true; //for testing purpose
// justRegistered= true; //for testing purpose
if(justRegistered){
StartSequence(firstTutorial);
justRegistered =false;

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@@ -140,5 +140,6 @@ public class XpPassReward{
public enum XpRewardType{
Gold,
Gems,
Chest
Chest,
Energy
}

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