bug fixes
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Assets/.DS_Store
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Assets/.DS_Store
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Assets/GFX/.DS_Store
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||
m_LocalPosition: {x: -0.02, y: 0.13, z: 0}
|
||||
m_LocalPosition: {x: -0.019999769, y: -0.89, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 0}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children:
|
||||
- {fileID: 4862474287095145940}
|
||||
- {fileID: 6621384745784260226}
|
||||
m_Father: {fileID: 6996804995074212180}
|
||||
m_Father: {fileID: 6553627824343142004}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!1 &1162534051785449981
|
||||
GameObject:
|
||||
|
|
@ -104,8 +104,6 @@ Transform:
|
|||
m_ConstrainProportionsScale: 0
|
||||
m_Children:
|
||||
- {fileID: 6553627824343142004}
|
||||
- {fileID: 1985619048386718235}
|
||||
- {fileID: 2706871704866700234}
|
||||
m_Father: {fileID: 0}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!33 &541726386239973379
|
||||
|
|
@ -136,7 +134,7 @@ MeshRenderer:
|
|||
m_RenderingLayerMask: 1
|
||||
m_RendererPriority: 0
|
||||
m_Materials:
|
||||
- {fileID: 0}
|
||||
- {fileID: 2100000, guid: ad5de8193a625af48b1318e417ae6c7e, type: 2}
|
||||
m_StaticBatchInfo:
|
||||
firstSubMesh: 0
|
||||
subMeshCount: 0
|
||||
|
|
@ -623,15 +621,15 @@ Transform:
|
|||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 4138028292173026706}
|
||||
serializedVersion: 2
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0.84, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: -0.18000013, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 0}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children:
|
||||
- {fileID: 8964528504973515913}
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- {fileID: 4744380201510388511}
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- {fileID: 3648012348632283978}
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||||
m_Father: {fileID: 6996804995074212180}
|
||||
m_Father: {fileID: 6553627824343142004}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!1 &4219437323657878317
|
||||
GameObject:
|
||||
|
|
@ -665,6 +663,8 @@ Transform:
|
|||
m_Children:
|
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- {fileID: 1985343946610652164}
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- {fileID: 3876516383691333514}
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- {fileID: 1985619048386718235}
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||||
- {fileID: 2706871704866700234}
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||||
m_Father: {fileID: 6996804995074212180}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!210 &9168207458868640020
|
||||
|
|
|
|||
|
|
@ -168,8 +168,6 @@ Transform:
|
|||
m_ConstrainProportionsScale: 0
|
||||
m_Children:
|
||||
- {fileID: 4823730940860246971}
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||||
- {fileID: 1985619048386718235}
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||||
- {fileID: 8153166232711862060}
|
||||
m_Father: {fileID: 0}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!33 &541726386239973379
|
||||
|
|
@ -200,7 +198,7 @@ MeshRenderer:
|
|||
m_RenderingLayerMask: 1
|
||||
m_RendererPriority: 0
|
||||
m_Materials:
|
||||
- {fileID: 0}
|
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- {fileID: 2100000, guid: 9636898e0cabdf64d99f5040090fe41e, type: 2}
|
||||
m_StaticBatchInfo:
|
||||
firstSubMesh: 0
|
||||
subMeshCount: 0
|
||||
|
|
@ -565,6 +563,8 @@ Transform:
|
|||
m_Children:
|
||||
- {fileID: 256467407972651467}
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||||
- {fileID: 3300676113066932805}
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||||
- {fileID: 1985619048386718235}
|
||||
- {fileID: 8153166232711862060}
|
||||
m_Father: {fileID: 6996804995074212180}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!1 &2781538296072363958
|
||||
|
|
@ -592,13 +592,13 @@ Transform:
|
|||
m_GameObject: {fileID: 2781538296072363958}
|
||||
serializedVersion: 2
|
||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||
m_LocalPosition: {x: 0.82, y: -0.110000245, z: 0}
|
||||
m_LocalPosition: {x: 0.24999964, y: -0.7100003, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 0}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children:
|
||||
- {fileID: 8216762809602117158}
|
||||
- {fileID: 4781289244599139407}
|
||||
m_Father: {fileID: 6996804995074212180}
|
||||
m_Father: {fileID: 4823730940860246971}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!1 &3566355236351520967
|
||||
GameObject:
|
||||
|
|
@ -807,15 +807,15 @@ Transform:
|
|||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 4138028292173026706}
|
||||
serializedVersion: 2
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0.88, y: 0.64, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||
m_LocalPosition: {x: 0.30999994, y: 0.039999902, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 0}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children:
|
||||
- {fileID: 8964528504973515913}
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||||
- {fileID: 4744380201510388511}
|
||||
- {fileID: 3648012348632283978}
|
||||
m_Father: {fileID: 6996804995074212180}
|
||||
m_Father: {fileID: 4823730940860246971}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!1 &5097258206472635861
|
||||
GameObject:
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load Diff
|
|
@ -387,6 +387,7 @@ public class enemyScript : NetworkBehaviour
|
|||
IEnumerator couroutineDeath(){
|
||||
|
||||
animationString = "Death";
|
||||
StartCoroutine(PopDisappearUI());
|
||||
UpdateAnimation(directionString , animationString);
|
||||
// RpcUpdateAnim(directionString, animationString,false);
|
||||
Vector3 lootSpawnPos = transform.position;
|
||||
|
|
@ -395,7 +396,8 @@ public class enemyScript : NetworkBehaviour
|
|||
GameObject newLoot = Instantiate(GameManager.instance.GetRandomLoot(), lootSpawnPos, Quaternion.identity);
|
||||
|
||||
NetworkServer.Spawn(newLoot);
|
||||
yield return new WaitForSecondsRealtime(5);
|
||||
|
||||
yield return new WaitForSecondsRealtime(7);// dead corpse delay
|
||||
|
||||
|
||||
if (!isServer)
|
||||
|
|
@ -433,4 +435,39 @@ public class enemyScript : NetworkBehaviour
|
|||
MagicalhealthBar.SetHealth(newValue,maxHealth);
|
||||
}
|
||||
|
||||
//etc for ui Disspear coroutine
|
||||
IEnumerator PopDisappearUI(){
|
||||
Vector3 originalScale = uiEnemy.localScale;
|
||||
|
||||
// First, scale up slightly
|
||||
float popDuration = 0.15f;
|
||||
float elapsedTime = 0f;
|
||||
Vector3 popScale = originalScale * 1.2f;
|
||||
|
||||
while(elapsedTime < popDuration)
|
||||
{
|
||||
float t = elapsedTime / popDuration;
|
||||
uiEnemy.localScale = Vector3.Lerp(originalScale, popScale, t);
|
||||
elapsedTime += Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Then scale down to zero quickly
|
||||
float shrinkDuration = 0.3f;
|
||||
elapsedTime = 0f;
|
||||
|
||||
while(elapsedTime < shrinkDuration)
|
||||
{
|
||||
float t = elapsedTime / shrinkDuration;
|
||||
// Use ease-in curve for faster shrinking
|
||||
float easedT = t * t;
|
||||
uiEnemy.localScale = Vector3.Lerp(popScale, Vector3.zero, easedT);
|
||||
elapsedTime += Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
uiEnemy.localScale = Vector3.zero;
|
||||
uiEnemy.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -3,17 +3,20 @@ using System.Collections.Generic;
|
|||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class healthBar : MonoBehaviour{
|
||||
public class healthBar : MonoBehaviour
|
||||
{
|
||||
|
||||
public Slider slider;
|
||||
public Slider slider;
|
||||
|
||||
|
||||
public void SetMaxHealth(int health){
|
||||
public void SetMaxHealth(int health)
|
||||
{
|
||||
slider.maxValue = health;
|
||||
slider.value = health;
|
||||
}
|
||||
public void SetHealth(int health){
|
||||
}
|
||||
public void SetHealth(int health)
|
||||
{
|
||||
slider.value = health;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -26,13 +26,13 @@ public class playerNetwork : NetworkBehaviour
|
|||
[HideInInspector]
|
||||
public StatManager statManager;
|
||||
//public const int XPFORLEVEL = 10;
|
||||
[SyncVar(hook =nameof(OnHealthChanged))] public int health = 100;
|
||||
[SyncVar(hook = nameof(OnHealthChanged))] public int health = 100;
|
||||
public Character4D character;
|
||||
public characterManager characterMan;
|
||||
|
||||
[SyncVar(hook =nameof(OnDirectionChanged))]
|
||||
[SyncVar(hook = nameof(OnDirectionChanged))]
|
||||
public Vector2 directionNetwork;
|
||||
[SyncVar(hook =nameof(OnAnimChanged))]
|
||||
[SyncVar(hook = nameof(OnAnimChanged))]
|
||||
public int animIntNetwork;
|
||||
|
||||
[SyncVar(hook = nameof(onKillCountChange))]
|
||||
|
|
@ -50,34 +50,43 @@ public class playerNetwork : NetworkBehaviour
|
|||
[SyncVar]
|
||||
public string myPartyOwner;
|
||||
|
||||
public int lvl2 { get{
|
||||
public int lvl2
|
||||
{
|
||||
get
|
||||
{
|
||||
return GetLevelForKills2(enemyKillCount);
|
||||
}}
|
||||
}
|
||||
}
|
||||
|
||||
public int GetLevelForKills2(int kills){
|
||||
public int GetLevelForKills2(int kills)
|
||||
{
|
||||
int val = 0;
|
||||
for(int i =10; i <= kills; i+=10){
|
||||
val ++;
|
||||
for (int i = 10; i <= kills; i += 10)
|
||||
{
|
||||
val++;
|
||||
}
|
||||
return val;
|
||||
}
|
||||
|
||||
|
||||
public int lvl{
|
||||
get{
|
||||
public int lvl
|
||||
{
|
||||
get
|
||||
{
|
||||
return GetLevelByXp(XP);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public int GetLevelByXp(int xp){
|
||||
public int GetLevelByXp(int xp)
|
||||
{
|
||||
// int level = Mathf.CeilToInt(Mathf.Sqrt(xp/100f));
|
||||
// if(level <= 0){level = 1;}
|
||||
|
||||
// return level;
|
||||
|
||||
int level = Mathf.CeilToInt(Mathf.Log(xp / 100f,2) + 1);
|
||||
if(level <=0){level = 1;}
|
||||
int level = Mathf.CeilToInt(Mathf.Log(xp / 100f, 2) + 1);
|
||||
if (level <= 0) { level = 1; }
|
||||
return level;
|
||||
// int level = 1;
|
||||
// int xpNeeded = 100;
|
||||
|
|
@ -91,7 +100,8 @@ public class playerNetwork : NetworkBehaviour
|
|||
// return level - 1;
|
||||
}
|
||||
|
||||
public int GetXpForLevel(int level){
|
||||
public int GetXpForLevel(int level)
|
||||
{
|
||||
if (level <= 0)
|
||||
level = 1;
|
||||
|
||||
|
|
@ -99,20 +109,23 @@ public class playerNetwork : NetworkBehaviour
|
|||
}
|
||||
|
||||
|
||||
public float XpSliderVal{
|
||||
get{
|
||||
public float XpSliderVal
|
||||
{
|
||||
get
|
||||
{
|
||||
|
||||
int nextLevelXp = GetXpForLevel(lvl);
|
||||
int prevLevelXp = GetXpForLevel(lvl-1);
|
||||
int prevLevelXp = GetXpForLevel(lvl - 1);
|
||||
|
||||
if(nextLevelXp == prevLevelXp){
|
||||
if (nextLevelXp == prevLevelXp)
|
||||
{
|
||||
prevLevelXp = 0;
|
||||
}
|
||||
|
||||
int range = nextLevelXp - prevLevelXp;
|
||||
// Debug.Log($"{XP-prevLevelXp} / {range}");
|
||||
//Debug.Log($"next : {nextLevelXp}, prev: {prevLevelXp}, xp:{XP}, xpSince:{XP-prevLevelXp}");
|
||||
return ((float)(XP-prevLevelXp) / (float)range);
|
||||
return ((float)(XP - prevLevelXp) / (float)range);
|
||||
// int nextLevel = lvl+1;
|
||||
|
||||
// int curLevelXp = lvl * lvl;
|
||||
|
|
@ -163,20 +176,25 @@ public class playerNetwork : NetworkBehaviour
|
|||
|
||||
public string selectedCharacterJson = CharacterSelection.selectedCharJson;
|
||||
|
||||
public void SetActiveQuest(QuestScriptable questData){
|
||||
public void SetActiveQuest(QuestScriptable questData)
|
||||
{
|
||||
currentQuest = questData;
|
||||
questText.text = questData.questTitle;
|
||||
questUI.SetActive(true);
|
||||
|
||||
foreach(QuestAction quest in questActions){
|
||||
if(quest.questData == questData){
|
||||
foreach (QuestAction quest in questActions)
|
||||
{
|
||||
if (quest.questData == questData)
|
||||
{
|
||||
quest.activate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void CompleteQuest(QuestScriptable questData){
|
||||
if(questData != currentQuest){
|
||||
public void CompleteQuest(QuestScriptable questData)
|
||||
{
|
||||
if (questData != currentQuest)
|
||||
{
|
||||
Debug.LogError("Completed a quest that wasnt active");
|
||||
return;
|
||||
}
|
||||
|
|
@ -191,7 +209,8 @@ public class playerNetwork : NetworkBehaviour
|
|||
|
||||
|
||||
}
|
||||
public void CancelledQuest(){
|
||||
public void CancelledQuest()
|
||||
{
|
||||
|
||||
questText.text = "Quest Cancelled: " + currentQuest.questTitle;
|
||||
//
|
||||
|
|
@ -200,54 +219,68 @@ public class playerNetwork : NetworkBehaviour
|
|||
StartCoroutine(DelayUI());
|
||||
|
||||
}
|
||||
IEnumerator DelayUI(){
|
||||
IEnumerator DelayUI()
|
||||
{
|
||||
yield return new WaitForSecondsRealtime(10f);
|
||||
questUI.SetActive(false);
|
||||
}
|
||||
|
||||
public static void registerQuestAction(QuestAction action){
|
||||
public static void registerQuestAction(QuestAction action)
|
||||
{
|
||||
localPlayerTransform.GetComponent<playerNetwork>().questActions.Add(action);
|
||||
}
|
||||
|
||||
void Awake(){
|
||||
void Awake()
|
||||
{
|
||||
invitePlayer = GetComponent<invitePlayer>();
|
||||
rangeEnemyFind = GetComponent<rangeEnemyFinder>();
|
||||
}
|
||||
void Start(){
|
||||
void Start()
|
||||
{
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if(isServer){
|
||||
#if UNITY_EDITOR
|
||||
if (isServer)
|
||||
{
|
||||
playerName = "Player" + Random.Range(0, 100);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
if(!isLocalPlayer){
|
||||
if (!isLocalPlayer)
|
||||
{
|
||||
canvas.SetActive(false);
|
||||
if(!isServer){
|
||||
if (!isServer)
|
||||
{
|
||||
CmdRequestCharJson();
|
||||
}
|
||||
}else{
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
localPlayerTransform = transform;
|
||||
localPlayer = this;
|
||||
cameraRPG.instance.SetTarget(transform);
|
||||
#if UNITY_EDITOR
|
||||
#if UNITY_EDITOR
|
||||
ResetHealthAndArmor();
|
||||
#else
|
||||
#else
|
||||
LoadPlayerData();
|
||||
#endif
|
||||
#endif
|
||||
|
||||
statManager.OnStatsChanged += ConfigArmorHealthSliders;
|
||||
|
||||
if(isServer){
|
||||
if (isServer)
|
||||
{
|
||||
playerName = gplayAuth.userNameCloud;
|
||||
myCharJson = CharacterSelection.selectedCharJson;
|
||||
RpcBroadcastCharJson(CharacterSelection.selectedCharJson);
|
||||
}
|
||||
else{
|
||||
if(gplayAuth.userNameCloud.Length > 0){
|
||||
else
|
||||
{
|
||||
if (gplayAuth.userNameCloud.Length > 0)
|
||||
{
|
||||
CmdSetName(gplayAuth.userNameCloud);
|
||||
}else{
|
||||
}
|
||||
else
|
||||
{
|
||||
CmdSetName("Player" + Random.Range(0, 100));
|
||||
}
|
||||
CmdSetCharJson(CharacterSelection.selectedCharJson);
|
||||
|
|
@ -257,60 +290,74 @@ public class playerNetwork : NetworkBehaviour
|
|||
}
|
||||
|
||||
[Command]
|
||||
public void CmdInvitePlayer(string otherPlayerName){
|
||||
if(myPartyOwner == null || myPartyOwner.Length == 0){
|
||||
public void CmdInvitePlayer(string otherPlayerName)
|
||||
{
|
||||
if (myPartyOwner == null || myPartyOwner.Length == 0)
|
||||
{
|
||||
FindPlayerByName(otherPlayerName).ShowInvite(playerName);
|
||||
}else{
|
||||
}
|
||||
else
|
||||
{
|
||||
FindPlayerByName(otherPlayerName).ShowInvite(myPartyOwner);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
public void ShowInvite(string ownerName){
|
||||
public void ShowInvite(string ownerName)
|
||||
{
|
||||
RpcInvitePlayer(ownerName);
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
void RpcInvitePlayer(string playerName){
|
||||
if(!isLocalPlayer){return;}
|
||||
void RpcInvitePlayer(string playerName)
|
||||
{
|
||||
if (!isLocalPlayer) { return; }
|
||||
|
||||
invitePlayer.ShowInvite(playerName);
|
||||
}
|
||||
|
||||
[Command]
|
||||
public void CmdAcceptInvite(string otherPlayerName){
|
||||
public void CmdAcceptInvite(string otherPlayerName)
|
||||
{
|
||||
myPartyOwner = otherPlayerName;
|
||||
Debug.Log("Invite accepted: " + myPartyOwner);
|
||||
}
|
||||
|
||||
[Command]
|
||||
public void CmdLeaveParty(){
|
||||
public void CmdLeaveParty()
|
||||
{
|
||||
myPartyOwner = null;
|
||||
}
|
||||
|
||||
playerNetwork FindPlayerByName(string playerName){
|
||||
playerNetwork FindPlayerByName(string playerName)
|
||||
{
|
||||
playerNetwork[] players = FindObjectsOfType<playerNetwork>();
|
||||
foreach(playerNetwork player in players){
|
||||
if(player.playerName == playerName){
|
||||
foreach (playerNetwork player in players)
|
||||
{
|
||||
if (player.playerName == playerName)
|
||||
{
|
||||
return player;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
void LoadCharFromJson(string json){
|
||||
if(json.Length <=0){return;}
|
||||
character.FromJson(json,true);
|
||||
void LoadCharFromJson(string json)
|
||||
{
|
||||
if (json.Length <= 0) { return; }
|
||||
character.FromJson(json, true);
|
||||
}
|
||||
|
||||
public void SavePlayerData(){
|
||||
#if UNITY_EDITOR
|
||||
public void SavePlayerData()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
return;
|
||||
#endif
|
||||
#endif
|
||||
Debug.Log("*** Save Method Got Called ! ***");
|
||||
|
||||
if(!isLoaded){
|
||||
if (!isLoaded)
|
||||
{
|
||||
Debug.Log("*** Save Method Return ***");
|
||||
return;
|
||||
}
|
||||
|
|
@ -331,27 +378,33 @@ public class playerNetwork : NetworkBehaviour
|
|||
};
|
||||
|
||||
DocumentReference docRef = db.Collection("PlayerData").Document(gplayAuth.userID);
|
||||
docRef.SetAsync(saveValues).ContinueWithOnMainThread(task => {
|
||||
if(task.IsCompleted){
|
||||
docRef.SetAsync(saveValues).ContinueWithOnMainThread(task =>
|
||||
{
|
||||
if (task.IsCompleted)
|
||||
{
|
||||
Debug.Log("**** Save Completed Firestore ****");
|
||||
}
|
||||
else{
|
||||
else
|
||||
{
|
||||
Debug.Log("**** Failed to save data to firestore ****");
|
||||
}
|
||||
});
|
||||
}
|
||||
public bool isLoaded = false;
|
||||
public void LoadPlayerData(){
|
||||
#if UNITY_EDITOR
|
||||
public void LoadPlayerData()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
return;
|
||||
#endif
|
||||
#endif
|
||||
Debug.Log("**** Data Load method got called ****");
|
||||
FirebaseFirestore db = FirebaseFirestore.DefaultInstance;
|
||||
DocumentReference docRef = db.Collection("PlayerData").Document(gplayAuth.userID);
|
||||
|
||||
docRef.GetSnapshotAsync().ContinueWithOnMainThread(task => {
|
||||
docRef.GetSnapshotAsync().ContinueWithOnMainThread(task =>
|
||||
{
|
||||
DocumentSnapshot snapshot = task.Result;
|
||||
if(snapshot.Exists){
|
||||
if (snapshot.Exists)
|
||||
{
|
||||
Debug.Log("**** Found previous Data to load ****");
|
||||
//load data
|
||||
// Dictionary<string,object> dic = snapshot.ToDictionary(ServerTimestampBehavior.Estimate);
|
||||
|
|
@ -374,7 +427,7 @@ public class playerNetwork : NetworkBehaviour
|
|||
int savedHealth = snapshot.GetValue<int>("playerHealth");
|
||||
SetHealth(savedHealth);
|
||||
ResetHealthAndArmor();
|
||||
healthBar.value =(savedHealth);
|
||||
healthBar.value = (savedHealth);
|
||||
armorBar.value = savedHealth;
|
||||
//load Inventory
|
||||
Dictionary<int, string> inventoryGetData = JsonConvert.DeserializeObject<Dictionary<int, string>>(snapshot.GetValue<string>("playerInventory"));
|
||||
|
|
@ -386,7 +439,9 @@ public class playerNetwork : NetworkBehaviour
|
|||
|
||||
|
||||
isLoaded = true;
|
||||
}else{
|
||||
}
|
||||
else
|
||||
{
|
||||
//show error previous data doesnt exists to load
|
||||
Debug.Log("**** No previous data to load ****");
|
||||
isLoaded = true;
|
||||
|
|
@ -395,32 +450,38 @@ public class playerNetwork : NetworkBehaviour
|
|||
});
|
||||
}
|
||||
[Command]
|
||||
void CmdSetName(string nameValue){
|
||||
void CmdSetName(string nameValue)
|
||||
{
|
||||
playerName = nameValue;
|
||||
}
|
||||
|
||||
[Command(requiresAuthority =false)]
|
||||
void CmdRequestCharJson(){
|
||||
[Command(requiresAuthority = false)]
|
||||
void CmdRequestCharJson()
|
||||
{
|
||||
RpcBroadcastCharJson(myCharJson);
|
||||
}
|
||||
|
||||
[Command]
|
||||
void CmdSetCharJson(string newValue){
|
||||
void CmdSetCharJson(string newValue)
|
||||
{
|
||||
myCharJson = newValue;
|
||||
RpcBroadcastCharJson(newValue);
|
||||
LoadCharFromJson(newValue);
|
||||
}
|
||||
[ClientRpc]
|
||||
void RpcBroadcastCharJson(string newValue){
|
||||
void RpcBroadcastCharJson(string newValue)
|
||||
{
|
||||
LoadCharFromJson(newValue);
|
||||
}
|
||||
|
||||
void OnDirectionChanged(Vector2 oldVal, Vector2 newVal){
|
||||
void OnDirectionChanged(Vector2 oldVal, Vector2 newVal)
|
||||
{
|
||||
character.SetDirection(newVal);
|
||||
}
|
||||
|
||||
void OnAnimChanged(int oldVal, int newVal){
|
||||
if(isLocalPlayer){return;}
|
||||
void OnAnimChanged(int oldVal, int newVal)
|
||||
{
|
||||
if (isLocalPlayer) { return; }
|
||||
character.AnimationManager.SetState((CharacterState)newVal);
|
||||
}
|
||||
|
||||
|
|
@ -432,26 +493,34 @@ public class playerNetwork : NetworkBehaviour
|
|||
float attackTimer = 0;
|
||||
[HideInInspector]
|
||||
public PlayerAttack playerAttack;
|
||||
void Update(){
|
||||
if(isLocalPlayer){
|
||||
void Update()
|
||||
{
|
||||
if (isLocalPlayer)
|
||||
{
|
||||
|
||||
if(attackTimer >0){attackTimer-=Time.deltaTime;}
|
||||
if (attackTimer > 0) { attackTimer -= Time.deltaTime; }
|
||||
|
||||
if(isServer){
|
||||
if (isServer)
|
||||
{
|
||||
SetAnimationData(character.Direction, character.Animator.GetInteger("State"));
|
||||
}else{
|
||||
}
|
||||
else
|
||||
{
|
||||
CmdUpdateAnim(character.Direction, character.Animator.GetInteger("State"));
|
||||
}
|
||||
|
||||
healthBar.value =(health);
|
||||
healthBar.value = (health);
|
||||
armorBar.value = health;
|
||||
txtEnemyKillCount.text = enemyKillCount.ToString();
|
||||
coinText.text = playerCoin.ToString();
|
||||
txtPlayerName.text = gplayAuth.userNameCloud;
|
||||
|
||||
if(myPartyOwner != null && myPartyOwner.Length > 0){
|
||||
if (myPartyOwner != null && myPartyOwner.Length > 0)
|
||||
{
|
||||
invitePlayer.InParty(myPartyOwner);
|
||||
}else{
|
||||
}
|
||||
else
|
||||
{
|
||||
invitePlayer.InParty("");
|
||||
|
||||
}
|
||||
|
|
@ -462,34 +531,41 @@ public class playerNetwork : NetworkBehaviour
|
|||
}
|
||||
|
||||
[Command]
|
||||
void CmdUpdateAnim(Vector2 direction, int animState){
|
||||
void CmdUpdateAnim(Vector2 direction, int animState)
|
||||
{
|
||||
SetAnimationData(direction, animState);
|
||||
}
|
||||
|
||||
void SetAnimationData(Vector2 direction, int animState){
|
||||
void SetAnimationData(Vector2 direction, int animState)
|
||||
{
|
||||
directionNetwork = direction;
|
||||
animIntNetwork = animState;
|
||||
if(!isLocalPlayer){
|
||||
if (!isLocalPlayer)
|
||||
{
|
||||
character.AnimationManager.SetState((CharacterState)animState);
|
||||
character.SetDirection(direction);
|
||||
}
|
||||
}
|
||||
|
||||
void OnHealthChanged(int oldVal, int newVal){
|
||||
void OnHealthChanged(int oldVal, int newVal)
|
||||
{
|
||||
|
||||
if(!isLocalPlayer){return;}
|
||||
if (!isLocalPlayer) { return; }
|
||||
//
|
||||
if(oldVal < newVal){
|
||||
GameObject newObject = Instantiate(healthVfx , character.characterTransform());
|
||||
if (oldVal < newVal)
|
||||
{
|
||||
GameObject newObject = Instantiate(healthVfx, character.characterTransform());
|
||||
newObject.transform.localPosition = Vector3.zero;
|
||||
newObject.transform.parent = transform;
|
||||
|
||||
//StartCoroutine (Couroutine_autoDisableVFX(newObject));
|
||||
vfxScript vfxSc = newObject.AddComponent<vfxScript>();
|
||||
|
||||
}else if (oldVal > newVal ){
|
||||
}
|
||||
else if (oldVal > newVal)
|
||||
{
|
||||
//damage VFX
|
||||
GameObject newObject = Instantiate(damageVfx , character.characterTransform());
|
||||
GameObject newObject = Instantiate(damageVfx, character.characterTransform());
|
||||
newObject.transform.localPosition = new Vector3(0, 5f, 0);
|
||||
newObject.transform.parent = transform;
|
||||
|
||||
|
|
@ -500,7 +576,7 @@ public class playerNetwork : NetworkBehaviour
|
|||
}
|
||||
|
||||
SavePlayerData();
|
||||
healthBar.value =(newVal);
|
||||
healthBar.value = (newVal);
|
||||
armorBar.value = newVal;
|
||||
}
|
||||
|
||||
|
|
@ -509,9 +585,10 @@ public class playerNetwork : NetworkBehaviour
|
|||
// Destroy(go);
|
||||
// }
|
||||
|
||||
void onKillCountChange(int oldval, int newval){
|
||||
void onKillCountChange(int oldval, int newval)
|
||||
{
|
||||
|
||||
if(!isLocalPlayer){return;}
|
||||
if (!isLocalPlayer) { return; }
|
||||
// int prevLevel = GetLevelForKills(oldval);
|
||||
// int newLevel = GetLevelForKills(newval);
|
||||
SavePlayerData();
|
||||
|
|
@ -526,63 +603,81 @@ public class playerNetwork : NetworkBehaviour
|
|||
// }
|
||||
}
|
||||
|
||||
void OnXpChanged(int oldVal, int newVal){
|
||||
if(!isLocalPlayer){return;}
|
||||
void OnXpChanged(int oldVal, int newVal)
|
||||
{
|
||||
if (!isLocalPlayer) { return; }
|
||||
|
||||
int prevLevel = GetLevelByXp(oldVal);
|
||||
int newLevle = GetLevelByXp(newVal);
|
||||
|
||||
if(newLevle > prevLevel){
|
||||
if (newLevle > prevLevel)
|
||||
{
|
||||
int levelChange = newLevle - prevLevel;
|
||||
GameObject newObject = Instantiate(levelUpVfx , character.characterTransform());
|
||||
GameObject newObject = Instantiate(levelUpVfx, character.characterTransform());
|
||||
newObject.transform.localPosition = Vector3.zero;
|
||||
newObject.transform.parent = transform;
|
||||
StartCoroutine(uiTxtDelay(25f, levelChange));
|
||||
}
|
||||
}
|
||||
|
||||
public void SetHealth(int newvalue){
|
||||
if(isServer){
|
||||
public void SetHealth(int newvalue)
|
||||
{
|
||||
if (isServer)
|
||||
{
|
||||
health = newvalue;
|
||||
healthBar.value =(newvalue);
|
||||
healthBar.value = (newvalue);
|
||||
armorBar.value = newvalue;
|
||||
}else{
|
||||
}
|
||||
else
|
||||
{
|
||||
CmdSetHealth(newvalue);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetEnemyKillCount(int newValue){
|
||||
if(isServer){
|
||||
public void SetEnemyKillCount(int newValue)
|
||||
{
|
||||
if (isServer)
|
||||
{
|
||||
enemyKillCount = newValue;
|
||||
}else{
|
||||
}
|
||||
else
|
||||
{
|
||||
CmdSetEnemyKillCount(newValue);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetPlayerCoins(int newVal){
|
||||
if(isServer){
|
||||
public void SetPlayerCoins(int newVal)
|
||||
{
|
||||
if (isServer)
|
||||
{
|
||||
playerCoin = newVal;
|
||||
}else{
|
||||
}
|
||||
else
|
||||
{
|
||||
CmdSetPlayerCoin(newVal);
|
||||
}
|
||||
}
|
||||
|
||||
[Command]
|
||||
void CmdSetPlayerCoin(int newVal){
|
||||
void CmdSetPlayerCoin(int newVal)
|
||||
{
|
||||
playerCoin = newVal;
|
||||
}
|
||||
|
||||
[Command]
|
||||
void CmdSetEnemyKillCount(int newValue){
|
||||
void CmdSetEnemyKillCount(int newValue)
|
||||
{
|
||||
enemyKillCount = newValue;
|
||||
}
|
||||
|
||||
[Command]
|
||||
void CmdSetHealth(int newValue){
|
||||
void CmdSetHealth(int newValue)
|
||||
{
|
||||
health = newValue;
|
||||
}
|
||||
|
||||
public void TakeDamage(int attackDamage){
|
||||
public void TakeDamage(int attackDamage)
|
||||
{
|
||||
serverTakeDmg(attackDamage);
|
||||
// if(isLocalPlayer){
|
||||
// takedmg(attackDamage);
|
||||
|
|
@ -591,41 +686,48 @@ public class playerNetwork : NetworkBehaviour
|
|||
// }
|
||||
}
|
||||
|
||||
void serverTakeDmg(int damage){
|
||||
void serverTakeDmg(int damage)
|
||||
{
|
||||
health -= damage;
|
||||
if(health <=0){
|
||||
if (health <= 0)
|
||||
{
|
||||
RpcDeath();
|
||||
death();
|
||||
}
|
||||
}
|
||||
|
||||
float xpTimer = 0;
|
||||
public void ShowXP(){
|
||||
if(xpTimer >0){xpTimer -= Time.deltaTime;return;}
|
||||
public void ShowXP()
|
||||
{
|
||||
if (xpTimer > 0) { xpTimer -= Time.deltaTime; return; }
|
||||
|
||||
xpTimer = 1;
|
||||
xpText.text = (Mathf.RoundToInt(XP/100f) * 100f).ToString();
|
||||
xpText.text = (Mathf.RoundToInt(XP / 100f) * 100f).ToString();
|
||||
xpSlider.value = XpSliderVal;
|
||||
|
||||
for(int i=0; i < 10; i++){
|
||||
float val = (float)i /10f;
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
float val = (float)i / 10f;
|
||||
xpSliderSlots[i].SetActive(xpSlider.value > val);
|
||||
}
|
||||
}
|
||||
public void ShowLevel(){
|
||||
public void ShowLevel()
|
||||
{
|
||||
lvlText.text = lvl.ToString();
|
||||
}
|
||||
|
||||
public void OnEnemyKilled(int enemyLevel){
|
||||
public void OnEnemyKilled(int enemyLevel)
|
||||
{
|
||||
//disable take damage and disable healthbar going backwards
|
||||
int prevValue = lvl;
|
||||
// SavePlayerData();
|
||||
enemyKillCount++;
|
||||
//XP += (int)(enemyScript.XP_GAIN * (enemyLevel/2f));
|
||||
XP += enemyScript.XP_GAIN_Base + Mathf.FloorToInt(enemyScript.XP_GAIN * (enemyLevel-1));
|
||||
XP += enemyScript.XP_GAIN_Base + Mathf.FloorToInt(enemyScript.XP_GAIN * (enemyLevel - 1));
|
||||
}
|
||||
|
||||
IEnumerator uiTxtDelay (float delayTime, int levelChange){
|
||||
IEnumerator uiTxtDelay(float delayTime, int levelChange)
|
||||
{
|
||||
//enable
|
||||
xpEnableTxt.gameObject.SetActive(true);
|
||||
//int attackDamageChange= 5 * levelChange;
|
||||
|
|
@ -645,18 +747,21 @@ public class playerNetwork : NetworkBehaviour
|
|||
// //questText.text = "<s>Kill 5 Enemies to claim 100Golds</s> Completed";
|
||||
// Debug.Log("First quest completed");
|
||||
// }
|
||||
public void AddCoin(){
|
||||
public void AddCoin()
|
||||
{
|
||||
|
||||
playerCoin += 100;
|
||||
coinText.text = playerCoin.ToString();
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
public void RpcDeath(){
|
||||
public void RpcDeath()
|
||||
{
|
||||
death();
|
||||
}
|
||||
public bool isDead = false;
|
||||
public void death(){
|
||||
public void death()
|
||||
{
|
||||
Debug.Log("Death called");
|
||||
character.AnimationManager.Die();
|
||||
isDead = true;
|
||||
|
|
@ -665,26 +770,33 @@ public class playerNetwork : NetworkBehaviour
|
|||
// throw new System.Exception();
|
||||
}
|
||||
|
||||
IEnumerator CouroutineWaitDeath (){
|
||||
IEnumerator CouroutineWaitDeath()
|
||||
{
|
||||
yield return new WaitForSecondsRealtime(3);
|
||||
isDead = false;
|
||||
playerRespawn();
|
||||
|
||||
}
|
||||
|
||||
public void OnAttack(){
|
||||
if(attackTimer > 0){
|
||||
public void OnAttack()
|
||||
{
|
||||
if (attackTimer > 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
//characterMan.SetActiveWeapon(78);
|
||||
|
||||
attackTimer = ATTACK_COOLDOWN;
|
||||
if(isLocalPlayer){
|
||||
if (isLocalPlayer)
|
||||
{
|
||||
PlayAttackAnim();
|
||||
playerAttack.Attack(false);
|
||||
if(isServer){
|
||||
if (isServer)
|
||||
{
|
||||
RpcPlayAttackAnim();
|
||||
}else{
|
||||
}
|
||||
else
|
||||
{
|
||||
CmdPlayAttackAnim();
|
||||
}
|
||||
}
|
||||
|
|
@ -694,11 +806,13 @@ public class playerNetwork : NetworkBehaviour
|
|||
[SerializeField] public float arrowShootOffset = 1;
|
||||
[SerializeField] public float arrowShootHeightOffset = 1;
|
||||
|
||||
public void OnRangeAttack(){
|
||||
if(attackTimer>0){
|
||||
public void OnRangeAttack()
|
||||
{
|
||||
if (attackTimer > 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if(closestEnemy==null){return;}
|
||||
if (closestEnemy == null) { return; }
|
||||
|
||||
attackTimer = ATTACK_COOLDOWN;
|
||||
|
||||
|
|
@ -712,11 +826,12 @@ public class playerNetwork : NetworkBehaviour
|
|||
|
||||
}
|
||||
public float arrowDelay;
|
||||
IEnumerator ArrowShootDelay (){
|
||||
IEnumerator ArrowShootDelay()
|
||||
{
|
||||
|
||||
yield return new WaitForSeconds(arrowDelay);
|
||||
|
||||
Vector3 startingPosition = transform.position ;
|
||||
Vector3 startingPosition = transform.position;
|
||||
Vector3 destination = closestEnemy.transform.position;
|
||||
|
||||
//TODO: Move attack projectile from startingPosition to destination
|
||||
|
|
@ -726,26 +841,28 @@ public class playerNetwork : NetworkBehaviour
|
|||
destination += (Vector3.up * arrowShootHeightOffset);
|
||||
// Quaternion rotation = Quaternion.LookRotation(direction);
|
||||
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
|
||||
Quaternion rotation = Quaternion.Euler(0,0,angle - 90f);
|
||||
Quaternion rotation = Quaternion.Euler(0, 0, angle - 90f);
|
||||
|
||||
GameObject newArrow = Instantiate(arrowRange , transform.position + (direction * arrowShootOffset) , rotation);
|
||||
GameObject newArrow = Instantiate(arrowRange, transform.position + (direction * arrowShootOffset), rotation);
|
||||
|
||||
StartCoroutine(moveArrow(newArrow.transform , startingPosition , destination , closestEnemy));
|
||||
StartCoroutine(moveArrow(newArrow.transform, startingPosition, destination, closestEnemy));
|
||||
|
||||
}
|
||||
public int RangeDmg = 10;
|
||||
|
||||
IEnumerator moveArrow (Transform arrow , Vector3 start, Vector3 destination, enemyScript target ){
|
||||
IEnumerator moveArrow(Transform arrow, Vector3 start, Vector3 destination, enemyScript target)
|
||||
{
|
||||
|
||||
float dist = Vector3.Distance(start , destination);
|
||||
float dist = Vector3.Distance(start, destination);
|
||||
|
||||
float duration = dist/arrowSpeed;
|
||||
float duration = dist / arrowSpeed;
|
||||
|
||||
float timer = 0f;
|
||||
|
||||
while(timer < duration){
|
||||
while (timer < duration)
|
||||
{
|
||||
|
||||
arrow.position = Vector3.Lerp(start , destination , timer/duration);
|
||||
arrow.position = Vector3.Lerp(start, destination, timer / duration);
|
||||
|
||||
timer += Time.deltaTime;
|
||||
yield return null;
|
||||
|
|
@ -758,40 +875,49 @@ public class playerNetwork : NetworkBehaviour
|
|||
}
|
||||
|
||||
public int MagicAttackWeaponIndex = 52;
|
||||
public void OnMagicAttack(){
|
||||
if(attackTimer > 0){
|
||||
public void OnMagicAttack()
|
||||
{
|
||||
if (attackTimer > 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
attackTimer = ATTACK_COOLDOWN;
|
||||
|
||||
//characterMan.SetActiveWeapon(MagicAttackWeaponIndex);
|
||||
if(isLocalPlayer){
|
||||
if (isLocalPlayer)
|
||||
{
|
||||
PlayAttackAnim();
|
||||
//?
|
||||
playerAttack.MagicalAttack();
|
||||
playerAttack.Attack(true);
|
||||
if(isServer){
|
||||
if (isServer)
|
||||
{
|
||||
RpcPlayAttackAnim();
|
||||
}else{
|
||||
}
|
||||
else
|
||||
{
|
||||
CmdPlayAttackAnim();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Command]
|
||||
void CmdPlayAttackAnim(){
|
||||
void CmdPlayAttackAnim()
|
||||
{
|
||||
PlayAttackAnim();
|
||||
RpcPlayAttackAnim();
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
void RpcPlayAttackAnim(){
|
||||
if(isLocalPlayer){return;}
|
||||
void RpcPlayAttackAnim()
|
||||
{
|
||||
if (isLocalPlayer) { return; }
|
||||
PlayAttackAnim();
|
||||
}
|
||||
|
||||
void PlayAttackAnim(){
|
||||
void PlayAttackAnim()
|
||||
{
|
||||
switch (character.WeaponType)
|
||||
{
|
||||
case WeaponType.Melee1H:
|
||||
|
|
@ -807,18 +933,20 @@ public class playerNetwork : NetworkBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
public void playerRespawn(){
|
||||
public void playerRespawn()
|
||||
{
|
||||
Debug.Log("Respawning");
|
||||
// healthBar.SetMaxHealth(statManager.GetEffectiveValue("health"));
|
||||
ResetHealthAndArmor();
|
||||
healthBar.value = health;
|
||||
|
||||
character.AnimationManager.SetState(CharacterState.Idle);
|
||||
Transform newSpawnLocationPlayer = GameManager.instance.spawnPointsPlayer.GetChild(Random.Range(0,GameManager.instance.spawnPointsPlayer.childCount));
|
||||
Transform newSpawnLocationPlayer = GameManager.instance.spawnPointsPlayer.GetChild(Random.Range(0, GameManager.instance.spawnPointsPlayer.childCount));
|
||||
transform.position = newSpawnLocationPlayer.position;
|
||||
}
|
||||
|
||||
void ResetHealthAndArmor(){
|
||||
void ResetHealthAndArmor()
|
||||
{
|
||||
healthBar.maxValue = statManager.GetEffectiveValue("health");
|
||||
health = statManager.GetEffectiveValue("health") + statManager.GetEffectiveValue("defence");
|
||||
|
||||
|
|
@ -828,7 +956,8 @@ public class playerNetwork : NetworkBehaviour
|
|||
armorBar.value = health;
|
||||
}
|
||||
|
||||
void ConfigArmorHealthSliders(){
|
||||
void ConfigArmorHealthSliders()
|
||||
{
|
||||
healthBar.maxValue = statManager.GetEffectiveValue("health");
|
||||
float maxHealth = statManager.GetEffectiveValue("health") + statManager.GetEffectiveValue("defence");
|
||||
// Debug.Log($"Setting armor bar, maxVal:{health}, minVal:{healthBar.maxValue}, val:{health}");
|
||||
|
|
@ -839,39 +968,51 @@ public class playerNetwork : NetworkBehaviour
|
|||
}
|
||||
|
||||
//Pickup
|
||||
public void PickupObject(pickup item){
|
||||
if(!isServer){ Debug.LogError("Cant call command on client, 403"); return; }
|
||||
if(isLocalPlayer){
|
||||
public void PickupObject(pickup item)
|
||||
{
|
||||
if (!isServer) { Debug.LogError("Cant call command on client, 403"); return; }
|
||||
if (isLocalPlayer)
|
||||
{
|
||||
pickupObject(item.lootData.type);
|
||||
}else{
|
||||
}
|
||||
else
|
||||
{
|
||||
RpcPickupObject(item.lootData.type);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
void RpcPickupObject(string type){
|
||||
if(isLocalPlayer){
|
||||
void RpcPickupObject(string type)
|
||||
{
|
||||
if (isLocalPlayer)
|
||||
{
|
||||
pickupObject(type);
|
||||
}
|
||||
}
|
||||
|
||||
void pickupObject(string type){
|
||||
void pickupObject(string type)
|
||||
{
|
||||
|
||||
inventory.AddItem(type);
|
||||
}
|
||||
|
||||
public void DropPickup(string type){
|
||||
if(isServer){
|
||||
GameManager.instance.SpawnPickup(type,transform.position + new Vector3(0.85f,0.6f));
|
||||
}else{
|
||||
public void DropPickup(string type)
|
||||
{
|
||||
if (isServer)
|
||||
{
|
||||
GameManager.instance.SpawnPickup(type, transform.position + new Vector3(0.85f, 0.6f));
|
||||
}
|
||||
else
|
||||
{
|
||||
CmdDropPickup(type);
|
||||
}
|
||||
}
|
||||
|
||||
[Command]
|
||||
void CmdDropPickup(string type){
|
||||
GameManager.instance.SpawnPickup(type,transform.position + new Vector3(4,0));
|
||||
void CmdDropPickup(string type)
|
||||
{
|
||||
GameManager.instance.SpawnPickup(type, transform.position + new Vector3(4, 0));
|
||||
}
|
||||
|
||||
int magicalDmg = 0;
|
||||
|
|
@ -910,14 +1051,15 @@ public class playerNetwork : NetworkBehaviour
|
|||
{
|
||||
//magical damage with intelligance stat ?
|
||||
//int damageamount = magicalDmg + (lvl * 5);
|
||||
int damageamount = magicalDmg + (statManager.GetEffectiveValue("intelligence")*2);
|
||||
int damageamount = magicalDmg + (statManager.GetEffectiveValue("intelligence") * 2);
|
||||
Debug.Log("magic damage amount " + damageamount);
|
||||
victim.TakeMagicalDamage(damageamount, netId);
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void GoBackMenu(){
|
||||
public void GoBackMenu()
|
||||
{
|
||||
startClient.instance.networkManager.StopClient();
|
||||
SceneManager.LoadScene("GameLogin");
|
||||
|
||||
|
|
|
|||
|
|
@ -27,6 +27,9 @@ public class rangeEnemyFinder : MonoBehaviour
|
|||
float closestDist = radius * 10f;
|
||||
targetEnemy = null;
|
||||
foreach(enemyScript enemy in enemies){
|
||||
//only consider enemies that are in chase range and have a target
|
||||
if(!enemy.isInChaseRange || enemy.target == null) continue;
|
||||
|
||||
float dist = Vector3.Distance((Vector2)enemy.transform.position,(Vector2)transform.position);
|
||||
if(dist < radius){
|
||||
if(dist < closestDist){
|
||||
|
|
|
|||
236
Assets/sliderProgressSc.cs
Normal file
236
Assets/sliderProgressSc.cs
Normal file
|
|
@ -0,0 +1,236 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class sliderProgressSc : MonoBehaviour
|
||||
{
|
||||
[Header("Slider Reference")]
|
||||
[SerializeField] private Slider targetSlider;
|
||||
|
||||
[Header("Dots Configuration")]
|
||||
[SerializeField] private List<Transform> dots = new List<Transform>();
|
||||
[SerializeField] private List<Image> dotImages = new List<Image>();
|
||||
|
||||
[Header("Animation Settings")]
|
||||
[SerializeField] private float scaleDuration = 0.3f;
|
||||
[SerializeField] private float colorDuration = 0.2f;
|
||||
[SerializeField] private Vector3 activeScale = Vector3.one * 1.2f;
|
||||
[SerializeField] private Vector3 inactiveScale = Vector3.one;
|
||||
[SerializeField] private Ease scaleEase = Ease.OutBack;
|
||||
|
||||
[Header("Colors")]
|
||||
[SerializeField] private Color inactiveColor = new Color(0.3f, 0.3f, 0.3f, 0.6f);
|
||||
[SerializeField] private Color activeColor = new Color(0f, 1f, 0.4f, 1f); // Bright green
|
||||
|
||||
private float previousSliderValue;
|
||||
private int lastActivatedDot = -1;
|
||||
|
||||
void Start()
|
||||
{
|
||||
InitializeSlider();
|
||||
SetupInitialState();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Check if slider value changed
|
||||
if (Mathf.Abs(targetSlider.value - previousSliderValue) > 0.001f)
|
||||
{
|
||||
CheckAndAnimateDots(targetSlider.value);
|
||||
previousSliderValue = targetSlider.value;
|
||||
}
|
||||
}
|
||||
|
||||
void InitializeSlider()
|
||||
{
|
||||
if (targetSlider == null)
|
||||
targetSlider = GetComponent<Slider>();
|
||||
|
||||
if (targetSlider == null)
|
||||
{
|
||||
Debug.LogError("No slider found! Please assign a slider reference.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Auto-populate dots if empty
|
||||
if (dots.Count == 0)
|
||||
{
|
||||
Debug.Log("No dots found! Please assign dot transforms manually.");
|
||||
}
|
||||
|
||||
previousSliderValue = targetSlider.value;
|
||||
}
|
||||
|
||||
void SetupInitialState()
|
||||
{
|
||||
// Set all dots to inactive state
|
||||
for (int i = 0; i < dots.Count; i++)
|
||||
{
|
||||
if (dots[i] != null)
|
||||
{
|
||||
dots[i].localScale = inactiveScale;
|
||||
|
||||
if (i < dotImages.Count && dotImages[i] != null)
|
||||
{
|
||||
dotImages[i].color = inactiveColor;
|
||||
}
|
||||
}
|
||||
}
|
||||
lastActivatedDot = -1;
|
||||
}
|
||||
|
||||
void CheckAndAnimateDots(float sliderValue)
|
||||
{
|
||||
// Calculate how many dots should be active based on slider value
|
||||
// For 10 dots: dot 0 at 0.1, dot 1 at 0.2, ..., dot 9 at 1.0
|
||||
int dotsToActivate = Mathf.FloorToInt(sliderValue * dots.Count);
|
||||
|
||||
// Clamp to valid range
|
||||
dotsToActivate = Mathf.Clamp(dotsToActivate, 0, dots.Count);
|
||||
|
||||
// The actual active dot index (0-based, -1 means no dots active)
|
||||
int targetActiveDot = dotsToActivate - 1;
|
||||
|
||||
// Check if we've moved forward to activate more dots
|
||||
if (targetActiveDot > lastActivatedDot)
|
||||
{
|
||||
// Activate dots from lastActivatedDot+1 to targetActiveDot
|
||||
for (int i = lastActivatedDot + 1; i <= targetActiveDot; i++)
|
||||
{
|
||||
if (i < dots.Count && i >= 0)
|
||||
{
|
||||
ActivateDot(i);
|
||||
}
|
||||
}
|
||||
lastActivatedDot = targetActiveDot;
|
||||
}
|
||||
// Check if we've moved backward (deactivate dots)
|
||||
else if (targetActiveDot < lastActivatedDot)
|
||||
{
|
||||
// Deactivate dots from lastActivatedDot down to targetActiveDot+1
|
||||
for (int i = lastActivatedDot; i > targetActiveDot; i--)
|
||||
{
|
||||
if (i < dots.Count && i >= 0)
|
||||
{
|
||||
DeactivateDot(i);
|
||||
}
|
||||
}
|
||||
lastActivatedDot = targetActiveDot;
|
||||
}
|
||||
}
|
||||
|
||||
void ActivateDot(int dotIndex)
|
||||
{
|
||||
if (dotIndex >= dots.Count || dotIndex < 0 || dots[dotIndex] == null) return;
|
||||
|
||||
Transform dot = dots[dotIndex];
|
||||
|
||||
// Scale up animation
|
||||
dot.DOScale(activeScale, scaleDuration).SetEase(scaleEase);
|
||||
|
||||
// Color change to active
|
||||
if (dotIndex < dotImages.Count && dotImages[dotIndex] != null)
|
||||
{
|
||||
dotImages[dotIndex].DOColor(activeColor, colorDuration);
|
||||
}
|
||||
}
|
||||
|
||||
void DeactivateDot(int dotIndex)
|
||||
{
|
||||
if (dotIndex >= dots.Count || dotIndex < 0 || dots[dotIndex] == null) return;
|
||||
|
||||
Transform dot = dots[dotIndex];
|
||||
|
||||
// Scale down animation
|
||||
dot.DOScale(inactiveScale, scaleDuration * 0.7f).SetEase(Ease.OutQuad);
|
||||
|
||||
// Color change to inactive
|
||||
if (dotIndex < dotImages.Count && dotImages[dotIndex] != null)
|
||||
{
|
||||
dotImages[dotIndex].DOColor(inactiveColor, colorDuration * 0.7f);
|
||||
}
|
||||
}
|
||||
|
||||
// Public methods for external control
|
||||
public void SetSliderValue(float value)
|
||||
{
|
||||
if (targetSlider != null)
|
||||
{
|
||||
targetSlider.value = value;
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetDots()
|
||||
{
|
||||
// Kill any running animations
|
||||
for (int i = 0; i < dots.Count; i++)
|
||||
{
|
||||
if (dots[i] != null)
|
||||
{
|
||||
dots[i].DOKill();
|
||||
}
|
||||
if (i < dotImages.Count && dotImages[i] != null)
|
||||
{
|
||||
dotImages[i].DOKill();
|
||||
}
|
||||
}
|
||||
|
||||
// Reset state
|
||||
lastActivatedDot = -1;
|
||||
SetupInitialState();
|
||||
}
|
||||
|
||||
// Get current progress (0-10)
|
||||
public int GetCurrentProgress()
|
||||
{
|
||||
return lastActivatedDot + 1;
|
||||
}
|
||||
|
||||
// Check if specific dot is active
|
||||
public bool IsDotActive(int dotIndex)
|
||||
{
|
||||
return dotIndex <= lastActivatedDot;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
// Clean up any running tweens
|
||||
for (int i = 0; i < dots.Count; i++)
|
||||
{
|
||||
if (dots[i] != null)
|
||||
{
|
||||
dots[i].DOKill();
|
||||
}
|
||||
if (i < dotImages.Count && dotImages[i] != null)
|
||||
{
|
||||
dotImages[i].DOKill();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// // Debug helper - shows current calculation values in inspector
|
||||
// [System.Serializable]
|
||||
// public class DebugInfo
|
||||
// {
|
||||
// [SerializeField] public float currentSliderValue;
|
||||
// [SerializeField] public int dotsToActivate;
|
||||
// [SerializeField] public int targetActiveDot;
|
||||
// [SerializeField] public int lastActivatedDot;
|
||||
// }
|
||||
|
||||
// [Header("Debug Info (Runtime Only)")]
|
||||
// [SerializeField] private DebugInfo debugInfo = new DebugInfo();
|
||||
|
||||
// void LateUpdate()
|
||||
// {
|
||||
// // Update debug info for inspector visibility
|
||||
// if (targetSlider != null)
|
||||
// {
|
||||
// debugInfo.currentSliderValue = targetSlider.value;
|
||||
// debugInfo.dotsToActivate = Mathf.FloorToInt(targetSlider.value * dots.Count);
|
||||
// debugInfo.targetActiveDot = debugInfo.dotsToActivate - 1;
|
||||
// debugInfo.lastActivatedDot = lastActivatedDot;
|
||||
// }
|
||||
// }
|
||||
}
|
||||
11
Assets/sliderProgressSc.cs.meta
Normal file
11
Assets/sliderProgressSc.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6df071435caf945e1b93f46b42c36ba9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Loading…
Reference in New Issue
Block a user