Aug19 serv build

This commit is contained in:
Nim-XD 2025-08-19 14:19:44 +05:30
parent 19fff3745e
commit 907924c620
31 changed files with 53609 additions and 1954 deletions

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.DS_Store vendored

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@ -838763,13 +838827,15 @@ ParticleSystemRenderer:
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View File

@ -34,7 +34,7 @@ public class PlayerAttack : NetworkBehaviour{
} }
public void onStatChange(){ public void onStatChange(){
damage = statManager.GetEffectiveValue("strength"); damage = statManager.GetEffectiveValue("strength") + 10; // Added base damage bonus of 10
} }
// void Update(){ // void Update(){
// //Get player look dir // //Get player look dir
@ -62,7 +62,7 @@ public class PlayerAttack : NetworkBehaviour{
if(hit.collider == null){return;} if(hit.collider == null){return;}
if(hit.collider.transform.GetComponent<enemyScript>() != null){ if(hit.collider.transform.GetComponent<enemyScript>() != null){
int damageamount = damage + (pnet.lvl*5); int damageamount = damage + (pnet.lvl*10); // damage amount
if(isMagical){ if(isMagical){
hit.collider.transform.GetComponent<enemyScript>().TakeMagicalDamage(damageamount, netId); hit.collider.transform.GetComponent<enemyScript>().TakeMagicalDamage(damageamount, netId);
}else{ }else{

View File

@ -0,0 +1,60 @@
using UnityEngine;
public class ResistanceTest : MonoBehaviour
{
[Header("Test Settings")]
public int testLevel = 5;
public int testPhysicalDamage = 25; // Increased test damage to show more impact
public int testMagicalDamage = 30; // Increased test damage to show more impact
[Header("Results")]
[SerializeField] private string resistanceInfo;
[SerializeField] private int effectivePhysicalDamage;
[SerializeField] private int effectiveMagicalDamage;
[SerializeField] private bool shieldActive;
private enemyScript testEnemy;
void Start()
{
// Create a test enemy
GameObject enemyObj = new GameObject("TestEnemy");
testEnemy = enemyObj.AddComponent<enemyScript>();
// Set the enemy level
testEnemy.SetLevel(testLevel);
// Calculate and display results
CalculateTestResults();
}
void CalculateTestResults()
{
if (testEnemy == null) return;
resistanceInfo = testEnemy.GetResistanceInfo();
effectivePhysicalDamage = testEnemy.CalculateEffectiveDamage(testPhysicalDamage, false);
effectiveMagicalDamage = testEnemy.CalculateEffectiveDamage(testMagicalDamage, true);
shieldActive = testEnemy.IsShieldActive();
Debug.Log($"=== Resistance & Shield Test Results ===");
Debug.Log($"Enemy Level: {testLevel}");
Debug.Log($"Resistance: {resistanceInfo}");
Debug.Log($"Physical Damage: {testPhysicalDamage} -> {effectivePhysicalDamage}");
Debug.Log($"Magical Damage: {testMagicalDamage} -> {effectiveMagicalDamage}");
Debug.Log($"Shield Active: {shieldActive}");
Debug.Log($"Shield Health: {testEnemy.magicalHealth}");
Debug.Log($"Regular Health: {testEnemy.health}");
Debug.Log($"===============================");
}
[ContextMenu("Run Test")]
void RunTest()
{
if (testEnemy != null)
{
testEnemy.SetLevel(testLevel);
CalculateTestResults();
}
}
}

View File

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View File

@ -0,0 +1,98 @@
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class ResistanceUI : MonoBehaviour
{
[Header("UI References")]
public TextMeshProUGUI resistanceText;
public Slider physicalResistanceSlider;
public Slider magicalResistanceSlider;
public TextMeshProUGUI shieldStatusText;
public Image shieldStatusIcon;
[Header("Target Enemy")]
public enemyScript targetEnemy;
void Start()
{
// Initialize sliders
if (physicalResistanceSlider != null)
{
physicalResistanceSlider.minValue = 0;
physicalResistanceSlider.maxValue = 100;
}
if (magicalResistanceSlider != null)
{
magicalResistanceSlider.minValue = 0;
magicalResistanceSlider.maxValue = 100;
}
}
void Update()
{
if (targetEnemy != null)
{
UpdateResistanceDisplay();
}
}
void UpdateResistanceDisplay()
{
// Update text
if (resistanceText != null)
{
resistanceText.text = $"Resistance: {targetEnemy.GetResistanceInfo()}";
}
// Update sliders
if (physicalResistanceSlider != null)
{
physicalResistanceSlider.value = targetEnemy.physicalResistance;
}
if (magicalResistanceSlider != null)
{
magicalResistanceSlider.value = targetEnemy.magicalResistance;
}
// Update shield status
if (shieldStatusText != null)
{
string shieldStatus = targetEnemy.IsShieldActive() ? "Shield Active" : "Shield Broken";
shieldStatusText.text = shieldStatus;
}
if (shieldStatusIcon != null)
{
Color shieldColor = targetEnemy.IsShieldActive() ? Color.cyan : Color.gray;
shieldStatusIcon.color = shieldColor;
}
}
public void SetTargetEnemy(enemyScript enemy)
{
targetEnemy = enemy;
}
public void ClearTarget()
{
targetEnemy = null;
if (resistanceText != null)
resistanceText.text = "No Target";
if (physicalResistanceSlider != null)
physicalResistanceSlider.value = 0;
if (magicalResistanceSlider != null)
magicalResistanceSlider.value = 0;
if (shieldStatusText != null)
shieldStatusText.text = "No Target";
if (shieldStatusIcon != null)
shieldStatusIcon.color = Color.gray;
}
}

View File

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66
Assets/Script/XPTest.cs Normal file
View File

@ -0,0 +1,66 @@
using UnityEngine;
public class XPTest : MonoBehaviour
{
[Header("Test Settings")]
public int testPlayerLevel = 1;
public int maxEnemyLevel = 50;
[Header("Results")]
[SerializeField] private string xpComparison;
void Start()
{
TestXPComparison();
}
void TestXPComparison()
{
string comparison = "=== XP Comparison (Old vs New System) ===\n";
comparison += $"Player Level: {testPlayerLevel}\n\n";
comparison += "Enemy Level | Old XP | New XP | Difference\n";
comparison += "-----------|--------|--------|------------\n";
for (int enemyLevel = 1; enemyLevel <= maxEnemyLevel; enemyLevel += 5)
{
int oldXP = enemyScript.CalculateLegacyXP(enemyLevel);
int newXP = enemyScript.CalculateExponentialXP(enemyLevel, testPlayerLevel);
int difference = newXP - oldXP;
comparison += $"{enemyLevel,10} | {oldXP,6} | {newXP,6} | {difference:+0;-0}\n";
}
comparison += "\n=== Key Examples ===\n";
comparison += $"Level 10 Enemy: {enemyScript.CalculateExponentialXP(10, testPlayerLevel)} XP\n";
comparison += $"Level 20 Enemy: {enemyScript.CalculateExponentialXP(20, testPlayerLevel)} XP\n";
comparison += $"Level 30 Enemy: {enemyScript.CalculateExponentialXP(30, testPlayerLevel)} XP\n";
comparison += $"Level 40 Enemy: {enemyScript.CalculateExponentialXP(40, testPlayerLevel)} XP\n";
comparison += $"Level 50 Enemy: {enemyScript.CalculateExponentialXP(50, testPlayerLevel)} XP\n";
comparison += $"Level 60 Enemy: {enemyScript.CalculateExponentialXP(60, testPlayerLevel)} XP (Capped)\n";
xpComparison = comparison;
Debug.Log(comparison);
}
[ContextMenu("Run XP Test")]
void RunXPTest()
{
TestXPComparison();
}
[ContextMenu("Test Risk Reward")]
void TestRiskReward()
{
Debug.Log("=== Risk Reward Testing ===");
int enemyLevel = 40;
for (int playerLevel = 1; playerLevel <= 50; playerLevel += 10)
{
int xp = enemyScript.CalculateExponentialXP(enemyLevel, playerLevel);
int levelDiff = enemyLevel - playerLevel;
string risk = levelDiff > 0 ? $"Risk (+{levelDiff} levels)" : "Safe";
Debug.Log($"Player Level {playerLevel} vs Enemy Level {enemyLevel}: {xp} XP ({risk})");
}
}
}

View File

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@ -1,37 +1,199 @@
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
using DG.Tweening;
public class cameraRPG : MonoBehaviour public class cameraRPG : MonoBehaviour
{ {
[Header("Core Settings")]
public static cameraRPG instance; public static cameraRPG instance;
public Transform focus; public Transform focus;
public float smoothTime = 2; public Vector3 offset = new Vector3(0, 0, -10);
public Vector3 offset; [Header("Movement")]
public float followSpeed = 2f;
public bool useSmoothing = true;
[Header("Deadzone (Optional)")]
public bool useDeadzone = false;
public Vector2 deadzoneSize = new Vector2(2f, 1f);
[Header("Look Ahead")]
public bool useLookAhead = false;
public float lookAheadDistance = 2f;
public float lookAheadSpeed = 1f;
[Header("Shake")]
public float shakeDuration = 0.5f;
public float shakeStrength = 1f;
// Private variables
private Vector3 targetPosition;
private Vector3 lookAheadOffset;
private bool isPaused = false;
private Tween currentMoveTween;
private Camera cam;
void Awake() void Awake()
{ {
instance = this; if (instance == null)
}
public void SetTarget(Transform target){
focus = target;
//offset = focus.position - transform.position;
}
public bool isPaused =false;
void Update()
{ {
if(focus == null){return;} instance = this;
if(isPaused){return;} }
transform.position = Vector3.Lerp(transform.position, focus.position - offset, Time.deltaTime * smoothTime); else
{
Destroy(gameObject);
return;
} }
public void Teleport(Vector3 newLocation){ cam = GetComponent<Camera>();
transform.position = newLocation - offset; }
void Start()
{
if (focus != null)
{
transform.position = focus.position + offset;
}
}
public void SetTarget(Transform target)
{
focus = target;
}
public void SetPaused(bool paused)
{
isPaused = paused;
}
void LateUpdate()
{
if (focus == null || isPaused) return;
CalculateTargetPosition();
MoveCamera();
}
void CalculateTargetPosition()
{
targetPosition = focus.position + offset;
// Look ahead based on movement
if (useLookAhead)
{
Vector3 targetLookAhead = Vector3.zero;
// You might want to get velocity from your player controller instead
Rigidbody2D focusRb = focus.GetComponent<Rigidbody2D>();
if (focusRb != null)
{
Vector3 velocity = focusRb.velocity;
targetLookAhead = velocity.normalized * lookAheadDistance;
}
lookAheadOffset = Vector3.Lerp(lookAheadOffset, targetLookAhead, Time.deltaTime * lookAheadSpeed);
targetPosition += lookAheadOffset;
}
// Apply deadzone
if (useDeadzone)
{
Vector3 currentPos = transform.position;
Vector3 difference = targetPosition - currentPos;
// Only move if outside deadzone
if (Mathf.Abs(difference.x) > deadzoneSize.x / 2f)
{
targetPosition.x = currentPos.x + (difference.x - Mathf.Sign(difference.x) * deadzoneSize.x / 2f);
}
else
{
targetPosition.x = currentPos.x;
}
if (Mathf.Abs(difference.y) > deadzoneSize.y / 2f)
{
targetPosition.y = currentPos.y + (difference.y - Mathf.Sign(difference.y) * deadzoneSize.y / 2f);
}
else
{
targetPosition.y = currentPos.y;
}
}
}
void MoveCamera()
{
if (useSmoothing)
{
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * followSpeed);
}
else
{
transform.position = targetPosition;
}
}
// DOTween enhanced methods
public void TeleportTo(Vector3 newPosition)
{
currentMoveTween?.Kill();
transform.position = newPosition + offset;
}
public void SmoothTeleportTo(Vector3 newPosition, float duration = 1f, Ease easeType = Ease.OutCubic)
{
currentMoveTween?.Kill();
Vector3 targetPos = newPosition + offset;
currentMoveTween = transform.DOMove(targetPos, duration).SetEase(easeType);
}
public void Shake(float duration = -1, float strength = -1)
{
if (duration < 0) duration = shakeDuration;
if (strength < 0) strength = shakeStrength;
transform.DOShakePosition(duration, strength);
}
public void ZoomTo(float targetSize, float duration = 1f, Ease easeType = Ease.OutCubic)
{
if (cam != null)
{
cam.DOOrthoSize(targetSize, duration).SetEase(easeType);
}
}
public void PunchScale(float strength = 0.1f, float duration = 0.3f)
{
transform.DOPunchScale(Vector3.one * strength, duration);
}
// Utility methods
public Vector3 GetTargetPosition()
{
return targetPosition;
}
public bool IsMoving()
{
return Vector3.Distance(transform.position, targetPosition) > 0.01f;
}
void OnDrawGizmosSelected()
{
// Draw deadzone
if (useDeadzone)
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireCube(transform.position, new Vector3(deadzoneSize.x, deadzoneSize.y, 0));
} }
}
} }

View File

@ -3,74 +3,87 @@ using UnityEngine;
using Spine.Unity; using Spine.Unity;
using Spine.Unity.Examples; using Spine.Unity.Examples;
using Mirror; using Mirror;
using DG.Tweening;
public class enemyScript : NetworkBehaviour public class enemyScript : NetworkBehaviour
{ {
// Health and Damage Constants
public const int HEALTH_INC = 2; public const int HEALTH_INC = 2;
public const float DAMAGE_INC = 1.2f; public const float DAMAGE_INC = 1.2f;
public const float XP_GAIN = 1.5f;
public const int XP_GAIN_Base = 5; // XP System Constants
public const float XP_GAIN = 1.5f; // Legacy
public const int XP_GAIN_Base = 5; // Legacy
public const float XP_EXPONENTIAL_BASE = 1.3f;
public const float XP_LEVEL_MULTIPLIER = 8f;
public const float XP_PLAYER_LEVEL_BONUS = 0.05f;
// Resistance and Shield Constants
public const int RESISTANCE_INC = 1;
public const int MAX_RESISTANCE = 15;
public const float SHIELD_DAMAGE_DIVIDER = 2f;
[Header("Health & Shield System")]
[SyncVar(hook = nameof(OnHealthChange))] [SyncVar(hook = nameof(OnHealthChange))]
public int health; public int health;
[SyncVar(hook = nameof(OnMagicalHealthChange))] [SyncVar(hook = nameof(OnMagicalHealthChange))]
public int magicalHealth; public int magicalHealth;
// NEW: Shield break boolean
[SyncVar] [SyncVar]
public bool shieldBreak = false; public int physicalResistance;
[SyncVar]
public int magicalResistance;
[SyncVar]
public bool shieldActive = true;
[Header("UI Components")]
public SpriteHealthBar healthBar; public SpriteHealthBar healthBar;
public SpriteHealthBar MagicalhealthBar; public SpriteHealthBar MagicalhealthBar;
public Transform uiEnemy;
public TextMesh enemyName;
public TextMesh enemyLevel;
[Header("Movement & Combat")]
public float speed; public float speed;
public float chaseRadius; public float chaseRadius;
public float attackRadius; public float attackRadius;
public bool rotate; public bool rotate;
//public LayerMask layerMask; public int enemyAttackDamage = 10;
public float damageTimingPercent = 0.6f;
[Header("Targeting & State")]
public playerNetwork target; public playerNetwork target;
public bool isInChaseRange;
public bool isInAttackRange;
[Header("Components")]
private Rigidbody2D rb2; private Rigidbody2D rb2;
public SkeletonAnimation animator; public SkeletonAnimation animator;
private Vector2 movement; private Vector2 movement;
public Vector3 dir; public Vector3 dir;
public TextMesh enemyName;
public TextMesh enemyLevel;
public bool isInChaseRange;
public bool isInAttackRange;
public Transform uiEnemy;
public int enemyAttackDamage = 10;
MeshRenderer meshRenderer; MeshRenderer meshRenderer;
public GameObject hitVfx; [SyncVar]
void Awake() public bool hasDealtDamage = false;
{
void Awake(){
meshRenderer = GetComponent<MeshRenderer>(); meshRenderer = GetComponent<MeshRenderer>();
scanCooldown = Random.Range(0.5f, 1.5f); scanCooldown = Random.Range(0.5f, 1.5f);
} }
private void Start() private void Start(){
{
rb2 = GetComponent<Rigidbody2D>(); rb2 = GetComponent<Rigidbody2D>();
//target = GameObject.FindWithTag("Player").transform;
UpdateAnimation(directionString, animationString); UpdateAnimation(directionString, animationString);
defaultPos = transform.position; defaultPos = transform.position;
} }
[SyncVar(hook =nameof(OnLevelChanged))] [SyncVar(hook =nameof(OnLevelChanged))]
public int level; public int level;
void OnLevelChanged(int oldVal, int newVal) void OnLevelChanged(int oldVal, int newVal){
{
if(isServer){return;} if(isServer){return;}
SetLevel(newVal); SetLevel(newVal);
} }
public void SetLevel(int _level) public void SetLevel(int _level){
{
if (enemyLevel != null) if(enemyLevel != null){
{
enemyLevel.text = _level.ToString(); enemyLevel.text = _level.ToString();
} }
@ -82,23 +95,22 @@ public class enemyScript : NetworkBehaviour
magicalHealth = (int)maxHealth; magicalHealth = (int)maxHealth;
enemyAttackDamage += (int)(level * DAMAGE_INC); enemyAttackDamage += (int)(level * DAMAGE_INC);
// MODIFIED: Reset shield break when level is set int resistanceIncrement = level * RESISTANCE_INC;
shieldBreak = false; physicalResistance = Mathf.Min(resistanceIncrement, MAX_RESISTANCE);
magicalResistance = Mathf.Min(resistanceIncrement, MAX_RESISTANCE);
// Debug.Log($"{health}/{maxHealth}");
shieldActive = true;
} }
public Vector3 defScale; public Vector3 defScale;
Vector3 defaultPos; Vector3 defaultPos;
float playerDistCheckTimer=0f; float playerDistCheckTimer=0f;
void LateUpdate() void LateUpdate(){
{
LOD(); LOD();
} }
public const float disappearDistFromPlayer = 15f; public const float disappearDistFromPlayer = 15f;
void LOD() void LOD(){
{
if(playerDistCheckTimer > 0){playerDistCheckTimer -= Time.deltaTime;return;} if(playerDistCheckTimer > 0){playerDistCheckTimer -= Time.deltaTime;return;}
playerDistCheckTimer = Random.Range(1.5f,2.5f); playerDistCheckTimer = Random.Range(1.5f,2.5f);
@ -110,8 +122,7 @@ public class enemyScript : NetworkBehaviour
#if UNITY_SERVER || UNITY_EDITOR #if UNITY_SERVER || UNITY_EDITOR
[Server] [Server]
private void Update() private void Update(){
{
// animator.skeleton.SetSkin // animator.skeleton.SetSkin
// set animation state to running if in chase Range // set animation state to running if in chase Range
@ -119,37 +130,29 @@ public class enemyScript : NetworkBehaviour
// isInChaseRange = Physics2D.OverlapCircle(transform.position, chaseRadius , layerMask); // isInChaseRange = Physics2D.OverlapCircle(transform.position, chaseRadius , layerMask);
// isInAttackRange = Physics2D.OverlapCircle(transform.position, attackRadius, layerMask); // isInAttackRange = Physics2D.OverlapCircle(transform.position, attackRadius, layerMask);
if (health <= 0 ){
// MODIFIED: Check both health and magicalHealth for death condition
if (health <= 0 || (shieldBreak && magicalHealth <= 0))
{
return; return;
} }
if(target != null){
if (target != null)
{
isInChaseRange = Vector3.Distance(transform.position, target.transform.position) < chaseRadius; isInChaseRange = Vector3.Distance(transform.position, target.transform.position) < chaseRadius;
isInAttackRange = Vector3.Distance(transform.position, target.transform.position) < attackRadius; isInAttackRange = Vector3.Distance(transform.position, target.transform.position) < attackRadius;
} }else{
else
{
isInChaseRange = false; isInChaseRange = false;
isInAttackRange = false; isInAttackRange = false;
} }
ScanPlayers(); ScanPlayers();
if (target != null) if(target !=null){
{
enemyFollow(); enemyFollow();
} }
} }
#endif #endif
[Header("Scanning & LOD")]
float scanTimer =0; float scanTimer =0;
float scanCooldown; float scanCooldown;
public void ScanPlayers() public void ScanPlayers(){
{
if(scanTimer >0){scanTimer-=Time.deltaTime; return;} if(scanTimer >0){scanTimer-=Time.deltaTime; return;}
@ -158,25 +161,21 @@ public class enemyScript : NetworkBehaviour
float closestDist = float.MaxValue; float closestDist = float.MaxValue;
playerNetwork closestPlayer = null; playerNetwork closestPlayer = null;
foreach (playerNetwork player in playersinNetwork) foreach(playerNetwork player in playersinNetwork ){
{
if(player.health <= 0 ){continue;} if(player.health <= 0 ){continue;}
float dist = Vector3.Distance(transform.position, player.transform.position); float dist = Vector3.Distance(transform.position, player.transform.position);
if (dist < closestDist) if(dist < closestDist){
{
closestPlayer = player; closestPlayer = player;
closestDist = dist; closestDist = dist;
} }
} }
if (closestDist < chaseRadius) if(closestDist < chaseRadius){
{
target = closestPlayer ; target = closestPlayer ;
} }
else else {
{
target = null; target = null;
} }
@ -191,68 +190,51 @@ public class enemyScript : NetworkBehaviour
[SyncVar(hook =nameof(OnFlipped))] [SyncVar(hook =nameof(OnFlipped))]
bool isFlipped= false; bool isFlipped= false;
void OnFlipped(bool oldVal, bool newVal) void OnFlipped(bool oldVal, bool newVal){
{
if(isServer){return;} if(isServer){return;}
transform.localScale = new Vector3(defScale.x * (newVal ? -1 : 1),defScale.y,defScale.z); transform.localScale = new Vector3(defScale.x * (newVal ? -1 : 1),defScale.y,defScale.z);
HandleFlip(); HandleFlip();
} }
void HandleFlip() void HandleFlip(){
{ if(uiEnemy == null){
if (uiEnemy == null)
{
return; return;
} }
if (transform.localScale.x < 0) if(transform.localScale.x < 0 ){
{
uiEnemy.localScale = new Vector3(-1,1,1); uiEnemy.localScale = new Vector3(-1,1,1);
} }
else else{
{
uiEnemy.localScale = new Vector3(1,1,1); uiEnemy.localScale = new Vector3(1,1,1);
} }
} }
private void enemyFollow() private void enemyFollow(){
{
if (Mathf.Abs(dir.y) > Mathf.Abs(dir.x)) if(Mathf.Abs(dir.y) > Mathf.Abs(dir.x)){
{ if(dir.y < 0){
if (dir.y < 0)
{
directionString = "Back"; directionString = "Back";
} }else{
else
{
directionString = "Front"; directionString = "Front";
} }
} }else{
else
{
directionString = "Side"; directionString = "Side";
if (dir.x < 0) if(dir.x < 0){
{
transform.localScale = new Vector3(defScale.x,defScale.y,0); transform.localScale = new Vector3(defScale.x,defScale.y,0);
isFlipped=false; isFlipped=false;
} }else{
else
{
transform.localScale = new Vector3(-defScale.x,defScale.y,0); transform.localScale = new Vector3(-defScale.x,defScale.y,0);
isFlipped = true; isFlipped = true;
} }
HandleFlip(); HandleFlip();
} }
if (animationHistory != directionString + animationString) if(animationHistory != directionString + animationString){
{
UpdateAnimation(directionString, animationString); UpdateAnimation(directionString, animationString);
// RpcUpdateAnim(directionString, animationString,true); // RpcUpdateAnim(directionString, animationString,true);
} }
animationHistory=directionString + animationString; animationHistory=directionString + animationString;
if (target != null) if(target != null){
{
dir = transform.position - target.transform.position; dir = transform.position - target.transform.position;
} }
@ -261,29 +243,29 @@ public class enemyScript : NetworkBehaviour
movement = dir; movement = dir;
if (rotate) if(rotate){
{
//set anim direction x, y dir //set anim direction x, y dir
} }
} }
[Header("Animation System")]
string animationHistory =""; string animationHistory ="";
[SyncVar(hook =nameof(OnAnimationDirectionChanged))] [SyncVar(hook =nameof(OnAnimationDirectionChanged))]
public string directionString = "Side"; public string directionString = "Side";
[SyncVar(hook =nameof(OnAnimationNameChanged))] [SyncVar(hook =nameof(OnAnimationNameChanged))]
public string animationString = "Idle"; public string animationString = "Idle";
void OnAnimationDirectionChanged(string oldVal, string newVal) void OnAnimationDirectionChanged(string oldVal, string newVal){
{
UpdateAnimation(newVal, animationString); UpdateAnimation(newVal, animationString);
} }
void OnAnimationNameChanged(string oldVal, string newVal) void OnAnimationNameChanged(string oldVal, string newVal){
{
UpdateAnimation(directionString, newVal); UpdateAnimation(directionString, newVal);
} }
[Header("Attack Timing")]
float attackTimer = 0f; float attackTimer = 0f;
float attackDuration = 1.4f; float attackDuration = 1.4f;
@ -292,10 +274,9 @@ public class enemyScript : NetworkBehaviour
#if UNITY_SERVER || UNITY_EDITOR #if UNITY_SERVER || UNITY_EDITOR
[Server] [Server]
private void FixedUpdate() private void FixedUpdate() {
{
// MODIFIED: Updated death condition if (health <= 0)
if (health <= 0 || (shieldBreak && magicalHealth <= 0))
{ {
return; return;
} }
@ -308,10 +289,17 @@ public class enemyScript : NetworkBehaviour
MoveEnemy(movement); MoveEnemy(movement);
//Set animation to moving //Set animation to moving
animationString = "Walk"; animationString = "Walk";
// Reset attack state when not in attack range
hasDealtDamage = false;
attackTimer = 0;
} }
if (isInAttackRange) else if (isInAttackRange)
{ {
rb2.velocity = Vector2.zero; rb2.velocity = Vector2.zero;
// MODIFIED: Only attack if enemy has stopped moving (velocity near zero)
if (rb2.velocity.magnitude < 0.1f)
{
//Set animation to attack //Set animation to attack
animationString = "Attack"; animationString = "Attack";
@ -319,58 +307,58 @@ public class enemyScript : NetworkBehaviour
{ {
attackTimer += Time.deltaTime; attackTimer += Time.deltaTime;
// MODIFIED: Deal damage at specific timing in animation
float attackProgress = attackTimer / attackDuration;
if (!hasDealtDamage && attackProgress >= damageTimingPercent)
{
hasDealtDamage = true;
Attack();
}
} }
else else
{ {
// MODIFIED: Reset for next attack cycle
attackTimer = 0; attackTimer = 0;
Attack(); hasDealtDamage = false;
}
} }
//TODO: ATTACK HERE
} }
if (!isInAttackRange && !isInChaseRange) if (!isInAttackRange && !isInChaseRange)
{ {
//SetAnimation to idle //SetAnimation to idle
animationString = "Idle"; animationString = "Idle";
// Reset attack state when idle
hasDealtDamage = false;
attackTimer = 0;
} }
} }
#endif #endif
public void Attack() public void Attack(){
{
target.TakeDamage(enemyAttackDamage); target.TakeDamage(enemyAttackDamage);
} }
private void MoveEnemy(Vector2 dir) private void MoveEnemy(Vector2 dir){
{
rb2.MovePosition((Vector2)transform.position + (dir * speed * Time.deltaTime)); rb2.MovePosition((Vector2)transform.position + (dir * speed * Time.deltaTime));
} }
void UpdateAnimation(string direction, string animationName) void UpdateAnimation(string direction, string animationName){
{
// try{ // try{
StartCoroutine(CoroutineUpdateAnim(direction, animationName)); StartCoroutine(CoroutineUpdateAnim(direction, animationName));
} }
IEnumerator CoroutineUpdateAnim(string direction, string animationName) IEnumerator CoroutineUpdateAnim(string direction, string animationName){
{ while(animator == null){
while (animator == null)
{
yield return new WaitForSeconds(0.1f); yield return new WaitForSeconds(0.1f);
Debug.LogError("animator is null!"); Debug.LogError("animator is null!");
} }
while (animator.skeleton == null) while(animator.skeleton == null){
{
yield return new WaitForSeconds(0.1f); yield return new WaitForSeconds(0.1f);
Debug.LogError("animator skelton is null!"); Debug.LogError("animator skelton is null!");
} }
while (animator.AnimationState == null) while(animator.AnimationState == null){
{
yield return new WaitForSeconds(0.1f); yield return new WaitForSeconds(0.1f);
Debug.LogError("animator state is null!"); Debug.LogError("animator state is null!");
} }
animator.skeleton.SetSkin(direction); animator.skeleton.SetSkin(direction);
@ -383,138 +371,122 @@ public class enemyScript : NetworkBehaviour
} }
[Command(requiresAuthority =false)] [Command(requiresAuthority =false)]
void CmdTakeDamage(int damage, uint id) void CmdTakeDamage(int damage,uint id){
{
takedmg(damage,id); takedmg(damage,id);
Debug.Log("Enemy Attack Recieved "); Debug.Log("Enemy Attack Recieved ");
} }
public void TakeDamage(int damage, uint id){
public void TakeDamage(int damage, uint id) if(isServer){
{
if (isServer)
{
takedmg(damage,id); takedmg(damage,id);
} }
else else{
{
CmdTakeDamage(damage,id); CmdTakeDamage(damage,id);
} }
} }
// MODIFIED: Completely rewritten damage system void takedmg(int damage,uint id){
void takedmg(int damage, uint id)
{
if(health<=0){return;} if(health<=0){return;}
int finalDamage = damage; // Apply physical resistance to base damage
int damageAfterResistance = Mathf.Max(1, damage - physicalResistance);
// If shield is not broken, reduce damage by half and damage magical health // If shield is active, damage goes to both magical health (shield) AND regular health
if (!shieldBreak && magicalHealth > 0) if(shieldActive && magicalHealth > 0){
{ // Shield takes full damage after resistance
finalDamage = damage / 2; magicalHealth -= damageAfterResistance;
// Calculate magical health damage based on player attack damage + enemy level // Regular health takes reduced damage (divided by shield divider)
int magicalDamage = damage + level; float shieldMultiplier = 1f / SHIELD_DAMAGE_DIVIDER;
magicalHealth -= magicalDamage; int healthDamage = Mathf.Max(1, Mathf.RoundToInt(damageAfterResistance * shieldMultiplier));
health -= healthDamage;
// Check if shield breaks if(magicalHealth <= 0){
if (magicalHealth <= 0) shieldActive = false;
{ PlayShieldBreakAnimation();
shieldBreak = true;
magicalHealth = 0;
Debug.Log("Shield Broken!");
} }
} else {
// If shield is broken, damage goes directly to health with full resistance
health -= damageAfterResistance;
} }
// Apply damage to health //hit vfx
health -= finalDamage; // GameObject newObject = Instantiate(hitVfx , transform.position , Quaternion.identity );
// newObject.transform.localPosition = Vector3.zero;
// Check for death // newObject.transform.parent = transform;
if (health <= 0) if(health<= 0 ){
{
StartCoroutine(couroutineDeath()); StartCoroutine(couroutineDeath());
foreach (playerNetwork player in FindObjectsOfType<playerNetwork>()) foreach(playerNetwork player in FindObjectsOfType<playerNetwork>()){
{ if(player.netId == id){
if (player.netId == id)
{ //This one attacked me
player.OnEnemyKilled(level); player.OnEnemyKilled(level);
} }
} }
} }
Debug.Log($"Enemy Takes Damage: {finalDamage} | Shield Broken: {shieldBreak} | Health: {health} | Magical Health: {magicalHealth}"); // Debug logging removed for cleaner code
} }
[Command(requiresAuthority =false)] [Command(requiresAuthority =false)]
void CmdTakeMagicalDamage(int damage, uint id) void CmdTakeMagicalDamage(int damage,uint id){
{
takeMagicalDmg(damage,id); takeMagicalDmg(damage,id);
Debug.Log("Enemy Magical Attack Recieved "); Debug.Log("Enemy Attack Recieved ");
} }
public void TakeMagicalDamage(int damage, uint id){
public void TakeMagicalDamage(int damage, uint id) if(isServer){
{
if (isServer)
{
takeMagicalDmg(damage,id); takeMagicalDmg(damage,id);
} }
else else{
{
CmdTakeMagicalDamage(damage,id); CmdTakeMagicalDamage(damage,id);
} }
} }
// MODIFIED: Updated magical damage to use same system void takeMagicalDmg(int damage,uint id){
void takeMagicalDmg(int damage, uint id) if(health<=0){return;}
{
if (magicalHealth <= 0 && shieldBreak) { return; }
int finalDamage = damage; // Apply magical resistance to base damage
int damageAfterResistance = Mathf.Max(1, damage - magicalResistance);
// If shield is not broken, reduce damage by half and damage magical health // If shield is active, damage goes to both magical health (shield) AND regular health
if (!shieldBreak && magicalHealth > 0) if(shieldActive && magicalHealth > 0){
{ // Shield takes full damage after resistance
finalDamage = damage / 2; magicalHealth -= damageAfterResistance;
// Calculate magical health damage based on player attack damage + enemy level // Regular health takes reduced damage (divided by shield divider)
int magicalDamage = damage + level; float shieldMultiplier = 1f / SHIELD_DAMAGE_DIVIDER;
magicalHealth -= magicalDamage; int healthDamage = Mathf.Max(1, Mathf.RoundToInt(damageAfterResistance * shieldMultiplier));
health -= healthDamage;
// Check if shield breaks if(magicalHealth <= 0){
if (magicalHealth <= 0) shieldActive = false;
{ PlayShieldBreakAnimation();
shieldBreak = true;
magicalHealth = 0;
Debug.Log("Shield Broken!");
} }
} else {
// If shield is broken, damage goes directly to health with full resistance
health -= damageAfterResistance;
} }
// Apply damage to health if(health<= 0 ){
health -= finalDamage;
// Check for death
if (health <= 0)
{
StartCoroutine(couroutineDeath()); StartCoroutine(couroutineDeath());
foreach (playerNetwork player in FindObjectsOfType<playerNetwork>()) foreach(playerNetwork player in FindObjectsOfType<playerNetwork>()){
{ if(player.netId == id){
if (player.netId == id)
{ //This one attacked me
player.OnEnemyKilled(level); player.OnEnemyKilled(level);
} }
} }
} }
Debug.Log($"Enemy Takes Magical Damage: {finalDamage} | Shield Broken: {shieldBreak} | Health: {health} | Magical Health: {magicalHealth}"); // Debug logging removed for cleaner code
} }
IEnumerator couroutineDeath() IEnumerator couroutineDeath(){
{
animationString = "Death"; animationString = "Death";
StartCoroutine(PopDisappearUI());
UpdateAnimation(directionString , animationString); UpdateAnimation(directionString , animationString);
// RpcUpdateAnim(directionString, animationString,false); // RpcUpdateAnim(directionString, animationString,false);
Vector3 lootSpawnPos = transform.position; Vector3 lootSpawnPos = transform.position;
@ -523,8 +495,8 @@ public class enemyScript : NetworkBehaviour
GameObject newLoot = Instantiate(GameManager.instance.GetRandomLoot(), lootSpawnPos, Quaternion.identity); GameObject newLoot = Instantiate(GameManager.instance.GetRandomLoot(), lootSpawnPos, Quaternion.identity);
NetworkServer.Spawn(newLoot); NetworkServer.Spawn(newLoot);
yield return new WaitForSecondsRealtime(5);
yield return new WaitForSecondsRealtime(7);// dead corpse delay
if (!isServer) if (!isServer)
{ {
@ -534,21 +506,30 @@ public class enemyScript : NetworkBehaviour
{ {
GameManager.OnEnemyDeath(this, defaultPos); GameManager.OnEnemyDeath(this, defaultPos);
} }
/* transform.position = defaultPos;
health = (int)maxHealth;
magicalHealth = (int)maxHealth;*/
//animationString = "Idle";
} }
[Command] [Command]
void CmdDie() void CmdDie()
{ {
GameManager.OnEnemyDeath(this,defaultPos); GameManager.OnEnemyDeath(this,defaultPos);
} }
public void OnHealthChange(int oldVlaue, int newValue)
{
healthBar.SetHealth(newValue, maxHealth);
}
public void OnMagicalHealthChange(int oldVlaue, int newValue)
{ public void OnHealthChange(int oldVlaue, int newValue){
healthBar.SetHealth(newValue,maxHealth);
}
public void OnMagicalHealthChange(int oldVlaue, int newValue){
MagicalhealthBar.SetHealth(newValue,maxHealth); MagicalhealthBar.SetHealth(newValue,maxHealth);
} }
@ -587,4 +568,75 @@ public class enemyScript : NetworkBehaviour
uiEnemy.localScale = Vector3.zero; uiEnemy.localScale = Vector3.zero;
uiEnemy.gameObject.SetActive(false); uiEnemy.gameObject.SetActive(false);
} }
[Header("Shield Visual Effects")]
public Transform shieldUI;
public SpriteRenderer shieldIconUI;
public ParticleSystem shieldBreakVfx;
public void PlayShieldBreakAnimation()
{
if (shieldBreakVfx != null) shieldBreakVfx.Play();
if (shieldUI != null)
{
shieldUI.DOScale(1.2f, 0.15f)
.SetEase(Ease.OutBack)
.OnComplete(() =>
{
shieldUI.DOScale(0f, 0.3f).SetEase(Ease.InQuad);
if (shieldIconUI != null)
{
shieldIconUI.DOFade(0f, 0.3f).SetEase(Ease.InQuad)
.OnComplete(() =>
{
shieldUI.gameObject.SetActive(false);
});
}
});
}
}
// Helper method to get resistance info for UI or debugging
public string GetResistanceInfo()
{
string shieldStatus = shieldActive ? "Active" : "Broken";
return $"Physical: {physicalResistance}, Magical: {magicalResistance}, Shield: {shieldStatus}";
}
public int CalculateEffectiveDamage(int baseDamage, bool isMagical = false)
{
int resistance = isMagical ? magicalResistance : physicalResistance;
if(shieldActive && magicalHealth > 0){
float shieldMultiplier = 1f / SHIELD_DAMAGE_DIVIDER;
int damageAfterShield = Mathf.RoundToInt(baseDamage * shieldMultiplier);
return Mathf.Max(1, damageAfterShield - resistance);
} else {
return Mathf.Max(1, baseDamage - resistance);
}
}
public bool IsShieldActive()
{
return shieldActive && magicalHealth > 0;
}
public static int CalculateExponentialXP(int enemyLevel, int playerLevel = 0)
{
float baseXP = XP_LEVEL_MULTIPLIER * Mathf.Pow(XP_EXPONENTIAL_BASE, enemyLevel - 1);
float levelDifference = Mathf.Max(0, enemyLevel - playerLevel);
float bonusXP = baseXP * XP_PLAYER_LEVEL_BONUS * levelDifference;
int totalXP = Mathf.RoundToInt(baseXP + bonusXP);
totalXP = Mathf.Min(totalXP, 5000);
return Mathf.Max(10, totalXP);
}
public static int CalculateLegacyXP(int enemyLevel)
{
return XP_GAIN_Base + Mathf.FloorToInt(XP_GAIN * (enemyLevel - 1));
}
} }

View File

@ -702,7 +702,10 @@ public class playerNetwork : NetworkBehaviour
if (xpTimer > 0) { xpTimer -= Time.deltaTime; return; } if (xpTimer > 0) { xpTimer -= Time.deltaTime; return; }
xpTimer = 1; xpTimer = 1;
xpText.text = (Mathf.RoundToInt(XP / 100f) * 100f).ToString();
int xpInt = Mathf.RoundToInt(XP / 100f) * 100;
xpText.text = $"+ {xpInt} XP";
xpSlider.value = XpSliderVal; xpSlider.value = XpSliderVal;
for (int i = 0; i < 10; i++) for (int i = 0; i < 10; i++)
@ -722,8 +725,13 @@ public class playerNetwork : NetworkBehaviour
int prevValue = lvl; int prevValue = lvl;
// SavePlayerData(); // SavePlayerData();
enemyKillCount++; enemyKillCount++;
//XP += (int)(enemyScript.XP_GAIN * (enemyLevel/2f));
XP += enemyScript.XP_GAIN_Base + Mathf.FloorToInt(enemyScript.XP_GAIN * (enemyLevel - 1)); // Use new exponential XP system
int xpGained = enemyScript.CalculateExponentialXP(enemyLevel, lvl);
XP += xpGained;
// Debug log for XP gain
Debug.Log($"Killed Level {enemyLevel} enemy! Gained {xpGained} XP (Player Level: {lvl})");
} }
IEnumerator uiTxtDelay(float delayTime, int levelChange) IEnumerator uiTxtDelay(float delayTime, int levelChange)
@ -1051,7 +1059,7 @@ public class playerNetwork : NetworkBehaviour
{ {
//magical damage with intelligance stat ? //magical damage with intelligance stat ?
//int damageamount = magicalDmg + (lvl * 5); //int damageamount = magicalDmg + (lvl * 5);
int damageamount = magicalDmg + (statManager.GetEffectiveValue("intelligence") * 2); int damageamount = magicalDmg + (statManager.GetEffectiveValue("intelligence") * 4) + 15; // Increased intelligence multiplier and added base bonus
Debug.Log("magic damage amount " + damageamount); Debug.Log("magic damage amount " + damageamount);
victim.TakeMagicalDamage(damageamount, netId); victim.TakeMagicalDamage(damageamount, netId);
} }

View File

@ -11,7 +11,7 @@ public class teleporter : MonoBehaviour
if(other.tag == "Player"){ if(other.tag == "Player"){
if(other.transform == playerNetwork.localPlayerTransform){ if(other.transform == playerNetwork.localPlayerTransform){
other.transform.position = teleportLocation.position; other.transform.position = teleportLocation.position;
cameraRPG.instance.Teleport(teleportLocation.position); cameraRPG.instance.TeleportTo(teleportLocation.position);
} }
} }
} }

View File

@ -7664,6 +7664,10 @@ MonoBehaviour:
m_Unicode: 102 m_Unicode: 102
m_GlyphIndex: 74 m_GlyphIndex: 74
m_Scale: 1 m_Scale: 1
- m_ElementType: 1
m_Unicode: 102
m_GlyphIndex: 74
m_Scale: 1
- m_ElementType: 1 - m_ElementType: 1
m_Unicode: 103 m_Unicode: 103
m_GlyphIndex: 75 m_GlyphIndex: 75
@ -10956,6 +10960,10 @@ MonoBehaviour:
m_Unicode: 114 m_Unicode: 114
m_GlyphIndex: 86 m_GlyphIndex: 86
m_Scale: 1 m_Scale: 1
- m_ElementType: 1
m_Unicode: 114
m_GlyphIndex: 86
m_Scale: 1
- m_ElementType: 1 - m_ElementType: 1
m_Unicode: 115 m_Unicode: 115
m_GlyphIndex: 87 m_GlyphIndex: 87
@ -13928,6 +13936,10 @@ MonoBehaviour:
m_Unicode: 116 m_Unicode: 116
m_GlyphIndex: 88 m_GlyphIndex: 88
m_Scale: 1 m_Scale: 1
- m_ElementType: 1
m_Unicode: 116
m_GlyphIndex: 88
m_Scale: 1
- m_ElementType: 1 - m_ElementType: 1
m_Unicode: 117 m_Unicode: 117
m_GlyphIndex: 89 m_GlyphIndex: 89
@ -15521,16 +15533,24 @@ MonoBehaviour:
m_GlyphIndex: 459 m_GlyphIndex: 459
m_Scale: 1 m_Scale: 1
- m_ElementType: 1 - m_ElementType: 1
m_Unicode: 114 m_Unicode: 8230
m_GlyphIndex: 86 m_GlyphIndex: 459
m_Scale: 1 m_Scale: 1
- m_ElementType: 1 - m_ElementType: 1
m_Unicode: 102 m_Unicode: 101
m_GlyphIndex: 74 m_GlyphIndex: 73
m_Scale: 1 m_Scale: 1
- m_ElementType: 1 - m_ElementType: 1
m_Unicode: 116 m_Unicode: 118
m_GlyphIndex: 88 m_GlyphIndex: 90
m_Scale: 1
- m_ElementType: 1
m_Unicode: 108
m_GlyphIndex: 80
m_Scale: 1
- m_ElementType: 1
m_Unicode: 112
m_GlyphIndex: 84
m_Scale: 1 m_Scale: 1
m_AtlasTextures: m_AtlasTextures:
- {fileID: 6711488626300308827} - {fileID: 6711488626300308827}

File diff suppressed because one or more lines are too long

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@ -12,19 +12,28 @@ public class sliderProgressSc : MonoBehaviour
[SerializeField] private List<Transform> dots = new List<Transform>(); [SerializeField] private List<Transform> dots = new List<Transform>();
[SerializeField] private List<Image> dotImages = new List<Image>(); [SerializeField] private List<Image> dotImages = new List<Image>();
[Header("Animation Settings")] [Header("Slider Animation")]
[SerializeField] private float sliderAnimationDuration = 0.8f;
[SerializeField] private Ease sliderEase = Ease.OutCubic;
[SerializeField] private bool animateSliderValue = true;
[Header("Dot Animation Settings")]
[SerializeField] private float scaleDuration = 0.3f; [SerializeField] private float scaleDuration = 0.3f;
[SerializeField] private float colorDuration = 0.2f; [SerializeField] private float colorDuration = 0.2f;
[SerializeField] private Vector3 activeScale = Vector3.one * 1.2f; [SerializeField] private Vector3 activeScale = Vector3.one * 1.2f;
[SerializeField] private Vector3 inactiveScale = Vector3.one; [SerializeField] private Vector3 inactiveScale = Vector3.one;
[SerializeField] private Ease scaleEase = Ease.OutBack; [SerializeField] private Ease scaleEase = Ease.OutBack;
[SerializeField] private float dotStaggerDelay = 0.05f; // Delay between dot activations
[Header("Colors")] [Header("Colors")]
[SerializeField] private Color inactiveColor = new Color(0.3f, 0.3f, 0.3f, 0.6f); [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 [SerializeField] private Color activeColor = new Color(0f, 1f, 0.4f, 1f); // Bright green
[SerializeField] private Color pulseColor = new Color(1f, 1f, 0.4f, 1f); // Yellow pulse
private float previousSliderValue; private float previousSliderValue;
private int lastActivatedDot = -1; private int lastActivatedDot = -1;
private Tween sliderTween;
private bool isAnimating = false;
void Start() void Start()
{ {
@ -36,8 +45,15 @@ public class sliderProgressSc : MonoBehaviour
{ {
// Check if slider value changed // Check if slider value changed
if (Mathf.Abs(targetSlider.value - previousSliderValue) > 0.001f) if (Mathf.Abs(targetSlider.value - previousSliderValue) > 0.001f)
{
if (animateSliderValue && !isAnimating)
{
AnimateSliderToValue(targetSlider.value);
}
else
{ {
CheckAndAnimateDots(targetSlider.value); CheckAndAnimateDots(targetSlider.value);
}
previousSliderValue = targetSlider.value; previousSliderValue = targetSlider.value;
} }
} }
@ -80,6 +96,26 @@ public class sliderProgressSc : MonoBehaviour
lastActivatedDot = -1; lastActivatedDot = -1;
} }
void AnimateSliderToValue(float targetValue)
{
if (sliderTween != null && sliderTween.IsActive())
{
sliderTween.Kill();
}
isAnimating = true;
float startValue = targetSlider.value;
sliderTween = DOTween.To(() => targetSlider.value, x => {
targetSlider.value = x;
CheckAndAnimateDots(x);
}, targetValue, sliderAnimationDuration)
.SetEase(sliderEase)
.OnComplete(() => {
isAnimating = false;
});
}
void CheckAndAnimateDots(float sliderValue) void CheckAndAnimateDots(float sliderValue)
{ {
// Calculate how many dots should be active based on slider value // Calculate how many dots should be active based on slider value
@ -95,12 +131,13 @@ public class sliderProgressSc : MonoBehaviour
// Check if we've moved forward to activate more dots // Check if we've moved forward to activate more dots
if (targetActiveDot > lastActivatedDot) if (targetActiveDot > lastActivatedDot)
{ {
// Activate dots from lastActivatedDot+1 to targetActiveDot // Activate dots with staggered delay for better visual effect
for (int i = lastActivatedDot + 1; i <= targetActiveDot; i++) for (int i = lastActivatedDot + 1; i <= targetActiveDot; i++)
{ {
if (i < dots.Count && i >= 0) if (i < dots.Count && i >= 0)
{ {
ActivateDot(i); float delay = (i - (lastActivatedDot + 1)) * dotStaggerDelay;
ActivateDotWithDelay(i, delay);
} }
} }
lastActivatedDot = targetActiveDot; lastActivatedDot = targetActiveDot;
@ -120,19 +157,35 @@ public class sliderProgressSc : MonoBehaviour
} }
} }
void ActivateDotWithDelay(int dotIndex, float delay)
{
if (dotIndex >= dots.Count || dotIndex < 0 || dots[dotIndex] == null) return;
DOVirtual.DelayedCall(delay, () => ActivateDot(dotIndex));
}
void ActivateDot(int dotIndex) void ActivateDot(int dotIndex)
{ {
if (dotIndex >= dots.Count || dotIndex < 0 || dots[dotIndex] == null) return; if (dotIndex >= dots.Count || dotIndex < 0 || dots[dotIndex] == null) return;
Transform dot = dots[dotIndex]; Transform dot = dots[dotIndex];
// Scale up animation // Scale up animation with bounce effect
dot.DOScale(activeScale, scaleDuration).SetEase(scaleEase); dot.DOScale(activeScale, scaleDuration).SetEase(scaleEase);
// Color change to active // Color change to active with pulse effect
if (dotIndex < dotImages.Count && dotImages[dotIndex] != null) if (dotIndex < dotImages.Count && dotImages[dotIndex] != null)
{ {
dotImages[dotIndex].DOColor(activeColor, colorDuration); Image dotImage = dotImages[dotIndex];
// Initial color change
dotImage.DOColor(activeColor, colorDuration);
// Add a subtle pulse effect
dotImage.DOColor(pulseColor, colorDuration * 0.5f)
.SetDelay(colorDuration)
.SetLoops(2, LoopType.Yoyo)
.SetEase(Ease.InOutSine);
} }
} }
@ -156,14 +209,35 @@ public class sliderProgressSc : MonoBehaviour
public void SetSliderValue(float value) public void SetSliderValue(float value)
{ {
if (targetSlider != null) if (targetSlider != null)
{
if (animateSliderValue)
{
AnimateSliderToValue(value);
}
else
{ {
targetSlider.value = value; targetSlider.value = value;
} }
} }
}
public void SetSliderValueInstant(float value)
{
if (targetSlider != null)
{
targetSlider.value = value;
CheckAndAnimateDots(value);
}
}
public void ResetDots() public void ResetDots()
{ {
// Kill any running animations // Kill any running animations
if (sliderTween != null && sliderTween.IsActive())
{
sliderTween.Kill();
}
for (int i = 0; i < dots.Count; i++) for (int i = 0; i < dots.Count; i++)
{ {
if (dots[i] != null) if (dots[i] != null)
@ -178,6 +252,7 @@ public class sliderProgressSc : MonoBehaviour
// Reset state // Reset state
lastActivatedDot = -1; lastActivatedDot = -1;
isAnimating = false;
SetupInitialState(); SetupInitialState();
} }
@ -196,6 +271,11 @@ public class sliderProgressSc : MonoBehaviour
void OnDestroy() void OnDestroy()
{ {
// Clean up any running tweens // Clean up any running tweens
if (sliderTween != null && sliderTween.IsActive())
{
sliderTween.Kill();
}
for (int i = 0; i < dots.Count; i++) for (int i = 0; i < dots.Count; i++)
{ {
if (dots[i] != null) if (dots[i] != null)