Quest Update
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.gitignore
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144
.gitignore
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# This .gitignore file should be placed at the root of your Unity project directory
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||||
#
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||||
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
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||||
#
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||||
/[Ll]ibrary/
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||||
/[Tt]emp/
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/[Oo]bj/
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/[Bb]uild/
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||||
/[Bb]uilds/
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/[Ll]ogs/
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/[Uu]ser[Ss]ettings/
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# MemoryCaptures can get excessive in size.
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# They also could contain extremely sensitive data
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/[Mm]emoryCaptures/
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||||
|
||||
# Recordings can get excessive in size
|
||||
/[Rr]ecordings/
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||||
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# Uncomment this line if you wish to ignore the asset store tools plugin
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# /[Aa]ssets/AssetStoreTools*
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# Autogenerated Jetbrains Rider plugin
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/[Aa]ssets/Plugins/Editor/JetBrains*
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||||
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# Visual Studio cache directory
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.vs/
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# Gradle cache directory
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.gradle/
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# Autogenerated VS/MD/Consulo solution and project files
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ExportedObj/
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||||
.consulo/
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*.csproj
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*.unityproj
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*.sln
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*.suo
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*.tmp
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*.user
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*.userprefs
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*.pidb
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*.booproj
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*.svd
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*.pdb
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*.mdb
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*.opendb
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*.VC.db
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# Unity3D generated meta files
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||||
*.pidb.meta
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||||
*.pdb.meta
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||||
*.mdb.meta
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||||
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||||
# Unity3D generated file on crash reports
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||||
sysinfo.txt
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||||
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||||
# Builds
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*.apk
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||||
*.aab
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||||
*.unitypackage
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*.app
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# Crashlytics generated file
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||||
crashlytics-build.properties
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||||
# Packed Addressables
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/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
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# Temporary auto-generated Android Assets
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||||
/[Aa]ssets/[Ss]treamingAssets/aa.meta
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||||
/[Aa]ssets/[Ss]treamingAssets/aa/*
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||||
# This .gitignore file should be placed at the root of your Unity project directory
|
||||
#
|
||||
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
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||||
#
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||||
/[Ll]ibrary/
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||||
/[Tt]emp/
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||||
/[Oo]bj/
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||||
/[Bb]uild/
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||||
/[Bb]uilds/
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||||
/[Ll]ogs/
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||||
/[Uu]ser[Ss]ettings/
|
||||
|
||||
# MemoryCaptures can get excessive in size.
|
||||
# They also could contain extremely sensitive data
|
||||
/[Mm]emoryCaptures/
|
||||
|
||||
# Recordings can get excessive in size
|
||||
/[Rr]ecordings/
|
||||
|
||||
# Uncomment this line if you wish to ignore the asset store tools plugin
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||||
# /[Aa]ssets/AssetStoreTools*
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||||
|
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# Autogenerated Jetbrains Rider plugin
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/[Aa]ssets/Plugins/Editor/JetBrains*
|
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# Visual Studio cache directory
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||||
.vs/
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# Gradle cache directory
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||||
.gradle/
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||||
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# Autogenerated VS/MD/Consulo solution and project files
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ExportedObj/
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*.csproj
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*.unityproj
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*.pdb
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*.mdb
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*.opendb
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*.VC.db
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||||
|
||||
# Unity3D generated meta files
|
||||
*.pidb.meta
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||||
*.pdb.meta
|
||||
*.mdb.meta
|
||||
|
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# Unity3D generated file on crash reports
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||||
sysinfo.txt
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||||
|
||||
# Builds
|
||||
*.apk
|
||||
*.aab
|
||||
*.unitypackage
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||||
*.app
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||||
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||||
# Crashlytics generated file
|
||||
crashlytics-build.properties
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|
||||
# Packed Addressables
|
||||
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2
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@ -56,5 +56,5 @@
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.vsconfig
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Assets/2D Hand Painted Tilesets/2D Hand Painted - Town Tileset/.DS_Store
vendored
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BIN
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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|
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|
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|
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|
||||
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|
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|
||||
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|
||||
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||||
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|
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|
||||
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|
||||
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||||
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|
||||
|
|
|
|||
BIN
Assets/Firebase/.DS_Store
vendored
BIN
Assets/Firebase/.DS_Store
vendored
Binary file not shown.
|
|
@ -1,139 +1,139 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Mirror;
|
||||
using Unity.Mathematics;
|
||||
|
||||
public class GameManager : NetworkBehaviour
|
||||
{
|
||||
//public Transform spawnPointsParent;
|
||||
//public GameObject enemyPrefab;
|
||||
public List<EnemySpawnEntry> enemySpawns;
|
||||
public Transform LootSpawnPointsParent;
|
||||
public Transform spawnPointsPlayer;
|
||||
public static GameManager instance;
|
||||
public List<LootData> lootDatas;
|
||||
public InventoryItemsCollection inventoryItems;
|
||||
private void Awake() {
|
||||
instance = this;
|
||||
}
|
||||
|
||||
void Start(){
|
||||
if(isServer){
|
||||
// for(int i = 0; i< spawnPointsParent.childCount; i++){
|
||||
|
||||
// GameObject newEnemy = Instantiate(enemyPrefab , spawnPointsParent.GetChild(i).position, Quaternion.identity);
|
||||
// NetworkServer.Spawn(newEnemy);
|
||||
// // newEnemy.transform.position = spawnPointsParent.GetChild(i).position;
|
||||
// }
|
||||
|
||||
foreach(EnemySpawnEntry spawnEntry in enemySpawns){
|
||||
for(int i = 0; i< spawnEntry.spawnParent.childCount; i++){
|
||||
|
||||
GameObject newEnemy = Instantiate(spawnEntry.prefab , spawnEntry.spawnParent.GetChild(i).position, Quaternion.identity);
|
||||
NetworkServer.Spawn(newEnemy);
|
||||
int randomLevel = UnityEngine.Random.Range(spawnEntry.minEnemyLevel, spawnEntry.maxEnemyLevel);
|
||||
newEnemy.GetComponent<enemyScript>().SetLevel(randomLevel);
|
||||
// newEnemy.transform.position = spawnPointsParent.GetChild(i).position;
|
||||
}
|
||||
}
|
||||
|
||||
for(int i=0; i < LootSpawnPointsParent.childCount; i++){
|
||||
|
||||
GameObject newLoot = Instantiate(GetRandomLoot(), LootSpawnPointsParent.GetChild(i).position, Quaternion.identity);
|
||||
|
||||
NetworkServer.Spawn(newLoot);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public GameObject GetRandomLoot(){
|
||||
GameObject selectedLootPrefab = lootDatas[0].prefab;
|
||||
foreach(LootData loot in lootDatas){
|
||||
int probCal = UnityEngine.Random.Range(0,100);
|
||||
|
||||
if(probCal < loot.spawnProbability){
|
||||
selectedLootPrefab = loot.prefab;
|
||||
break;
|
||||
}
|
||||
}
|
||||
return selectedLootPrefab;
|
||||
}
|
||||
|
||||
|
||||
public void SpawnPickup(string type, Vector3 position){
|
||||
|
||||
foreach(item i in inventoryItems.items)
|
||||
{
|
||||
if(i.type == type)
|
||||
{
|
||||
GameObject go = Instantiate(i.prefab, position, Quaternion.identity);
|
||||
NetworkServer.Spawn(go);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
|
||||
foreach(LootData loot in lootDatas){
|
||||
if(loot.type == type){
|
||||
GameObject newLoot = Instantiate(loot.prefab, position, Quaternion.identity);
|
||||
|
||||
NetworkServer.Spawn(newLoot);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
Debug.LogError("Couldn't find loot data for " + type);
|
||||
}
|
||||
|
||||
|
||||
public static void OnEnemyDeath(enemyScript enemy, Vector3 spawnPos)
|
||||
{
|
||||
instance.onEnemyDeath(enemy,spawnPos);
|
||||
}
|
||||
|
||||
public void onEnemyDeath(enemyScript enemy, Vector3 spawnPos)
|
||||
{
|
||||
if (!isServer)
|
||||
{
|
||||
Debug.LogError("Server function called on client. This cant happen");
|
||||
return;
|
||||
}
|
||||
string enemyName = enemy.transform.name;
|
||||
int enemyLevel = enemy.level;
|
||||
|
||||
NetworkServer.Destroy(enemy.gameObject);
|
||||
|
||||
foreach(EnemySpawnEntry entry in enemySpawns)
|
||||
{
|
||||
if (entry.prefab.name.Contains(enemyName.Replace("(Clone)","")))
|
||||
{
|
||||
StartCoroutine(SpawnLater(entry.prefab, spawnPos, 30, enemyLevel));
|
||||
Debug.Log("Found enemy prefab for " + enemyName);
|
||||
return;
|
||||
}
|
||||
}
|
||||
Debug.LogError("Unable to find matching prefab for " + enemyName);
|
||||
}
|
||||
|
||||
|
||||
IEnumerator SpawnLater(GameObject go, Vector3 pos, float timer, int level)
|
||||
{
|
||||
yield return new WaitForSeconds(timer);
|
||||
GameObject newGo = Instantiate(go, pos, Quaternion.identity);
|
||||
|
||||
NetworkServer.Spawn(newGo);
|
||||
newGo.GetComponent<enemyScript>().SetLevel(level);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class EnemySpawnEntry{
|
||||
public Transform spawnParent;
|
||||
public GameObject prefab;
|
||||
public int minEnemyLevel=1;
|
||||
public int maxEnemyLevel = 10;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Mirror;
|
||||
using Unity.Mathematics;
|
||||
|
||||
public class GameManager : NetworkBehaviour
|
||||
{
|
||||
//public Transform spawnPointsParent;
|
||||
//public GameObject enemyPrefab;
|
||||
public List<EnemySpawnEntry> enemySpawns;
|
||||
public Transform LootSpawnPointsParent;
|
||||
public Transform spawnPointsPlayer;
|
||||
public static GameManager instance;
|
||||
public List<LootData> lootDatas;
|
||||
public InventoryItemsCollection inventoryItems;
|
||||
private void Awake() {
|
||||
instance = this;
|
||||
}
|
||||
|
||||
void Start(){
|
||||
if(isServer){
|
||||
// for(int i = 0; i< spawnPointsParent.childCount; i++){
|
||||
|
||||
// GameObject newEnemy = Instantiate(enemyPrefab , spawnPointsParent.GetChild(i).position, Quaternion.identity);
|
||||
// NetworkServer.Spawn(newEnemy);
|
||||
// // newEnemy.transform.position = spawnPointsParent.GetChild(i).position;
|
||||
// }
|
||||
|
||||
foreach(EnemySpawnEntry spawnEntry in enemySpawns){
|
||||
for(int i = 0; i< spawnEntry.spawnParent.childCount; i++){
|
||||
|
||||
GameObject newEnemy = Instantiate(spawnEntry.prefab , spawnEntry.spawnParent.GetChild(i).position, Quaternion.identity);
|
||||
NetworkServer.Spawn(newEnemy);
|
||||
int randomLevel = UnityEngine.Random.Range(spawnEntry.minEnemyLevel, spawnEntry.maxEnemyLevel);
|
||||
newEnemy.GetComponent<enemyScript>().SetLevel(randomLevel);
|
||||
// newEnemy.transform.position = spawnPointsParent.GetChild(i).position;
|
||||
}
|
||||
}
|
||||
|
||||
for(int i=0; i < LootSpawnPointsParent.childCount; i++){
|
||||
|
||||
GameObject newLoot = Instantiate(GetRandomLoot(), LootSpawnPointsParent.GetChild(i).position, Quaternion.identity);
|
||||
|
||||
NetworkServer.Spawn(newLoot);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public GameObject GetRandomLoot(){
|
||||
GameObject selectedLootPrefab = lootDatas[0].prefab;
|
||||
foreach(LootData loot in lootDatas){
|
||||
int probCal = UnityEngine.Random.Range(0,100);
|
||||
|
||||
if(probCal < loot.spawnProbability){
|
||||
selectedLootPrefab = loot.prefab;
|
||||
break;
|
||||
}
|
||||
}
|
||||
return selectedLootPrefab;
|
||||
}
|
||||
|
||||
|
||||
public void SpawnPickup(string type, Vector3 position){
|
||||
|
||||
foreach(item i in inventoryItems.items)
|
||||
{
|
||||
if(i.type == type)
|
||||
{
|
||||
GameObject go = Instantiate(i.prefab, position, Quaternion.identity);
|
||||
NetworkServer.Spawn(go);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
|
||||
foreach(LootData loot in lootDatas){
|
||||
if(loot.type == type){
|
||||
GameObject newLoot = Instantiate(loot.prefab, position, Quaternion.identity);
|
||||
|
||||
NetworkServer.Spawn(newLoot);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
Debug.LogError("Couldn't find loot data for " + type);
|
||||
}
|
||||
|
||||
|
||||
public static void OnEnemyDeath(enemyScript enemy, Vector3 spawnPos)
|
||||
{
|
||||
instance.onEnemyDeath(enemy,spawnPos);
|
||||
}
|
||||
|
||||
public void onEnemyDeath(enemyScript enemy, Vector3 spawnPos)
|
||||
{
|
||||
if (!isServer)
|
||||
{
|
||||
Debug.LogError("Server function called on client. This cant happen");
|
||||
return;
|
||||
}
|
||||
string enemyName = enemy.transform.name;
|
||||
int enemyLevel = enemy.level;
|
||||
|
||||
NetworkServer.Destroy(enemy.gameObject);
|
||||
|
||||
foreach(EnemySpawnEntry entry in enemySpawns)
|
||||
{
|
||||
if (entry.prefab.name.Contains(enemyName.Replace("(Clone)","")))
|
||||
{
|
||||
StartCoroutine(SpawnLater(entry.prefab, spawnPos, 30, enemyLevel));
|
||||
Debug.Log("Found enemy prefab for " + enemyName);
|
||||
return;
|
||||
}
|
||||
}
|
||||
Debug.LogError("Unable to find matching prefab for " + enemyName);
|
||||
}
|
||||
|
||||
|
||||
IEnumerator SpawnLater(GameObject go, Vector3 pos, float timer, int level)
|
||||
{
|
||||
yield return new WaitForSeconds(timer);
|
||||
GameObject newGo = Instantiate(go, pos, Quaternion.identity);
|
||||
|
||||
NetworkServer.Spawn(newGo);
|
||||
newGo.GetComponent<enemyScript>().SetLevel(level);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class EnemySpawnEntry{
|
||||
public Transform spawnParent;
|
||||
public GameObject prefab;
|
||||
public int minEnemyLevel=1;
|
||||
public int maxEnemyLevel = 10;
|
||||
}
|
||||
|
|
@ -1,8 +1,8 @@
|
|||
fileFormatVersion: 2
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||||
guid: 25b9d5400e1ab4bf79e1f8eca84e2e82
|
||||
folderAsset: yes
|
||||
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||||
externalObjects: {}
|
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userData:
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assetBundleVariant:
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externalObjects: {}
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userData:
|
||||
assetBundleName:
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||||
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||||
|
|
|
|||
BIN
Assets/GooglePlayGames/.DS_Store
vendored
BIN
Assets/GooglePlayGames/.DS_Store
vendored
Binary file not shown.
BIN
Assets/HeroEditor4D/.DS_Store
vendored
BIN
Assets/HeroEditor4D/.DS_Store
vendored
Binary file not shown.
BIN
Assets/HeroEditor4D/Common/.DS_Store
vendored
Normal file
BIN
Assets/HeroEditor4D/Common/.DS_Store
vendored
Normal file
Binary file not shown.
BIN
Assets/HeroEditor4D/Common/Icons/.DS_Store
vendored
Normal file
BIN
Assets/HeroEditor4D/Common/Icons/.DS_Store
vendored
Normal file
Binary file not shown.
File diff suppressed because it is too large
Load Diff
BIN
Assets/HeroEditor4D/Extensions/.DS_Store
vendored
Normal file
BIN
Assets/HeroEditor4D/Extensions/.DS_Store
vendored
Normal file
Binary file not shown.
BIN
Assets/HeroEditor4D/FantasyHeroes/.DS_Store
vendored
BIN
Assets/HeroEditor4D/FantasyHeroes/.DS_Store
vendored
Binary file not shown.
BIN
Assets/HeroEditor4D/FantasyHeroes/Icons/.DS_Store
vendored
Normal file
BIN
Assets/HeroEditor4D/FantasyHeroes/Icons/.DS_Store
vendored
Normal file
Binary file not shown.
BIN
Assets/HeroEditor4D/FantasyHeroes/Icons/WithoutBackground/.DS_Store
vendored
Normal file
BIN
Assets/HeroEditor4D/FantasyHeroes/Icons/WithoutBackground/.DS_Store
vendored
Normal file
Binary file not shown.
File diff suppressed because it is too large
Load Diff
BIN
Assets/HeroEditor4D/FantasyHeroes/Sprites/.DS_Store
vendored
Normal file
BIN
Assets/HeroEditor4D/FantasyHeroes/Sprites/.DS_Store
vendored
Normal file
Binary file not shown.
|
|
@ -1,70 +1,70 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Assets.HeroEditor4D.Common.Scripts.CharacterScripts;
|
||||
using UnityEngine;
|
||||
|
||||
public class InGameCharacterMgr : MonoBehaviour
|
||||
{
|
||||
// [SerializeField] private GameObject SwordBtn;
|
||||
// [SerializeField] private GameObject MageBtn;
|
||||
// [SerializeField] private GameObject BawBtn;
|
||||
|
||||
public GameObject[] attackBtns;
|
||||
public string selectedCharacter;
|
||||
public List<CharacterDataSO> characterDataScriptable ;
|
||||
public Character4D character4D;
|
||||
|
||||
float timer= 10;
|
||||
void Update()
|
||||
{
|
||||
if(timer < 5){timer+=Time.deltaTime; return;}
|
||||
timer=0;
|
||||
SetAttackBtn();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
// SetAttackBtn();
|
||||
}
|
||||
public string currentJson;
|
||||
void SetAttackBtn(){
|
||||
|
||||
currentJson = character4D.ToJson();
|
||||
selectedCharacter = "attack";
|
||||
|
||||
foreach(CharacterDataSO character in characterDataScriptable){
|
||||
if(character.jsonCharData == currentJson){
|
||||
selectedCharacter = character.charName;
|
||||
break;
|
||||
}
|
||||
}
|
||||
//
|
||||
foreach(GameObject button in attackBtns){
|
||||
button.SetActive(false);
|
||||
}
|
||||
|
||||
//
|
||||
switch (selectedCharacter){
|
||||
|
||||
case "attack":
|
||||
attackBtns[0].SetActive(true);
|
||||
break;
|
||||
|
||||
case "mage":
|
||||
attackBtns[1].SetActive(true);
|
||||
break;
|
||||
|
||||
case "range":
|
||||
attackBtns[2].SetActive(true);
|
||||
break;
|
||||
|
||||
default:
|
||||
//set sword btn
|
||||
attackBtns[0].SetActive(true) ;
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Assets.HeroEditor4D.Common.Scripts.CharacterScripts;
|
||||
using UnityEngine;
|
||||
|
||||
public class InGameCharacterMgr : MonoBehaviour
|
||||
{
|
||||
// [SerializeField] private GameObject SwordBtn;
|
||||
// [SerializeField] private GameObject MageBtn;
|
||||
// [SerializeField] private GameObject BawBtn;
|
||||
|
||||
public GameObject[] attackBtns;
|
||||
public string selectedCharacter;
|
||||
public List<CharacterDataSO> characterDataScriptable ;
|
||||
public Character4D character4D;
|
||||
|
||||
float timer= 10;
|
||||
void Update()
|
||||
{
|
||||
if(timer < 5){timer+=Time.deltaTime; return;}
|
||||
timer=0;
|
||||
SetAttackBtn();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
// SetAttackBtn();
|
||||
}
|
||||
public string currentJson;
|
||||
void SetAttackBtn(){
|
||||
|
||||
currentJson = character4D.ToJson();
|
||||
selectedCharacter = "attack";
|
||||
|
||||
foreach(CharacterDataSO character in characterDataScriptable){
|
||||
if(character.jsonCharData == currentJson){
|
||||
selectedCharacter = character.charName;
|
||||
break;
|
||||
}
|
||||
}
|
||||
//
|
||||
foreach(GameObject button in attackBtns){
|
||||
button.SetActive(false);
|
||||
}
|
||||
|
||||
//
|
||||
switch (selectedCharacter){
|
||||
|
||||
case "attack":
|
||||
attackBtns[0].SetActive(true);
|
||||
break;
|
||||
|
||||
case "mage":
|
||||
attackBtns[1].SetActive(true);
|
||||
break;
|
||||
|
||||
case "range":
|
||||
attackBtns[2].SetActive(true);
|
||||
break;
|
||||
|
||||
default:
|
||||
//set sword btn
|
||||
attackBtns[0].SetActive(true) ;
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,11 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 70edc540d209b4c1986b66ad9fa14056
|
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MonoImporter:
|
||||
externalObjects: {}
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serializedVersion: 2
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userData:
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serializedVersion: 2
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userData:
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BIN
Assets/Lana Studio/.DS_Store
vendored
BIN
Assets/Lana Studio/.DS_Store
vendored
Binary file not shown.
File diff suppressed because it is too large
Load Diff
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|
|
@ -1,126 +1,136 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Assets.HeroEditor4D.Common.Scripts.CharacterScripts;
|
||||
using Assets.HeroEditor4D.Common.Scripts.Enums;
|
||||
using UnityEngine;
|
||||
|
||||
public class LostNpc : MonoBehaviour
|
||||
{
|
||||
//check if the quest is active on local player
|
||||
public Character4D character;
|
||||
[SerializeField] private bool _isQuestActive;
|
||||
public QuestScriptable[] questData;
|
||||
private playerNetwork player;
|
||||
|
||||
[SerializeField] private float followSpeed = 2f;
|
||||
[SerializeField] private float stopDistance = 1f;
|
||||
[SerializeField] private float maxDistance = 15f;
|
||||
|
||||
public bool _isFollowing;
|
||||
void Update()
|
||||
{
|
||||
if (_isQuestActive)
|
||||
{
|
||||
FollowPlayer();
|
||||
|
||||
}
|
||||
|
||||
|
||||
// if (player != null)
|
||||
// {
|
||||
// isPlayerInRange = Vector3.Distance(transform.position, player.transform.position) < followRadius;
|
||||
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// isPlayerInRange = false;
|
||||
|
||||
// }
|
||||
|
||||
// if (player != null)
|
||||
// {
|
||||
// FollowPlayer();
|
||||
// }
|
||||
}
|
||||
// check if the activequest is for finding the lost npc
|
||||
// if the player is close to the npc - the npc will start following the player
|
||||
// once the player go back to quest npc - the quest will be completed and npc will stop follow / destroy after few minutes
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
if (other.transform == playerNetwork.localPlayerTransform)
|
||||
{
|
||||
player = playerNetwork.localPlayerTransform.GetComponent<playerNetwork>();
|
||||
|
||||
//check if the quest match for finding lost npc
|
||||
if (player.currentQuest == questData[0])
|
||||
{
|
||||
_isQuestActive = true;
|
||||
_isFollowing = true;
|
||||
npcFinalCollider.isTrigger = true;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
float endTimer = 5f;
|
||||
public void FollowPlayer()
|
||||
{
|
||||
|
||||
float distance = Vector2.Distance(transform.position, player.transform.position);
|
||||
|
||||
|
||||
if (distance <= stopDistance || distance >= maxDistance)
|
||||
{
|
||||
character.AnimationManager.SetState(CharacterState.Idle);
|
||||
_isFollowing = false; // Stop following
|
||||
return;
|
||||
}
|
||||
|
||||
if(player.currentQuest==null){
|
||||
if(endTimer > 0 ){
|
||||
endTimer -= Time.deltaTime;
|
||||
}else{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
character.AnimationManager.SetState(CharacterState.Idle);
|
||||
_isFollowing = false;
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
// Move
|
||||
Vector2 direction = (player.transform.position - transform.position).normalized;
|
||||
transform.position = Vector2.MoveTowards(transform.position, player.transform.position, followSpeed * Time.deltaTime);
|
||||
|
||||
//
|
||||
if (direction.x > 0) character.SetDirection(Vector2.right);
|
||||
else if (direction.x < 0) character.SetDirection(Vector2.left);
|
||||
else if (direction.y > 0) character.SetDirection(Vector2.up);
|
||||
else if (direction.y < 0) character.SetDirection(Vector2.down);
|
||||
|
||||
//
|
||||
character.AnimationManager.SetState(CharacterState.Walk);
|
||||
}
|
||||
|
||||
public void StopFollowing()
|
||||
{
|
||||
_isFollowing = false;
|
||||
character.AnimationManager.SetState(CharacterState.Idle);
|
||||
}
|
||||
public BoxCollider2D npcFinalCollider;
|
||||
public void SetFinalQuestAction()
|
||||
{
|
||||
//enable npc is trigger
|
||||
npcFinalCollider.isTrigger = true;
|
||||
//StopFollowing();
|
||||
//destroy npc after few minutes
|
||||
|
||||
}
|
||||
}
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Assets.HeroEditor4D.Common.Scripts.CharacterScripts;
|
||||
using Assets.HeroEditor4D.Common.Scripts.Enums;
|
||||
using UnityEngine;
|
||||
|
||||
public class LostNpc : MonoBehaviour
|
||||
{
|
||||
//check if the quest is active on local player
|
||||
public Character4D character;
|
||||
[SerializeField] private bool _isQuestActive;
|
||||
public QuestScriptable[] questData;
|
||||
private playerNetwork player;
|
||||
|
||||
[SerializeField] private float followSpeed = 2f;
|
||||
[SerializeField] private float stopDistance = 1f;
|
||||
[SerializeField] private float maxDistance = 15f;
|
||||
|
||||
public bool _isFollowing;
|
||||
|
||||
/// <summary>
|
||||
/// Start is called on the frame when a script is enabled just before
|
||||
/// any of the Update methods is called the first time.
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
character.AnimationManager.SetState(CharacterState.Dance);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (_isQuestActive)
|
||||
{
|
||||
FollowPlayer();
|
||||
|
||||
}
|
||||
|
||||
|
||||
// if (player != null)
|
||||
// {
|
||||
// isPlayerInRange = Vector3.Distance(transform.position, player.transform.position) < followRadius;
|
||||
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// isPlayerInRange = false;
|
||||
|
||||
// }
|
||||
|
||||
// if (player != null)
|
||||
// {
|
||||
// FollowPlayer();
|
||||
// }
|
||||
}
|
||||
// check if the activequest is for finding the lost npc
|
||||
// if the player is close to the npc - the npc will start following the player
|
||||
// once the player go back to quest npc - the quest will be completed and npc will stop follow / destroy after few minutes
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
if (other.transform == playerNetwork.localPlayerTransform)
|
||||
{
|
||||
player = playerNetwork.localPlayerTransform.GetComponent<playerNetwork>();
|
||||
|
||||
//check if the quest match for finding lost npc
|
||||
if (player.currentQuest == questData[0])
|
||||
{
|
||||
_isQuestActive = true;
|
||||
_isFollowing = true;
|
||||
npcFinalCollider.isTrigger = true;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
float endTimer = 5f;
|
||||
public void FollowPlayer()
|
||||
{
|
||||
|
||||
float distance = Vector2.Distance(transform.position, player.transform.position);
|
||||
|
||||
|
||||
if (distance <= stopDistance || distance >= maxDistance)
|
||||
{
|
||||
character.AnimationManager.SetState(CharacterState.Idle);
|
||||
_isFollowing = false; // Stop following
|
||||
return;
|
||||
}
|
||||
|
||||
if(player.currentQuest==null){
|
||||
if(endTimer > 0 ){
|
||||
endTimer -= Time.deltaTime;
|
||||
}else{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
character.AnimationManager.SetState(CharacterState.Idle);
|
||||
_isFollowing = false;
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
// Move
|
||||
Vector2 direction = (player.transform.position - transform.position).normalized;
|
||||
transform.position = Vector2.MoveTowards(transform.position, player.transform.position, followSpeed * Time.deltaTime);
|
||||
|
||||
//
|
||||
if (direction.x > 0) character.SetDirection(Vector2.right);
|
||||
else if (direction.x < 0) character.SetDirection(Vector2.left);
|
||||
else if (direction.y > 0) character.SetDirection(Vector2.up);
|
||||
else if (direction.y < 0) character.SetDirection(Vector2.down);
|
||||
|
||||
//
|
||||
character.AnimationManager.SetState(CharacterState.Walk);
|
||||
}
|
||||
|
||||
public void StopFollowing()
|
||||
{
|
||||
_isFollowing = false;
|
||||
character.AnimationManager.SetState(CharacterState.Idle);
|
||||
}
|
||||
public BoxCollider2D npcFinalCollider;
|
||||
public void SetFinalQuestAction()
|
||||
{
|
||||
//enable npc is trigger
|
||||
npcFinalCollider.isTrigger = true;
|
||||
//StopFollowing();
|
||||
//destroy npc after few minutes
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
|||
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Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user