Quest Update

This commit is contained in:
Nim-XD 2025-01-06 19:41:29 +05:30
parent 7ea988ddeb
commit e2a6825288
382 changed files with 842991 additions and 846050 deletions

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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;
}

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@ -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;
}
}
}

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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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