Quest Update
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.gitignore
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.gitignore
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# This .gitignore file should be placed at the root of your Unity project directory
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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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#
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# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
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# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
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||||||
#
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#
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/[Ll]ibrary/
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/[Ll]ibrary/
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/[Tt]emp/
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/[Tt]emp/
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/[Oo]bj/
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/[Oo]bj/
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/[Bb]uild/
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/[Bb]uild/
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/[Bb]uilds/
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/[Bb]uilds/
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/[Ll]ogs/
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/[Ll]ogs/
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/[Uu]ser[Ss]ettings/
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/[Uu]ser[Ss]ettings/
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# MemoryCaptures can get excessive in size.
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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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# They also could contain extremely sensitive data
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/[Mm]emoryCaptures/
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/[Mm]emoryCaptures/
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# Recordings can get excessive in size
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# Recordings can get excessive in size
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/[Rr]ecordings/
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/[Rr]ecordings/
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# Uncomment this line if you wish to ignore the asset store tools plugin
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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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# /[Aa]ssets/AssetStoreTools*
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||||||
# Autogenerated Jetbrains Rider plugin
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# Autogenerated Jetbrains Rider plugin
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/[Aa]ssets/Plugins/Editor/JetBrains*
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/[Aa]ssets/Plugins/Editor/JetBrains*
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# Visual Studio cache directory
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# Visual Studio cache directory
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.vs/
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.vs/
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ExportedObj/
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ExportedObj/
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.consulo/
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*.csproj
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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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# Unity3D generated meta files
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*.pidb.meta
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sysinfo.txt
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sysinfo.txt
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BIN
Assets/Firebase/.DS_Store
vendored
BIN
Assets/Firebase/.DS_Store
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Binary file not shown.
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@ -1,139 +1,139 @@
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||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Mirror;
|
using Mirror;
|
||||||
using Unity.Mathematics;
|
using Unity.Mathematics;
|
||||||
|
|
||||||
public class GameManager : NetworkBehaviour
|
public class GameManager : NetworkBehaviour
|
||||||
{
|
{
|
||||||
//public Transform spawnPointsParent;
|
//public Transform spawnPointsParent;
|
||||||
//public GameObject enemyPrefab;
|
//public GameObject enemyPrefab;
|
||||||
public List<EnemySpawnEntry> enemySpawns;
|
public List<EnemySpawnEntry> enemySpawns;
|
||||||
public Transform LootSpawnPointsParent;
|
public Transform LootSpawnPointsParent;
|
||||||
public Transform spawnPointsPlayer;
|
public Transform spawnPointsPlayer;
|
||||||
public static GameManager instance;
|
public static GameManager instance;
|
||||||
public List<LootData> lootDatas;
|
public List<LootData> lootDatas;
|
||||||
public InventoryItemsCollection inventoryItems;
|
public InventoryItemsCollection inventoryItems;
|
||||||
private void Awake() {
|
private void Awake() {
|
||||||
instance = this;
|
instance = this;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Start(){
|
void Start(){
|
||||||
if(isServer){
|
if(isServer){
|
||||||
// for(int i = 0; i< spawnPointsParent.childCount; i++){
|
// for(int i = 0; i< spawnPointsParent.childCount; i++){
|
||||||
|
|
||||||
// GameObject newEnemy = Instantiate(enemyPrefab , spawnPointsParent.GetChild(i).position, Quaternion.identity);
|
// GameObject newEnemy = Instantiate(enemyPrefab , spawnPointsParent.GetChild(i).position, Quaternion.identity);
|
||||||
// NetworkServer.Spawn(newEnemy);
|
// NetworkServer.Spawn(newEnemy);
|
||||||
// // newEnemy.transform.position = spawnPointsParent.GetChild(i).position;
|
// // newEnemy.transform.position = spawnPointsParent.GetChild(i).position;
|
||||||
// }
|
// }
|
||||||
|
|
||||||
foreach(EnemySpawnEntry spawnEntry in enemySpawns){
|
foreach(EnemySpawnEntry spawnEntry in enemySpawns){
|
||||||
for(int i = 0; i< spawnEntry.spawnParent.childCount; i++){
|
for(int i = 0; i< spawnEntry.spawnParent.childCount; i++){
|
||||||
|
|
||||||
GameObject newEnemy = Instantiate(spawnEntry.prefab , spawnEntry.spawnParent.GetChild(i).position, Quaternion.identity);
|
GameObject newEnemy = Instantiate(spawnEntry.prefab , spawnEntry.spawnParent.GetChild(i).position, Quaternion.identity);
|
||||||
NetworkServer.Spawn(newEnemy);
|
NetworkServer.Spawn(newEnemy);
|
||||||
int randomLevel = UnityEngine.Random.Range(spawnEntry.minEnemyLevel, spawnEntry.maxEnemyLevel);
|
int randomLevel = UnityEngine.Random.Range(spawnEntry.minEnemyLevel, spawnEntry.maxEnemyLevel);
|
||||||
newEnemy.GetComponent<enemyScript>().SetLevel(randomLevel);
|
newEnemy.GetComponent<enemyScript>().SetLevel(randomLevel);
|
||||||
// newEnemy.transform.position = spawnPointsParent.GetChild(i).position;
|
// newEnemy.transform.position = spawnPointsParent.GetChild(i).position;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for(int i=0; i < LootSpawnPointsParent.childCount; i++){
|
for(int i=0; i < LootSpawnPointsParent.childCount; i++){
|
||||||
|
|
||||||
GameObject newLoot = Instantiate(GetRandomLoot(), LootSpawnPointsParent.GetChild(i).position, Quaternion.identity);
|
GameObject newLoot = Instantiate(GetRandomLoot(), LootSpawnPointsParent.GetChild(i).position, Quaternion.identity);
|
||||||
|
|
||||||
NetworkServer.Spawn(newLoot);
|
NetworkServer.Spawn(newLoot);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public GameObject GetRandomLoot(){
|
public GameObject GetRandomLoot(){
|
||||||
GameObject selectedLootPrefab = lootDatas[0].prefab;
|
GameObject selectedLootPrefab = lootDatas[0].prefab;
|
||||||
foreach(LootData loot in lootDatas){
|
foreach(LootData loot in lootDatas){
|
||||||
int probCal = UnityEngine.Random.Range(0,100);
|
int probCal = UnityEngine.Random.Range(0,100);
|
||||||
|
|
||||||
if(probCal < loot.spawnProbability){
|
if(probCal < loot.spawnProbability){
|
||||||
selectedLootPrefab = loot.prefab;
|
selectedLootPrefab = loot.prefab;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return selectedLootPrefab;
|
return selectedLootPrefab;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public void SpawnPickup(string type, Vector3 position){
|
public void SpawnPickup(string type, Vector3 position){
|
||||||
|
|
||||||
foreach(item i in inventoryItems.items)
|
foreach(item i in inventoryItems.items)
|
||||||
{
|
{
|
||||||
if(i.type == type)
|
if(i.type == type)
|
||||||
{
|
{
|
||||||
GameObject go = Instantiate(i.prefab, position, Quaternion.identity);
|
GameObject go = Instantiate(i.prefab, position, Quaternion.identity);
|
||||||
NetworkServer.Spawn(go);
|
NetworkServer.Spawn(go);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return;
|
return;
|
||||||
|
|
||||||
foreach(LootData loot in lootDatas){
|
foreach(LootData loot in lootDatas){
|
||||||
if(loot.type == type){
|
if(loot.type == type){
|
||||||
GameObject newLoot = Instantiate(loot.prefab, position, Quaternion.identity);
|
GameObject newLoot = Instantiate(loot.prefab, position, Quaternion.identity);
|
||||||
|
|
||||||
NetworkServer.Spawn(newLoot);
|
NetworkServer.Spawn(newLoot);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Debug.LogError("Couldn't find loot data for " + type);
|
Debug.LogError("Couldn't find loot data for " + type);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public static void OnEnemyDeath(enemyScript enemy, Vector3 spawnPos)
|
public static void OnEnemyDeath(enemyScript enemy, Vector3 spawnPos)
|
||||||
{
|
{
|
||||||
instance.onEnemyDeath(enemy,spawnPos);
|
instance.onEnemyDeath(enemy,spawnPos);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void onEnemyDeath(enemyScript enemy, Vector3 spawnPos)
|
public void onEnemyDeath(enemyScript enemy, Vector3 spawnPos)
|
||||||
{
|
{
|
||||||
if (!isServer)
|
if (!isServer)
|
||||||
{
|
{
|
||||||
Debug.LogError("Server function called on client. This cant happen");
|
Debug.LogError("Server function called on client. This cant happen");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
string enemyName = enemy.transform.name;
|
string enemyName = enemy.transform.name;
|
||||||
int enemyLevel = enemy.level;
|
int enemyLevel = enemy.level;
|
||||||
|
|
||||||
NetworkServer.Destroy(enemy.gameObject);
|
NetworkServer.Destroy(enemy.gameObject);
|
||||||
|
|
||||||
foreach(EnemySpawnEntry entry in enemySpawns)
|
foreach(EnemySpawnEntry entry in enemySpawns)
|
||||||
{
|
{
|
||||||
if (entry.prefab.name.Contains(enemyName.Replace("(Clone)","")))
|
if (entry.prefab.name.Contains(enemyName.Replace("(Clone)","")))
|
||||||
{
|
{
|
||||||
StartCoroutine(SpawnLater(entry.prefab, spawnPos, 30, enemyLevel));
|
StartCoroutine(SpawnLater(entry.prefab, spawnPos, 30, enemyLevel));
|
||||||
Debug.Log("Found enemy prefab for " + enemyName);
|
Debug.Log("Found enemy prefab for " + enemyName);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Debug.LogError("Unable to find matching prefab for " + enemyName);
|
Debug.LogError("Unable to find matching prefab for " + enemyName);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
IEnumerator SpawnLater(GameObject go, Vector3 pos, float timer, int level)
|
IEnumerator SpawnLater(GameObject go, Vector3 pos, float timer, int level)
|
||||||
{
|
{
|
||||||
yield return new WaitForSeconds(timer);
|
yield return new WaitForSeconds(timer);
|
||||||
GameObject newGo = Instantiate(go, pos, Quaternion.identity);
|
GameObject newGo = Instantiate(go, pos, Quaternion.identity);
|
||||||
|
|
||||||
NetworkServer.Spawn(newGo);
|
NetworkServer.Spawn(newGo);
|
||||||
newGo.GetComponent<enemyScript>().SetLevel(level);
|
newGo.GetComponent<enemyScript>().SetLevel(level);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
[System.Serializable]
|
[System.Serializable]
|
||||||
public class EnemySpawnEntry{
|
public class EnemySpawnEntry{
|
||||||
public Transform spawnParent;
|
public Transform spawnParent;
|
||||||
public GameObject prefab;
|
public GameObject prefab;
|
||||||
public int minEnemyLevel=1;
|
public int minEnemyLevel=1;
|
||||||
public int maxEnemyLevel = 10;
|
public int maxEnemyLevel = 10;
|
||||||
}
|
}
|
||||||
|
|
@ -1,8 +1,8 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 25b9d5400e1ab4bf79e1f8eca84e2e82
|
guid: 25b9d5400e1ab4bf79e1f8eca84e2e82
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
userData:
|
userData:
|
||||||
assetBundleName:
|
assetBundleName:
|
||||||
assetBundleVariant:
|
assetBundleVariant:
|
||||||
|
|
|
||||||
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;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Assets.HeroEditor4D.Common.Scripts.CharacterScripts;
|
using Assets.HeroEditor4D.Common.Scripts.CharacterScripts;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class InGameCharacterMgr : MonoBehaviour
|
public class InGameCharacterMgr : MonoBehaviour
|
||||||
{
|
{
|
||||||
// [SerializeField] private GameObject SwordBtn;
|
// [SerializeField] private GameObject SwordBtn;
|
||||||
// [SerializeField] private GameObject MageBtn;
|
// [SerializeField] private GameObject MageBtn;
|
||||||
// [SerializeField] private GameObject BawBtn;
|
// [SerializeField] private GameObject BawBtn;
|
||||||
|
|
||||||
public GameObject[] attackBtns;
|
public GameObject[] attackBtns;
|
||||||
public string selectedCharacter;
|
public string selectedCharacter;
|
||||||
public List<CharacterDataSO> characterDataScriptable ;
|
public List<CharacterDataSO> characterDataScriptable ;
|
||||||
public Character4D character4D;
|
public Character4D character4D;
|
||||||
|
|
||||||
float timer= 10;
|
float timer= 10;
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if(timer < 5){timer+=Time.deltaTime; return;}
|
if(timer < 5){timer+=Time.deltaTime; return;}
|
||||||
timer=0;
|
timer=0;
|
||||||
SetAttackBtn();
|
SetAttackBtn();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
// SetAttackBtn();
|
// SetAttackBtn();
|
||||||
}
|
}
|
||||||
public string currentJson;
|
public string currentJson;
|
||||||
void SetAttackBtn(){
|
void SetAttackBtn(){
|
||||||
|
|
||||||
currentJson = character4D.ToJson();
|
currentJson = character4D.ToJson();
|
||||||
selectedCharacter = "attack";
|
selectedCharacter = "attack";
|
||||||
|
|
||||||
foreach(CharacterDataSO character in characterDataScriptable){
|
foreach(CharacterDataSO character in characterDataScriptable){
|
||||||
if(character.jsonCharData == currentJson){
|
if(character.jsonCharData == currentJson){
|
||||||
selectedCharacter = character.charName;
|
selectedCharacter = character.charName;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//
|
//
|
||||||
foreach(GameObject button in attackBtns){
|
foreach(GameObject button in attackBtns){
|
||||||
button.SetActive(false);
|
button.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
//
|
//
|
||||||
switch (selectedCharacter){
|
switch (selectedCharacter){
|
||||||
|
|
||||||
case "attack":
|
case "attack":
|
||||||
attackBtns[0].SetActive(true);
|
attackBtns[0].SetActive(true);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case "mage":
|
case "mage":
|
||||||
attackBtns[1].SetActive(true);
|
attackBtns[1].SetActive(true);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case "range":
|
case "range":
|
||||||
attackBtns[2].SetActive(true);
|
attackBtns[2].SetActive(true);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
default:
|
default:
|
||||||
//set sword btn
|
//set sword btn
|
||||||
attackBtns[0].SetActive(true) ;
|
attackBtns[0].SetActive(true) ;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,11 +1,11 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 70edc540d209b4c1986b66ad9fa14056
|
guid: 70edc540d209b4c1986b66ad9fa14056
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
defaultReferences: []
|
defaultReferences: []
|
||||||
executionOrder: 0
|
executionOrder: 0
|
||||||
icon: {instanceID: 0}
|
icon: {instanceID: 0}
|
||||||
userData:
|
userData:
|
||||||
assetBundleName:
|
assetBundleName:
|
||||||
assetBundleVariant:
|
assetBundleVariant:
|
||||||
|
|
|
||||||
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
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
|
@ -1,126 +1,136 @@
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Assets.HeroEditor4D.Common.Scripts.CharacterScripts;
|
using Assets.HeroEditor4D.Common.Scripts.CharacterScripts;
|
||||||
using Assets.HeroEditor4D.Common.Scripts.Enums;
|
using Assets.HeroEditor4D.Common.Scripts.Enums;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class LostNpc : MonoBehaviour
|
public class LostNpc : MonoBehaviour
|
||||||
{
|
{
|
||||||
//check if the quest is active on local player
|
//check if the quest is active on local player
|
||||||
public Character4D character;
|
public Character4D character;
|
||||||
[SerializeField] private bool _isQuestActive;
|
[SerializeField] private bool _isQuestActive;
|
||||||
public QuestScriptable[] questData;
|
public QuestScriptable[] questData;
|
||||||
private playerNetwork player;
|
private playerNetwork player;
|
||||||
|
|
||||||
[SerializeField] private float followSpeed = 2f;
|
[SerializeField] private float followSpeed = 2f;
|
||||||
[SerializeField] private float stopDistance = 1f;
|
[SerializeField] private float stopDistance = 1f;
|
||||||
[SerializeField] private float maxDistance = 15f;
|
[SerializeField] private float maxDistance = 15f;
|
||||||
|
|
||||||
public bool _isFollowing;
|
public bool _isFollowing;
|
||||||
void Update()
|
|
||||||
{
|
/// <summary>
|
||||||
if (_isQuestActive)
|
/// Start is called on the frame when a script is enabled just before
|
||||||
{
|
/// any of the Update methods is called the first time.
|
||||||
FollowPlayer();
|
/// </summary>
|
||||||
|
void Start()
|
||||||
}
|
{
|
||||||
|
character.AnimationManager.SetState(CharacterState.Dance);
|
||||||
|
}
|
||||||
// if (player != null)
|
|
||||||
// {
|
void Update()
|
||||||
// isPlayerInRange = Vector3.Distance(transform.position, player.transform.position) < followRadius;
|
{
|
||||||
|
if (_isQuestActive)
|
||||||
// }
|
{
|
||||||
// else
|
FollowPlayer();
|
||||||
// {
|
|
||||||
// isPlayerInRange = false;
|
}
|
||||||
|
|
||||||
// }
|
|
||||||
|
// if (player != null)
|
||||||
// if (player != null)
|
// {
|
||||||
// {
|
// isPlayerInRange = Vector3.Distance(transform.position, player.transform.position) < followRadius;
|
||||||
// FollowPlayer();
|
|
||||||
// }
|
// }
|
||||||
}
|
// else
|
||||||
// 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
|
// isPlayerInRange = false;
|
||||||
// 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 (player != null)
|
||||||
|
// {
|
||||||
if (other.CompareTag("Player"))
|
// FollowPlayer();
|
||||||
{
|
// }
|
||||||
if (other.transform == playerNetwork.localPlayerTransform)
|
}
|
||||||
{
|
// check if the activequest is for finding the lost npc
|
||||||
player = playerNetwork.localPlayerTransform.GetComponent<playerNetwork>();
|
// 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
|
||||||
//check if the quest match for finding lost npc
|
|
||||||
if (player.currentQuest == questData[0])
|
private void OnTriggerEnter2D(Collider2D other)
|
||||||
{
|
{
|
||||||
_isQuestActive = true;
|
|
||||||
_isFollowing = true;
|
if (other.CompareTag("Player"))
|
||||||
npcFinalCollider.isTrigger = true;
|
{
|
||||||
|
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;
|
||||||
float endTimer = 5f;
|
_isFollowing = true;
|
||||||
public void FollowPlayer()
|
npcFinalCollider.isTrigger = true;
|
||||||
{
|
|
||||||
|
}
|
||||||
float distance = Vector2.Distance(transform.position, player.transform.position);
|
|
||||||
|
}
|
||||||
|
}
|
||||||
if (distance <= stopDistance || distance >= maxDistance)
|
|
||||||
{
|
}
|
||||||
character.AnimationManager.SetState(CharacterState.Idle);
|
|
||||||
_isFollowing = false; // Stop following
|
float endTimer = 5f;
|
||||||
return;
|
public void FollowPlayer()
|
||||||
}
|
{
|
||||||
|
|
||||||
if(player.currentQuest==null){
|
float distance = Vector2.Distance(transform.position, player.transform.position);
|
||||||
if(endTimer > 0 ){
|
|
||||||
endTimer -= Time.deltaTime;
|
|
||||||
}else{
|
if (distance <= stopDistance || distance >= maxDistance)
|
||||||
Destroy(gameObject);
|
{
|
||||||
}
|
character.AnimationManager.SetState(CharacterState.Idle);
|
||||||
character.AnimationManager.SetState(CharacterState.Idle);
|
_isFollowing = false; // Stop following
|
||||||
_isFollowing = false;
|
return;
|
||||||
return;
|
}
|
||||||
|
|
||||||
}
|
if(player.currentQuest==null){
|
||||||
|
if(endTimer > 0 ){
|
||||||
// Move
|
endTimer -= Time.deltaTime;
|
||||||
Vector2 direction = (player.transform.position - transform.position).normalized;
|
}else{
|
||||||
transform.position = Vector2.MoveTowards(transform.position, player.transform.position, followSpeed * Time.deltaTime);
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
//
|
character.AnimationManager.SetState(CharacterState.Idle);
|
||||||
if (direction.x > 0) character.SetDirection(Vector2.right);
|
_isFollowing = false;
|
||||||
else if (direction.x < 0) character.SetDirection(Vector2.left);
|
return;
|
||||||
else if (direction.y > 0) character.SetDirection(Vector2.up);
|
|
||||||
else if (direction.y < 0) character.SetDirection(Vector2.down);
|
}
|
||||||
|
|
||||||
//
|
// Move
|
||||||
character.AnimationManager.SetState(CharacterState.Walk);
|
Vector2 direction = (player.transform.position - transform.position).normalized;
|
||||||
}
|
transform.position = Vector2.MoveTowards(transform.position, player.transform.position, followSpeed * Time.deltaTime);
|
||||||
|
|
||||||
public void StopFollowing()
|
//
|
||||||
{
|
if (direction.x > 0) character.SetDirection(Vector2.right);
|
||||||
_isFollowing = false;
|
else if (direction.x < 0) character.SetDirection(Vector2.left);
|
||||||
character.AnimationManager.SetState(CharacterState.Idle);
|
else if (direction.y > 0) character.SetDirection(Vector2.up);
|
||||||
}
|
else if (direction.y < 0) character.SetDirection(Vector2.down);
|
||||||
public BoxCollider2D npcFinalCollider;
|
|
||||||
public void SetFinalQuestAction()
|
//
|
||||||
{
|
character.AnimationManager.SetState(CharacterState.Walk);
|
||||||
//enable npc is trigger
|
}
|
||||||
npcFinalCollider.isTrigger = true;
|
|
||||||
//StopFollowing();
|
public void StopFollowing()
|
||||||
//destroy npc after few minutes
|
{
|
||||||
|
_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
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,11 +1,11 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: e5c148fc2124c4630b218cf006e5727b
|
guid: e5c148fc2124c4630b218cf006e5727b
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
defaultReferences: []
|
defaultReferences: []
|
||||||
executionOrder: 0
|
executionOrder: 0
|
||||||
icon: {instanceID: 0}
|
icon: {instanceID: 0}
|
||||||
userData:
|
userData:
|
||||||
assetBundleName:
|
assetBundleName:
|
||||||
assetBundleVariant:
|
assetBundleVariant:
|
||||||
|
|
|
||||||
BIN
Assets/MultiplayerPrefab/.DS_Store
vendored
BIN
Assets/MultiplayerPrefab/.DS_Store
vendored
Binary file not shown.
|
|
@ -249,6 +249,7 @@ Transform:
|
||||||
m_Children:
|
m_Children:
|
||||||
- {fileID: 240681382457461533}
|
- {fileID: 240681382457461533}
|
||||||
- {fileID: 3661743797464289256}
|
- {fileID: 3661743797464289256}
|
||||||
|
- {fileID: 1304704921848650985}
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
--- !u!114 &-1039183216699734964
|
--- !u!114 &-1039183216699734964
|
||||||
|
|
@ -338,6 +339,93 @@ MonoBehaviour:
|
||||||
m_Script: {fileID: 11500000, guid: 29959bf55db1a418ba39aac04044d9c1, type: 3}
|
m_Script: {fileID: 11500000, guid: 29959bf55db1a418ba39aac04044d9c1, type: 3}
|
||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
|
syncDirection: 0
|
||||||
|
syncMode: 0
|
||||||
|
syncInterval: 0
|
||||||
lootDrop: Iron
|
lootDrop: Iron
|
||||||
farmingTime: 30
|
farmingTime: 30
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assetBundleVariant:
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Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user