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+# =========================== +# Default Collab Ignore Rules +# =========================== + +# OS Generated +# ============ +.DS_Store +._* +.Spotlight-V100 +.Trashes +Icon? +ehthumbs.db +[Tt]humbs.db +[Dd]esktop.ini + +# Visual Studio / MonoDevelop generated +# ===================================== +[Ee]xported[Oo]bj/ +*.userprefs +*.csproj +*.pidb +*.suo +*.sln +*.user +*.unityproj +*.booproj + +# Unity generated +# =============== +[Oo]bj/ +[Bb]uild +sysinfo.txt +*.stackdump
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+# 3D models +*.3dm filter=lfs diff=lfs merge=lfs -text +*.3ds filter=lfs diff=lfs merge=lfs -text +*.blend filter=lfs diff=lfs merge=lfs -text +*.c4d filter=lfs diff=lfs merge=lfs -text +*.collada filter=lfs diff=lfs merge=lfs -text +*.dae filter=lfs diff=lfs merge=lfs -text +*.dxf filter=lfs diff=lfs merge=lfs -text +*.fbx filter=lfs diff=lfs merge=lfs -text +*.jas filter=lfs diff=lfs merge=lfs -text +*.lws filter=lfs diff=lfs merge=lfs -text +*.lxo filter=lfs diff=lfs merge=lfs -text +*.ma filter=lfs diff=lfs merge=lfs -text +*.max filter=lfs diff=lfs merge=lfs -text +*.mb filter=lfs diff=lfs merge=lfs -text +*.obj filter=lfs diff=lfs merge=lfs -text +*.ply filter=lfs diff=lfs merge=lfs -text +*.skp filter=lfs diff=lfs merge=lfs -text +*.stl filter=lfs diff=lfs merge=lfs -text +*.ztl filter=lfs diff=lfs merge=lfs -text +# Audio +*.aif filter=lfs diff=lfs merge=lfs -text +*.aiff filter=lfs diff=lfs merge=lfs -text +*.it filter=lfs diff=lfs merge=lfs -text +*.mod filter=lfs diff=lfs merge=lfs -text +*.mp3 filter=lfs diff=lfs merge=lfs -text +*.ogg filter=lfs diff=lfs merge=lfs -text +*.s3m filter=lfs diff=lfs merge=lfs -text +*.wav filter=lfs diff=lfs merge=lfs -text +*.xm filter=lfs diff=lfs merge=lfs -text +# Fonts +*.otf filter=lfs diff=lfs merge=lfs -text +*.ttf filter=lfs diff=lfs merge=lfs -text +# Images +*.bmp filter=lfs diff=lfs merge=lfs -text +*.exr filter=lfs diff=lfs merge=lfs -text +*.gif filter=lfs diff=lfs merge=lfs -text +*.hdr filter=lfs diff=lfs merge=lfs -text +*.iff filter=lfs diff=lfs merge=lfs -text +*.jpeg filter=lfs diff=lfs merge=lfs -text +*.jpg filter=lfs diff=lfs merge=lfs -text +*.pict filter=lfs diff=lfs merge=lfs -text +*.png filter=lfs diff=lfs merge=lfs -text +*.psd filter=lfs diff=lfs merge=lfs -text +*.tga filter=lfs diff=lfs merge=lfs -text +*.tif filter=lfs diff=lfs merge=lfs -text +*.tiff filter=lfs diff=lfs merge=lfs -text +# Collapse Unity-generated files on GitHub +*.asset linguist-generated +*.mat linguist-generated +*.meta linguist-generated +*.prefab linguist-generated +*.unity linguist-generated
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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/master/Unity.gitignore +# +/[Ll]ibrary/ +/[Tt]emp/ +/[Oo]bj/ +/[Bb]uild/ +/[Bb]uilds/ +/[Ll]ogs/ +/[Uu]ser[Ss]ettings/ + +# MemoryCaptures can get excessive in size. +# They also could contain extremely sensitive data +/[Mm]emoryCaptures/ + +# Asset meta data should only be ignored when the corresponding asset is also ignored +!/[Aa]ssets/**/*.meta + +# Uncomment this line if you wish to ignore the asset store tools plugin +# /[Aa]ssets/AssetStoreTools* + +# Autogenerated Jetbrains Rider plugin +/[Aa]ssets/Plugins/Editor/JetBrains* + +# Visual Studio cache directory +.vs/ + +# Gradle cache directory +.gradle/ + +# Autogenerated VS/MD/Consulo solution and project files +ExportedObj/ +.consulo/ +*.csproj +*.unityproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb +*.mdb +*.opendb +*.VC.db + +# Unity3D generated meta files +*.pidb.meta +*.pdb.meta +*.mdb.meta + +# Unity3D generated file on crash reports +sysinfo.txt + +# Builds +*.apk +*.unitypackage + +# Crashlytics generated file +crashlytics-build.properties + +# Packed Addressables +/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* + +# Temporary auto-generated Android Assets +/[Aa]ssets/[Ss]treamingAssets/aa.meta +/[Aa]ssets/[Ss]treamingAssets/aa/*
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+Thanks for downloading "Insaniburger" from Insanitype! Font Design. This zip file contains "Insaniburger Regular" and "Insaniburger with Cheese". "Insaniburger Regular" is based on the old Burger King logo that's still seen on some of the signs in smaller cities. "Insaniburger with Cheese" is based on the new logo, which is somewhat similar to the old one, but with a playful yet futuristic twist. Use it for anything, and let me know if you do! + +----------------------------------------------------------- + +This font is freeware. Feel free to use it all you want in any commercial or non-commercial projects including webpages, reports, etc. If you feel so inclined, I would appreciate a $15 registration fee for commercial projects. Hey, even if you don't use it in a commercial project, I'll take a donation. For this, please contact me via e-mail. You may redistribute this font all you like, but you must keep this documentation with it, and you may not edit it in any way without first gaining my permission. You may NOT sell this or any other of my fonts, or include in a product for sale without first gaining my permission. (*cough* *cough* Green Bay *cough *cough*) + +----------------------------------------------------------- + +Adam Nerland +Insanitype! Font Design + +Webpage: http://moorstation.org/typoasis/designers/insanitype/ +E-mail: internut85@aol.com
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+Nature Starter Kit 2 + +Free Unity art package. + +The package contains a handful of objects to start creating outdoor scenes! + +The provided materials are compatible with Unity's tree generator tool, so you can easily create your own beautiful trees and bushes. + +If you like these assets, check out our premium asset pack, Dreamscapes: +http://u3d.as/mu4 + +For more quality packs, follow Shapes on: + +Facebook +https://www.facebook.com/shapesassets/ + +Twitter +https://twitter.com/shapesassets + +Publisher page +https://www.assetstore.unity3d.com/en/#!/publisher/3292 + +The contents of this pack can be used in commercial products. + + +Art Director +Andras Nagy + +Technical Director +Zsolt Torok +
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You're finally awake. You were trying to cross the border,\r + right? Walked right into that Orc ambush and got easily defeated." + objectReference: {fileID: 0} + - target: {fileID: 2531946836594585316, guid: 6ea33ca63163f4449b6ad81551de5999, + type: 3} + propertyPath: dialogue.sound + value: + objectReference: {fileID: 8300000, guid: 89ddd49577bc1524c9419b69e5dc8bdc, type: 3} + - target: {fileID: 2531946836594585316, guid: 6ea33ca63163f4449b6ad81551de5999, + type: 3} + propertyPath: dialogue.sentences.Array.data[1] + value: Well, it's your lucky day. I found you unconscious and I brought you + here to heal your wounds, now you should be ready to get revenge. + objectReference: {fileID: 0} + - target: {fileID: 2531946836594585316, guid: 6ea33ca63163f4449b6ad81551de5999, + type: 3} + propertyPath: dialogue.sentences.Array.data[2] + value: Your friend's waiting for you outside, she must be worried sick about + you! + objectReference: {fileID: 0} + - target: {fileID: 2531946836594585316, guid: 6ea33ca63163f4449b6ad81551de5999, + type: 3} + propertyPath: dialogue.sentences.Array.data[3] + value: What? Your third friend? Sorry, I only found and rescued two people, + you guys basically owe me your life from now on. + objectReference: {fileID: 0} + - target: {fileID: 2531946836594585316, guid: 6ea33ca63163f4449b6ad81551de5999, + type: 3} + propertyPath: dialogue.sentences.Array.data[4] + value: So, you want to climb Peek Galeer? 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+using System; +using UnityEngine; + +[System.Serializable] +public class Attack : Ability +{ + //constructor + public Attack() + { + dbName = "Attack"; + guiName = "Attack"; + hasTarget = true; + ow_usable = false; + MP_cost = 0; + } + + public override string Execute(Fighter source, Fighter target, out bool output) + { + if(target.stats.HP == 0) + { + output = false; + return target + " is already dead!"; + } + string str = source + " attacks " + target; + //number logic + double prob, crit = 0, danno = 0; + bool didCrit = false; + + prob = 3 * Math.Log(source.stats.AGL / target.stats.AGL) + 87; + if (UnityEngine.Random.Range(0, 100) >= prob) // prob = probability to hit; using > is like inverting the logic + { + str += " (Miss...)"; + } + else + { + //check critical + prob = ((31 * source.stats.LCK) + 200) / 50; + if (UnityEngine.Random.Range(0, 100) <= prob) + { + crit = source.stats.ATK * 3; + str += " (Critical!)"; + didCrit = true; + } + + danno = 27.241 * Math.Log(source.stats.ATK / source.stats.DEF) + 148.78 + crit; + + danno += (danno * UnityEngine.Random.Range(-5, 5) / 100); + + target.stats.HP -= danno; + } + UI.ShowDamage(target, (int)danno, didCrit); + source.animator.SetTrigger("Attack"); + output = true; + return str; + } + + public override string GetDescription() + { + return "A normal physical attack."; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class Defend : Ability +{ + + //constructor + public Defend() + { + dbName = "Defend"; + guiName = "Defend"; + hasTarget = false; + ow_usable = false; + MP_cost = 0; + } + + public override string Execute(Fighter source, Fighter target, out bool output) + { + source.defending = true; + source.stats.DEF *= 2; + + output = true; + return source + " is defending!"; + } + + public override string GetDescription() + { + return "Double your defence for one turn."; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class Heal : Ability +{ + protected double heal_amount; + + public Heal() + { + dbName = "Heal"; + guiName = "Heal"; + hasTarget = true; + ow_usable = true; + MP_cost = 50; + heal_amount = 200; + } + + public override string Execute(Fighter source, Fighter target, out bool output) + { + double amount = heal_amount; + output = false; + if(target.stats.HP <= 0) + { + return source + " can't heal " + target + " because they're dead!"; + } + if(target.stats.HP == target.stats.MaxHP) + { + return target + " already has max HP, they don't need healing."; + } + amount += (amount * 0.05); + target.stats.HP += amount; + UI.ShowDamage(target, -(int)amount, false); //this should give a negative result + output = true; + return target + " recovered " + (int)amount + " HP."; + + } + + public override string GetDescription() + { + return "Heals about " + heal_amount + "HP to one target."; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class HealBig : Heal +{ + public HealBig() + { + dbName = "HealBig"; + guiName = "Mega Heal"; + hasTarget = true; + ow_usable = true; + MP_cost = 100; + heal_amount = 350; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class HealGreat : Heal +{ + public HealGreat() + { + dbName = "HealGreat"; + guiName = "Giga Heal"; + hasTarget = true; + ow_usable = true; + MP_cost = 150; + heal_amount = 500; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class ReviveFull : Ability +{ + public ReviveFull() + { + dbName = "ReviveFull"; + guiName = "Miracle"; + hasTarget = true; + ow_usable = true; + MP_cost = 200; + } + + public override string Execute(Fighter source, Fighter target, out bool output) + { + if (target.stats.HP == 0) + { + target.dead = false; + target.stats.HP = target.stats.MaxHP; + UI.ShowDamage(target, (int)target.stats.MaxHP, false); //this should give a negative result + if (target.animator) + { + target.animator.SetTrigger("Alive"); + } + output = true; + return target + " was brought back to life and fully healed!"; + } + else + { + output = false; + return target + " isn't dead yet!"; + } + } + + public override string GetDescription() + { + return "Revives a party member and maxes out all their stats."; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class ReviveHalf : Ability +{ + public ReviveHalf() + { + dbName = "ReviveHalf"; + guiName = "Blessing"; + hasTarget = true; + ow_usable = true; + MP_cost = 100; + } + + public override string Execute(Fighter source, Fighter target, out bool output) + { + if (target.stats.HP == 0) + { + double tmp = target.stats.HP; + target.dead = false; + target.stats.HP = (target.stats.MaxHP / 2) + (target.stats.MaxHP * 0.05); + UI.ShowDamage(target, (int)(tmp - target.stats.HP), false); //this should give a negative result + if(target.animator) + target.animator.SetTrigger("Alive"); + output = true; + return target + " was brought back to life!"; + } else + { + output = false; + return target + " isn't dead yet!"; + } + } + + public override string GetDescription() + { + return "Revives a party member with 50% of his health."; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public abstract class Ability : Action +{ + public string dbName; + public string guiName; + public bool hasTarget; + public double MP_cost; + public bool ow_usable; + + public override string ExecuteSafe(Fighter source, Fighter target, out bool output) + { + if (source.stats.MP < MP_cost) + { + output = false; + return "Not enough MP!"; + } + else + { + string tmp = Execute(source, target, out output); + if (output) + { + source.stats.MP -= MP_cost; + } + return tmp; + } + } + + public override string ToString() + { + if (MP_cost == 0) + { + return guiName; + } else + { + return guiName + " (-" + MP_cost + "MP)"; + } + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; + +public static class AbilityDB +{ + + private static string processAbility(Fighter f1, Ability ability, Fighter f2, bool checkMP, out bool output) + { + string tmp; + if (checkMP) + { + tmp = ability.ExecuteSafe(f1, f2, out output); + } + else + { + tmp = ability.Execute(f1, f2, out output); + } + + //Update Fighter status + updateGui(f1); + updateGui(f2); + + return tmp; + } + + private static string processString(Fighter f1, string ability, Fighter f2, bool checkMP, out bool output) + { + return processAbility(f1, getAbility(ability), f2, checkMP, out output); + } + private static string processItem(Fighter f1, ItemInfo item, Fighter f2, out bool output) + { + return item.ExecuteSafe(f1, f2, out output); + } + + public static string Process(Fighter f1, Action action, Fighter f2, bool checkMP, out bool output) + { + if(action is Ability) + { + return processAbility(f1, (Ability)action, f2, checkMP, out output); + } else if (action is ItemInfo) + { + return processItem(f1, (ItemInfo)action, f2, out output); + } else + { + output = false; + return "Error in AbilityDB!"; + } + } + + public static Ability getAbility(string key) + { + switch (key) + { + case "Attack": + return new Attack(); + case "Defend": + return new Defend(); + case "Heal": + return new Heal(); + case "HealBig": + return new HealBig(); + case "HealGreat": + return new HealGreat(); + case "ReviveHalf": + return new ReviveHalf(); + case "ReviveFull": + return new ReviveFull(); + default: + return null; + } + } + + private static void updateGui(Fighter f) + { + if(f is GoodGuy) + { + + GoodGuy gg = (GoodGuy)f; + + if(gg.inBattle) + gg.updateStatus(); + } + } + + public static GoodGuy GetGoodGuy(GameObject partyObject, Stats s) + { + GoodGuy gg = null; + + switch (s.Name) + { + case "Paladin": + gg = partyObject.AddComponent<Paladin>(); + break; + case "Archer": + gg = partyObject.AddComponent<Archer>(); + break; + case "Boxer": + gg = partyObject.AddComponent<Boxer>(); + break; + case "Mage": + gg = partyObject.AddComponent<Mage>(); + break; + default: + break; + } + gg.inBattle = false; + + return gg; + } + + +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public abstract class BadGuy : Fighter +{ + [Header("Enemy stuff")] + public int goldDrop; + public Inventory itemsDrop; + + public abstract string Combat_AI(); + + public override void GetGUI() + { + damage_tooltip = GameObject.Find("en_damage"); + } +}
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+using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public class BattleManager : MonoBehaviour +{ + #region Private + private int currentTurn = 0; + private Fighter currentTarget; + private Action currentAction; + private float lerpStart; + private GameObject player; + public BattleUIManager ui; + private BadGuy tmpbad; + private bool action_output = true; + #endregion + + public Fighter turn; + public BadGuy enemy; + public int enemyGold; + public Inventory enemyItems; + + public Camera main_camera; + public GameMaster gm; + + enum Status + { + StartTurn = 0, + EnableIO = 1, + DisableIO = 3, + NextTurn = 5, + Wait = 69 + } + private Status status = Status.Wait; + + + [Header("Fighter Prefabs")] + public GameObject p_paladin; + public GameObject p_archer; + public GameObject p_boxer; + public GameObject p_mage; + + [Header("Enemy Prefabs")] + public GameObject p_orc; + public GameObject p_mutant; + //public GameObject p_enemy1; + + [Header("Current fighters")] + public List<Fighter> fighters; + + // Start is called before the first frame update + void Start() + { + //inizia la battaglia + gm = GameMaster.Instance; + ui = GetComponent<BattleUIManager>(); + + fighters = new List<Fighter>(); + Fighter tmpfighter; + foreach(Stats s in gm.Party) + { + //instantiate good guy + tmpfighter = instantiateFighter(s.Name, s.Name + "Spawn").GetComponent<Fighter>(); + + //set current HP and MP + tmpfighter.stats = new Stats(s); + + //check if fighter's already dead + if (tmpfighter.stats.HP == 0) + { + tmpfighter.animator.SetTrigger("Corpse"); + tmpfighter.dead = true; + } + + fighters.Add(tmpfighter); + } + enemy = (BadGuy)instantiateFighter(gm.GetEnemyType(), "EnemySpawn").GetComponent<Fighter>(); + fighters.Add(enemy); + + enemyGold = enemy.goldDrop; + enemyItems = enemy.itemsDrop; + + fighters.Sort(Fighter.SortByAgl); + + //aspetto che finisca l'animazione e poi vado + UI.changeText(ui.status, enemy.stats.Name + " approaches!"); + StartCoroutine(waitThenStatus(UI.BattleSpeed, Status.StartTurn)); + + } + + private void Update() + { + #region State Machine + switch (status) + { + case Status.StartTurn: + turn = fighters[currentTurn]; + //reset defence + if (turn.defending) + { + turn.defending = false; + turn.stats.DEF = turn.stats.MaxDEF; + } + + if (turn.dead) + { + status = Status.NextTurn; + } else + { + //step forward + if (action_output) + { + turnEffect(turn, true); + } + UI.changeText(ui.status, "It's " + turn + "'s turn."); + + if (turn is BadGuy) //load AI + { + //execute AI + tmpbad = (BadGuy)turn; + UI.changeText(ui.status, tmpbad.Combat_AI()); + + //wait for animation + StartCoroutine(waitThenStatus(UI.BattleSpeed * 2, Status.NextTurn)); + } + else + { + //show input UI + ui.showAbilities(true); + } + status = Status.Wait; + } + break; + case Status.DisableIO: + UI.changeText(ui.status, AbilityDB.Process(turn, currentAction, currentTarget, true, out action_output)); + + if (action_output) + { + StartCoroutine(waitThenStatus(UI.BattleSpeed * 2, Status.NextTurn)); + } else + { + StartCoroutine(waitThenStatus(UI.BattleSpeed * 2, Status.StartTurn)); + } + status = Status.Wait; + break; + case Status.NextTurn: + if (!turn.dead) + { + turnEffect(turn, false); + } + //kill'em + foreach (Fighter f in fighters) + { + if(f.stats.HP == 0 && f.dead == false) + { + f.animator.SetTrigger("Dead"); + f.dead = true; + } + } + + //did i lose? + if (countGuys(false) == 0) + { + StartCoroutine(endBattle(UI.BattleSpeed * 5, false)); + status = Status.Wait; //wait until scene has changed + } + else //did i win? + if (countGuys(true) == 0) + { + //start victory animations + foreach(Fighter f in getGuys(false)) + { + f.animator.SetTrigger("Victory"); + } + StartCoroutine(endBattle(UI.BattleSpeed * 3, true)); + status = Status.Wait; + } else + { + //next turn + currentTurn++; + if (currentTurn == fighters.Count) + { + currentTurn = 0; + } + status = Status.StartTurn; + } + break; + } + #endregion + } + + public void getInput(Action Action, Fighter Target) + { + if (status == Status.Wait) + { + currentAction = Action; + currentTarget = Target; + status = Status.DisableIO; + } + } + + public Fighter[] getGuys(bool bad) + { + List<Fighter> tmp = new List<Fighter>(); + foreach (Fighter figh in fighters) + { + if ((figh is BadGuy) == bad && !figh.dead) + { + tmp.Add(figh); + } + } + return tmp.ToArray(); + } + + public int countGuys(bool bad) + { + int i = 0; + foreach (Fighter figh in fighters) + { + if ((figh is BadGuy) == bad && !figh.dead) + { + i++; + } + } + return i; + } + + private GameObject instantiateFighter(string type, string spawnPoint) + { + Transform spot = GameObject.Find(spawnPoint).transform; + switch (type) + { + case "Paladin": + if (p_paladin) + { + return Instantiate(p_paladin, spot.position, spot.rotation); + } + break; + case "Archer": + if (p_archer) + { + return Instantiate(p_archer, spot.position, spot.rotation); + } + break; + case "Boxer": + if (p_boxer) + { + return Instantiate(p_boxer, spot.position, spot.rotation); + } + break; + case "Mage": + if (p_mage) + { + return Instantiate(p_mage, spot.position, spot.rotation); + } + break; + + case "Orc": + return Instantiate(p_orc, spot.position, spot.rotation); + case "Mutant": + return Instantiate(p_mutant, spot.position, spot.rotation); + default: + Debug.Log("Wrong name!"); + return null; + } + return null; + } + + private IEnumerator endBattle(float offset, bool didYouWin) + { + yield return new WaitForSeconds(offset); + if (didYouWin) + { + ui.showResults(enemy.goldDrop, enemyItems); + yield return new WaitForSeconds(offset + 1); + gm.EndBattle(true); + } else + { + gm.EndBattle(false); + } + } + + private IEnumerator waitThenStatus(float seconds, Status nextStatus) + { + yield return new WaitForSeconds(seconds); + status = nextStatus; + } + + private IEnumerator MoveFromTo(Transform objectToMove, Vector3 a, Vector3 b, float speed) + { + float step = (speed / (a - b).magnitude) * Time.fixedDeltaTime; + float t = 0; + while (t <= 1.0f) + { + t += step; // Goes from 0 to 1, incrementing by step each time + objectToMove.position = Vector3.Lerp(a, b, t); // Move objectToMove closer to b + yield return new WaitForFixedUpdate(); // Leave the routine and return here in the next frame + } + objectToMove.position = b; + } + + public void turnEffect(Fighter f, bool onOff) + { + int distance = 4; + + if(f is BadGuy) + { + distance *= -1; + } + if (!onOff) + { + distance *= -1; + } + + StartCoroutine(MoveFromTo(f.transform, f.transform.position, f.transform.position + new Vector3(0, 0, distance), 20)); + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using static UnityEngine.UI.Button; + +public class BattleUIManager : UIManager +{ + private BattleManager battle; + private GameMaster gm; + + //smart input variables + private const string itemsGuiName = "Items"; + private const int maxAbilityNumber = 6; + private const int maxTargetNumber = 5; + private const int maxItemNumber = 9; + + private Button[] ability_buttons; + private Button[] item_buttons; + private Button[] target_buttons; + private List<Ability> abilities; + private Coroutine text_coroutine; + private int i = 0; + + + public Text status; + public GameObject status_panel; + public GameObject results_panel; + public Text drops; + public GameObject input_panel; + public GameObject targets_panel; + public GameObject items_panel; + + private void Start() + { + gm = GameMaster.Instance; + battle = GetComponent<BattleManager>(); + + /* + status_panel = GameObject.Find("status_panel"); + status = status_panel.GetComponentInChildren<Text>(); + input_panel = GameObject.Find("Input_UI"); + items_panel = GameObject.Find("items_panel"); + targets_panel = GameObject.Find("targets_panel"); + results_panel = GameObject.Find("Results_UI"); + drops = GameObject.Find("drops_text").GetComponent<Text>(); + */ + + input_panel.SetActive(false); + targets_panel.SetActive(false); + items_panel.SetActive(false); + results_panel.SetActive(false); + + ability_buttons = input_panel.transform.GetComponentsInChildren<Button>(); + target_buttons = targets_panel.GetComponentsInChildren<Button>(); + item_buttons = items_panel.GetComponentsInChildren<Button>(); + + + #region Set target buttons + foreach (Fighter f in battle.fighters) + { + if (f.fighter_number < 0 || f.fighter_number >= maxTargetNumber) + { + i = maxTargetNumber - 1; + } + else + { + i = f.fighter_number; + } + target_buttons[i].GetComponentInChildren<Text>().text = f.ToString(); + } + foreach (Button b in target_buttons) + { + if (b.GetComponentInChildren<Text>().text == "") + { + b.gameObject.SetActive(false); + } + } + #endregion + } + + public void showAbilities(bool show) //show abilities menu + { + if (show && input_panel.activeSelf == false) + { + input_panel.SetActive(true); + + //read abilities from current fighter + abilities = battle.turn.stats.GetAbilities(); + + i = 0; + foreach(Ability a in abilities) + { + if(i == maxAbilityNumber - 1) + { + break; + } + + //show ability_buttons + ability_buttons[i].gameObject.SetActive(true); + ability_buttons[i].GetComponentInChildren<Text>().text = a.ToString(); + ability_buttons[i].GetComponent<ActionButton>().setDescription(a.GetDescription()); + ability_buttons[i].onClick.AddListener(() => selectTarget(a)); + i++; + } + + //add Items entry for everybody + ability_buttons[i].gameObject.SetActive(true); + ability_buttons[i].GetComponentInChildren<Text>().text = itemsGuiName; + ability_buttons[i].GetComponent<ActionButton>().setDescription("Use an item."); + ability_buttons[i].onClick.AddListener(() => showItems(true)); + i++; + + for (; i < maxAbilityNumber; i++) + { + //disable remaining ability_buttons + ability_buttons[i].gameObject.SetActive(false); + } + + } else if (!show && input_panel.activeSelf == true) + { + input_panel.SetActive(false); + } + } + + + + private void showItems(bool onOff) + { + if (onOff) + { + items_panel.SetActive(true); + targets_panel.SetActive(false); + UI.updateItems(this, gm.inventory, item_buttons); + } else + { + items_panel.SetActive(false); + } + + } + + public override void showTargets(Action ac) //show targets menu for abilities + { + targets_panel.SetActive(true); + if(ac is Ability) + { + items_panel.SetActive(false); + } + + //set current buttons + foreach (Fighter f in battle.fighters) + { + if (f.fighter_number < 0 || f.fighter_number >= maxTargetNumber) + { + i = maxTargetNumber - 1; + } + else + { + i = f.fighter_number; + } + + target_buttons[i].onClick.RemoveAllListeners(); + target_buttons[i].onClick.AddListener(() => sendInput(ac, f)); + } + } + + private void sendInput(Action ac, Fighter target) + { + //hide panel + targets_panel.SetActive(false); + items_panel.SetActive(false); + input_panel.SetActive(false); + + //send input + battle.getInput(ac, target); + } + + private void selectTarget(Ability a) //asks user the target for an ability + { + if (a.hasTarget) + { + UI.changeText(status, battle.turn + ": Select target for " + a.guiName); + showTargets(a); + } else + { + sendInput(a, null); + } + } + + public void showResults(int gold, Inventory items) //shows drops list at the end of battle + { + drops.text = gold + "g\n"; + + if (items != null) + { + foreach (ItemInfo it in items.getContents()) + { + drops.text += "\n" + it.ToString(); + } + } + //hide status, show results_panel + status_panel.SetActive(false); + results_panel.SetActive(true); + } + + public void ShowDamage(Fighter f, int damage, bool crit) //shows damage tooltip above a fighter. TODO: handle text color (green for healing) + { + StartCoroutine(showDamageLate(f, damage, crit, UI.BattleSpeed, UI.BattleSpeed * 0.5f)); + } + + #region Damage Tooltip stuff + private IEnumerator showDamageLate(Fighter f, int damage, bool crit, float offset, float duration) + { + //get tooltip + Text tmptext = f.damage_tooltip.GetComponent<Text>(); + //wait for attack animation to finish + yield return new WaitForSeconds(offset); + + //show tooltip + tmptext.text = ""; + tmptext.color = new Color(1f, 0.5f, 0f); + if (damage == 0) + { + tmptext.text += "Miss!"; + } + else + { + if(damage < 0) + { + //target was healed + damage *= -1; + tmptext.color = Color.green; + } else + { + //target was damaged + f.animator.SetTrigger("Damage"); + if (crit) + { + tmptext.color = Color.red; + } + } + tmptext.text += damage; + } + + + //wait, then hide tooltip + yield return new WaitForSeconds(duration); + f.damage_tooltip.GetComponent<Text>().text = ""; + + } + #endregion + +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public abstract class Boss : BadGuy +{ + +}
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+using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public abstract class Fighter : MonoBehaviour +{ + #region Public + [HideInInspector] public bool defending; + [HideInInspector] public GameObject damage_tooltip; + [HideInInspector] public BattleManager battle; + [TextArea] public string description; + + [Header("Settings")] + public Animator animator; + public bool dead; + public Stats stats; + + #endregion + + public int fighter_number = -1; + + + public static int SortByHp(Fighter f1, Fighter f2) //before = weaker + { + return f1.stats.HP.CompareTo(f2.stats.HP); + } + + public static int SortByAgl(Fighter f1, Fighter f2) //before = faster + { + return f2.stats.AGL.CompareTo(f1.stats.AGL); + } + + protected void Start() + { + //battle = GameObject.Find("BattleManager").GetComponent<BattleManager>(); + animator = GetComponent<Animator>(); + GetGUI(); + } + + public abstract void GetGUI(); + + public override string ToString() + { + return stats.Name; + } + +}
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+using System.Collections.Generic; + +public class Archer : GoodGuy +{ + public Archer() + { + stats = new Stats("Archer"); + description = "She's a trained markswoman who can snipe anybody from 1km across, she's also trained for basic healing in case of emergency."; + fighter_number = 1; + } +}
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+using System.Collections.Generic; + +public class Boxer : GoodGuy +{ + public Boxer() + { + stats = new Stats("Boxer"); + description = "He's tough, he can withstand a lot of damage, but maybe his fists are not too accurate."; + fighter_number = 2; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Brady : Boss +{ + public override string Combat_AI() + { + throw new System.NotImplementedException(); + } + + public Brady() + { + stats = new Stats("Brady"); + description = "Son of the dark lord, he's not too bad."; + + goldDrop = 150; + itemsDrop = new Inventory(); + itemsDrop.generateItem(new ItemInfo(new BottledBlessing(), 1)); + + dead = defending = false; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Ganfaul : Brady +{ + public Ganfaul() + { + stats = new Stats("Ganfaul"); + description = "The Dark Lord himself. Be careful, he's tough."; + + goldDrop = 200; + itemsDrop = new Inventory(); + + dead = defending = false; + } +}
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+using System.Collections.Generic; + +public class Mage : GoodGuy +{ + public Mage() + { + stats = new Stats("Mage"); + description = "She's a skilled healer, a bit weak against physical attacks. Remember to keep her healthy or she might die on you when you least expect it."; + fighter_number = 3; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Mutant : Orc +{ + public Mutant() + { + stats = new Stats("Mutant"); + description = "He's kinda strong, but still as dumb as a rock."; + + goldDrop = 60; + itemsDrop = new Inventory(); + itemsDrop.generateItem(new ItemInfo(new Potion(), 1)); + //itemsDrop.generateItem(new ItemInfo(new Key(), 1)); + + dead = defending = false; + } +}
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+using System.Collections.Generic; +using UnityEngine; + +public class Orc : BadGuy +{ + public Orc() { + stats = new Stats("Orc"); + description = "Dumb and weak, the most pathetic enemy you can think of."; + + goldDrop = 43; + itemsDrop = new Inventory(); + itemsDrop.generateItem(new ItemInfo(new Potion(), 1)); + //itemsDrop.generateItem(new ItemInfo(new Key(), 1)); + + dead = defending = false; + } + + public override string Combat_AI() + { + //attack a random goodGuy + Fighter[] temp = GameObject.Find("BattleManager").GetComponent<BattleManager>().getGuys(false); + bool output; + do + { + return AbilityDB.Process(this, new Attack(), temp[Random.Range(0, temp.Length)], true, out output); + } while (output == false); + } +} + +//2.16 0 22.9 +//0 180 0
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+using System.Collections.Generic; + +public class Paladin : GoodGuy +{ + public Paladin() + { + stats = new Stats("Paladin"); + description = "He sweared to protect and serve his kingdom, and he's willing to give his life if the King asks him to."; + fighter_number = 0; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public abstract class GoodGuy : Fighter +{ + protected Text hp_text, mp_text, status_text; + protected Slider hp_slider, mp_slider; + + public bool inBattle = true; + + public override void GetGUI() + { + if (inBattle) + { + damage_tooltip = GameObject.Find("f" + fighter_number + "_damage"); + status_text = GameObject.Find("f" + fighter_number + "_status").GetComponent<Text>(); + hp_text = GameObject.Find("f" + fighter_number + "_hp").GetComponent<Text>(); + hp_slider = hp_text.GetComponentInChildren<Slider>(); + + + if (stats.MaxMP > 0) + { + mp_text = GameObject.Find("f" + fighter_number + "_mp").GetComponent<Text>(); + mp_slider = mp_text.GetComponentInChildren<Slider>(); + } + + status_text.transform.localScale = Vector3.one; + updateStatus(); + } + + + } + + public void updateStatus() + { + UI.updateMeters(stats, status_text.transform); + } +}
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+using UnityEngine; +using UnityEngine.Audio; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public class MenuManager : MonoBehaviour +{ + public GameObject loadPanel; + public GameObject creditsPanel; + public GameObject settingsPanel; + public AudioMixer mixer; + + private SettingsManager sm; + enum Panel + { + None = -1, + Load = 0, + Credits = 1, + Settings = 2 + } + Panel currentPanel = Panel.None; + + private void Start() //remember this is shared between gameover and main menu + { + //set music menu + mixer.SetFloat("MusicVolume", Mathf.Log10(PlayerPrefs.GetFloat("MusicVolume", 0.75f)) * 20); + mixer.SetFloat("SfxVolume", Mathf.Log10(PlayerPrefs.GetFloat("SfxVolume", 0.75f)) * 20); + + GameMaster.Instance.resetGame(); + if (settingsPanel) + { + sm = settingsPanel.GetComponent<SettingsManager>(); + settingsPanel.SetActive(false); //TODO: start with settings panel open or set mixer volume in another way + } + } + + #region Menu buttons + public void NewGame() + { + SceneManager.LoadScene("Level0"); + } + + public void LoadGame() + { + if(currentPanel == Panel.Load) + { + hideAllPanels(); + currentPanel = Panel.None; + } else + { + currentPanel = Panel.Load; + Button btn; + //Fill load slots + for (int i = 0; i < loadPanel.transform.childCount; i++) + { + btn = loadPanel.transform.GetChild(i).GetComponent<Button>(); + UI.setSLButtonText(btn, i); + } + loadPanel.SetActive(true); + } + } + + public void Credits() + { + if (currentPanel == Panel.Credits) + { + hideAllPanels(); + currentPanel = Panel.None; + } + else + { + currentPanel = Panel.Credits; + creditsPanel.SetActive(true); + } + } + + public void Settings() + { + if (currentPanel == Panel.Settings) + { + hideAllPanels(); + currentPanel = Panel.None; + } + else + { + currentPanel = Panel.Settings; + settingsPanel.SetActive(true); + } + } + + public void Quit() + { + Application.Quit(); + } + #endregion + + #region GameOver Button + public void BackToMainMenu() + { + SceneManager.LoadScene("Menu"); + } + #endregion + + private void hideAllPanels() + { + loadPanel.SetActive(false); + creditsPanel.SetActive(false); + settingsPanel.SetActive(false); + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class Dialogue +{ + public string name; + public AudioClip sound; + + [TextArea(3, 10)] public string[] sentences; +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +[RequireComponent(typeof(AudioSource))] +public class DialogueManager : MonoBehaviour +{ + public bool alreadyTalking = false; + [Header("Dialogue Box")] + public Animator animator; + public Text nameText; + public Text dialogueText; + + [Header("Player Input")] + public Orbit mainCamera; + public NoJumpController player; + + private bool endDialogue = false; + private AudioClip voiceClip; + private AudioSource asource; + + private string sentence; + private Queue<string> sentences; + + + + void Start() + { + asource = GetComponent<AudioSource>(); + sentences = new Queue<string>(); + } + private void Update() + { + if (alreadyTalking) + { + if (Input.GetKey(KeyCode.LeftControl)) + { + DisplayNextSentence(); + } + if (Input.GetKeyDown("e")) + { + DisplayNextSentence(); + } + } + } + + public void StartDialogue(Dialogue dialogue) + { + if(dialogue.sentences.Length == 0) + { + return; + } + alreadyTalking = true; + setInputEnabled(false); + endDialogue = false; + animator.SetBool("IsOpen", true); + nameText.text = dialogue.name; + voiceClip = dialogue.sound; + + sentences.Clear(); + + foreach(string sentence in dialogue.sentences) + { + sentences.Enqueue(sentence); + } + + DisplayNextSentence(); + } + + public void DisplayNextSentence() + { + if(sentences.Count == 0) + { + endDialogue = true; + } + if (UI.displaying_text) + { + UI.stopText(); + dialogueText.text = sentence; + } else + { + if (endDialogue) + { + EndDialogue(); + return; + } + sentence = sentences.Dequeue(); + UI.changeDialogue(dialogueText, sentence, asource, voiceClip); + } + } + + public void EndDialogue() + { + setInputEnabled(true); + UI.stopText(); + animator.SetBool("IsOpen", false); + StartCoroutine(CoolDown(0.3f)); + } + + private void setInputEnabled(bool state) + { + if (mainCamera) + { + mainCamera.enabled = state; + } else + { + Debug.Log("Camera Component not set in inspector"); + } + if (player) + { + player.enabled = state; + player.gameObject.GetComponent<Animator>().SetBool("Running", false); + } + else + { + Debug.Log("Player Component not set in inspector"); + } + } + + private IEnumerator CoolDown(float seconds) + { + yield return new WaitForSeconds(seconds); + alreadyTalking = false; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class NPC : MonoBehaviour +{ + private DialogueManager dm; + private string colliderName; + public Dialogue dialogue; + + + private void Start() + { + dm = FindObjectOfType<DialogueManager>(); + } + + + private void OnTriggerStay(Collider other) + { + if(other.gameObject.name == "Player") + { + if (Input.GetKeyUp("e") && !dm.alreadyTalking) + { + TriggerDialogue(); + } + } + + } + + public void TriggerDialogue() + { + dm.StartDialogue(dialogue); + } +}
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@@ -0,0 +1,17 @@
+using UnityEngine; + +public class EnemyManager : MonoBehaviour +{ + //TODO: ADD AI FOR OVERWORLD ENEMIES (NAVMESH) + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[RequireComponent(typeof(CapsuleCollider))] +public class FollowAI : MonoBehaviour +{ + private Transform orc; + private Animator anim; + public bool gotem = false; + private float moveSpeed = 1; + + void Start() + { + orc = transform.GetChild(0); + anim = orc.GetComponent<Animator>(); + } + + private void OnTriggerEnter(Collider other) + { + if (other.gameObject.name == "Player") + { + gotem = true; + //anim.SetTrigger("Spotted"); + } + } + + private void OnTriggerStay(Collider other) + { + if (other.gameObject.name == "Player") + { + gotem = true; + anim.SetBool("Moving", true); + orc.LookAt(other.transform); + transform.Translate(orc.forward * Time.deltaTime * moveSpeed); + } + } + + private void OnTriggerExit(Collider other) + { + if (other.gameObject.name == "Player") + { + gotem = false; + anim.SetBool("Moving", false); + //anim.SetTrigger("Lost"); + } + } +}
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+using UnityEngine; +using UnityEngine.SceneManagement; + +[RequireComponent(typeof(Rigidbody))] +[RequireComponent(typeof(CapsuleCollider))] +public class IsEnemyTrigger : MonoBehaviour +{ + private GameMaster gm; + public string EnemyType; + + private void Start() + { + gm = GameMaster.Instance; + } + + void OnTriggerEnter(Collider other) + { + if (other.gameObject.name == "Player") + { + gm.EnterBattle(transform.parent.name, EnemyType); + } + + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class NoJumpController : MonoBehaviour +{ + public float moveSpeed; + public CharacterController controller; + public float gravityScale; + public Transform cameraTransform; + private Animator anim; + private Vector3 moveHorizontal; + private Vector3 moveVertical; + + + //private bool first = true; + + // Start is called before the first frame update + void Start() + { + controller = GetComponent<CharacterController>(); + anim = GetComponentInChildren<Animator>(); + } + + // Update is called once per frame + void Update() + { + + moveHorizontal = (cameraTransform.forward * Input.GetAxis("Vertical")) + (cameraTransform.right * Input.GetAxis("Horizontal")); + moveHorizontal = moveHorizontal.normalized * moveSpeed; + moveHorizontal.y = 0; + if (controller.isGrounded) + { + moveVertical.y = 0f; + } else + { + moveVertical.y = moveVertical.y + (Physics.gravity.y * gravityScale); + } + + + + + controller.Move((moveHorizontal + moveVertical)* Time.deltaTime); + + if (moveHorizontal != Vector3.zero) + { + transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(new Vector3(moveHorizontal.x, 1, moveHorizontal.z)), 0.15F); + anim.SetBool("Running", true); + } else + { + anim.SetBool("Running", false); + } + + } +}
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+using UnityEngine; +using System.Collections; + +public class Orbit : MonoBehaviour +{ + + public float turnSpeed = 150.0f; + public Transform player; + + public Vector3 offset; + + void Start() + { + //offset = new Vector3(player.position.x, player.position.y + 2.0f, player.position.z + 7.0f); + //offset = new Vector3(10, 10, 10); + } + + void LateUpdate() + { + offset = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * turnSpeed * Time.deltaTime, Vector3.up) * offset; + //offset = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * turnSpeed, Vector3.up) * offset; + transform.position = player.position + offset; + transform.LookAt(player.position); + } +}
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+using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.UI; + +public class OverworldUIManager : UIManager +{ + //info display + private GameMaster gm; + private SettingsManager sm; + private int i = 0; + private GoodGuy currentSource, currentTarget; + private Action currentAction; + + public int currentPanel = 0; + + //inventory info + [Header("Set panels here")] + [SerializeField] private GameObject partyObject = null; + [SerializeField] private List<GoodGuy> party; + [SerializeField] private GameObject pause_panel = null; + [SerializeField] private GameObject[] panel = null; + public Text desc_text = null; + public enum Panel + { + Main = 0, + Inventory = 1, + Abilities = 2, + Status = 3, + Save = 4, + Load = 5, + Settings = 6, + Quit = 7, + Description = 8 + } + + public void showPause(bool onOff) + { + hideAllPanels(); + if (onOff) + { + pause_panel.SetActive(true); + } else + { + currentPanel = 0; + pause_panel.SetActive(false); + } + } + void Start() + { + gm = GameMaster.Instance; + sm = panel[(int)Panel.Settings].GetComponent<SettingsManager>(); + desc_text = panel[(int)Panel.Description].GetComponentInChildren<Text>(); + + //set party + int i = 0; + GoodGuy g; + party = new List<GoodGuy>(); + foreach(Stats s in gm.Party) + { + g = AbilityDB.GetGoodGuy(partyObject, s); + g.inBattle = false; + g.stats = gm.Party[i]; + party.Add(g); + i++; + } + + showPause(false); + } + + public void hideAllPanels() + { + for(i = 1; i < panel.Length; i++) + { + panel[i].SetActive(false); + } + desc_text.text = ""; + } + + public void ShowPanel(int p) //shows and updates panels + { + if (p < 0 || p > 7) + return; + if (p == currentPanel) + { + //if equal, disable it + panel[p].SetActive(false); + panel[(int)Panel.Description].SetActive(false); + currentPanel = 0; + return; + } + if(currentPanel != 0) + { + //disable other panel, except main + panel[currentPanel].SetActive(false); + panel[(int)Panel.Description].SetActive(false); + } + //enable new panel + panel[p].SetActive(true); + panel[(int)Panel.Description].SetActive(true); + currentPanel = p; + + //Handle Panel + switch ((Panel)p) + { + case Panel.Inventory: + handleInventory(); + break; + case Panel.Abilities: + handleAbilities(); + break; + case Panel.Status: + handleStatus(); + break; + case Panel.Save: + handleSave(); + break; + case Panel.Load: + handleLoad(); + break; + case Panel.Settings: + handleSettings(); + break; + case Panel.Quit: + handleQuit(); + break; + default: + break; + } + } + + private void handleInventory() + { + //get inventory buttons object + Transform tmp = panel[(int)Panel.Inventory].transform.GetChild(1); + + Button[] item_buttons = new Button[tmp.childCount]; + for(int i = 0; i < tmp.childCount; i++) + { + item_buttons[i] = tmp.GetChild(i).GetComponent<Button>(); + } + UI.updateItems(this, gm.inventory, item_buttons); + } + + private void handleAbilities() + { + updateSTPanel(panel[(int)Panel.Abilities].transform.GetChild(0), party, true); + selectedSource(null); + } + private void handleStatus() + { + panel[(int)Panel.Description].SetActive(false); //hide description + updateSTPanel(panel[(int)Panel.Status].transform.GetChild(0), party, false); + } + private void handleSave() + { + panel[(int)Panel.Description].SetActive(false); //hide description + + for(int i = 0; i < 3; i++) + { + UI.setSLButtonText(panel[(int)Panel.Save].transform.GetChild(i).GetComponent<Button>(), i); + } + + } + private void handleLoad() + { + panel[(int)Panel.Description].SetActive(false); //hide description + + for (int i = 0; i < 3; i++) + { + UI.setSLButtonText(panel[(int)Panel.Load].transform.GetChild(i).GetComponent<Button>(), i); + } + } + private void handleSettings() + { + + } + private void handleQuit() + { + panel[(int)Panel.Description].SetActive(false); //hide description + } + + public override void showTargets(Action ac) + { + selectedAction(ac); + } + + private void updateSTPanel(Transform panel, List<GoodGuy> list, bool source) + { + + int i; + Transform [] btn = new Transform[panel.childCount]; + for (i = 0; i < panel.childCount; i++) + { + btn[i] = panel.GetChild(i); + } + + i = 0; + foreach(GoodGuy g in list) + { + if (i > btn.Length) + break; + + UI.updateMeters(g.stats, btn[i].GetChild(0)); + + btn[i].GetComponent<Button>().onClick.RemoveAllListeners(); + if (source) + { + btn[i].GetComponent<Button>().onClick.AddListener(() => selectedSource(g)); + } else + { + btn[i].GetComponent<Button>().onClick.AddListener(() => selectedTarget(g, panel.gameObject)); + } + + i++; + } + } + + private void selectedSource(GoodGuy s) + { + currentSource = s; + Transform t = panel[(int)Panel.Abilities].transform.GetChild(2); + + int i = 0; + Button btn; + if (s != null) + { + + foreach (Ability a in s.stats.GetAbilities()) + { + if (i > t.childCount) + break; + if (a.ow_usable) + { + btn = t.GetChild(i).GetComponent<Button>(); + btn.gameObject.SetActive(true); + btn.GetComponentInChildren<Text>().text = a.ToString(); + btn.onClick.RemoveAllListeners(); + btn.GetComponent<ActionButton>().setDescription(a.GetDescription()); + btn.onClick.AddListener(() => selectedAction(a)); + i++; + } + + } + } + if(i == 0 && s != null) + { + btn = t.GetChild(0).GetComponent<Button>(); + btn.gameObject.SetActive(true); + btn.GetComponentInChildren<Text>().text = "None"; + btn.enabled = false; + btn.onClick.RemoveAllListeners(); + btn.GetComponent<ActionButton>().setDescription(s + " doesn't have any overworld abilities..."); + i++; + } + for (; i < t.childCount; i++) + { + t.GetChild(i).gameObject.SetActive(false); + } + } + + private void selectedAction(Action action) + { + currentAction = action; + + Transform p = panel[currentPanel].transform; + Transform tp = null, sp = null; + if(action is Ability) + { + sp = p.GetChild(0); + tp = p.GetChild(3); + } else if (action is ItemInfo) + { + sp = null; + tp = p.GetChild(2); + } else + { + Debug.Log("What are you doing exactly"); + return; + } + + tp.gameObject.SetActive(true); + updateSTPanel(tp, party, false); + if (sp != null) + { + updateSTPanel(sp, party, true); + } + + //also update sources panel if present + } + + private void selectedTarget(GoodGuy s, GameObject target_panel) + { + if(currentAction != null) + { + bool output; + currentTarget = s; + string str = null; + switch (currentPanel) + { + + case (int)Panel.Inventory: + Debug.Log("Item: " + currentAction + ", Target: " + currentTarget); + str = AbilityDB.Process(party[0], currentAction, currentTarget, true, out output); + handleInventory(); + target_panel.SetActive(false); + break; + case (int)Panel.Abilities: + Debug.Log("Source: " + currentSource + ", Action: " + currentAction + ", Target: " + currentTarget); + str = AbilityDB.Process(currentSource, currentAction, currentTarget, true, out output); + target_panel.SetActive(false); + updateSTPanel(panel[(int)Panel.Abilities].transform.GetChild(0), party, true); + break; + default: + Debug.Log("You shouldn't be here."); + break; + } + + UI.changeText(desc_text, str); + } + + if(currentPanel == (int)Panel.Status) + { + panel[(int)Panel.Status].transform.GetChild(2).GetComponent<Text>().text = s + "\n" + s.stats.ToString() + "\n\n\n" + s.description; + } + } +}
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+using UnityEngine; +using UnityEngine.SceneManagement; + +public class PauseMenuManager : MonoBehaviour +{ + public OverworldUIManager ui; + + void Update() + { + if (Input.GetKeyDown(KeyCode.Escape)) + { + ui.showPause(togglePause()); + } + + } + + private bool togglePause() + { + if (Time.timeScale == 1f) + { + Time.timeScale = 0f; + return true; + } + else + { + Time.timeScale = 1f; + return false; + } + } + + public void QuitGame() + { + Time.timeScale = 1f; + SceneManager.LoadScene("Menu"); + } + +}
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+[System.Serializable] +public abstract class Action +{ + public abstract string Execute(Fighter source, Fighter target, out bool output); + public abstract string ExecuteSafe(Fighter source, Fighter target, out bool output); + public abstract string GetDescription(); +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +[RequireComponent(typeof(Button))] +public class ActionButton : MonoBehaviour +{ + + private string description; + + public void setDescription(string desc) + { + description = desc; + } + public string getDescription() + { + return description; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CameraAspect : MonoBehaviour +{ + + // Use this for initialization + void Start() + { + // set the desired aspect ratio (the values in this example are + // hard-coded for 16:9, but you could make them into public + // variables instead so you can set them at design time) + float targetaspect = 16.0f / 9.0f; + + // determine the game window's current aspect ratio + float windowaspect = (float)Screen.width / (float)Screen.height; + + // current viewport height should be scaled by this amount + float scaleheight = windowaspect / targetaspect; + + // obtain camera component so we can modify its viewport + Camera camera = GetComponent<Camera>(); + + // if scaled height is less than current height, add letterbox + if (scaleheight < 1.0f) + { + Rect rect = camera.rect; + + rect.width = 1.0f; + rect.height = scaleheight; + rect.x = 0; + rect.y = (1.0f - scaleheight) / 2.0f; + + camera.rect = rect; + } + else // add pillarbox + { + float scalewidth = 1.0f / scaleheight; + + Rect rect = camera.rect; + + rect.width = scalewidth; + rect.height = 1.0f; + rect.x = (1.0f - scalewidth) / 2.0f; + rect.y = 0; + + camera.rect = rect; + } + } + + +}
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+using System; +using System.Collections; +using System.Collections.Generic; +using System.IO; +using System.Runtime.Serialization.Formatters.Binary; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class GameMaster : Singleton<GameMaster> +{ + #region Pubblica + private Dictionary<string, Stats> party; + public List<Stats> Party + { + get + { + List<Stats> l = new List<Stats>(); + foreach(KeyValuePair<string, Stats> kv in party) + { + l.Add(kv.Value); + } + return l; + } + } + + [Header("Inventory")] + public int gold = 0; + public Inventory inventory; + + #endregion + #region Private + private float timer; + private BattleManager battle; + private GameObject player; + private List<string> killedEnemies = new List<string>(); + private string fighting = ""; + private string enemyType; + private Vector3 lastPosition; + private Quaternion lastRotation; + public bool loaded = false; + + private string currentLevel = "Level0"; + + private string[] partyNames = { "Paladin", "Archer", "Boxer", "Mage" }; + private Stats tempStats; + #endregion + + private void Start() + { + //start timer + timer = 0; + + //create party + party = new Dictionary<string, Stats>(); + + //add members + foreach(string st in partyNames) + { + addToParty(st); + } + + //create inventory + inventory = new Inventory(); + inventory.generateItem(new ItemInfo(new BottledBlessing(), 2)); + inventory.generateItem(new ItemInfo(new BottledMiracle(), 1)); + inventory.generateItem(new ItemInfo(new Potion(), 1)); + + SceneManager.sceneLoaded += sceneChanged; + } + private void Update() + { + timer += Time.deltaTime; + } + + #region InizioBattaglia + public void EnterBattle(string enemyName, string enemyType) + { + fighting = enemyName; + this.enemyType = enemyType; + player = GameObject.Find("Player"); + lastPosition = player.transform.position; + lastRotation = player.transform.rotation; + + SceneManager.LoadScene("Battle"); + } + #endregion + + #region FineBattaglia + public void EndBattle(bool didYouWin) + { + if (didYouWin) //Won Battle + { + battle = FindObjectOfType<BattleManager>(); + + //save party stats for later battles + foreach (Fighter f in battle.fighters) + { + if(party.TryGetValue(f.ToString(), out tempStats)) //save the reference to party's stats in tempStats + { + tempStats.HP = f.stats.HP; + tempStats.MP = f.stats.MP; + } + } + gold += battle.enemyGold; + inventory.addInventory(battle.enemyItems); + + killedEnemies.Add(fighting); + SceneManager.LoadScene(currentLevel); + } else //Lost Battle + { + SceneManager.LoadScene("GameOver"); + } + } + #endregion + + #region Cambio scena (evento) + private void sceneChanged(Scene arg0, LoadSceneMode arg1) + { + switch (arg0.name) + { + #region Inizio battaglia + case "Battle": + break; + #endregion + #region Battaglia vinta o ritorno all'overworld + case "Level0": + case "Level1": + case "Level2": + player = FindObjectOfType<NoJumpController>().gameObject; + + if (fighting == "") //first spawn + { + if (!loaded) + { + lastPosition = player.transform.position; + lastRotation = player.transform.rotation; + } + } + else + { //return from battle + foreach (string enemy in killedEnemies) + { + GameObject.Find(enemy).SetActive(false); + } + } + player.transform.SetPositionAndRotation(lastPosition, lastRotation); + break; + #endregion + #region Battaglia persa + case "Menu": + + break; + case "GameOver": + + break; + #endregion + #region Altro + default: + break; + #endregion + } + } + #endregion + + #region Getters, setters + public string GetEnemyType() + { + return enemyType; + } + #endregion + + #region Party Management + public void addToParty(string name) + { + party.Add(name, new Stats(name)); + } + public void removeFromParty(string name) + { + party.Remove(name); + } + #endregion + + #region Save and Load + public Save CreateSaveGameObject() + { + Transform t = FindObjectOfType<NoJumpController>().transform; //Find player + Save save = new Save(); + save.timestamp = DateTime.Now; + + save.currentLevel = currentLevel; + save.enemiesKilled = new List<string>(killedEnemies); + save.gold = gold; + save.party = new Dictionary<string, Stats>(party); + save.inventory = new List<ItemInfo>(inventory.getContents()); + save.fighting = fighting; + save.posx = t.position.x; + save.posy = t.position.y; + save.posz = t.position.z; + save.rot0 = t.rotation.x; + save.rot1 = t.rotation.y; + save.rot2 = t.rotation.z; + save.rot3 = t.rotation.w; + save.timerfloat = timer; + return save; + } + + public void LoadManager(string cl, List<string> ke, int g, Dictionary<string, Stats> p,Inventory i, string f, Vector3 pos, Quaternion rot, float timerfloat) + { + loaded = true; + currentLevel = cl; + killedEnemies = ke; + gold = g; + party = p; + inventory = i; + fighting = f; + lastPosition = pos; + lastRotation = rot; + timer = timerfloat; //i may need to initialize this with new first. + } + + public void resetGame() + { + loaded = false; + currentLevel = "Level0"; + killedEnemies = new List<string>(); + gold = 0; + party = new Dictionary<string, Stats>(); + foreach(string s in partyNames) + { + party.Add(s, new Stats(s)); + } + inventory = new Inventory(); + fighting = ""; + timer = 0; + } + #endregion +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class InstantStart : MonoBehaviour +{ + public string SceneToLoad; + // Start is called before the first frame update + void Start() + { + SceneManager.LoadScene(SceneToLoad); + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Inventory +{ + private ItemInfo nothing = new ItemInfo(new Nothing(), -1); + + private Dictionary<string, ItemInfo> content; + + + //constructor + public Inventory() + { + content = new Dictionary<string, ItemInfo>(); + cleanContent(); + } + + public Inventory(Inventory inventory) + { + foreach(ItemInfo item in new List<ItemInfo>(inventory.getContents())) + { + Debug.Log("adding " + item.item.name); + generateItem(item); + Debug.Log("added " + item.item.name); + } + } + + public Inventory(IEnumerable<ItemInfo> list) + { + foreach (ItemInfo item in list) + { + generateItem(item); + } + } + + private void cleanContent() + { + List<string> delete = new List<string>(); + foreach (KeyValuePair<string, ItemInfo> kv in content) + { + if (kv.Value.quantity == 0) + { + delete.Add(kv.Key); + } + } + + foreach(string s in delete) + { + content.Remove(s); + } + } + + public List<ItemInfo> getContents() + { + cleanContent(); + List<ItemInfo> tmp = new List<ItemInfo>(); + foreach (KeyValuePair<string, ItemInfo> kv in content) + { + if(kv.Value.quantity > 0) + { + tmp.Add(kv.Value); + } + } + + if (tmp.Count == 0) + { + tmp.Add(nothing); + } + + return tmp; + } + + public int countItems(string key) + { + ItemInfo tmp; + if (content == null) + { + content = new Dictionary<string, ItemInfo>(); + return 0; + } + if(content.TryGetValue(key, out tmp)) + { + return tmp.quantity; + } else + { + return 0; + } + } + + public void generateItem(ItemInfo ii) + { + if(countItems(ii.item.name) <= 0) + { + content.Add(ii.item.name, new ItemInfo(ii.item, ii.quantity)); + } else + { + content[ii.item.name].quantity += ii.quantity; + } + cleanContent(); + } + public void destroyItem(string key, int quantity) + { + if (countItems(key) < 1) + { + return; + } + else + { + if(content[key].quantity < quantity) + { + content[key].quantity = 0; + } else + { + content[key].quantity -= quantity; + } + } + cleanContent(); + } + public ItemInfo readItem(string key) + { + ItemInfo tmp; + if (content.TryGetValue(key, out tmp)) + { + return tmp; + } + else + { + return null; + } + } + + public void transferItem(string name, Inventory other) + { + if (other.countItems(name) < 1) + { + return; + } else + { + generateItem(other.readItem(name)); + other.destroyItem(name, other.readItem(name).quantity); + } + cleanContent(); + } + + public void addInventory(Inventory inv) + { + cleanContent(); + foreach (ItemInfo info in inv.getContents()) + { + if(!(info.item is Nothing)) + { + transferItem(info.item.name, inv); + } + } + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public abstract class Item +{ + public string name; + public int price; + public Ability effect; + public bool consumable; + public string description; +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class ItemInfo : Action +{ + public Item item; + public int quantity; + + public ItemInfo(Item item, int quantity) + { + this.item = item; + this.quantity = quantity; + } + + public override string Execute(Fighter source, Fighter target, out bool output) + { + if (item.effect != null) + { + return AbilityDB.Process(source, item.effect, target, false, out output); + } + else + { + output = false; + return "This item has no effect in battle!"; + } + } + + public override string ExecuteSafe(Fighter source, Fighter target, out bool output) + { + if (item.effect != null) + { + if (quantity == 0) + { + output = false; + return "You don't have any " + item.name + "!"; + } + else + { + string tmp = Execute(source, target, out output); + if (item.consumable && output) + { + quantity -= 1; + } + return tmp; + } + } else + { + output = false; + return "This item has no effect in battle!"; + } + + } + + public override string GetDescription() + { + return item.description + "\n" + item.effect.GetDescription(); + } + + public override string ToString() + { + if(quantity == -1) + { + return item.name; + } + return item.name + " : " + quantity; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class BottledBlessing : Item +{ + public BottledBlessing() + { + name = "Blessing in a bottle"; + price = 150; + effect = new ReviveHalf(); + consumable = true; + description = "This portable blessing can be easily carried around."; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class BottledMiracle : Item +{ + public BottledMiracle() + { + name = "Miracle in a bottle"; + price = 350; + effect = new ReviveFull(); + consumable = true; + description = "Looks like somebody managed to fit a whole miracle inside this small bottle."; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class Key : Item +{ + public Key() + { + name = "Key"; + price = 32; + effect = null; + consumable = false; + description = "This should open a door somewhere."; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class Nothing : Item +{ + public Nothing() + { + name = "<Empty>"; + price = -1; + effect = null; + consumable = false; + description = "Nothing."; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class Potion : Item +{ + public Potion() + { + name = "Potion"; + price = 25; + effect = new Heal(); + consumable = true; + description = "It smells like sulfur."; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class PotionBig : Item +{ + public PotionBig() + { + name = "Big potion"; + price = 60; + effect = new HealBig(); + consumable = true; + description = "It smells like pickles."; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class PotionGreat : Item +{ + public PotionGreat() + { + name = "Great potion"; + price = 130; + effect = new HealGreat(); + consumable = true; + description = "It smells like candy."; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +[RequireComponent(typeof(ActionButton))] +public class MouseOverInfo : MonoBehaviour +{ + public Text status_text; + + private PointerEventData pe = new PointerEventData(EventSystem.current); + private List<RaycastResult> hits; + private ActionButton btn = null; + private ActionButton oldBtn = null; + + private void Start() + { + oldBtn = GetComponent<ActionButton>(); + } + + void Update() + { + pe.position = Input.mousePosition; + hits = new List<RaycastResult>(); + EventSystem.current.RaycastAll(pe, hits); //Raycast + + foreach (RaycastResult h in hits) + { + btn = h.gameObject.GetComponent<ActionButton>(); + if (btn) + { + if (!btn.Equals(oldBtn)) + { + oldBtn = btn; + UI.changeText(status_text, btn.getDescription()); + } + } + } + } +}
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+using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class Save +{ + public string currentLevel; + public float posx, posy, posz; + public float rot0, rot1, rot2, rot3; + public List<string> enemiesKilled; + public Dictionary<string, Stats> party; + public List<ItemInfo> inventory; + public int gold; + public string fighting; + public DateTime timestamp; + public float timerfloat; +}
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+using System; +using System.Collections; +using System.Collections.Generic; +using System.IO; +using System.Runtime.Serialization.Formatters.Binary; +using UnityEngine; +using UnityEngine.Audio; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public class SettingsManager : MonoBehaviour +{ + GameMaster gm; + public OverworldUIManager ui; + public Slider musicSlider, sfxSlider; + public Slider textSlider, battleSlider; + public AudioMixer mixer; + + public void SetMusicVolume(float sliderValue) + { + mixer.SetFloat("MusicVolume", Mathf.Log10(sliderValue) * 20); + PlayerPrefs.SetFloat("MusicVolume", sliderValue); + } + + public void SetSfxVolume(float sliderValue) + { + mixer.SetFloat("SfxVolume", Mathf.Log10(sliderValue) * 20); + PlayerPrefs.SetFloat("SfxVolume", sliderValue); + } + + public void SetTextSpeed(float sliderValue) + { + UI.TextSpeed = sliderValue; + PlayerPrefs.SetFloat("TextSpeed", sliderValue); + } + + public void SetBattleSpeed(float sliderValue) + { + UI.BattleSpeed = sliderValue; + PlayerPrefs.SetFloat("BattleSpeed", sliderValue); + } + + public void Start() + { + gm = GameMaster.Instance; + + //restore playerprefs + musicSlider.value = PlayerPrefs.GetFloat("MusicVolume", 0.75f); + sfxSlider.value = PlayerPrefs.GetFloat("SfxVolume", 0.75f); + textSlider.value = PlayerPrefs.GetFloat("TextSpeed", 0.015f); + battleSlider.value = PlayerPrefs.GetFloat("BattleSpeed", 1f); + } + + #region Resolutions + public void GoHD() + { + Screen.SetResolution(1280, 720, Screen.fullScreen); + } + public void GoFullHD() + { + Screen.SetResolution(1920, 1080, Screen.fullScreen); + } + public void Go2K() + { + Screen.SetResolution(2560, 1440, Screen.fullScreen); + } + #endregion + + #region Save and load + public void SaveGame(int slot) + { + gm = GameMaster.Instance; + Save save = gm.CreateSaveGameObject(); + + BinaryFormatter bf = new BinaryFormatter(); + FileStream file = File.Create(Application.persistentDataPath + "/game" + slot + ".save"); + bf.Serialize(file, save); + file.Close(); + + //Debug.Log("Game saved in " + Application.persistentDataPath + "/game" + slot + ".save"); + + ui.hideAllPanels(); + ui.currentPanel = 0; + } + public void LoadGame(int slot) + { + if (File.Exists(Application.persistentDataPath + "/game" + slot + ".save")) + { + gm = GameMaster.Instance; + BinaryFormatter bf = new BinaryFormatter(); + FileStream file = File.Open(Application.persistentDataPath + "/game" + slot + ".save", FileMode.Open); + Save save = (Save)bf.Deserialize(file); + file.Close(); + + Vector3 lastPosition = new Vector3(save.posx, save.posy, save.posz); + Quaternion lastRotation = new Quaternion(save.rot0, save.rot1, save.rot2, save.rot3); + gm.LoadManager(save.currentLevel, new List<string>(save.enemiesKilled), save.gold, + new Dictionary<string, Stats>(save.party), new Inventory(save.inventory), + save.fighting, lastPosition, lastRotation, save.timerfloat); + + Time.timeScale = 1f; + SceneManager.LoadScene(save.currentLevel); + } else + { + Debug.Log("No file found."); + } + } + #endregion +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public abstract class Singleton<T> : MonoBehaviour where T : Component +{ + + #region Fields + + /// <summary> + /// The instance. + /// </summary> + private static T instance; + + #endregion + + #region Properties + + /// <summary> + /// Gets the instance. + /// </summary> + /// <value>The instance.</value> + public static T Instance + { + get + { + if (instance == null) + { + instance = FindObjectOfType<T>(); + if (instance == null) + { + GameObject obj = new GameObject(); + obj.name = typeof(T).Name; + instance = obj.AddComponent<T>(); + } + } + return instance; + } + } + + #endregion + + #region Methods + + /// <summary> + /// Use this for initialization. + /// </summary> + protected virtual void Awake() + { + if (instance == null) + { + instance = this as T; + DontDestroyOnLoad(gameObject); + } + else + { + Destroy(gameObject); + } + } + + #endregion + +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +[RequireComponent(typeof(AudioSource))] +public class SlowTextManager : MonoBehaviour +{ + private float letterPause = 0.05f; + public AudioClip sound; + private AudioSource audioSource; + public Text text; + + private string message; + + void Start() + { + audioSource = GetComponent<AudioSource>(); + text = GetComponent<Text>(); + message = text.text; + text.text = ""; + StartCoroutine(TypeText()); + } + + IEnumerator TypeText() + { + foreach (char letter in message.ToCharArray()) + { + text.text += letter; + if (sound) + audioSource.PlayOneShot(sound); + yield return 0; + yield return new WaitForSeconds(letterPause); + } + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class Stats +{ + #region Private + private string name; + + private double hp; + private double mp; + private double atk; + private double def; + private double agl; + private double lck; + + private double maxHP; + private double maxMP; + private double maxATK; + private double maxDEF; + private double maxAGL; + private double maxLCK; + + private List<Ability> abilities; + #endregion + + #region Constructors + public Stats(string name, double HP, double MP, double ATK, double DEF, double AGL, double LCK, List<Ability> abilities) + { + this.name = name; + hp = maxHP = HP; + mp = maxMP = MP; + atk = maxATK = ATK; + def = maxDEF = DEF; + agl = maxAGL = AGL; + lck = maxLCK = LCK; + + this.abilities = new List<Ability>(abilities); + } + + public Stats(Stats s) //copy stats + { + name = s.name; + + maxHP = s.MaxHP; + maxMP = s.MaxMP; + maxATK = s.MaxATK; + maxDEF = s.MaxDEF; + maxAGL = s.MaxAGL; + maxLCK = s.MaxLCK; + + hp = s.HP; + mp = s.MP; + atk = s.ATK; + def = s.DEF; + agl = s.AGL; + lck = s.LCK; + + abilities = new List<Ability>(s.abilities); + } + #endregion + + #region Stats DB + public Stats(string key) + { + name = key; + abilities = new List<Ability>(); + abilities.Add(new Attack()); + abilities.Add(new Defend()); + switch (key) + { + case "Paladin": + hp = maxHP = 500; + mp = maxMP = 0; + atk = maxATK = 50; + def = maxDEF = 63; + agl = maxAGL = 30; + lck = maxLCK = 15; + break; + case "Archer": + hp = maxHP = 400; + mp = maxMP = 400; + atk = maxATK = 40; + def = maxDEF = 50; + agl = maxAGL = 35; + lck = maxLCK = 40; + abilities.Add(new Heal()); + abilities.Add(new HealBig()); + abilities.Add(new ReviveHalf()); + break; + case "Boxer": + hp = maxHP = 600; + mp = maxMP = 0; + atk = maxATK = 30; + def = maxDEF = 80; + agl = maxAGL = 28; + lck = maxLCK = 25; + break; + case "Mage": + hp = maxHP = 375; + mp = maxMP = 600; + atk = maxATK = 30; + def = maxDEF = 50; + agl = maxAGL = 32; + lck = maxLCK = 5; + abilities.Add(new HealBig()); + abilities.Add(new HealGreat()); + abilities.Add(new ReviveFull()); + break; + case "Orc": + hp = maxHP = 300; + mp = maxMP = 0; + atk = maxATK = 40; + def = maxDEF = 55; + agl = maxAGL = 25; + lck = maxLCK = 15; + break; + case "Mutant": + hp = maxHP = 500; + mp = maxMP = 0; + atk = maxATK = 43; + def = maxDEF = 60; + agl = maxAGL = 27; + lck = maxLCK = 20; + break; + case "Brady": + hp = maxHP = 1000; + mp = maxMP = 500; + atk = maxATK = 50; + def = maxDEF = 60; + agl = maxAGL = 30; + lck = maxLCK = 35; + break; + case "Ganfaul": + hp = maxHP = 2000; + mp = maxMP = 500; + atk = maxATK = 55; + def = maxDEF = 60; + agl = maxAGL = 32; + lck = maxLCK = 30; + break; + default: + + break; + } + } + #endregion + + #region Getters and Setters + public string Name { get => name; protected set => name = value; } + + public double HP + { + get + { + return hp; + } + set + { + if (value > MaxHP) + { + hp = MaxHP; + } + else + if(value < 0) + { + hp = 0; + } + else + { + hp = value; + } + } + } + public double MP + { + get + + { + return mp; + } + set + { + if (value > MaxMP) + { + mp = MaxMP; + } + else + if (value < 0) + { + mp = 0; + } + else + { + mp = value; + } + } + } + public double ATK + { + get + { + return atk; + } + set + { + if (value < 1) + { + atk = 1; + } else + { + atk = value; + } + } + } + public double DEF + { + get + { + return def; + } + set + { + if (value < 1) + { + def = 1; + } + else + { + def = value; + } + } + } + public double AGL + { + get + { + return agl; + } + set + { + if (value < 1) + { + agl = 1; + } + else + { + agl = value; + } + } + } + public double LCK + { + get + { + return lck; + } + set + { + if (value < 1) + { + lck = 1; + } + else + { + lck = value; + } + } + } + + public double MaxHP { get => maxHP; protected set => maxHP = value; } + public double MaxMP { get => maxMP; protected set => maxMP = value; } + public double MaxATK { get => maxATK; protected set => maxATK = value; } + public double MaxDEF { get => maxDEF; protected set => maxDEF = value; } + public double MaxAGL { get => maxAGL; protected set => maxAGL = value; } + public double MaxLCK { get => maxLCK; protected set => maxLCK = value; } + + public List<Ability> GetAbilities() + { + return new List<Ability>(abilities); + } + #endregion + + + public override string ToString() + { + return "HP: " + (int)hp + "/" + (int)maxHP + "\n" + + "MP: " + (int)mp + "/" + (int)maxMP + "\n" + + "ATK: " + (int)atk + "\n" + + "DEF: " + (int)def + "\n" + + "AGL: " + (int)agl + "\n" + + "LCK: " + (int)lck; + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Timer : MonoBehaviour +{ + public float timer = 0f; + public int seconds; + + void Update() + { + timer += Time.deltaTime; + //seconds = (int)timer % 60; + } +}
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+using System; +using System.Collections; +using System.Collections.Generic; +using System.IO; +using System.Runtime.Serialization.Formatters.Binary; +using UnityEngine; +using UnityEngine.UI; + +public static class UI +{ + private static GameMaster gm = GameMaster.Instance; + private static BattleUIManager battle = null; + private static Coroutine text_coroutine; + + + //hh, HH: 24-hour, 12-hour; MMMM, MM: March, 03 + public static string SaveDateFormat = "dd/MM/yyyy HH:mm"; + public static float TextSpeed = PlayerPrefs.GetFloat("TextSpeed", 0.015f); + public static float BattleSpeed = PlayerPrefs.GetFloat("BattleSpeed", 1f); + public static bool displaying_text = false; + + public static void setSLButtonText(Button btn, int slot) + { + int seconds; + DateTime dt = GetSlotDateTime(slot, out seconds); + if(dt == default) + { + btn.enabled = false; + btn.GetComponentInChildren<Text>().text = "Empty"; + } else + { + btn.GetComponentInChildren<Text>().text = dt.ToString(SaveDateFormat) + "\nPlay time " + Mathf.Floor(seconds / 60).ToString("00") + ":" + seconds.ToString("00"); + btn.enabled = true; + } + + } + + public static DateTime GetSlotDateTime(int slot, out int seconds) + { + if (File.Exists(Application.persistentDataPath + "/game" + slot + ".save")) + { + BinaryFormatter bf = new BinaryFormatter(); + FileStream file = File.Open(Application.persistentDataPath + "/game" + slot + ".save", FileMode.Open); + Save save = (Save)bf.Deserialize(file); + file.Close(); + seconds = Mathf.RoundToInt(save.timerfloat % 60); + return save.timestamp; + } + else + { + seconds = 0; + return default; + } + } + public static bool ShowDamage(Fighter target, int danno, bool didCrit) + { + if (!battle) + { + battle = UnityEngine.Object.FindObjectOfType<BattleUIManager>(); + } + + if (battle) + { + battle.ShowDamage(target, danno, didCrit); + return true; + } + else + { + return false; + } + } + + #region Slow Text + public static void changeText(Text textComp, string content) //change any text slowly. + { + if(Time.timeScale == 0f) + { + textComp.text = content; + } else + { + if (displaying_text) + { + stopText(); + } + textComp.text = ""; + text_coroutine = gm.StartCoroutine(TypeText(textComp, content, null, null, TextSpeed)); + } + } + + public static void changeDialogue(Text textComp, string content, AudioSource source, AudioClip clip) //change text with sound + { + if (Time.timeScale == 0f) + { + textComp.text = content; + } + else + { + if (displaying_text) + { + stopText(); + + } + textComp.text = ""; + text_coroutine = gm.StartCoroutine(TypeText(textComp, content, source, clip, TextSpeed)); + } + } + public static void stopText() + { + displaying_text = false; + gm.StopCoroutine(text_coroutine); + } + + + public static IEnumerator TypeText(Text textComp, string message, AudioSource source, AudioClip clip, float seconds) + { + if(message == null) + { + yield break; + } + displaying_text = true; + int i = 0; + foreach (char letter in message.ToCharArray()) + { + i++; + textComp.text += letter; + if (clip && i % 2 == 0) + { + source.PlayOneShot(clip); + } + + yield return null; + yield return new WaitForSeconds(seconds); + } + displaying_text = false; + } + #endregion + + public static void updateItems(UIManager ui, Inventory inv, Button[] item_buttons) + { + int i = 0; + foreach (ItemInfo it in inv.getContents()) + { + if (i == item_buttons.Length) + { + break; + } + + //show item_buttons + if (it.item.consumable) + { + item_buttons[i].GetComponent<ActionButton>().setDescription(it.GetDescription()); + item_buttons[i].onClick.AddListener(() => ui.showTargets(it)); + item_buttons[i].gameObject.SetActive(true); + item_buttons[i].GetComponentInChildren<Text>().text = it.ToString(); + i++; + } + } + for (; i < item_buttons.Length; i++) //disable remaining item_buttons + { + item_buttons[i].gameObject.SetActive(false); + } + } + + public static void updateMeters(Stats s, Transform t) + { + t.GetComponent<Text>().text = s.Name + ":"; + + Transform tmphp = t.GetChild(0), tmpmp = null; + + tmphp.GetComponent<Text>().text = (int)s.HP + "/" + (int)s.MaxHP + " HP"; + tmphp.GetComponentInChildren<Slider>().value = (float)(s.HP / s.MaxHP); + if (s.MaxMP > 0) + { + tmpmp = t.GetChild(1); + tmpmp.GetComponent<Text>().text = (int)s.MP + "/" + (int)s.MaxMP + " MP"; + tmpmp.GetComponentInChildren<Slider>().value = (float)(s.MP / s.MaxMP); + } + } +}
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+using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public abstract class UIManager : MonoBehaviour +{ + public abstract void showTargets(Action ac); +}
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