Implemented diamond counter
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24 changed files with 5336 additions and 118822 deletions
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--- !u!222 &60872506
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@ -474,7 +610,9 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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maxHealth: 20
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healthGameObject: {fileID: 1728296560}
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diamonds: 0
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healthGO: {fileID: 1728296560}
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--- !u!114 &386902760
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MonoBehaviour:
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@ -1,22 +1,39 @@
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using System;
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using TMPro;
|
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using UnityEngine;
|
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using UnityEngine.Serialization;
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|
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public class Player : MonoBehaviour
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{
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[SerializeField] private int maxHealth;
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[SerializeField] private int diamonds;
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[SerializeField] private GameObject healthGameObject;
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[FormerlySerializedAs("healthGameObject")] [SerializeField] private GameObject healthGO;
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[FormerlySerializedAs("DiamondsGO")] [SerializeField] private GameObject diamondsGO;
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[SerializeField] private GameObject rooms;
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private int _healthIndex = 0;
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private readonly int[] _healthBar = {0, 0, -1, -2, -4, -6, -9, -12, -16, -20};
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private void OnEnable()
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{
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RoomRewards.DiamondsRewarded += AddDiamonds;
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RoomRewards.DamageDealt += TakeDamage;
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ChestRewardSelection.DiamondAndLifeSelected += HandleDiamondAndLifeAbilitySelected;
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}
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private void OnDisable()
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{
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RoomRewards.DiamondsRewarded -= AddDiamonds;
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RoomRewards.DamageDealt -= TakeDamage;
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}
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private void Start() {
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UpdateGUI();
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}
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public void GetDiamonds(int count)
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public void AddDiamonds(int count)
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{
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diamonds += count;
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UpdateGUI();
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}
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public void TakeDamage(int damage)
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|
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@ -39,6 +56,13 @@ public class Player : MonoBehaviour
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private void UpdateGUI()
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{
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healthGameObject.GetComponent<TextMeshProUGUI>().text = _healthBar[_healthIndex].ToString();
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healthGO.GetComponent<TextMeshProUGUI>().text = _healthBar[_healthIndex].ToString();
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diamondsGO.GetComponent<TextMeshProUGUI>().text = diamonds.ToString();
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}
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private void HandleDiamondAndLifeAbilitySelected()
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{
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Heal(1);
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AddDiamonds(1);
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}
|
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}
|
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|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue