Implemented loading dungeon map json into Unity.
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82 changed files with 252177 additions and 1068 deletions
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@ -4,12 +4,13 @@ using TMPro;
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using UnityEngine;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine.Serialization;
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public abstract class Room : MonoBehaviour
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{
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[SerializeField] private List<GameObject> adjacentRooms;
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[SerializeField] private bool isEntrance;
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[FormerlySerializedAs("adjacentRooms")] [SerializeField] public List<GameObject> AdjacentRooms;
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[SerializeField] public bool IsEntrance { get; set; }
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[SerializeField] protected RoomReward roomReward;
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public event EventHandler<Room> RoomExploredByDice;
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public static event Action<Room> RoomExploredByTorch;
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@ -40,7 +41,7 @@ public abstract class Room : MonoBehaviour
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InitializeRoom();
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_roomNumberOriginalColor = gameObject.GetComponentInChildren<TextMeshProUGUI>().color;
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}
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public bool GetRoomExplored()
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{
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return _isExplored;
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@ -49,7 +50,7 @@ public abstract class Room : MonoBehaviour
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public abstract void SetRoomExplored();
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protected virtual void InitializeRoom() {
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if (isEntrance) {
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if (IsEntrance) {
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SetPropertiesOfEntrance();
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}
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_locks = gameObject.GetComponents<Lock>();
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@ -67,7 +68,7 @@ public abstract class Room : MonoBehaviour
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void SetPropertiesOfEntrance() {
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gameObject.GetComponent<SpriteRenderer>().color = Color.green;
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isEntrance = true;
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IsEntrance = true;
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}
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void OnMouseDown() {
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@ -113,7 +114,7 @@ public abstract class Room : MonoBehaviour
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return false;
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}
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if (isEntrance) {
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if (IsEntrance) {
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// All entrance rooms are valid to be explored.
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return true;
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}
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@ -125,7 +126,7 @@ public abstract class Room : MonoBehaviour
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}
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bool HasExploredAdjacentRooms() {
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foreach (GameObject adjacentRoom in adjacentRooms) {
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foreach (GameObject adjacentRoom in AdjacentRooms) {
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if (adjacentRoom.GetComponent<Room>()._isExplored)
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{
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return true;
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