Implemented loot GUI
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1e95378bb1
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f2f6e8620a
43 changed files with 2135 additions and 20 deletions
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@ -135,7 +135,7 @@ namespace DungeonGenerator
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private void AddRewardsToRoomObject(GameObject roomGO, List<LootType> loot)
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{
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RoomRewards rewards = roomGO.AddComponent<RoomRewards>();
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RoomRewards rewards = roomGO.GetComponent<RoomRewards>();
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foreach (LootType type in loot)
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{
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switch (type)
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@ -5,6 +5,7 @@ using UnityEngine;
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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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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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@ -13,6 +14,11 @@ public class Player : MonoBehaviour
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UpdateGUI();
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}
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public void GetDiamonds(int count)
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{
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diamonds += count;
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}
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public void TakeDamage(int damage)
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{
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if (_healthIndex + damage < _healthBar.Length)
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@ -8,9 +8,25 @@ public class RoomRewards : MonoBehaviour
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public static event Action<int> DamageDealt;
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[SerializeField] public int Diamonds = 0;
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[SerializeField] private GameObject diamondsGO;
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[SerializeField] public int Damage = 0;
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[SerializeField] private GameObject chestGO;
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[SerializeField] public bool Chest = false;
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private void Start()
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{
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if (chestGO != null)
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{
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chestGO.SetActive(Chest);
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}
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if (diamondsGO != null)
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{
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diamondsGO.SetActive(Diamonds > 0);
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}
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}
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public void TriggerGetReward()
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{
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if (Diamonds > 0)
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