Implemented loot GUI

This commit is contained in:
Max 2025-02-24 17:33:00 +01:00
parent 1e95378bb1
commit f2f6e8620a
43 changed files with 2135 additions and 20 deletions

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@ -1,6 +1,7 @@
// See https://aka.ms/new-console-template for more information
using DungeonMapGenerator;
using DungeonMapGenerator.Rooms;
class Program
{

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@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using DungeonMapGenerator.Rooms;
using Random = System.Random;
namespace DungeonMapGenerator

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@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using DiceProbabilities;
using DungeonMapGenerator.Rooms;
namespace DungeonMapGenerator
{
@ -132,6 +133,7 @@ namespace DungeonMapGenerator
if (extraLockCounter < maxExtraMonsterRoomLocks)
{
monsterRoom.ExtraLocks.Add(new Lock(adjacentRoom.Lock.GetLock()));
monsterRoom.AddBlockingRoom(adjacentRoom);
extraLockCounter++;
}
}
@ -150,6 +152,7 @@ namespace DungeonMapGenerator
if (extraLockCounter < maxExtraBossRooms)
{
bossRoom.ExtraLocks.Add(new Lock(adjacentRoom.Lock.GetLock()));
bossRoom.AddBlockingRoom(adjacentRoom);
extraLockCounter++;
}
}

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@ -1,5 +1,6 @@
using System.Collections.Generic;
using System.Linq;
using DungeonMapGenerator.Rooms;
namespace DungeonMapGenerator
{
@ -39,7 +40,7 @@ namespace DungeonMapGenerator
for (int i = 0; i < BOSS_ROOM_DAMAGE; i++)
{
room.AddLoot(LootType.Diamond);
room.AddLoot(LootType.Damage);
}
break;
}

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@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using DungeonMapGenerator.Rooms;
using Newtonsoft.Json;
namespace DungeonMapGenerator

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@ -1,3 +1,5 @@
using DungeonMapGenerator.Rooms;
namespace DungeonMapGenerator
{
public class EntranceRoom : Room

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@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using DungeonMapGenerator.Rooms;
using Random = System.Random;
namespace DungeonMapGenerator

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@ -1,4 +1,5 @@
using System.Collections.Generic;
using Newtonsoft.Json;
namespace DungeonMapGenerator.Rooms
{
@ -12,5 +13,26 @@ namespace DungeonMapGenerator.Rooms
}
public List<Lock> ExtraLocks = new List<Lock>();
[JsonProperty("BlockingRoomIds")]
private List<int> _blockingRoomIds = new List<int>();
private List<Room> _blockingRooms = new List<Room>();
public void AddBlockingRoom(Room room)
{
_blockingRooms.Add(room);
_blockingRoomIds.Add(room.Id);
}
public List<int> GetBlockingRoomIds()
{
return _blockingRoomIds;
}
public List<Room> GetBlockingRooms()
{
return _blockingRooms;
}
}
}

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View file

@ -135,7 +135,7 @@ namespace DungeonGenerator
private void AddRewardsToRoomObject(GameObject roomGO, List<LootType> loot)
{
RoomRewards rewards = roomGO.AddComponent<RoomRewards>();
RoomRewards rewards = roomGO.GetComponent<RoomRewards>();
foreach (LootType type in loot)
{
switch (type)

View file

@ -5,6 +5,7 @@ using UnityEngine;
public class Player : MonoBehaviour
{
[SerializeField] private int maxHealth;
[SerializeField] private int diamonds;
[SerializeField] private GameObject healthGameObject;
private int _healthIndex = 0;
private readonly int[] _healthBar = {0, 0, -1, -2, -4, -6, -9, -12, -16, -20};
@ -13,6 +14,11 @@ public class Player : MonoBehaviour
UpdateGUI();
}
public void GetDiamonds(int count)
{
diamonds += count;
}
public void TakeDamage(int damage)
{
if (_healthIndex + damage < _healthBar.Length)

View file

@ -8,9 +8,25 @@ public class RoomRewards : MonoBehaviour
public static event Action<int> DamageDealt;
[SerializeField] public int Diamonds = 0;
[SerializeField] private GameObject diamondsGO;
[SerializeField] public int Damage = 0;
[SerializeField] private GameObject chestGO;
[SerializeField] public bool Chest = false;
private void Start()
{
if (chestGO != null)
{
chestGO.SetActive(Chest);
}
if (diamondsGO != null)
{
diamondsGO.SetActive(Diamonds > 0);
}
}
public void TriggerGetReward()
{
if (Diamonds > 0)

View file

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