Implemented chest pop up and gaining ability upon completing a room with a chest reward.
This commit is contained in:
parent
90b9e2689a
commit
fdeab50984
15 changed files with 1185 additions and 997 deletions
|
|
@ -26,6 +26,10 @@ public class EmptyRoom : Room
|
|||
public override void SetRoomExplored() {
|
||||
_isExplored = true;
|
||||
UnhighlightRoomAsOption();
|
||||
if (roomReward != null)
|
||||
{
|
||||
roomReward.TriggerGetReward();
|
||||
}
|
||||
gameObject.GetComponent<SpriteRenderer>().color =
|
||||
ColorHelper.AddColorTint(gameObject.GetComponent<SpriteRenderer>().color, Color.grey, 0.5f);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -53,6 +53,10 @@ public class MonsterRoom : Room
|
|||
{
|
||||
_isExplored = true;
|
||||
UnhighlightRoomAsOption();
|
||||
if (roomReward != null)
|
||||
{
|
||||
roomReward.TriggerGetReward();
|
||||
}
|
||||
gameObject.GetComponent<SpriteRenderer>().color =
|
||||
ColorHelper.AddColorTint(gameObject.GetComponent<SpriteRenderer>().color, Color.grey, 0.5f);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -10,6 +10,7 @@ public abstract class Room : MonoBehaviour
|
|||
{
|
||||
[SerializeField] private List<GameObject> adjacentRooms;
|
||||
[SerializeField] private bool isEntrance;
|
||||
[SerializeField] protected RoomReward roomReward;
|
||||
public event EventHandler<Room> RoomExploredByDice;
|
||||
public static event Action<Room> RoomExploredByTorch;
|
||||
private Color _roomNumberOriginalColor;
|
||||
|
|
|
|||
|
|
@ -8,8 +8,8 @@ public class RoomReward : MonoBehaviour
|
|||
public static event Action<int> DamageDealt;
|
||||
|
||||
[SerializeField] private int diamonds;
|
||||
[SerializeField] private bool chest;
|
||||
[SerializeField] private int damage;
|
||||
[SerializeField] private bool chest;
|
||||
|
||||
public void TriggerGetReward()
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue