Implemented chest pop up and gaining ability upon completing a room with a chest reward.

This commit is contained in:
Max 2025-01-30 16:07:07 +01:00
parent 90b9e2689a
commit fdeab50984
15 changed files with 1185 additions and 997 deletions

View file

@ -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);
}

View file

@ -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);
}

View file

@ -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;

View file

@ -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()
{