Komplett Lauffähig + Vibration + Boni + Enemie "Jumpscares" - Audio
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m_UseSpriteMesh: 0
|
||||||
|
m_PixelsPerUnitMultiplier: 1
|
||||||
|
--- !u!222 &1510664115
|
||||||
|
CanvasRenderer:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 1510664111}
|
||||||
|
m_CullTransparentMesh: 1
|
||||||
--- !u!1 &1576182285
|
--- !u!1 &1576182285
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@@ -4006,6 +4148,7 @@ RectTransform:
|
|||||||
- {fileID: 486346479}
|
- {fileID: 486346479}
|
||||||
- {fileID: 482204620}
|
- {fileID: 482204620}
|
||||||
- {fileID: 2054746970}
|
- {fileID: 2054746970}
|
||||||
|
- {fileID: 1510664112}
|
||||||
m_Father: {fileID: 176178621}
|
m_Father: {fileID: 176178621}
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 0.5, y: 0.5}
|
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||||
|
|||||||
@@ -12,6 +12,7 @@ public class CreditsScript : MonoBehaviour
|
|||||||
private float maxScrollSpeed = 300f;
|
private float maxScrollSpeed = 300f;
|
||||||
[SerializeField] public float maxYPosition;
|
[SerializeField] public float maxYPosition;
|
||||||
[SerializeField] public float minYPosition;
|
[SerializeField] public float minYPosition;
|
||||||
|
[SerializeField] GameObject minYPo;
|
||||||
[SerializeField] public TMP_Text text;
|
[SerializeField] public TMP_Text text;
|
||||||
TMP_Text textfeld;
|
TMP_Text textfeld;
|
||||||
|
|
||||||
@@ -41,6 +42,8 @@ public class CreditsScript : MonoBehaviour
|
|||||||
|
|
||||||
//this.transform.position.y = minYPosition;
|
//this.transform.position.y = minYPosition;
|
||||||
Debug.Log("The End");
|
Debug.Log("The End");
|
||||||
|
|
||||||
|
this.transform.position = minYPo.transform.position;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -13,10 +13,14 @@ public class GameOver : MonoBehaviour
|
|||||||
private float duration = 4f;
|
private float duration = 4f;
|
||||||
[SerializeField] public float timer;
|
[SerializeField] public float timer;
|
||||||
[SerializeField] TMP_Text deathTime;
|
[SerializeField] TMP_Text deathTime;
|
||||||
[SerializeField] TMP_Text infoText;
|
[SerializeField] public TMP_Text infoText;
|
||||||
|
[SerializeField] public TMP_Text GameStateText;
|
||||||
|
[SerializeField] public GameObject retryButton;
|
||||||
|
[SerializeField] public GameObject costField;
|
||||||
[SerializeField] TMP_Text costText;
|
[SerializeField] TMP_Text costText;
|
||||||
[SerializeField] int cost;
|
[SerializeField] int cost;
|
||||||
//[SerializeField] public bool recentDeath; //discaraded
|
//[SerializeField] public bool recentDeath; //discaraded
|
||||||
|
[SerializeField] GameObject levelScript;
|
||||||
|
|
||||||
[SerializeField] public bool timerOn;
|
[SerializeField] public bool timerOn;
|
||||||
|
|
||||||
@@ -27,12 +31,17 @@ public class GameOver : MonoBehaviour
|
|||||||
|
|
||||||
[SerializeField] GameObject scriptPile;
|
[SerializeField] GameObject scriptPile;
|
||||||
[SerializeField] GameObject eFie;
|
[SerializeField] GameObject eFie;
|
||||||
|
[SerializeField] GameObject eSilv;
|
||||||
|
[SerializeField] GameObject eHai;
|
||||||
|
|
||||||
|
|
||||||
InventoryScript inventory;
|
InventoryScript inventory;
|
||||||
ChangeHealth healthScript;
|
ChangeHealth healthScript;
|
||||||
HandleEnergy battery;
|
HandleEnergy battery;
|
||||||
FieScript fie;
|
FieScript fie;
|
||||||
|
SilvScript silv;
|
||||||
|
HaiScript hai;
|
||||||
|
LevelBehavior level;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
@@ -40,6 +49,9 @@ public class GameOver : MonoBehaviour
|
|||||||
healthScript = scriptPile.GetComponent<ChangeHealth>();
|
healthScript = scriptPile.GetComponent<ChangeHealth>();
|
||||||
battery = scriptPile.GetComponent<HandleEnergy>();
|
battery = scriptPile.GetComponent<HandleEnergy>();
|
||||||
fie = eFie.GetComponent<FieScript>();
|
fie = eFie.GetComponent<FieScript>();
|
||||||
|
hai = eHai.GetComponent<HaiScript>();
|
||||||
|
silv = eSilv.GetComponent<SilvScript>();
|
||||||
|
level = levelScript.GetComponent<LevelBehavior>();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
@@ -51,26 +63,26 @@ public class GameOver : MonoBehaviour
|
|||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
if (level.gameWon == true)
|
||||||
|
{
|
||||||
|
CheckWinTime();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
CheckDeathTime();
|
||||||
|
}
|
||||||
|
|
||||||
CheckDeathTime();
|
|
||||||
//if (Time.timeScale == 1)
|
|
||||||
//{
|
|
||||||
// Debug.Log("The game is running.");
|
|
||||||
//}
|
|
||||||
//else if(Time.timeScale == 0)
|
|
||||||
//{
|
|
||||||
// Debug.Log("The game should be paused now.");
|
|
||||||
//}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ShowDeathScreen()
|
public void ShowDeathScreen()
|
||||||
{
|
{
|
||||||
fie.StopAllCoroutines();
|
|
||||||
//Time.timeScale = 0;
|
//Time.timeScale = 0;
|
||||||
timerOn = true;
|
timerOn = true;
|
||||||
timer = 10f;
|
timer = 10f;
|
||||||
deathPanel.SetActive(true);
|
deathPanel.SetActive(true);
|
||||||
LeanTween.scale(deathPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
|
retryButton.SetActive(true);
|
||||||
|
costField.SetActive(true);
|
||||||
|
LeanTween.scale(deathPanel, transform.localScale * 1f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
|
||||||
SpeakEnemy();
|
SpeakEnemy();
|
||||||
costText.text = cost.ToString(); //ZUM DEBUGGEN
|
costText.text = cost.ToString(); //ZUM DEBUGGEN
|
||||||
CheckDeathTime();
|
CheckDeathTime();
|
||||||
@@ -78,6 +90,25 @@ public class GameOver : MonoBehaviour
|
|||||||
//OPTION INS MAINMENUE ZURÜCKZUKEHREN
|
//OPTION INS MAINMENUE ZURÜCKZUKEHREN
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ShowWinScreen()
|
||||||
|
{
|
||||||
|
Debug.Log("Gut gemacht");
|
||||||
|
StopEnemies();
|
||||||
|
|
||||||
|
timerOn = true;
|
||||||
|
timer = 10f;
|
||||||
|
deathPanel.SetActive(true);
|
||||||
|
LeanTween.scale(deathPanel, transform.localScale * 1f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
|
||||||
|
|
||||||
|
|
||||||
|
CheckWinTime();
|
||||||
|
|
||||||
|
GameStateText.text = "You won!";
|
||||||
|
infoText.text = "You earned " + level.earnedGems + " Gems!";
|
||||||
|
retryButton.SetActive(false);
|
||||||
|
costField.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
public void GiveNewChance()
|
public void GiveNewChance()
|
||||||
{
|
{
|
||||||
if (inventory.Gems >= cost)
|
if (inventory.Gems >= cost)
|
||||||
@@ -97,17 +128,17 @@ public class GameOver : MonoBehaviour
|
|||||||
|
|
||||||
public void StopBothering()
|
public void StopBothering()
|
||||||
{
|
{
|
||||||
Time.timeScale = 1; //UNSICHER OB LADEN VON SCENE DEN WERT AUTO. AUF 1 SETZT
|
//Time.timeScale = 1; //UNSICHER OB LADEN VON SCENE DEN WERT AUTO. AUF 1 SETZT //ausgebaut
|
||||||
Debug.Log("Jetzt würdest du wieder in die MainMenueScene geschmissen werden");
|
Debug.Log("Jetzt würdest du wieder in die MainMenueScene geschmissen werden");
|
||||||
//SceneManager.LoadSceneAsync(0); //MUSS AM ENDE WIEDER EINGEBAUT WERDEN
|
SceneManager.LoadSceneAsync(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public void NewChance()
|
public void NewChance()
|
||||||
{
|
{
|
||||||
inventory.Health = healthScript.standardHealth;
|
inventory.Health = inventory.StandardHealth;
|
||||||
|
|
||||||
if (battery.standardEnergy >= (inventory.Energy + battery.addEnergyValue))
|
if (inventory.StandardEnergy >= (inventory.Energy + battery.addEnergyValue))
|
||||||
{
|
{
|
||||||
inventory.Energy += battery.addEnergyValue;
|
inventory.Energy += battery.addEnergyValue;
|
||||||
}
|
}
|
||||||
@@ -119,6 +150,10 @@ public class GameOver : MonoBehaviour
|
|||||||
//Logik: bei Retry, soll der Player nochmal neue Energie bekommen
|
//Logik: bei Retry, soll der Player nochmal neue Energie bekommen
|
||||||
|
|
||||||
fie.StartStuff();
|
fie.StartStuff();
|
||||||
|
silv.StartStuff();
|
||||||
|
hai.StartStuff();
|
||||||
|
|
||||||
|
level.gameOngoing = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void CheckDeathTime()
|
public void CheckDeathTime()
|
||||||
@@ -140,6 +175,28 @@ public class GameOver : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void CheckWinTime()
|
||||||
|
{
|
||||||
|
if (timerOn == true)
|
||||||
|
{
|
||||||
|
timer += zeit - Time.deltaTime;
|
||||||
|
|
||||||
|
deathTime.text = Convert.ToInt32(timer).ToString();
|
||||||
|
|
||||||
|
if (timer <= 0.0f)
|
||||||
|
{
|
||||||
|
timerOn = false;
|
||||||
|
timer = 10f;
|
||||||
|
|
||||||
|
Debug.Log("Next up: SwitchScene()");
|
||||||
|
|
||||||
|
level.SwitchScene();
|
||||||
|
|
||||||
|
Debug.Log("Just swapped scripts");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void CalculateCost()
|
public void CalculateCost()
|
||||||
{
|
{
|
||||||
cost = healthScript.deathCounter * 100;
|
cost = healthScript.deathCounter * 100;
|
||||||
@@ -155,9 +212,6 @@ public class GameOver : MonoBehaviour
|
|||||||
infoText.text = "But you refused.";
|
infoText.text = "But you refused.";
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool silvKill;
|
|
||||||
public bool haiKill;
|
|
||||||
public void SpeakEnemy()
|
public void SpeakEnemy()
|
||||||
{
|
{
|
||||||
|
|
||||||
@@ -166,11 +220,11 @@ public class GameOver : MonoBehaviour
|
|||||||
infoText.text = "HAAHAHAHAHAAHAHAHAHAHAHAHAHA";
|
infoText.text = "HAAHAHAHAHAAHAHAHAHAHAHAHAHA";
|
||||||
}
|
}
|
||||||
|
|
||||||
if (silvKill)
|
if (silv.silvKill)
|
||||||
{
|
{
|
||||||
infoText.text = "Oh no, I accidently killed someone again. I'm sowy. I just wanted to hug you :(";
|
infoText.text = "Oh no, I accidently killed someone again. I'm sowy. I just wanted to hug you :(";
|
||||||
}
|
}
|
||||||
if (haiKill)
|
if (hai.haiKill)
|
||||||
{
|
{
|
||||||
infoText.text = "You sound great...";
|
infoText.text = "You sound great...";
|
||||||
}
|
}
|
||||||
@@ -179,4 +233,10 @@ public class GameOver : MonoBehaviour
|
|||||||
infoText.text = "Try again?";
|
infoText.text = "Try again?";
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
public void StopEnemies()
|
||||||
|
{
|
||||||
|
fie.StopAllCoroutines();
|
||||||
|
silv.StopAllCoroutines();
|
||||||
|
hai.StopAllCoroutines();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,21 +9,20 @@ public class MenueScript : MonoBehaviour
|
|||||||
public void ReturnHome()
|
public void ReturnHome()
|
||||||
{
|
{
|
||||||
SceneManager.LoadSceneAsync(0);
|
SceneManager.LoadSceneAsync(0);
|
||||||
|
Vibrator.Vibrate();
|
||||||
}
|
}
|
||||||
public void GameStart()
|
public void GameStart()
|
||||||
{
|
{
|
||||||
SceneManager.LoadSceneAsync(5);
|
SceneManager.LoadSceneAsync(2);
|
||||||
|
Vibrator.Vibrate();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Credits()
|
public void Credits()
|
||||||
{
|
{
|
||||||
SceneManager.LoadSceneAsync(2);
|
SceneManager.LoadSceneAsync(1);
|
||||||
|
Vibrator.Vibrate();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Shop()
|
|
||||||
{
|
|
||||||
SceneManager.LoadSceneAsync(1);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Quit()
|
public void Quit()
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -27,7 +27,7 @@ public class ShopScript : MonoBehaviour
|
|||||||
|
|
||||||
[Header("BuyValues")]
|
[Header("BuyValues")]
|
||||||
|
|
||||||
private float moneten = 10.00f; //als vorerstiger Ersatz für tatsächliches Geld
|
private float moneten = 10f; //als vorerstiger Ersatz für tatsächliches Geld
|
||||||
|
|
||||||
private float gemsCost = 1.00f; //1€
|
private float gemsCost = 1.00f; //1€
|
||||||
private float manyGemsCost = 2.00f; //2€
|
private float manyGemsCost = 2.00f; //2€
|
||||||
@@ -39,6 +39,7 @@ public class ShopScript : MonoBehaviour
|
|||||||
[Header("DevMode")]
|
[Header("DevMode")]
|
||||||
|
|
||||||
[SerializeField] GameObject devPanel;
|
[SerializeField] GameObject devPanel;
|
||||||
|
[SerializeField] GameObject devButton;
|
||||||
|
|
||||||
//TMP_Text textfeldA; //als textfeld
|
//TMP_Text textfeldA; //als textfeld
|
||||||
//TMP_Text textfeldB;
|
//TMP_Text textfeldB;
|
||||||
@@ -62,6 +63,7 @@ public class ShopScript : MonoBehaviour
|
|||||||
inventory = backgroundPanel.GetComponent<InventoryScript>();
|
inventory = backgroundPanel.GetComponent<InventoryScript>();
|
||||||
healthScript = backgroundPanel.GetComponent<ChangeHealth>();
|
healthScript = backgroundPanel.GetComponent<ChangeHealth>();
|
||||||
battery = backgroundPanel.GetComponent<HandleEnergy>();
|
battery = backgroundPanel.GetComponent<HandleEnergy>();
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
void Start()
|
void Start()
|
||||||
@@ -84,8 +86,8 @@ public class ShopScript : MonoBehaviour
|
|||||||
|
|
||||||
textfeld.text = inventory.Gems.ToString();
|
textfeld.text = inventory.Gems.ToString();
|
||||||
|
|
||||||
textfeldA.text = "Energy: " + inventory.Energy.ToString();
|
textfeldA.text = "Energy: " + inventory.StandardEnergy.ToString();
|
||||||
textfeldB.text = "Health: " + inventory.Health.ToString();
|
textfeldB.text = "Health: " + inventory.StandardHealth.ToString();
|
||||||
textfeldC.text = "Moneten: " + moneten.ToString();
|
textfeldC.text = "Moneten: " + moneten.ToString();
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -94,7 +96,7 @@ public class ShopScript : MonoBehaviour
|
|||||||
{
|
{
|
||||||
shopPanel.SetActive(true);
|
shopPanel.SetActive(true);
|
||||||
LeanTween.scale(shopPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
|
LeanTween.scale(shopPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
|
||||||
|
Vibrator.Vibrate();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void CloseShop()
|
public void CloseShop()
|
||||||
@@ -121,7 +123,7 @@ public class ShopScript : MonoBehaviour
|
|||||||
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
healthScript.standardHealth++;
|
inventory.StandardHealth++;
|
||||||
|
|
||||||
inventory.Gems -= updateCost;
|
inventory.Gems -= updateCost;
|
||||||
}
|
}
|
||||||
@@ -138,7 +140,7 @@ public class ShopScript : MonoBehaviour
|
|||||||
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
battery.standardEnergy++;
|
inventory.StandardEnergy++;
|
||||||
|
|
||||||
inventory.Gems -= updateCost;
|
inventory.Gems -= updateCost;
|
||||||
}
|
}
|
||||||
@@ -214,6 +216,18 @@ public class ShopScript : MonoBehaviour
|
|||||||
//textfeldC.text = moneten.ToString();
|
//textfeldC.text = moneten.ToString();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ResetValues()
|
||||||
|
{
|
||||||
|
inventory.Gems = 100;
|
||||||
|
inventory.StandardEnergy = 10;
|
||||||
|
inventory.StandardHealth = 3;
|
||||||
|
moneten = 10f;
|
||||||
|
|
||||||
|
errorPanel.SetActive(true);
|
||||||
|
errorText.text = "All values have been reset to standard.";
|
||||||
|
LeanTween.scale(errorPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
|
||||||
|
}
|
||||||
|
|
||||||
public void ChangeActivation()
|
public void ChangeActivation()
|
||||||
{
|
{
|
||||||
SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>();
|
SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>();
|
||||||
|
|||||||
@@ -5,5 +5,6 @@ public class Tester : MonoBehaviour
|
|||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
Vibrator.Vibrate();
|
Vibrator.Vibrate();
|
||||||
|
Vibrator.Vibrate(1000);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,15 +1,53 @@
|
|||||||
|
using JetBrains.Annotations;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class DoorController : MonoBehaviour
|
public class DoorController : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private Door door;
|
[SerializeField] private Door door;
|
||||||
|
[SerializeField] GameObject energyScript;
|
||||||
|
[SerializeField] GameObject inventoryScript;
|
||||||
|
|
||||||
|
HandleEnergy energy;
|
||||||
|
InventoryScript inventory;
|
||||||
|
|
||||||
|
|
||||||
|
float timer = 0f;
|
||||||
|
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
energy = energyScript.GetComponent<HandleEnergy>();
|
||||||
|
inventory = inventoryScript.GetComponent<InventoryScript>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (door.isOpen == false)
|
||||||
|
{
|
||||||
|
TimeDoor();
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
private void OnMouseDown()
|
private void OnMouseDown()
|
||||||
{
|
{
|
||||||
if (door.isOpen == true)
|
if (door.isOpen == true)
|
||||||
{
|
{
|
||||||
door.isOpen = false;
|
|
||||||
Debug.Log("Hier kommt niemand rein");
|
if (inventory.Energy > 0)
|
||||||
|
{
|
||||||
|
Vibrator.Vibrate();
|
||||||
|
door.isOpen = false;
|
||||||
|
Debug.Log("Hier kommt niemand rein");
|
||||||
|
energy.LoseEnergy();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
door.isOpen = true;
|
||||||
|
|
||||||
|
Debug.Log("Die Tür wird dich nicht mehr retten.");
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@@ -20,4 +58,16 @@ public class DoorController : MonoBehaviour
|
|||||||
//door.isOpen = !door.isOpen;
|
//door.isOpen = !door.isOpen;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void TimeDoor()
|
||||||
|
{
|
||||||
|
timer += Time.deltaTime;
|
||||||
|
//Debug.Log(timer); //FUNKTIONAL
|
||||||
|
|
||||||
|
if (timer >= 5)
|
||||||
|
{
|
||||||
|
door.isOpen = true;
|
||||||
|
timer = 0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
using System.Timers;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class FieScript : MonoBehaviour
|
public class FieScript : MonoBehaviour
|
||||||
@@ -12,15 +13,15 @@ public class FieScript : MonoBehaviour
|
|||||||
[SerializeField] GameObject SPRight;
|
[SerializeField] GameObject SPRight;
|
||||||
[SerializeField] GameObject SPDeath;
|
[SerializeField] GameObject SPDeath;
|
||||||
|
|
||||||
bool spawn1 = false;
|
public bool spawnLeft = false;
|
||||||
bool spawn2 = false;
|
public bool spawn2 = false;
|
||||||
|
|
||||||
[Header("Character")]
|
[Header("Character")]
|
||||||
|
|
||||||
[SerializeField] GameObject Fiefetti;
|
[SerializeField] GameObject Fiefetti;
|
||||||
//[SerializeField] int damageDealt = 1; //hat aktuell keinen Zweck
|
//[SerializeField] int damageDealt = 1; //hat aktuell keinen Zweck
|
||||||
|
|
||||||
[SerializeField] public float stateTime = 10f;
|
[SerializeField] public float stateTime = 5f;
|
||||||
public bool fieKill;
|
public bool fieKill;
|
||||||
|
|
||||||
[Header("Scripts")]
|
[Header("Scripts")]
|
||||||
@@ -28,23 +29,35 @@ public class FieScript : MonoBehaviour
|
|||||||
[SerializeField] GameObject scriptPile;
|
[SerializeField] GameObject scriptPile;
|
||||||
[SerializeField] GameObject door1; //1 is always Left
|
[SerializeField] GameObject door1; //1 is always Left
|
||||||
[SerializeField] GameObject door2;
|
[SerializeField] GameObject door2;
|
||||||
|
[SerializeField] GameObject levelScript;
|
||||||
|
|
||||||
|
[SerializeField] GameObject eSilv;
|
||||||
|
[SerializeField] GameObject eHai;
|
||||||
|
|
||||||
|
LevelBehavior level;
|
||||||
ChangeHealth healthScript;
|
ChangeHealth healthScript;
|
||||||
Door doorSwitch;
|
Door doorSwitch;
|
||||||
Door doorSwitch2;
|
Door doorSwitch2;
|
||||||
|
|
||||||
|
SilvScript silv;
|
||||||
|
HaiScript hai;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
healthScript = scriptPile.GetComponent<ChangeHealth>();
|
healthScript = scriptPile.GetComponent<ChangeHealth>();
|
||||||
doorSwitch = door1.GetComponent<Door>();
|
doorSwitch = door1.GetComponent<Door>();
|
||||||
doorSwitch2 = door2.GetComponent<Door>();
|
doorSwitch2 = door2.GetComponent<Door>();
|
||||||
|
level = levelScript.GetComponent<LevelBehavior>();
|
||||||
|
|
||||||
|
silv = eSilv.GetComponent<SilvScript>();
|
||||||
|
hai = eHai.GetComponent<HaiScript>();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
button.SetActive(false); //zum vorherigen Debuggen genutzt
|
button.SetActive(false); //zum vorherigen Debuggen genutzt
|
||||||
spawn1 = false;
|
spawnLeft = false;
|
||||||
spawn2 = false;
|
|
||||||
|
|
||||||
|
|
||||||
//StateOne();
|
//StateOne();
|
||||||
@@ -69,7 +82,7 @@ public class FieScript : MonoBehaviour
|
|||||||
|
|
||||||
IEnumerator WanderAround()
|
IEnumerator WanderAround()
|
||||||
{
|
{
|
||||||
|
float elapsed = 0f;
|
||||||
Debug.Log("Fiefetti: Wandering around");
|
Debug.Log("Fiefetti: Wandering around");
|
||||||
|
|
||||||
button.SetActive(false);
|
button.SetActive(false);
|
||||||
@@ -82,14 +95,18 @@ public class FieScript : MonoBehaviour
|
|||||||
int random = Random.Range(1, 3);
|
int random = Random.Range(1, 3);
|
||||||
if (random == 1) //1 bedeutet immer left
|
if (random == 1) //1 bedeutet immer left
|
||||||
{
|
{
|
||||||
spawn1 = true;
|
spawnLeft = true;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
spawn2 = true;
|
spawnLeft = false;
|
||||||
}
|
}
|
||||||
Debug.Log("random = " + random);
|
Debug.Log("random = " + random);
|
||||||
|
|
||||||
|
while (elapsed < stateTime)
|
||||||
|
{
|
||||||
|
elapsed += Time.deltaTime;
|
||||||
|
}
|
||||||
yield return new WaitForSeconds(stateTime);
|
yield return new WaitForSeconds(stateTime);
|
||||||
|
|
||||||
StartCoroutine(WanderClose());
|
StartCoroutine(WanderClose());
|
||||||
@@ -97,20 +114,28 @@ public class FieScript : MonoBehaviour
|
|||||||
|
|
||||||
IEnumerator WanderClose()
|
IEnumerator WanderClose()
|
||||||
{
|
{
|
||||||
if (spawn1 == true) //1 bedeutet immer left
|
float elapsed2 = 0;
|
||||||
|
|
||||||
|
if (spawnLeft == true) //1 bedeutet immer left
|
||||||
{
|
{
|
||||||
Fiefetti.transform.position = SPLeft.transform.position;
|
Fiefetti.transform.position = SPLeft.transform.position;
|
||||||
|
Debug.Log("Ich stehe links.");
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Fiefetti.transform.position = SPRight.transform.position;
|
Fiefetti.transform.position = SPRight.transform.position;
|
||||||
|
Debug.Log("Ich stehe rechts.");
|
||||||
}
|
}
|
||||||
|
|
||||||
StartCoroutine(WanderAround());
|
|
||||||
|
|
||||||
//einen von zwei Punkten aussuchen
|
//einen von zwei Punkten aussuchen
|
||||||
Debug.Log("Fiefetti: Komme näher");
|
Debug.Log("Fiefetti: Komme näher");
|
||||||
|
|
||||||
|
while (elapsed2 < stateTime)
|
||||||
|
{
|
||||||
|
elapsed2 += Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
yield return new WaitForSeconds(stateTime);
|
yield return new WaitForSeconds(stateTime);
|
||||||
|
|
||||||
StartCoroutine(GetTooClose());
|
StartCoroutine(GetTooClose());
|
||||||
@@ -118,39 +143,67 @@ public class FieScript : MonoBehaviour
|
|||||||
|
|
||||||
IEnumerator GetTooClose()
|
IEnumerator GetTooClose()
|
||||||
{
|
{
|
||||||
|
float elapsed3 = 0;
|
||||||
|
|
||||||
if (doorSwitch.isOpen == true)
|
float stickAround = 0f;
|
||||||
|
|
||||||
|
if (spawnLeft && doorSwitch.isOpen == true)
|
||||||
{
|
{
|
||||||
Fiefetti.transform.position = SPDeath.transform.position;
|
Fiefetti.transform.position = SPDeath.transform.position;
|
||||||
Debug.Log("Fiefetti: Hab dich!");
|
Debug.Log("Fiefetti: Hab dich!");
|
||||||
//reingehen
|
//reingehen
|
||||||
HitPlayer();
|
HitPlayer();
|
||||||
//StateOne();
|
//StateOne();
|
||||||
|
|
||||||
|
silv.silvKill = false;
|
||||||
|
hai.haiKill = false;
|
||||||
fieKill = true;
|
fieKill = true;
|
||||||
|
stickAround += Time.deltaTime;
|
||||||
|
if (stickAround >= 2f)
|
||||||
|
{
|
||||||
|
Fiefetti.transform.position = SPBack.transform.position;
|
||||||
|
stickAround = 0f;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
else if (doorSwitch2.isOpen == true)
|
else if (!spawnLeft && doorSwitch2.isOpen == true)
|
||||||
{
|
{
|
||||||
Fiefetti.transform.position = SPDeath.transform.position;
|
Fiefetti.transform.position = SPDeath.transform.position;
|
||||||
Debug.Log("Fiefetti: Hab dich!");
|
Debug.Log("Fiefetti: Hab dich!");
|
||||||
//reingehen
|
//reingehen
|
||||||
HitPlayer();
|
HitPlayer();
|
||||||
//StateOne();
|
//StateOne();
|
||||||
|
|
||||||
|
silv.silvKill = false;
|
||||||
|
hai.haiKill = false;
|
||||||
fieKill = true;
|
fieKill = true;
|
||||||
|
stickAround += Time.deltaTime;
|
||||||
|
if (stickAround >= 2f)
|
||||||
|
{
|
||||||
|
Fiefetti.transform.position = SPBack.transform.position;
|
||||||
|
stickAround = 0f;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
//AudioSpielen
|
//AudioSpielen
|
||||||
fieKill = false;
|
fieKill = false;
|
||||||
|
level.earnedGems += level.earnGems;
|
||||||
|
Debug.Log("Du hast bereits " + level.earnedGems + " Gems verdient.");
|
||||||
Debug.Log("Fiefetti: Och menno");
|
Debug.Log("Fiefetti: Och menno");
|
||||||
|
Fiefetti.transform.position = SPBack.transform.position;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
spawn1 = false;
|
spawnLeft = false;
|
||||||
spawn2 = false;
|
|
||||||
//StateOne();
|
//StateOne();
|
||||||
|
|
||||||
|
while (elapsed3 < stateTime)
|
||||||
|
{
|
||||||
|
elapsed3 += Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
yield return new WaitForSeconds(stateTime);
|
yield return new WaitForSeconds(stateTime);
|
||||||
|
|
||||||
StartCoroutine(WanderAround());
|
StartCoroutine(WanderAround());
|
||||||
|
|||||||
206
Assets/Scripts/Enemy/HaiScript.cs
Normal file
@@ -0,0 +1,206 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class HaiScript : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
[SerializeField] GameObject button;
|
||||||
|
|
||||||
|
[Header("Spawn Points")]
|
||||||
|
|
||||||
|
[SerializeField] GameObject SPBack;
|
||||||
|
[SerializeField] GameObject SPLeft;
|
||||||
|
[SerializeField] GameObject SPRight;
|
||||||
|
[SerializeField] GameObject SPDeath;
|
||||||
|
|
||||||
|
bool spawnLeft = false;
|
||||||
|
|
||||||
|
[Header("Character")]
|
||||||
|
|
||||||
|
[SerializeField] GameObject Hai;
|
||||||
|
//[SerializeField] int damageDealt = 1; //hat aktuell keinen Zweck
|
||||||
|
|
||||||
|
[SerializeField] public float stateTime = 10f;
|
||||||
|
public bool haiKill;
|
||||||
|
|
||||||
|
[Header("Scripts")]
|
||||||
|
|
||||||
|
[SerializeField] GameObject scriptPile;
|
||||||
|
[SerializeField] GameObject door1; //1 is always Left
|
||||||
|
[SerializeField] GameObject door2;
|
||||||
|
[SerializeField] GameObject levelScript;
|
||||||
|
|
||||||
|
[SerializeField] GameObject eFie;
|
||||||
|
[SerializeField] GameObject eSilv;
|
||||||
|
|
||||||
|
ChangeHealth healthScript;
|
||||||
|
Door doorSwitch;
|
||||||
|
Door doorSwitch2;
|
||||||
|
LevelBehavior level;
|
||||||
|
|
||||||
|
FieScript fie;
|
||||||
|
SilvScript silv;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
healthScript = scriptPile.GetComponent<ChangeHealth>();
|
||||||
|
doorSwitch = door1.GetComponent<Door>();
|
||||||
|
doorSwitch2 = door2.GetComponent<Door>();
|
||||||
|
level = levelScript.GetComponent<LevelBehavior>();
|
||||||
|
|
||||||
|
fie = eFie.GetComponent<FieScript>();
|
||||||
|
silv = eSilv.GetComponent<SilvScript>();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
button.SetActive(false); //zum vorherigen Debuggen genutzt
|
||||||
|
spawnLeft = false;
|
||||||
|
|
||||||
|
|
||||||
|
//StateOne();
|
||||||
|
StartStuff();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void HitPlayer()
|
||||||
|
{
|
||||||
|
healthScript.GetHit();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StartStuff()
|
||||||
|
{
|
||||||
|
Debug.Log("I´m starting stuff.");
|
||||||
|
StartCoroutine(WanderAround());
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator WanderAround()
|
||||||
|
{
|
||||||
|
float elapsed = 0;
|
||||||
|
|
||||||
|
Debug.Log("Hai: Wandering around");
|
||||||
|
|
||||||
|
button.SetActive(false);
|
||||||
|
|
||||||
|
Hai.transform.position = SPBack.transform.position;
|
||||||
|
|
||||||
|
//Hauptposition
|
||||||
|
Debug.Log("Hai: Bin hinten");
|
||||||
|
|
||||||
|
int random = Random.Range(1, 3);
|
||||||
|
if (random == 1) //1 bedeutet immer left
|
||||||
|
{
|
||||||
|
spawnLeft = true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
spawnLeft = false;
|
||||||
|
}
|
||||||
|
Debug.Log("random = " + random);
|
||||||
|
|
||||||
|
while (elapsed < stateTime)
|
||||||
|
{
|
||||||
|
elapsed += Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(stateTime);
|
||||||
|
|
||||||
|
StartCoroutine(WanderClose());
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator WanderClose()
|
||||||
|
{
|
||||||
|
float elapsed2 = 0;
|
||||||
|
|
||||||
|
if (spawnLeft == true) //1 bedeutet immer left
|
||||||
|
{
|
||||||
|
Hai.transform.position = SPLeft.transform.position;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Hai.transform.position = SPRight.transform.position;
|
||||||
|
}
|
||||||
|
|
||||||
|
//einen von zwei Punkten aussuchen
|
||||||
|
Debug.Log("Hai: Komme näher");
|
||||||
|
|
||||||
|
while (elapsed2 < stateTime)
|
||||||
|
{
|
||||||
|
elapsed2 += Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(stateTime);
|
||||||
|
|
||||||
|
StartCoroutine(GetTooClose());
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator GetTooClose()
|
||||||
|
{
|
||||||
|
float elapsed3 = 0;
|
||||||
|
float stickAround = 0f;
|
||||||
|
|
||||||
|
if (spawnLeft && doorSwitch.isOpen == true)
|
||||||
|
{
|
||||||
|
Hai.transform.position = SPDeath.transform.position;
|
||||||
|
Debug.Log("Hai: Hab dich!");
|
||||||
|
//reingehen
|
||||||
|
HitPlayer();
|
||||||
|
|
||||||
|
fie.fieKill = false;
|
||||||
|
silv.silvKill = false;
|
||||||
|
haiKill = true;
|
||||||
|
|
||||||
|
stickAround += Time.deltaTime;
|
||||||
|
if (stickAround >= 2f)
|
||||||
|
{
|
||||||
|
Hai.transform.position = SPBack.transform.position;
|
||||||
|
stickAround = 0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
else if (!spawnLeft && doorSwitch2.isOpen == true)
|
||||||
|
{
|
||||||
|
Hai.transform.position = SPDeath.transform.position;
|
||||||
|
Debug.Log("Hai: Hab dich!");
|
||||||
|
//reingehen
|
||||||
|
HitPlayer();
|
||||||
|
|
||||||
|
fie.fieKill = false;
|
||||||
|
silv.silvKill = false;
|
||||||
|
haiKill = true;
|
||||||
|
|
||||||
|
stickAround += Time.deltaTime;
|
||||||
|
if (stickAround >= 2f)
|
||||||
|
{
|
||||||
|
Hai.transform.position = SPBack.transform.position;
|
||||||
|
stickAround = 0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//AudioSpielen
|
||||||
|
haiKill = false;
|
||||||
|
level.earnedGems += level.earnGems;
|
||||||
|
Debug.Log("Hai: Och menno");
|
||||||
|
Hai.transform.position = SPBack.transform.position;
|
||||||
|
}
|
||||||
|
|
||||||
|
spawnLeft = false;
|
||||||
|
//StateOne();
|
||||||
|
|
||||||
|
while (elapsed3 < stateTime)
|
||||||
|
{
|
||||||
|
elapsed3 += Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(stateTime);
|
||||||
|
|
||||||
|
StartCoroutine(WanderAround());
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/Enemy/HaiScript.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fd201b6436c5bb94e8e0a18597566fd4
|
||||||
@@ -1,3 +1,5 @@
|
|||||||
|
using JetBrains.Annotations;
|
||||||
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
@@ -7,52 +9,124 @@ public class LevelBehavior : MonoBehaviour
|
|||||||
[SerializeField] GameObject eSilv;
|
[SerializeField] GameObject eSilv;
|
||||||
[SerializeField] GameObject eHai;
|
[SerializeField] GameObject eHai;
|
||||||
|
|
||||||
FieScript fie;
|
[SerializeField] GameObject deathPanel;
|
||||||
|
[SerializeField] GameObject inventoryScript;
|
||||||
|
|
||||||
|
FieScript fie;
|
||||||
|
SilvScript silv;
|
||||||
|
HaiScript hai;
|
||||||
|
GameOver end;
|
||||||
|
InventoryScript inventory;
|
||||||
|
|
||||||
|
int curScene = 0;
|
||||||
|
float timer = 0f;
|
||||||
|
|
||||||
|
public bool gameOngoing;
|
||||||
|
|
||||||
|
public int earnGems = 5;
|
||||||
|
public int earnedGems = 0;
|
||||||
|
public bool gameWon;
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
fie = eFie.GetComponent<FieScript>();
|
fie = eFie.GetComponent<FieScript>();
|
||||||
|
silv = eSilv.GetComponent<SilvScript>();
|
||||||
|
hai = eHai.GetComponent<HaiScript>();
|
||||||
|
|
||||||
|
end = inventoryScript.GetComponent<GameOver>();
|
||||||
|
inventory = inventoryScript.GetComponent<InventoryScript>();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
gameWon = false;
|
||||||
|
gameOngoing = true;
|
||||||
|
|
||||||
// Create a temporary reference to the current scene.
|
// Create a temporary reference to the current scene.
|
||||||
Scene currentScene = SceneManager.GetActiveScene();
|
Scene currentScene = SceneManager.GetActiveScene();
|
||||||
|
|
||||||
// Retrieve the name of this scene.
|
// Retrieve the name of this scene.
|
||||||
string sceneName = currentScene.name;
|
string sceneName = currentScene.name;
|
||||||
|
|
||||||
|
|
||||||
|
// Retrieve the index of the scene in the project's build settings.
|
||||||
|
int buildIndex = currentScene.buildIndex;
|
||||||
|
|
||||||
|
if (sceneName == "Day1")
|
||||||
|
{
|
||||||
|
Debug.Log("Es ist Tag 1");
|
||||||
|
curScene = 2;
|
||||||
|
fie.stateTime = 7;
|
||||||
|
silv.stateTime = 25;
|
||||||
|
hai.stateTime = 35;
|
||||||
|
}
|
||||||
|
|
||||||
if (sceneName == "Day2")
|
if (sceneName == "Day2")
|
||||||
{
|
{
|
||||||
|
Debug.Log("Es ist Tag 2");
|
||||||
|
curScene = 5;
|
||||||
fie.stateTime = 5;
|
fie.stateTime = 5;
|
||||||
|
silv.stateTime = 10;
|
||||||
|
hai.stateTime = 25;
|
||||||
// Do something...
|
// Do something...
|
||||||
}
|
}
|
||||||
else if (sceneName == "Day6")
|
else if (sceneName == "Day3")
|
||||||
{
|
{
|
||||||
|
|
||||||
|
Debug.Log("Es ist Tag 3");
|
||||||
|
curScene = 4;
|
||||||
fie.stateTime = 3;
|
fie.stateTime = 3;
|
||||||
|
silv.stateTime = 10;
|
||||||
|
hai.stateTime = 15;
|
||||||
// Do something...
|
// Do something...
|
||||||
}
|
}
|
||||||
|
|
||||||
// Retrieve the index of the scene in the project's build settings.
|
|
||||||
int buildIndex = currentScene.buildIndex;
|
|
||||||
|
|
||||||
//// Check the scene name as a conditional.
|
|
||||||
//switch (buildIndex)
|
|
||||||
//{
|
|
||||||
// case 0:
|
|
||||||
// // Do something...
|
|
||||||
// break;
|
|
||||||
// case 1:
|
|
||||||
// // Do something...
|
|
||||||
// break;
|
|
||||||
//}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
if (gameOngoing == true)
|
||||||
|
{
|
||||||
|
TimeIs();
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TimeIs()
|
||||||
|
{
|
||||||
|
timer += Time.deltaTime;
|
||||||
|
//Debug.Log(timer);
|
||||||
|
|
||||||
|
|
||||||
|
if (timer >= 90)
|
||||||
|
{
|
||||||
|
end.ShowWinScreen();
|
||||||
|
gameWon = true;
|
||||||
|
inventory.Gems += earnedGems;
|
||||||
|
|
||||||
|
timer = 0;
|
||||||
|
|
||||||
|
gameOngoing = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SwitchScene()
|
||||||
|
{
|
||||||
|
Debug.Log("Ich will jetzt in Scene " + curScene++ + " wechseln.");
|
||||||
|
|
||||||
|
gameOngoing = false;
|
||||||
|
gameWon = false;
|
||||||
|
|
||||||
|
if (curScene < 5)
|
||||||
|
{
|
||||||
|
Debug.Log("Ist noch nicht Tag 3");
|
||||||
|
|
||||||
|
SceneManager.LoadSceneAsync(curScene++);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.Log("Es war Tag 3");
|
||||||
|
SceneManager.LoadScene(1);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
210
Assets/Scripts/Enemy/SilvScript.cs
Normal file
@@ -0,0 +1,210 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class SilvScript : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
[SerializeField] GameObject button;
|
||||||
|
|
||||||
|
[Header("Spawn Points")]
|
||||||
|
|
||||||
|
[SerializeField] GameObject SPBack;
|
||||||
|
[SerializeField] GameObject SPLeft;
|
||||||
|
[SerializeField] GameObject SPRight;
|
||||||
|
[SerializeField] GameObject SPDeath;
|
||||||
|
|
||||||
|
bool spawnLeft = false;
|
||||||
|
|
||||||
|
[Header("Character")]
|
||||||
|
|
||||||
|
[SerializeField] GameObject Silv;
|
||||||
|
//[SerializeField] int damageDealt = 1; //hat aktuell keinen Zweck
|
||||||
|
|
||||||
|
[SerializeField] public float stateTime = 15f;
|
||||||
|
public bool silvKill;
|
||||||
|
|
||||||
|
[Header("Scripts")]
|
||||||
|
|
||||||
|
[SerializeField] GameObject scriptPile;
|
||||||
|
[SerializeField] GameObject door1; //1 is always Left
|
||||||
|
[SerializeField] GameObject door2;
|
||||||
|
[SerializeField] GameObject levelScript;
|
||||||
|
|
||||||
|
[SerializeField] GameObject eFie;
|
||||||
|
[SerializeField] GameObject eHai;
|
||||||
|
|
||||||
|
LevelBehavior level;
|
||||||
|
ChangeHealth healthScript;
|
||||||
|
Door doorSwitch;
|
||||||
|
Door doorSwitch2;
|
||||||
|
|
||||||
|
FieScript fie;
|
||||||
|
HaiScript hai;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
level = levelScript.GetComponent<LevelBehavior>();
|
||||||
|
healthScript = scriptPile.GetComponent<ChangeHealth>();
|
||||||
|
doorSwitch = door1.GetComponent<Door>();
|
||||||
|
doorSwitch2 = door2.GetComponent<Door>();
|
||||||
|
|
||||||
|
fie = eFie.GetComponent<FieScript>();
|
||||||
|
hai = eHai.GetComponent<HaiScript>();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
button.SetActive(false); //zum vorherigen Debuggen genutzt
|
||||||
|
spawnLeft = false;
|
||||||
|
|
||||||
|
|
||||||
|
//StateOne();
|
||||||
|
StartStuff();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void HitPlayer()
|
||||||
|
{
|
||||||
|
healthScript.GetHit();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StartStuff()
|
||||||
|
{
|
||||||
|
Debug.Log("I´m starting stuff.");
|
||||||
|
StartCoroutine(WanderAround());
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator WanderAround()
|
||||||
|
{
|
||||||
|
float elapsed = 0;
|
||||||
|
|
||||||
|
Debug.Log("Silv: Wandering around");
|
||||||
|
|
||||||
|
button.SetActive(false);
|
||||||
|
|
||||||
|
Silv.transform.position = SPBack.transform.position;
|
||||||
|
|
||||||
|
//Hauptposition
|
||||||
|
Debug.Log("Silv: Bin hinten");
|
||||||
|
|
||||||
|
int random = Random.Range(1, 3);
|
||||||
|
if (random == 1) //1 bedeutet immer left
|
||||||
|
{
|
||||||
|
spawnLeft = true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
spawnLeft = false;
|
||||||
|
}
|
||||||
|
Debug.Log("random = " + random);
|
||||||
|
|
||||||
|
while (elapsed < stateTime)
|
||||||
|
{
|
||||||
|
elapsed += Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(stateTime);
|
||||||
|
|
||||||
|
StartCoroutine(WanderClose());
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator WanderClose()
|
||||||
|
{
|
||||||
|
|
||||||
|
float elapsed2 = 0;
|
||||||
|
|
||||||
|
if (spawnLeft == true) //1 bedeutet immer left
|
||||||
|
{
|
||||||
|
Silv.transform.position = SPLeft.transform.position;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Silv.transform.position = SPRight.transform.position;
|
||||||
|
}
|
||||||
|
|
||||||
|
//einen von zwei Punkten aussuchen
|
||||||
|
Debug.Log("Silv: Komme näher");
|
||||||
|
|
||||||
|
while (elapsed2 < stateTime)
|
||||||
|
{
|
||||||
|
elapsed2 += Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(stateTime);
|
||||||
|
|
||||||
|
StartCoroutine(GetTooClose());
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator GetTooClose()
|
||||||
|
{
|
||||||
|
float elapsed3 = 0;
|
||||||
|
|
||||||
|
float stickAround = 0f;
|
||||||
|
|
||||||
|
if (spawnLeft && doorSwitch.isOpen == true)
|
||||||
|
{
|
||||||
|
Silv.transform.position = SPDeath.transform.position;
|
||||||
|
Debug.Log("Silv: Hab dich!");
|
||||||
|
//reingehen
|
||||||
|
HitPlayer();
|
||||||
|
//StateOne();
|
||||||
|
|
||||||
|
fie.fieKill = false;
|
||||||
|
hai.haiKill = false;
|
||||||
|
silvKill = true;
|
||||||
|
|
||||||
|
stickAround += Time.deltaTime;
|
||||||
|
if (stickAround >= 2f)
|
||||||
|
{
|
||||||
|
Silv.transform.position = SPBack.transform.position;
|
||||||
|
stickAround = 0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
else if (!spawnLeft && doorSwitch2.isOpen == true)
|
||||||
|
{
|
||||||
|
Silv.transform.position = SPDeath.transform.position;
|
||||||
|
Debug.Log("Silv: Hab dich!");
|
||||||
|
//reingehen
|
||||||
|
HitPlayer();
|
||||||
|
//StateOne();
|
||||||
|
|
||||||
|
fie.fieKill = false;
|
||||||
|
hai.haiKill = false;
|
||||||
|
silvKill = true;
|
||||||
|
|
||||||
|
stickAround += Time.deltaTime;
|
||||||
|
if (stickAround >= 2f)
|
||||||
|
{
|
||||||
|
Silv.transform.position = SPBack.transform.position;
|
||||||
|
stickAround = 0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//AudioSpielen
|
||||||
|
silvKill = false;
|
||||||
|
level.earnedGems += level.earnGems;
|
||||||
|
Debug.Log("Silv: Och menno");
|
||||||
|
Silv.transform.position = SPBack.transform.position;
|
||||||
|
}
|
||||||
|
|
||||||
|
spawnLeft = false;
|
||||||
|
//StateOne();
|
||||||
|
|
||||||
|
while (elapsed3 < stateTime)
|
||||||
|
{
|
||||||
|
elapsed3 += Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(stateTime);
|
||||||
|
|
||||||
|
StartCoroutine(WanderAround());
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/Enemy/SilvScript.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3b3779046044f5944a44d2efba268051
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
using TMPro;
|
using TMPro;
|
||||||
|
using Unity.VisualScripting;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using static UnityEngine.EventSystems.EventTrigger;
|
using static UnityEngine.EventSystems.EventTrigger;
|
||||||
|
|
||||||
@@ -8,26 +9,50 @@ public class ChangeHealth : MonoBehaviour
|
|||||||
|
|
||||||
|
|
||||||
[SerializeField] public int deathCounter;
|
[SerializeField] public int deathCounter;
|
||||||
[SerializeField] GameObject panel;
|
[SerializeField] GameObject scriptPile;
|
||||||
|
[SerializeField] GameObject scriptPileAgain;
|
||||||
|
[SerializeField] GameObject guessWhatAgain;
|
||||||
[SerializeField] TMP_Text healthHUD;
|
[SerializeField] TMP_Text healthHUD;
|
||||||
[SerializeField] public int standardHealth = 3;
|
//[SerializeField] GameObject levelScript; //wird aktuell nicht genutzt
|
||||||
|
|
||||||
|
|
||||||
|
[Header("Enemies")]
|
||||||
|
[SerializeField] GameObject eFie;
|
||||||
|
[SerializeField] GameObject eSilv;
|
||||||
|
[SerializeField] GameObject eHai;
|
||||||
|
|
||||||
[Header("ScriptPile")]
|
[Header("ScriptPile")]
|
||||||
|
|
||||||
|
LevelBehavior level;
|
||||||
InventoryScript inventory;
|
InventoryScript inventory;
|
||||||
GameOver end;
|
GameOver end;
|
||||||
|
|
||||||
|
|
||||||
|
FieScript fie;
|
||||||
|
SilvScript silv;
|
||||||
|
HaiScript hai;
|
||||||
|
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
inventory = panel.GetComponent<InventoryScript>();
|
inventory = scriptPileAgain.GetComponent<InventoryScript>(); //TO DO: FIXEN
|
||||||
end = panel.GetComponent<GameOver>();
|
end = guessWhatAgain.GetComponent<GameOver>();
|
||||||
|
level = scriptPile.GetComponent<LevelBehavior>();
|
||||||
|
|
||||||
|
fie = eFie.GetComponent<FieScript>();
|
||||||
|
silv = eSilv.GetComponent<SilvScript>();
|
||||||
|
hai = eHai.GetComponent<HaiScript>();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
if (level.gameOngoing == true)
|
||||||
|
{
|
||||||
|
Debug.Log("ich existiere!");
|
||||||
|
}
|
||||||
|
|
||||||
deathCounter = 0;
|
deathCounter = 0;
|
||||||
inventory.Health = standardHealth;
|
inventory.Health = inventory.StandardHealth;
|
||||||
Debug.Log(inventory.Health);
|
Debug.Log(inventory.Health);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -40,6 +65,8 @@ public class ChangeHealth : MonoBehaviour
|
|||||||
|
|
||||||
public void GetHit() //MUSS NOCH MIT ENEMIES VERKNÜPFT WERDEN
|
public void GetHit() //MUSS NOCH MIT ENEMIES VERKNÜPFT WERDEN
|
||||||
{
|
{
|
||||||
|
|
||||||
|
Vibrator.Vibrate();
|
||||||
if (inventory.Health > 0)
|
if (inventory.Health > 0)
|
||||||
{
|
{
|
||||||
inventory.Health -= 1; //MAGIC NUMBER BITTE BEACHTEN
|
inventory.Health -= 1; //MAGIC NUMBER BITTE BEACHTEN
|
||||||
@@ -55,6 +82,7 @@ public class ChangeHealth : MonoBehaviour
|
|||||||
|
|
||||||
public void GetHitHard() //MUSS NOCH MIT ENEMIES VERKNÜPFT WERDEN
|
public void GetHitHard() //MUSS NOCH MIT ENEMIES VERKNÜPFT WERDEN
|
||||||
{
|
{
|
||||||
|
Vibrator.Vibrate();
|
||||||
if (inventory.Health > 0)
|
if (inventory.Health > 0)
|
||||||
{
|
{
|
||||||
inventory.Health -= 2; //MAGIC NUMBER BITTE BEACHTEN
|
inventory.Health -= 2; //MAGIC NUMBER BITTE BEACHTEN
|
||||||
@@ -76,6 +104,10 @@ public class ChangeHealth : MonoBehaviour
|
|||||||
//Time.timeScale = 0; //Wieder umlegen
|
//Time.timeScale = 0; //Wieder umlegen
|
||||||
end.ShowDeathScreen();
|
end.ShowDeathScreen();
|
||||||
Debug.Log("rest in pizza");
|
Debug.Log("rest in pizza");
|
||||||
|
|
||||||
|
level.gameOngoing = false;
|
||||||
|
|
||||||
|
end.StopEnemies();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -6,8 +6,7 @@ public class HandleEnergy : MonoBehaviour
|
|||||||
{
|
{
|
||||||
[Header("Values")]
|
[Header("Values")]
|
||||||
|
|
||||||
[SerializeField] public int standardEnergy = 10;
|
[SerializeField] public int addEnergyValue = 4;
|
||||||
[SerializeField] public int addEnergyValue = 2;
|
|
||||||
|
|
||||||
[Header("UI and HUD")]
|
[Header("UI and HUD")]
|
||||||
|
|
||||||
@@ -29,7 +28,7 @@ public class HandleEnergy : MonoBehaviour
|
|||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
inventory.Energy = standardEnergy;
|
inventory.Energy = inventory.StandardEnergy;
|
||||||
Debug.Log(inventory.Energy);
|
Debug.Log(inventory.Energy);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -17,11 +17,17 @@ public class InventoryData
|
|||||||
//Gems
|
//Gems
|
||||||
public int gems;
|
public int gems;
|
||||||
|
|
||||||
public InventoryData(int energy, int health, int gems)
|
public int standardHealth;
|
||||||
|
|
||||||
|
public int standardEnergy;
|
||||||
|
|
||||||
|
public InventoryData(int energy, int health, int gems, int standardHealth, int standardEnergy)
|
||||||
{
|
{
|
||||||
this.energy = energy;
|
this.energy = energy;
|
||||||
this.health = health;
|
this.health = health;
|
||||||
this.gems = gems;
|
this.gems = gems;
|
||||||
|
this.standardHealth = standardHealth;
|
||||||
|
this.standardEnergy = standardEnergy;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -41,6 +47,10 @@ public class InventoryScript : MonoBehaviour
|
|||||||
//Gems
|
//Gems
|
||||||
[SerializeField] int gems;
|
[SerializeField] int gems;
|
||||||
|
|
||||||
|
[SerializeField] int standardHealth = 3;
|
||||||
|
|
||||||
|
[SerializeField] int standardEnergy = 10;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
@@ -74,6 +84,18 @@ public class InventoryScript : MonoBehaviour
|
|||||||
set { gems = value; ValChanged(); }
|
set { gems = value; ValChanged(); }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public int StandardHealth
|
||||||
|
{
|
||||||
|
get { return standardHealth; }
|
||||||
|
set { standardHealth = value; ValChanged(); }
|
||||||
|
}
|
||||||
|
|
||||||
|
public int StandardEnergy
|
||||||
|
{
|
||||||
|
get { return standardEnergy; }
|
||||||
|
set { standardEnergy = value; ValChanged(); }
|
||||||
|
}
|
||||||
|
|
||||||
// Achtung, ValChanged wird NICHT aufgerufen, wenn man die Werte im Inspector verändert,
|
// Achtung, ValChanged wird NICHT aufgerufen, wenn man die Werte im Inspector verändert,
|
||||||
// weil das nur die Felder, nicht die Properties setzt.
|
// weil das nur die Felder, nicht die Properties setzt.
|
||||||
// Ändert man aber per Script die Property, wird ValChanged aufgerufen und sofort die Werte ins File gespeichert.
|
// Ändert man aber per Script die Property, wird ValChanged aufgerufen und sofort die Werte ins File gespeichert.
|
||||||
@@ -98,7 +120,7 @@ public class InventoryScript : MonoBehaviour
|
|||||||
}
|
}
|
||||||
private void SaveInventoryData()
|
private void SaveInventoryData()
|
||||||
{
|
{
|
||||||
inventoryData = new InventoryData(energy, health, gems); // erstellt ein neues Objekt InventoryData aus den Werten dieses Scripts
|
inventoryData = new InventoryData(energy, health, gems, standardHealth, standardEnergy); // erstellt ein neues Objekt InventoryData aus den Werten dieses Scripts
|
||||||
string datastring = JsonUtility.ToJson(inventoryData); // macht einen JSON String aus diesem Objekt (dafür brauchen wir es auch nur)
|
string datastring = JsonUtility.ToJson(inventoryData); // macht einen JSON String aus diesem Objekt (dafür brauchen wir es auch nur)
|
||||||
File.WriteAllText(path, datastring);
|
File.WriteAllText(path, datastring);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,27 @@
|
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