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{fileID: 1640410205} - {fileID: 517957359} - {fileID: 2006687875} + - {fileID: 1010133839} diff --git a/Assets/Scripts/Button Functions/GameOver.cs b/Assets/Scripts/Button Functions/GameOver.cs index 8b64047..4824ced 100644 --- a/Assets/Scripts/Button Functions/GameOver.cs +++ b/Assets/Scripts/Button Functions/GameOver.cs @@ -11,9 +11,15 @@ public class GameOver : MonoBehaviour [SerializeField] GameObject deathPanel; private float duration = 4f; - [SerializeField] float timer; + [SerializeField] public float timer; [SerializeField] TMP_Text deathTime; - [SerializeField] bool recentDeath; + [SerializeField] TMP_Text infoText; + [SerializeField] public bool recentDeath; + + bool timerOn = false; + + public float etwas; + public float zeit; [Header("ScriptPile")] @@ -33,39 +39,53 @@ public class GameOver : MonoBehaviour void Start() { + recentDeath = false; //Eigentlicher Wert deathPanel.SetActive(false); - recentDeath = true; - timer = 10; + + recentDeath = true; //ZUM TESTEN + timer = 0; } void Update() { + recentDeath = true; if (recentDeath) { - deathTime.text = Convert.ToInt32(timer -= Time.deltaTime).ToString(); - - if(timer >= 0) - { - StopBothering(); - } - } - else - { - StopBothering(); + ShowDeathScreen(); + CheckDeathTime(); + timerOn = true; } } public void ShowDeathScreen() { deathPanel.SetActive(true); + infoText.text = "Try again?"; + infoText.text = inventory.Gems.ToString(); //ZUM DEBUGGEN + + //OPTION INS MAINMENUE ZURÜCKZUKEHREN } + public void GiveNewChance() + { + if (inventory.Gems > 100) + { + NewChance(); + inventory.Gems -= 100; + } + + else //EINBAUEN, DASS MAN DORT GEMS KAUFEN KANN + { + infoText.text = "You don´t have enough gems to do that."; + } + } public void StopBothering() { recentDeath = false; - Time.timeScale = 1; //UNSICHER OB LAden VON SCENE DEN WERT AUTO. AUF 1 SETZT - SceneManager.LoadSceneAsync(0); + Time.timeScale = 1; //UNSICHER OB LADEN VON SCENE DEN WERT AUTO. AUF 1 SETZT + Debug.Log("Jetzt würdest du wieder in die MainMenueScene geschmissen werden"); + //SceneManager.LoadSceneAsync(0); //MUSS AM ENDE WIEDER EINGEBAUT WERDEN } @@ -73,10 +93,33 @@ public class GameOver : MonoBehaviour { inventory.Health = healthScript.standardHealth; - if (battery.standardEnergy <= (inventory.Energy + battery.addEnergyValue)) + if (battery.standardEnergy >= (inventory.Energy + battery.addEnergyValue)) { inventory.Energy += battery.addEnergyValue; } + + //Logik: bei Retry, soll der Player nochmal neue Energie bekommen } + + public void CheckDeathTime() + { + if(timerOn == true) + { + timer = 10; + zeit -= Time.deltaTime; + + deathTime.text = Convert.ToInt32(zeit + timer).ToString(); + + if (zeit >= timer) + { + recentDeath = false; + StopBothering(); + + timerOn = false; + } + } + + + } } diff --git a/Assets/Scripts/Player/ChangeHealth.cs b/Assets/Scripts/Player/ChangeHealth.cs index 7c4f39d..3a055fc 100644 --- a/Assets/Scripts/Player/ChangeHealth.cs +++ b/Assets/Scripts/Player/ChangeHealth.cs @@ -25,31 +25,38 @@ public class ChangeHealth : MonoBehaviour void Start() { inventory.Health = standardHealth; - healthHUD.text = inventory.Health.ToString(); - + Debug.Log(inventory.Health); } void Update() { + healthHUD.text = inventory.Health.ToString(); + if (inventory.Health <= 0) { Die(); } } - public void GetHit() + public void GetHit() //MUSS NOCH MIT ENEMIES VERKNÜPFT WERDEN { - inventory.Health -= 1; //MAGIC NUMBER BITTE BEACHTEN + if (inventory.Health > 0) + { + inventory.Health -= 1; //MAGIC NUMBER BITTE BEACHTEN + } + + Debug.Log("Ouch, you bastard."); + } public void Die() { - Time.timeScale = 0; - + //Time.timeScale = 0; //Wieder umlegen + end.recentDeath = true; end.ShowDeathScreen(); + Debug.Log("rest in pizza"); } - } diff --git a/Assets/Scripts/Player/HandleEnergy.cs b/Assets/Scripts/Player/HandleEnergy.cs index 4476c98..386a1c4 100644 --- a/Assets/Scripts/Player/HandleEnergy.cs +++ b/Assets/Scripts/Player/HandleEnergy.cs @@ -30,17 +30,23 @@ public class HandleEnergy : MonoBehaviour void Start() { inventory.Energy = standardEnergy; - energyHUD.text = inventory.Energy.ToString(); + Debug.Log(inventory.Energy); } void Update() { - + energyHUD.text = inventory.Energy.ToString(); } public void LoseEnergy() { + if (inventory.Energy > 0) + inventory.Energy -= 1; //MAGIC NUMBER BEACHTEN ERSTMAL AUSPROBIEREN + else + { + Debug.Log("Alle alle."); + } } } diff --git a/Assets/Scripts/Player/InventoryScript.cs b/Assets/Scripts/Player/InventoryScript.cs index 68b4180..12971c4 100644 --- a/Assets/Scripts/Player/InventoryScript.cs +++ b/Assets/Scripts/Player/InventoryScript.cs @@ -1,9 +1,31 @@ +using System.IO; using TMPro; using UnityEngine; +public class InventoryData +{ + // energy + public int energy; + + //Health + public int health; + + //Gems + public int gems; + + public InventoryData(int energy, int health, int gems) + { + this.energy = energy; + this.health = health; + this.gems = gems; + } +} + public class InventoryScript : MonoBehaviour { - + string filename = "inventoryData.txt"; + string path; + InventoryData inventoryData; [Header("Variables")] //Energy @@ -16,25 +38,65 @@ public class InventoryScript : MonoBehaviour [SerializeField] int gems; - public InventoryScript(int energy, int health, int gems) + + private void Awake() { - this.energy = energy; - this.health = health; - this.gems = gems; + path = Path.Combine(Application.persistentDataPath, filename); + if (!File.Exists(path)) + { + Debug.Log("erzeuge leeres File"); + File.WriteAllText(path, ""); + } + } + private void Start() + { + ReadInventoryData(); } - public int Energy { get => energy; set => energy = value; } - public int Health { get => health; set => health = value; } - public int Gems { get => gems; set => gems = value; } - - - void Start() + public int Energy { - + get { return energy; } + set { energy = value; ValChanged(); } } - void Update() + public int Health { - + get { return health; } + set { health = value; ValChanged(); } } + public int Gems + { + get { return gems; } + set { gems = value; ValChanged(); } + } + + // Achtung, ValChanged wird NICHT aufgerufen, wenn man die Werte im Inspector verändert, + // 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. + // Solche Werte sollte man dann auch nicht in jedem Frame ändern, sondern nur, wenn der Spieler klickt. + private void ValChanged() + { + Debug.Log("ValChanged"); + SaveInventoryData(); + } + private void ReadInventoryData() + { + string datastring = File.ReadAllText(path); + if (datastring == "") + { + Debug.Log("File ist noch leer, bitte erst etwas schreiben"); + return; + } + inventoryData = JsonUtility.FromJson(datastring); + energy = inventoryData.energy; + health = inventoryData.health; + gems = inventoryData.gems; + } + private void SaveInventoryData() + { + inventoryData = new InventoryData(energy, health, gems); // 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) + File.WriteAllText(path, datastring); + } + }