Timer eingebaut, Inventory Script überarbeitet, InventoryScript dank Hr. Neuhaus durch Speicherfunktion erweiter, GameOver und GameOverlay ready and working
This commit is contained in:
@@ -153,7 +153,7 @@ RectTransform:
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health: 0
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--- !u!114 &2006687873
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--- !u!114 &2006687873
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m_EditorClassIdentifier: Assembly-CSharp::HandleEnergy
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scriptPile: {fileID: 0}
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--- !u!114 &2006687874
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Transform:
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::GameOver
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deathPanel: {fileID: 517957355}
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infoText: {fileID: 1998796461}
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zeit: 0
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scriptPile: {fileID: 2006687871}
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--- !u!1660057539 &9223372036854775807
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--- !u!1660057539 &9223372036854775807
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@@ -11,9 +11,15 @@ public class GameOver : MonoBehaviour
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|
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[SerializeField] GameObject deathPanel;
|
[SerializeField] GameObject deathPanel;
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private float duration = 4f;
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private float duration = 4f;
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[SerializeField] float timer;
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[SerializeField] public float timer;
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[SerializeField] TMP_Text deathTime;
|
[SerializeField] TMP_Text deathTime;
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[SerializeField] bool recentDeath;
|
[SerializeField] TMP_Text infoText;
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[SerializeField] public bool recentDeath;
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bool timerOn = false;
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public float etwas;
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public float zeit;
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[Header("ScriptPile")]
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[Header("ScriptPile")]
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@@ -33,39 +39,53 @@ public class GameOver : MonoBehaviour
|
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|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
recentDeath = false; //Eigentlicher Wert
|
||||||
deathPanel.SetActive(false);
|
deathPanel.SetActive(false);
|
||||||
recentDeath = true;
|
|
||||||
timer = 10;
|
recentDeath = true; //ZUM TESTEN
|
||||||
|
timer = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
recentDeath = true;
|
||||||
if (recentDeath)
|
if (recentDeath)
|
||||||
{
|
{
|
||||||
deathTime.text = Convert.ToInt32(timer -= Time.deltaTime).ToString();
|
ShowDeathScreen();
|
||||||
|
CheckDeathTime();
|
||||||
if(timer >= 0)
|
timerOn = true;
|
||||||
{
|
|
||||||
StopBothering();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
StopBothering();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ShowDeathScreen()
|
public void ShowDeathScreen()
|
||||||
{
|
{
|
||||||
deathPanel.SetActive(true);
|
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()
|
public void StopBothering()
|
||||||
{
|
{
|
||||||
recentDeath = false;
|
recentDeath = false;
|
||||||
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
|
||||||
SceneManager.LoadSceneAsync(0);
|
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;
|
inventory.Health = healthScript.standardHealth;
|
||||||
|
|
||||||
if (battery.standardEnergy <= (inventory.Energy + battery.addEnergyValue))
|
if (battery.standardEnergy >= (inventory.Energy + battery.addEnergyValue))
|
||||||
{
|
{
|
||||||
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -25,31 +25,38 @@ public class ChangeHealth : MonoBehaviour
|
|||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
inventory.Health = standardHealth;
|
inventory.Health = standardHealth;
|
||||||
healthHUD.text = inventory.Health.ToString();
|
Debug.Log(inventory.Health);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
healthHUD.text = inventory.Health.ToString();
|
||||||
|
|
||||||
if (inventory.Health <= 0)
|
if (inventory.Health <= 0)
|
||||||
{
|
{
|
||||||
Die();
|
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()
|
public void Die()
|
||||||
{
|
{
|
||||||
Time.timeScale = 0;
|
//Time.timeScale = 0; //Wieder umlegen
|
||||||
|
end.recentDeath = true;
|
||||||
end.ShowDeathScreen();
|
end.ShowDeathScreen();
|
||||||
|
Debug.Log("rest in pizza");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -30,17 +30,23 @@ public class HandleEnergy : MonoBehaviour
|
|||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
inventory.Energy = standardEnergy;
|
inventory.Energy = standardEnergy;
|
||||||
energyHUD.text = inventory.Energy.ToString();
|
Debug.Log(inventory.Energy);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
energyHUD.text = inventory.Energy.ToString();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void LoseEnergy()
|
public void LoseEnergy()
|
||||||
{
|
{
|
||||||
|
if (inventory.Energy > 0)
|
||||||
|
inventory.Energy -= 1; //MAGIC NUMBER BEACHTEN ERSTMAL AUSPROBIEREN
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.Log("Alle alle.");
|
||||||
|
}
|
||||||
|
|
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}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,9 +1,31 @@
|
|||||||
|
using System.IO;
|
||||||
using TMPro;
|
using TMPro;
|
||||||
using UnityEngine;
|
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
|
public class InventoryScript : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
string filename = "inventoryData.txt";
|
||||||
|
string path;
|
||||||
|
InventoryData inventoryData;
|
||||||
|
|
||||||
[Header("Variables")]
|
[Header("Variables")]
|
||||||
//Energy
|
//Energy
|
||||||
@@ -16,25 +38,65 @@ public class InventoryScript : MonoBehaviour
|
|||||||
[SerializeField] int gems;
|
[SerializeField] int gems;
|
||||||
|
|
||||||
|
|
||||||
public InventoryScript(int energy, int health, int gems)
|
|
||||||
|
private void Awake()
|
||||||
{
|
{
|
||||||
this.energy = energy;
|
path = Path.Combine(Application.persistentDataPath, filename);
|
||||||
this.health = health;
|
if (!File.Exists(path))
|
||||||
this.gems = gems;
|
{
|
||||||
|
Debug.Log("erzeuge leeres File");
|
||||||
|
File.WriteAllText(path, "");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
ReadInventoryData();
|
||||||
}
|
}
|
||||||
|
|
||||||
public int Energy { get => energy; set => energy = value; }
|
public int Energy
|
||||||
public int Health { get => health; set => health = value; }
|
|
||||||
public int Gems { get => gems; set => gems = value; }
|
|
||||||
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
{
|
||||||
|
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<InventoryData>(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);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user