Timer eingebaut, Inventory Script überarbeitet, InventoryScript dank Hr. Neuhaus durch Speicherfunktion erweiter, GameOver und GameOverlay ready and working

This commit is contained in:
2026-02-12 08:04:01 +01:00
parent 57f6aa02c8
commit a7aac28d92
5 changed files with 759 additions and 60 deletions

View File

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@@ -995,7 +1405,19 @@ MonoBehaviour:
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m_OnClick:
m_PersistentCalls:
m_Calls: []
m_Calls:
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@@ -1171,6 +1593,143 @@ MonoBehaviour:
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@@ -1204,7 +1764,7 @@ MonoBehaviour:
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gems: 0
gems: 100
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@@ -1219,8 +1779,8 @@ MonoBehaviour:
m_EditorClassIdentifier: Assembly-CSharp::HandleEnergy
standardEnergy: 10
addEnergyValue: 2
energyHUD: {fileID: 0}
scriptPile: {fileID: 0}
energyHUD: {fileID: 1588632993}
scriptPile: {fileID: 2006687871}
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healthHUD: {fileID: 0}
panel: {fileID: 2006687871}
healthHUD: {fileID: 1367110566}
standardHealth: 3
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zeit: 0
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View File

@@ -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;
}
}
}
}

View File

@@ -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
{
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");
}
}

View File

@@ -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.");
}
}
}

View File

@@ -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;
}
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()
path = Path.Combine(Application.persistentDataPath, filename);
if (!File.Exists(path))
{
Debug.Log("erzeuge leeres File");
File.WriteAllText(path, "");
}
void Update()
}
private void Start()
{
ReadInventoryData();
}
public int Energy
{
get { return energy; }
set { energy = value; ValChanged(); }
}
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);
}
}
}