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a/Assets/Scripts/Drag&Drop/DraggablePlaceholder.cs +++ b/Assets/Scripts/Drag&Drop/DraggablePlaceholder.cs @@ -1,4 +1,3 @@ -using Codice.CM.Client.Differences; using System.Collections; using System.Collections.Generic; using System.Linq; diff --git a/Assets/Scripts/Entity.cs b/Assets/Scripts/Entity.cs index 7ba16df..688aa63 100644 --- a/Assets/Scripts/Entity.cs +++ b/Assets/Scripts/Entity.cs @@ -28,6 +28,7 @@ public class Entity : LevelObject public virtual void Start() { _spriteRenderers = GetComponentsInChildren(); + Animation = gameObject.AddComponent(); } //Start the animation of death and the fading of the entity diff --git a/Assets/Scripts/General/Database.cs b/Assets/Scripts/General/Database.cs index 6c934e4..af66706 100644 --- a/Assets/Scripts/General/Database.cs +++ b/Assets/Scripts/General/Database.cs @@ -25,6 +25,7 @@ public class Database : SingletonBehaviour #endif public const string TYPE = nameof(TYPE); + [Serializable] public class DataList : IEnumerable where T : UnityEngine.Object { diff --git a/Assets/Scripts/LevelManager/LevelManager.cs b/Assets/Scripts/LevelManager/LevelManager.cs index 9a9c09e..6ac46e4 100644 --- a/Assets/Scripts/LevelManager/LevelManager.cs +++ b/Assets/Scripts/LevelManager/LevelManager.cs @@ -202,6 +202,11 @@ public class LevelManager : Singleton ClearLevel(); } + foreach (var ob in Database.Instance.ScriptableObjects) + { + Debug.Log(ob); + } + //fetch level from database _currentLevel = Database.Instance.ScriptableObjects[levelName] as Level; diff --git a/Assets/Scripts/LevelManager/LevelManagerScript.cs b/Assets/Scripts/LevelManager/LevelManagerScript.cs index f2446ea..4078423 100644 --- a/Assets/Scripts/LevelManager/LevelManagerScript.cs +++ b/Assets/Scripts/LevelManager/LevelManagerScript.cs @@ -4,13 +4,22 @@ using GatherAndDefend.LevelEditor; public class LevelManagerScript : SingletonBehaviour { public Level firstLevel; - - protected override void Awake() + private void Start() { DontDestroyOnLoad(gameObject); if (!firstLevel) throw new System.Exception("there is no first level set in the level manager script"); + + int levelToLoadFromWorldMap = PlayerPrefs.GetInt("LevelToLoad", -1); + if (levelToLoadFromWorldMap != -1) + { + string lvlName = $"Level{levelToLoadFromWorldMap}"; + LevelManager.Instance.LoadLevel(lvlName, true); + return; + } + LevelManager.Instance.LoadLevel(firstLevel, true); } + void Update() { LevelManager.Instance.UpdateLevel(); diff --git a/Assets/Scripts/Projectile.cs b/Assets/Scripts/Projectile.cs index f706200..e514a03 100644 --- a/Assets/Scripts/Projectile.cs +++ b/Assets/Scripts/Projectile.cs @@ -26,7 +26,10 @@ public class Projectile : MonoBehaviour private float _destinationX; private float _speedTime = 0f; - void Start() { + private float _initialXDistance; + + private void Start() + { _rigidbodyProjectile = GetComponent(); _initialX = transform.position.x; _initialY = transform.position.y; @@ -34,17 +37,22 @@ public class Projectile : MonoBehaviour _detectionLinked.gameObject.GetComponent().EntityLinked = _target; _detectionLinked.gameObject.GetComponent().ProjectileDamage = _damage; + + _initialXDistance = Mathf.Abs(_initialX - _destinationX); } - // Update is called once per frame - void Update() + private void Update() { float x = _speedTime; float y = (_angle*-Mathf.Pow(x, 2) + _destinationX * x); - transform.position = new Vector2(_initialX + x*_angle, _initialY + y); + // Move projectile angle according to distance with target + float lerpStep = (_destinationX - transform.position.x) / _initialXDistance; + float angle = Mathf.Lerp(-100f, 45f, lerpStep); + transform.eulerAngles = new Vector3(0, 0, angle); + _speedTime += _speed * Time.deltaTime; if(y < 0) { @@ -52,7 +60,6 @@ public class Projectile : MonoBehaviour } } - //Getter and Setter public float EnemySpeed { diff --git a/Assets/Scripts/Resource/ResourceManager.cs b/Assets/Scripts/Resource/ResourceManager.cs index 3859a7c..642f7f3 100644 --- a/Assets/Scripts/Resource/ResourceManager.cs +++ b/Assets/Scripts/Resource/ResourceManager.cs @@ -5,9 +5,9 @@ using UnityEngine; /// public class ResourceManager : Singleton { - private int _rockAmount = 20; - private int _woodAmount = 20; - private int _foodAmount = 20; + private int _rockAmount = 0; + private int _woodAmount = 0; + private int _foodAmount = 50; private const int MAX = int.MaxValue; private const int MIN = 0; diff --git a/Assets/Scripts/Root.cs b/Assets/Scripts/Root.cs index 6dacc7a..91cfaf4 100644 --- a/Assets/Scripts/Root.cs +++ b/Assets/Scripts/Root.cs @@ -9,6 +9,8 @@ public class Root : MonoBehaviour private Entity _entity; [SerializeField] private GameObject _projectile; + [SerializeField] + private Transform _projectileSpawn; void Attack() { _entity.Enemy.Hit( _entity.AttackDamage); @@ -24,7 +26,8 @@ public class Root : MonoBehaviour _rigidbodyAlly = _entity.GetComponent(); _rigidbodyOpponent = _entity.Enemy.GetComponent(); - GameObject _newArrow = Instantiate(_projectile, _rigidbodyAlly.position, Quaternion.identity); + Vector3 spawnPos = (_projectileSpawn == null) ? _rigidbodyAlly.position : _projectileSpawn.position; + GameObject _newArrow = Instantiate(_projectile, spawnPos, Quaternion.identity); //Warning : the Speed of the arrow is equal to the speed of this unit, if this unit need to move, use an other variable ! _newArrow.GetComponent().Damage = _entity.AttackDamage; diff --git a/Assets/Scripts/WorldMap/WorldMapManager.cs b/Assets/Scripts/WorldMap/WorldMapManager.cs index 683c2d0..863bfbf 100644 --- a/Assets/Scripts/WorldMap/WorldMapManager.cs +++ b/Assets/Scripts/WorldMap/WorldMapManager.cs @@ -24,6 +24,8 @@ public class WorldMapManager : MonoBehaviour //TODO: getMajorSaveFile() //Call et obtiens le chemin du fichier de sauvegarde; _worldMapSave = new WorldMapSave(); UnlockLevels(); + + PlayerPrefs.SetInt("LevelToLoad", -1); } /** @@ -71,6 +73,7 @@ public class WorldMapManager : MonoBehaviour string levelToGet = "1-" + levelToCall; if (_buttonList[levelToCall - 1].GetComponent().sprite.name != "worldmap_level_locked") { + PlayerPrefs.SetInt("LevelToLoad", levelToCall); SceneManager.LoadScene("Game"); //LevelManager.Instance.LoadLevel(levelToGet, true); } diff --git a/Assets/Scripts/WorldMap/WorldMapSave.cs b/Assets/Scripts/WorldMap/WorldMapSave.cs index b30dc3b..fd70d52 100644 --- a/Assets/Scripts/WorldMap/WorldMapSave.cs +++ b/Assets/Scripts/WorldMap/WorldMapSave.cs @@ -11,8 +11,8 @@ public class WorldMapSave SAVED } - private LevelState[] levelUnlocked = { LevelState.UNLOCKED, LevelState.UNLOCKED, LevelState.UNLOCKED, LevelState.SAVED, - LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED }; + private LevelState[] levelUnlocked = { LevelState.UNLOCKED, LevelState.UNLOCKED, LevelState.UNLOCKED, LevelState.UNLOCKED, + LevelState.UNLOCKED, LevelState.SAVED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, 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