Pull request #56: Design/galaFixes
Merge in CGD/gather-and-defend from design/galaFixes to main * commit '28c9cb85c70757567fe5b36682f92f3fee85ffad': Add timed victory and config changes Balanced level configs Add levels missing config; Add island float animation Add berries to all levels
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9ddef402d1
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3
Assets/Scripts/Events/LastWaveCompletedEvent.cs
Normal file
3
Assets/Scripts/Events/LastWaveCompletedEvent.cs
Normal file
@ -0,0 +1,3 @@
|
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using GatherAndDefend.Events;
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||||
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public class LastWaveCompletedEvent : EventBase { }
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11
Assets/Scripts/Events/LastWaveCompletedEvent.cs.meta
Normal file
11
Assets/Scripts/Events/LastWaveCompletedEvent.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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assetBundleVariant:
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@ -43,6 +43,7 @@ public class WaveConfig : ScriptableObject
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return interval;
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}
|
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}
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public float GameDuration { get { return _gameDuration; } }
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/**
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* Returns the updated game interval after adjusting to enemies spawned at the start
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*/
|
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|
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@ -1,3 +1,5 @@
|
||||
using GatherAndDefend.Events;
|
||||
using System.Threading.Tasks;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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|
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@ -15,7 +17,7 @@ public class WaveObserver : Singleton<WaveObserver>
|
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private bool _once = true;
|
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private int _currentGroupIndex = 0;
|
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|
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public void SetLevelConfig(WaveConfig config)
|
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public void Init(WaveConfig config)
|
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{
|
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_levelConfig = Object.Instantiate(config);
|
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_copyConstantSpawn = new List<int>();
|
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@ -39,6 +41,15 @@ public class WaveObserver : Singleton<WaveObserver>
|
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}
|
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_groupSpawnTimers.Add(_levelConfig.NestedGroupSpawn[index].triggerTime);
|
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}
|
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|
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// Start game timer, at the end, player wins.
|
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GameTimer();
|
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}
|
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|
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private async void GameTimer()
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{
|
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await Task.Delay((int) _levelConfig.GameDuration * 60 * 1000);
|
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EventAggregator.Instance.GetEvent<LastWaveCompletedEvent>().Invoke();
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}
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/**
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@ -166,7 +166,7 @@ public class LevelManager : Singleton<LevelManager>
|
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|
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_currentLevel = level;
|
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_waveObserver = WaveObserver.Instance;
|
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_waveObserver.SetLevelConfig(_currentLevel.WaveConfig);
|
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_waveObserver.Init(_currentLevel.WaveConfig);
|
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Grid grid = Object.FindObjectOfType<Grid>();
|
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//create new grid if there is none
|
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if (!grid)
|
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@ -6,19 +6,26 @@ using System;
|
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public class EnemyType
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{
|
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[SerializeField]
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private Opponent _enemy;
|
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private GameObject _enemy;
|
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[SerializeField]
|
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private int _count;
|
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|
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private Opponent _opponent;
|
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public int GetEnemyToughness()
|
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{
|
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float toughness = Mathf.Round((_enemy.Hp / 10) / 2);
|
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if (_opponent == null)
|
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{
|
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_opponent = _enemy.GetComponent<Opponent>();
|
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}
|
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|
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float toughness = Mathf.Round((_opponent.Hp / 10) / 2);
|
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return (int)toughness;
|
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}
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public GameObject GetEnemyObject()
|
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{
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return _enemy.gameObject;
|
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return _enemy;
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}
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public int Count
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{
|
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@ -1,15 +1,17 @@
|
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using GatherAndDefend.Events;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
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using UnityEngine;
|
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|
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public class VictoryDefeat : MonoBehaviour
|
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{
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private bool _wavesEnd = false;
|
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private bool _isShowingVictoryOrDefeat = false;
|
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public const float positionLoseLimit = -10.0f;
|
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|
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[SerializeField] private Animator _victoryAnimator;
|
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[SerializeField] private Animator _defeatAnimator;
|
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|
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public const float positionLoseLimit = -10.0f;
|
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private bool _lastWaveCompleted = false;
|
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private bool _isShowingVictoryOrDefeat = false;
|
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|
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private WorldMapSave _wms;
|
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|
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@ -17,24 +19,36 @@ public class VictoryDefeat : MonoBehaviour
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{
|
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_wms = new WorldMapSave();
|
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_isShowingVictoryOrDefeat = false;
|
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|
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EventAggregator.Instance.GetEvent<LastWaveCompletedEvent>().Attach(HandleLastWaveCompletedEvent);
|
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}
|
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|
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void Update()
|
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private void OnDestroy()
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{
|
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EventAggregator.Instance.GetEvent<LastWaveCompletedEvent>().Detach(HandleLastWaveCompletedEvent);
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}
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|
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private void HandleLastWaveCompletedEvent()
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{
|
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_lastWaveCompleted = true;
|
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}
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|
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private void Update()
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{
|
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if (_isShowingVictoryOrDefeat) return;
|
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|
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List<LevelObject> opponentsList = LevelManager.Instance.GetAll<LevelObject>(x => x is Opponent);
|
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|
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//I believe that we win if the waves are finished and there are no more monsters (to be modified in the case that's not it)
|
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if(_wavesEnd && opponentsList.Count == 0)
|
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// Win if the waves are finished and there are no more monsters.
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if(_lastWaveCompleted && opponentsList.Count == 0)
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{
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_victoryAnimator.Play("ShowVictoryOrDefeat");
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_isShowingVictoryOrDefeat = true;
|
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// win !
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_wms.UnlockNextLevel();
|
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//win !
|
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}
|
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|
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//I estimate that we lose if one of the enemies arrives behind our line of defense (to be modified in the case it's not that)
|
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// Lose if one of the enemies arrives behind our line of defense.
|
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foreach (Opponent opponent in opponentsList)
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{
|
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if (opponent == null) return;
|
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@ -42,7 +56,7 @@ public class VictoryDefeat : MonoBehaviour
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{
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_defeatAnimator.Play("ShowVictoryOrDefeat");
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_isShowingVictoryOrDefeat = true;
|
||||
//lose :(
|
||||
// lose :(
|
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}
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}
|
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}
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|
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Loading…
x
Reference in New Issue
Block a user