Potion Logic

Most of the potion logic for now
This commit is contained in:
2025-08-02 02:54:53 +02:00
parent 65f3409eba
commit 630c54f7ff
20 changed files with 981 additions and 95 deletions

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View File

@@ -13,6 +13,7 @@ public class CardManager : MonoBehaviour
private PlayerSkillTree playerSkillTree; private PlayerSkillTree playerSkillTree;
private GameObject cards; private GameObject cards;
private PotionHandler potionHandler;
private void Awake() private void Awake()
@@ -25,6 +26,7 @@ public class CardManager : MonoBehaviour
{ {
Destroy(gameObject); Destroy(gameObject);
} }
} }
private void Start() private void Start()
@@ -79,9 +81,9 @@ public class CardManager : MonoBehaviour
} }
} }
public void SelectCard(PlayerSkillTree.Skills skill) public void SelectCard(PlayerSkillTree.Skills skill, PotionHandler.PotionType potionType)
{ {
playerSkillTree.UnlockSkill(skill); playerSkillTree.UnlockSkill(skill, potionType);
foreach (Transform child in cardsParent) foreach (Transform child in cardsParent)
{ {

View File

@@ -7,6 +7,8 @@ public class CardUI : MonoBehaviour
[SerializeField] private string cardname; [SerializeField] private string cardname;
[SerializeField] private PlayerSkillTree.Skills skill; [SerializeField] private PlayerSkillTree.Skills skill;
[SerializeField] private PotionHandler.PotionType potionType = PotionHandler.PotionType.None;
public PlayerSkillTree.Skills Skill { get => skill; private set => skill = value; } public PlayerSkillTree.Skills Skill { get => skill; private set => skill = value; }
public string Name { get => cardname; private set => cardname = value; } public string Name { get => cardname; private set => cardname = value; }
@@ -18,6 +20,6 @@ public class CardUI : MonoBehaviour
private void OnCardClicked() private void OnCardClicked()
{ {
CardManager.Instance.SelectCard(Skill); CardManager.Instance.SelectCard(Skill, potionType);
} }
} }

View File

@@ -28,6 +28,18 @@ public class PlayerMovement : MonoBehaviour
{ {
HandleDash(); HandleDash();
} }
if (Input.GetKeyDown(KeyCode.L))
{
if(PlayerSkills.TryUsePotion(PotionHandler.PotionType.HealthBig))
{
Debug.Log("Potion used!");
}
else
{
Debug.Log("Potion not available!");
}
}
} }
void FixedUpdate() void FixedUpdate()

View File

@@ -6,6 +6,7 @@ public class PlayerSkillTree
{ {
private static PlayerSkillTree _instance; private static PlayerSkillTree _instance;
private PotionHandler potionHandler;
public static PlayerSkillTree Instance public static PlayerSkillTree Instance
{ {
@@ -23,9 +24,13 @@ public class PlayerSkillTree
public enum Skills public enum Skills
{ {
Dash, Dash,
Rush, Reflection1,
Kek, Reflection2,
LMAO Shockwave,
Spin,
Potion,
Arrows1,
Arrows2
} }
private List<Skills> playerSkills; private List<Skills> playerSkills;
@@ -33,13 +38,29 @@ public class PlayerSkillTree
public PlayerSkillTree() public PlayerSkillTree()
{ {
playerSkills = new List<Skills>(); playerSkills = new List<Skills>();
potionHandler = new PotionHandler();
} }
public void UnlockSkill(Skills skill) public void UnlockSkill(Skills skill, PotionHandler.PotionType potionType)
{ {
if(skill == Skills.Potion){
potionHandler.AddPotion(potionType);
return;
}
if (playerSkills.Contains(skill)) return;
playerSkills.Add(skill); playerSkills.Add(skill);
} }
public bool TryUsePotion(PotionHandler.PotionType potionType)
{
if(potionHandler.IsEmpty(potionType)) return false;
return potionHandler.UsePotion(potionType);
}
public bool IsSkillUnlocked(Skills skill) public bool IsSkillUnlocked(Skills skill)
{ {
return playerSkills.Contains(skill); return playerSkills.Contains(skill);

View File

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View File

@@ -0,0 +1,61 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class PotionHandler:MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
private Dictionary<PotionType, int> potions = new Dictionary<PotionType, int>();
[SerializeField] private TextMeshProUGUI textMeshProUGUI;
[SerializeField] private PotionType potionType;
public enum PotionType
{
HealthSmall,
HealthBig,
Mana,
None
}
public PotionHandler()
{
foreach (PotionType type in System.Enum.GetValues(typeof(PotionType)))
{
potions.Add(type, 0);
}
//textMeshProUGUI.text = potions[potionType].ToString();
}
public void AddPotion(PotionType type, int amount = 1)
{
potions[type] += amount;
Debug.Log(potions[type]);
if(type == potionType)
{
textMeshProUGUI.text= potions[type].ToString();
}
//Debug.Log("Text is: " + textMeshProUGUI.text);
}
public bool UsePotion(PotionType type, int amount = 1)
{
potions[type] -= amount;
return true;
}
public int GetAmount(PotionType type)
{
return potions[type];
}
public bool IsEmpty(PotionType type)
{
return GetAmount(type) == 0;
}
}

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