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32 Commits

Author SHA1 Message Date
0d9fd7743f BLOBE NIVY 2025-08-02 21:55:33 +02:00
3efe2070c4 Added enemy, fixed spawn logic 2025-08-02 16:04:33 +02:00
4bf2804650 PotionGui 2025-08-02 15:35:39 +02:00
5bf23cf6d4 Added spawn points + logic 2025-08-02 09:11:23 +02:00
630c54f7ff Potion Logic
Most of the potion logic for now
2025-08-02 02:54:53 +02:00
65f3409eba obrázek lektvaru 2025-08-01 22:21:31 +02:00
858d9fb0e6 HP cards 2025-08-01 20:29:53 +02:00
549f4eccf0 karty 2025-07-31 21:11:26 +02:00
47f033e215 Karty 2025-07-31 20:25:19 +02:00
53c07b69f8 Edge case fix
Fixed an edge case where there were no cards left and it caused an error
2025-07-29 00:34:47 +02:00
352a3a8de6 Card display 2025-07-29 00:11:48 +02:00
058170bbf9 Rough design of one card 2025-07-28 01:40:34 +02:00
6179c5bc0e Skill Logic
Implemented basic UI for skills to player
2025-07-27 23:48:47 +02:00
4fa9e01768 armored blob model 2025-07-27 18:46:56 +02:00
380e79fb1f Kuše model 2025-07-27 17:04:02 +02:00
2688af2f36 karta 2025-07-16 20:01:51 +02:00
e840b17df1 Karta_vložení 2025-07-16 18:29:07 +02:00
2586334875 Detailni upravy 2025-07-01 20:01:19 +02:00
668354d601 Added a basic GameHandler 2025-06-30 18:31:40 +02:00
bcce66a3f5 Updated comments 2025-06-30 16:34:55 +02:00
ba83e64b8d room Gen, doors 2025-06-30 16:28:30 +02:00
b4d49703d2 chest collider resize 2025-06-30 15:02:45 +02:00
c1b15326aa Added Game Logic
Added chest logic for key press
Added Door openning script
Openning doors on start (for now)
Added UI for chest openning
2025-06-29 21:16:15 +02:00
269099e24e vrata 2025-06-28 21:35:29 +02:00
c774ab1108 Vrata + truhla
Přidáno vrata 2 + 3
Rozměry truhly
2025-06-28 16:35:49 +02:00
fe69c4e227 Update Chest.controller 2025-06-27 08:47:33 +02:00
dd590618ee ChestAnimaton (beta) 2025-06-27 08:23:17 +02:00
60a715b7d4 Merge branch 'roomGen' 2025-06-27 07:15:26 +02:00
048422790f boss areny 2025-06-26 19:08:42 +02:00
88b5bd9de6 Merge branch 'main' of https://gitea.micalis.cloud/micalis/UnityGame 2025-06-26 01:34:49 +02:00
d8373c4a34 Unity settings 2025-06-26 01:34:37 +02:00
051fcaad58 Aktualizovat README.md 2025-06-25 21:59:39 +02:00
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View File

@@ -0,0 +1,48 @@
using UnityEngine;
public class DoorAnimation : MonoBehaviour
{
[SerializeField] private GameObject door;
[SerializeField] private float openSpeed = 2.0f;
[SerializeField] private float closeSpeed = 2.0f;
private bool isOpen = false;
private Vector3 closedPosition;
private Vector3 openPosition;
void Start()
{
closedPosition = door.transform.position;
openPosition = new Vector3(door.transform.position.x, door.transform.position.y - 4.6f, door.transform.position.z);
}
public void ToggleDoor()
{
if (isOpen)
{
StartCoroutine(CloseDoor());
}
else
{
StartCoroutine(OpenDoor());
}
}
private System.Collections.IEnumerator OpenDoor()
{
while (Vector3.Distance(door.transform.position, openPosition) > 0.01f)
{
door.transform.position = Vector3.MoveTowards(door.transform.position, openPosition, openSpeed * Time.deltaTime);
yield return null;
}
isOpen = true;
}
private System.Collections.IEnumerator CloseDoor()
{
while (Vector3.Distance(door.transform.position, closedPosition) > 0.01f)
{
door.transform.position = Vector3.MoveTowards(door.transform.position, closedPosition, closeSpeed * Time.deltaTime);
yield return null;
}
isOpen = false;
}
}

View File

@@ -0,0 +1,2 @@
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View File

@@ -5,6 +5,11 @@ public class DoorController : MonoBehaviour
[SerializeField] private Animator doorLAnimator;
[SerializeField] private Animator doorRAnimator;
public void Start()
{
//OpenDoor();
}
public void OpenDoor()
{
doorLAnimator.SetTrigger("Open");

View File

@@ -1,3 +1,4 @@
using System.Collections.Generic;
using UnityEngine;
///<summary>
@@ -6,11 +7,30 @@ using UnityEngine;
///
public class RoomHandler : MonoBehaviour
{
[Header("Doors")]
[SerializeField] private GameObject wallNorth;
[SerializeField] private GameObject wallSouth;
[SerializeField] private GameObject wallEast;
[SerializeField] private GameObject wallWest;
public enum Side
{
North,
South,
East,
West
}
// Room Spawn Points
[Header("Spawn Points")]
[SerializeField] private List<GameObject> spawnPoints;
[SerializeField] private GameObject test;
[SerializeField] private bool allowSpawn = false;
private readonly Dictionary<Side, DoorAnimation> doors = new();
public void RegisterDoor(Side dir, DoorAnimation doorAnim) => doors[dir] = doorAnim;
/// <summary>
/// Creates entrances to corridors leading to other rooms
/// </summary>
@@ -25,4 +45,62 @@ public class RoomHandler : MonoBehaviour
wallEast.SetActive(!eastOpen);
wallWest.SetActive(!westOpen);
}
public void ToggleAllDoors()
{
foreach (DoorAnimation door in doors.Values)
{
door.ToggleDoor();
}
}
public void SetDoorState(Side dir, bool open)
{
if (doors.TryGetValue(dir, out DoorAnimation da))
{
da.ToggleDoor();
Debug.Log("Door " + dir + " is now " + (open ? "open" : "closed"));
}
}
public void SpawnEnemies(List<GameObject> enemyPrefabs)
{
if (!allowSpawn)
{
Debug.LogWarning("Enemy spawning is not allowed in this room.");
return;
}
else
{
int i = 0;
List<GameObject> enemyPrefabsLocal = new List<GameObject>(enemyPrefabs);
while (enemyPrefabsLocal.Count > 0)
{
// Spawns enemy and removes it from the list
GameObject enemyPrefab = enemyPrefabsLocal[0];
enemyPrefabsLocal.RemoveAt(0);
// Select a spawn point with round-robin
Debug.Log("Ammount of spawn points: " + spawnPoints.Count);
GameObject spawnPoint = spawnPoints[i % spawnPoints.Count];
Instantiate(enemyPrefab, spawnPoint.transform.position + new Vector3(0, 1, 0), Quaternion.identity);
Debug.Log("Spawned enemy: " + enemyPrefab.name + " at " + spawnPoint.transform.position);
i++;
}
}
}
void Start()
{
int enemyCount = Random.Range(1, 4);
List<GameObject> enemyPrefabs = new List<GameObject>();
for (int i = 0; i < enemyCount; i++)
{
enemyPrefabs.Add(test);
}
SpawnEnemies(enemyPrefabs);
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}

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using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using System;
using UnityEngine.Rendering;
public class CardManager : MonoBehaviour
{
public static CardManager Instance;
[SerializeField] private List<GameObject> cardPrefabs;
[SerializeField] private Transform cardsParent;
private PlayerSkillTree playerSkillTree;
private GameObject cards;
private PotionHandler potionHandler;
private void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
}
}
private void Start()
{
playerSkillTree = PlayerSkillTree.Instance;
cards = GameObject.Find("Cards");
cards.SetActive(false);
}
public void Update()
{
if (Input.GetKeyDown(KeyCode.V))
{
cards.SetActive(true);
ShowRandomCards(3);
}
}
public void ShowRandomCards(int count)
{
var unlockedSkills = playerSkillTree.GetPlayerSkills();
var availableCards = cardPrefabs
.Select(x => x.GetComponent<CardUI>())
.Where(x => x != null && !unlockedSkills.Contains(x.Skill))
.ToList();
foreach (Transform child in cardsParent)
{
Destroy(child.gameObject);
}
var shuffled = availableCards.OrderBy(x => UnityEngine.Random.value).Take(count).ToList();
Debug.Log($"Showing cards: {string.Join(", ", shuffled.Select(x => x.Skill))}");
Debug.Log($"Available cards: {string.Join(", ", availableCards.Select(x => x.Skill))}");
Debug.Log($"Unlocked skills: {string.Join(", ", unlockedSkills)}");
if (shuffled.Count <= 0)
return;
float step = Screen.width / shuffled.Count;
float pos = step - Screen.width / (2*shuffled.Count);
foreach (var cardUI in shuffled)
{
var newCard = Instantiate(cardUI.gameObject, new Vector3(pos, Screen.height/2, 0), Quaternion.identity, cardsParent);
pos += step;
}
}
public void SelectCard(PlayerSkillTree.Skills skill, PotionHandler.PotionType potionType)
{
playerSkillTree.UnlockSkill(skill, potionType);
foreach (Transform child in cardsParent)
{
var cardUI = child.GetComponent<CardUI>();
if (cardUI.Skill == skill)
{
Destroy(child.gameObject);
}
}
cards.SetActive(false);
}
}

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using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class CardUI : MonoBehaviour
{
[SerializeField] private string cardname;
[SerializeField] private PlayerSkillTree.Skills skill;
[SerializeField] private PotionHandler.PotionType potionType = PotionHandler.PotionType.None;
public PlayerSkillTree.Skills Skill { get => skill; private set => skill = value; }
public string Name { get => cardname; private set => cardname = value; }
private void Start()
{
Skill = skill;
GetComponent<Button>().onClick.AddListener(OnCardClicked);
}
private void OnCardClicked()
{
CardManager.Instance.SelectCard(Skill, potionType);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyMovement : MonoBehaviour
{
public CharacterController charControl;
public float speed = 12f;
public float gravity = -9.81f;
public float jumpHeight = 3f;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
public LayerMask obstacleMask;
public float detectionOffset = 0.5f;
public Transform player;
public float obstacleDetectionDistance = 1f;
public float rotationSpeed = 5f;
private Vector3 velocity;
private bool isGrounded;
void Start()
{
GameObject playerObject = GameObject.FindWithTag("Player");
if (playerObject != null)
{
player = playerObject.transform;
}
else
{
Debug.LogError("Player not found in the scene! Ensure the player GameObject is tagged as 'Player'.");
}
}
void Update()
{
if(player == null) return;
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if(isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
Vector3 directionToPlayer = (player.position - transform.position).normalized;
Vector3 move = new Vector3(directionToPlayer.x, 0, directionToPlayer.z);
Vector3 rayOrigin = transform.position + Vector3.down * detectionOffset;
bool isBlocked = Physics.Raycast(rayOrigin, move, obstacleDetectionDistance, obstacleMask);
if (isBlocked && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
charControl.Move(move * speed * Time.deltaTime);
velocity.y += gravity * Time.deltaTime;
charControl.Move(velocity * Time.deltaTime);
RotateTowardsPlayer(directionToPlayer);
}
private void RotateTowardsPlayer(Vector3 directionToPlayer)
{
Quaternion targetRotation = Quaternion.LookRotation(new Vector3(directionToPlayer.x, 0, directionToPlayer.z));
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
}
private void OnDrawGizmos()
{
if (player != null)
{
Vector3 directionToPlayer = (player.position - transform.position).normalized;
Vector3 moveDirection = new Vector3(directionToPlayer.x, 0, directionToPlayer.z);
Vector3 rayOrigin = transform.position + Vector3.down * detectionOffset;
Gizmos.color = Color.red;
Gizmos.DrawRay(rayOrigin, moveDirection * obstacleDetectionDistance);
}
}
}

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using System.Collections.Generic;
using UnityEngine;
public class GameHandler : MonoBehaviour
{
private MapGenManager mapGen;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Awake()
{
mapGen = GetComponent<MapGenManager>();
mapGen.OnGenerationComplete += HandleStart;
}
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void HandleStart(MapGenManager map)
{
var Rooms = map.GridToRoom;
/*----- For now only open the doors -----*/
foreach (var room in mapGen.GridToRoom)
{
var rh = room.Value.GetComponent<RoomHandler>();
}
}
}

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using System.Collections.Generic;
using UnityEngine;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using UnityEngine;
public class MapGenManager : MonoBehaviour
{
@@ -24,12 +24,11 @@ public class MapGenManager : MonoBehaviour
[SerializeField] private int RoomDistance = 3;
private readonly Dictionary<Vector2Int, GameObject> gridToRoom = new();
private readonly Vector3 roomOriginOffset = Vector3.zero;
public event Action<MapGenManager> OnGenerationComplete;
public IReadOnlyDictionary<Vector2Int, GameObject> GridToRoom => gridToRoom;
void Start() => GenerateFromLayout();
private void GenerateFromLayout()
{
if (layout == null || string.IsNullOrWhiteSpace(layout.grid))
@@ -37,219 +36,218 @@ public class MapGenManager : MonoBehaviour
Debug.LogError("Layout asset není přiřazený nebo je prázdný!");
return;
}
gridToRoom.Clear();
/* ----------- Create a spawn room ----------- */
GameObject spawnPrefab = mapPrefab[0];
Vector3 cellSize = GetPrefabXZ(spawnPrefab);
/* ---------- Text layout to grid ---------- */
string[] lines = layout.grid
.Split('\n')
.Select(line => line.TrimEnd('\r'))
.Where(line => !string.IsNullOrWhiteSpace(line))
.ToArray();
Vector2 firstRoomPos = GetFirstOrLastRoom(lines);
int bottomRowIdx = (int)firstRoomPos.y;
int spawnGridX = (int)firstRoomPos.x;
/* ---------- Create spawn room properly ---------- */
Vector3 spawnPos = roomOriginOffset + new Vector3(
spawnGridX * (cellSize.x + RoomDistance), // X
0,
0);
string[] lines = layout.grid.Split('\n')
.Select(l => l.TrimEnd('\r'))
.Where(l => !string.IsNullOrWhiteSpace(l))
.ToArray();
Vector2 first = GetFirstOrLastRoom(lines);
int bottomRow = (int)first.y;
int spawnX = (int)first.x;
Vector3 spawnPos = new Vector3(spawnX * (cellSize.x + RoomDistance), 0, 0);
GameObject spawnRoom = Instantiate(spawnPrefab, spawnPos, Quaternion.identity, transform);
gridToRoom[new Vector2Int(spawnGridX, 0)] = spawnRoom;
gridToRoom[new Vector2Int(spawnX, 0)] = spawnRoom;
/* ---------- Instantiate player ---------- */
/* ----------- Spawn the player ----------- */
if (Player)
{
Vector3 playerPos = spawnPos + new Vector3(0, 1, 3);
Instantiate(Player, playerPos, Quaternion.identity, transform);
GameObject p = Instantiate(Player, spawnPos + new Vector3(0, 1, 3), Quaternion.identity, transform);
Transform inner = p.transform.Find("Player");
if (inner) inner.tag = "Player";
}
/* ---------- Build the rest of rooms ---------- */
/* ----------- Build rooms ----------- */
BuildRooms(lines, bottomRow, cellSize);
BuildRooms(lines, bottomRowIdx, cellSize);
/* ---------- Open walls based on aproximity to other rooms ---------- */
foreach (var keyValuePair in gridToRoom)
/* ----------- Set entrances ----------- */
foreach (var kv in gridToRoom)
{
Vector2Int g = keyValuePair.Key;
RoomHandler rh = keyValuePair.Value.GetComponent<RoomHandler>();
Vector2Int g = kv.Key;
RoomHandler rh = kv.Value.GetComponent<RoomHandler>();
bool north = gridToRoom.ContainsKey(g + Vector2Int.left);
bool south = gridToRoom.ContainsKey(g + Vector2Int.right);
bool east = gridToRoom.ContainsKey(g + Vector2Int.up);
bool west = gridToRoom.ContainsKey(g + Vector2Int.down);
rh.SetEntrances(northOpen: north, southOpen: south, eastOpen: east, westOpen: west);
rh.SetEntrances(north, south, east, west);
}
/* ---------- 5) CHODBY ---------- */
/* ----------- Build corridors ----------- */
BuildCorridors();
/* ----------- Toggle all doors ----------- */
foreach (var keyValuePair in gridToRoom)
{
RoomHandler rh = keyValuePair.Value.GetComponent<RoomHandler>();
rh.ToggleAllDoors();
}
OnGenerationComplete?.Invoke(this);
}
/// <summary>
/// Build corridors between rooms
/// Builds corridors and doors between rooms.
/// </summary>
/// <returns></returns>
private void BuildCorridors()
{
float straightZ = CorridorStraight.GetComponent<PrefabSize>().prefabSize.y;
float straightX = CorridorStraight.GetComponent<PrefabSize>().prefabSize.x;
Vector2Int[] stepDirs = { Vector2Int.right, Vector2Int.up };
// Jediné dva směry, které musíme zkontrolovat z každé místnosti (right/up)
Vector2Int[] directions = { Vector2Int.right, Vector2Int.up };
// Délky prefebů podél X a Z osy
float straightLenX = CorridorStraight.GetComponent<PrefabSize>().prefabSize.x;
float straightLenZ = CorridorStraight.GetComponent<PrefabSize>().prefabSize.y;
float doorLenX = DoorCorridor.GetComponent<PrefabSize>().prefabSize.x;
float doorLenZ = DoorCorridor.GetComponent<PrefabSize>().prefabSize.y;
foreach (var kv in gridToRoom)
{
Vector2Int cell = kv.Key;
GameObject roomA = kv.Value;
foreach (Vector2Int dir in stepDirs)
foreach (Vector2Int dir in directions)
{
Vector2Int nKey = cell + dir;
if (!gridToRoom.TryGetValue(nKey, out GameObject roomB)) continue;
Vector3 axis, axisNeg;
float halfA, halfB;
Quaternion rot;
// Handle geometry
Vector3 axis; float lenStraight, lenDoor; Quaternion rot;
if (dir == Vector2Int.right)
{
axis = Vector3.right; axisNeg = Vector3.left;
halfA = GetPrefabXZ(roomA).x * 0.5f;
halfB = GetPrefabXZ(roomB).x * 0.5f;
axis = Vector3.right;
lenStraight = straightLenX;
lenDoor = doorLenX;
rot = Quaternion.Euler(0, 90, 0);
}
else
else // Vector2Int.up
{
axis = Vector3.forward; axisNeg = Vector3.back;
halfA = GetPrefabXZ(roomA).z * 0.5f;
halfB = GetPrefabXZ(roomB).z * 0.5f;
axis = Vector3.forward;
lenStraight = straightLenZ;
lenDoor = doorLenZ;
rot = Quaternion.identity;
}
Vector3 start = roomA.transform.position + axis * halfA;
Vector3 end = roomB.transform.position + axisNeg * halfB;
// Wall calculation
float halfA = Vector3.Scale(GetPrefabXZ(roomA), axis).magnitude * 0.5f;
float halfB = Vector3.Scale(GetPrefabXZ(roomB), axis).magnitude * 0.5f;
Vector3 wallA = roomA.transform.position + axis * halfA;
Vector3 wallB = roomB.transform.position - axis * halfB;
CreateStraightCorridor(start, end, axis, rot, straightZ, straightX);
// Doors
Vector3 doorPos = (wallA + wallB) * 0.5f;
GameObject doorGO = Instantiate(DoorCorridor, doorPos, rot, transform);
DoorAnimation anim = doorGO.GetComponent<DoorAnimation>();
// Register the corridor to both rooms
RoomHandler rhA = roomA.GetComponent<RoomHandler>();
RoomHandler rhB = roomB.GetComponent<RoomHandler>();
if (dir == Vector2Int.right)
{
rhA.RegisterDoor(RoomHandler.Side.East, anim);
rhB.RegisterDoor(RoomHandler.Side.West, anim);
}
else
{
rhA.RegisterDoor(RoomHandler.Side.North, anim);
rhB.RegisterDoor(RoomHandler.Side.South, anim);
}
// ROVNÉ SEGMENTY z obou stran dveří
Vector3 doorEdgeA = doorPos - axis * (lenDoor * 0.5f);
Vector3 doorEdgeB = doorPos + axis * (lenDoor * 0.5f);
PlaceStraightSegments(doorEdgeA, wallA, -axis, rot, lenStraight);
PlaceStraightSegments(doorEdgeB, wallB, axis, rot, lenStraight);
}
}
}
/// <summary>
/// Build all rooms based on the layout grid
/// Vyplní úsek mezi startEdge (hrana dveří nebo předchozího dílu)
/// a wallEdge (vnější hrana stěny místnosti) rovnými segmenty tak,
/// aby žádný segment nepřečníval do stěny.
/// </summary>
/// <param name="lines"></param>
/// <param name="bottomRowIdx"></param>
/// <param name="cellSize"></param>
private void PlaceStraightSegments(
Vector3 startEdge,
Vector3 wallEdge,
Vector3 direction,
Quaternion rot,
float len)
{
const float EPS = 0.01f;
float dist = Vector3.Distance(startEdge, wallEdge);
if (dist < EPS) return;
int fullCount = Mathf.FloorToInt(dist / len);
float remainder = dist - fullCount * len;
// Full segments
Vector3 firstPivot = startEdge + direction * (len * 0.5f);
for (int i = 0; i < fullCount; i++)
{
Vector3 pos = firstPivot + direction * (i * len);
GameObject prefab = (i % 2 == 0) ? CorridorStraight : CorridorStraightUnlit;
Instantiate(prefab, pos, rot, transform);
}
// Short segment to fill the gap
if (remainder > EPS)
{
Vector3 remPivot = wallEdge - direction * (remainder * 0.5f);
GameObject last = Instantiate(CorridorStraightUnlit, remPivot, rot, transform);
Vector3 sc = last.transform.localScale;
sc.z *= remainder / len;
last.transform.localScale = sc;
}
}
/* ============================================================ */
/* ROOMS */
/* ============================================================ */
private void BuildRooms(string[] lines, int bottomRowIdx, Vector3 cellSize)
{
int rows = lines.Length;
for (int rowsIter = 0; rowsIter < rows; rowsIter++)
for (int r = 0; r < lines.Length; r++)
{
string line = lines[rowsIter];
int gridZ = bottomRowIdx - rowsIter + 1;
string line = lines[r];
int gridZ = bottomRowIdx - r + 1;
for (int x = 0; x < line.Length; x++)
{
char ch = line[x];
if (ch == '-') continue;
if (!char.IsDigit(ch))
{
Debug.LogWarning($"Neznámý znak '{ch}' v layoutu ignoruji.");
continue;
}
if (ch == '-' || !char.IsDigit(ch)) continue;
int idx = ch - '0';
if (idx >= mapPrefab.Count)
{
Debug.LogWarning($"Index {idx} mimo rozsah mapPrefab!");
continue;
}
GameObject prefab = mapPrefab[idx];
Vector3 worldPos = roomOriginOffset + new Vector3(
x * (cellSize.x + RoomDistance),
0,
gridZ * (cellSize.z + RoomDistance));
GameObject room = Instantiate(prefab, worldPos, Quaternion.identity, transform);
if (idx >= mapPrefab.Count) continue;
Vector3 pos = new Vector3(x * (cellSize.x + RoomDistance), 0, gridZ * (cellSize.z + RoomDistance));
GameObject room = Instantiate(mapPrefab[idx], pos, Quaternion.identity, transform);
gridToRoom[new Vector2Int(x, gridZ)] = room;
}
}
}
/// <summary>
/// Returns the (x, y) coordinates of the room with closest aproximity to spawn or the furthest aproximity to spawn
/// </summary>
/// <param name="lines"></param>
/// <param name="last"></param>
/// <returns>Vector2(x, y) where x is the line index and y is the column index</returns>
private Vector2 GetFirstOrLastRoom(string[] lines, bool last = false)
{
int colIdx = -1;
int spawnGridX = 0;
int rows = lines.Length;
for (int rowsIter = rows - 1; rowsIter >= 0; rowsIter--)
{
string line = lines[rowsIter];
for (int c = 0; c < line.Length; c++)
{
if (char.IsDigit(line[c]))
{
colIdx = rowsIter;
spawnGridX = c;
break;
}
}
if (colIdx != -1) break;
}
if (colIdx == -1)
{
Debug.LogError("Layout neobsahuje žádnou číslici (místnost)!");
return Vector2.zero;
}
return new Vector2(spawnGridX, colIdx);
}
private void CreateStraightCorridor(
Vector3 start, Vector3 end, Vector3 axis, Quaternion rot,
float stepLenZ, float stepLenX)
{
float dist = Vector3.Distance(start, end);
float step = Mathf.Approximately(Mathf.Abs(axis.z), 1f) ? stepLenZ : stepLenX;
int count = Mathf.Max(1, Mathf.FloorToInt(dist / step));
Vector3 segPos = start + axis * (step * 0.5f);
var door = Instantiate(DoorCorridor, segPos, rot, transform);
door.GetComponent<DoorController>()?.OpenDoor();
for (int i = 1; i < count; i++)
{
GameObject prefab = (i % 2 == 0) ? CorridorStraight : CorridorStraightUnlit;
segPos = start + axis * (i * step + step * 0.5f);
Instantiate(prefab, segPos, rot, transform);
}
}
/// <summary>
/// Returns the size of a prefab room
/// </summary>
/// <param name="prefab"> Choose a prefab from available ones</param>
/// <returns>Size of the prefab as Vector3</returns>
/* ============================================================ */
/* HELPERS */
/* ============================================================ */
private static Vector3 GetPrefabXZ(GameObject prefab)
{
var ps = prefab.GetComponent<PrefabSize>();
return ps ? new Vector3(ps.prefabSize.x, 0, ps.prefabSize.y) : new Vector3(10, 0, 10);
}
private Vector2 GetFirstOrLastRoom(string[] lines)
{
for (int r = lines.Length - 1; r >= 0; r--)
{
string l = lines[r];
int c = l.ToCharArray().ToList().FindIndex(char.IsDigit);
if (c != -1) return new Vector2(c, r);
}
Debug.LogError("Layout neobsahuje žádnou číslici (místnost)!");
return Vector2.zero;
}
}

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 49fc9ba93cade2146950d07e3041cbc7
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,112 @@
using UnityEngine;
public class ChestLogic : MonoBehaviour
{
private Animator animator;
private bool isOpen = false;
private bool isPlayerInRange = false;
private GameObject canvas;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
animator = GetComponent<Animator>();
canvas = GameObject.Find("UI Canvas");
if (canvas == null) Debug.LogWarning("ChestUIText GameObject not found in the scene. Please ensure it exists.");
}
// Update is called once per frame
void Update()
{
if (!isPlayerInRange)
return;
if (Input.GetKeyDown(KeyCode.E)) // Detekce stisku klávesy E
{
Debug.Log("E key pressed");
if (!isOpen)
{
animator.SetTrigger("Open");
isOpen = true;
// Deactivate the ChestUIText when the chest is opened
if (canvas != null)
{
Transform chestTextTransform = canvas.transform.Find("ChestUIText");
if (chestTextTransform != null)
{
chestTextTransform.gameObject.SetActive(false);
}
}
}
/*else
{
animator.SetTrigger("Close");
isOpen = false;
}*/
}
}
/*private void OnMouseDown()
{
Debug.Log("Chest clicked");
if (!isOpen)
{
animator.SetTrigger("Open");
isOpen = true;
}
else
{
animator.SetTrigger("Close");
isOpen = false;
}
}*/
private void OnTriggerEnter(Collider other)
{
// Check if the chest is not already open
if (!isOpen)
{
if (other.CompareTag("Player"))
{
isPlayerInRange = true;
Debug.Log("Player entered chest range");
// Activate the ChestUIText when the player enters the range
if (canvas != null)
{
Transform chestTextTransform = canvas.transform.Find("ChestUIText");
if (chestTextTransform != null)
{
chestTextTransform.gameObject.SetActive(true);
}
}
}
}
}
private void OnTriggerExit(Collider other)
{
// Check if the chest is already open
if (isOpen)
return;
if (other.CompareTag("Player"))
{
isPlayerInRange = false;
Debug.Log("Player left chest range");
// Deaktivate the ChestUIText when the player leaves the range
if (canvas != null)
{
Transform chestTextTransform = canvas.transform.Find("ChestUIText");
if (chestTextTransform != null)
{
chestTextTransform.gameObject.SetActive(false);
}
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9270408fc9f30214a9251fc41f379f0e

View File

@@ -1,3 +1,4 @@
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
@@ -9,12 +10,38 @@ public class PlayerMovement : MonoBehaviour
private CharacterController controller;
private Vector3 velocity;
private PlayerSkillTree PlayerSkills;
private void Awake()
{
PlayerSkills = PlayerSkillTree.Instance;
}
void Start()
{
controller = GetComponent<CharacterController>();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
HandleDash();
}
if (Input.GetKeyDown(KeyCode.L))
{
if(PlayerSkills.TryUsePotion(PotionHandler.PotionType.HealthBig))
{
Debug.Log("Potion used!");
}
else
{
Debug.Log("Potion not available!");
}
}
}
void FixedUpdate()
{
HandleMovement();
@@ -38,6 +65,19 @@ public class PlayerMovement : MonoBehaviour
}
}
void HandleDash()
{
if (PlayerSkills.IsSkillUnlocked(PlayerSkillTree.Skills.Dash))
{
// Implement dash logic
Debug.Log("Dashing!");
}
else
{
Debug.Log("Dash skill is not unlocked.");
}
}
void ApplyGravity()
{
if (IsGrounded() && velocity.y < 0) velocity.y = -2f;
@@ -50,4 +90,9 @@ public class PlayerMovement : MonoBehaviour
float groundDistance = 0.2f;
return Physics.Raycast(transform.position, Vector3.down, groundDistance);
}
public List<PlayerSkillTree.Skills> GetPlayerSkills()
{
return PlayerSkills.GetPlayerSkills();
}
}

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@@ -0,0 +1,94 @@
using System.Collections.Generic;
using UnityEngine;
using System.Collections;
using System.ComponentModel;
using UnityEditor.SceneManagement;
using static PotionHandler;
public class PlayerSkillTree
{
private static PlayerSkillTree _instance;
private Dictionary<PotionHandler.PotionType, PotionHandler> potionHandlers = new Dictionary<PotionHandler.PotionType, PotionHandler>();
public static PlayerSkillTree Instance
{
get
{
if (_instance == null)
{
_instance = new PlayerSkillTree();
}
return _instance;
}
}
public enum Skills
{
Dash,
Reflection1,
Reflection2,
Shockwave,
Spin,
Potion,
Arrows1,
Arrows2
}
private List<Skills> playerSkills;
public PlayerSkillTree()
{
playerSkills = new List<Skills>();
}
public void RegisterPotionHandler(PotionType type, PotionHandler handler)
{
if (!potionHandlers.ContainsKey(type))
{
potionHandlers.Add(type, handler);
}
else
{
potionHandlers[type] = handler;
}
}
public void UnlockSkill(Skills skill, PotionHandler.PotionType potionType)
{
if(skill == Skills.Potion){
if (potionHandlers.TryGetValue(potionType, out PotionHandler handler))
{
handler.AddPotion(potionType);
}
return;
}
if (playerSkills.Contains(skill)) return;
playerSkills.Add(skill);
}
public bool TryUsePotion(PotionHandler.PotionType potionType)
{
if (potionHandlers.TryGetValue(potionType, out PotionHandler handler))
{
if (handler.IsEmpty(potionType)) return false;
return handler.UsePotion(potionType);
}
return false;
}
public bool IsSkillUnlocked(Skills skill)
{
return playerSkills.Contains(skill);
}
public List<Skills> GetPlayerSkills() { return playerSkills; }
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8ee023dad7da1b5498077a6744499037

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 9c6ab0dc1eb08ce43bbbb64d72bec3b1
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,67 @@
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 TMP_Text textMeshProUGUI;
[SerializeField] private PotionType potionType;
public enum PotionType
{
HealthSmall,
HealthBig,
Mana,
None
}
private void Awake()
{
foreach (PotionType type in System.Enum.GetValues(typeof(PotionType)))
{
potions.Add(type, 0);
}
textMeshProUGUI.text = potions[potionType].ToString();
// Register this handler with the PlayerSkillTree
PlayerSkillTree.Instance.RegisterPotionHandler(potionType, this);
}
public void AddPotion(PotionType type, int amount = 1)
{
potions[type] += amount;
if(type == potionType)
{
textMeshProUGUI.text= potions[type].ToString();
}
Debug.Log("Potion text is: " + textMeshProUGUI.text);
}
public bool UsePotion(PotionType type, int amount = 1)
{
potions[type] -= amount;
if (type == potionType)
{
textMeshProUGUI.text = potions[type].ToString();
}
return true;
}
public int GetAmount(PotionType type)
{
return potions[type];
}
public bool IsEmpty(PotionType type)
{
return GetAmount(type) == 0;
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9e65daa0fc513fe4fa2efcaf544035ff

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