Upgrade System
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@@ -3,28 +3,44 @@ using UnityEngine;
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public class PlayerManager : MonoBehaviour
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{
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// Character stats
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public int Health = 100;
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public int MaxHealth = 100;
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public int HealValue = 1;
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[Header("Character Stats")]
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public float Health = 100f;
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public float MaxHealth = 100f;
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public float HealValue = 1f;
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public float Speed = 2f;
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public int Exp = 0;
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public int Level = 1;
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public float Exp = 0f;
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public float Level = 1f;
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public float OrbAbsorberRadius = 0.7f;
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// Weapons stats
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public int BeamDamages = 50;
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public int SwordsDamages = 25;
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public int ArrowDamages = 15;
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[Header("Weapons Stats")]
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public float BeamDamages = 50f;
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public float BeamFrequency = 5f;
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public float BeamLife = 0.5f;
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public float SwordsHaloRadius = 1f;
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public float SwordsDamages = 25f;
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public float SwordsQuantity = 5f;
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public float ArrowDamages = 15f;
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public float ArrowRange = 5f;
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public float ArrowFrequency = 2f;
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public float laserOnX = 0f;
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public float laserOnY = 0f;
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// Kills stats
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[Header("Kills Stats")]
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public int MayorKills = 0;
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public int MinautorKills = 0;
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public int BringerOfDeathKills = 0;
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[SerializeField]
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private GameObject pauseMenu;
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[SerializeField]
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private GameObject deathScreen;
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[SerializeField]
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private GameObject _upgradeScreen;
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private void Start()
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{
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@@ -33,6 +49,16 @@ public class PlayerManager : MonoBehaviour
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private void Update()
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{
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if (BeamFrequency < 0f)
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{
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BeamFrequency = 0f;
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}
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if (ArrowFrequency < 0.5f)
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{
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ArrowFrequency = 0.5f;
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}
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if (Input.GetKeyDown(KeyCode.Escape))
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{
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pauseMenu.SetActive(true);
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@@ -48,6 +74,9 @@ public class PlayerManager : MonoBehaviour
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{
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Exp -= Level * 10;
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Level++;
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Time.timeScale = 0f;
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_upgradeScreen.SetActive(true);
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_upgradeScreen.GetComponentInChildren<UpgradeScreen>().GenerateChoice();
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}
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}
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@@ -59,12 +88,9 @@ public class PlayerManager : MonoBehaviour
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{
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Health = 0;
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// Death animation + menu
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Time.timeScale = 0f;
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deathScreen.SetActive(true);
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deathScreen.GetComponent<DeathScreen>().ShowScreen();
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} else
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{
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// Damage animation
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}
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}
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