2022-01-13 11:00:37 +03:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class Player : MonoBehaviour
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{
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public static Player main;
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[SerializeField] private Text playerName;
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[SerializeField] private Text playerMaxHp;
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[SerializeField] private Text playerHp;
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[SerializeField] private Slider playerHealthbar;
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[SerializeField] private Image marker;
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[SerializeField] private Button buttonInPlayer;
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//[SerializeField] private Sprite armorSprite;
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[SerializeField] private Image armorIcon;
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[SerializeField] private Text armorText;
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2022-01-14 10:42:43 +03:00
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[Header("dont touch this. standart preset, change session")]
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public PlayerConfig playerConfig;
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[SerializeField] private int hp;
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[SerializeField] private int armor;
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2022-01-14 10:42:43 +03:00
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2022-01-13 11:00:37 +03:00
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private void Awake()
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{
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if (main != null && main != this)
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{
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Debug.LogWarning("2 session on the scene");
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Destroy(this);
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return;
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}
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main = this;
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}
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public void NewInformation()
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{
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var _character = playerConfig.characterCharacteristics;
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Image _image = buttonInPlayer.image;
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_image.sprite = playerConfig.characterCharacteristics.sprite;
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playerName.text = _character.namePlayer;
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playerMaxHp.text = _character.maxHp.ToString();
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playerHp.text = playerMaxHp.text;
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playerHealthbar.maxValue = _character.maxHp;
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playerHealthbar.value = playerHealthbar.maxValue;
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hp = _character.maxHp;
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armor = _character.armor;
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ReupdateArmorIconAndText();
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}
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public void ReupdateArmorIconAndText()
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{
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if(armor <= 0)
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{
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armorIcon.enabled = false;
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armorText.text = "";
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}
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else
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{
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armorIcon.enabled = true;
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armorText.text = armor.ToString();
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}
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}
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public void ChangeHp(int damage)
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{
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if (damage < 0)
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{
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hp -= damage;
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}
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else
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{
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armor -= damage;
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if (armor < 0)
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{
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hp -= Mathf.Abs(armor);
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armor = 0;
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}
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}
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if (hp <= 0)
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{
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hp = 0;
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Death();
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}
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else if (hp > playerConfig.characterCharacteristics.maxHp)
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{
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hp = playerConfig.characterCharacteristics.maxHp;
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}
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playerMaxHp.text = hp.ToString();
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playerHealthbar.value = hp;
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ReupdateArmorIconAndText();
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}
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public void OnClick()
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{
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DeckManager.main.ActionInPlayer();
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}
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public void AddArmor(int value)
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{
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armor += value;
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}
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public void Death()
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{
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Session.main.Defeat();
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}
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public void OnMarker()
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{
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marker.enabled = true;
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}
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public void OffMarker()
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{
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marker.enabled = false;
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}
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public bool CheckMarker()
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{
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return marker.enabled;
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}
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}
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