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Merge pull request #1 from sddd1234567/feature/add-tutorial-levels
add tutorial levels and main scene
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# =========================== | ||
# Default Collab Ignore Rules | ||
# =========================== | ||
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# OS Generated | ||
# ============ | ||
.DS_Store | ||
._* | ||
.Spotlight-V100 | ||
.Trashes | ||
Icon? | ||
ehthumbs.db | ||
[Tt]humbs.db | ||
[Dd]esktop.ini | ||
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# Visual Studio / MonoDevelop generated | ||
# ===================================== | ||
[Ee]xported[Oo]bj/ | ||
*.userprefs | ||
*.csproj | ||
*.pidb | ||
*.suo | ||
*.sln | ||
*.user | ||
*.unityproj | ||
*.booproj | ||
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# Unity generated | ||
# =============== | ||
/[Tt]emp/ | ||
[Oo]bj/ | ||
[Bb]uild | ||
/[Ll]ibrary/ | ||
sysinfo.txt | ||
*.stackdump |
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# This .gitignore file should be placed at the root of your Unity project directory | ||
# | ||
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore | ||
# | ||
/[Ll]ibrary/ | ||
/[Tt]emp/ | ||
/[Oo]bj/ | ||
/[Bb]uild/ | ||
/[Bb]uilds/ | ||
/[Ll]ogs/ | ||
/[Uu]ser[Ss]ettings/ | ||
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Library/* | ||
# MemoryCaptures can get excessive in size. | ||
# They also could contain extremely sensitive data | ||
/[Mm]emoryCaptures/ | ||
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# Recordings can get excessive in size | ||
/[Rr]ecordings/ | ||
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# Uncomment this line if you wish to ignore the asset store tools plugin | ||
# /[Aa]ssets/AssetStoreTools* | ||
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# Autogenerated Jetbrains Rider plugin | ||
/[Aa]ssets/Plugins/Editor/JetBrains* | ||
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# Visual Studio cache directory | ||
.vs/ | ||
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# Gradle cache directory | ||
.gradle/ | ||
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# Autogenerated VS/MD/Consulo solution and project files | ||
ExportedObj/ | ||
.consulo/ | ||
*.csproj | ||
*.unityproj | ||
*.sln | ||
*.suo | ||
*.tmp | ||
*.user | ||
*.userprefs | ||
*.pidb | ||
*.booproj | ||
*.svd | ||
*.pdb | ||
*.mdb | ||
*.opendb | ||
*.VC.db | ||
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# Unity3D generated meta files | ||
*.pidb.meta | ||
*.pdb.meta | ||
*.mdb.meta | ||
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# Unity3D generated file on crash reports | ||
sysinfo.txt | ||
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# Builds | ||
*.apk | ||
*.aab | ||
*.unitypackage | ||
*.app | ||
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# Crashlytics generated file | ||
crashlytics-build.properties | ||
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# Packed Addressables | ||
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* | ||
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# Temporary auto-generated Android Assets | ||
/[Aa]ssets/[Ss]treamingAssets/aa.meta | ||
/[Aa]ssets/[Ss]treamingAssets/aa/* |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
using UnityEngine.UI; | ||
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public class AccountInfo : MonoBehaviour { | ||
public int exp; | ||
public int gold; | ||
public int skillChip; | ||
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public Image playerIcon; | ||
public Text lvText; | ||
public Text goldText; | ||
public Text skillChipText; | ||
public Text levelName; | ||
public Text title; | ||
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public Text boardGold; | ||
public Text boardSkillChip; | ||
public Text firstTimeText; | ||
public static AccountInfo instance; | ||
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public Slider expBar; | ||
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public bool isWin; | ||
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void Awake() { | ||
instance = this; | ||
} | ||
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void Start() { | ||
title.text = ""; | ||
} | ||
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void FixedUpdate() { | ||
boardGold.text = gold.ToString(); | ||
boardSkillChip.text = skillChip.ToString(); | ||
} | ||
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public void loadAccountInfo(SpriteRenderer icon, string lName, string titlee, bool winOrLose, bool isFirstTime) { | ||
if (isFirstTime) | ||
{ | ||
firstTimeText.text += BattleManager.instance.selectedLevel.aw.temperStar; | ||
} | ||
isWin = winOrLose; | ||
playerIcon.overrideSprite = Resources.Load<UnityEngine.Sprite>("Weapon/" + Player.instance.weapon + "/PlayerIcon/plrIcon"); | ||
levelName.text = lName; | ||
title.text = titlee; | ||
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expBar.value = (float)Player.instance.nowEXP / (float)Player.instance.requiredEXP[Player.instance.level - 1]; | ||
lvText.text = "Lv." + Player.instance.level; | ||
goldText.text = "x" + gold; | ||
skillChipText.text = "x" + skillChip; | ||
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if (isWin) | ||
exp += BattleManager.instance.selectedLevel.aw.exp; | ||
if (exp + Player.instance.nowEXP >= Player.instance.requiredEXP[Player.instance.level - 1]) | ||
{ | ||
levelUp(exp - Player.instance.requiredEXP[Player.instance.level - 1], Player.instance.level); | ||
} | ||
else | ||
{ | ||
Player.instance.nowEXP += exp; | ||
StartCoroutine(expBarAnim(false, 0, Player.instance.nowEXP, Player.instance.level)); | ||
} | ||
Player.instance.gold += gold; | ||
Player.instance.skillChip += skillChip; | ||
} | ||
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public void levelUp(int expp, int nowLV) { | ||
Player.instance.level++; | ||
if (expp >= Player.instance.requiredEXP[Player.instance.level - 1]) | ||
{ | ||
//lvText.text = "Lv." + Player.instance.level; | ||
levelUp(expp - Player.instance.requiredEXP[Player.instance.level - 1], nowLV); | ||
} | ||
else | ||
{ | ||
StartCoroutine(expBarAnim(true, (Player.instance.level - nowLV), expp, nowLV)); | ||
Player.instance.nowEXP = expp; | ||
} | ||
} | ||
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public IEnumerator expBarAnim(bool isLevelUp, int upLevel, int targetExp, int nowLV) { | ||
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int l = upLevel; | ||
float nowExp = Player.instance.nowEXP; | ||
int lv = nowLV; | ||
yield return new WaitForSeconds(1); | ||
while (l != 0 || nowExp < targetExp) | ||
{ | ||
yield return null; | ||
nowExp += 500 * Time.deltaTime; | ||
expBar.value = nowExp / (float)Player.instance.requiredEXP[lv - 1]; | ||
if (nowExp >= Player.instance.requiredEXP[lv - 1]) | ||
{ | ||
lv++; | ||
nowExp -= Player.instance.requiredEXP[lv - 1]; | ||
l--; | ||
lvText.text = "Lv." + lv; | ||
} | ||
} | ||
} | ||
} |
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