From 6884bdaa474ce6c077e08e3ab0362a269da80ba8 Mon Sep 17 00:00:00 2001 From: orp1205 <98261194+orp1205@users.noreply.github.com> Date: Mon, 2 Dec 2024 10:10:44 +0700 Subject: [PATCH] done --- Assets/Plugins/WebGL/React.jslib | 8 + Assets/Prefabs/VerAptos/Armored Orc.prefab | 2846 ++++++++++++++++ .../Prefabs/VerAptos/Armored Orc.prefab.meta | 7 + .../Prefabs/VerAptos/Armored Skeleton.prefab | 2967 +++++++++++++++++ .../VerAptos/Armored Skeleton.prefab.meta | 7 + Assets/Scenes/Aptos/PlayScene.unity | 227 +- Assets/Scenes/Aptos/SceneInferno.unity | 6 +- .../VerAptos/Manage/VerAptosController.cs | 46 +- Assets/SpawnEnemy.cs | 26 +- 9 files changed, 6113 insertions(+), 27 deletions(-) create mode 100644 Assets/Prefabs/VerAptos/Armored Orc.prefab create mode 100644 Assets/Prefabs/VerAptos/Armored Orc.prefab.meta create mode 100644 Assets/Prefabs/VerAptos/Armored Skeleton.prefab create mode 100644 Assets/Prefabs/VerAptos/Armored Skeleton.prefab.meta diff --git 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b: 0.30922747, a: 1} m_Origin: {x: -24, y: -25, z: 0} m_Size: {x: 48, y: 49, z: 1} m_TileAnchor: {x: 0.5, y: 0.5, z: 0} @@ -209245,7 +209245,7 @@ Tilemap: m_Data: {r: 1, g: 1, b: 1, a: 1} m_TileObjectToInstantiateArray: [] m_AnimationFrameRate: 1 - m_Color: {r: 1, g: 0, b: 0, a: 1} + m_Color: {r: 0.7660377, g: 0.532681, b: 0.29340684, a: 1} m_Origin: {x: -24, y: -24, z: 0} m_Size: {x: 48, y: 48, z: 1} m_TileAnchor: {x: 0.5, y: 0.5, z: 0} diff --git a/Assets/Scripts/VerAptos/Manage/VerAptosController.cs b/Assets/Scripts/VerAptos/Manage/VerAptosController.cs index 8a3a482..b71cfdb 100644 --- a/Assets/Scripts/VerAptos/Manage/VerAptosController.cs +++ b/Assets/Scripts/VerAptos/Manage/VerAptosController.cs @@ -12,6 +12,8 @@ public class VerAptosController : MonoBehaviour [SerializeField] private float waveInterval = 20f; // Time between waves in seconds public GameObject loseScreen; + public GameObject loseIcon, winIcon; + public TextMeshProUGUI textResult; public TextMeshProUGUI waveText; public TextMeshProUGUI waveTimeText; public TextMeshProUGUI waveLoseText; @@ -26,7 +28,9 @@ public class VerAptosController : MonoBehaviour [SerializeField] GameObject[] listMainSkill; [SerializeField] GameObject[] listCharacter; [Header("UI")] - [SerializeField] GameObject loadingScreen; + public GameObject loadingScreen; + + public bool isDone; private void Awake() { if (instance == null) @@ -39,15 +43,16 @@ private void Awake() { Destroy(gameObject); } - SettingForGameOpen(0); - // loadingScreen.SetActive(true); + isDone = false; + /*SettingForGameOpen(0);*/ + } private void Start() { - - StartCoroutine(IncreaseWaveCoroutine()); + GameCanPlay();/* + loadingScreen.SetActive(true);*/ } private IEnumerator IncreaseWaveCoroutine() @@ -62,6 +67,10 @@ private IEnumerator IncreaseWaveCoroutine() } else { + if (wave >= 15) + { + break; + } IncreaseWave(); waveInterval = 20.0f; } @@ -72,7 +81,6 @@ private void IncreaseWave() { wave++; waveText.SetText("Wave:\n" + wave); - // You can add any additional logic here that should occur when the wave increases } // You can keep the Update method if you need it for other purposes @@ -84,12 +92,30 @@ private void Update() public void ShowLoseScreen() { loseScreen.SetActive(true); + loseIcon.SetActive(true); + textResult.SetText("You Lose"); + waveLoseText.SetText($"Wave: {wave}"); + pointsText.SetText($"Points: {points}"); + if (!isDone) + { + StartCoroutine(updatePointsCoroutine()); + } + } + public void ShowWinScreen() + { + loseScreen.SetActive(true); + winIcon.SetActive(true); + textResult.SetText("Victory"); waveLoseText.SetText($"Wave: {wave}"); pointsText.SetText($"Points: {points}"); - StartCoroutine(updatePointsCoroutine()); + if (!isDone) + { + StartCoroutine(updatePointsCoroutine()); + } } public IEnumerator updatePointsCoroutine() { + isDone = true; yield return new WaitForSeconds(1.0f); PushRewardForPlayer(points); } @@ -99,6 +125,7 @@ public void updatePoints(int type) if(type == -1) { points += 300; + ShowWinScreen(); } else { @@ -113,9 +140,14 @@ public void SettingForGameOpen(int id) levelUpUI.levelUpUIElements[2] = listMainSkill[id]; Instantiate(listIcon[id], iconHolder); Instantiate(listCharacter[id], playerPos); + Time.timeScale = 1.0f; + StartCoroutine(IncreaseWaveCoroutine()); loadingScreen.SetActive(false); } + [DllImport("__Internal")] + public static extern void GameCanPlay(); + [DllImport("__Internal")] public static extern void PushRewardForPlayer(int points); diff --git a/Assets/SpawnEnemy.cs b/Assets/SpawnEnemy.cs index c77e75f..d5ee564 100644 --- a/Assets/SpawnEnemy.cs +++ b/Assets/SpawnEnemy.cs @@ -33,7 +33,7 @@ private IEnumerator SpawnEnemies() { if(VerAptosController.instance != null) { - if(VerAptosController.instance.wave >= 15) + if(VerAptosController.instance.wave % 5 == 0) { spawnInterval = 1f; if(!bossSpawned) @@ -45,12 +45,28 @@ private IEnumerator SpawnEnemies() Vector3 spawnBossPosition = GetRandomPositionInBoxCollider(spawnArea[randomBossSpawn]); // Instantiate the enemy at the random position - Instantiate(bossPrefabs[0], spawnBossPosition, Quaternion.identity); + switch(VerAptosController.instance.wave) + { + case 5: + Instantiate(bossPrefabs[0], spawnBossPosition, Quaternion.identity); + break; + case 10: + Instantiate(bossPrefabs[1], spawnBossPosition, Quaternion.identity); + break; + case 15: + Instantiate(bossPrefabs[2], spawnBossPosition, Quaternion.identity); + StartCoroutine(LastChange()); + break; + default: + Instantiate(bossPrefabs[0], spawnBossPosition, Quaternion.identity); + break; + } } } else { spawnInterval = 5.0f - VerAptosController.instance.wave*0.6f; + bossSpawned = false; } } yield return new WaitForSeconds(spawnInterval); @@ -90,5 +106,11 @@ private Vector3 GetRandomPositionInBoxCollider(BoxCollider boxCollider) // Convert local position to world position return boxCollider.transform.TransformPoint(randomPosition); } + private IEnumerator LastChange() + { + yield return new WaitForSeconds(60f); + VerAptosController.instance.ShowLoseScreen(); + Time.timeScale = 0f; + } }