Commit 68612963 authored by Sebastian Frey's avatar Sebastian Frey

Merge remote-tracking branch 'origin/master'

parents 6d4e1f34 79436b70
Pipeline #2923 waiting for manual action with stages
in 8 minutes and 11 seconds
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......@@ -105,6 +105,7 @@ GameObject:
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......@@ -189,10 +190,10 @@ SpriteRenderer:
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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......@@ -203,3 +204,18 @@ SpriteRenderer:
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......@@ -12287,19 +12287,6 @@ PrefabInstance:
propertyPath: m_Pivot.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 114817957, guid: 50a0ddec8ac259c46a58a6b5324a759d, type: 3}
propertyPath: m_Name
value: Anzeige
objectReference: {fileID: 0}
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......@@ -18,20 +18,6 @@ namespace PlayerSpawnPointScript
SetPlayerPosition();
}
// Update is called once per frame
//void Update()
//{
// if (Input.GetKeyDown(KeyCode.N))
// {
// SaveSystem.NewGame();
// }
// if (Input.GetKeyDown(KeyCode.O))
// {
// SetPlayerPosition();
// }
//}
private void SetPlayerPosition()
{
SavePointData savePosition = SaveSystem.LoadSavePoint();
......
......@@ -28,8 +28,8 @@ public class SavePoint : MonoBehaviour
{
if (Input.GetButtonDown("Interact"))
{
SaveSystem.SavePointUpdate(this);
isUsed = true;
SaveSystem.SavePointUpdate(this);
} else if (Input.GetButtonDown("Teleport") && Levelauswahl.la.auswahlIsActive() == false)
{
Levelauswahl.la.GetLevelauswahl();
......
......@@ -2,21 +2,30 @@ using UnityEngine;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using SavePointListScript;
using System;
[System.Serializable]
public class SavePointData
{
public float[] position;
public bool[] savePointIsActiv;
public bool[] savePointIsActiv = null;
public SavePointData(SavePoint save)
{
position = new float[2];
position[0] = save.transform.position.x;
position[1] = save.transform.position.y;
try
{
savePointIsActiv = SavePointList.spl.GetIsActivList();
}
catch (Exception e)
{
Debug.Log(e);
savePointIsActiv = null;
}
}
public SavePointData(Vector2 save)
{
......
......@@ -9,20 +9,27 @@ namespace SavePointListScript
public static SavePointList spl;
public GameObject[] savePointList;
public void Start()
{
spl = this;
}
public bool[] GetIsActivList()
{
bool[] savePointIsActiv = new bool[savePointList.Length];
if (savePointList.Length > 1)
{
bool[] savePointIsActiv = new bool[savePointList.Length -1];
int i = 0;
foreach(GameObject var in savePointList)
foreach (GameObject var in savePointList)
{
SavePoint temp = savePointList[i].GetComponent<SavePoint>();
savePointIsActiv[i] = temp.GetIsUsed();
i++;
}
return savePointIsActiv;
}
public void setIsActivList(bool[] savePointIsActiv)
return null;
}
public void SetIsActivList(bool[] savePointIsActiv)
{
int i = 0;
foreach (GameObject var in savePointList)
......
......@@ -2,6 +2,7 @@ using System;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
using SavePointListScript;
using UnityEngine.SceneManagement;
using PlayerSpawnPointScript;
......@@ -29,6 +30,10 @@ public class SaveSystem
FileStream stream = new FileStream(path, FileMode.Open);
SavePointData data = formatter.Deserialize(stream) as SavePointData;
if (data.savePointIsActiv != null)
{
SavePointList.spl.SetIsActivList(data.savePointIsActiv);
}
stream.Close();
......@@ -50,8 +55,6 @@ public class SaveSystem
try
{
data = new SavePointData(new Vector2(vec.x, vec.y));
//data = new SavePointData(new Vector2(PlayerSpawnPointScript.PlayerSpawnPoint.startPoint.transform.position.x, PlayerSpawnPointScript.PlayerSpawnPoint.startPoint.transform.position.y));
//SavePointData data = new SavePointData(new Vector2(GameObject.Find("StartPoint").transform.position.x, GameObject.Find("StartPoint").transform.position.y));
}
catch (Exception e)
{
......
......@@ -8,52 +8,76 @@ public class ElementAnzeige : MonoBehaviour
{
[SerializeField] private PlayerState state;
public Sprite empty;
public GameObject ElementBox;
public Sprite[] FeuerSprites;
public Sprite[] ErdeSprites;
public Sprite[] LuftSprites;
public Sprite[] WasserSprites;
public Sprite[] currentSprites;
public int availableCount = 0;
public Sprite[] feuerSprites;
public Sprite[] erdeSprites;
public Sprite[] luftSprites;
public Sprite[] wasserSprites;
private Sprite[] currentSprites;
private int availableCount = 0;
public GameObject[] textBox;
public void UpdateFeuerAnzeige()
{
currentSprites = FeuerSprites;
currentSprites = feuerSprites;
}
public void UpdateErdeAnzeige()
{
currentSprites = ErdeSprites;
currentSprites = erdeSprites;
}
public void UpdateWasserAnzeige()
{
currentSprites = WasserSprites;
currentSprites = wasserSprites;
}
public void UpdateLuftAnzeige()
{
currentSprites = LuftSprites;
currentSprites = luftSprites;
}
public void GetRemainingCharges()
{
availableCount = state.GetCharges();
Debug.Log(availableCount);
switch (availableCount)
{
case 5: ElementBox.GetComponent<Image>().sprite = currentSprites[4];
case 5: GetComponent<Image>().sprite = currentSprites[4];
break;
case 4: ElementBox.GetComponent<Image>().sprite = currentSprites[3];
case 4: GetComponent<Image>().sprite = currentSprites[3];
break;
case 3: ElementBox.GetComponent<Image>().sprite = currentSprites[2];
case 3: GetComponent<Image>().sprite = currentSprites[2];
break;
case 2: ElementBox.GetComponent<Image>().sprite = currentSprites[1];
case 2: GetComponent<Image>().sprite = currentSprites[1];
break;
case 1: ElementBox.GetComponent<Image>().sprite = currentSprites[0];
case 1: GetComponent<Image>().sprite = currentSprites[0];
break;
case 0: ElementBox.GetComponent<Image>().sprite = empty;
case 0: GetComponent<Image>().sprite = empty;
break;
}
}
public void ShowTextBox()
{
if (currentSprites == feuerSprites)
{
textBox[0].SetActive(true);
} else if (currentSprites == erdeSprites)
{
textBox[1].SetActive(true);
} else if (currentSprites == wasserSprites)
{
textBox[2].SetActive(true);
} else if (currentSprites == luftSprites)
{
textBox[3].SetActive(true);
}
}
public void HideTextBox()
{
textBox[0].SetActive(false);
textBox[1].SetActive(false);
textBox[2].SetActive(false);
textBox[3].SetActive(false);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using _Game.Scripts.Scriptable_Object;
public class FaehigkeitenBox : MonoBehaviour
{