Preparandome para meter el guardado y la carga.

Ahora se guardan los coleccionables que ya se han obtenido :D
parent 7b65ac75
Showing with 374 additions and 179 deletions
......@@ -68,7 +68,8 @@
<Compile Include="Assets\Player\Scripts\BalaGuitarra.cs" />
<Compile Include="Assets\Player\Scripts\BalasGuitarra.cs" />
<Compile Include="Assets\Player\Scripts\Player2D.cs" />
<Compile Include="Assets\Scripts\ScriptColeccionables.cs" />
<Compile Include="Assets\Scripts\Coleccionables.cs" />
<Compile Include="Assets\Scripts\GuardarYCargar.cs" />
<Compile Include="Assets\Scripts\ZonaFinal.cs" />
<None Include="Assets\MainMenu\TextMesh Pro\Resources\Shaders\TMP_SDF-Surface-Mobile.shader" />
<None Include="Assets\MainMenu\TextMesh Pro\Resources\LineBreaking Leading Characters.txt" />
......
......@@ -8,8 +8,9 @@ public class SeleccionNivel : MonoBehaviour
{
public Text infoColecc;
private void Start()
void Update()
{
infoColecc.text = Coleccionables.cConseguidos[0] + "/" + Coleccionables.cTotales[0];
//Coloco los coleccionables conseguidos en ese nivel
}
......
......@@ -202,11 +202,15 @@ public class Player2D : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "Coleccionable") {
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].colecConseguidos++;
Coleccionables.cConseguidos[0]++;
for (int i = 0; i < Coleccionables.pColecNivel1.Length; i++) {
if (Coleccionables.pColecNivel1[i] == collision.transform.position) { Coleccionables.pColecNivel1[i] = new Vector3(0, 0, 0); }
}
Coleccionables.Modificado();
Destroy(collision.gameObject);
Debug.Log(ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].colecConseguidos+"/"+
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].coleccionables);
Debug.Log(Coleccionables.cConseguidos[0] + "/" + Coleccionables.cTotales[0]);
}
}
}
......@@ -9,7 +9,7 @@ GameObject:
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m_MethodName: BackMainMenu
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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Coleccionables : MonoBehaviour
{
public bool inicializado = false;
public GameObject prefabColeccionable;
public bool NO_TOCAR_LAS_VARIABLES_DESDE_AQUI = true;
public int numeroNiveles = 1;
//Cambiar tamaño de los siguientes arrays a igual que el numeroNiveles
public int[] coleccTotales = new int[1];
public int[] colecConseguidos = new int[1];
public int[] enemigosTotales = new int[1];
public int[] enemigosDerrotados = new int[1];
public bool[] ventanaMostrada = new bool[1];
public string[] nombreImagenPartitura = new string[1];
public Vector3[] posicionesColecNivel1 = new Vector3[4]; //Si posicionesColecNivel1[i] = (0, 0, 0) ese coleccionable ya ha sido recogido
//Estas son las variables con las que trabajarán los demás scripts:
public static bool iniciali = false; //Poner en false al hacer nueva partida
public static int[] cTotales;
public static int[] cConseguidos;
public static int[] eTotales;
public static int[] eDerrotados;
public static bool[] vMostrada;
public static string[] nIPartitura;
public static Vector3[] pColecNivel1; //Si posicionesColecNivel1[i] = (0, 0, 0) ese coleccionable ya ha sido recogido
private static bool modificado = false; //Cada vez que modificas un dato de este script fuera tienes que llamar a su funcion
// Start is called before the first frame update
void Awake()
{
if (!iniciali) {
inicializado = true;//NO TOCAR
iniciali = true;
for (int i = 0; i < numeroNiveles; i++) {
colecConseguidos[i] = 0;
enemigosDerrotados[i] = 0;
ventanaMostrada[i] = false;
}
//Habria que para cada nivel completar estas variables de cada array
// {
enemigosTotales[0] = 2;
nombreImagenPartitura[0] = "Partitura-completa-1";
coleccTotales[0] = 5; //El ultimo coleccionable se consigue al derrotar a todos los enemigos
posicionesColecNivel1[0] = new Vector3(-5.48f, 0.01f, 0);
posicionesColecNivel1[1] = new Vector3(-3.08f, 0.01f, 0);
posicionesColecNivel1[2] = new Vector3(-1.78f, -1.78f, 0);
posicionesColecNivel1[3] = new Vector3( 1.48f, -1.78f, 0);
// }
cTotales = coleccTotales;
cConseguidos = colecConseguidos;
eTotales = enemigosTotales;
eDerrotados = enemigosDerrotados;
vMostrada = ventanaMostrada;
nIPartitura = nombreImagenPartitura;
pColecNivel1 = posicionesColecNivel1;
}
}
private void Start()
{
for (int i = 0; i < pColecNivel1.Length; i++)
{
if (pColecNivel1[i] != new Vector3(0, 0, 0))
{
Instantiate(prefabColeccionable, pColecNivel1[i], Quaternion.identity);
}
}
Modificado();
}
// Update is called once per frame
void Update()
{
if (modificado) {
colecConseguidos = cConseguidos;
enemigosDerrotados = eDerrotados;
ventanaMostrada = vMostrada;
posicionesColecNivel1 = pColecNivel1;
inicializado = iniciali;
modificado = false;
}
}
//Si no se llama a esta función no se guardaran los datos correctamente
public static void Modificado() {
modificado = true;
}
}
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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GuardarYCargar : MonoBehaviour
{
public static void Guardar(MonoBehaviour script, string nombreSlot) {
string queGuarda = JsonUtility.ToJson(script);
//Debug.Log(queGuarda);
PlayerPrefs.SetString(nombreSlot, queGuarda);
}
public static void Cargar(MonoBehaviour script, string nombreSlot) {
JsonUtility.FromJsonOverwrite(PlayerPrefs.GetString(nombreSlot), script);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ScriptColeccionables : MonoBehaviour
{
//Forma de guardar los colecciobales que ya se han conseguido¿¿??
public struct VariablesNivel
{
public int enemigos; //El numero de enemigos a derrotar en el nivel para conseguir el coleccionable que se consigue por derrotar a todos los enemigos
public int enemigosDerrotados; //Al superar el nivel, si no se han derrotado todos los enemigos este debe volver a 0
public int coleccionables; //El numero de coleccionables que hay que conseguir para obtener una canción.
public int colecConseguidos; //Este valor debe mantenerse
public bool ventanaMostrada; //Te indica si ya se ha mostrado la ventana de que has conseguido la partitura de este nivel
public string rutaImagenPartitura; //Te indica donde está la imagen asociada a la partitura de este nivel
public VariablesNivel(int enemigosPorNivel_, int coleccionablesPorNivel_, string ruta)
{
enemigos = enemigosPorNivel_;
enemigosDerrotados = 0;
coleccionables = coleccionablesPorNivel_;
colecConseguidos = 0;
ventanaMostrada = false;
rutaImagenPartitura = ruta;
}
}
public int numeroDeNiveles = 1;
public static int nivelJugandoseAhora; //Es necesario indicar al script el nivel en el que nos encontramos o coger de donde sea el nivel actual
public static VariablesNivel[] variablesPorNivel;
void Start()
{
nivelJugandoseAhora = 0;
variablesPorNivel = new VariablesNivel[numeroDeNiveles];
//Hay que poner manualmente la cantidad de enemigos a derrotar, el numero de colecionables colocados y la ruta de la imagen
variablesPorNivel[0] = new VariablesNivel(3, 4, "Partitura-completa-1");
}
}
/**
*NOTAS PARA LOS DEMAS COMPIS DE EQUIPO:
* - Hay que indicar a "nivelJugandoseAhora" el nivel actual
* - Los coleccionables lleverán la etiqueta: "coleccionable"
* - Los enemigos llevarán la capa (layer) "Enemigo"
* - En el script del enemigo, cada vez que se derrote a uno, este tendrá un condicional que preguntará si es el último, en caso afirmativo, instanciara
* en su posicion un prefab del coleccionable. A su vez también mira que no se haya conseguido el extra antes, es decir, si hay 5 enemigos en total y
* en el array de enemigos derrotados aparece que han sido derrotados 5 significa que ya se derrotaron los cinco cuando se jugó al nivel anteriormente.
* Para evitar lios dejo aqui abajo el condicional que hay que poner para que solo se tenga que copiar y pegar donde indico.
* ESTE CONDICIONAL ESTÁ EN LA FUNCIÓN DONDE MUERE O SE DERROTA AL ENEMIGO QUE SEA
if (ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigosDerrotados !=
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigos)
{
if (ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigosDerrotados ==
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigos-1)
{
//AQUI SE INSTANCIA EL PREFAB DEL COLECCIONABLE
}
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigosDerrotados++;
}
**/
......@@ -20,6 +20,7 @@ public class ZonaFinal : MonoBehaviour
public GameObject SitioImagenPartitura;
public Canvas canvasVictoria;
public Text infoColeccionables;
public Coleccionables colecto;
private void Start()
{
......@@ -29,16 +30,18 @@ public class ZonaFinal : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision)
{
GuardarYCargar.Guardar(colecto, "slotColeccionables");
//Si el jugador entra aqui significa que se ha pasado el nivel. Parar el tiempo de juego,
//entonces mirar el tema de los coleccionables.
Time.timeScale = 0;
if (ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].colecConseguidos ==
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].coleccionables)
if (Coleccionables.cConseguidos[0] == Coleccionables.cTotales[0])
{
canvasColecionableDesbloqueados.gameObject.SetActive(true);
Sprite imagenPartitura = Resources.Load<Sprite>(ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].rutaImagenPartitura);
Sprite imagenPartitura = Resources.Load<Sprite>(Coleccionables.nIPartitura[0]);
SitioImagenPartitura.GetComponent<Image>().sprite = imagenPartitura;
}
else {
......@@ -51,20 +54,18 @@ public class ZonaFinal : MonoBehaviour
public void AbrirCanvasVictoria() {
canvasColecionableDesbloqueados.gameObject.SetActive(false);
canvasVictoria.gameObject.SetActive(true);
infoColeccionables.text = ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].colecConseguidos + "/" +
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].coleccionables + " coleccionables encontrados";
infoColeccionables.text = Coleccionables.cConseguidos[0] + "/" + Coleccionables.cTotales[0] +" coleccionables encontrados";
if (ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigosDerrotados !=
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigos) {
if (Coleccionables.eDerrotados[0] != Coleccionables.eTotales[0]) {
//Este if hay que hacerlo siempre que se vaya a aumentar el contador de enemigo derrotado, para evitar que se den coleccionables extras
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigosDerrotados = 0;
Coleccionables.eDerrotados[0] = 0;
}
}
public void VolverALaSeleccionDeNivel() {
Time.timeScale = 1;
SceneManager.LoadScene("MenuInicial");//CAMBIAR PARA QUE VAYA A LA SELECCION DE NIVEL
SceneManager.LoadScene("SeleccionNivel");//CAMBIAR PARA QUE VAYA A LA SELECCION DE NIVEL
}
public void ReiniciarNivel() {
......
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