Maham Post-Work Commit

maham-dev
Hazim Bin Ijaz 2 months ago
parent 18b7134d2c
commit 87f7c3de30

@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using D2D;
using UnityEngine;
using UnityEngine.UI;
public class ExternalScript : MonoBehaviour
{
}

@ -0,0 +1,11 @@
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@ -14,9 +14,18 @@ namespace D2D
[CreateAssetMenu(fileName = "PoolType", menuName = "SO/PoolType")]
public class PoolType : ScriptableObject
{
public string poolName;
public PoolMember prefab;
public PoolMember prefab,yu,kl,yt;
public int size;
public int lifetime;
public void fu()
{
PoolMember prefeb = yu;
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<manifest
xmlns:android="http://schemas.android.com/apk/res/android"
package="com.unity3d.player"
xmlns:tools="http://schemas.android.com/tools">
<application>
<activity android:name="com.unity3d.player.UnityPlayerActivity"
android:theme="@style/UnityThemeSelector">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<meta-data android:name="unityplayer.UnityActivity" android:value="true" />
</activity>
</application>
</manifest>

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<?xml version="1.0" encoding="utf-8"?>
<manifest
xmlns:android="http://schemas.android.com/apk/res/android"
package="com.unity3d.player"
xmlns:tools="http://schemas.android.com/tools"
android:installLocation="preferExternal">
<supports-screens
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"
android:anyDensity="true"/>
<application android:label="@string/app_name"
android:icon="@mipmap/app_icon"/>
</manifest>

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apply plugin: 'com.android.application'
dependencies {
implementation project(':unityLibrary')
}
android {
ndkPath "**NDKPATH**"
compileSdkVersion **APIVERSION**
buildToolsVersion '**BUILDTOOLS**'
compileOptions {
sourceCompatibility JavaVersion.VERSION_11
targetCompatibility JavaVersion.VERSION_11
}
defaultConfig {
minSdkVersion **MINSDKVERSION**
targetSdkVersion **TARGETSDKVERSION**
applicationId '**APPLICATIONID**'
ndk {
abiFilters **ABIFILTERS**
}
versionCode **VERSIONCODE**
versionName '**VERSIONNAME**'
}
aaptOptions {
noCompress = **BUILTIN_NOCOMPRESS** + unityStreamingAssets.tokenize(', ')
ignoreAssetsPattern = "!.svn:!.git:!.ds_store:!*.scc:!CVS:!thumbs.db:!picasa.ini:!*~"
}**SIGN**
lintOptions {
abortOnError false
}
buildTypes {
debug {
minifyEnabled **MINIFY_DEBUG**
proguardFiles getDefaultProguardFile('proguard-android.txt')**SIGNCONFIG**
jniDebuggable true
}
release {
minifyEnabled **MINIFY_RELEASE**
proguardFiles getDefaultProguardFile('proguard-android.txt')**SIGNCONFIG**
}
}**PACKAGING_OPTIONS****PLAY_ASSET_PACKS****SPLITS**
**BUILT_APK_LOCATION**
bundle {
language {
enableSplit = false
}
density {
enableSplit = false
}
abi {
enableSplit = true
}
}
}**SPLITS_VERSION_CODE****LAUNCHER_SOURCE_BUILD_SETUP**

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@ -0,0 +1,60 @@
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.UI;
namespace D2D
{
public class PoolManager : MonoBehaviour
{
[Tooltip("List of prefabs to spawn.")]
[SerializeField] private List<PoolMember> _prefabs; // List of prefabs
[Tooltip("List of UI buttons.")]
[SerializeField] private List<Button> _buttons; // List of buttons
private PoolMember _selectedPrefab; // Currently selected prefab
private void Start()
{
InitButtons(); // Initialize the buttons
}
// Initialize buttons with listeners
private void InitButtons()
{
for (int i = 0; i < _buttons.Count; i++)
{
int index = i; // Capture index for button listener
_buttons[i].onClick.AddListener(() => OnButtonPressed(index));
}
}
// Triggered when a button is pressed
private void OnButtonPressed(int index)
{
if (index < _prefabs.Count)
{
_selectedPrefab = _prefabs[index]; // Assign the prefab corresponding to the button index
Debug.Log("Prefab selected: " + _selectedPrefab.name);
}
else
{
Debug.LogWarning("No prefab available for this button.");
}
}
// Example method to spawn the selected prefab at a given position
public void SpawnSelectedPrefab(Vector3 position)
{
if (_selectedPrefab != null)
{
Instantiate(_selectedPrefab, position, Quaternion.identity);
}
else
{
Debug.LogWarning("No prefab selected.");
}
}
}
}

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@ -17,9 +17,6 @@ namespace D2D
[SerializeField] private int _debugCurrentLevel = -1;
[Space]
[SerializeField] private bool _isRandomOnLoop = true;
[Tooltip("To skip for instance 1 level (on loop) put value to 2")]
[SerializeField] private int _minRepeatLevel = 1;
@ -29,6 +26,8 @@ namespace D2D
private DataContainer<int> _lastLoadedLevelIndex;
private DataContainer<bool> _isLastLevelWin;
private int currentLevelIndex = 0; // Track the current level index
protected override void OnEnable()
{
base.OnEnable();
@ -38,7 +37,7 @@ namespace D2D
if (_debugCurrentLevel >= 0)
{
Instantiate(_gameData.levels[_debugCurrentLevel-1]);
Instantiate(_gameData.levels[_debugCurrentLevel - 1]);
return;
}
@ -52,55 +51,42 @@ namespace D2D
}
else
{
DefaultLoad();
LoadLevel(currentLevelIndex);
}
_isLastLevelWin.Value = false;
}
private void DefaultLoad()
{
var levelIndex = _db.PassedLevels.Value;
var index = levelIndex % _gameData.levels.Count;
// If we run out of levels => do magic now (repeat levels, so player will not notice)
if (levelIndex > _gameData.levels.Count-1)
{
int minRepeatLevelIndex = _minRepeatLevel - 1;
index = minRepeatLevelIndex + (levelIndex) % (_gameData.levels.Count - minRepeatLevelIndex);
if (_isRandomOnLoop)
{
var min = _minRepeatLevel - 1;
var max = _gameData.levels.Count - 1;
var lastShuffledIndex = _lastLoadedLevelIndex.Value;
List<int> indexes = new List<int>();
for (int l = min; l <= max; l++)
// Method to load the level based on the current index
private void LoadLevel(int index)
{
if (l != lastShuffledIndex)
indexes.Add(l);
}
index = indexes.GetRandomElement();
}
}
_lastLoadedLevelIndex.Value = index;
try
{
Instantiate(_gameData.levels[index]);
// children[index].transform.On();
_lastLoadedLevelIndex.Value = index;
Debug.Log($"Loaded level: {index}");
}
catch (Exception e)
{
Debug.LogError(e);
Instantiate(_gameData.levels.GetRandomElement());
// children[0].transform.On();
}
}
// Method to handle button click to switch to the next level
public void OnNextLevelButtonClick()
{
currentLevelIndex++; // Increment the level index
// Ensure the level index is within bounds
if (currentLevelIndex >= _gameData.levels.Count)
{
currentLevelIndex = _minRepeatLevel - 1; // Reset to the first repeatable level
}
LoadLevel(currentLevelIndex); // Load the next level
}
protected override void OnGameWin()
{
_isLastLevelWin.Value = true;

File diff suppressed because it is too large Load Diff

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Uiscript : MonoBehaviour
{
public GameObject mainmenu, setting, Play, Shop, Levelselection, CharacterSelection,Mode;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void MainmenuPanal()
{
mainmenu.SetActive(true);
}
public void SettingPanal()
{
setting.SetActive(true);
mainmenu.SetActive(false);
}
public void Settingpanalcross()
{
setting.SetActive(false);
mainmenu.SetActive(true);
}
public void Playpanal()
{
Play.SetActive(true);
mainmenu.SetActive(false);
}
public void Modes()
{
Mode.SetActive(true);
Play.SetActive(false);
}
public void modesCross()
{
Mode.SetActive(false);
Play.SetActive(true);
}
public void levelselectionPanal()
{
Levelselection.SetActive(true);
Mode.SetActive(false);
}
public void levelSelectionback()
{
Levelselection.SetActive(false);
Mode.SetActive(true);
}
public void ShopPanal()
{
Shop.SetActive(true);
Play.SetActive(false);
}
public void ShopPanalCross()
{
Shop.SetActive(false);
Play.SetActive(true);
}
public void InfiniteMode()
{
SceneManager.LoadScene(1);
}
public void characterselectionPanal()
{
CharacterSelection.SetActive(true);
Play.SetActive(false);
} public void characterselectionPanalcross()
{
CharacterSelection.SetActive(false);
Play.SetActive(true);
}
public void playBack()
{
mainmenu.SetActive(true);
Play.SetActive(false);
}
public void quit()
{
Application.Quit();
}
}

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@ -19,7 +19,6 @@ public class EnemySpawn : Unit
public float LevelTimer => currentLevelTimer;
private int currentAmount = 0;
private float currentWaveTimer = 0;
private float currentLevelTimer = 0;
private float timer;
@ -28,14 +27,12 @@ public class EnemySpawn : Unit
private List<Wave> availableWaves = new();
private Camera currentCamera;
private bool isStopped;
private int maxOnField;
private void Awake()
{
_enemySpawn = this;
currentCamera = Camera.main;
SetWave(_gameData.firstWave);
@ -55,6 +52,7 @@ public class EnemySpawn : Unit
}
}
}
private void Update()
{
if (isStopped || _stateMachine.Last.Is<PauseState>())
@ -65,56 +63,42 @@ public class EnemySpawn : Unit
currentWaveTimer += Time.deltaTime;
currentLevelTimer += Time.deltaTime;
if (currentWaveTimer >= currentWave.Duration)
if (currentAmount >= maxOnField)
{
// Controlled Waves
/*
currentWaveIndex++;
return;
}
if (debugLevel.Waves.Length <= currentWaveIndex)
if (timer <= Time.time)
{
currentWaveIndex = 0;
SpawnEnemy(currentWave.Enemies.Random());
timer = Time.time + delayBetweenSpawn;
}
SetWave(debugLevel.Waves[currentWaveIndex]);
*/
currentWaveTimer = 0;
SetWave(availableWaves.Random());
}
/*if (currentLevelTimer >= debugLevel.TotalDuration)
// Method to handle button click event
public void OnWaveButtonClicked()
{
{
isStopped = true;
_stateMachine.Push(new WinState());
}
}*/
currentWaveIndex++;
if (currentAmount >= maxOnField)
if (currentWaveIndex >= availableWaves.Count)
{
return;
currentWaveIndex = 0; // Loop back to the first wave if you reach the end
}
if (timer <= Time.time)
{
SpawnEnemy(currentWave.Enemies.Random());
timer = Time.time + delayBetweenSpawn;
}
SetWave(availableWaves[currentWaveIndex]);
}
public void SetWave(Wave wave)
{
currentWave = wave;
Debug.Log(wave.name);
Debug.Log($"Wave set to: {wave.name}");
}
public void EnemyDied()
{
currentAmount--;
}
private void SpawnEnemy(GameObject enemy)
{
float xPos;
@ -133,7 +117,6 @@ public class EnemySpawn : Unit
}
Vector3 direction = Camera.main.ViewportToWorldPoint(new Vector3(xPos, yPos, -10));
Ray ray = new Ray(currentCamera.transform.position, currentCamera.transform.position - direction);
if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, _gameData.GroundLayer))
@ -154,4 +137,10 @@ public class EnemySpawn : Unit
currentAmount++;
}
}
public void levell()
{
currentWaveIndex = 0;
Debug.Log("index00");
}
}

@ -6,34 +6,30 @@ using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using static D2D.Utilities.CommonGameplayFacade;
public class GameProgress : GameStateMachineUser
{
[SerializeField] private LevelSO[] levels;
[SerializeField] private Vector2 levelUpTimeRange;
[SerializeField] private Button[] levelButtons; // Array for buttons
[SerializeField] private Text[] levelTexts; // Array for corresponding Text objects
private float XPforLevelUp;
private float totalXP;
private float needToFinish;
private int level = 0;
private Dictionary<int, float> xpToLevelUps = new();
private XPPicker xpPicker;
public Action<int> OnLevelUp;
private float levelTime;
private float timeForLevelUp;
private float levelUpTimer;
private bool isStarted = false;
private bool isFinished = false;
private LevelSO _levelSO;
public GameObject levelmenu;
public float GetValueForFinish() => totalXP / needToFinish;
public float GetValueForTimeFinish() => levelTime / _levelSO.TotalDuration;
public float GetValueForLevelUP() => XPforLevelUp / xpToLevelUps[level];
@ -41,59 +37,60 @@ public class GameProgress : GameStateMachineUser
private void Awake()
{
_levelSO = levels[0];
_levelSO = levels[0]; // Default to level 0 at start
_gameProgress = this;
xpPicker = _xpPicker;
var multiplier = Mathf.Pow(_gameData.baseXPMultiplier, _db.PassedLevels.Value);
timeForLevelUp = levelUpTimeRange.RandomFloat();
if (_db.PassedLevels.Value >= 4)
{
multiplier *= 1.5f;
Debug.Log("Boost level 5: " + multiplier);
}
if (_db.PassedLevels.Value >= 4) multiplier *= 1.5f;
if (_db.PassedLevels.Value >= 5) multiplier *= 1.2f;
if (_db.PassedLevels.Value >= 6) multiplier *= 1.2f;
if (_db.PassedLevels.Value >= 8) multiplier += 1;
if (_db.PassedLevels.Value >= 5)
for (int i = 0; i < LevelSO.LevelUps; i++)
{
multiplier *= 1.2f;
Debug.Log("Boost level 6: " + multiplier);
var xpToLevelUp = _levelSO.BaseXPToLevelUp * multiplier + (i * _levelSO.StepXPOnLevelUp * multiplier);
needToFinish += xpToLevelUp;
xpToLevelUps.Add(i, xpToLevelUp);
}
if (_db.PassedLevels.Value >= 6)
// Assign button click events
for (int i = 0; i < levelButtons.Length; i++)
{
multiplier *= 1.2f;
Debug.Log("Boost level 6: " + multiplier);
}
int index = i; // Capture the index to use it in the button's callback
levelButtons[i].onClick.AddListener(() => SetLevel(index));
if (_db.PassedLevels.Value >= 8)
{
multiplier += 1;
Debug.Log("Boost level 6: " + multiplier);
}
}
for (int i = 0; i < LevelSO.LevelUps; i++)
// Method to set the level based on the button clicked
public void SetLevel(int index)
{
var xpToLevelUp = _levelSO.BaseXPToLevelUp * multiplier + (i * _levelSO.StepXPOnLevelUp * multiplier);
needToFinish += xpToLevelUp;
if (index >= 0 && index < levels.Length)
{
_levelSO = levels[index]; // Set the corresponding level
Debug.Log("Level changed to: " + index);
xpToLevelUps.Add(i, xpToLevelUp);
// Deactivate all Texts, then activate the one corresponding to the index
for (int i = 0; i < levelTexts.Length; i++)
{
levelTexts[i].gameObject.SetActive(i == index);
}
}
/// For XP based levels game
// xpPicker.OnPickUp += CheckForLevelUp;
// xpPicker.OnPickUp += CheckForFinish;
}
protected override void OnGameRun()
{
isStarted = true;
}
protected override void OnGameFinish()
{
isFinished = true;
}
private void Update()
{
if (isStarted && !isFinished)
@ -104,7 +101,6 @@ public class GameProgress : GameStateMachineUser
if (levelUpTimer >= timeForLevelUp)
{
levelUpTimer = 0;
LevelUp();
}
@ -114,6 +110,7 @@ public class GameProgress : GameStateMachineUser
}
}
}
private void CheckForLevelUp(float xp)
{
if (level + 1 >= LevelSO.LevelUps)
@ -138,10 +135,7 @@ public class GameProgress : GameStateMachineUser
public void LevelUp()
{
XPforLevelUp = 0;
level++;
_audioManager.PlayOneShot(_gameData.spawnClip, 0.4f);
OnLevelUp?.Invoke(level);
}
@ -154,5 +148,8 @@ public class GameProgress : GameStateMachineUser
_stateMachine.Push(new WinState());
}
}
public void levelmenudeactive()
{
levelmenu.SetActive(false);
}
}

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appleEnableAutomaticSigning: 1
iOSRequireARKit: 0
iOSAutomaticallyDetectAndAddCapabilities: 1
@ -240,20 +249,20 @@ PlayerSettings:
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templateDefaultScene: Assets/Scenes/SampleScene.unity
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useCustomMainGradleTemplate: 1
useCustomLauncherGradleManifest: 1
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useCustomGradlePropertiesTemplate: 0
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useCustomGradleSettingsTemplate: 0
useCustomProguardFile: 0
AndroidTargetArchitectures: 3
AndroidTargetDevices: 0
AndroidSplashScreenScale: 0
androidSplashScreen: {fileID: 0}
AndroidKeystoreName: '{dedicated}: Documents/user.keystore'
AndroidKeyaliasName: rizze
AndroidKeystoreName: '{inproject}: user.keystore'
AndroidKeyaliasName: 12
AndroidEnableArmv9SecurityFeatures: 0
AndroidBuildApkPerCpuArchitecture: 0
AndroidTVCompatibility: 0
@ -574,7 +583,7 @@ PlayerSettings:
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switchScreenResolutionBehavior: 2
switchUseCPUProfiler: 0
switchUseGOLDLinker: 0
switchEnableFileSystemTrace: 0
switchLTOSetting: 0
switchApplicationID: 0x01004b9000490000
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@ -704,7 +713,6 @@ PlayerSettings:
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switchNetworkInterfaceManagerInitializeEnabled: 1
switchPlayerConnectionEnabled: 1
switchUseNewStyleFilepaths: 0
switchUseLegacyFmodPriorities: 0
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@ -826,7 +834,7 @@ PlayerSettings:
PS5: UNITY_POST_PROCESSING_STACK_V2
Stadia: UNITY_POST_PROCESSING_STACK_V2
Standalone: UNITY_POST_PROCESSING_STACK_V2;MOREMOUNTAINS_FEEDBACKS;MOREMOUNTAINS_NICEVIBRATIONS;MOREMOUNTAINS_TOOLS;ODIN_INSPECTOR_EDITOR_ONLY;ODIN_INSPECTOR;ODIN_INSPECTOR_3;MOREMOUNTAINS_CINEMACHINE_INSTALLED;MOREMOUNTAINS_TEXTMESHPRO_INSTALLED;MOREMOUNTAINS_POSTPROCESSING_INSTALLED;MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED
WebGL: UNITY_POST_PROCESSING_STACK_V2
WebGL: UNITY_POST_PROCESSING_STACK_V2;MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED;ODIN_INSPECTOR_EDITOR_ONLY;ODIN_INSPECTOR;ODIN_INSPECTOR_3
Windows Store Apps: UNITY_POST_PROCESSING_STACK_V2
XboxOne: UNITY_POST_PROCESSING_STACK_V2
iPhone: MOREMOUNTAINS_FEEDBACKS;MOREMOUNTAINS_NICEVIBRATIONS;MOREMOUNTAINS_TOOLS;ODIN_INSPECTOR_EDITOR_ONLY;ODIN_INSPECTOR;ODIN_INSPECTOR_3;MOREMOUNTAINS_CINEMACHINE_INSTALLED;MOREMOUNTAINS_TEXTMESHPRO_INSTALLED;MOREMOUNTAINS_POSTPROCESSING_INSTALLED;USE_APPLOVIN
@ -857,13 +865,12 @@ PlayerSettings:
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selectedPlatform: 2
additionalIl2CppArgs:
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gcWBarrierValidation: 0
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Android: 3
Android: 6
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@ -1,2 +1,2 @@
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m_EditorVersionWithRevision: 2022.3.1f1 (f18e0c1b5784)
m_EditorVersion: 2022.3.15f1
m_EditorVersionWithRevision: 2022.3.15f1 (b58023a2b463)

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