Add a massive mess
Bunch of unfinished code
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parent
d4a876097d
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32c2382e06
14 changed files with 216 additions and 49 deletions
56
.vscode/settings.json
vendored
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56
.vscode/settings.json
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@ -0,0 +1,56 @@
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{
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"**/.gitmodules":true,
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"**/*.booproj":true,
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"**/*.pidb":true,
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"**/*.suo":true,
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"**/*.user":true,
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"**/*.userprefs":true,
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"**/*.unityproj":true,
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"**/*.dll":true,
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"**/*.exe":true,
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"**/*.pdf":true,
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"**/*.mid":true,
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"**/*.midi":true,
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"**/*.wav":true,
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"**/*.gif":true,
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"**/*.ico":true,
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"**/*.jpg":true,
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"**/*.jpeg":true,
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"**/*.png":true,
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"**/*.psd":true,
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"**/*.tga":true,
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"**/*.tif":true,
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"**/*.tiff":true,
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"**/*.3ds":true,
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"**/*.3DS":true,
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"**/*.fbx":true,
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"**/*.FBX":true,
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"**/*.lxo":true,
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"**/*.LXO":true,
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"**/*.ma":true,
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"**/*.MA":true,
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"**/*.obj":true,
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"**/*.OBJ":true,
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"**/*.asset":true,
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"**/*.cubemap":true,
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"**/*.flare":true,
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"**/*.mat":true,
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"**/*.meta":true,
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"**/*.prefab":true,
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"**/*.unity":true,
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"build/":true,
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"Build/":true,
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"Library/":true,
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"library/":true,
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"obj/":true,
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"Obj/":true,
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"ProjectSettings/":true,
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"temp/":true,
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"Temp/":true
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32
Assets/Scripts/Consumabile.cs
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32
Assets/Scripts/Consumabile.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Consumabile : Object
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{
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// Start is called before the first frame update
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public enum Tipo {Cura, Danno};
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public GameObject player;
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public Player player;
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public int valore;
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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void use(){
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if (Tipo == Tipo.Cura){
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player.hp += valore;
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if (player.hp >= player.maxhp) player.hp = player.maxhp;
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}
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if (Tipo == Tipo.Danno){
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player.hp -= valore;
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}
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}
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}
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11
Assets/Scripts/Consumabile.cs.meta
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11
Assets/Scripts/Consumabile.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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userData:
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@ -3,7 +3,11 @@ guid: 052bc569472779a429bfc51246f723d4
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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defaultReferences:
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- wallSprite: {fileID: 21300000, guid: e0e60c9a4ff0b8e429e6cfe316da9bbf, type: 3}
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- roomSprite: {fileID: 21300000, guid: e0e60c9a4ff0b8e429e6cfe316da9bbf, type: 3}
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- corridorSprite: {fileID: 21300000, guid: e0e60c9a4ff0b8e429e6cfe316da9bbf, type: 3}
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- tilePrefab: {instanceID: 0}
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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62
Assets/Scripts/Mostro.cs
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62
Assets/Scripts/Mostro.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Mostro : MonoBehaviour
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{
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public string nome;
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public Sprite sprite;
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public int hpmax, hp, exp;
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public bool is_undead;
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public enum speed {slow, standard, fast};
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private bool player_spotted;
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public Map map;
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// Start is called before the first frame update
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void Start()
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{
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map = gameObjectMappa.GetComponent<Map>();
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player_spotted = false;
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}
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// Update is called once per frame
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void Update()
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{
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if (!player_spotted){
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roam();
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}
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//Da mettere il pathfinding per quando trova il personaggio
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}
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void roam(){
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while (true)
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{
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int direction = Random.Range(1, 5);
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if (direction==1 && is_valid_movement("left")){
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transform.Translate(Vector3.left);
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break;
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}
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else if (direction==2 && is_valid_movement("right")){
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transform.Translate(Vector3.right);
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break;
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}
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else if (direction==3 && is_valid_movement("up")){
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transform.Translate(Vector3.up);
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break;
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}
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else if (is_valid_movement("down")){
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transform.Translate(Vector3.up);
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break;
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}
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}
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}
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bool is_valid_movement(string direction)
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{
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Tile tile;
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int posX = (int) transform.position.x;
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int posY = (int) transform.position.y;
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if (direction == "left") tile = map.GetTile(posX - 1, posY);
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else if (direction == "right") tile = map.GetTile(posX + 1, posY);
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else if (direction == "up") tile = map.GetTile(posX, posY + 1);
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else tile = map.GetTile(posX, posY - 1);
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return tile.walkable;
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}
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}
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11
Assets/Scripts/Mostro.cs.meta
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11
Assets/Scripts/Mostro.cs.meta
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fileFormatVersion: 2
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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20
Assets/Scripts/Object.cs
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20
Assets/Scripts/Object.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Object : MonoBehaviour
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{
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public string nome;
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public int costo;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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11
Assets/Scripts/Object.cs.meta
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11
Assets/Scripts/Object.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 49be0f8468bff6249b7befdf02bc8ec9
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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@ -4,8 +4,7 @@ using UnityEngine;
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public class Player : MonoBehaviour
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{
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private int exp, level, hp;
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public GameObject player;
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private int exp, level, hp, maxhp;
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public int startingHp;
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public Map map;
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//TODO: Aggiungi gli oggetti in inventario
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{
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if (Input.GetKey(KeyCode.A))
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{
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if (is_valid_movement("left")) player.transform.Translate(Vector3.left);
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if (is_valid_movement("left")) transform.Translate(Vector3.left);
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}
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if (Input.GetKey(KeyCode.D))
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{
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if (is_valid_movement("right")) player.transform.Translate(Vector3.right);
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if (is_valid_movement("right")) transform.Translate(Vector3.right);
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}
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if (Input.GetKey(KeyCode.W))
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{
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if (is_valid_movement("up")) player.transform.Translate(Vector3.up);
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if (is_valid_movement("up")) transform.Translate(Vector3.up);
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}
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if (Input.GetKey(KeyCode.S))
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{
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if (is_valid_movement("down")) player.transform.Translate(Vector3.down);
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if (is_valid_movement("down")) transform.Translate(Vector3.down);
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}
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// Qui c'è da aggiungere la condizione per il controllo degli hp
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}
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bool is_valid_movement(string direction)
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{
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Tile tile;
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int posX = (int) player.transform.position.x;
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int posY = (int) player.transform.position.y;
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int posX = (int) transform.position.x;
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int posY = (int) transform.position.y;
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if (direction == "left") tile = map.GetTile(posX - 1, posY);
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else if (direction == "right") tile = map.GetTile(posX + 1, posY);
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else if (direction == "up") tile = map.GetTile(posX, posY + 1);
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@ -1,8 +0,0 @@
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