fix: some thing for game to be built
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@@ -1,7 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Random = UnityEngine.Random;
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@@ -9,7 +8,7 @@ using Random = UnityEngine.Random;
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public class GameController : MonoBehaviour
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{
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public static GameController i;
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public SceneAsset deployScene;
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public string deploySceneName;
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public List<LevelInfo> levels;
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public List<EnemyInfo> enemies;
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public Dictionary<BulletType, int> inventory = new();
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@@ -24,7 +23,7 @@ public class GameController : MonoBehaviour
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return li;
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}).ToList();
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levels.ForEach(li => {
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AddEnemyInLevel(SelectEnemyWeighted().prefab, li.scene.name);
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AddEnemyInLevel(SelectEnemyWeighted().prefab, li.sceneName);
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});
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foreach (BulletType i in Enum.GetValues(typeof(BulletType))) {
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if (i == BulletType.None) continue;
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@@ -33,25 +32,25 @@ public class GameController : MonoBehaviour
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}
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public Dictionary<GameObject, int> PopEnemies(string sceneName) {
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LevelInfo li = levels.Find(x => x.scene.name == sceneName);
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LevelInfo li = levels.Find(x => x.sceneName == sceneName);
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Dictionary<GameObject, int> levelEnemies = new(li.enemies);
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li.enemies.Clear();
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return levelEnemies;
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}
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public void AddEnemyInLevel(GameObject enemy, string sceneName) {
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Dictionary<GameObject, int> levelEnemies = levels.Find(x => x.scene.name == sceneName).enemies;
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Dictionary<GameObject, int> levelEnemies = levels.Find(x => x.sceneName == sceneName).enemies;
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if (levelEnemies.ContainsKey(enemy)) levelEnemies[enemy] += 1;
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else levelEnemies[enemy] = 1;
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}
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public LevelInfo GetLevel(string sceneName) {
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return levels.Find(x => x.scene.name == sceneName);
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return levels.Find(x => x.sceneName == sceneName);
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}
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void RepairLevel(string sceneName) {
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levels = levels.Select(li => {
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if (li.scene.name == sceneName) {
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if (li.sceneName == sceneName) {
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li.hp = Math.Clamp(li.hp + 20, 0, li.maxHp);
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}
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return li;
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@@ -60,7 +59,7 @@ public class GameController : MonoBehaviour
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void DamageLevels(string sceneName, float timeSpent) {
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levels = levels.Select(li => {
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if (li.scene.name != sceneName && !IsLevelDestroyed(li.scene.name)) {
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if (li.sceneName != sceneName && !IsLevelDestroyed(li.sceneName)) {
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int damage = (int)(li.enemies.Values.Sum(x => x) * timeSpent / 10);
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li.hp = Math.Clamp(li.hp - damage, 0, li.maxHp);
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}
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@@ -71,14 +70,14 @@ public class GameController : MonoBehaviour
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void SpawnEnemies(string sceneName, float timeSpent) {
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int enemiesToAdd = (int)(timeSpent / 10) + 1;
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levels.ForEach(li => {
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if (li.scene.name == sceneName || IsLevelDestroyed(li.scene.name)) return;
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for (int i = 0; i < enemiesToAdd; ++i) AddEnemyInLevel(SelectEnemyWeighted().prefab, li.scene.name);
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if (li.sceneName == sceneName || IsLevelDestroyed(li.sceneName)) return;
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for (int i = 0; i < enemiesToAdd; ++i) AddEnemyInLevel(SelectEnemyWeighted().prefab, li.sceneName);
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});
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}
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void AddBullets() {
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levels.ForEach(li => {
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if (!IsLevelDestroyed(li.scene.name) && li.factory != BulletType.None) inventory[li.factory] += 10;
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if (!IsLevelDestroyed(li.sceneName) && li.factory != BulletType.None) inventory[li.factory] += 10;
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});
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}
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@@ -108,7 +107,7 @@ public class GameController : MonoBehaviour
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}
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public void LoadDeployScene() {
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SceneManager.LoadScene(deployScene.name);
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SceneManager.LoadScene(deploySceneName);
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}
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public static void SetCursorState(bool locked) {
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@@ -145,7 +144,7 @@ public class GameController : MonoBehaviour
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[Serializable]
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public struct LevelInfo {
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public SceneAsset scene;
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public string sceneName;
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public int hp;
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public int maxHp;
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public BulletType factory;
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