diff --git a/Assets/Prefab/Characters/MainCharacter.prefab b/Assets/Prefab/Characters/MainCharacter.prefab
index ad7260d..f6dc667 100644
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diff --git a/Assets/Scenes/Town1/BlackSmithShop.unity b/Assets/Scenes/Town1/BlackSmithShop.unity
index 9dc3d7f..75fb0b6 100644
--- a/Assets/Scenes/Town1/BlackSmithShop.unity
+++ b/Assets/Scenes/Town1/BlackSmithShop.unity
@@ -1099,11 +1099,7 @@
playerCurrentXP: 0
targetLevelXP: 0
abilityPoints: 0
- item: {fileID: 11400000, guid: 63b35f05a4e1336439da3b274808b7f1, type: 2}
- itemStack: {fileID: 5073170527145592023, guid: 66e87e29348cddb468c8f803f64f4faa, type: 3}
- inventorySize: 10
- inventory:
- items: []
+ playerController: {fileID: 0}
cursorTexture: {fileID: 2800000, guid: 0f04b7a783589ab4a85c2209e005693c, type: 3}
--- !u!4 &194104265
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@@ -5320,6 +5316,10 @@
propertyPath: m_Layer
value: 8
objectReference: {fileID: 0}
+ - target: {fileID: 431800083142088856, guid: 67a6429c9b6749448bdd56f77ee3e7ea, type: 3}
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+ objectReference: {fileID: 0}
- target: {fileID: 431800083142088859, guid: 67a6429c9b6749448bdd56f77ee3e7ea, type: 3}
propertyPath: m_RootOrder
value: 3
@@ -28787,6 +28787,10 @@
propertyPath: grid
value:
objectReference: {fileID: 1890829313}
+ - target: {fileID: 2016841182480354358, guid: 5791c70d3ed126f4c9c9818a0b90aeb4, type: 3}
+ propertyPath: pathRequestManager
+ value:
+ objectReference: {fileID: 1890829314}
- target: {fileID: 2016841182480354362, guid: 5791c70d3ed126f4c9c9818a0b90aeb4, type: 3}
propertyPath: m_RootOrder
value: 0
diff --git a/Assets/Scenes/Town1/Prototype.unity b/Assets/Scenes/Town1/Prototype.unity
index 34754d4..b341566 100644
--- a/Assets/Scenes/Town1/Prototype.unity
+++ b/Assets/Scenes/Town1/Prototype.unity
@@ -30525,7 +30525,7 @@
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
- m_IsActive: 1
+ m_IsActive: 0
--- !u!4 &1761224688
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m_ObjectHideFlags: 0
@@ -43331,38 +43331,6 @@
m_Modification:
m_TransformParent: {fileID: 0}
m_Modifications:
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- value: 4
- objectReference: {fileID: 0}
- - target: {fileID: 431800083142088855, guid: 67a6429c9b6749448bdd56f77ee3e7ea, type: 3}
- propertyPath: runSpeed
- value: 6
- objectReference: {fileID: 0}
- - target: {fileID: 431800083142088855, guid: 67a6429c9b6749448bdd56f77ee3e7ea, type: 3}
- propertyPath: baseStats
- value:
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- - target: {fileID: 431800083142088855, guid: 67a6429c9b6749448bdd56f77ee3e7ea, type: 3}
- propertyPath: manaTimer
- value: 1.5
- objectReference: {fileID: 0}
- - target: {fileID: 431800083142088855, guid: 67a6429c9b6749448bdd56f77ee3e7ea, type: 3}
- propertyPath: attackForce
- value: 15
- objectReference: {fileID: 0}
- - target: {fileID: 431800083142088855, guid: 67a6429c9b6749448bdd56f77ee3e7ea, type: 3}
- propertyPath: manaTimerMax
- value: 1.5
- objectReference: {fileID: 0}
- - target: {fileID: 431800083142088855, guid: 67a6429c9b6749448bdd56f77ee3e7ea, type: 3}
- propertyPath: manaDecreaseRate
- value: 40
- objectReference: {fileID: 0}
- - target: {fileID: 431800083142088855, guid: 67a6429c9b6749448bdd56f77ee3e7ea, type: 3}
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- value: 30
- objectReference: {fileID: 0}
- target: {fileID: 431800083142088856, guid: 67a6429c9b6749448bdd56f77ee3e7ea, type: 3}
propertyPath: m_Name
value: MainCharacter
diff --git a/Assets/Scripts/Items/Potion.cs b/Assets/Scripts/Items/Potion.cs
deleted file mode 100644
index f0f6830..0000000
--- a/Assets/Scripts/Items/Potion.cs
+++ /dev/null
@@ -1,56 +0,0 @@
-using MyCollections.DesignPatterns.Visitor;
-using MyCollections.Stats;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using System;
-
-[CreateAssetMenu(menuName = "Item/Potion")]
-public class Potion : Item, IVisitor
-{
- public enum OperatorType { Add, Multiply }
-
- [SerializeField] private StatType statType = StatType.Attack;
- [SerializeField] private OperatorType operatorType = OperatorType.Add;
- [SerializeField] private int value = 10;
- [SerializeField] private float duration = 5f;
-
- public void Visit<T>(T visitable) where T : Component, IVisitable
- {
- if (visitable is PlayerController controller)
- {
- if(CanApply(statType, controller))
- ApplyStatsEffect(controller);
- }
- }
-
- private void ApplyStatsEffect(PlayerController controller)
- {
- StatModifier modifier = operatorType switch
- {
- OperatorType.Add => new BasicStatModifier(statType, duration, v => v + value),
- OperatorType.Multiply => new BasicStatModifier(statType, duration, v => v * value),
- _ => throw new ArgumentOutOfRangeException()
- };
-
- controller.Stats.Mediator.AddModifier(modifier);
- Debug.Log($"Added modifier: {modifier}");
- }
-
- private bool CanApply(StatType statType, PlayerController controller)
- {
- switch (statType)
- {
- case StatType.Attack:
- return true;
-
- case StatType.Health:
- return controller.Health != controller.MaxHealth;
-
- case StatType.Mana:
- return true;
- }
-
- return true;
- }
-}
\ No newline at end of file
diff --git a/Assets/Scripts/Items/Potion.cs.meta b/Assets/Scripts/Items/Potion.cs.meta
deleted file mode 100644
index e8464f4..0000000
--- a/Assets/Scripts/Items/Potion.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
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- userData:
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diff --git a/Assets/Scripts/Items/Potions/AttackPotion.asset b/Assets/Scripts/Items/Potions/AttackPotion.asset
new file mode 100644
index 0000000..a87cf03
--- /dev/null
+++ b/Assets/Scripts/Items/Potions/AttackPotion.asset
@@ -0,0 +1,22 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
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+ m_Script: {fileID: 11500000, guid: 10fe509893a028c48b0b85c8e65fbfb6, type: 3}
+ m_Name: AttackPotion
+ m_EditorClassIdentifier:
+ itemImage: {fileID: 21300000, guid: f00fe3a126b1ebd4e97f59a06043f6a9, type: 3}
+ itemName: HealthPotion
+ isStackable: 1
+ stackAmount: 10
+ statType: 2
+ operatorType: 0
+ value: 10
+ duration: 1.5
diff --git a/Assets/Scripts/Items/Potions/AttackPotion.asset.meta b/Assets/Scripts/Items/Potions/AttackPotion.asset.meta
new file mode 100644
index 0000000..deb0337
--- /dev/null
+++ b/Assets/Scripts/Items/Potions/AttackPotion.asset.meta
@@ -0,0 +1,8 @@
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+ externalObjects: {}
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diff --git a/Assets/Scripts/Items/Potions/HealthPotion.asset b/Assets/Scripts/Items/Potions/HealthPotion.asset
deleted file mode 100644
index 8025166..0000000
--- a/Assets/Scripts/Items/Potions/HealthPotion.asset
+++ /dev/null
@@ -1,22 +0,0 @@
-%YAML 1.1
-%TAG !u! tag:unity3d.com,2011:
---- !u!114 &11400000
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- m_Script: {fileID: 11500000, guid: 10fe509893a028c48b0b85c8e65fbfb6, type: 3}
- m_Name: HealthPotion
- m_EditorClassIdentifier:
- itemImage: {fileID: 21300000, guid: f00fe3a126b1ebd4e97f59a06043f6a9, type: 3}
- itemName: HealthPotion
- isStackable: 1
- stackAmount: 10
- statType: 2
- operatorType: 0
- value: 10
- duration: 0
diff --git a/Assets/Scripts/Items/Potions/HealthPotion.asset.meta b/Assets/Scripts/Items/Potions/HealthPotion.asset.meta
deleted file mode 100644
index deb0337..0000000
--- a/Assets/Scripts/Items/Potions/HealthPotion.asset.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/Assets/Scripts/Items/StatPotion.cs b/Assets/Scripts/Items/StatPotion.cs
new file mode 100644
index 0000000..90baf95
--- /dev/null
+++ b/Assets/Scripts/Items/StatPotion.cs
@@ -0,0 +1,38 @@
+using MyCollections.DesignPatterns.Visitor;
+using MyCollections.Stats;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System;
+
+[CreateAssetMenu(menuName = "Item/Potion")]
+public class StatPotion : Item, IVisitor
+{
+ public enum OperatorType { Add, Multiply }
+
+ [SerializeField] private StatType statType = StatType.Attack;
+ [SerializeField] private OperatorType operatorType = OperatorType.Add;
+ [SerializeField] private int value = 10;
+ [SerializeField] private float duration = 5f;
+
+ public void Visit<T>(T visitable) where T : Component, IVisitable
+ {
+ if (visitable is PlayerController controller)
+ {
+ ApplyStatsEffect(controller);
+ }
+ }
+
+ private void ApplyStatsEffect(PlayerController controller)
+ {
+ StatModifier modifier = operatorType switch
+ {
+ OperatorType.Add => new BasicStatModifier(statType, duration, v => v + value),
+ OperatorType.Multiply => new BasicStatModifier(statType, duration, v => v * value),
+ _ => throw new ArgumentOutOfRangeException()
+ };
+
+ controller.Stats.Mediator.AddModifier(modifier);
+ Debug.Log($"Added modifier: {modifier}");
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Items/StatPotion.cs.meta b/Assets/Scripts/Items/StatPotion.cs.meta
new file mode 100644
index 0000000..e8464f4
--- /dev/null
+++ b/Assets/Scripts/Items/StatPotion.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 10fe509893a028c48b0b85c8e65fbfb6
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diff --git a/Assets/Scripts/Managers/InventoryManager.cs b/Assets/Scripts/Managers/InventoryManager.cs
index 42dc72f..e6edff1 100644
--- a/Assets/Scripts/Managers/InventoryManager.cs
+++ b/Assets/Scripts/Managers/InventoryManager.cs
@@ -84,12 +84,12 @@
{
switch (item)
{
- case Potion potion:
+ case StatPotion potion:
Debug.Log("Try to apply effect");
//Apply Potion Effects
potion.Visit(controller);
- slot.Amount--;
+ slot.Owner.RemoveItemAmount(index, 1);
return;
}
}
@@ -121,11 +121,12 @@
}
}
+
public void SwapInventorySlot(InventorySlot slotA, InventorySlot slotB)
{
if (slotA.Owner != slotB.Owner)
{
- //Inventory slotAinventory
+ Inventory.SwapInventoriesSlot(slotA, slotB);
}
else
diff --git a/Assets/Scripts/Player/Inventory/Inventory.cs b/Assets/Scripts/Player/Inventory/Inventory.cs
index 9c0aafd..fac0d5b 100644
--- a/Assets/Scripts/Player/Inventory/Inventory.cs
+++ b/Assets/Scripts/Player/Inventory/Inventory.cs
@@ -17,7 +17,8 @@
public int Capacity => items.Capacity;
// Event triggered when inventory changes
- public event Action InventoryChanged;
+ public event Action<int> OnSlotChanged;
+ public event Action<int, int> OnSlotsChanged;
//Constructor
public Inventory(int capacity, GameObject gameObject)
@@ -25,7 +26,8 @@
items = new List<InventorySlot>(capacity);
for (int i = 0; i < capacity; i++)
{
- items.Add(null); // or `new InventorySlot(this);` if you want empty slots
+ InventorySlot slot = new InventorySlot(this);
+ items.Add(slot);
}
this.gameObject = gameObject;
@@ -35,7 +37,7 @@
public bool AddItem(Item item, int amount = 1)
{
// Find the first empty slot or slot with the same item type
- InventorySlot existentSlot = FindSlotByItem(item);
+ InventorySlot existentSlot = FindAvailableSlotByItem(item);
if (existentSlot != null && !existentSlot.IsSlotFull())
{
// Increment existing item amount if possible
@@ -45,7 +47,7 @@
if (amount <= 0)
{
- InventoryChanged?.Invoke();
+ OnSlotChanged?.Invoke(existentSlot.SlotIndex);
return true;
}
}
@@ -54,8 +56,8 @@
{
if (items[i] == null || items[i].IsEmpty())
{
- items[i] = new InventorySlot(this, item, amount);
- InventoryChanged?.Invoke();
+ items[i].AddItemSlot(item, amount);
+ OnSlotChanged?.Invoke(items[i].SlotIndex);
return true;
}
}
@@ -69,8 +71,8 @@
{
if (index >= 0 && index < items.Count && items[index] != null)
{
- items[index] = null;
- InventoryChanged?.Invoke();
+ items[index] = new InventorySlot(this); // Replace with an empty
+ OnSlotChanged?.Invoke(index);
}
else
{
@@ -78,7 +80,7 @@
}
}
- private void RemoveItem(int index, int amount)
+ public void RemoveItemAmount(int index, int amount)
{
if (items[index] != null)
{
@@ -94,11 +96,58 @@
items[index].Amount -= amount;
}
- InventoryChanged?.Invoke();
+ OnSlotChanged?.Invoke(items[index].SlotIndex);
}
}
+ public static bool TryMergeSlotsInventoriesSlots(InventorySlot slotA, InventorySlot slotB)
+ {
+ if (slotA.Item.Equals(slotB.Item))
+ {
+ int mergeResult = slotA.Amount + slotB.Amount;
+ if (mergeResult <= slotB.MaxAmount)
+ {
+ slotB.AddItemSlot(slotA.Item, slotA.Amount + slotB.Amount);
+ slotA.Clear();
+ return true;
+ }
+
+ return false;
+ }
+
+ return false;
+ }
+
+ public static void SwapInventoriesSlot(InventorySlot slotA, InventorySlot slotB)
+ {
+ // Validate inputs
+ if (slotA == null || slotB == null || slotA.Owner == null || slotB.Owner == null)
+ {
+ Debug.LogError("Invalid slots or owners for swapping!");
+ return;
+ }
+
+ // Store original ownership
+ Inventory ownerA = slotA.Owner;
+ Inventory ownerB = slotB.Owner;
+
+ // Store temporary data for swapping
+ Item tempItem = slotA.Item;
+ int tempAmount = slotA.Amount;
+
+ // Swap content
+ slotA.AddItemSlot(slotB.Item, slotB.Amount);
+ slotB.AddItemSlot(tempItem, tempAmount);
+
+ // Notify both inventories about the change
+ ownerA.OnSlotChanged?.Invoke(slotA.SlotIndex);
+ ownerB.OnSlotChanged?.Invoke(slotB.SlotIndex);
+
+ //Debug.Log($"Swapped items between Inventory A (Slot {slotA.SlotIndex}) and Inventory B (Slot {slotB.SlotIndex})");
+ }
+
+
public int GetSlotIndex(InventorySlot inventorySlot)
{
return items.FindIndex(0, slot => slot == inventorySlot);
@@ -107,26 +156,36 @@
//Swaps items to another slot
public void SwapItemSlot(int index, int swapIndex)
{
- InventorySlot slot = items[index];
+ // Perform the swap
+ InventorySlot temp = items[index];
items[index] = items[swapIndex];
- items[swapIndex] = slot;
- InventoryChanged?.Invoke();
+ items[swapIndex] = temp;
+
+ Debug.Log($"Perform swap between index {index} and index {swapIndex}");
+
+ // Notify observers of the change
+ OnSlotsChanged?.Invoke(index, swapIndex);
}
public void SplitSlot(int index)
{
if (!IsFull())
{
- if (CanSplitItemSlot(index, out InventorySlot slot))
+ if (CanSplitItemSlot(index))
{
- int amountToTransfer = CalculateStackDivision(slot.Amount);
- slot.Amount = amountToTransfer;
+ InventorySlot newSlot = FindEmptySlot();
- // Creates a new slot with the split amount and adds it to inventory
- InventorySlot newSlot = new InventorySlot(this, slot.Item, amountToTransfer);
- items.Add(newSlot);
+ if (newSlot == null)
+ return;
- InventoryChanged?.Invoke();
+ InventorySlot s = GetSlot(index);
+ int amountToTransfer = CalculateStackDivision(s.Amount);
+ int leftOver = s.Amount - amountToTransfer;
+ s.Amount = amountToTransfer;
+ s.AddItemSlot(s.Item, amountToTransfer);
+ newSlot.AddItemSlot(s.Item, leftOver);
+
+ OnSlotsChanged?.Invoke(s.SlotIndex, newSlot.SlotIndex);
return;
}
@@ -140,13 +199,26 @@
//Check if the item is stackable
//Returns true if the item is stackable
//And also returns the slot of the item
- private bool CanSplitItemSlot(int index, out InventorySlot slot)
+ private bool CanSplitItemSlot(int index)
{
- Item item = items[index].Item;
- slot = items[index];
- return item != null && item.IsStackable && slot.Amount > 1;
+ InventorySlot slot = items[index];
+
+ return CanSplitItemSlot(slot);
}
+ private bool CanSplitItemSlot(InventorySlot slot)
+ {
+ if(IsFull())
+ return false;
+
+ //Tries to find a slot that contains an empty slot
+ InventorySlot avalableSlot = FindEmptySlot();
+
+ return avalableSlot != null && slot.Item.IsStackable && slot.Amount > 1;
+
+ }
+
+
//Gets an item
public Item GetItem(int index) => items[index].Item;
@@ -156,11 +228,11 @@
private int CalculateStackDivision(int amount) => Mathf.CeilToInt(amount / 2f);
//Checks if a slot exists with same item
- private InventorySlot FindSlotByItem(Item item)
+ private InventorySlot FindAvailableSlotByItem(Item item)
{
foreach (InventorySlot slot in items)
{
- if (slot != null && slot.Item != null && slot.Item.Equals(item) && !slot.IsSlotFull())
+ if (slot.Item != null && slot.Item.Equals(item) && !slot.IsSlotFull())
{
return slot;
}
@@ -168,15 +240,20 @@
return null;
}
- public void SetSlot(int index, InventorySlot slot)
+ public bool TryMergeSlots(InventorySlot slotA, InventorySlot slotB)
{
- items[index] = slot;
+ if (TryMergeSlotsInventoriesSlots(slotA, slotB))
+ {
+ OnSlotsChanged.Invoke(slotA.SlotIndex, slotB.SlotIndex);
+ return true;
+ }
+
+ return false;
}
- //public static void SwapSlotInventory(Inventory inventory, InventorySlot slot)
- //{
- // if(inventoryA)
- //}
+ //Finds an empty slot
+ private InventorySlot FindEmptySlot() => GetSlot(items.FindIndex(x => x.IsEmpty()));
+
//public void DropItem(int index, int amount)
//{
@@ -221,6 +298,9 @@
[SerializeField] private Item item;
[SerializeField] private int amount;
[SerializeField] private int maxAmount;
+ //Testing purposes
+ [SerializeField] private string ownerName;
+ [SerializeField] private int slotIndex;
[NonSerialized]
private Inventory owner;
@@ -240,19 +320,36 @@
{
get => amount;
set => amount = value;
+
}
- //Constructor
- public InventorySlot(Inventory owner, Item item = null, int amount = 0)
+ public void AddItemSlot(Item item = null, int amount = 0)
{
this.item = item;
this.amount = amount;
- maxAmount = item.StackAmount;
- Owner = owner;
+
+ if (item != null)
+ {
+ maxAmount = item.StackAmount;
+ }
+ }
+
+ //Constructor
+ public InventorySlot(Inventory owner)
+ {
+ ownerName = owner.ToString();
+ this.owner = owner;
}
//Checks id the slot is full
public bool IsSlotFull() => amount == maxAmount;
+ public void Clear()
+ {
+ item = null;
+ amount = 0;
+ maxAmount = 0;
+ }
+
public bool IsEmpty() => item == null;
}
\ No newline at end of file
diff --git a/Assets/Scripts/Player/PlayerController.cs b/Assets/Scripts/Player/PlayerController.cs
index a69b7e7..be958aa 100644
--- a/Assets/Scripts/Player/PlayerController.cs
+++ b/Assets/Scripts/Player/PlayerController.cs
@@ -4,7 +4,6 @@
using MyCollections.Stats;
using System;
using System.Collections;
-using System.Reflection;
using UnityEngine;
using UnityEngine.SceneManagement;
@@ -21,8 +20,6 @@
[SerializeField]
public float flashCounter = 0f;
- [Header("Stats: ")]
- [SerializeField] private BaseStats baseStats;
public Stats Stats { get; private set; }
[Header("Attribute Settings: ")]
@@ -74,12 +71,6 @@
set => canMove = value;
}
- public int CurrentPlayerAttack
- {
- get => currentPlayerAttack;
- set => currentPlayerAttack += value;
- }
-
public int Health
{
get => health;
@@ -109,6 +100,12 @@
set => currentPlayerDefense += value;
}
+ public int CurrentPlayerAttack
+ {
+ get => currentPlayerAttack;
+ set => currentPlayerAttack += value;
+ }
+
public InventoryManager InventoryManager => inventoryManager;
private void Awake()
@@ -129,10 +126,8 @@
Destroy(gameObject);
}
- Stats = new Stats(new StatsMediator(), baseStats);
-
- currentPlayerAttack = baseStats.attack;
- currentPlayerDefense = baseStats.defense;
+ Stats = new Stats(new StatsMediator(), this);
+ currentPlayerAttack = Stats.Attack;
}
void Start()
@@ -145,6 +140,12 @@
if (!Stats.Mediator.IsEmpty)
Stats.Mediator.Update(Time.deltaTime);
+ if (Input.GetKeyDown(KeyCode.M))
+ {
+
+ TakeDamage(5);
+ }
+
if (!IsDead() && canMove)
{
if (!isRuning)
@@ -341,10 +342,14 @@
public void TakeDamage(int amount)
{
- Health = Mathf.Max(0, Health - amount);
+ Health = Mathf.Max(0, health - amount);
anim.SetTrigger("Hurt");
}
- public void Heal(int amount) => health += amount;
+ public void Heal(int amount)
+ {
+ // Trigger health-changed event to update observers (e.g., UI)
+ OnHealthChanged?.Invoke(Health);
+ }
public int CurrentHealth() => health;
public bool IsDead() => health <= 0f ? true : false;
diff --git a/Assets/Scripts/Player/PlayerHUD.cs b/Assets/Scripts/Player/PlayerHUD.cs
index f3cc032..ce350e1 100644
--- a/Assets/Scripts/Player/PlayerHUD.cs
+++ b/Assets/Scripts/Player/PlayerHUD.cs
@@ -1,6 +1,8 @@
+using MyCollections.Stats;
using System;
using System.Collections;
using System.Collections.Generic;
+using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
@@ -26,8 +28,16 @@
[Header("Currency")]
[SerializeField] private TextMeshProUGUI goldAmount;
+ [Header("Stats Modifiers: ")]
+ [SerializeField] private GameObject statsModifierParent;
+ [SerializeField] private GameObject modifierPrefab;
+ [SerializeField] private float spacingX = 2f;
+ [SerializeField] private float timerAnim = 1.2f;
+
[SerializeField] private float barSpeed = 0.5f;
+ private List<Tuple<GameObject, StatModifier>> modifiers = new List<Tuple<GameObject, StatModifier>>();
+
//Player Controller
PlayerController controller;
@@ -42,8 +52,8 @@
// Start is called before the first frame update
void Start()
{
- controller = PlayerController.Instance;
gameManager = GameManager.Instance;
+ controller = gameManager.PlayerController;
goldAmount.text = gameManager.PlayerGold.ToString();
lvlAmountTMP.text = gameManager.PlayerLevel.ToString();
@@ -52,10 +62,13 @@
controller.OnHealthChanged += UpdateHealthBar;
controller.OnManaChanged += UpdateManaBar;
+ controller.Stats.Mediator.OnModifierAdded += AddStatModifierUI;
+ controller.Stats.Mediator.OnModifierRemoved += RemoveStateModifierUI;
gameManager.OnXpGained += UpdateXPBar;
gameManager.OnLevelUp += UpdateLvlNumber;
gameManager.OnGoldAdded += UpdateGoldAmount;
+
}
private void OnDestroy()
@@ -67,7 +80,6 @@
// Update is called once per frame
void Update()
{
-
}
private void UpdateHealthBar(int newHealth)
@@ -160,4 +172,103 @@
healthBar.fillAmount = targetFillAmount;
healthAmountTMP.text = $"{newHealth} / {controller.MaxHealth}"; // Ensure final text update matches target health
}
+
+ private void AddStatModifierUI(StatModifier modifier)
+ {
+ RectTransform parentRt = statsModifierParent.GetComponent<RectTransform>();
+ Vector2 parentSize = parentRt.rect.size;
+
+ // Instantiate and add the stat modifier to the UI
+ GameObject instance = Instantiate(modifierPrefab, parentRt);
+ RectTransform instanceRt = instance.GetComponent<RectTransform>();
+ instanceRt.anchoredPosition = new Vector2(parentSize.x / 2, 0); // Place new modifier at initial position
+ modifiers.Insert(0, new Tuple<GameObject, StatModifier>(instance, modifier));
+
+ // Recalculate positions for all modifiers
+ RepositionModifiers();
+ }
+
+ // Repositions all stat modifiers sequentially
+ private void RepositionModifiers()
+ {
+ float currentXOffset = 0f; // Start from the parent's right edge
+ for (int i = 0; i < modifiers.Count; i++)
+ {
+ RectTransform rtModifier = modifiers[i].Item1.GetComponent<RectTransform>();
+ Vector2 size = rtModifier.rect.size;
+
+ // Calculate the new anchored position
+ Vector2 newPosition = new Vector2(currentXOffset - (size.x / 2), 0);
+
+ // Move the modifier with animation
+ StartCoroutine(MoveTheStatModifierObjectAnim(rtModifier, newPosition));
+
+ // Update the current offset for the next modifier
+ currentXOffset -= size.x + spacingX;
+ }
+ }
+
+ // Handles the Stat Modifiers UI elements' animations
+ private IEnumerator MoveTheStatModifierObjectAnim(RectTransform modifierRt, Vector2 finalPosition)
+ {
+ float elapsedTime = 0f;
+ Vector2 startPosition = modifierRt.anchoredPosition;
+
+ while (elapsedTime < timerAnim)
+ {
+ elapsedTime += Time.deltaTime;
+ float t = elapsedTime / timerAnim;
+ modifierRt.anchoredPosition = Vector2.Lerp(startPosition, finalPosition, t);
+ yield return null;
+ }
+ modifierRt.anchoredPosition = finalPosition;
+ }
+
+ private void RemoveStateModifierUI(StatModifier modifier)
+ {
+ // Find the Tuple to remove
+ Tuple<GameObject, StatModifier> result = modifiers.FirstOrDefault(tuple => tuple.Item2.Equals(modifier));
+
+ if (result == null)
+ {
+ Debug.LogError("Modifier not found in the list.");
+ return;
+ }
+
+ GameObject go = result.Item1;
+
+ if (go == null)
+ {
+ Debug.LogError("GameObject doesn't exist");
+ return;
+ }
+
+ RectTransform modifierRt = go.GetComponent<RectTransform>();
+ if (modifierRt == null)
+ {
+ Debug.LogError("RectTransform not found on the GameObject.");
+ return;
+ }
+
+ // Visual effect: Move up before removing
+ Vector2 finalPosition = modifierRt.anchoredPosition + new Vector2(0, 50);
+
+ StartCoroutine(RemoveModifierAfterAnimation(result, modifierRt, finalPosition));
+ }
+
+ // Coroutine to handle animation and destruction
+ private IEnumerator RemoveModifierAfterAnimation(Tuple<GameObject, StatModifier> result, RectTransform modifierRt, Vector2 finalPosition)
+ {
+ yield return MoveTheStatModifierObjectAnim(modifierRt, finalPosition);
+
+ // Remove the modifier from the list after animation completes
+ modifiers.Remove(result);
+
+ // Destroy the GameObject after it's no longer needed
+ Destroy(result.Item1);
+
+ // Reposition remaining modifiers
+ RepositionModifiers();
+ }
+
}
diff --git a/Assets/Scripts/Player/Stats/Stats.cs b/Assets/Scripts/Player/Stats/Stats.cs
index 7c82616..1fda582 100644
--- a/Assets/Scripts/Player/Stats/Stats.cs
+++ b/Assets/Scripts/Player/Stats/Stats.cs
@@ -11,8 +11,8 @@
public class Stats
{
- private readonly BaseStats baseStats;
private readonly StatsMediator mediator;
+ private readonly PlayerController controller;
public StatsMediator Mediator => mediator;
@@ -20,7 +20,7 @@
{
get
{
- Query query = new Query(StatType.Attack, baseStats.attack);
+ Query query = new Query(StatType.Attack, controller.CurrentPlayerAttack);
mediator.PerformQuery(this, query);
return (int)query.value;
}
@@ -30,37 +30,17 @@
{
get
{
- Query query = new Query(StatType.Defense, baseStats.defense);
+ Query query = new Query(StatType.Defense, controller.CurrentPlayerAttack);
mediator.PerformQuery(this, query);
return (int)query.value;
}
}
- public int Health
- {
- get
- {
- Query query = new Query(StatType.Health, baseStats.health);
- mediator.PerformQuery(this, query);
- return (int)query.value;
- }
- }
-
- public float Mana
- {
- get
- {
- Query query = new Query(StatType.Health, baseStats.mana);
- mediator.PerformQuery(this, query);
- return query.value;
- }
- }
-
- public Stats(StatsMediator mediator, BaseStats baseStats)
+ public Stats(StatsMediator mediator, PlayerController controller)
{
this.mediator = mediator;
- this.baseStats = baseStats;
+ this.controller = controller;
}
//Debugging purposes
diff --git a/Assets/Scripts/Player/Stats/StatsMediator.cs b/Assets/Scripts/Player/Stats/StatsMediator.cs
index 8a68d9f..1aeb939 100644
--- a/Assets/Scripts/Player/Stats/StatsMediator.cs
+++ b/Assets/Scripts/Player/Stats/StatsMediator.cs
@@ -10,6 +10,8 @@
private readonly LinkedList<StatModifier> modifiers = new LinkedList<StatModifier>();
public event EventHandler<Query> Queries;
+ public event Action<StatModifier> OnModifierAdded;
+ public event Action<StatModifier> OnModifierRemoved;
public bool IsEmpty => modifiers.IsEmpty();
public void PerformQuery(object sender, Query query) => Queries?.Invoke(sender, query);
@@ -17,10 +19,12 @@
public void AddModifier(StatModifier modifier)
{
modifiers.InsertAtBegin(modifier);
+ OnModifierAdded?.Invoke(modifier);
Queries += modifier.Handle;
modifier.OnDispose += callback =>
{
+ OnModifierRemoved?.Invoke(modifier);
modifiers.Remove(modifier);
Queries -= modifier.Handle;
};
diff --git a/Assets/Scripts/UI/HUDManager.cs b/Assets/Scripts/UI/HUDManager.cs
index c6ebed9..8bc4f23 100644
--- a/Assets/Scripts/UI/HUDManager.cs
+++ b/Assets/Scripts/UI/HUDManager.cs
@@ -6,7 +6,7 @@
private GameStateManager gameStateManager;
[SerializeField] private GameObject pauseMenuPanel;
- [SerializeField] private GameObject inventoryPanel;
+ [SerializeField] private PlayerInventoryUI playerInventoryUI;
[SerializeField] private HUDMode currentHUDMode;
@@ -80,12 +80,12 @@
break;
case HUDMode.Inventory:
- if (inventoryPanel == null)
+ if (playerInventoryUI == null)
{
Debug.LogError("Inventory Panel is null in SetHUDMode.");
return;
}
- inventoryPanel.SetActive(true);
+ playerInventoryUI.DisplayGrid(true);
Cursor.visible = true;
break;
@@ -103,7 +103,7 @@
{
// Deactivate all HUD panels
pauseMenuPanel.SetActive(false);
- inventoryPanel.SetActive(false);
+ playerInventoryUI.DisplayGrid(false);
}
public void OnDestroy()
diff --git a/Assets/Scripts/UI/Inventory/InventoryButton.cs b/Assets/Scripts/UI/Inventory/InventoryButton.cs
index 1f3fedb..4e53f99 100644
--- a/Assets/Scripts/UI/Inventory/InventoryButton.cs
+++ b/Assets/Scripts/UI/Inventory/InventoryButton.cs
@@ -1,5 +1,8 @@
+using System.Reflection;
+using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
+using UnityEngine.UI;
public class InventoryButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
{
@@ -16,25 +19,20 @@
private Vector3 originalPosition;
private InventoryButton overlappingButton;
+
[SerializeField] private InventorySlot data;
+ [SerializeField] private PlayerInventoryUI playerInventoryUI;
private void Start()
{
originalPosition = transform.position;
- }
-
- public void ButtonInit(InventoryManager inventoryManager, int slotIndex, InventorySlot data)
- {
- this.slotIndex = slotIndex;
- this.inventoryManager = inventoryManager;
- this.data = data;
+ inventoryManager = GameManager.Instance.PlayerController.GetComponentInChildren<InventoryManager>();
}
public void OnPointerDown(PointerEventData eventData)
{
if (eventData.button == PointerEventData.InputButton.Left)
{
- Debug.Log($"IsEmpty: {data.IsEmpty()}");
if (!data.IsEmpty())
{
pressStartTime = Time.time;
@@ -42,6 +40,15 @@
isBeingDragged = false;
}
}
+
+ else if (eventData.button == PointerEventData.InputButton.Right)
+ {
+ if (!data.IsEmpty())
+ {
+ data.Owner.SplitSlot(data.SlotIndex);
+ }
+
+ }
}
public void OnPointerUp(PointerEventData eventData)
@@ -82,10 +89,20 @@
private void OnSingleClick()
{
- if (buttonOptions != null && data != null)
+ if (data.Item != null)
{
- buttonOptions.SetActive(true);
- buttonOptions.transform.position = transform.position;
+ //if (playerInventoryUI.currentButtonOptions == null)
+ //{
+ // playerInventoryUI.currentButtonOptions = Instantiate(buttonOptions, transform);
+ // playerInventoryUI.currentButtonOptions.transform.position = transform.position;
+ //}
+
+ //else
+ //{
+ // playerInventoryUI.currentButtonOptions = null;
+ // playerInventoryUI.currentButtonOptions = Instantiate(buttonOptions, transform);
+ // playerInventoryUI.currentButtonOptions.transform.position = transform.position;
+ //}
}
}
@@ -102,17 +119,44 @@
}
}
+ public void ChangeData(InventorySlot d)
+ {
+ data = d;
+
+ Image[] images = gameObject.GetComponentsInChildren<Image>();
+ TextMeshProUGUI tmp = gameObject.GetComponentInChildren<TextMeshProUGUI>();
+
+ foreach (Image image in images)
+ {
+ if (image.gameObject.transform.childCount == 0)
+ {
+ if (data.Item != null)
+ {
+ image.color = Color.white;
+ image.sprite = data.Item.ItemImage;
+ tmp.text = data.Amount > 1 ? d.Amount.ToString() : string.Empty;
+ }
+ else
+ {
+ image.color = Color.clear; // Reset to transparent
+ image.sprite = null;
+ tmp.text = string.Empty; // Clear text
+ }
+ }
+ }
+ }
+
private void OnHoldRelease()
{
if (isOverlapping && overlappingButton != null)
{
- // Swap only the inventorySlot data with the overlapping button
- //inventoryManager.SwapTransferItem(slotIndex, overlappingButton.slotIndex);
- inventoryManager.SwapInventorySlot(data, overlappingButton.data);
- // Optionally, update visual elements if they depend on inventorySlot data
- UpdateSlotDisplay();
- overlappingButton.UpdateSlotDisplay();
+ if (!data.Owner.TryMergeSlots(data, overlappingButton.data))
+ {
+ // Perform the swap in the inventory data
+ inventoryManager.SwapInventorySlot(data, overlappingButton.data);
+ }
+
isOverlapping = false;
overlappingButton = null;
@@ -121,19 +165,15 @@
transform.position = originalPosition; // Return to original position visually
}
- private void UpdateSlotDisplay()
- {
- // This method updates the UI display for the slot, such as icons or item quantities,
- // based on the current inventorySlot data.
- // Example: Update the icon or item quantity shown on the button.
- }
private void OnTriggerEnter2D(Collider2D collision)
{
- if (collision.TryGetComponent(out InventoryButton button) && button != this)
+ // Check if the current button is being dragged and the collision is with another button
+ if (isBeingDragged && collision.TryGetComponent(out InventoryButton button) && button != this)
{
overlappingButton = button;
isOverlapping = true;
+ Debug.Log($"Started overlapping with button at index {button.slotIndex}");
}
}
diff --git a/Assets/Scripts/UI/Inventory/QuickInventoryUI.cs b/Assets/Scripts/UI/Inventory/QuickInventoryUI.cs
index 6894f9f..6bb8fde 100644
--- a/Assets/Scripts/UI/Inventory/QuickInventoryUI.cs
+++ b/Assets/Scripts/UI/Inventory/QuickInventoryUI.cs
@@ -34,7 +34,7 @@
Debug.Log($"Inventory: {inventory}\nInventory Capacity: {inventory.Capacity}");
//inventory.InventoryChanged += UpdateUI;
- inventory.InventoryChanged += UpdateSlots;
+ //inventory.InventoryChanged += UpdateSlots;
}
else
@@ -49,7 +49,7 @@
{
if (uiSlots[i].TryGetComponent(out InventoryButton button))
{
- button.ButtonInit(inventoryManager, i, inventoryManager.QuickInventory.GetSlot(i));
+ //button.ButtonInit(inventoryManager, i, inventoryManager.QuickInventory.GetSlot(i));
UpdateUI(i);
}
}
@@ -135,12 +135,12 @@
if (inventory != null)
{
// Subscribe to inventory changes when the UI is active
- inventory.InventoryChanged += UpdateSlots;
+ //inventory.InventoryChanged += UpdateSlots;
}
}
private void OnDisable()
{
- inventory.InventoryChanged -= UpdateSlots;
+ //inventory.InventoryChanged -= UpdateSlots;
}
}
\ No newline at end of file
diff --git a/Assets/UI/Inventory/DynamicInventoryUI.cs b/Assets/UI/Inventory/DynamicInventoryUI.cs
index 3687f41..cbd8ca2 100644
--- a/Assets/UI/Inventory/DynamicInventoryUI.cs
+++ b/Assets/UI/Inventory/DynamicInventoryUI.cs
@@ -36,7 +36,7 @@
inventory = inventoryManager.Inventory;
// Subscribe to inventory changes when the UI is active
- inventory.InventoryChanged += UpdateUI;
+ //inventory.InventoryChanged += UpdateUI;
CreateInventoryGrid();
}
@@ -235,7 +235,7 @@
if (inventory != null)
{
// Subscribe to inventory changes when the UI is active
- inventory.InventoryChanged += UpdateUI;
+ //inventory.InventoryChanged += UpdateUI;
CreateInventoryGrid();
}
}
@@ -243,7 +243,7 @@
private void OnDisable()
{
ClearInventoryGrid();
- inventory.InventoryChanged -= UpdateUI;
+ //inventory.InventoryChanged -= UpdateUI;
}
public void SplitItemStack(int index) => inventory.SplitSlot(index);
diff --git a/Assets/UI/Inventory/PlayerInventoryUI.cs b/Assets/UI/Inventory/PlayerInventoryUI.cs
new file mode 100644
index 0000000..0aa75ce
--- /dev/null
+++ b/Assets/UI/Inventory/PlayerInventoryUI.cs
@@ -0,0 +1,186 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System;
+using UnityEngine.UI;
+
+public class PlayerInventoryUI : MonoBehaviour
+{
+ [SerializeField] private GameObject uiSlotPrefab;
+ [SerializeField] private GameObject[] uiSlots; //Slots for the quick inventory
+ [SerializeField] private GameObject inventoryUIObject;
+ [SerializeField] private GameObject slotsOptions;
+ [SerializeField] private GameObject insertAmountPanelprefab;
+ [SerializeField] private Inventory inventory, quickInventory;
+
+ //Inventory settings
+ [SerializeField] private float gridSpacingX, gridSpacingY; //the space between each tile of the matrix
+ [SerializeField] private int columns = 5; // Number of columns in the inventory grid
+ private int rows;
+
+ public GameObject currentButtonOptions;
+
+ //UI Inventory Matrix Size
+ GameObject[,] inventorySlots = null;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ inventory = GameManager.Instance.PlayerController.InventoryManager.Inventory;
+ quickInventory = GameManager.Instance.PlayerController.InventoryManager.QuickInventory;
+
+ CreateInventoryGrid();
+
+ // Populate UI slots with initial data
+ for (int i = 0; i < inventory.Capacity; i++)
+ {
+ UpdateGridUI(i);
+ }
+ for (int i = 0; i < quickInventory.Capacity; i++)
+ {
+ UpdateQuickInventoryUI(i);
+ }
+
+
+ inventory.OnSlotChanged += UpdateGridUI;
+ inventory.OnSlotsChanged += UpdateGridUI;
+
+ quickInventory.OnSlotChanged += UpdateQuickInventoryUI;
+ quickInventory.OnSlotsChanged += UpdateQuickInventoryUI;
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+
+ public void DisplayGrid(bool enable)
+ {
+ for (int row = 0; row < rows; row++)
+ {
+ for (int col = 0; col < columns; col++)
+ {
+ inventorySlots[row, col].SetActive(enable);
+ }
+ }
+ }
+
+ //Creates an inventory grid
+ private void CreateInventoryGrid()
+ {
+ // Get the inventory size from the player
+ int inventorySize = inventory.Capacity;
+
+ // Calculate number of rows needed based on the inventory size and number of columns
+ rows = Mathf.CeilToInt((float)inventorySize / columns);
+
+ // Initialize the 2D array based on rows and columns
+ inventorySlots = new GameObject[rows, columns];
+
+ // Calculate total width and height of the grid
+ float gridWidth = columns * gridSpacingX;
+ float gridHeight = rows * gridSpacingY;
+
+ // Calculate the starting position for centering the grid
+ Vector3 startPosition = new Vector3(-gridWidth / 2 + gridSpacingX / 2, gridHeight / 2 - gridSpacingY / 2, 0);
+
+ // Start drawing the inventory grid
+ for (int row = 0; row < rows; row++)
+ {
+ for (int col = 0; col < columns; col++)
+ {
+ // Calculate the slot index (linear inventory index)
+ int index = row * columns + col;
+
+ // Ensure we don't create extra slots beyond the inventory size
+ if (index >= inventorySize) break;
+
+ // Calculate the position for each slot based on row, column, and spacing
+ Vector3 position = startPosition + new Vector3(col * gridSpacingX, -row * gridSpacingY, 0);
+
+ // Instantiate the slot at the calculated position
+ GameObject slot = Instantiate(uiSlotPrefab, inventoryUIObject.transform);
+ slot.GetComponent<RectTransform>().anchoredPosition = position;
+ slot.SetActive(false);
+
+ // Store the slot reference in the array
+ inventorySlots[row, col] = slot;
+ }
+ }
+ }
+
+ private void UpdateQuickInventoryUI(int index)
+ {
+ InventorySlot slot = quickInventory.GetSlot(index);
+
+ GameObject inventorySlot = uiSlots[index];
+
+ InventoryButton slotButton = inventorySlot.GetComponent<InventoryButton>();
+
+ slotButton.ChangeData(slot);
+ }
+
+ private void UpdateQuickInventoryUI(int indexA, int indexB)
+ {
+ InventorySlot slotA = quickInventory.GetSlot(indexA);
+ InventorySlot slotB = quickInventory.GetSlot(indexB);
+
+ GameObject inventorySlotA = uiSlots[indexA];
+ GameObject inventorySlotB = uiSlots[indexB];
+
+ InventoryButton slotButtonA = inventorySlotA.GetComponent<InventoryButton>();
+ InventoryButton slotButtonB = inventorySlotB.GetComponent<InventoryButton>();
+
+ //Updates the data of the slots
+ slotButtonA.ChangeData(slotA);
+ slotButtonB.ChangeData(slotB);
+ }
+
+ //Updates a single index
+ private void UpdateGridUI(int index)
+ {
+ Tuple<int, int> gridIndex = CalculateIndexPosition(index);
+ InventorySlot slot = inventory.GetSlot(index);
+
+ GameObject inventorySlot = inventorySlots[gridIndex.Item1, gridIndex.Item2];
+
+ InventoryButton slotButton = inventorySlot.GetComponent<InventoryButton>();
+
+ slotButton.ChangeData(slot);
+ }
+
+ //Update 2 indexes
+ //Used 2 items swap positions on the inventory
+ private void UpdateGridUI(int indexA, int indexB)
+ {
+ //Calculates the index on the grid based on the index of the inventory
+ Tuple<int, int> gridIndexA = CalculateIndexPosition(indexA);
+ Tuple<int, int> gridIndexB = CalculateIndexPosition(indexB);
+
+ //Get Inventory Data
+ InventorySlot slotA = inventory.GetSlot(indexA);
+ InventorySlot slotB = inventory.GetSlot(indexB);
+
+ //Get the ui inventorySlots
+ GameObject inventorySlotA = inventorySlots[gridIndexA.Item1, gridIndexA.Item2];
+ GameObject inventorySlotB = inventorySlots[gridIndexB.Item1, gridIndexB.Item2];
+
+ //Get the inventory button components
+ InventoryButton slotButtonA = inventorySlotA.GetComponent<InventoryButton>();
+ InventoryButton slotButtonB = inventorySlotB.GetComponent<InventoryButton>();
+
+ //Change the data
+ slotButtonA.ChangeData(slotA);
+ slotButtonB.ChangeData(slotB);
+ }
+
+ //Calculates the index position
+ private Tuple<int,int> CalculateIndexPosition(int index)
+ {
+ //Calculate the column
+ int row = index / columns;
+ int col = index % columns;
+ return Tuple.Create(row, col);
+ }
+}
diff --git a/Assets/UI/Inventory/PlayerInventoryUI.cs.meta b/Assets/UI/Inventory/PlayerInventoryUI.cs.meta
new file mode 100644
index 0000000..a6b9ec3
--- /dev/null
+++ b/Assets/UI/Inventory/PlayerInventoryUI.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d1a0226d1ad316a4c8dcdc4845aa6083
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/README.md b/README.md
index 8107b64..80a198b 100644
--- a/README.md
+++ b/README.md
@@ -1,28 +1,43 @@
# The Vengeance
-The Vengeance is a Unity 2D vertical slice project that i developed for my 3rd semester in University.
-
+The Vengeance is a Unity 2D vertical slice project that I originally developed for my 3rd semester in university. This repository showcases the game and my ongoing efforts to rework and improve it.
## About the Game
-The Vengeance is a 2D action-adventure single-player game in a Medieval fantasy.
-In the game the player is on an adventure and to level up and upgrade the equipment must kill monsters that are around the map.
+The Vengeance is a 2D action-adventure single-player game set in a medieval fantasy world.
+Players embark on an adventure to level up and upgrade equipment by defeating monsters scattered across the map.
+
+---
+
+## Features
+
+- **Genre**: 2D Action-Adventure
+- **Key Mechanics**:
+ - Combat: Engage with various enemies.
+ - Progression: Level up and enhance your character's combat power.
+- **Visual Style**: 2D Hand Painted medieval fantasy.
+- **Platform**: PC
+
+---
+
## Project Contributions
The project originally was developed by me and other 2 colleagues. Currently i'm reworking on a new version of the project.
-Project implementations:
-
### Game Mechanics
-- Main Character Movement;
-- Main Character Combat Mechanics
-- NPC Pathfinding (Sebastian League A* Pathfinding adaptation);
+- Character movement system.
+- Combat mechanics for the main character.
+- Combat mechanics for the NPC's.
+- NPC pathfinding (adapted from *Sebastian Lague's A* Pathfinding*).
### Game Systems
-- Inventory System;
-- Dialogue System (using Ink);
-- Combat System;
-- Finite State Machine;
-- Level System;
+- Modular Inventory system for item management.
+- Dialogue system implemented with **Ink**.
+- Finite State Machine for NPC behavior.
+- Experience and level progression system.
+
+### UI
+
+- Menus