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4 Commits

Author SHA1 Message Date
729a71ea98 Fixed a few things 2025-08-22 22:16:14 +05:00
204d25f657 Level 1 according to waves 2025-08-22 21:40:50 +05:00
d096c20cf5 Added minimap and wave spawner 2025-08-22 21:31:17 +05:00
1804d2d4b3 Added level 2025-08-22 20:43:18 +05:00
271 changed files with 44077 additions and 208 deletions

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@ -124,7 +124,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
maxHealth: 100
health: 100
enableRegen: 1
enableRegen: 0
regenPerSecond: 1.5
regenDelayAfterDamage: 4
healthFillImage: {fileID: 0}

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@ -13,6 +13,7 @@ MonoBehaviour:
m_Name: Channel Heal Ability
m_EditorClassIdentifier:
displayName: Channel Heal
key: E
icon: {fileID: 10913, guid: 0000000000000000f000000000000000, type: 0}
manaCost: 10
cooldown: 2

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@ -13,12 +13,13 @@ MonoBehaviour:
m_Name: Fireball Ability
m_EditorClassIdentifier:
displayName: Fireball
key: Q
icon: {fileID: 10913, guid: 0000000000000000f000000000000000, type: 0}
manaCost: 20
manaCost: 5
cooldown: 2
description:
projectilePrefab: {fileID: 3827511859912074849, guid: 7cd636e775c99374a9b0878b0d4d09c3,
type: 3}
speed: 22
damage: 20
damage: 50
lifeTime: 4

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@ -13,6 +13,7 @@ MonoBehaviour:
m_Name: Freeze Shard Ability
m_EditorClassIdentifier:
displayName: Freeze Shard
key: R
icon: {fileID: 10901, guid: 0000000000000000f000000000000000, type: 0}
manaCost: 10
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@ -4,6 +4,7 @@ public abstract class Ability : ScriptableObject
{
[Header("Meta")]
public string displayName = "Ability";
public string key = "";
public Sprite icon;
[Header("Cost & Cooldown")]

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@ -0,0 +1,84 @@
using System;
using System.Collections.Generic;
using UnityEngine;
public class GameplayManager : MonoBehaviour
{
public static GameplayManager Instance = null;
[Header("Assign levels in order (Level 1 at index 0)")]
public List<Level> levels;
private int currentLevelIndex = -1;
private Level currentLevel;
private void Awake()
{
if (Instance == null)
Instance = this;
else if (Instance != this)
{
DestroyImmediate(gameObject);
return;
}
DontDestroyOnLoad(gameObject);
// Ensure all levels are disabled initially
foreach (var lvl in levels)
{
if (lvl != null) lvl.gameObject.SetActive(false);
}
}
public void StartLevel(int index)
{
if (index < 0 || index >= levels.Count)
{
Debug.LogError($"GameplayManager: Invalid level index {index}");
return;
}
// End previous level if any
if (currentLevel != null)
{
currentLevel.OnLevelEnd();
currentLevel.gameObject.SetActive(false);
}
currentLevelIndex = index;
currentLevel = levels[currentLevelIndex];
currentLevel.gameObject.SetActive(true);
currentLevel.OnLevelStart();
Debug.Log($"GameplayManager: Started Level {currentLevelIndex + 1}");
}
public void CompleteCurrentLevel()
{
if (currentLevel == null) return;
Debug.Log($"GameplayManager: Level {currentLevelIndex + 1} completed.");
currentLevel.OnLevelEnd();
currentLevel.gameObject.SetActive(false);
currentLevel = null;
// If you want to auto-progress:
int next = currentLevelIndex + 1;
if (next < levels.Count)
{
StartLevel(next);
}
else
{
Debug.Log("GameplayManager: All levels completed!");
}
}
// Optional: callable by a trigger to start Level 1 specifically
public void StartLevelOne()
{
StartLevel(0);
}
}

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29
Assets/Scripts/Level.cs Normal file
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@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class Level : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public virtual void OnLevelStart()
{
}
public virtual void OnLevelEnd()
{
}
}

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125
Assets/Scripts/Level1.cs Normal file
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@ -0,0 +1,125 @@
using System.Collections;
using UnityEngine;
public class Level1 : Level
{
[Header("Wave Flow")]
public WaveSpawner spawner; // Assign in Inspector
[Min(0.05f)] public float checkInterval = 0.25f;
private bool _running;
private Coroutine _monitorCo;
// Optional: simple counters for UI hooks
private int _currentWaveIdx = -1;
private int _totalWaves = 0;
private int _currentAlive = 0;
private void OnEnable()
{
if (spawner != null)
{
spawner.OnWaveStarted += HandleWaveStarted;
spawner.OnWaveCompleted += HandleWaveCompleted;
spawner.OnAllWavesCompleted += HandleAllWavesCompleted;
spawner.OnAliveCountChanged += HandleAliveChanged;
}
}
private void OnDisable()
{
if (spawner != null)
{
spawner.OnWaveStarted -= HandleWaveStarted;
spawner.OnWaveCompleted -= HandleWaveCompleted;
spawner.OnAllWavesCompleted -= HandleAllWavesCompleted;
spawner.OnAliveCountChanged -= HandleAliveChanged;
}
}
public override void OnLevelStart()
{
base.OnLevelStart();
if (spawner == null)
{
Debug.LogError("[Level1] No WaveSpawner assigned.");
CompleteLevelImmediate();
return;
}
_totalWaves = spawner.TotalWaves;
_running = true;
// Kick off waves
spawner.StartSpawning();
// As an extra safeguard, monitor completion state
_monitorCo = StartCoroutine(MonitorForCompletion());
Debug.Log("[Level1] Level started, waves spawning…");
}
public override void OnLevelEnd()
{
base.OnLevelEnd();
_running = false;
if (_monitorCo != null)
{
StopCoroutine(_monitorCo);
_monitorCo = null;
}
}
private IEnumerator MonitorForCompletion()
{
var wait = new WaitForSeconds(checkInterval);
while (_running)
{
// Complete when spawner reports all waves completed AND no alive remain
if (spawner.AllWavesCompleted && spawner.CurrentAlive == 0)
{
CompleteLevelImmediate();
yield break;
}
yield return wait;
}
}
private void CompleteLevelImmediate()
{
_running = false;
Debug.Log("[Level1] All waves cleared. Level complete!");
if (GameplayManager.Instance != null)
GameplayManager.Instance.CompleteCurrentLevel();
else
gameObject.SetActive(false);
}
// ===== Event handlers (useful for UI/logs/hook-ins) =====
private void HandleWaveStarted(int waveIdx, WaveSpawner.Wave wave)
{
_currentWaveIdx = waveIdx;
Debug.Log($"[Level1] Wave {waveIdx + 1}/{_totalWaves} started. Count={wave.count}, Rate={wave.spawnRate:F2}/s");
// TODO: Update UI: “Wave X/Y starting”
}
private void HandleWaveCompleted(int waveIdx)
{
Debug.Log($"[Level1] Wave {waveIdx + 1}/{_totalWaves} completed.");
// TODO: UI “Wave complete”
}
private void HandleAllWavesCompleted()
{
Debug.Log("[Level1] All waves spawned. Waiting for last enemies to die…");
// Completion is finalized in MonitorForCompletion once alive == 0
}
private void HandleAliveChanged(int currentAlive)
{
_currentAlive = currentAlive;
// TODO: UI “Enemies Left: currentAlive”
}
}

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@ -0,0 +1,52 @@
using UnityEngine;
[RequireComponent(typeof(Collider))]
public class LevelStartTrigger : MonoBehaviour
{
[SerializeField] private string playerTag = "Player";
[SerializeField] private int levelIndexToStart = 0; // Level 1 = 0
[Tooltip("Disable the trigger after first use")]
[SerializeField] private bool oneShot = true;
private bool _used;
private void Reset()
{
var col = GetComponent<Collider>();
if (col) col.isTrigger = true;
}
private void OnTriggerEnter(Collider other)
{
if (_used) return;
if (!other.CompareTag(playerTag)) return;
_used = true;
// Prefer using GameplayManager
if (GameplayManager.Instance != null)
{
GameplayManager.Instance.StartLevel(levelIndexToStart);
}
else
{
// Fallback: find any Level component at index and start manually
// (only used if your manager doesn't have StartLevel yet)
var level = FindObjectOfType<Level1>();
if (level != null)
{
level.gameObject.SetActive(true);
level.OnLevelStart();
}
else
{
Debug.LogWarning("LevelStartTrigger: No GameplayManager and no Level1 found.");
}
}
if (oneShot)
{
gameObject.SetActive(false);
}
}
}

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@ -0,0 +1,95 @@
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class ObjectiveManager : MonoBehaviour
{
[System.Serializable]
public class Objective
{
[TextArea] public string text;
public bool completed;
}
public static ObjectiveManager Instance { get; private set; }
[Header("UI")]
public TextMeshProUGUI objectiveText; // Assign a TMP Text in Canvas
[Tooltip("Prefix/suffix for visual flair")]
public string prefix = "Objective: ";
public string completedPrefix = "✔ ";
public string incompletePrefix = "• ";
[Header("Data")]
public List<Objective> objectives = new List<Objective>();
public int activeIndex = 0; // Which objective is currently shown
public bool autoAdvanceOnComplete = true;
void Awake()
{
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
Instance = this;
}
void Start() => RefreshUI();
// ----- Public API -----
public void SetSingle(string text)
{
objectives.Clear();
objectives.Add(new Objective { text = text, completed = false });
activeIndex = 0;
RefreshUI();
}
public void SetList(IEnumerable<string> list, int startIndex = 0)
{
objectives.Clear();
foreach (var s in list) objectives.Add(new Objective { text = s, completed = false });
activeIndex = Mathf.Clamp(startIndex, 0, Mathf.Max(0, objectives.Count - 1));
RefreshUI();
}
public void SetActive(int index)
{
activeIndex = Mathf.Clamp(index, 0, Mathf.Max(0, objectives.Count - 1));
RefreshUI();
}
public void MarkComplete(int index)
{
if (index < 0 || index >= objectives.Count) return;
objectives[index].completed = true;
if (autoAdvanceOnComplete && index == activeIndex)
Advance();
RefreshUI();
}
public void Advance()
{
// Jump to next incomplete objective if any
for (int i = activeIndex + 1; i < objectives.Count; i++)
{
if (!objectives[i].completed) { activeIndex = i; RefreshUI(); return; }
}
// Nothing left → keep last shown as completed
RefreshUI();
}
public void RefreshUI()
{
if (objectiveText == null) return;
if (objectives.Count == 0)
{
objectiveText.text = "";
return;
}
var o = objectives[Mathf.Clamp(activeIndex, 0, objectives.Count - 1)];
var statePrefix = o.completed ? completedPrefix : incompletePrefix;
objectiveText.text = prefix + statePrefix + o.text;
}
}

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@ -14,6 +14,6 @@ public class AbilityUIItem : MonoBehaviour
{
this.abilityIcon.sprite = ability.icon;
this.abilityName.text = ability.displayName;
this.abilityKeyText = abilityKeyText;
this.abilityKeyText.text = ability.key;
}
}

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@ -0,0 +1,192 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WaveSpawner : MonoBehaviour
{
[Serializable]
public class Wave
{
public GameObject enemyPrefab;
[Min(1)] public int count = 5;
[Tooltip("Enemies per second. 1 = spawn every 1s, 5 = every 0.2s")]
[Min(0.0001f)] public float spawnRate = 1f;
}
[Header("Setup")]
public Wave[] waves;
public Transform spawnPoint;
[Tooltip("Optional parent to keep hierarchy clean")]
public Transform containerParent;
[Min(0f)] public float timeBetweenWaves = 3f;
public int CurrentWaveIndex { get; private set; } = -1; // 0-based, -1 = none yet
public bool IsSpawning { get; private set; }
public bool AllWavesCompleted { get; private set; }
public int CurrentAlive => _alive.Count;
// EVENTS (subscribe from Level1 or any other listener)
public event Action<int, Wave> OnWaveStarted; // args: waveIndex, waveDef
public event Action<int> OnWaveCompleted; // args: waveIndex
public event Action OnAllWavesCompleted;
public event Action<GameObject> OnEnemySpawned; // args: instance
public event Action<int> OnAliveCountChanged; // args: currentAlive
// Internals
private readonly List<GameObject> _alive = new List<GameObject>();
private Coroutine _routine;
public int TotalWaves => waves != null ? waves.Length : 0;
public void StartSpawning()
{
if (IsSpawning || AllWavesCompleted) return;
if (spawnPoint == null || waves == null || waves.Length == 0)
{
Debug.LogWarning("[WaveSpawner] Missing spawnPoint or waves.");
return;
}
_routine = StartCoroutine(SpawnRoutine());
}
public void StopSpawning()
{
if (_routine != null)
{
StopCoroutine(_routine);
_routine = null;
}
IsSpawning = false;
}
private IEnumerator SpawnRoutine()
{
IsSpawning = true;
AllWavesCompleted = false;
for (int w = 0; w < waves.Length; w++)
{
CurrentWaveIndex = w;
var wave = waves[w];
OnWaveStarted?.Invoke(w, wave);
// spawn phase
for (int i = 0; i < wave.count; i++)
{
SpawnEnemyOnce(wave.enemyPrefab);
yield return new WaitForSeconds(1f / wave.spawnRate);
}
// wait until wave cleared (no alive remaining from all spawns so far)
yield return StartCoroutine(WaitUntilCleared());
OnWaveCompleted?.Invoke(w);
if (w < waves.Length - 1 && timeBetweenWaves > 0f)
yield return new WaitForSeconds(timeBetweenWaves);
}
IsSpawning = false;
AllWavesCompleted = true;
OnAllWavesCompleted?.Invoke();
}
private IEnumerator WaitUntilCleared()
{
var wait = new WaitForSeconds(0.25f);
while (true)
{
CompactAliveList();
if (_alive.Count == 0) break;
yield return wait;
}
}
private void SpawnEnemyOnce(GameObject prefab)
{
if (prefab == null) return;
var go = Instantiate(prefab, spawnPoint.position, spawnPoint.rotation, containerParent);
// Attach relay so we detect destruction/disable cleanly
var relay = go.AddComponent<_EnemyLifeRelay>();
relay.Init(this);
_alive.Add(go);
OnEnemySpawned?.Invoke(go);
OnAliveCountChanged?.Invoke(_alive.Count);
}
private void CompactAliveList()
{
for (int i = _alive.Count - 1; i >= 0; i--)
{
var go = _alive[i];
if (go == null)
{
_alive.RemoveAt(i);
continue;
}
// Consider not-alive when:
// 1) Destroyed (handled by null above), OR
// 2) Inactive in hierarchy, OR
// 3) Has EnemyBase and IsDead() is true.
bool alive = go.activeInHierarchy;
if (alive)
{
var eb = go.GetComponent<EnemyBase>();
if (eb != null && eb.IsDead()) alive = false;
}
if (!alive)
{
_alive.RemoveAt(i);
}
}
}
// Called by relay on death/destroy/disable
private void NotifyGone(GameObject go)
{
if (go == null) return;
int idx = _alive.IndexOf(go);
if (idx >= 0)
{
_alive.RemoveAt(idx);
OnAliveCountChanged?.Invoke(_alive.Count);
}
}
// Helper component placed on each spawned enemy
private class _EnemyLifeRelay : MonoBehaviour
{
private WaveSpawner _owner;
private EnemyBase _enemyBase;
private bool _notified;
public void Init(WaveSpawner owner)
{
_owner = owner;
_enemyBase = GetComponent<EnemyBase>();
// If your EnemyBase has an OnDeath event, you can hook it here:
// _enemyBase.OnDeath += HandleGone;
}
private void OnDisable() => HandleGone();
private void OnDestroy() => HandleGone();
private void HandleGone()
{
if (_notified || _owner == null) return;
// If EnemyBase exists and isn't actually dead yet (e.g., pooled), skip.
// We'll rely on spawner's periodic compaction in that case.
if (_enemyBase != null && !_enemyBase.IsDead() && gameObject.activeInHierarchy)
return;
_owner.NotifyGone(gameObject);
_notified = true;
}
}
}

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Thanks for purchase UGUI MiniMap!.
For documentation and tutorials unzip the file called "documentation" in the package out side of unity project for avoid errors
or see the online documentation: http://lovattostudio.com/documentations/ugui-minimap/
Any problem or question, feel free to contact us:
Contact Form: http://www.lovattostudio.com/en/support/
Forum:http://lovattostudio.com/forum/index.php
If you have a problem or bug, please contact us before leave a bad review, we respond in no time.

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