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Переделал систему прокачки туррелей
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@@ -1,10 +1,22 @@
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using UnityEngine;
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[CreateAssetMenu(fileName = "TurretLvl_", menuName = "Scriptable Objects/Turret Upgrade")]
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[CreateAssetMenu(fileName = "Lvl_", menuName = "Scriptable Objects/Turret Upgrade")]
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public class TurretUpgrade : ScriptableObject
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{
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// TODO: инкапсулировать поля
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public float UpgradeDamageMultiplier = 1.5f;
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public float UpgradeDistanceMultiplier = 1.5f;
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public float UpgradeReloadTimeMultiplier = 0.75f;
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[Tooltip("Процент стоисти от базовой цены турели для улучшения")]
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[SerializeField] private float _upgradeCostMultiplier = 0.2f;
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[Tooltip("null, чтобы не менять префаб пули")]
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[SerializeField] private TurretBullet _bulletPrefab;
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[Tooltip("-1, чтобы не менять урон")]
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[SerializeField] private float _upgradeDamageMultiplier = -1f;
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[Tooltip("-1, чтобы не менять дальность")]
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[SerializeField] private float _upgradeDistanceMultiplier = -1f;
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[Tooltip("-1, чтобы не менять время перезарядки")]
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[SerializeField] private float _upgradeReloadTimeMultiplier = -1f;
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public float UpgradeConstMultiplier => _upgradeCostMultiplier;
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public TurretBullet BulletPrefab => _bulletPrefab;
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public float UpgradeDamageMultiplier => _upgradeDamageMultiplier;
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public float UpgradeDistanceMultiplier => _upgradeDistanceMultiplier;
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public float UpgradeReloadTimeMultiplier => _upgradeReloadTimeMultiplier;
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}
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@@ -12,8 +12,6 @@ public class Turret : MonoBehaviour
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[Header("Economy")]
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[SerializeField] private int _price;
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[SerializeField] private float _sellingMultiplier = 0.5f;
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[SerializeField] private float _upgradeCostMultiplier = 0.2f;
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[SerializeField] private float _upgradeCostMultiplierIncrement = 0.1f;
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[Header("Upgrade")]
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[SerializeField] TurretUpgrade[] _upgrades;
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@@ -24,8 +22,19 @@ public class Turret : MonoBehaviour
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public float Damage => _damage;
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public float Distance => _distance;
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public int SellPrice => Mathf.RoundToInt(_price * _sellingMultiplier);
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public int UpgradeCost => Mathf.RoundToInt(_price * _upgradeCostMultiplier);
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public bool IsMaxLevel => _lvl >= _upgrades.Length - 1;
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public int UpgradeCost
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{
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get
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{
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if (IsMaxLevel)
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return 0;
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return Mathf.RoundToInt(_price * _upgrades[_lvl].UpgradeConstMultiplier);
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}
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}
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public bool IsMaxLevel => _lvl >= _upgrades.Length;
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public int Level => _lvl + 1;
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public int MaxLevel => _upgrades.Length;
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private void Start()
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{
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@@ -39,11 +48,27 @@ public class Turret : MonoBehaviour
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return;
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var upgrade = _upgrades[_lvl++];
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// TODO: исправить умножение на 0
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_damage *= upgrade.UpgradeDamageMultiplier;
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_distance *= upgrade.UpgradeDistanceMultiplier;
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_reloadTime *= upgrade.UpgradeReloadTimeMultiplier;
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_upgradeCostMultiplier += _upgradeCostMultiplierIncrement;
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if (upgrade.BulletPrefab != null)
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_bulletPrefab = upgrade.BulletPrefab;
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if (upgrade.UpgradeDistanceMultiplier != -1)
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{
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if (_damage == 0)
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_damage = upgrade.UpgradeDamageMultiplier;
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else
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_damage *= upgrade.UpgradeDamageMultiplier;
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}
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if (upgrade.UpgradeDistanceMultiplier != -1)
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{
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if (_distance == 0)
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_distance = upgrade.UpgradeDistanceMultiplier;
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else
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_distance *= upgrade.UpgradeDistanceMultiplier;
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}
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if (upgrade.UpgradeReloadTimeMultiplier != -1)
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_reloadTime *= upgrade.UpgradeReloadTimeMultiplier;
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}
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private void Update()
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@@ -10,6 +10,7 @@ public class TurretUpgradeViewer : MonoBehaviour
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[SerializeField] private TMPro.TextMeshProUGUI _upgradeCostText;
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private int _upgradeCost;
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private bool _isMaxLevel;
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private void OnEnable()
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{
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@@ -27,7 +28,7 @@ public class TurretUpgradeViewer : MonoBehaviour
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private void OnMoneyChanged(int newMoney)
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{
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_upgradeButton.interactable = newMoney >= _upgradeCost;
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_upgradeButton.interactable = newMoney >= _upgradeCost && !_isMaxLevel;
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}
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private void OnTurretClicked(Turret turret)
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@@ -44,8 +45,16 @@ public class TurretUpgradeViewer : MonoBehaviour
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private void UpdateBtn(Turret turret)
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{
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_isMaxLevel = turret.IsMaxLevel;
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if (_isMaxLevel)
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{
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_upgradeCostText.text = "MAX";
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_upgradeButton.interactable = false;
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return;
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}
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_upgradeCost = turret.UpgradeCost;
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_upgradeCostText.text = _upgradeCost.ToString();
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_upgradeButton.interactable = _wallet.Money >= _upgradeCost && !turret.IsMaxLevel;
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_upgradeButton.interactable = _wallet.Money >= _upgradeCost;
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}
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}
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