five hundred million if statements

This commit is contained in:
Sylvia 2026-03-27 00:43:59 -07:00
parent 9930aba85d
commit 24ab1b213e
5 changed files with 203 additions and 44 deletions

View file

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@ -25698,6 +25739,11 @@ MonoBehaviour:
allUpgrades:
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- {fileID: 11400000, guid: 8ba5b877541778773b0434cf7e36cebb, type: 2}
allAbilities:
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View file

@ -26,6 +26,7 @@ public class AbilityManager : MonoBehaviour
public Button upgradeButton;
[Header("Upgrades")]
public AbilityUpgrade[] allUpgrades;
public PlayerAbility[] allAbilities;
public Dictionary<AbilityUpgrade, int> upgradesInventory = new();
private void Start()
{

View file

@ -54,14 +54,14 @@ public class AbilityUIHandler : MonoBehaviour
public void UpdateAbilitySelection()
{
uiObjects[0].onClick.AddListener(() => ShowAbilityUI(playerAbilityHandler.mainAttackInstance));
uiObjects[0].GetComponentInChildren<TextMeshProUGUI>().text = playerAbilityHandler.mainAttackInstance.abilityName;
uiObjects[1].onClick.AddListener(() => ShowAbilityUI(playerAbilityHandler.secondaryAttackInstance));
uiObjects[1].GetComponentInChildren<TextMeshProUGUI>().text = playerAbilityHandler.secondaryAttackInstance.abilityName;
uiObjects[2].onClick.AddListener(() => ShowAbilityUI(playerAbilityHandler.spellAInstance));
uiObjects[2].GetComponentInChildren<TextMeshProUGUI>().text = playerAbilityHandler.spellAInstance.abilityName;
uiObjects[3].onClick.AddListener(() => ShowAbilityUI(playerAbilityHandler.spellBInstance));
uiObjects[3].GetComponentInChildren<TextMeshProUGUI>().text = playerAbilityHandler.spellBInstance.abilityName;
int currentUIObject = 0;
foreach (Button uiObject in uiObjects)
{
var o = currentUIObject;
uiObject.onClick.AddListener(() => ShowAbilityUI(playerAbilityHandler.abilityInstances[o]));
uiObject.GetComponentInChildren<TextMeshProUGUI>().text = playerAbilityHandler.abilityInstances[o].abilityName;
currentUIObject++;
}
}
public void ShowAbilityUI(PlayerAbility ability)

View file

@ -22,15 +22,80 @@ public class AbilitySceneTransfer : MonoBehaviour
[System.Serializable]
public class SavedAbility
{
public enum AbilitySlot {Primary, Secondary, SpellA, SpellB}
public AbilitySlot abilitySlot = AbilitySlot.Primary;
public string abilityName;
public Dictionary<string, int> equippedUpgrades;
public Dictionary<string, int> equippedUpgrades = new();
}
public List<SavedAbility> savedAbilities;
public MarisaAbilityHandler abilityHandler;
[ContextMenu("Save")]
public void TestSaving()
{
int testSlot = 0;
foreach (PlayerAbility ability in abilityHandler.abilityInstances)
{
SaveAbility(ability);
savedAbilities[testSlot].abilitySlot = (SavedAbility.AbilitySlot)testSlot;
testSlot++;
}
}
[ContextMenu("Load")]
public void TestLoading()
{
LoadAbilities();
}
public void SaveAbility(PlayerAbility savedAbility)
{
savedAbilities.Add(new SavedAbility
SavedAbility newSavedAbility = new();
newSavedAbility.abilityName = savedAbility.abilityName;
foreach (AbilityUpgrade upgrade in AbilityManager.instance.allUpgrades)
{
abilityName = savedAbility.abilityName
});
int upgradeCount = savedAbility.GetUpgradeCount(upgrade);
if (upgradeCount > 0)
{
newSavedAbility.equippedUpgrades[upgrade.upgradeName] = upgradeCount;
}
}
savedAbilities.Add(newSavedAbility);
}
public void LoadAbilities()
{
abilityHandler.abilities.Clear();
foreach (SavedAbility savedAbility in savedAbilities)
{
PlayerAbility foundAbility = null;
foreach (PlayerAbility ability in AbilityManager.instance.allAbilities)
{
if (savedAbility.abilityName == ability.abilityName) //shit code
{
foundAbility = ability;
return;
}
}
if (!foundAbility)
{
Debug.LogWarning($"{savedAbility.abilityName} was not found.");
}
switch (savedAbility.abilitySlot)
{
case SavedAbility.AbilitySlot.Primary :
abilityHandler.abilities[0] = foundAbility;
break;
case SavedAbility.AbilitySlot.Secondary :
abilityHandler.abilities[1] = foundAbility;
break;
case SavedAbility.AbilitySlot.SpellA :
abilityHandler.abilities[2] = foundAbility;
break;
case SavedAbility.AbilitySlot.SpellB :
abilityHandler.abilities[3] = foundAbility;
break;
}
}
abilityHandler.SetupAbilities();
}
}

View file

@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
@ -6,62 +7,62 @@ public class MarisaAbilityHandler : MonoBehaviour
{
[SerializeField] private PlayerInput inputHandler;
[SerializeField] private Marisa thisPlayer;
[Header("Abilities")] //maybe have to make them public for when you're changing out abilities
[SerializeField] private PlayerAbility mainAttack;
[SerializeField] private PlayerAbility secondaryAttack;
[SerializeField] private PlayerAbility spellA;
[SerializeField] private PlayerAbility spellB;
public List<PlayerAbility> abilities = new();
[Header("Ability Instances")]
public PlayerAbility mainAttackInstance;
public PlayerAbility secondaryAttackInstance;
public PlayerAbility spellAInstance;
public PlayerAbility spellBInstance;
public List<PlayerAbility> abilityInstances = new();
[Header("UI")]
public AbilityHotbarIcon mainIcon;
public AbilityHotbarIcon secondaryIcon;
public AbilityHotbarIcon spellAIcon;
public AbilityHotbarIcon spellBIcon;
public AbilityHotbarIcon[] hotbarIcons;
//this is getting ridiculous
private void Awake()
{
mainAttackInstance = Instantiate(mainAttack, transform);
mainAttackInstance.thisPlayer = thisPlayer;
mainIcon.UpdateAbility(mainAttackInstance);
secondaryAttackInstance = Instantiate(secondaryAttack, transform);
secondaryAttackInstance.thisPlayer = thisPlayer;
secondaryIcon.UpdateAbility(secondaryAttackInstance);
spellAInstance = Instantiate(spellA, transform);
spellAInstance.thisPlayer = thisPlayer;
spellAIcon.UpdateAbility(spellAInstance);
spellBInstance = Instantiate(spellB, transform);
spellBInstance.thisPlayer = thisPlayer;
spellBIcon.UpdateAbility(spellBInstance);
SetupAbilities();
}
public void SetupAbilities()
{
foreach (PlayerAbility oldAbility in abilityInstances)
{
Destroy(oldAbility.gameObject);
}
abilityInstances.Clear();
int currentAbilityCount = 0;
foreach (PlayerAbility ability in abilities)
{
PlayerAbility newAbility = Instantiate(ability, transform);
abilityInstances.Add(newAbility);
newAbility.thisPlayer = thisPlayer;
hotbarIcons[currentAbilityCount].UpdateAbility(newAbility);
currentAbilityCount++;
Debug.Log(ability.abilityName);
}
}
private void Update()
{
if (inputHandler.actions["MainAttack"].inProgress)
{
mainAttackInstance.TryAbility();
mainIcon.UpdateCooldown();
abilityInstances[0].TryAbility();
hotbarIcons[0].UpdateCooldown();
}
else if (inputHandler.actions["SecondaryAttack"].inProgress)
{
secondaryAttackInstance.TryAbility();
secondaryIcon.UpdateCooldown();
abilityInstances[1].TryAbility();
hotbarIcons[1].UpdateCooldown();
}
else if (inputHandler.actions["SpellA"].inProgress)
{
spellAInstance.TryAbility();
spellAIcon.UpdateCooldown();
abilityInstances[2].TryAbility();
hotbarIcons[2].UpdateCooldown();
}
else if (inputHandler.actions["SpellB"].inProgress)
{
spellBInstance.TryAbility();
spellBIcon.UpdateCooldown();
abilityInstances[3].TryAbility();
hotbarIcons[3].UpdateCooldown();
}
}
}