reworked interactions, fixed health depleting from testing
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53
Assets/Scripts/InteractableObjects/Chest.cs
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53
Assets/Scripts/InteractableObjects/Chest.cs
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@@ -0,0 +1,53 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using Assets.Scripts.Player;
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namespace Assets.Scripts.InteractableObjects
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{
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public class Chest : InteractableObject
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{
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bool gotItem = false;
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public override void handleInteraction(GameObject player){
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if (gotItem)
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{
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GameObject.Find("UIHandler").GetComponent<UIHandler>().showMessage("ERROR;"+TextHandler.getText("alreadyLooted"));
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}
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else
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{
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gameObject.transform.Find("Lid").GetComponent<Animator>().Play("ChestOpen");
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Item item;
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int luck = player.GetComponent<PlayerGameObject>().getPlayerStat("Luck").getAmount();
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int type = new System.Random().Next(3);
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switch (type)
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{
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case 0:
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// Maybe add luck to increase chance for equipment
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item = new Equipment(luck);
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break;
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/*case 1:
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//Removed lore for now... no idea for lore
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break;*/
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default:
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item = new Item(luck, false);
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break;
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}
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GameObject.Find("Inventory").GetComponent<Inventory>().addItem(item);
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}
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gotItem = true;
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}
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public bool saveChest(){
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return gotItem;
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}
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public void loadChest(bool gotItem){
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this.gotItem = gotItem;
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if(gotItem){
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gameObject.transform.Find("Lid").GetComponent<Animator>().Play("ChestOpen");
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}
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}
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}
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}
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