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8 changes: 8 additions & 0 deletions Assets/Resources/Itens.meta

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19 changes: 19 additions & 0 deletions Assets/Resources/Itens/Escudo de Madeira.asset
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8 changes: 8 additions & 0 deletions Assets/Resources/Itens/Escudo de Madeira.asset.meta

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18 changes: 18 additions & 0 deletions Assets/Resources/Itens/Escudo do Dragão.asset
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m_Name: "Escudo do Drag\xE3o"
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8 changes: 8 additions & 0 deletions Assets/Resources/Itens/Escudo do Dragão.asset.meta

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19 changes: 19 additions & 0 deletions Assets/Resources/Itens/Espada Longa.asset
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m_Name: New Item 1
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8 changes: 8 additions & 0 deletions Assets/Resources/Itens/Espada Longa.asset.meta

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17 changes: 17 additions & 0 deletions Assets/Resources/Itens/Espada S.asset
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m_Name: New Item
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8 changes: 8 additions & 0 deletions Assets/Resources/Itens/Espada S.asset.meta

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19 changes: 19 additions & 0 deletions Assets/Resources/Itens/Espada de Fogo.asset
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8 changes: 8 additions & 0 deletions Assets/Resources/Itens/Espada de Fogo.asset.meta

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8 changes: 8 additions & 0 deletions Assets/Resources/Itens/Item Types.meta

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14 changes: 14 additions & 0 deletions Assets/Resources/Itens/Item Types/Shield.asset
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8 changes: 8 additions & 0 deletions Assets/Resources/Itens/Item Types/Shield.asset.meta

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14 changes: 14 additions & 0 deletions Assets/Resources/Itens/Item Types/Sword.asset
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8 changes: 8 additions & 0 deletions Assets/Resources/Itens/Item Types/Sword.asset.meta

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30 changes: 9 additions & 21 deletions Assets/Script/Behaviours/Item.cs
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@@ -1,37 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;



using UnityEngine;

public class Item : MonoBehaviour
{

public int id;
public string nome;
public string tipo;
public int dano;
public int defesa;
[HideInInspector] public int id;
[HideInInspector] public string nome;
[HideInInspector] public string tipo;
[HideInInspector] public int dano;
[HideInInspector] public int defesa;

// Start is called before the first frame update
void Start()
private void Start()
{
// colocando o nome do prefab com o nome do item
name = nome;
}

// Update is called once per frame
void Update()
{

}


void OnGUI()
private void OnGUI()
{
//Use a Câmera Principal e obtenha a posição do objeto atual
Vector3 screenPos = Camera.main.WorldToScreenPoint(this.transform.position);
var screenPos = Camera.main.WorldToScreenPoint(this.transform.position);
//Cria o label
GUI.Label(new Rect(screenPos.x, Screen.height - screenPos.y, 100, 50), nome);
}
Expand Down
72 changes: 19 additions & 53 deletions Assets/Script/Gerenciadores/LeitorCSVScript.cs
Original file line number Diff line number Diff line change
Expand Up @@ -4,32 +4,31 @@

public class LeitorCSVScript : MonoBehaviour
{

public GameObject prefDungeon;
public GameObject listaDeDungeon;

private GerenciadorScript gerenciador;

void Awake()
{

gerenciador = gameObject.GetComponent<GerenciadorScript>();

if(gerenciador == null) {
if (gerenciador == null)
{
Debug.Log("gerenciador null no Leitor de CSV");
} else {
}
else
{
//se não for nulo, carrega a Dungeon e os Personagens
carregaDungeon();
carregaDungeon();
carregaPersonagens();
carregaItens();
}

}

// função que carrega todos os personagens do CSV
void carregaPersonagens()
{

//nome do arquivo dos personagens é Personagens, ele deve estar dentro na pastas
// Resouces
TextAsset leArquivo = Resources.Load<TextAsset>("Personagens");
Expand All @@ -44,8 +43,6 @@ void carregaPersonagens()
}




string[] data = leArquivo.text.Split('\n');

//começa pelo 1 pq ele avisa quais são meus parametros;
Expand All @@ -67,59 +64,29 @@ void carregaPersonagens()
//estou utilizando o JsonHelper para converter em array. O normal não tem essa função
itens = JsonHelper.FromJson<int>(valor[6]),
dropChance = int.Parse(valor[7])

};

//adiciona na lista
gerenciador.inimigos.Add(inimigo);

}

}
}

// função que carrega todos os itens do CSV
void carregaItens()
{

//nome do arquivo dos itens é Itens, ele deve estar dentro na pastas
// Resouces
TextAsset leArquivo = Resources.Load<TextAsset>("Itens");

if (leArquivo == null)
{
Debug.Log("não leu arquivo no gerenciador Itens");
}
else
foreach (var item in Resources.FindObjectsOfTypeAll<RPG.Item>())
{
Debug.Log("leu arquivo de csv Itens");
}


string[] data = leArquivo.text.Split('\n');

//começa pelo 1 pq ele avisa quais são meus parametros;
for (int i = 1; i < data.Length; i++)
{
//Debug.Log(data[i]);
string[] valor = data[i].Split(';');

//cria Itens (classe) na lista- não temos o prefb dele ainda
Item item = new Item
var newItem = new Item
{
//seta os valores
id = int.Parse(valor[0]),
nome = valor[1],
tipo = valor[2],
dano = int.Parse(valor[3]),
defesa = int.Parse(valor[4]),

id = item.id,
nome = item.itemName,
tipo = item.itemType.name,
dano = item.damageValue,
defesa = item.defenseValue
};

//adiciona na lista
gerenciador.itens.Add(item);


gerenciador.itens.Add(newItem);
}

}

// função que carrega todas as Dungeons do CSV
Expand All @@ -144,7 +111,6 @@ void carregaDungeon()
}



string[] data = leArquivo.text.Split('\n');

//começa pelo 1 pq ele avisa quais são meus parametros;
Expand All @@ -161,13 +127,13 @@ void carregaDungeon()
prefDungeon.GetComponent<Dungeon>().qtdade = int.Parse(valor[4]);
prefDungeon.GetComponent<Dungeon>().tempoDeSpawn = int.Parse(valor[5]);
prefDungeon.GetComponent<Dungeon>().nome = valor[6];


//cria a dungeon
Instantiate(prefDungeon, listaDeDungeon.transform);
Instantiate(prefDungeon, listaDeDungeon.transform);

//adiciona a dungeon na lista
gerenciador.dungeons.Add(prefDungeon.GetComponent<Dungeon>());
}
}
}
}
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