update AI

This commit is contained in:
2026-06-03 04:32:58 +07:00
parent 1f9c10878a
commit 644e3d7a96
118 changed files with 10800 additions and 48 deletions

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using UnityEngine;
using UnityEngine.UI; // Nếu dùng UI thường
using UnityEngine.SceneManagement;
using System.Collections;
public class FinishGate : MonoBehaviour
{
[Header("Cài đặt UI")]
public GameObject winPanel; // Kéo Panel hoặc Text "You Win" vào đây
[Header("Cài đặt UI Chính")]
public GameObject winPanel; // Bảng You Win
public GameObject warningUI; // Chữ "Chưa đủ rương"
[Header("Cài đặt Sao (Stars)")]
public GameObject star1;
public GameObject star2;
public GameObject star3;
private void Start()
{
Time.timeScale = 1;
if (winPanel != null) winPanel.SetActive(false); // Ẩn chữ Win lúc đầu game
// Reset thời gian và ẩn UI lúc bắt đầu
Time.timeScale = 1f;
if (winPanel != null) winPanel.SetActive(false);
if (warningUI != null) warningUI.SetActive(false);
if (star1) star1.SetActive(false);
if (star2) star2.SetActive(false);
if (star3) star3.SetActive(false);
}
private void OnTriggerEnter(Collider other)
{
PlayerInventory player = other.GetComponentInParent<PlayerInventory>();
if (player != null && player.hasTreasure)
if (player != null)
{
WinGame();
if (player.treasuresCollected >= player.totalTreasuresNeeded)
{
WinGame(player.treasuresCollected);
}
else
{
Debug.Log("Chưa đủ rương! Bạn cần " + player.totalTreasuresNeeded);
if (warningUI != null) StartCoroutine(ShowWarning());
}
}
}
void WinGame()
IEnumerator ShowWarning()
{
warningUI.SetActive(true);
yield return new WaitForSeconds(2f);
warningUI.SetActive(false);
}
void WinGame(int count)
{
if (winPanel != null) winPanel.SetActive(true);
// Hiện sao dựa trên số lượng nhặt được
if (count >= 1 && star1) star1.SetActive(true);
if (count >= 2 && star2) star2.SetActive(true);
if (count >= 3 && star3) star3.SetActive(true);
// Dừng game
Time.timeScale = 0f;
@@ -37,23 +71,20 @@ public class FinishGate : MonoBehaviour
// --- HÀM CHO CÁC NÚT BẤM ---
public void RestartGame()
{
// Đặt lại thời gian về 1 trước khi load lại nếu không game sẽ bị đứng
Debug.Log("Đang tải lại màn chơi...");
Time.timeScale = 1f;
// Tải lại Scene hiện tại
SceneManager.LoadScene("Only AI");
Debug.Log("đang tải lại màn chơi : Only AI");
// Sử dụng buildIndex để tránh lỗi tên scene
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
public void QuitGame()
{
Debug.Log("Đang thoát game...");
Application.Quit(); // Thoát file .exe (không có tác dụng trong trình dựng Unity)
Application.Quit();
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false; // Dừng chạy nếu đang ở trong Editor
UnityEditor.EditorApplication.isPlaying = false;
#endif
}
}

View File

@@ -1,7 +1,8 @@
using UnityEngine;
public class PlayerInventory : MonoBehaviour
{
// Biến kiểm tra xem người chơi đã nhặt kho báu chưa
public bool hasTreasure = false;
public int score = 0; // Điểm số nếu bạn muốn cộng thêm
[Header("Cấu hình túi đồ")]
public int treasuresCollected = 0; // Đếm số lượng rương đã nhặt
public int totalTreasuresNeeded = 3; // Số lượng cần để thắng
}

View File

@@ -1,18 +1,41 @@
using UnityEngine;
using System.Collections;
public class TreasureItem : MonoBehaviour
{
[Header("Cài đặt UI thông báo")]
public GameObject notificationText;
private void Start()
{
if (notificationText != null) notificationText.SetActive(false);
}
private void OnTriggerEnter(Collider other)
{
// Kiểm tra xem thứ chạm vào có script PlayerInventory không
// Tìm PlayerInventory ở đối tượng hoặc cha của nó
PlayerInventory player = other.GetComponentInParent<PlayerInventory>();
if (player != null && !player.hasTreasure)
if (player != null)
{
player.hasTreasure = true;
Debug.Log("Đã nhặt kho báu!");
player.treasuresCollected += 1;
Debug.Log("Đã nhặt rương! Tổng cộng: " + player.treasuresCollected);
if (notificationText != null)
{
StopAllCoroutines();
StartCoroutine(ShowNotification());
}
// Làm vật phẩm biến mất
gameObject.SetActive(false); // Hoặc Destroy(gameObject);
// Biến mất rương
gameObject.SetActive(false);
}
}
IEnumerator ShowNotification()
{
notificationText.SetActive(true);
yield return new WaitForSeconds(2f);
notificationText.SetActive(false);
}
}

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