Nim-XD 2 месяцев назад
Родитель
Сommit
6f66dd5023
26 измененных файлов с 2554 добавлено и 552 удалено
  1. BIN
      .DS_Store
  2. BIN
      Assets/.DS_Store
  3. BIN
      Assets/GFX/.DS_Store
  4. 944 0
      Assets/GFX/UI/StageInfo.prefab
  5. 7 0
      Assets/GFX/UI/StageInfo.prefab.meta
  6. 2 2
      Assets/GameManager.cs
  7. BIN
      Assets/Layer Lab/.DS_Store
  8. BIN
      Assets/Layer Lab/GUI Pro-FantasyRPG/ResourcesData/Sprites/Component/.DS_Store
  9. 32 99
      Assets/Layer Lab/GUI Pro-FantasyRPG/Scene/DemoScene_FantasyRPG.unity
  10. 10 10
      Assets/MultiplayerPrefab/Level_One_Monsters/Enemy2.prefab
  11. 12 11
      Assets/MultiplayerPrefab/Level_One_Monsters/Enemy4.prefab
  12. 9 9
      Assets/MultiplayerPrefab/Level_One_Monsters/ForestEnemy.prefab
  13. 9 9
      Assets/MultiplayerPrefab/Level_One_Monsters/Golem 1.prefab
  14. 9 9
      Assets/MultiplayerPrefab/Level_One_Monsters/SkelEnemy.prefab
  15. 9 9
      Assets/MultiplayerPrefab/Level_Two_Monsters 1/BlockyHigh.prefab
  16. 9 9
      Assets/MultiplayerPrefab/Level_Two_Monsters 1/ForestHigh.prefab
  17. 9 9
      Assets/MultiplayerPrefab/Level_Two_Monsters 1/GhostEnemyHighLvl.prefab
  18. 9 9
      Assets/MultiplayerPrefab/Level_Two_Monsters 1/GolemHigh.prefab
  19. 9 9
      Assets/MultiplayerPrefab/Level_Two_Monsters 1/SkelEnemyHigh.prefab
  20. 805 95
      Assets/MultiplayerPrefab/char1.prefab
  21. 39 2
      Assets/Script/enemyScript.cs
  22. 12 9
      Assets/Script/healthBar.cs
  23. 369 252
      Assets/Script/playerNetwork.cs
  24. 3 0
      Assets/Script/rangeEnemyFinder.cs
  25. 236 0
      Assets/sliderProgressSc.cs
  26. 11 0
      Assets/sliderProgressSc.cs.meta

BIN
Assets/.DS_Store


BIN
Assets/GFX/.DS_Store


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Assets/GFX/UI/StageInfo.prefab.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 6dfd7f79d727549a88658a85d98739c7
+PrefabImporter:
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+  userData: 
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+ 2 - 2
Assets/GameManager.cs

@@ -92,7 +92,7 @@ public class GameManager : NetworkBehaviour
     {
         instance.onEnemyDeath(enemy,spawnPos);
     }
-
+    [SerializeField]private float monsterspawnDelay = 45f;
     public void onEnemyDeath(enemyScript enemy, Vector3 spawnPos)
     {
         if (!isServer)
@@ -109,7 +109,7 @@ public class GameManager : NetworkBehaviour
         {
             if (entry.prefab.name.Contains(enemyName.Replace("(Clone)","")))
             {
-                StartCoroutine(SpawnLater(entry.prefab, spawnPos, 30, enemyLevel));
+                StartCoroutine(SpawnLater(entry.prefab, spawnPos, monsterspawnDelay, enemyLevel));
                 Debug.Log("Found enemy prefab for " + enemyName);
                 return;
             }

BIN
Assets/Layer Lab/.DS_Store


BIN
Assets/Layer Lab/GUI Pro-FantasyRPG/ResourcesData/Sprites/Component/.DS_Store


Разница между файлами не показана из-за своего большого размера
+ 32 - 99
Assets/Layer Lab/GUI Pro-FantasyRPG/Scene/DemoScene_FantasyRPG.unity


+ 10 - 10
Assets/MultiplayerPrefab/Level_One_Monsters/Enemy2.prefab

@@ -71,8 +71,6 @@ Transform:
   m_ConstrainProportionsScale: 0
   m_Children:
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-  - {fileID: 1985619048386718235}
-  - {fileID: 8804263351493683255}
   m_Father: {fileID: 0}
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@@ -103,7 +101,7 @@ MeshRenderer:
   m_RenderingLayerMask: 1
   m_RendererPriority: 0
   m_Materials:
-  - {fileID: 0}
+  - {fileID: 2100000, guid: 1b30e6bfb9cebd5418e40f107af416af, type: 2}
   m_StaticBatchInfo:
     firstSubMesh: 0
     subMeshCount: 0
@@ -219,7 +217,7 @@ BoxCollider2D:
   m_CallbackLayers:
     serializedVersion: 2
     m_Bits: 4294967295
-  m_IsTrigger: 0
+  m_IsTrigger: 1
   m_UsedByEffector: 0
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@@ -363,13 +361,13 @@ Transform:
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   serializedVersion: 2
   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
-  m_LocalPosition: {x: 0.2, y: 1.06, z: 0}
+  m_LocalPosition: {x: 0.1999997, y: -0.08000016, z: 0}
   m_LocalScale: {x: 1, y: 1, z: 0}
   m_ConstrainProportionsScale: 0
   m_Children:
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   - {fileID: 5780847139131698005}
-  m_Father: {fileID: 6996804995074212180}
+  m_Father: {fileID: 8890752418855122191}
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 --- !u!1 &1954305035495809110
 GameObject:
@@ -403,6 +401,8 @@ Transform:
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   - {fileID: 4187290182399561599}
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Assets/MultiplayerPrefab/Level_One_Monsters/ForestEnemy.prefab

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Assets/MultiplayerPrefab/Level_One_Monsters/Golem 1.prefab

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+ 9 - 9
Assets/MultiplayerPrefab/Level_One_Monsters/SkelEnemy.prefab

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-  m_Father: {fileID: 6996804995074212180}
+  m_Father: {fileID: 8890752418855122191}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!1 &4209867818744213455
 GameObject:
@@ -1133,13 +1133,13 @@ Transform:
   m_GameObject: {fileID: 7786224416043427696}
   serializedVersion: 2
   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
-  m_LocalPosition: {x: 0.5500002, y: 1.12, z: 0}
+  m_LocalPosition: {x: 0.5500002, y: 0.44000012, z: 0}
   m_LocalScale: {x: 1, y: 1, z: 0}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 7611597923345294679}
   - {fileID: 1449554240864759761}
-  m_Father: {fileID: 6996804995074212180}
+  m_Father: {fileID: 8890752418855122191}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!1 &8012223407765828159
 GameObject:

+ 9 - 9
Assets/MultiplayerPrefab/Level_Two_Monsters 1/GolemHigh.prefab

@@ -57,13 +57,13 @@ Transform:
   m_GameObject: {fileID: 1126934590627672349}
   serializedVersion: 2
   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
-  m_LocalPosition: {x: -0.02, y: 0.13, z: 0}
+  m_LocalPosition: {x: -0.019999769, y: -0.89, z: 0}
   m_LocalScale: {x: 1, y: 1, z: 0}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 4862474287095145940}
   - {fileID: 6621384745784260226}
-  m_Father: {fileID: 6996804995074212180}
+  m_Father: {fileID: 6553627824343142004}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!1 &1162534051785449981
 GameObject:
@@ -104,8 +104,6 @@ Transform:
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 6553627824343142004}
-  - {fileID: 1985619048386718235}
-  - {fileID: 2706871704866700234}
   m_Father: {fileID: 0}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &541726386239973379
@@ -136,7 +134,7 @@ MeshRenderer:
   m_RenderingLayerMask: 1
   m_RendererPriority: 0
   m_Materials:
-  - {fileID: 0}
+  - {fileID: 2100000, guid: ad5de8193a625af48b1318e417ae6c7e, type: 2}
   m_StaticBatchInfo:
     firstSubMesh: 0
     subMeshCount: 0
@@ -623,15 +621,15 @@ Transform:
   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 4138028292173026706}
   serializedVersion: 2
-  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
-  m_LocalPosition: {x: 0, y: 0.84, z: 0}
-  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
+  m_LocalPosition: {x: 0, y: -0.18000013, z: 0}
+  m_LocalScale: {x: 1, y: 1, z: 0}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 8964528504973515913}
   - {fileID: 4744380201510388511}
   - {fileID: 3648012348632283978}
-  m_Father: {fileID: 6996804995074212180}
+  m_Father: {fileID: 6553627824343142004}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!1 &4219437323657878317
 GameObject:
@@ -665,6 +663,8 @@ Transform:
   m_Children:
   - {fileID: 1985343946610652164}
   - {fileID: 3876516383691333514}
+  - {fileID: 1985619048386718235}
+  - {fileID: 2706871704866700234}
   m_Father: {fileID: 6996804995074212180}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!210 &9168207458868640020

+ 9 - 9
Assets/MultiplayerPrefab/Level_Two_Monsters 1/SkelEnemyHigh.prefab

@@ -168,8 +168,6 @@ Transform:
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 4823730940860246971}
-  - {fileID: 1985619048386718235}
-  - {fileID: 8153166232711862060}
   m_Father: {fileID: 0}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &541726386239973379
@@ -200,7 +198,7 @@ MeshRenderer:
   m_RenderingLayerMask: 1
   m_RendererPriority: 0
   m_Materials:
-  - {fileID: 0}
+  - {fileID: 2100000, guid: 9636898e0cabdf64d99f5040090fe41e, type: 2}
   m_StaticBatchInfo:
     firstSubMesh: 0
     subMeshCount: 0
@@ -565,6 +563,8 @@ Transform:
   m_Children:
   - {fileID: 256467407972651467}
   - {fileID: 3300676113066932805}
+  - {fileID: 1985619048386718235}
+  - {fileID: 8153166232711862060}
   m_Father: {fileID: 6996804995074212180}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!1 &2781538296072363958
@@ -592,13 +592,13 @@ Transform:
   m_GameObject: {fileID: 2781538296072363958}
   serializedVersion: 2
   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
-  m_LocalPosition: {x: 0.82, y: -0.110000245, z: 0}
+  m_LocalPosition: {x: 0.24999964, y: -0.7100003, z: 0}
   m_LocalScale: {x: 1, y: 1, z: 0}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 8216762809602117158}
   - {fileID: 4781289244599139407}
-  m_Father: {fileID: 6996804995074212180}
+  m_Father: {fileID: 4823730940860246971}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!1 &3566355236351520967
 GameObject:
@@ -807,15 +807,15 @@ Transform:
   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 4138028292173026706}
   serializedVersion: 2
-  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
-  m_LocalPosition: {x: 0.88, y: 0.64, z: 0}
-  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
+  m_LocalPosition: {x: 0.30999994, y: 0.039999902, z: 0}
+  m_LocalScale: {x: 1, y: 1, z: 0}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 8964528504973515913}
   - {fileID: 4744380201510388511}
   - {fileID: 3648012348632283978}
-  m_Father: {fileID: 6996804995074212180}
+  m_Father: {fileID: 4823730940860246971}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!1 &5097258206472635861
 GameObject:

Разница между файлами не показана из-за своего большого размера
+ 805 - 95
Assets/MultiplayerPrefab/char1.prefab


+ 39 - 2
Assets/Script/enemyScript.cs

@@ -387,15 +387,17 @@ public class enemyScript : NetworkBehaviour
     IEnumerator couroutineDeath(){
         
         animationString = "Death";
+        StartCoroutine(PopDisappearUI());
         UpdateAnimation(directionString , animationString);
         // RpcUpdateAnim(directionString, animationString,false);
         Vector3 lootSpawnPos = transform.position;
         lootSpawnPos.z = GameManager.instance.LootSpawnPointsParent.GetChild(0).position.z;
         //instantiate loot item 
         GameObject newLoot = Instantiate(GameManager.instance.GetRandomLoot(), lootSpawnPos, Quaternion.identity);
-
+        
         NetworkServer.Spawn(newLoot);
-        yield return new WaitForSecondsRealtime(5);
+
+        yield return new WaitForSecondsRealtime(7);// dead corpse delay 
 
 
         if (!isServer)
@@ -433,4 +435,39 @@ public class enemyScript : NetworkBehaviour
         MagicalhealthBar.SetHealth(newValue,maxHealth);
     }
 
+    //etc for ui Disspear coroutine
+    IEnumerator PopDisappearUI(){
+    Vector3 originalScale = uiEnemy.localScale;
+    
+    // First, scale up slightly
+    float popDuration = 0.15f;
+    float elapsedTime = 0f;
+    Vector3 popScale = originalScale * 1.2f;
+    
+    while(elapsedTime < popDuration)
+    {
+        float t = elapsedTime / popDuration;
+        uiEnemy.localScale = Vector3.Lerp(originalScale, popScale, t);
+        elapsedTime += Time.deltaTime;
+        yield return null;
+    }
+    
+    // Then scale down to zero quickly
+    float shrinkDuration = 0.3f;
+    elapsedTime = 0f;
+    
+    while(elapsedTime < shrinkDuration)
+    {
+        float t = elapsedTime / shrinkDuration;
+        // Use ease-in curve for faster shrinking
+        float easedT = t * t;
+        uiEnemy.localScale = Vector3.Lerp(popScale, Vector3.zero, easedT);
+        elapsedTime += Time.deltaTime;
+        yield return null;
+    }
+    
+    uiEnemy.localScale = Vector3.zero;
+    uiEnemy.gameObject.SetActive(false);
+}
+
 }

+ 12 - 9
Assets/Script/healthBar.cs

@@ -3,17 +3,20 @@ using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
-public class healthBar : MonoBehaviour{
+public class healthBar : MonoBehaviour
+{
 
-public Slider slider;
+    public Slider slider;
 
 
-public void SetMaxHealth(int health){
-    slider.maxValue = health;
-    slider.value = health;
-}
-public void SetHealth(int health){
-    slider.value = health;
-}
+    public void SetMaxHealth(int health)
+    {
+        slider.maxValue = health;
+        slider.value = health;
+    }
+    public void SetHealth(int health)
+    {
+        slider.value = health;
+    }
 
 }

Разница между файлами не показана из-за своего большого размера
+ 369 - 252
Assets/Script/playerNetwork.cs


+ 3 - 0
Assets/Script/rangeEnemyFinder.cs

@@ -27,6 +27,9 @@ public class rangeEnemyFinder : MonoBehaviour
         float closestDist = radius * 10f;
         targetEnemy = null;
         foreach(enemyScript enemy in enemies){
+            //only consider enemies that are in chase range and have a target
+            if(!enemy.isInChaseRange || enemy.target == null) continue;
+
             float dist = Vector3.Distance((Vector2)enemy.transform.position,(Vector2)transform.position);
             if(dist < radius){
                 if(dist < closestDist){

+ 236 - 0
Assets/sliderProgressSc.cs

@@ -0,0 +1,236 @@
+using UnityEngine;
+using UnityEngine.UI;
+using DG.Tweening;
+using System.Collections.Generic;
+
+public class sliderProgressSc : MonoBehaviour
+{
+    [Header("Slider Reference")]
+    [SerializeField] private Slider targetSlider;
+    
+    [Header("Dots Configuration")]
+    [SerializeField] private List<Transform> dots = new List<Transform>();
+    [SerializeField] private List<Image> dotImages = new List<Image>();
+    
+    [Header("Animation Settings")]
+    [SerializeField] private float scaleDuration = 0.3f;
+    [SerializeField] private float colorDuration = 0.2f;
+    [SerializeField] private Vector3 activeScale = Vector3.one * 1.2f;
+    [SerializeField] private Vector3 inactiveScale = Vector3.one;
+    [SerializeField] private Ease scaleEase = Ease.OutBack;
+    
+    [Header("Colors")]
+    [SerializeField] private Color inactiveColor = new Color(0.3f, 0.3f, 0.3f, 0.6f);
+    [SerializeField] private Color activeColor = new Color(0f, 1f, 0.4f, 1f); // Bright green
+    
+    private float previousSliderValue;
+    private int lastActivatedDot = -1;
+    
+    void Start()
+    {
+        InitializeSlider();
+        SetupInitialState();
+    }
+    
+    void Update()
+    {
+        // Check if slider value changed
+        if (Mathf.Abs(targetSlider.value - previousSliderValue) > 0.001f)
+        {
+            CheckAndAnimateDots(targetSlider.value);
+            previousSliderValue = targetSlider.value;
+        }
+    }
+    
+    void InitializeSlider()
+    {
+        if (targetSlider == null)
+            targetSlider = GetComponent<Slider>();
+            
+        if (targetSlider == null)
+        {
+            Debug.LogError("No slider found! Please assign a slider reference.");
+            return;
+        }
+        
+        // Auto-populate dots if empty
+        if (dots.Count == 0)
+        {
+           Debug.Log("No dots found! Please assign dot transforms manually.");
+        }
+        
+        previousSliderValue = targetSlider.value;
+    }
+    
+    void SetupInitialState()
+    {
+        // Set all dots to inactive state
+        for (int i = 0; i < dots.Count; i++)
+        {
+            if (dots[i] != null)
+            {
+                dots[i].localScale = inactiveScale;
+                
+                if (i < dotImages.Count && dotImages[i] != null)
+                {
+                    dotImages[i].color = inactiveColor;
+                }
+            }
+        }
+        lastActivatedDot = -1;
+    }
+    
+    void CheckAndAnimateDots(float sliderValue)
+    {
+        // Calculate how many dots should be active based on slider value
+        // For 10 dots: dot 0 at 0.1, dot 1 at 0.2, ..., dot 9 at 1.0
+        int dotsToActivate = Mathf.FloorToInt(sliderValue * dots.Count);
+        
+        // Clamp to valid range
+        dotsToActivate = Mathf.Clamp(dotsToActivate, 0, dots.Count);
+        
+        // The actual active dot index (0-based, -1 means no dots active)
+        int targetActiveDot = dotsToActivate - 1;
+        
+        // Check if we've moved forward to activate more dots
+        if (targetActiveDot > lastActivatedDot)
+        {
+            // Activate dots from lastActivatedDot+1 to targetActiveDot
+            for (int i = lastActivatedDot + 1; i <= targetActiveDot; i++)
+            {
+                if (i < dots.Count && i >= 0)
+                {
+                    ActivateDot(i);
+                }
+            }
+            lastActivatedDot = targetActiveDot;
+        }
+        // Check if we've moved backward (deactivate dots)
+        else if (targetActiveDot < lastActivatedDot)
+        {
+            // Deactivate dots from lastActivatedDot down to targetActiveDot+1
+            for (int i = lastActivatedDot; i > targetActiveDot; i--)
+            {
+                if (i < dots.Count && i >= 0)
+                {
+                    DeactivateDot(i);
+                }
+            }
+            lastActivatedDot = targetActiveDot;
+        }
+    }
+    
+    void ActivateDot(int dotIndex)
+    {
+        if (dotIndex >= dots.Count || dotIndex < 0 || dots[dotIndex] == null) return;
+        
+        Transform dot = dots[dotIndex];
+        
+        // Scale up animation
+        dot.DOScale(activeScale, scaleDuration).SetEase(scaleEase);
+        
+        // Color change to active
+        if (dotIndex < dotImages.Count && dotImages[dotIndex] != null)
+        {
+            dotImages[dotIndex].DOColor(activeColor, colorDuration);
+        }
+    }
+    
+    void DeactivateDot(int dotIndex)
+    {
+        if (dotIndex >= dots.Count || dotIndex < 0 || dots[dotIndex] == null) return;
+        
+        Transform dot = dots[dotIndex];
+        
+        // Scale down animation
+        dot.DOScale(inactiveScale, scaleDuration * 0.7f).SetEase(Ease.OutQuad);
+        
+        // Color change to inactive
+        if (dotIndex < dotImages.Count && dotImages[dotIndex] != null)
+        {
+            dotImages[dotIndex].DOColor(inactiveColor, colorDuration * 0.7f);
+        }
+    }
+    
+    // Public methods for external control
+    public void SetSliderValue(float value)
+    {
+        if (targetSlider != null)
+        {
+            targetSlider.value = value;
+        }
+    }
+    
+    public void ResetDots()
+    {
+        // Kill any running animations
+        for (int i = 0; i < dots.Count; i++)
+        {
+            if (dots[i] != null)
+            {
+                dots[i].DOKill();
+            }
+            if (i < dotImages.Count && dotImages[i] != null)
+            {
+                dotImages[i].DOKill();
+            }
+        }
+        
+        // Reset state
+        lastActivatedDot = -1;
+        SetupInitialState();
+    }
+    
+    // Get current progress (0-10)
+    public int GetCurrentProgress()
+    {
+        return lastActivatedDot + 1;
+    }
+    
+    // Check if specific dot is active
+    public bool IsDotActive(int dotIndex)
+    {
+        return dotIndex <= lastActivatedDot;
+    }
+    
+    void OnDestroy()
+    {
+        // Clean up any running tweens
+        for (int i = 0; i < dots.Count; i++)
+        {
+            if (dots[i] != null)
+            {
+                dots[i].DOKill();
+            }
+            if (i < dotImages.Count && dotImages[i] != null)
+            {
+                dotImages[i].DOKill();
+            }
+        }
+    }
+    
+//     // Debug helper - shows current calculation values in inspector
+//     [System.Serializable]
+//     public class DebugInfo
+//     {
+//         [SerializeField] public float currentSliderValue;
+//         [SerializeField] public int dotsToActivate;
+//         [SerializeField] public int targetActiveDot;
+//         [SerializeField] public int lastActivatedDot;
+//     }
+    
+//     [Header("Debug Info (Runtime Only)")]
+//     [SerializeField] private DebugInfo debugInfo = new DebugInfo();
+    
+//     void LateUpdate()
+//     {
+//         // Update debug info for inspector visibility
+//         if (targetSlider != null)
+//         {
+//             debugInfo.currentSliderValue = targetSlider.value;
+//             debugInfo.dotsToActivate = Mathf.FloorToInt(targetSlider.value * dots.Count);
+//             debugInfo.targetActiveDot = debugInfo.dotsToActivate - 1;
+//             debugInfo.lastActivatedDot = lastActivatedDot;
+//         }
+//     }
+ }

+ 11 - 0
Assets/sliderProgressSc.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6df071435caf945e1b93f46b42c36ba9
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

Некоторые файлы не были показаны из-за большого количества измененных файлов