Kaynağa Gözat

Aug19 serv build

Nim-XD 4 gün önce
ebeveyn
işleme
907924c620
31 değiştirilmiş dosya ile 53199 ekleme ve 1838 silme
  1. BIN
      .DS_Store
  2. BIN
      Assets/.DS_Store
  3. 325 62
      Assets/Lana Studio/Casual RPG VFX/Prefabs/Burst/Poof_electric.prefab
  4. 181 1
      Assets/MultiplayerPrefab/Level_One_Monsters/Enemy2.prefab
  5. 24445 3
      Assets/MultiplayerPrefab/Level_One_Monsters/Enemy4.prefab
  6. 169 1
      Assets/MultiplayerPrefab/Level_One_Monsters/ForestEnemy.prefab
  7. 175 3
      Assets/MultiplayerPrefab/Level_One_Monsters/Golem 1.prefab
  8. 181 1
      Assets/MultiplayerPrefab/Level_One_Monsters/SkelEnemy.prefab
  9. 181 2
      Assets/MultiplayerPrefab/Level_Two_Monsters 1/BlockyHigh.prefab
  10. 169 2
      Assets/MultiplayerPrefab/Level_Two_Monsters 1/ForestHigh.prefab
  11. 170 3
      Assets/MultiplayerPrefab/Level_Two_Monsters 1/GhostEnemyHighLvl.prefab
  12. 169 2
      Assets/MultiplayerPrefab/Level_Two_Monsters 1/GolemHigh.prefab
  13. 169 2
      Assets/MultiplayerPrefab/Level_Two_Monsters 1/SkelEnemyHigh.prefab
  14. 24440 0
      Assets/MultiplayerPrefab/Poof_electric.prefab
  15. 7 0
      Assets/MultiplayerPrefab/Poof_electric.prefab.meta
  16. 23 18
      Assets/MultiplayerPrefab/char1.prefab
  17. 116 38
      Assets/Scenes/Game.unity
  18. 2 2
      Assets/Script/PlayerAttack.cs
  19. 60 0
      Assets/Script/ResistanceTest.cs
  20. 11 0
      Assets/Script/ResistanceTest.cs.meta
  21. 98 0
      Assets/Script/ResistanceUI.cs
  22. 11 0
      Assets/Script/ResistanceUI.cs.meta
  23. 66 0
      Assets/Script/XPTest.cs
  24. 11 0
      Assets/Script/XPTest.cs.meta
  25. 184 22
      Assets/Script/cameraRPG.cs
  26. 641 589
      Assets/Script/enemyScript.cs
  27. 1081 1073
      Assets/Script/playerNetwork.cs
  28. 1 1
      Assets/Script/teleporter.cs
  29. 26 6
      Assets/TextMesh Pro/Resources/Fonts/AvenirNextCyr-Bold SDF.asset
  30. 0 0
      Assets/TextMesh Pro/Resources/Fonts/AvenirNextCyr-Thin SDF.asset
  31. 87 7
      Assets/sliderProgressSc.cs

BIN
.DS_Store


BIN
Assets/.DS_Store


Dosya farkı çok büyük olduğundan ihmal edildi
+ 325 - 62
Assets/Lana Studio/Casual RPG VFX/Prefabs/Burst/Poof_electric.prefab


+ 181 - 1
Assets/MultiplayerPrefab/Level_One_Monsters/Enemy2.prefab

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Dosya farkı çok büyük olduğundan ihmal edildi
+ 24445 - 3
Assets/MultiplayerPrefab/Level_One_Monsters/Enemy4.prefab


+ 169 - 1
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   m_RenderAlignment: 0
   m_Pivot: {x: 0, y: 4.34, z: 0}
   m_Flip: {x: 0, y: 0, z: 0}
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@@ -753092,13 +753146,15 @@ ParticleSystemRenderer:
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@@ -775118,13 +775174,15 @@ ParticleSystemRenderer:
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   m_Flip: {x: 0, y: 0, z: 0}
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@@ -775205,13 +775263,15 @@ ParticleSystemRenderer:
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   m_Flip: {x: 0, y: 0, z: 0}
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@@ -817727,13 +817787,15 @@ ParticleSystemRenderer:
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@@ -817799,13 +817861,15 @@ ParticleSystemRenderer:
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   m_Flip: {x: 0, y: 0, z: 0}
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@@ -838763,13 +838827,15 @@ ParticleSystemRenderer:
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   m_Flip: {x: 0, y: 0, z: 0}
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@@ -849074,13 +849140,15 @@ ParticleSystemRenderer:
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   m_FreeformStretching: 0
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@@ -849165,13 +849233,15 @@ ParticleSystemRenderer:
   m_RenderAlignment: 2
   m_Pivot: {x: 0, y: 0, z: 0}
   m_Flip: {x: 0, y: 0, z: 0}
-  m_UseCustomVertexStreams: 0
   m_EnableGPUInstancing: 1
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   m_AllowRoll: 1
   m_FreeformStretching: 0
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@@ -860328,13 +860398,15 @@ ParticleSystemRenderer:
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   m_Flip: {x: 0, y: 0, z: 0}
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   m_AllowRoll: 1
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@@ -862748,13 +862820,15 @@ ParticleSystemRenderer:
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@@ -927554,13 +927628,15 @@ ParticleSystemRenderer:
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+ 2 - 2
Assets/Script/PlayerAttack.cs

@@ -34,7 +34,7 @@ public class PlayerAttack : NetworkBehaviour{
     }
 
     public void onStatChange(){
-        damage = statManager.GetEffectiveValue("strength");
+        damage = statManager.GetEffectiveValue("strength") + 10; // Added base damage bonus of 10
     }
     // void Update(){
     //     //Get player look dir
@@ -62,7 +62,7 @@ public class PlayerAttack : NetworkBehaviour{
         if(hit.collider == null){return;}
         
         if(hit.collider.transform.GetComponent<enemyScript>() != null){
-            int damageamount = damage + (pnet.lvl*5);
+            int damageamount = damage + (pnet.lvl*10); // damage amount
             if(isMagical){
             hit.collider.transform.GetComponent<enemyScript>().TakeMagicalDamage(damageamount, netId);    
             }else{

+ 60 - 0
Assets/Script/ResistanceTest.cs

@@ -0,0 +1,60 @@
+using UnityEngine;
+
+public class ResistanceTest : MonoBehaviour
+{
+    [Header("Test Settings")]
+    public int testLevel = 5;
+    public int testPhysicalDamage = 25; // Increased test damage to show more impact
+    public int testMagicalDamage = 30; // Increased test damage to show more impact
+    
+    [Header("Results")]
+    [SerializeField] private string resistanceInfo;
+    [SerializeField] private int effectivePhysicalDamage;
+    [SerializeField] private int effectiveMagicalDamage;
+    [SerializeField] private bool shieldActive;
+    
+    private enemyScript testEnemy;
+    
+    void Start()
+    {
+        // Create a test enemy
+        GameObject enemyObj = new GameObject("TestEnemy");
+        testEnemy = enemyObj.AddComponent<enemyScript>();
+        
+        // Set the enemy level
+        testEnemy.SetLevel(testLevel);
+        
+        // Calculate and display results
+        CalculateTestResults();
+    }
+    
+    void CalculateTestResults()
+    {
+        if (testEnemy == null) return;
+        
+        resistanceInfo = testEnemy.GetResistanceInfo();
+        effectivePhysicalDamage = testEnemy.CalculateEffectiveDamage(testPhysicalDamage, false);
+        effectiveMagicalDamage = testEnemy.CalculateEffectiveDamage(testMagicalDamage, true);
+        shieldActive = testEnemy.IsShieldActive();
+        
+        Debug.Log($"=== Resistance & Shield Test Results ===");
+        Debug.Log($"Enemy Level: {testLevel}");
+        Debug.Log($"Resistance: {resistanceInfo}");
+        Debug.Log($"Physical Damage: {testPhysicalDamage} -> {effectivePhysicalDamage}");
+        Debug.Log($"Magical Damage: {testMagicalDamage} -> {effectiveMagicalDamage}");
+        Debug.Log($"Shield Active: {shieldActive}");
+        Debug.Log($"Shield Health: {testEnemy.magicalHealth}");
+        Debug.Log($"Regular Health: {testEnemy.health}");
+        Debug.Log($"===============================");
+    }
+    
+    [ContextMenu("Run Test")]
+    void RunTest()
+    {
+        if (testEnemy != null)
+        {
+            testEnemy.SetLevel(testLevel);
+            CalculateTestResults();
+        }
+    }
+} 

+ 11 - 0
Assets/Script/ResistanceTest.cs.meta

@@ -0,0 +1,11 @@
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+ 98 - 0
Assets/Script/ResistanceUI.cs

@@ -0,0 +1,98 @@
+using UnityEngine;
+using UnityEngine.UI;
+using TMPro;
+
+public class ResistanceUI : MonoBehaviour
+{
+    [Header("UI References")]
+    public TextMeshProUGUI resistanceText;
+    public Slider physicalResistanceSlider;
+    public Slider magicalResistanceSlider;
+    public TextMeshProUGUI shieldStatusText;
+    public Image shieldStatusIcon;
+    
+    [Header("Target Enemy")]
+    public enemyScript targetEnemy;
+    
+    void Start()
+    {
+        // Initialize sliders
+        if (physicalResistanceSlider != null)
+        {
+            physicalResistanceSlider.minValue = 0;
+            physicalResistanceSlider.maxValue = 100;
+        }
+        
+        if (magicalResistanceSlider != null)
+        {
+            magicalResistanceSlider.minValue = 0;
+            magicalResistanceSlider.maxValue = 100;
+        }
+    }
+    
+    void Update()
+    {
+        if (targetEnemy != null)
+        {
+            UpdateResistanceDisplay();
+        }
+    }
+    
+    void UpdateResistanceDisplay()
+    {
+        // Update text
+        if (resistanceText != null)
+        {
+            resistanceText.text = $"Resistance: {targetEnemy.GetResistanceInfo()}";
+        }
+        
+        // Update sliders
+        if (physicalResistanceSlider != null)
+        {
+            physicalResistanceSlider.value = targetEnemy.physicalResistance;
+        }
+        
+        if (magicalResistanceSlider != null)
+        {
+            magicalResistanceSlider.value = targetEnemy.magicalResistance;
+        }
+        
+        // Update shield status
+        if (shieldStatusText != null)
+        {
+            string shieldStatus = targetEnemy.IsShieldActive() ? "Shield Active" : "Shield Broken";
+            shieldStatusText.text = shieldStatus;
+        }
+        
+        if (shieldStatusIcon != null)
+        {
+            Color shieldColor = targetEnemy.IsShieldActive() ? Color.cyan : Color.gray;
+            shieldStatusIcon.color = shieldColor;
+        }
+    }
+    
+    public void SetTargetEnemy(enemyScript enemy)
+    {
+        targetEnemy = enemy;
+    }
+    
+    public void ClearTarget()
+    {
+        targetEnemy = null;
+        
+        if (resistanceText != null)
+            resistanceText.text = "No Target";
+            
+        if (physicalResistanceSlider != null)
+            physicalResistanceSlider.value = 0;
+            
+        if (magicalResistanceSlider != null)
+            magicalResistanceSlider.value = 0;
+            
+        if (shieldStatusText != null)
+            shieldStatusText.text = "No Target";
+            
+        if (shieldStatusIcon != null)
+            shieldStatusIcon.color = Color.gray;
+    }
+} 

+ 11 - 0
Assets/Script/ResistanceUI.cs.meta

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+ 66 - 0
Assets/Script/XPTest.cs

@@ -0,0 +1,66 @@
+using UnityEngine;
+
+public class XPTest : MonoBehaviour
+{
+    [Header("Test Settings")]
+    public int testPlayerLevel = 1;
+    public int maxEnemyLevel = 50;
+    
+    [Header("Results")]
+    [SerializeField] private string xpComparison;
+    
+    void Start()
+    {
+        TestXPComparison();
+    }
+    
+    void TestXPComparison()
+    {
+        string comparison = "=== XP Comparison (Old vs New System) ===\n";
+        comparison += $"Player Level: {testPlayerLevel}\n\n";
+        comparison += "Enemy Level | Old XP | New XP | Difference\n";
+        comparison += "-----------|--------|--------|------------\n";
+        
+        for (int enemyLevel = 1; enemyLevel <= maxEnemyLevel; enemyLevel += 5)
+        {
+            int oldXP = enemyScript.CalculateLegacyXP(enemyLevel);
+            int newXP = enemyScript.CalculateExponentialXP(enemyLevel, testPlayerLevel);
+            int difference = newXP - oldXP;
+            
+            comparison += $"{enemyLevel,10} | {oldXP,6} | {newXP,6} | {difference:+0;-0}\n";
+        }
+        
+        comparison += "\n=== Key Examples ===\n";
+        comparison += $"Level 10 Enemy: {enemyScript.CalculateExponentialXP(10, testPlayerLevel)} XP\n";
+        comparison += $"Level 20 Enemy: {enemyScript.CalculateExponentialXP(20, testPlayerLevel)} XP\n";
+        comparison += $"Level 30 Enemy: {enemyScript.CalculateExponentialXP(30, testPlayerLevel)} XP\n";
+        comparison += $"Level 40 Enemy: {enemyScript.CalculateExponentialXP(40, testPlayerLevel)} XP\n";
+        comparison += $"Level 50 Enemy: {enemyScript.CalculateExponentialXP(50, testPlayerLevel)} XP\n";
+        comparison += $"Level 60 Enemy: {enemyScript.CalculateExponentialXP(60, testPlayerLevel)} XP (Capped)\n";
+        
+        xpComparison = comparison;
+        Debug.Log(comparison);
+    }
+    
+    [ContextMenu("Run XP Test")]
+    void RunXPTest()
+    {
+        TestXPComparison();
+    }
+    
+    [ContextMenu("Test Risk Reward")]
+    void TestRiskReward()
+    {
+        Debug.Log("=== Risk Reward Testing ===");
+        int enemyLevel = 40;
+        
+        for (int playerLevel = 1; playerLevel <= 50; playerLevel += 10)
+        {
+            int xp = enemyScript.CalculateExponentialXP(enemyLevel, playerLevel);
+            int levelDiff = enemyLevel - playerLevel;
+            string risk = levelDiff > 0 ? $"Risk (+{levelDiff} levels)" : "Safe";
+            
+            Debug.Log($"Player Level {playerLevel} vs Enemy Level {enemyLevel}: {xp} XP ({risk})");
+        }
+    }
+} 

+ 11 - 0
Assets/Script/XPTest.cs.meta

@@ -0,0 +1,11 @@
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+ 184 - 22
Assets/Script/cameraRPG.cs

@@ -1,37 +1,199 @@
-using System.Collections;
-using System.Collections.Generic;
-using Unity.VisualScripting;
 using UnityEngine;
+using DG.Tweening;
 
 public class cameraRPG : MonoBehaviour
 {
+    [Header("Core Settings")]
     public static cameraRPG instance;
-      
-        public Transform focus;
-        public float smoothTime = 2;
+    public Transform focus;
+    public Vector3 offset = new Vector3(0, 0, -10);
+    
+    [Header("Movement")]
+    public float followSpeed = 2f;
+    public bool useSmoothing = true;
+    
+    [Header("Deadzone (Optional)")]
+    public bool useDeadzone = false;
+    public Vector2 deadzoneSize = new Vector2(2f, 1f);
+    
 
-        public Vector3 offset;
-
-        void Awake()
+    
+    [Header("Look Ahead")]
+    public bool useLookAhead = false;
+    public float lookAheadDistance = 2f;
+    public float lookAheadSpeed = 1f;
+    
+    [Header("Shake")]
+    public float shakeDuration = 0.5f;
+    public float shakeStrength = 1f;
+    
+    // Private variables
+    private Vector3 targetPosition;
+    private Vector3 lookAheadOffset;
+    private bool isPaused = false;
+    private Tween currentMoveTween;
+    private Camera cam;
+    
+    void Awake()
+    {
+        if (instance == null)
         {
             instance = this;
+        }
+        else
+        {
+            Destroy(gameObject);
+            return;
+        }
+        
+        cam = GetComponent<Camera>();
+    }
+    
+    void Start()
+    {
+        if (focus != null)
+        {
+            transform.position = focus.position + offset;
+        }
+    }
+    
+    public void SetTarget(Transform target)
+    {
+        focus = target;
+    }
+    
+    public void SetPaused(bool paused)
+    {
+        isPaused = paused;
+    }
+    
+    void LateUpdate()
+    {
+        if (focus == null || isPaused) return;
+        
+        CalculateTargetPosition();
+        MoveCamera();
+    }
+    
+    void CalculateTargetPosition()
+    {
+        targetPosition = focus.position + offset;
+        
+        // Look ahead based on movement
+        if (useLookAhead)
+        {
+            Vector3 targetLookAhead = Vector3.zero;
+            
+            // You might want to get velocity from your player controller instead
+            Rigidbody2D focusRb = focus.GetComponent<Rigidbody2D>();
+            if (focusRb != null)
+            {
+                Vector3 velocity = focusRb.velocity;
+                targetLookAhead = velocity.normalized * lookAheadDistance;
+            }
+            
+            lookAheadOffset = Vector3.Lerp(lookAheadOffset, targetLookAhead, Time.deltaTime * lookAheadSpeed);
+            targetPosition += lookAheadOffset;
+        }
+        
+        // Apply deadzone
+        if (useDeadzone)
+        {
+            Vector3 currentPos = transform.position;
+            Vector3 difference = targetPosition - currentPos;
+            
+            // Only move if outside deadzone
+            if (Mathf.Abs(difference.x) > deadzoneSize.x / 2f)
+            {
+                targetPosition.x = currentPos.x + (difference.x - Mathf.Sign(difference.x) * deadzoneSize.x / 2f);
+            }
+            else
+            {
+                targetPosition.x = currentPos.x;
+            }
             
+            if (Mathf.Abs(difference.y) > deadzoneSize.y / 2f)
+            {
+                targetPosition.y = currentPos.y + (difference.y - Mathf.Sign(difference.y) * deadzoneSize.y / 2f);
+            }
+            else
+            {
+                targetPosition.y = currentPos.y;
+            }
         }
-        public void SetTarget(Transform target){
-            focus = target;
-            //offset = focus.position - transform.position;
+        
+    }
+    
+    void MoveCamera()
+    {
+        if (useSmoothing)
+        {
+            transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * followSpeed);
         }
-        public bool isPaused =false;
-        void Update()
+        else
         {
-            if(focus == null){return;}
-            if(isPaused){return;}
-            transform.position = Vector3.Lerp(transform.position, focus.position - offset, Time.deltaTime * smoothTime);
+            transform.position = targetPosition;
         }
-
-        public void Teleport(Vector3 newLocation){
-            transform.position = newLocation - offset;
+    }
+    
+    // DOTween enhanced methods
+    public void TeleportTo(Vector3 newPosition)
+    {
+        currentMoveTween?.Kill();
+        transform.position = newPosition + offset;
+    }
+    
+    public void SmoothTeleportTo(Vector3 newPosition, float duration = 1f, Ease easeType = Ease.OutCubic)
+    {
+        currentMoveTween?.Kill();
+        Vector3 targetPos = newPosition + offset;
+        
+        
+        currentMoveTween = transform.DOMove(targetPos, duration).SetEase(easeType);
+    }
+    
+    public void Shake(float duration = -1, float strength = -1)
+    {
+        if (duration < 0) duration = shakeDuration;
+        if (strength < 0) strength = shakeStrength;
+        
+        transform.DOShakePosition(duration, strength);
+    }
+    
+    public void ZoomTo(float targetSize, float duration = 1f, Ease easeType = Ease.OutCubic)
+    {
+        if (cam != null)
+        {
+            cam.DOOrthoSize(targetSize, duration).SetEase(easeType);
         }
-
+    }
+    
+    public void PunchScale(float strength = 0.1f, float duration = 0.3f)
+    {
+        transform.DOPunchScale(Vector3.one * strength, duration);
+    }
+    
+    // Utility methods
+    public Vector3 GetTargetPosition()
+    {
+        return targetPosition;
+    }
+    
+    public bool IsMoving()
+    {
+        return Vector3.Distance(transform.position, targetPosition) > 0.01f;
+    }
+    
+    void OnDrawGizmosSelected()
+    {
+        // Draw deadzone
+        if (useDeadzone)
+        {
+            Gizmos.color = Color.yellow;
+            Gizmos.DrawWireCube(transform.position, new Vector3(deadzoneSize.x, deadzoneSize.y, 0));
+        }
+        
+        
         
-}
+    }
+}

+ 641 - 589
Assets/Script/enemyScript.cs

@@ -1,590 +1,642 @@
-using System.Collections;
-using UnityEngine;
-using Spine.Unity;
-using Spine.Unity.Examples;
-using Mirror;
-
-
-public class enemyScript : NetworkBehaviour
-{
-    public const int HEALTH_INC = 2;
-    public const float DAMAGE_INC = 1.2f;
-    public const float XP_GAIN = 1.5f;
-    public const int XP_GAIN_Base = 5;
-    [SyncVar(hook = nameof(OnHealthChange))]
-    public int health;
-    [SyncVar(hook = nameof(OnMagicalHealthChange))]
-    public int magicalHealth;
-
-    // NEW: Shield break boolean
-    [SyncVar]
-    public bool shieldBreak = false;
-
-    public SpriteHealthBar healthBar;
-    public SpriteHealthBar MagicalhealthBar;
-    public float speed;
-    public float chaseRadius;
-    public float attackRadius;
-    public bool rotate;
-    //public LayerMask layerMask;
-
-    public playerNetwork target;
-    private Rigidbody2D rb2;
-    public SkeletonAnimation animator;
-    private Vector2 movement;
-    public Vector3 dir;
-
-    public TextMesh enemyName;
-    public TextMesh enemyLevel;
-
-    public bool isInChaseRange;
-    public bool isInAttackRange;
-    public Transform uiEnemy;
-
-    public int enemyAttackDamage = 10;
-
-    MeshRenderer meshRenderer;
-    public GameObject hitVfx;
-    void Awake()
-    {
-        meshRenderer = GetComponent<MeshRenderer>();
-        scanCooldown = Random.Range(0.5f, 1.5f);
-    }
-    private void Start()
-    {
-        rb2 = GetComponent<Rigidbody2D>();
-        //target = GameObject.FindWithTag("Player").transform;
-        UpdateAnimation(directionString, animationString);
-        defaultPos = transform.position;
-
-    }
-    [SyncVar(hook = nameof(OnLevelChanged))]
-    public int level;
-    void OnLevelChanged(int oldVal, int newVal)
-    {
-        if (isServer) { return; }
-
-        SetLevel(newVal);
-    }
-    public void SetLevel(int _level)
-    {
-
-        if (enemyLevel != null)
-        {
-            enemyLevel.text = _level.ToString();
-        }
-
-        level = _level;
-        int healthIncrement = level * HEALTH_INC;
-        maxHealth = 100 + healthIncrement;
-
-        health = (int)maxHealth;
-        magicalHealth = (int)maxHealth;
-        enemyAttackDamage += (int)(level * DAMAGE_INC);
-
-        // MODIFIED: Reset shield break when level is set
-        shieldBreak = false;
-
-        // Debug.Log($"{health}/{maxHealth}");
-
-    }
-    public Vector3 defScale;
-    Vector3 defaultPos;
-
-    float playerDistCheckTimer = 0f;
-    void LateUpdate()
-    {
-        LOD();
-    }
-    public const float disappearDistFromPlayer = 15f;
-    void LOD()
-    {
-        if (playerDistCheckTimer > 0) { playerDistCheckTimer -= Time.deltaTime; return; }
-
-        playerDistCheckTimer = Random.Range(1.5f, 2.5f);
-        if (playerNetwork.localPlayerTransform == null) { return; }
-        float distToPlayer = Vector3.Distance(playerNetwork.localPlayerTransform.position, transform.position);
-        meshRenderer.enabled = distToPlayer < disappearDistFromPlayer;
-    }
-
-
-#if UNITY_SERVER || UNITY_EDITOR
-    [Server]
-    private void Update()
-    {
-
-        // animator.skeleton.SetSkin
-        // set animation state to running if in chase Range
-        //isInChaseRange = true
-
-        // isInChaseRange = Physics2D.OverlapCircle(transform.position, chaseRadius , layerMask);
-        // isInAttackRange = Physics2D.OverlapCircle(transform.position, attackRadius,  layerMask);
-
-        // MODIFIED: Check both health and magicalHealth for death condition
-        if (health <= 0 || (shieldBreak && magicalHealth <= 0))
-        {
-            return;
-        }
-
-        if (target != null)
-        {
-            isInChaseRange = Vector3.Distance(transform.position, target.transform.position) < chaseRadius;
-            isInAttackRange = Vector3.Distance(transform.position, target.transform.position) < attackRadius;
-        }
-        else
-        {
-            isInChaseRange = false;
-            isInAttackRange = false;
-
-        }
-
-        ScanPlayers();
-        if (target != null)
-        {
-            enemyFollow();
-        }
-    }
-
-#endif
-    float scanTimer = 0;
-    float scanCooldown;
-    public void ScanPlayers()
-    {
-
-        if (scanTimer > 0) { scanTimer -= Time.deltaTime; return; }
-
-        scanTimer = scanCooldown;
-        playerNetwork[] playersinNetwork = FindObjectsOfType<playerNetwork>();
-        float closestDist = float.MaxValue;
-        playerNetwork closestPlayer = null;
-
-        foreach (playerNetwork player in playersinNetwork)
-        {
-            if (player.health <= 0) { continue; }
-            float dist = Vector3.Distance(transform.position, player.transform.position);
-            if (dist < closestDist)
-            {
-                closestPlayer = player;
-                closestDist = dist;
-            }
-
-        }
-
-        if (closestDist < chaseRadius)
-        {
-            target = closestPlayer;
-
-        }
-        else
-        {
-            target = null;
-        }
-
-        //if(target == null) {return;}
-
-    }
-
-    // [ClientRpc]
-    // void RpcUpdateAnim(string animDir , string animName, bool isLoop){
-    //     UpdateAnimation(animDir ,  animName, isLoop);
-    // }
-    [SyncVar(hook = nameof(OnFlipped))]
-    bool isFlipped = false;
-
-    void OnFlipped(bool oldVal, bool newVal)
-    {
-        if (isServer) { return; }
-        transform.localScale = new Vector3(defScale.x * (newVal ? -1 : 1), defScale.y, defScale.z);
-        HandleFlip();
-    }
-
-    void HandleFlip()
-    {
-        if (uiEnemy == null)
-        {
-            return;
-        }
-        if (transform.localScale.x < 0)
-        {
-            uiEnemy.localScale = new Vector3(-1, 1, 1);
-        }
-        else
-        {
-            uiEnemy.localScale = new Vector3(1, 1, 1);
-        }
-    }
-
-    private void enemyFollow()
-    {
-
-        if (Mathf.Abs(dir.y) > Mathf.Abs(dir.x))
-        {
-            if (dir.y < 0)
-            {
-                directionString = "Back";
-            }
-            else
-            {
-                directionString = "Front";
-            }
-        }
-        else
-        {
-            directionString = "Side";
-
-            if (dir.x < 0)
-            {
-                transform.localScale = new Vector3(defScale.x, defScale.y, 0);
-                isFlipped = false;
-            }
-            else
-            {
-                transform.localScale = new Vector3(-defScale.x, defScale.y, 0);
-                isFlipped = true;
-            }
-            HandleFlip();
-        }
-        if (animationHistory != directionString + animationString)
-        {
-            UpdateAnimation(directionString, animationString);
-            // RpcUpdateAnim(directionString, animationString,true);
-        }
-        animationHistory = directionString + animationString;
-
-        if (target != null)
-        {
-            dir = transform.position - target.transform.position;
-        }
-
-        float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
-        dir.Normalize();
-
-        movement = dir;
-
-        if (rotate)
-        {
-            //set anim direction x, y dir
-
-        }
-
-    }
-    string animationHistory = "";
-    [SyncVar(hook = nameof(OnAnimationDirectionChanged))]
-    public string directionString = "Side";
-    [SyncVar(hook = nameof(OnAnimationNameChanged))]
-    public string animationString = "Idle";
-
-    void OnAnimationDirectionChanged(string oldVal, string newVal)
-    {
-        UpdateAnimation(newVal, animationString);
-    }
-
-    void OnAnimationNameChanged(string oldVal, string newVal)
-    {
-        UpdateAnimation(directionString, newVal);
-    }
-
-    float attackTimer = 0f;
-    float attackDuration = 1.4f;
-
-    [SyncVar]
-    public float maxHealth;
-
-#if UNITY_SERVER || UNITY_EDITOR
-    [Server]
-    private void FixedUpdate()
-    {
-        // MODIFIED: Updated death condition
-        if (health <= 0 || (shieldBreak && magicalHealth <= 0))
-        {
-            return;
-        }
-
-        healthBar.SetHealth(health, maxHealth);
-        MagicalhealthBar.SetHealth(magicalHealth, maxHealth);
-
-        if (isInChaseRange && !isInAttackRange)
-        {
-            MoveEnemy(movement);
-            //Set animation to moving
-            animationString = "Walk";
-        }
-        if (isInAttackRange)
-        {
-            rb2.velocity = Vector2.zero;
-            //Set animation to attack
-            animationString = "Attack";
-
-            if (attackTimer < attackDuration)
-            {
-                attackTimer += Time.deltaTime;
-
-            }
-            else
-            {
-                attackTimer = 0;
-                Attack();
-            }
-
-            //TODO: ATTACK HERE
-
-        }
-
-        if (!isInAttackRange && !isInChaseRange)
-        {
-            //SetAnimation to idle
-            animationString = "Idle";
-        }
-    }
-#endif
-
-
-    public void Attack()
-    {
-        target.TakeDamage(enemyAttackDamage);
-    }
-    private void MoveEnemy(Vector2 dir)
-    {
-        rb2.MovePosition((Vector2)transform.position + (dir * speed * Time.deltaTime));
-    }
-    void UpdateAnimation(string direction, string animationName)
-    {
-        // try{ 
-        StartCoroutine(CoroutineUpdateAnim(direction, animationName));
-    }
-
-    IEnumerator CoroutineUpdateAnim(string direction, string animationName)
-    {
-        while (animator == null)
-        {
-            yield return new WaitForSeconds(0.1f);
-            Debug.LogError("animator is null!");
-        }
-        while (animator.skeleton == null)
-        {
-            yield return new WaitForSeconds(0.1f);
-            Debug.LogError("animator skelton is null!");
-
-        }
-        while (animator.AnimationState == null)
-        {
-            yield return new WaitForSeconds(0.1f);
-            Debug.LogError("animator state is null!");
-
-        }
-
-        animator.skeleton.SetSkin(direction);
-        animator.skeleton.SetSlotsToSetupPose();
-        animator.AnimationState.SetAnimation(0, $"{direction}_{animationName}", !animationName.ToLower().Contains("death"));
-        // }catch(Exception e){
-        //     Debug.LogError(e.ToString());
-        // }
-        Debug.Log($"Updating enemy animation {direction}_{animationName}");
-    }
-
-    [Command(requiresAuthority = false)]
-    void CmdTakeDamage(int damage, uint id)
-    {
-        takedmg(damage, id);
-        Debug.Log("Enemy Attack Recieved ");
-    }
-
-    public void TakeDamage(int damage, uint id)
-    {
-        if (isServer)
-        {
-            takedmg(damage, id);
-        }
-        else
-        {
-            CmdTakeDamage(damage, id);
-        }
-    }
-
-    // MODIFIED: Completely rewritten damage system
-    void takedmg(int damage, uint id)
-    {
-        if (health <= 0) { return; }
-
-        int finalDamage = damage;
-
-        // If shield is not broken, reduce damage by half and damage magical health
-        if (!shieldBreak && magicalHealth > 0)
-        {
-            finalDamage = damage / 2;
-
-            // Calculate magical health damage based on player attack damage + enemy level
-            int magicalDamage = damage + level;
-            magicalHealth -= magicalDamage;
-
-            // Check if shield breaks
-            if (magicalHealth <= 0)
-            {
-                shieldBreak = true;
-                magicalHealth = 0;
-                Debug.Log("Shield Broken!");
-            }
-        }
-
-        // Apply damage to health
-        health -= finalDamage;
-
-        // Check for death
-        if (health <= 0)
-        {
-            StartCoroutine(couroutineDeath());
-
-            foreach (playerNetwork player in FindObjectsOfType<playerNetwork>())
-            {
-                if (player.netId == id)
-                {
-                    player.OnEnemyKilled(level);
-                }
-            }
-        }
-
-        Debug.Log($"Enemy Takes Damage: {finalDamage} | Shield Broken: {shieldBreak} | Health: {health} | Magical Health: {magicalHealth}");
-    }
-
-    [Command(requiresAuthority = false)]
-    void CmdTakeMagicalDamage(int damage, uint id)
-    {
-        takeMagicalDmg(damage, id);
-        Debug.Log("Enemy Magical Attack Recieved ");
-    }
-
-    public void TakeMagicalDamage(int damage, uint id)
-    {
-        if (isServer)
-        {
-            takeMagicalDmg(damage, id);
-        }
-        else
-        {
-            CmdTakeMagicalDamage(damage, id);
-        }
-    }
-
-    // MODIFIED: Updated magical damage to use same system
-    void takeMagicalDmg(int damage, uint id)
-    {
-        if (magicalHealth <= 0 && shieldBreak) { return; }
-
-        int finalDamage = damage;
-
-        // If shield is not broken, reduce damage by half and damage magical health
-        if (!shieldBreak && magicalHealth > 0)
-        {
-            finalDamage = damage / 2;
-
-            // Calculate magical health damage based on player attack damage + enemy level
-            int magicalDamage = damage + level;
-            magicalHealth -= magicalDamage;
-
-            // Check if shield breaks
-            if (magicalHealth <= 0)
-            {
-                shieldBreak = true;
-                magicalHealth = 0;
-                Debug.Log("Shield Broken!");
-            }
-        }
-
-        // Apply damage to health
-        health -= finalDamage;
-
-        // Check for death
-        if (health <= 0)
-        {
-            StartCoroutine(couroutineDeath());
-
-            foreach (playerNetwork player in FindObjectsOfType<playerNetwork>())
-            {
-                if (player.netId == id)
-                {
-                    player.OnEnemyKilled(level);
-                }
-            }
-        }
-
-        Debug.Log($"Enemy Takes Magical Damage: {finalDamage} | Shield Broken: {shieldBreak} | Health: {health} | Magical Health: {magicalHealth}");
-    }
-
-    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(7);// dead corpse delay 
-
-        if (!isServer)
-        {
-            CmdDie();
-        }
-        else
-        {
-            GameManager.OnEnemyDeath(this, defaultPos);
-        }
-    }
-
-    [Command]
-    void CmdDie()
-    {
-        GameManager.OnEnemyDeath(this, defaultPos);
-    }
-
-    public void OnHealthChange(int oldVlaue, int newValue)
-    {
-        healthBar.SetHealth(newValue, maxHealth);
-    }
-
-    public void OnMagicalHealthChange(int oldVlaue, int newValue)
-    {
-        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);
-    }
+using System.Collections;
+using UnityEngine;
+using Spine.Unity;
+using Spine.Unity.Examples;
+using Mirror;
+using DG.Tweening;
+
+
+public class enemyScript : NetworkBehaviour
+{
+    // Health and Damage Constants
+    public const int HEALTH_INC = 2;
+    public const float DAMAGE_INC = 1.2f;
+    
+    // XP System Constants
+    public const float XP_GAIN = 1.5f; // Legacy
+    public const int XP_GAIN_Base = 5; // Legacy
+    public const float XP_EXPONENTIAL_BASE = 1.3f;
+    public const float XP_LEVEL_MULTIPLIER = 8f;
+    public const float XP_PLAYER_LEVEL_BONUS = 0.05f;
+    
+    // Resistance and Shield Constants
+    public const int RESISTANCE_INC = 1;
+    public const int MAX_RESISTANCE = 15;
+    public const float SHIELD_DAMAGE_DIVIDER = 2f;
+    
+    [Header("Health & Shield System")]
+    [SyncVar(hook = nameof(OnHealthChange))]
+    public int health;
+    [SyncVar(hook = nameof(OnMagicalHealthChange))]
+    public int magicalHealth;
+    [SyncVar]
+    public int physicalResistance;
+    [SyncVar]
+    public int magicalResistance;
+    [SyncVar]
+    public bool shieldActive = true;
+    
+    [Header("UI Components")]
+    public SpriteHealthBar healthBar;
+    public SpriteHealthBar MagicalhealthBar;
+    public Transform uiEnemy;
+    public TextMesh enemyName;
+    public TextMesh enemyLevel;
+    
+    [Header("Movement & Combat")]
+    public float speed;
+    public float chaseRadius;
+    public float attackRadius;
+    public bool rotate;
+    public int enemyAttackDamage = 10;
+    public float damageTimingPercent = 0.6f;
+    
+    [Header("Targeting & State")]
+    public playerNetwork target;
+    public bool isInChaseRange;
+    public bool isInAttackRange;
+    
+    [Header("Components")]
+    private Rigidbody2D rb2;
+    public SkeletonAnimation animator;
+    private Vector2 movement;
+    public Vector3 dir;
+    MeshRenderer meshRenderer;
+    [SyncVar]
+    public bool hasDealtDamage = false;
+
+    void Awake(){
+        meshRenderer = GetComponent<MeshRenderer>();
+        scanCooldown = Random.Range(0.5f, 1.5f);
+    }
+    private void Start(){
+        rb2 = GetComponent<Rigidbody2D>();
+        UpdateAnimation(directionString, animationString);
+        defaultPos = transform.position;
+    }
+    [SyncVar(hook =nameof(OnLevelChanged))]
+    public int level;
+    void OnLevelChanged(int oldVal, int newVal){
+        if(isServer){return;}
+
+        SetLevel(newVal);
+    }
+    public void SetLevel(int _level){
+
+        if(enemyLevel != null){
+            enemyLevel.text = _level.ToString();    
+        }
+        
+        level = _level;
+        int healthIncrement =level * HEALTH_INC;
+        maxHealth = 100 + healthIncrement;
+
+        health = (int)maxHealth;
+        magicalHealth = (int)maxHealth;
+        enemyAttackDamage += (int)(level * DAMAGE_INC);
+        
+        int resistanceIncrement = level * RESISTANCE_INC;
+        physicalResistance = Mathf.Min(resistanceIncrement, MAX_RESISTANCE);
+        magicalResistance = Mathf.Min(resistanceIncrement, MAX_RESISTANCE);
+        
+        shieldActive = true;
+    }
+    public Vector3 defScale;
+    Vector3 defaultPos;
+
+
+    float playerDistCheckTimer=0f;
+    void LateUpdate(){
+        LOD();
+    }
+    public const float disappearDistFromPlayer = 15f;
+    void LOD(){
+        if(playerDistCheckTimer > 0){playerDistCheckTimer -= Time.deltaTime;return;}
+
+        playerDistCheckTimer = Random.Range(1.5f,2.5f);
+        if(playerNetwork.localPlayerTransform == null){return;}
+        float distToPlayer = Vector3.Distance(playerNetwork.localPlayerTransform.position, transform.position);
+        meshRenderer.enabled = distToPlayer < disappearDistFromPlayer;
+    }
+
+
+    #if UNITY_SERVER || UNITY_EDITOR
+    [Server]
+    private void Update(){
+
+        // animator.skeleton.SetSkin
+        // set animation state to running if in chase Range
+        //isInChaseRange = true
+
+        // isInChaseRange = Physics2D.OverlapCircle(transform.position, chaseRadius , layerMask);
+        // isInAttackRange = Physics2D.OverlapCircle(transform.position, attackRadius,  layerMask);
+        if (health <= 0 ){
+            return;
+        }
+        if(target != null){
+            isInChaseRange = Vector3.Distance(transform.position, target.transform.position) < chaseRadius;
+        isInAttackRange = Vector3.Distance(transform.position, target.transform.position) < attackRadius;
+        }else{
+            isInChaseRange = false;
+            isInAttackRange = false;
+
+        }
+        
+        ScanPlayers();
+        if(target !=null){
+            enemyFollow();
+        }
+    }
+
+    #endif
+    [Header("Scanning & LOD")]
+    float scanTimer =0;
+    float scanCooldown;
+    public void ScanPlayers(){
+        
+        if(scanTimer >0){scanTimer-=Time.deltaTime; return;}
+
+        scanTimer = scanCooldown;
+        playerNetwork[] playersinNetwork = FindObjectsOfType<playerNetwork>();
+        float closestDist = float.MaxValue;
+        playerNetwork closestPlayer = null;
+
+        foreach(playerNetwork player in playersinNetwork ){
+            if(player.health <= 0 ){continue;}
+            float dist = Vector3.Distance(transform.position, player.transform.position);
+            if(dist < closestDist){
+                closestPlayer = player;
+                closestDist = dist;
+            }
+
+        }
+
+        if(closestDist < chaseRadius){
+            target = closestPlayer ;
+
+        }
+        else {
+            target = null;
+        }
+        
+        //if(target == null) {return;}
+
+    }
+
+    // [ClientRpc]
+    // void RpcUpdateAnim(string animDir , string animName, bool isLoop){
+    //     UpdateAnimation(animDir ,  animName, isLoop);
+    // }
+    [SyncVar(hook =nameof(OnFlipped))]
+    bool isFlipped= false;
+
+    void OnFlipped(bool oldVal, bool newVal){
+        if(isServer){return;}
+        transform.localScale = new Vector3(defScale.x * (newVal ? -1 : 1),defScale.y,defScale.z);
+        HandleFlip();
+    }
+
+    void HandleFlip(){
+        if(uiEnemy == null){
+        return;
+        }
+        if(transform.localScale.x < 0 ){
+            uiEnemy.localScale = new Vector3(-1,1,1);
+        }
+        else{
+            uiEnemy.localScale = new Vector3(1,1,1);
+        }
+    }
+
+    private void enemyFollow(){
+         
+        if(Mathf.Abs(dir.y) > Mathf.Abs(dir.x)){
+            if(dir.y < 0){
+                directionString = "Back";
+            }else{
+                directionString = "Front";
+            }
+        }else{
+            directionString = "Side";
+
+            if(dir.x < 0){
+                transform.localScale = new Vector3(defScale.x,defScale.y,0);
+                isFlipped=false;
+            }else{
+                transform.localScale = new Vector3(-defScale.x,defScale.y,0);
+                isFlipped = true;
+            }
+            HandleFlip();
+        }
+        if(animationHistory != directionString + animationString){
+            UpdateAnimation(directionString, animationString);
+            // RpcUpdateAnim(directionString, animationString,true);
+        }
+        animationHistory=directionString + animationString;
+
+        if(target != null){
+            dir = transform.position - target.transform.position;
+        }
+         
+        float angle = Mathf.Atan2(dir.y , dir.x ) * Mathf.Rad2Deg;
+        dir.Normalize();
+
+        movement = dir;
+
+        if(rotate){
+            //set anim direction x, y dir
+
+        }
+
+    }
+
+    [Header("Animation System")]
+    string animationHistory ="";
+    [SyncVar(hook =nameof(OnAnimationDirectionChanged))]
+    public string directionString = "Side";
+    [SyncVar(hook =nameof(OnAnimationNameChanged))]
+    public string animationString = "Idle";
+
+    void OnAnimationDirectionChanged(string oldVal, string newVal){
+        UpdateAnimation(newVal, animationString);
+    }
+
+    void OnAnimationNameChanged(string oldVal, string newVal){
+        UpdateAnimation(directionString, newVal);
+    }
+
+    [Header("Attack Timing")]
+    float attackTimer = 0f;
+    float attackDuration = 1.4f;
+
+    [SyncVar]
+    public float maxHealth;
+    
+    #if UNITY_SERVER || UNITY_EDITOR
+    [Server]
+    private void FixedUpdate() {
+
+    if (health <= 0)
+    {
+        return;
+    }
+
+    healthBar.SetHealth(health, maxHealth);
+    MagicalhealthBar.SetHealth(magicalHealth, maxHealth);
+
+    if (isInChaseRange && !isInAttackRange)
+    {
+        MoveEnemy(movement);
+        //Set animation to moving
+        animationString = "Walk";
+        // Reset attack state when not in attack range
+        hasDealtDamage = false;
+        attackTimer = 0;
+    }
+    else if (isInAttackRange)
+    {
+        rb2.velocity = Vector2.zero;
+        
+        // MODIFIED: Only attack if enemy has stopped moving (velocity near zero)
+        if (rb2.velocity.magnitude < 0.1f)
+        {
+            //Set animation to attack
+            animationString = "Attack";
+
+            if (attackTimer < attackDuration)
+            {
+                attackTimer += Time.deltaTime;
+                
+                // MODIFIED: Deal damage at specific timing in animation
+                float attackProgress = attackTimer / attackDuration;
+                if (!hasDealtDamage && attackProgress >= damageTimingPercent)
+                {
+                    hasDealtDamage = true;
+                    Attack();
+                }
+            }
+            else
+            {
+                // MODIFIED: Reset for next attack cycle
+                attackTimer = 0;
+                hasDealtDamage = false;
+            }
+        }
+    }
+
+    if (!isInAttackRange && !isInChaseRange)
+    {
+        //SetAnimation to idle
+        animationString = "Idle";
+        // Reset attack state when idle
+        hasDealtDamage = false;
+        attackTimer = 0;
+    }    
+    }
+    #endif
+
+
+    public void Attack(){
+        target.TakeDamage(enemyAttackDamage);
+    }
+    private void MoveEnemy(Vector2 dir){
+        rb2.MovePosition((Vector2)transform.position + (dir * speed * Time.deltaTime));
+    }
+    void UpdateAnimation(string direction, string animationName){
+        // try{ 
+        StartCoroutine(CoroutineUpdateAnim(direction, animationName));
+    }
+
+    IEnumerator CoroutineUpdateAnim(string direction, string animationName){
+        while(animator == null){
+            yield return new WaitForSeconds(0.1f);
+            Debug.LogError("animator is null!");
+        }
+        while(animator.skeleton == null){
+            yield return new WaitForSeconds(0.1f);
+            Debug.LogError("animator skelton is null!");
+        }
+        while(animator.AnimationState == null){
+            yield return new WaitForSeconds(0.1f);
+            Debug.LogError("animator state is null!");
+        }
+
+        animator.skeleton.SetSkin(direction);
+        animator.skeleton.SetSlotsToSetupPose();
+        animator.AnimationState.SetAnimation(0, $"{direction}_{animationName}", !animationName.ToLower().Contains("death"));
+        // }catch(Exception e){
+        //     Debug.LogError(e.ToString());
+        // }
+        Debug.Log($"Updating enemy animation {direction}_{animationName}");
+    }
+
+    [Command(requiresAuthority =false)]
+    void CmdTakeDamage(int damage,uint id){
+        takedmg(damage,id);
+        Debug.Log("Enemy Attack Recieved ");
+    }
+    public void TakeDamage(int damage, uint id){
+        if(isServer){
+            takedmg(damage,id);
+        }
+        else{
+            CmdTakeDamage(damage,id);
+        }
+    }
+
+    void takedmg(int damage,uint id){
+        if(health<=0){return;}
+        
+        // Apply physical resistance to base damage
+        int damageAfterResistance = Mathf.Max(1, damage - physicalResistance);
+        
+        // If shield is active, damage goes to both magical health (shield) AND regular health
+        if(shieldActive && magicalHealth > 0){
+            // Shield takes full damage after resistance
+            magicalHealth -= damageAfterResistance;
+            
+            // Regular health takes reduced damage (divided by shield divider)
+            float shieldMultiplier = 1f / SHIELD_DAMAGE_DIVIDER;
+            int healthDamage = Mathf.Max(1, Mathf.RoundToInt(damageAfterResistance * shieldMultiplier));
+            health -= healthDamage;
+            
+            if(magicalHealth <= 0){
+                shieldActive = false;
+                PlayShieldBreakAnimation();
+            }
+        } else {
+            // If shield is broken, damage goes directly to health with full resistance
+            health -= damageAfterResistance;
+        }
+        
+        //hit vfx
+        // GameObject newObject = Instantiate(hitVfx , transform.position , Quaternion.identity );
+        // newObject.transform.localPosition = Vector3.zero;
+        // newObject.transform.parent = transform;
+        if(health<= 0 ){
+            StartCoroutine(couroutineDeath());
+
+            foreach(playerNetwork player in FindObjectsOfType<playerNetwork>()){
+                if(player.netId == id){
+
+                    //This one attacked me
+                    player.OnEnemyKilled(level);
+                }
+            }
+        }
+        
+        // Debug logging removed for cleaner code
+        
+    }
+
+    [Command(requiresAuthority =false)]
+    void CmdTakeMagicalDamage(int damage,uint id){
+        takeMagicalDmg(damage,id);
+        Debug.Log("Enemy Attack Recieved ");
+    }
+    public void TakeMagicalDamage(int damage, uint id){
+        if(isServer){
+            takeMagicalDmg(damage,id);
+        }
+        else{
+            CmdTakeMagicalDamage(damage,id);
+        }
+    }
+
+    void takeMagicalDmg(int damage,uint id){
+        if(health<=0){return;}
+        
+        // Apply magical resistance to base damage
+        int damageAfterResistance = Mathf.Max(1, damage - magicalResistance);
+        
+        // If shield is active, damage goes to both magical health (shield) AND regular health
+        if(shieldActive && magicalHealth > 0){
+            // Shield takes full damage after resistance
+            magicalHealth -= damageAfterResistance;
+            
+            // Regular health takes reduced damage (divided by shield divider)
+            float shieldMultiplier = 1f / SHIELD_DAMAGE_DIVIDER;
+            int healthDamage = Mathf.Max(1, Mathf.RoundToInt(damageAfterResistance * shieldMultiplier));
+            health -= healthDamage;
+            
+            if(magicalHealth <= 0){
+                shieldActive = false;
+                PlayShieldBreakAnimation();
+            }
+        } else {
+            // If shield is broken, damage goes directly to health with full resistance
+            health -= damageAfterResistance;
+        }
+        
+        if(health<= 0 ){
+            StartCoroutine(couroutineDeath());
+
+            foreach(playerNetwork player in FindObjectsOfType<playerNetwork>()){
+                if(player.netId == id){
+
+                    //This one attacked me
+                    player.OnEnemyKilled(level);
+                }
+            }
+        }
+        
+        // Debug logging removed for cleaner code
+        
+    }
+
+    IEnumerator couroutineDeath(){
+        
+        animationString = "Death";
+        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);
+
+
+        if (!isServer)
+        {
+            CmdDie();
+        }
+        else
+        {
+            GameManager.OnEnemyDeath(this, defaultPos);
+        }
+        
+       /* transform.position = defaultPos;
+        health = (int)maxHealth;
+        magicalHealth = (int)maxHealth;*/
+
+        //animationString = "Idle";
+
+
+    }
+
+
+    [Command]
+    void CmdDie()
+    {
+        GameManager.OnEnemyDeath(this,defaultPos);
+    }
+
+
+
+    public void OnHealthChange(int oldVlaue, int newValue){
+        healthBar.SetHealth(newValue,maxHealth);
+
+    }
+    public void OnMagicalHealthChange(int oldVlaue, int newValue){
+        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);
+    }
+    
+    [Header("Shield Visual Effects")]
+    public Transform shieldUI;
+    public SpriteRenderer shieldIconUI;
+    public ParticleSystem shieldBreakVfx;
+
+    public void PlayShieldBreakAnimation()
+    {
+        if (shieldBreakVfx != null) shieldBreakVfx.Play();
+
+        if (shieldUI != null)
+        {
+            shieldUI.DOScale(1.2f, 0.15f)
+                .SetEase(Ease.OutBack)
+                .OnComplete(() =>
+                {
+                    shieldUI.DOScale(0f, 0.3f).SetEase(Ease.InQuad);
+                    if (shieldIconUI != null)
+                    {
+                        shieldIconUI.DOFade(0f, 0.3f).SetEase(Ease.InQuad)
+                            .OnComplete(() =>
+                            {
+                                shieldUI.gameObject.SetActive(false);
+                            });
+                    }
+                });
+        }
+    }
+    
+    // Helper method to get resistance info for UI or debugging
+    public string GetResistanceInfo()
+    {
+        string shieldStatus = shieldActive ? "Active" : "Broken";
+        return $"Physical: {physicalResistance}, Magical: {magicalResistance}, Shield: {shieldStatus}";
+    }
+    
+    public int CalculateEffectiveDamage(int baseDamage, bool isMagical = false)
+    {
+        int resistance = isMagical ? magicalResistance : physicalResistance;
+        
+        if(shieldActive && magicalHealth > 0){
+            float shieldMultiplier = 1f / SHIELD_DAMAGE_DIVIDER;
+            int damageAfterShield = Mathf.RoundToInt(baseDamage * shieldMultiplier);
+            return Mathf.Max(1, damageAfterShield - resistance);
+        } else {
+            return Mathf.Max(1, baseDamage - resistance);
+        }
+    }
+    
+    public bool IsShieldActive()
+    {
+        return shieldActive && magicalHealth > 0;
+    }
+    
+    public static int CalculateExponentialXP(int enemyLevel, int playerLevel = 0)
+    {
+        float baseXP = XP_LEVEL_MULTIPLIER * Mathf.Pow(XP_EXPONENTIAL_BASE, enemyLevel - 1);
+        
+        float levelDifference = Mathf.Max(0, enemyLevel - playerLevel);
+        float bonusXP = baseXP * XP_PLAYER_LEVEL_BONUS * levelDifference;
+        
+        int totalXP = Mathf.RoundToInt(baseXP + bonusXP);
+        totalXP = Mathf.Min(totalXP, 5000);
+        
+        return Mathf.Max(10, totalXP);
+    }
+    
+    public static int CalculateLegacyXP(int enemyLevel)
+    {
+        return XP_GAIN_Base + Mathf.FloorToInt(XP_GAIN * (enemyLevel - 1));
+    }
 }

+ 1081 - 1073
Assets/Script/playerNetwork.cs

@@ -1,1073 +1,1081 @@
-using System.Collections;
-using System.Collections.Generic;
-using Assets.HeroEditor4D.Common.Scripts.CharacterScripts;
-using Assets.HeroEditor4D.Common.Scripts.Enums;
-using Mirror;
-using TMPro;
-using Firebase.Firestore;
-using Firebase.Extensions;
-using Unity.VisualScripting;
-using UnityEngine;
-using UnityEngine.SceneManagement;
-using GooglePlayGames;
-using UnityEngine.SocialPlatforms;
-using Firebase.Auth;
-using UnityEngine.UI;
-using Newtonsoft.Json;
-
-
-
-public class playerNetwork : NetworkBehaviour
-{
-    public static playerNetwork localPlayer;
-    public invitePlayer invitePlayer;
-
-    public const float ATTACK_COOLDOWN = 0.6f;
-    [HideInInspector]
-    public StatManager statManager;
-    //public const int XPFORLEVEL = 10;
-    [SyncVar(hook = nameof(OnHealthChanged))] public int health = 100;
-    public Character4D character;
-    public characterManager characterMan;
-
-    [SyncVar(hook = nameof(OnDirectionChanged))]
-    public Vector2 directionNetwork;
-    [SyncVar(hook = nameof(OnAnimChanged))]
-    public int animIntNetwork;
-
-    [SyncVar(hook = nameof(onKillCountChange))]
-    public int enemyKillCount;
-    // public int xp { get{
-    //     int val = 0;
-    //     for(int i =5; i <= enemyKillCount; i+=5){
-    //         val = enemyKillCount;
-    //     }
-    //     return val;
-    // }}
-    [SyncVar(hook = nameof(OnXpChanged))]
-    public int XP;
-
-    [SyncVar]
-    public string myPartyOwner;
-
-    public int lvl2
-    {
-        get
-        {
-            return GetLevelForKills2(enemyKillCount);
-        }
-    }
-
-    public int GetLevelForKills2(int kills)
-    {
-        int val = 0;
-        for (int i = 10; i <= kills; i += 10)
-        {
-            val++;
-        }
-        return val;
-    }
-
-
-    public int lvl
-    {
-        get
-        {
-            return GetLevelByXp(XP);
-        }
-    }
-
-
-    public int GetLevelByXp(int xp)
-    {
-        // int level = Mathf.CeilToInt(Mathf.Sqrt(xp/100f));
-        // if(level <= 0){level = 1;}
-
-        // return level;
-
-        int level = Mathf.CeilToInt(Mathf.Log(xp / 100f, 2) + 1);
-        if (level <= 0) { level = 1; }
-        return level;
-        // int level = 1;
-        // int xpNeeded = 100;
-
-        // while (xp >= xpNeeded)
-        // {
-        //     level++;
-        //     xpNeeded = 100 * (int)Mathf.Pow(2, level - 1);
-        // }
-
-        // return level - 1;
-    }
-
-    public int GetXpForLevel(int level)
-    {
-        if (level <= 0)
-            level = 1;
-
-        return Mathf.FloorToInt(100 * Mathf.Pow(2, level - 1));
-    }
-
-
-    public float XpSliderVal
-    {
-        get
-        {
-
-            int nextLevelXp = GetXpForLevel(lvl);
-            int prevLevelXp = GetXpForLevel(lvl - 1);
-
-            if (nextLevelXp == prevLevelXp)
-            {
-                prevLevelXp = 0;
-            }
-
-            int range = nextLevelXp - prevLevelXp;
-            // Debug.Log($"{XP-prevLevelXp} / {range}");
-            //Debug.Log($"next : {nextLevelXp}, prev: {prevLevelXp}, xp:{XP}, xpSince:{XP-prevLevelXp}");
-            return ((float)(XP - prevLevelXp) / (float)range);
-            //     int nextLevel = lvl+1;
-
-            // int curLevelXp = lvl * lvl;
-            // int nextLevelXp = nextLevel * nextLevel;
-            // // Debug.Log($"Xp Calc: {XP}-{curLevelXp}/{nextLevelXp} - {curLevelXp}");
-            // // Debug.Log($"{curLevelXp-XP}/{nextLevelXp - curLevelXp}");
-            // if(XP == 0){return 0;}
-            // return 1f - ((float)(curLevelXp - XP) /  (float)(nextLevelXp- curLevelXp));
-        }
-
-    }
-
-    [SyncVar]
-    public string playerName;
-    [SyncVar]
-    public int playerCoin;
-
-    [SyncVar]
-    public string myCharJson;
-
-    public TMP_Text txtEnemyKillCount;
-    public TMP_Text txtPlayerName;
-    public TMP_Text questText;
-    public GameObject questUI;
-    public TMP_Text coinText;
-    public TMP_Text xpText;
-    public TMP_Text lvlText;
-    public Slider xpSlider;
-    public GameObject[] xpSliderSlots;
-    public TMP_Text xpEnableTxt;
-    //public TMP_Text attackDmgEnableTxt;
-
-    public GameObject canvas;
-    public Slider healthBar;
-    public Slider armorBar;
-    public Inventory inventory;
-    public static Transform localPlayerTransform;
-    public GameObject healthVfx;
-    public GameObject damageVfx;
-
-    public GameObject levelUpVfx;
-    public QuestScriptable currentQuest;
-    public List<QuestAction> questActions;
-    public List<string> completedQuests;
-
-    public GameObject projectile;
-    public GameObject arrowRange;
-
-    public string selectedCharacterJson = CharacterSelection.selectedCharJson;
-
-    public void SetActiveQuest(QuestScriptable questData)
-    {
-        currentQuest = questData;
-        questText.text = questData.questTitle;
-        questUI.SetActive(true);
-
-        foreach (QuestAction quest in questActions)
-        {
-            if (quest.questData == questData)
-            {
-                quest.activate();
-            }
-        }
-    }
-
-    public void CompleteQuest(QuestScriptable questData)
-    {
-        if (questData != currentQuest)
-        {
-            Debug.LogError("Completed a quest that wasnt active");
-            return;
-        }
-        completedQuests.Add(currentQuest.questName);
-        currentQuest = null;
-
-        questText.text = "Quest Completed!";
-        playerCoin += questData.rewardAmount;
-        coinText.text = playerCoin.ToString();
-        //add delay
-        StartCoroutine(DelayUI());
-
-
-    }
-    public void CancelledQuest()
-    {
-
-        questText.text = "Quest Cancelled: " + currentQuest.questTitle;
-        //
-        currentQuest = null;
-
-        StartCoroutine(DelayUI());
-
-    }
-    IEnumerator DelayUI()
-    {
-        yield return new WaitForSecondsRealtime(10f);
-        questUI.SetActive(false);
-    }
-
-    public static void registerQuestAction(QuestAction action)
-    {
-        localPlayerTransform.GetComponent<playerNetwork>().questActions.Add(action);
-    }
-
-    void Awake()
-    {
-        invitePlayer = GetComponent<invitePlayer>();
-        rangeEnemyFind = GetComponent<rangeEnemyFinder>();
-    }
-    void Start()
-    {
-
-#if UNITY_EDITOR
-        if (isServer)
-        {
-            playerName = "Player" + Random.Range(0, 100);
-        }
-#endif
-
-        if (!isLocalPlayer)
-        {
-            canvas.SetActive(false);
-            if (!isServer)
-            {
-                CmdRequestCharJson();
-            }
-        }
-        else
-        {
-
-            localPlayerTransform = transform;
-            localPlayer = this;
-            cameraRPG.instance.SetTarget(transform);
-#if UNITY_EDITOR
-            ResetHealthAndArmor();
-#else
-            LoadPlayerData();
-#endif
-
-            statManager.OnStatsChanged += ConfigArmorHealthSliders;
-
-            if (isServer)
-            {
-                playerName = gplayAuth.userNameCloud;
-                myCharJson = CharacterSelection.selectedCharJson;
-                RpcBroadcastCharJson(CharacterSelection.selectedCharJson);
-            }
-            else
-            {
-                if (gplayAuth.userNameCloud.Length > 0)
-                {
-                    CmdSetName(gplayAuth.userNameCloud);
-                }
-                else
-                {
-                    CmdSetName("Player" + Random.Range(0, 100));
-                }
-                CmdSetCharJson(CharacterSelection.selectedCharJson);
-            }
-        }
-
-    }
-
-    [Command]
-    public void CmdInvitePlayer(string otherPlayerName)
-    {
-        if (myPartyOwner == null || myPartyOwner.Length == 0)
-        {
-            FindPlayerByName(otherPlayerName).ShowInvite(playerName);
-        }
-        else
-        {
-            FindPlayerByName(otherPlayerName).ShowInvite(myPartyOwner);
-        }
-
-    }
-
-
-    public void ShowInvite(string ownerName)
-    {
-        RpcInvitePlayer(ownerName);
-    }
-
-    [ClientRpc]
-    void RpcInvitePlayer(string playerName)
-    {
-        if (!isLocalPlayer) { return; }
-
-        invitePlayer.ShowInvite(playerName);
-    }
-
-    [Command]
-    public void CmdAcceptInvite(string otherPlayerName)
-    {
-        myPartyOwner = otherPlayerName;
-        Debug.Log("Invite accepted: " + myPartyOwner);
-    }
-
-    [Command]
-    public void CmdLeaveParty()
-    {
-        myPartyOwner = null;
-    }
-
-    playerNetwork FindPlayerByName(string playerName)
-    {
-        playerNetwork[] players = FindObjectsOfType<playerNetwork>();
-        foreach (playerNetwork player in players)
-        {
-            if (player.playerName == playerName)
-            {
-                return player;
-            }
-        }
-        return null;
-    }
-
-    void LoadCharFromJson(string json)
-    {
-        if (json.Length <= 0) { return; }
-        character.FromJson(json, true);
-    }
-
-    public void SavePlayerData()
-    {
-#if UNITY_EDITOR
-        return;
-#endif
-        Debug.Log("*** Save Method Got Called ! ***");
-
-        if (!isLoaded)
-        {
-            Debug.Log("*** Save Method Return ***");
-            return;
-        }
-        FirebaseFirestore db = FirebaseFirestore.DefaultInstance;
-
-        //int playerCoin = int.Parse(coins.text);
-        Dictionary<string, object> saveValues = new Dictionary<string, object>{
-
-                {"playerInventory" , JsonConvert.SerializeObject(inventory.inventoryManager.GetEntries())},
-                {"playerHealth" , health},
-                {"playerCoin", playerCoin},
-                {"killCount", enemyKillCount},
-                {"xp", XP},
-                {"completedQuest", completedQuests},
-                {"playerStats", statManager.PlayerStats},
-                {"characterJson", selectedCharacterJson},
-
-            };
-
-        DocumentReference docRef = db.Collection("PlayerData").Document(gplayAuth.userID);
-        docRef.SetAsync(saveValues).ContinueWithOnMainThread(task =>
-        {
-            if (task.IsCompleted)
-            {
-                Debug.Log("**** Save Completed Firestore ****");
-            }
-            else
-            {
-                Debug.Log("**** Failed to save data to firestore ****");
-            }
-        });
-    }
-    public bool isLoaded = false;
-    public void LoadPlayerData()
-    {
-#if UNITY_EDITOR
-        return;
-#endif
-        Debug.Log("**** Data Load method got called ****");
-        FirebaseFirestore db = FirebaseFirestore.DefaultInstance;
-        DocumentReference docRef = db.Collection("PlayerData").Document(gplayAuth.userID);
-
-        docRef.GetSnapshotAsync().ContinueWithOnMainThread(task =>
-        {
-            DocumentSnapshot snapshot = task.Result;
-            if (snapshot.Exists)
-            {
-                Debug.Log("**** Found previous Data to load ****");
-                //load data 
-                // Dictionary<string,object> dic = snapshot.ToDictionary(ServerTimestampBehavior.Estimate);
-                // Debug.Log("Reading data");
-                // foreach(KeyValuePair<string,object> item in dic){
-                //     Debug.Log(item.Key + " : " +item.Value.ToString());
-                // }
-                //saveNameTxt.text = snapshot.GetValue<string>("playerName");
-                //load kills
-                int _enemyKillCount = snapshot.GetValue<int>("killCount");
-                SetEnemyKillCount(_enemyKillCount);
-                //load XP
-                XP = snapshot.GetValue<int>("xp");
-                //Load coin
-                int _playerCoin = snapshot.GetValue<int>("playerCoin");
-                SetPlayerCoins(_playerCoin);
-                // coinText.text = snapshot.GetValue<int>("playerCoin").ToString();
-
-                //Load Health
-                int savedHealth = snapshot.GetValue<int>("playerHealth");
-                SetHealth(savedHealth);
-                ResetHealthAndArmor();
-                healthBar.value = (savedHealth);
-                armorBar.value = savedHealth;
-                //load Inventory
-                Dictionary<int, string> inventoryGetData = JsonConvert.DeserializeObject<Dictionary<int, string>>(snapshot.GetValue<string>("playerInventory"));
-                inventory.inventoryManager.SetInventory(inventoryGetData);
-
-                completedQuests = snapshot.GetValue<List<string>>("completedQuest");
-                //stats
-                statManager.loadFromCloudSave(snapshot.GetValue<Dictionary<string, int>>("playerStats"));
-
-
-                isLoaded = true;
-            }
-            else
-            {
-                //show error previous data doesnt exists to load 
-                Debug.Log("**** No previous data to load ****");
-                isLoaded = true;
-
-            }
-        });
-    }
-    [Command]
-    void CmdSetName(string nameValue)
-    {
-        playerName = nameValue;
-    }
-
-    [Command(requiresAuthority = false)]
-    void CmdRequestCharJson()
-    {
-        RpcBroadcastCharJson(myCharJson);
-    }
-
-    [Command]
-    void CmdSetCharJson(string newValue)
-    {
-        myCharJson = newValue;
-        RpcBroadcastCharJson(newValue);
-        LoadCharFromJson(newValue);
-    }
-    [ClientRpc]
-    void RpcBroadcastCharJson(string newValue)
-    {
-        LoadCharFromJson(newValue);
-    }
-
-    void OnDirectionChanged(Vector2 oldVal, Vector2 newVal)
-    {
-        character.SetDirection(newVal);
-    }
-
-    void OnAnimChanged(int oldVal, int newVal)
-    {
-        if (isLocalPlayer) { return; }
-        character.AnimationManager.SetState((CharacterState)newVal);
-    }
-
-    rangeEnemyFinder rangeEnemyFind;
-
-    enemyScript closestEnemy => rangeEnemyFind.targetEnemy;
-
-
-    float attackTimer = 0;
-    [HideInInspector]
-    public PlayerAttack playerAttack;
-    void Update()
-    {
-        if (isLocalPlayer)
-        {
-
-            if (attackTimer > 0) { attackTimer -= Time.deltaTime; }
-
-            if (isServer)
-            {
-                SetAnimationData(character.Direction, character.Animator.GetInteger("State"));
-            }
-            else
-            {
-                CmdUpdateAnim(character.Direction, character.Animator.GetInteger("State"));
-            }
-
-            healthBar.value = (health);
-            armorBar.value = health;
-            txtEnemyKillCount.text = enemyKillCount.ToString();
-            coinText.text = playerCoin.ToString();
-            txtPlayerName.text = gplayAuth.userNameCloud;
-
-            if (myPartyOwner != null && myPartyOwner.Length > 0)
-            {
-                invitePlayer.InParty(myPartyOwner);
-            }
-            else
-            {
-                invitePlayer.InParty("");
-
-            }
-        }
-        ShowXP();
-        ShowLevel();
-
-    }
-
-    [Command]
-    void CmdUpdateAnim(Vector2 direction, int animState)
-    {
-        SetAnimationData(direction, animState);
-    }
-
-    void SetAnimationData(Vector2 direction, int animState)
-    {
-        directionNetwork = direction;
-        animIntNetwork = animState;
-        if (!isLocalPlayer)
-        {
-            character.AnimationManager.SetState((CharacterState)animState);
-            character.SetDirection(direction);
-        }
-    }
-
-    void OnHealthChanged(int oldVal, int newVal)
-    {
-
-        if (!isLocalPlayer) { return; }
-        //
-        if (oldVal < newVal)
-        {
-            GameObject newObject = Instantiate(healthVfx, character.characterTransform());
-            newObject.transform.localPosition = Vector3.zero;
-            newObject.transform.parent = transform;
-
-            //StartCoroutine (Couroutine_autoDisableVFX(newObject));
-            vfxScript vfxSc = newObject.AddComponent<vfxScript>();
-
-        }
-        else if (oldVal > newVal)
-        {
-            //damage VFX
-            GameObject newObject = Instantiate(damageVfx, character.characterTransform());
-            newObject.transform.localPosition = new Vector3(0, 5f, 0);
-            newObject.transform.parent = transform;
-
-            //StartCoroutine (Couroutine_autoDisableVFX(newObject));
-            vfxScript vfxSc = newObject.AddComponent<vfxScript>();
-            // vfxSc.offsetVFX = new Vector3(0, 5f, 0);
-            // vfxSc.target = character.characterTransform();
-        }
-
-        SavePlayerData();
-        healthBar.value = (newVal);
-        armorBar.value = newVal;
-    }
-
-    // IEnumerator Couroutine_autoDisableVFX(GameObject go){
-    //     yield return new WaitForSecondsRealtime(5f);
-    //     Destroy(go);
-    // }
-
-    void onKillCountChange(int oldval, int newval)
-    {
-
-        if (!isLocalPlayer) { return; }
-        // int prevLevel = GetLevelForKills(oldval);
-        // int newLevel = GetLevelForKills(newval);
-        SavePlayerData();
-
-        // if(newLevel > prevLevel){
-        //     StartCoroutine(uiTxtDelay(25f));
-        // }
-        // if(enemyKillCount == 5 ){
-        //     //SavePlayerData();
-        //     //QuestComplete();
-        //     AddCoin();
-        // }
-    }
-
-    void OnXpChanged(int oldVal, int newVal)
-    {
-        if (!isLocalPlayer) { return; }
-
-        int prevLevel = GetLevelByXp(oldVal);
-        int newLevle = GetLevelByXp(newVal);
-
-        if (newLevle > prevLevel)
-        {
-            int levelChange = newLevle - prevLevel;
-            GameObject newObject = Instantiate(levelUpVfx, character.characterTransform());
-            newObject.transform.localPosition = Vector3.zero;
-            newObject.transform.parent = transform;
-            StartCoroutine(uiTxtDelay(25f, levelChange));
-        }
-    }
-
-    public void SetHealth(int newvalue)
-    {
-        if (isServer)
-        {
-            health = newvalue;
-            healthBar.value = (newvalue);
-            armorBar.value = newvalue;
-        }
-        else
-        {
-            CmdSetHealth(newvalue);
-        }
-    }
-
-    public void SetEnemyKillCount(int newValue)
-    {
-        if (isServer)
-        {
-            enemyKillCount = newValue;
-        }
-        else
-        {
-            CmdSetEnemyKillCount(newValue);
-        }
-    }
-
-    public void SetPlayerCoins(int newVal)
-    {
-        if (isServer)
-        {
-            playerCoin = newVal;
-        }
-        else
-        {
-            CmdSetPlayerCoin(newVal);
-        }
-    }
-
-    [Command]
-    void CmdSetPlayerCoin(int newVal)
-    {
-        playerCoin = newVal;
-    }
-
-    [Command]
-    void CmdSetEnemyKillCount(int newValue)
-    {
-        enemyKillCount = newValue;
-    }
-
-    [Command]
-    void CmdSetHealth(int newValue)
-    {
-        health = newValue;
-    }
-
-    public void TakeDamage(int attackDamage)
-    {
-        serverTakeDmg(attackDamage);
-        // if(isLocalPlayer){
-        //     takedmg(attackDamage);        
-        // }else if(isServer){
-        //    RpcTakeDamage(attackDamage);
-        // }
-    }
-
-    void serverTakeDmg(int damage)
-    {
-        health -= damage;
-        if (health <= 0)
-        {
-            RpcDeath();
-            death();
-        }
-    }
-
-    float xpTimer = 0;
-    public void ShowXP()
-    {
-        if (xpTimer > 0) { xpTimer -= Time.deltaTime; return; }
-
-        xpTimer = 1;
-        xpText.text = (Mathf.RoundToInt(XP / 100f) * 100f).ToString();
-        xpSlider.value = XpSliderVal;
-
-        for (int i = 0; i < 10; i++)
-        {
-            float val = (float)i / 10f;
-            xpSliderSlots[i].SetActive(xpSlider.value > val);
-        }
-    }
-    public void ShowLevel()
-    {
-        lvlText.text = lvl.ToString();
-    }
-
-    public void OnEnemyKilled(int enemyLevel)
-    {
-        //disable take damage and disable healthbar going backwards 
-        int prevValue = lvl;
-        // SavePlayerData();
-        enemyKillCount++;
-        //XP += (int)(enemyScript.XP_GAIN * (enemyLevel/2f));
-        XP += enemyScript.XP_GAIN_Base + Mathf.FloorToInt(enemyScript.XP_GAIN * (enemyLevel - 1));
-    }
-
-    IEnumerator uiTxtDelay(float delayTime, int levelChange)
-    {
-        //enable 
-        xpEnableTxt.gameObject.SetActive(true);
-        //int attackDamageChange= 5 * levelChange;
-
-        //attackDmgEnableTxt.gameObject.SetActive(true);
-        //attackDmgEnableTxt.text = "Attack Damage + " + attackDamageChange;
-        yield return new WaitForSecondsRealtime(delayTime);
-        //disable
-        xpEnableTxt.gameObject.SetActive(false);
-        //attackDmgEnableTxt.gameObject.SetActive(false);
-
-    }
-    // public void QuestComplete(){
-    //     //task completion logic 
-    //     // Strikethrough the text
-
-    //     //questText.text = "<s>Kill 5 Enemies to claim 100Golds</s> Completed";
-    //     Debug.Log("First quest completed");
-    // }
-    public void AddCoin()
-    {
-
-        playerCoin += 100;
-        coinText.text = playerCoin.ToString();
-    }
-
-    [ClientRpc]
-    public void RpcDeath()
-    {
-        death();
-    }
-    public bool isDead = false;
-    public void death()
-    {
-        Debug.Log("Death called");
-        character.AnimationManager.Die();
-        isDead = true;
-
-        StartCoroutine(CouroutineWaitDeath());
-        // throw new System.Exception();
-    }
-
-    IEnumerator CouroutineWaitDeath()
-    {
-        yield return new WaitForSecondsRealtime(3);
-        isDead = false;
-        playerRespawn();
-
-    }
-
-    public void OnAttack()
-    {
-        if (attackTimer > 0)
-        {
-            return;
-        }
-        //characterMan.SetActiveWeapon(78);
-
-        attackTimer = ATTACK_COOLDOWN;
-        if (isLocalPlayer)
-        {
-            PlayAttackAnim();
-            playerAttack.Attack(false);
-            if (isServer)
-            {
-                RpcPlayAttackAnim();
-            }
-            else
-            {
-                CmdPlayAttackAnim();
-            }
-        }
-    }
-
-    [SerializeField] public float arrowSpeed = 2.0f;
-    [SerializeField] public float arrowShootOffset = 1;
-    [SerializeField] public float arrowShootHeightOffset = 1;
-
-    public void OnRangeAttack()
-    {
-        if (attackTimer > 0)
-        {
-            return;
-        }
-        if (closestEnemy == null) { return; }
-
-        attackTimer = ATTACK_COOLDOWN;
-
-        characterMan.EquipBow();
-        PlayAttackAnim();
-
-        StartCoroutine(ArrowShootDelay());
-        // arrowRange.transform.position = startingPosition;
-
-        //TODO: Deal Damage once it hits enemy
-
-    }
-    public float arrowDelay;
-    IEnumerator ArrowShootDelay()
-    {
-
-        yield return new WaitForSeconds(arrowDelay);
-
-        Vector3 startingPosition = transform.position;
-        Vector3 destination = closestEnemy.transform.position;
-
-        //TODO: Move attack projectile from startingPosition to destination
-        Vector3 direction = (destination - startingPosition).normalized;
-        startingPosition += (direction * arrowShootOffset);
-        startingPosition += (Vector3.up * arrowShootHeightOffset);
-        destination += (Vector3.up * arrowShootHeightOffset);
-        // Quaternion rotation = Quaternion.LookRotation(direction);
-        float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
-        Quaternion rotation = Quaternion.Euler(0, 0, angle - 90f);
-
-        GameObject newArrow = Instantiate(arrowRange, transform.position + (direction * arrowShootOffset), rotation);
-
-        StartCoroutine(moveArrow(newArrow.transform, startingPosition, destination, closestEnemy));
-
-    }
-    public int RangeDmg = 10;
-
-    IEnumerator moveArrow(Transform arrow, Vector3 start, Vector3 destination, enemyScript target)
-    {
-
-        float dist = Vector3.Distance(start, destination);
-
-        float duration = dist / arrowSpeed;
-
-        float timer = 0f;
-
-        while (timer < duration)
-        {
-
-            arrow.position = Vector3.Lerp(start, destination, timer / duration);
-
-            timer += Time.deltaTime;
-            yield return null;
-        }
-
-        target.TakeDamage(RangeDmg, netId);
-
-        Destroy(arrow.gameObject);
-
-    }
-
-    public int MagicAttackWeaponIndex = 52;
-    public void OnMagicAttack()
-    {
-        if (attackTimer > 0)
-        {
-            return;
-        }
-
-        attackTimer = ATTACK_COOLDOWN;
-
-        //characterMan.SetActiveWeapon(MagicAttackWeaponIndex);
-        if (isLocalPlayer)
-        {
-            PlayAttackAnim();
-            //? 
-            playerAttack.MagicalAttack();
-            playerAttack.Attack(true);
-            if (isServer)
-            {
-                RpcPlayAttackAnim();
-            }
-            else
-            {
-                CmdPlayAttackAnim();
-            }
-        }
-    }
-
-    [Command]
-    void CmdPlayAttackAnim()
-    {
-        PlayAttackAnim();
-        RpcPlayAttackAnim();
-    }
-
-    [ClientRpc]
-    void RpcPlayAttackAnim()
-    {
-        if (isLocalPlayer) { return; }
-        PlayAttackAnim();
-    }
-
-    void PlayAttackAnim()
-    {
-        switch (character.WeaponType)
-        {
-            case WeaponType.Melee1H:
-            case WeaponType.Paired:
-                character.AnimationManager.Slash(twoHanded: false);
-                break;
-            case WeaponType.Melee2H:
-                character.AnimationManager.Slash(twoHanded: true);
-                break;
-            case WeaponType.Bow:
-                character.AnimationManager.ShotBow();
-                break;
-        }
-    }
-
-    public void playerRespawn()
-    {
-        Debug.Log("Respawning");
-        // healthBar.SetMaxHealth(statManager.GetEffectiveValue("health"));
-        ResetHealthAndArmor();
-        healthBar.value = health;
-
-        character.AnimationManager.SetState(CharacterState.Idle);
-        Transform newSpawnLocationPlayer = GameManager.instance.spawnPointsPlayer.GetChild(Random.Range(0, GameManager.instance.spawnPointsPlayer.childCount));
-        transform.position = newSpawnLocationPlayer.position;
-    }
-
-    void ResetHealthAndArmor()
-    {
-        healthBar.maxValue = statManager.GetEffectiveValue("health");
-        health = statManager.GetEffectiveValue("health") + statManager.GetEffectiveValue("defence");
-
-        // Debug.Log($"Setting armor bar, maxVal:{health}, minVal:{healthBar.maxValue}, val:{health}");
-        armorBar.maxValue = health;
-        armorBar.minValue = healthBar.maxValue;
-        armorBar.value = health;
-    }
-
-    void ConfigArmorHealthSliders()
-    {
-        healthBar.maxValue = statManager.GetEffectiveValue("health");
-        float maxHealth = statManager.GetEffectiveValue("health") + statManager.GetEffectiveValue("defence");
-        // Debug.Log($"Setting armor bar, maxVal:{health}, minVal:{healthBar.maxValue}, val:{health}");
-        armorBar.maxValue = maxHealth;
-        armorBar.minValue = healthBar.maxValue;
-        armorBar.value = health;
-        healthBar.value = health;
-    }
-
-    //Pickup
-    public void PickupObject(pickup item)
-    {
-        if (!isServer) { Debug.LogError("Cant call command on client, 403"); return; }
-        if (isLocalPlayer)
-        {
-            pickupObject(item.lootData.type);
-        }
-        else
-        {
-            RpcPickupObject(item.lootData.type);
-
-        }
-    }
-
-    [ClientRpc]
-    void RpcPickupObject(string type)
-    {
-        if (isLocalPlayer)
-        {
-            pickupObject(type);
-        }
-    }
-
-    void pickupObject(string type)
-    {
-
-        inventory.AddItem(type);
-    }
-
-    public void DropPickup(string type)
-    {
-        if (isServer)
-        {
-            GameManager.instance.SpawnPickup(type, transform.position + new Vector3(0.85f, 0.6f));
-        }
-        else
-        {
-            CmdDropPickup(type);
-        }
-    }
-
-    [Command]
-    void CmdDropPickup(string type)
-    {
-        GameManager.instance.SpawnPickup(type, transform.position + new Vector3(4, 0));
-    }
-
-    int magicalDmg = 0;
-
-    public void MagicalAttack(Vector3 direction, float magicalProjectileSpawnOffset, int dmg)
-    {
-        if (isServer)
-        {
-            magicalAttack(direction, magicalProjectileSpawnOffset, dmg);
-        }
-        else
-        {
-            CmdMagicalAttack(direction, magicalProjectileSpawnOffset, dmg);
-        }
-    }
-
-    [Command]
-    void CmdMagicalAttack(Vector3 direction, float magicalProjectileSpawnOffset, int dmg)
-    {
-        magicalAttack(direction, magicalProjectileSpawnOffset, dmg);
-    }
-
-    void magicalAttack(Vector3 direction, float magicalProjectileSpawnOffset, int dmg)
-    {
-        magicalDmg = dmg;
-        GameObject projectileSpawned = Instantiate(projectile, transform.position + (direction * magicalProjectileSpawnOffset), Quaternion.identity);
-        RangeProjectile _projectile = projectileSpawned.GetComponent<RangeProjectile>();
-        _projectile.direction = direction;
-        _projectile.OnHit.AddListener(OnMagicalHit);
-        _projectile.shooterId = netId;
-
-        NetworkServer.Spawn(projectileSpawned);
-    }
-
-    void OnMagicalHit(enemyScript victim)
-    {
-        //magical damage with intelligance stat ?
-        //int damageamount = magicalDmg + (lvl * 5);
-        int damageamount = magicalDmg + (statManager.GetEffectiveValue("intelligence") * 2);
-        Debug.Log("magic damage amount " + damageamount);
-        victim.TakeMagicalDamage(damageamount, netId);
-    }
-
-
-
-    public void GoBackMenu()
-    {
-        startClient.instance.networkManager.StopClient();
-        SceneManager.LoadScene("GameLogin");
-
-#if UNITY_EDITOR || UNITY_SERVER || UNITY_STANDALONE_WIN
-#else
-        PlayGamesPlatform.Instance.SignOut();
-        Firebase.Auth.FirebaseAuth.DefaultInstance.SignOut();
-#endif
-
-    }
-}
+using System.Collections;
+using System.Collections.Generic;
+using Assets.HeroEditor4D.Common.Scripts.CharacterScripts;
+using Assets.HeroEditor4D.Common.Scripts.Enums;
+using Mirror;
+using TMPro;
+using Firebase.Firestore;
+using Firebase.Extensions;
+using Unity.VisualScripting;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using GooglePlayGames;
+using UnityEngine.SocialPlatforms;
+using Firebase.Auth;
+using UnityEngine.UI;
+using Newtonsoft.Json;
+
+
+
+public class playerNetwork : NetworkBehaviour
+{
+    public static playerNetwork localPlayer;
+    public invitePlayer invitePlayer;
+
+    public const float ATTACK_COOLDOWN = 0.6f;
+    [HideInInspector]
+    public StatManager statManager;
+    //public const int XPFORLEVEL = 10;
+    [SyncVar(hook = nameof(OnHealthChanged))] public int health = 100;
+    public Character4D character;
+    public characterManager characterMan;
+
+    [SyncVar(hook = nameof(OnDirectionChanged))]
+    public Vector2 directionNetwork;
+    [SyncVar(hook = nameof(OnAnimChanged))]
+    public int animIntNetwork;
+
+    [SyncVar(hook = nameof(onKillCountChange))]
+    public int enemyKillCount;
+    // public int xp { get{
+    //     int val = 0;
+    //     for(int i =5; i <= enemyKillCount; i+=5){
+    //         val = enemyKillCount;
+    //     }
+    //     return val;
+    // }}
+    [SyncVar(hook = nameof(OnXpChanged))]
+    public int XP;
+
+    [SyncVar]
+    public string myPartyOwner;
+
+    public int lvl2
+    {
+        get
+        {
+            return GetLevelForKills2(enemyKillCount);
+        }
+    }
+
+    public int GetLevelForKills2(int kills)
+    {
+        int val = 0;
+        for (int i = 10; i <= kills; i += 10)
+        {
+            val++;
+        }
+        return val;
+    }
+
+
+    public int lvl
+    {
+        get
+        {
+            return GetLevelByXp(XP);
+        }
+    }
+
+
+    public int GetLevelByXp(int xp)
+    {
+        // int level = Mathf.CeilToInt(Mathf.Sqrt(xp/100f));
+        // if(level <= 0){level = 1;}
+
+        // return level;
+
+        int level = Mathf.CeilToInt(Mathf.Log(xp / 100f, 2) + 1);
+        if (level <= 0) { level = 1; }
+        return level;
+        // int level = 1;
+        // int xpNeeded = 100;
+
+        // while (xp >= xpNeeded)
+        // {
+        //     level++;
+        //     xpNeeded = 100 * (int)Mathf.Pow(2, level - 1);
+        // }
+
+        // return level - 1;
+    }
+
+    public int GetXpForLevel(int level)
+    {
+        if (level <= 0)
+            level = 1;
+
+        return Mathf.FloorToInt(100 * Mathf.Pow(2, level - 1));
+    }
+
+
+    public float XpSliderVal
+    {
+        get
+        {
+
+            int nextLevelXp = GetXpForLevel(lvl);
+            int prevLevelXp = GetXpForLevel(lvl - 1);
+
+            if (nextLevelXp == prevLevelXp)
+            {
+                prevLevelXp = 0;
+            }
+
+            int range = nextLevelXp - prevLevelXp;
+            // Debug.Log($"{XP-prevLevelXp} / {range}");
+            //Debug.Log($"next : {nextLevelXp}, prev: {prevLevelXp}, xp:{XP}, xpSince:{XP-prevLevelXp}");
+            return ((float)(XP - prevLevelXp) / (float)range);
+            //     int nextLevel = lvl+1;
+
+            // int curLevelXp = lvl * lvl;
+            // int nextLevelXp = nextLevel * nextLevel;
+            // // Debug.Log($"Xp Calc: {XP}-{curLevelXp}/{nextLevelXp} - {curLevelXp}");
+            // // Debug.Log($"{curLevelXp-XP}/{nextLevelXp - curLevelXp}");
+            // if(XP == 0){return 0;}
+            // return 1f - ((float)(curLevelXp - XP) /  (float)(nextLevelXp- curLevelXp));
+        }
+
+    }
+
+    [SyncVar]
+    public string playerName;
+    [SyncVar]
+    public int playerCoin;
+
+    [SyncVar]
+    public string myCharJson;
+
+    public TMP_Text txtEnemyKillCount;
+    public TMP_Text txtPlayerName;
+    public TMP_Text questText;
+    public GameObject questUI;
+    public TMP_Text coinText;
+    public TMP_Text xpText;
+    public TMP_Text lvlText;
+    public Slider xpSlider;
+    public GameObject[] xpSliderSlots;
+    public TMP_Text xpEnableTxt;
+    //public TMP_Text attackDmgEnableTxt;
+
+    public GameObject canvas;
+    public Slider healthBar;
+    public Slider armorBar;
+    public Inventory inventory;
+    public static Transform localPlayerTransform;
+    public GameObject healthVfx;
+    public GameObject damageVfx;
+
+    public GameObject levelUpVfx;
+    public QuestScriptable currentQuest;
+    public List<QuestAction> questActions;
+    public List<string> completedQuests;
+
+    public GameObject projectile;
+    public GameObject arrowRange;
+
+    public string selectedCharacterJson = CharacterSelection.selectedCharJson;
+
+    public void SetActiveQuest(QuestScriptable questData)
+    {
+        currentQuest = questData;
+        questText.text = questData.questTitle;
+        questUI.SetActive(true);
+
+        foreach (QuestAction quest in questActions)
+        {
+            if (quest.questData == questData)
+            {
+                quest.activate();
+            }
+        }
+    }
+
+    public void CompleteQuest(QuestScriptable questData)
+    {
+        if (questData != currentQuest)
+        {
+            Debug.LogError("Completed a quest that wasnt active");
+            return;
+        }
+        completedQuests.Add(currentQuest.questName);
+        currentQuest = null;
+
+        questText.text = "Quest Completed!";
+        playerCoin += questData.rewardAmount;
+        coinText.text = playerCoin.ToString();
+        //add delay
+        StartCoroutine(DelayUI());
+
+
+    }
+    public void CancelledQuest()
+    {
+
+        questText.text = "Quest Cancelled: " + currentQuest.questTitle;
+        //
+        currentQuest = null;
+
+        StartCoroutine(DelayUI());
+
+    }
+    IEnumerator DelayUI()
+    {
+        yield return new WaitForSecondsRealtime(10f);
+        questUI.SetActive(false);
+    }
+
+    public static void registerQuestAction(QuestAction action)
+    {
+        localPlayerTransform.GetComponent<playerNetwork>().questActions.Add(action);
+    }
+
+    void Awake()
+    {
+        invitePlayer = GetComponent<invitePlayer>();
+        rangeEnemyFind = GetComponent<rangeEnemyFinder>();
+    }
+    void Start()
+    {
+
+#if UNITY_EDITOR
+        if (isServer)
+        {
+            playerName = "Player" + Random.Range(0, 100);
+        }
+#endif
+
+        if (!isLocalPlayer)
+        {
+            canvas.SetActive(false);
+            if (!isServer)
+            {
+                CmdRequestCharJson();
+            }
+        }
+        else
+        {
+
+            localPlayerTransform = transform;
+            localPlayer = this;
+            cameraRPG.instance.SetTarget(transform);
+#if UNITY_EDITOR
+            ResetHealthAndArmor();
+#else
+            LoadPlayerData();
+#endif
+
+            statManager.OnStatsChanged += ConfigArmorHealthSliders;
+
+            if (isServer)
+            {
+                playerName = gplayAuth.userNameCloud;
+                myCharJson = CharacterSelection.selectedCharJson;
+                RpcBroadcastCharJson(CharacterSelection.selectedCharJson);
+            }
+            else
+            {
+                if (gplayAuth.userNameCloud.Length > 0)
+                {
+                    CmdSetName(gplayAuth.userNameCloud);
+                }
+                else
+                {
+                    CmdSetName("Player" + Random.Range(0, 100));
+                }
+                CmdSetCharJson(CharacterSelection.selectedCharJson);
+            }
+        }
+
+    }
+
+    [Command]
+    public void CmdInvitePlayer(string otherPlayerName)
+    {
+        if (myPartyOwner == null || myPartyOwner.Length == 0)
+        {
+            FindPlayerByName(otherPlayerName).ShowInvite(playerName);
+        }
+        else
+        {
+            FindPlayerByName(otherPlayerName).ShowInvite(myPartyOwner);
+        }
+
+    }
+
+
+    public void ShowInvite(string ownerName)
+    {
+        RpcInvitePlayer(ownerName);
+    }
+
+    [ClientRpc]
+    void RpcInvitePlayer(string playerName)
+    {
+        if (!isLocalPlayer) { return; }
+
+        invitePlayer.ShowInvite(playerName);
+    }
+
+    [Command]
+    public void CmdAcceptInvite(string otherPlayerName)
+    {
+        myPartyOwner = otherPlayerName;
+        Debug.Log("Invite accepted: " + myPartyOwner);
+    }
+
+    [Command]
+    public void CmdLeaveParty()
+    {
+        myPartyOwner = null;
+    }
+
+    playerNetwork FindPlayerByName(string playerName)
+    {
+        playerNetwork[] players = FindObjectsOfType<playerNetwork>();
+        foreach (playerNetwork player in players)
+        {
+            if (player.playerName == playerName)
+            {
+                return player;
+            }
+        }
+        return null;
+    }
+
+    void LoadCharFromJson(string json)
+    {
+        if (json.Length <= 0) { return; }
+        character.FromJson(json, true);
+    }
+
+    public void SavePlayerData()
+    {
+#if UNITY_EDITOR
+        return;
+#endif
+        Debug.Log("*** Save Method Got Called ! ***");
+
+        if (!isLoaded)
+        {
+            Debug.Log("*** Save Method Return ***");
+            return;
+        }
+        FirebaseFirestore db = FirebaseFirestore.DefaultInstance;
+
+        //int playerCoin = int.Parse(coins.text);
+        Dictionary<string, object> saveValues = new Dictionary<string, object>{
+
+                {"playerInventory" , JsonConvert.SerializeObject(inventory.inventoryManager.GetEntries())},
+                {"playerHealth" , health},
+                {"playerCoin", playerCoin},
+                {"killCount", enemyKillCount},
+                {"xp", XP},
+                {"completedQuest", completedQuests},
+                {"playerStats", statManager.PlayerStats},
+                {"characterJson", selectedCharacterJson},
+
+            };
+
+        DocumentReference docRef = db.Collection("PlayerData").Document(gplayAuth.userID);
+        docRef.SetAsync(saveValues).ContinueWithOnMainThread(task =>
+        {
+            if (task.IsCompleted)
+            {
+                Debug.Log("**** Save Completed Firestore ****");
+            }
+            else
+            {
+                Debug.Log("**** Failed to save data to firestore ****");
+            }
+        });
+    }
+    public bool isLoaded = false;
+    public void LoadPlayerData()
+    {
+#if UNITY_EDITOR
+        return;
+#endif
+        Debug.Log("**** Data Load method got called ****");
+        FirebaseFirestore db = FirebaseFirestore.DefaultInstance;
+        DocumentReference docRef = db.Collection("PlayerData").Document(gplayAuth.userID);
+
+        docRef.GetSnapshotAsync().ContinueWithOnMainThread(task =>
+        {
+            DocumentSnapshot snapshot = task.Result;
+            if (snapshot.Exists)
+            {
+                Debug.Log("**** Found previous Data to load ****");
+                //load data 
+                // Dictionary<string,object> dic = snapshot.ToDictionary(ServerTimestampBehavior.Estimate);
+                // Debug.Log("Reading data");
+                // foreach(KeyValuePair<string,object> item in dic){
+                //     Debug.Log(item.Key + " : " +item.Value.ToString());
+                // }
+                //saveNameTxt.text = snapshot.GetValue<string>("playerName");
+                //load kills
+                int _enemyKillCount = snapshot.GetValue<int>("killCount");
+                SetEnemyKillCount(_enemyKillCount);
+                //load XP
+                XP = snapshot.GetValue<int>("xp");
+                //Load coin
+                int _playerCoin = snapshot.GetValue<int>("playerCoin");
+                SetPlayerCoins(_playerCoin);
+                // coinText.text = snapshot.GetValue<int>("playerCoin").ToString();
+
+                //Load Health
+                int savedHealth = snapshot.GetValue<int>("playerHealth");
+                SetHealth(savedHealth);
+                ResetHealthAndArmor();
+                healthBar.value = (savedHealth);
+                armorBar.value = savedHealth;
+                //load Inventory
+                Dictionary<int, string> inventoryGetData = JsonConvert.DeserializeObject<Dictionary<int, string>>(snapshot.GetValue<string>("playerInventory"));
+                inventory.inventoryManager.SetInventory(inventoryGetData);
+
+                completedQuests = snapshot.GetValue<List<string>>("completedQuest");
+                //stats
+                statManager.loadFromCloudSave(snapshot.GetValue<Dictionary<string, int>>("playerStats"));
+
+
+                isLoaded = true;
+            }
+            else
+            {
+                //show error previous data doesnt exists to load 
+                Debug.Log("**** No previous data to load ****");
+                isLoaded = true;
+
+            }
+        });
+    }
+    [Command]
+    void CmdSetName(string nameValue)
+    {
+        playerName = nameValue;
+    }
+
+    [Command(requiresAuthority = false)]
+    void CmdRequestCharJson()
+    {
+        RpcBroadcastCharJson(myCharJson);
+    }
+
+    [Command]
+    void CmdSetCharJson(string newValue)
+    {
+        myCharJson = newValue;
+        RpcBroadcastCharJson(newValue);
+        LoadCharFromJson(newValue);
+    }
+    [ClientRpc]
+    void RpcBroadcastCharJson(string newValue)
+    {
+        LoadCharFromJson(newValue);
+    }
+
+    void OnDirectionChanged(Vector2 oldVal, Vector2 newVal)
+    {
+        character.SetDirection(newVal);
+    }
+
+    void OnAnimChanged(int oldVal, int newVal)
+    {
+        if (isLocalPlayer) { return; }
+        character.AnimationManager.SetState((CharacterState)newVal);
+    }
+
+    rangeEnemyFinder rangeEnemyFind;
+
+    enemyScript closestEnemy => rangeEnemyFind.targetEnemy;
+
+
+    float attackTimer = 0;
+    [HideInInspector]
+    public PlayerAttack playerAttack;
+    void Update()
+    {
+        if (isLocalPlayer)
+        {
+
+            if (attackTimer > 0) { attackTimer -= Time.deltaTime; }
+
+            if (isServer)
+            {
+                SetAnimationData(character.Direction, character.Animator.GetInteger("State"));
+            }
+            else
+            {
+                CmdUpdateAnim(character.Direction, character.Animator.GetInteger("State"));
+            }
+
+            healthBar.value = (health);
+            armorBar.value = health;
+            txtEnemyKillCount.text = enemyKillCount.ToString();
+            coinText.text = playerCoin.ToString();
+            txtPlayerName.text = gplayAuth.userNameCloud;
+
+            if (myPartyOwner != null && myPartyOwner.Length > 0)
+            {
+                invitePlayer.InParty(myPartyOwner);
+            }
+            else
+            {
+                invitePlayer.InParty("");
+
+            }
+        }
+        ShowXP();
+        ShowLevel();
+
+    }
+
+    [Command]
+    void CmdUpdateAnim(Vector2 direction, int animState)
+    {
+        SetAnimationData(direction, animState);
+    }
+
+    void SetAnimationData(Vector2 direction, int animState)
+    {
+        directionNetwork = direction;
+        animIntNetwork = animState;
+        if (!isLocalPlayer)
+        {
+            character.AnimationManager.SetState((CharacterState)animState);
+            character.SetDirection(direction);
+        }
+    }
+
+    void OnHealthChanged(int oldVal, int newVal)
+    {
+
+        if (!isLocalPlayer) { return; }
+        //
+        if (oldVal < newVal)
+        {
+            GameObject newObject = Instantiate(healthVfx, character.characterTransform());
+            newObject.transform.localPosition = Vector3.zero;
+            newObject.transform.parent = transform;
+
+            //StartCoroutine (Couroutine_autoDisableVFX(newObject));
+            vfxScript vfxSc = newObject.AddComponent<vfxScript>();
+
+        }
+        else if (oldVal > newVal)
+        {
+            //damage VFX
+            GameObject newObject = Instantiate(damageVfx, character.characterTransform());
+            newObject.transform.localPosition = new Vector3(0, 5f, 0);
+            newObject.transform.parent = transform;
+
+            //StartCoroutine (Couroutine_autoDisableVFX(newObject));
+            vfxScript vfxSc = newObject.AddComponent<vfxScript>();
+            // vfxSc.offsetVFX = new Vector3(0, 5f, 0);
+            // vfxSc.target = character.characterTransform();
+        }
+
+        SavePlayerData();
+        healthBar.value = (newVal);
+        armorBar.value = newVal;
+    }
+
+    // IEnumerator Couroutine_autoDisableVFX(GameObject go){
+    //     yield return new WaitForSecondsRealtime(5f);
+    //     Destroy(go);
+    // }
+
+    void onKillCountChange(int oldval, int newval)
+    {
+
+        if (!isLocalPlayer) { return; }
+        // int prevLevel = GetLevelForKills(oldval);
+        // int newLevel = GetLevelForKills(newval);
+        SavePlayerData();
+
+        // if(newLevel > prevLevel){
+        //     StartCoroutine(uiTxtDelay(25f));
+        // }
+        // if(enemyKillCount == 5 ){
+        //     //SavePlayerData();
+        //     //QuestComplete();
+        //     AddCoin();
+        // }
+    }
+
+    void OnXpChanged(int oldVal, int newVal)
+    {
+        if (!isLocalPlayer) { return; }
+
+        int prevLevel = GetLevelByXp(oldVal);
+        int newLevle = GetLevelByXp(newVal);
+
+        if (newLevle > prevLevel)
+        {
+            int levelChange = newLevle - prevLevel;
+            GameObject newObject = Instantiate(levelUpVfx, character.characterTransform());
+            newObject.transform.localPosition = Vector3.zero;
+            newObject.transform.parent = transform;
+            StartCoroutine(uiTxtDelay(25f, levelChange));
+        }
+    }
+
+    public void SetHealth(int newvalue)
+    {
+        if (isServer)
+        {
+            health = newvalue;
+            healthBar.value = (newvalue);
+            armorBar.value = newvalue;
+        }
+        else
+        {
+            CmdSetHealth(newvalue);
+        }
+    }
+
+    public void SetEnemyKillCount(int newValue)
+    {
+        if (isServer)
+        {
+            enemyKillCount = newValue;
+        }
+        else
+        {
+            CmdSetEnemyKillCount(newValue);
+        }
+    }
+
+    public void SetPlayerCoins(int newVal)
+    {
+        if (isServer)
+        {
+            playerCoin = newVal;
+        }
+        else
+        {
+            CmdSetPlayerCoin(newVal);
+        }
+    }
+
+    [Command]
+    void CmdSetPlayerCoin(int newVal)
+    {
+        playerCoin = newVal;
+    }
+
+    [Command]
+    void CmdSetEnemyKillCount(int newValue)
+    {
+        enemyKillCount = newValue;
+    }
+
+    [Command]
+    void CmdSetHealth(int newValue)
+    {
+        health = newValue;
+    }
+
+    public void TakeDamage(int attackDamage)
+    {
+        serverTakeDmg(attackDamage);
+        // if(isLocalPlayer){
+        //     takedmg(attackDamage);        
+        // }else if(isServer){
+        //    RpcTakeDamage(attackDamage);
+        // }
+    }
+
+    void serverTakeDmg(int damage)
+    {
+        health -= damage;
+        if (health <= 0)
+        {
+            RpcDeath();
+            death();
+        }
+    }
+
+    float xpTimer = 0;
+    public void ShowXP()
+    {
+        if (xpTimer > 0) { xpTimer -= Time.deltaTime; return; }
+
+        xpTimer = 1;
+
+        int xpInt = Mathf.RoundToInt(XP / 100f) * 100;
+        xpText.text = $"+ {xpInt} XP";
+
+        xpSlider.value = XpSliderVal;
+
+        for (int i = 0; i < 10; i++)
+        {
+            float val = (float)i / 10f;
+            xpSliderSlots[i].SetActive(xpSlider.value > val);
+        }
+    }
+    public void ShowLevel()
+    {
+        lvlText.text = lvl.ToString();
+    }
+
+    public void OnEnemyKilled(int enemyLevel)
+    {
+        //disable take damage and disable healthbar going backwards 
+        int prevValue = lvl;
+        // SavePlayerData();
+        enemyKillCount++;
+       
+        // Use new exponential XP system
+        int xpGained = enemyScript.CalculateExponentialXP(enemyLevel, lvl);
+        XP += xpGained;
+        
+        // Debug log for XP gain
+        Debug.Log($"Killed Level {enemyLevel} enemy! Gained {xpGained} XP (Player Level: {lvl})");
+    }
+
+    IEnumerator uiTxtDelay(float delayTime, int levelChange)
+    {
+        //enable 
+        xpEnableTxt.gameObject.SetActive(true);
+        //int attackDamageChange= 5 * levelChange;
+
+        //attackDmgEnableTxt.gameObject.SetActive(true);
+        //attackDmgEnableTxt.text = "Attack Damage + " + attackDamageChange;
+        yield return new WaitForSecondsRealtime(delayTime);
+        //disable
+        xpEnableTxt.gameObject.SetActive(false);
+        //attackDmgEnableTxt.gameObject.SetActive(false);
+
+    }
+    // public void QuestComplete(){
+    //     //task completion logic 
+    //     // Strikethrough the text
+
+    //     //questText.text = "<s>Kill 5 Enemies to claim 100Golds</s> Completed";
+    //     Debug.Log("First quest completed");
+    // }
+    public void AddCoin()
+    {
+
+        playerCoin += 100;
+        coinText.text = playerCoin.ToString();
+    }
+
+    [ClientRpc]
+    public void RpcDeath()
+    {
+        death();
+    }
+    public bool isDead = false;
+    public void death()
+    {
+        Debug.Log("Death called");
+        character.AnimationManager.Die();
+        isDead = true;
+
+        StartCoroutine(CouroutineWaitDeath());
+        // throw new System.Exception();
+    }
+
+    IEnumerator CouroutineWaitDeath()
+    {
+        yield return new WaitForSecondsRealtime(3);
+        isDead = false;
+        playerRespawn();
+
+    }
+
+    public void OnAttack()
+    {
+        if (attackTimer > 0)
+        {
+            return;
+        }
+        //characterMan.SetActiveWeapon(78);
+
+        attackTimer = ATTACK_COOLDOWN;
+        if (isLocalPlayer)
+        {
+            PlayAttackAnim();
+            playerAttack.Attack(false);
+            if (isServer)
+            {
+                RpcPlayAttackAnim();
+            }
+            else
+            {
+                CmdPlayAttackAnim();
+            }
+        }
+    }
+
+    [SerializeField] public float arrowSpeed = 2.0f;
+    [SerializeField] public float arrowShootOffset = 1;
+    [SerializeField] public float arrowShootHeightOffset = 1;
+
+    public void OnRangeAttack()
+    {
+        if (attackTimer > 0)
+        {
+            return;
+        }
+        if (closestEnemy == null) { return; }
+
+        attackTimer = ATTACK_COOLDOWN;
+
+        characterMan.EquipBow();
+        PlayAttackAnim();
+
+        StartCoroutine(ArrowShootDelay());
+        // arrowRange.transform.position = startingPosition;
+
+        //TODO: Deal Damage once it hits enemy
+
+    }
+    public float arrowDelay;
+    IEnumerator ArrowShootDelay()
+    {
+
+        yield return new WaitForSeconds(arrowDelay);
+
+        Vector3 startingPosition = transform.position;
+        Vector3 destination = closestEnemy.transform.position;
+
+        //TODO: Move attack projectile from startingPosition to destination
+        Vector3 direction = (destination - startingPosition).normalized;
+        startingPosition += (direction * arrowShootOffset);
+        startingPosition += (Vector3.up * arrowShootHeightOffset);
+        destination += (Vector3.up * arrowShootHeightOffset);
+        // Quaternion rotation = Quaternion.LookRotation(direction);
+        float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
+        Quaternion rotation = Quaternion.Euler(0, 0, angle - 90f);
+
+        GameObject newArrow = Instantiate(arrowRange, transform.position + (direction * arrowShootOffset), rotation);
+
+        StartCoroutine(moveArrow(newArrow.transform, startingPosition, destination, closestEnemy));
+
+    }
+    public int RangeDmg = 10;
+
+    IEnumerator moveArrow(Transform arrow, Vector3 start, Vector3 destination, enemyScript target)
+    {
+
+        float dist = Vector3.Distance(start, destination);
+
+        float duration = dist / arrowSpeed;
+
+        float timer = 0f;
+
+        while (timer < duration)
+        {
+
+            arrow.position = Vector3.Lerp(start, destination, timer / duration);
+
+            timer += Time.deltaTime;
+            yield return null;
+        }
+
+        target.TakeDamage(RangeDmg, netId);
+
+        Destroy(arrow.gameObject);
+
+    }
+
+    public int MagicAttackWeaponIndex = 52;
+    public void OnMagicAttack()
+    {
+        if (attackTimer > 0)
+        {
+            return;
+        }
+
+        attackTimer = ATTACK_COOLDOWN;
+
+        //characterMan.SetActiveWeapon(MagicAttackWeaponIndex);
+        if (isLocalPlayer)
+        {
+            PlayAttackAnim();
+            //? 
+            playerAttack.MagicalAttack();
+            playerAttack.Attack(true);
+            if (isServer)
+            {
+                RpcPlayAttackAnim();
+            }
+            else
+            {
+                CmdPlayAttackAnim();
+            }
+        }
+    }
+
+    [Command]
+    void CmdPlayAttackAnim()
+    {
+        PlayAttackAnim();
+        RpcPlayAttackAnim();
+    }
+
+    [ClientRpc]
+    void RpcPlayAttackAnim()
+    {
+        if (isLocalPlayer) { return; }
+        PlayAttackAnim();
+    }
+
+    void PlayAttackAnim()
+    {
+        switch (character.WeaponType)
+        {
+            case WeaponType.Melee1H:
+            case WeaponType.Paired:
+                character.AnimationManager.Slash(twoHanded: false);
+                break;
+            case WeaponType.Melee2H:
+                character.AnimationManager.Slash(twoHanded: true);
+                break;
+            case WeaponType.Bow:
+                character.AnimationManager.ShotBow();
+                break;
+        }
+    }
+
+    public void playerRespawn()
+    {
+        Debug.Log("Respawning");
+        // healthBar.SetMaxHealth(statManager.GetEffectiveValue("health"));
+        ResetHealthAndArmor();
+        healthBar.value = health;
+
+        character.AnimationManager.SetState(CharacterState.Idle);
+        Transform newSpawnLocationPlayer = GameManager.instance.spawnPointsPlayer.GetChild(Random.Range(0, GameManager.instance.spawnPointsPlayer.childCount));
+        transform.position = newSpawnLocationPlayer.position;
+    }
+
+    void ResetHealthAndArmor()
+    {
+        healthBar.maxValue = statManager.GetEffectiveValue("health");
+        health = statManager.GetEffectiveValue("health") + statManager.GetEffectiveValue("defence");
+
+        // Debug.Log($"Setting armor bar, maxVal:{health}, minVal:{healthBar.maxValue}, val:{health}");
+        armorBar.maxValue = health;
+        armorBar.minValue = healthBar.maxValue;
+        armorBar.value = health;
+    }
+
+    void ConfigArmorHealthSliders()
+    {
+        healthBar.maxValue = statManager.GetEffectiveValue("health");
+        float maxHealth = statManager.GetEffectiveValue("health") + statManager.GetEffectiveValue("defence");
+        // Debug.Log($"Setting armor bar, maxVal:{health}, minVal:{healthBar.maxValue}, val:{health}");
+        armorBar.maxValue = maxHealth;
+        armorBar.minValue = healthBar.maxValue;
+        armorBar.value = health;
+        healthBar.value = health;
+    }
+
+    //Pickup
+    public void PickupObject(pickup item)
+    {
+        if (!isServer) { Debug.LogError("Cant call command on client, 403"); return; }
+        if (isLocalPlayer)
+        {
+            pickupObject(item.lootData.type);
+        }
+        else
+        {
+            RpcPickupObject(item.lootData.type);
+
+        }
+    }
+
+    [ClientRpc]
+    void RpcPickupObject(string type)
+    {
+        if (isLocalPlayer)
+        {
+            pickupObject(type);
+        }
+    }
+
+    void pickupObject(string type)
+    {
+
+        inventory.AddItem(type);
+    }
+
+    public void DropPickup(string type)
+    {
+        if (isServer)
+        {
+            GameManager.instance.SpawnPickup(type, transform.position + new Vector3(0.85f, 0.6f));
+        }
+        else
+        {
+            CmdDropPickup(type);
+        }
+    }
+
+    [Command]
+    void CmdDropPickup(string type)
+    {
+        GameManager.instance.SpawnPickup(type, transform.position + new Vector3(4, 0));
+    }
+
+    int magicalDmg = 0;
+
+    public void MagicalAttack(Vector3 direction, float magicalProjectileSpawnOffset, int dmg)
+    {
+        if (isServer)
+        {
+            magicalAttack(direction, magicalProjectileSpawnOffset, dmg);
+        }
+        else
+        {
+            CmdMagicalAttack(direction, magicalProjectileSpawnOffset, dmg);
+        }
+    }
+
+    [Command]
+    void CmdMagicalAttack(Vector3 direction, float magicalProjectileSpawnOffset, int dmg)
+    {
+        magicalAttack(direction, magicalProjectileSpawnOffset, dmg);
+    }
+
+    void magicalAttack(Vector3 direction, float magicalProjectileSpawnOffset, int dmg)
+    {
+        magicalDmg = dmg;
+        GameObject projectileSpawned = Instantiate(projectile, transform.position + (direction * magicalProjectileSpawnOffset), Quaternion.identity);
+        RangeProjectile _projectile = projectileSpawned.GetComponent<RangeProjectile>();
+        _projectile.direction = direction;
+        _projectile.OnHit.AddListener(OnMagicalHit);
+        _projectile.shooterId = netId;
+
+        NetworkServer.Spawn(projectileSpawned);
+    }
+
+    void OnMagicalHit(enemyScript victim)
+    {
+        //magical damage with intelligance stat ?
+        //int damageamount = magicalDmg + (lvl * 5);
+        int damageamount = magicalDmg + (statManager.GetEffectiveValue("intelligence") * 4) + 15; // Increased intelligence multiplier and added base bonus
+        Debug.Log("magic damage amount " + damageamount);
+        victim.TakeMagicalDamage(damageamount, netId);
+    }
+
+
+
+    public void GoBackMenu()
+    {
+        startClient.instance.networkManager.StopClient();
+        SceneManager.LoadScene("GameLogin");
+
+#if UNITY_EDITOR || UNITY_SERVER || UNITY_STANDALONE_WIN
+#else
+        PlayGamesPlatform.Instance.SignOut();
+        Firebase.Auth.FirebaseAuth.DefaultInstance.SignOut();
+#endif
+
+    }
+}

+ 1 - 1
Assets/Script/teleporter.cs

@@ -11,7 +11,7 @@ public class teleporter : MonoBehaviour
          if(other.tag == "Player"){
             if(other.transform == playerNetwork.localPlayerTransform){
                 other.transform.position = teleportLocation.position;
-                cameraRPG.instance.Teleport(teleportLocation.position);
+                cameraRPG.instance.TeleportTo(teleportLocation.position);
             }
         }
     }

+ 26 - 6
Assets/TextMesh Pro/Resources/Fonts/AvenirNextCyr-Bold SDF.asset

@@ -7664,6 +7664,10 @@ MonoBehaviour:
     m_Unicode: 102
     m_GlyphIndex: 74
     m_Scale: 1
+  - m_ElementType: 1
+    m_Unicode: 102
+    m_GlyphIndex: 74
+    m_Scale: 1
   - m_ElementType: 1
     m_Unicode: 103
     m_GlyphIndex: 75
@@ -10956,6 +10960,10 @@ MonoBehaviour:
     m_Unicode: 114
     m_GlyphIndex: 86
     m_Scale: 1
+  - m_ElementType: 1
+    m_Unicode: 114
+    m_GlyphIndex: 86
+    m_Scale: 1
   - m_ElementType: 1
     m_Unicode: 115
     m_GlyphIndex: 87
@@ -13928,6 +13936,10 @@ MonoBehaviour:
     m_Unicode: 116
     m_GlyphIndex: 88
     m_Scale: 1
+  - m_ElementType: 1
+    m_Unicode: 116
+    m_GlyphIndex: 88
+    m_Scale: 1
   - m_ElementType: 1
     m_Unicode: 117
     m_GlyphIndex: 89
@@ -15521,16 +15533,24 @@ MonoBehaviour:
     m_GlyphIndex: 459
     m_Scale: 1
   - m_ElementType: 1
-    m_Unicode: 114
-    m_GlyphIndex: 86
+    m_Unicode: 8230
+    m_GlyphIndex: 459
     m_Scale: 1
   - m_ElementType: 1
-    m_Unicode: 102
-    m_GlyphIndex: 74
+    m_Unicode: 101
+    m_GlyphIndex: 73
     m_Scale: 1
   - m_ElementType: 1
-    m_Unicode: 116
-    m_GlyphIndex: 88
+    m_Unicode: 118
+    m_GlyphIndex: 90
+    m_Scale: 1
+  - m_ElementType: 1
+    m_Unicode: 108
+    m_GlyphIndex: 80
+    m_Scale: 1
+  - m_ElementType: 1
+    m_Unicode: 112
+    m_GlyphIndex: 84
     m_Scale: 1
   m_AtlasTextures:
   - {fileID: 6711488626300308827}

Dosya farkı çok büyük olduğundan ihmal edildi
+ 0 - 0
Assets/TextMesh Pro/Resources/Fonts/AvenirNextCyr-Thin SDF.asset


+ 87 - 7
Assets/sliderProgressSc.cs

@@ -12,19 +12,28 @@ public class sliderProgressSc : MonoBehaviour
     [SerializeField] private List<Transform> dots = new List<Transform>();
     [SerializeField] private List<Image> dotImages = new List<Image>();
     
-    [Header("Animation Settings")]
+    [Header("Slider Animation")]
+    [SerializeField] private float sliderAnimationDuration = 0.8f;
+    [SerializeField] private Ease sliderEase = Ease.OutCubic;
+    [SerializeField] private bool animateSliderValue = true;
+    
+    [Header("Dot 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;
+    [SerializeField] private float dotStaggerDelay = 0.05f; // Delay between dot activations
     
     [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
+    [SerializeField] private Color pulseColor = new Color(1f, 1f, 0.4f, 1f); // Yellow pulse
     
     private float previousSliderValue;
     private int lastActivatedDot = -1;
+    private Tween sliderTween;
+    private bool isAnimating = false;
     
     void Start()
     {
@@ -37,7 +46,14 @@ public class sliderProgressSc : MonoBehaviour
         // Check if slider value changed
         if (Mathf.Abs(targetSlider.value - previousSliderValue) > 0.001f)
         {
-            CheckAndAnimateDots(targetSlider.value);
+            if (animateSliderValue && !isAnimating)
+            {
+                AnimateSliderToValue(targetSlider.value);
+            }
+            else
+            {
+                CheckAndAnimateDots(targetSlider.value);
+            }
             previousSliderValue = targetSlider.value;
         }
     }
@@ -80,6 +96,26 @@ public class sliderProgressSc : MonoBehaviour
         lastActivatedDot = -1;
     }
     
+    void AnimateSliderToValue(float targetValue)
+    {
+        if (sliderTween != null && sliderTween.IsActive())
+        {
+            sliderTween.Kill();
+        }
+        
+        isAnimating = true;
+        float startValue = targetSlider.value;
+        
+        sliderTween = DOTween.To(() => targetSlider.value, x => {
+            targetSlider.value = x;
+            CheckAndAnimateDots(x);
+        }, targetValue, sliderAnimationDuration)
+        .SetEase(sliderEase)
+        .OnComplete(() => {
+            isAnimating = false;
+        });
+    }
+    
     void CheckAndAnimateDots(float sliderValue)
     {
         // Calculate how many dots should be active based on slider value
@@ -95,12 +131,13 @@ public class sliderProgressSc : MonoBehaviour
         // Check if we've moved forward to activate more dots
         if (targetActiveDot > lastActivatedDot)
         {
-            // Activate dots from lastActivatedDot+1 to targetActiveDot
+            // Activate dots with staggered delay for better visual effect
             for (int i = lastActivatedDot + 1; i <= targetActiveDot; i++)
             {
                 if (i < dots.Count && i >= 0)
                 {
-                    ActivateDot(i);
+                    float delay = (i - (lastActivatedDot + 1)) * dotStaggerDelay;
+                    ActivateDotWithDelay(i, delay);
                 }
             }
             lastActivatedDot = targetActiveDot;
@@ -120,19 +157,35 @@ public class sliderProgressSc : MonoBehaviour
         }
     }
     
+    void ActivateDotWithDelay(int dotIndex, float delay)
+    {
+        if (dotIndex >= dots.Count || dotIndex < 0 || dots[dotIndex] == null) return;
+        
+        DOVirtual.DelayedCall(delay, () => ActivateDot(dotIndex));
+    }
+    
     void ActivateDot(int dotIndex)
     {
         if (dotIndex >= dots.Count || dotIndex < 0 || dots[dotIndex] == null) return;
         
         Transform dot = dots[dotIndex];
         
-        // Scale up animation
+        // Scale up animation with bounce effect
         dot.DOScale(activeScale, scaleDuration).SetEase(scaleEase);
         
-        // Color change to active
+        // Color change to active with pulse effect
         if (dotIndex < dotImages.Count && dotImages[dotIndex] != null)
         {
-            dotImages[dotIndex].DOColor(activeColor, colorDuration);
+            Image dotImage = dotImages[dotIndex];
+            
+            // Initial color change
+            dotImage.DOColor(activeColor, colorDuration);
+            
+            // Add a subtle pulse effect
+            dotImage.DOColor(pulseColor, colorDuration * 0.5f)
+                .SetDelay(colorDuration)
+                .SetLoops(2, LoopType.Yoyo)
+                .SetEase(Ease.InOutSine);
         }
     }
     
@@ -154,16 +207,37 @@ public class sliderProgressSc : MonoBehaviour
     
     // Public methods for external control
     public void SetSliderValue(float value)
+    {
+        if (targetSlider != null)
+        {
+            if (animateSliderValue)
+            {
+                AnimateSliderToValue(value);
+            }
+            else
+            {
+                targetSlider.value = value;
+            }
+        }
+    }
+    
+    public void SetSliderValueInstant(float value)
     {
         if (targetSlider != null)
         {
             targetSlider.value = value;
+            CheckAndAnimateDots(value);
         }
     }
     
     public void ResetDots()
     {
         // Kill any running animations
+        if (sliderTween != null && sliderTween.IsActive())
+        {
+            sliderTween.Kill();
+        }
+        
         for (int i = 0; i < dots.Count; i++)
         {
             if (dots[i] != null)
@@ -178,6 +252,7 @@ public class sliderProgressSc : MonoBehaviour
         
         // Reset state
         lastActivatedDot = -1;
+        isAnimating = false;
         SetupInitialState();
     }
     
@@ -196,6 +271,11 @@ public class sliderProgressSc : MonoBehaviour
     void OnDestroy()
     {
         // Clean up any running tweens
+        if (sliderTween != null && sliderTween.IsActive())
+        {
+            sliderTween.Kill();
+        }
+        
         for (int i = 0; i < dots.Count; i++)
         {
             if (dots[i] != null)

Bu fark içinde çok fazla dosya değişikliği olduğu için bazı dosyalar gösterilmiyor