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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class Weaver : MonoBehaviour
{
[SerializeField] Inventory _inventory;
[SerializeField] List<CombatFormRef> knownForms;
Weapon _equipedWeapon;
public bool TryDrawWeapon(string weaponName) {
bool isWeaponInInventory = false;
if (_inventory) {
isWeaponInInventory = _inventory.TryGetWeaponByName(weaponName, out Weapon tryEquipWeapon);
if (isWeaponInInventory) {
_equipedWeapon = tryEquipWeapon;
}
}
print($"TryDrawWeapon (weaponName = {weaponName}), (isWeaponInInventory = {isWeaponInInventory}), (equipedWeapon = {_equipedWeapon.name})");
return isWeaponInInventory;
}
public void PrintEquipedWeaponDebug() {
if (_equipedWeapon != null) {
var sb = new System.Text.StringBuilder();
sb.Append(String.Format($"PrintEquipedWeaponDebug (equipedWeapon = {_equipedWeapon.name})"));
foreach (var form in _equipedWeapon.GetCompatibleForms()) {
sb.Append(String.Format($", (form = {form.name})"));
}
print(sb);
}
}
}
private void PlayerKeyActions_OnUnitSelected(object sender, UnitSelectedArgs unitSelectedArgs) {
if (unitSelectedArgs.unitTransform.TryGetComponent<NavMeshAgent>(out NavMeshAgent trySelectAgent)) {
private void PlayerKeyActions_OnUnitSelected(object sender, UnitActionArgs unitSelectedArgs) {
selectedUnit = unitSelectedArgs.unitTransform;
if (selectedUnit.TryGetComponent<NavMeshAgent>(out NavMeshAgent trySelectAgent)) {
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TimeDilationController : MonoBehaviour
{
public float dilationStep = 0.25f;
public const float MaxTimeDilation = 4f;
private const float MinTimeDilation = 0f;
private const int TimeDilationPercision = 2;
private float baseTimeScale;
void Start() {
PlayerKeyActions.onTimeDilationSpeedUp += PlayerKeyActions_onTimeDilationSpeedUp;
PlayerKeyActions.onTimeDilationSpeedDown += PlayerKeyActions_onTimeDilationSpeedDown;
PlayerKeyActions.onTimeDilationSpeedReset += PlayerKeyActions_onTimeDilationSpeedReset;
baseTimeScale = Time.timeScale;
}
private void PlayerKeyActions_onTimeDilationSpeedReset(object sender, EventArgs e)
{
Time.timeScale = baseTimeScale;
print($"{Time.timeScale}");
}
private void PlayerKeyActions_onTimeDilationSpeedDown(object sender, EventArgs e)
{
Time.timeScale = MathF.Max(MinTimeDilation, MathF.Round(Time.timeScale - dilationStep, TimeDilationPercision));
print($"{Time.timeScale}");
}
private void PlayerKeyActions_onTimeDilationSpeedUp(object sender, EventArgs e)
{
Time.timeScale = MathF.Min(MaxTimeDilation, MathF.Round(Time.timeScale + dilationStep, TimeDilationPercision));
print($"{Time.timeScale}");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Linq;
[CreateAssetMenu(fileName = "Inventory", menuName = "Combat/Inventory")]
public class Inventory : ScriptableObject {
[SerializeField] List<WeaponRef> availableWeapons;
Dictionary<String, Weapon> _availableWeaponsByName;
private void OnEnable() {
if (availableWeapons?.Any() == true) {
_availableWeaponsByName = availableWeapons.Distinct().ToDictionary(weaponRef => weaponRef.Deref().name, weaponRef => weaponRef.Deref());
}
}
private void OnDisable() {
if (_availableWeaponsByName != null) {
_availableWeaponsByName.Clear();
}
}
public bool TryGetWeaponByName(string weaponName, out Weapon weapon) {
bool isWeaponInInventory = false;
weapon = null;
if (_availableWeaponsByName != null) {
isWeaponInInventory = _availableWeaponsByName.TryGetValue(weaponName, out weapon);
}
return isWeaponInInventory;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
[CreateAssetMenu(fileName = "Weapon", menuName = "Combat/Weapon")]
[Serializable]
public class WeaponRef : ScriptableObject
{
[SerializeField] Weapon weapon;
public static implicit operator Weapon(WeaponRef weaponRef) => weaponRef.weapon;
private void OnEnable() {
if (weapon != null) {
weapon.Populate();
}
}
private void OnDisable() {
if (weapon != null) {
weapon.Clear();
}
}
public Weapon Deref() {
return weapon;
}
}
public string weaponName;
public CombatMoveSet weaponMoveSet;
public List<CombatForm> compatibleForms;
public string name;
[SerializeField] CombatMoveSetRef weaponMoveSet;
CombatMoveSet _weaponMoveSet;
[SerializeField] List<CombatFormRef> compatibleCombatForms;
List<CombatForm> _compatibleCombatForms;
public Weapon() {
Populate();
}
public void Populate() {
if ((compatibleCombatForms != null) && (weaponMoveSet != null)) {
_weaponMoveSet = weaponMoveSet;
foreach (var combatFormRef in compatibleCombatForms) {
_compatibleCombatForms.Add(combatFormRef);
}
}
}
public void Clear() {
_weaponMoveSet = null;
_compatibleCombatForms.Clear();
}
public IEnumerable<CombatForm> GetCompatibleForms() {
return _compatibleCombatForms;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "CombatMoveSet", menuName = "Combat/CombatMoveSet")]
public class CombatMoveSetRef : ScriptableObject
{
[SerializeField] CombatMoveSet combatMoveSet;
public static implicit operator CombatMoveSet(CombatMoveSetRef combatMoveSetRef) => combatMoveSetRef.combatMoveSet;
private void OnEnable() {
if (combatMoveSet != null) {
combatMoveSet.Populate();
}
}
private void OnDisable() {
if (combatMoveSet != null) {
combatMoveSet.Clear();
}
}
}
public List<CombatMove> combatMoves;
[SerializeField] List<CombatMoveRef> combatMoves;
List<CombatMove> _combatMoves;
public CombatMoveSet() {
Populate();
}
public void Populate() {
if (combatMoves != null) {
foreach (var combatMoveRef in combatMoves) {
_combatMoves.Add(combatMoveRef);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "CombatMove", menuName = "Combat/CombatMove")]
public class CombatMoveRef : ScriptableObject
{
public CombatMove combatMove;
public static implicit operator CombatMove(CombatMoveRef combatMoveRef) => combatMoveRef.combatMove;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "CombatForm", menuName = "Combat/CombatForm")]
public class CombatFormRef : ScriptableObject
{
public CombatForm combatForm;
public static implicit operator CombatForm(CombatFormRef combatFormRef) => combatFormRef.combatForm;
private void OnEnable() {
if (combatForm != null) {
combatForm.Populate();
}
}
private void OnDisable() {
if (combatForm != null) {
combatForm.Clear();
}
}
}
[CreateAssetMenu(fileName = "CombatForm", menuName = "Combat/CombatForm")]
[Serializable]
public class CombatForm
{
[SerializeField] public string name;
[SerializeField] CombatMoveSetRef combatMoveSetRef;
private CombatMoveSet combatMoveSet;
public CombatForm() {
Populate();
}
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