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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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