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using System;
using System.Collections.Generic;
using TagFighter.Effects;
using UnityEngine;
{
}
protected void OnDestroy() {
SetWatchedWeaver(null);
}
void OnWeaponEquipping(object sender, Weaver.WeaponEquippedEventArgs e) {
ChangeActiveWeaponSet(e.CurrentWeapon.Name);
ApplyItemEffects(e.CurrentWeapon);
}
if (_watchedWeaver != null) {
_watchedWeaver.WeaponEquipping += OnWeaponEquipping;
}
}
protected void Awake() {
SetWatchedWeaver(GetComponent<Weaver>());
}
void ChangeActiveWeaponSet(string weaponName) {
var newActiveSet = _weaponSets.FindIndex(set => set.Weapon.Value.Name == weaponName);
if (newActiveSet == -1) {
print($"WeaponSwap {weaponName} cannot be found");
return;
}
if (newActiveSet != _currentActiveSet) {
foreach (var weapon in _weaponSets[newActiveSet].WeaponProps) {
weapon.SetActive(true);
}
}
}
}
}
[Serializable]
public class WeaponSet
{
public WeaponRef Weapon;
public List<GameObject> WeaponProps;
}
_currentActiveSet = newActiveSet;
}
if (_currentActiveSet != -1) {
foreach (var weapon in _weaponSets[_currentActiveSet].WeaponProps) {
weapon.SetActive(false);
}
void ApplyItemEffects(Weapon item) {
Debug.Log($"ApplyItemEffects on {_watchedWeaver}");
EffectLocation = _watchedWeaver.transform,
Caster = _watchedWeaver.transform
};
foreach (var effect in item.MainHandEffects()) {
effect.Mode.ImmediateAction(context, effect.Effect);
}
var context = new EffectContext() {
[RequireComponent(typeof(Weaver))]
public class WeaponSwap : MonoBehaviour
{
[SerializeField] List<WeaponSet> _weaponSets;
int _currentActiveSet = -1;
Weaver _watchedWeaver;
void SetWatchedWeaver(Weaver weaver) {
if (_watchedWeaver != null) {
_watchedWeaver.WeaponEquipping -= OnWeaponEquipping;
}
_watchedWeaver = weaver;
namespace TagFighter
[SerializeField] Inventory _inventory;
[SerializeField] List<CombatFormRef> _knownForms;
Weapon _equippedWeapon;
CombatForm _equippedForm;
Dictionary<Weapon, CombatForm> _preferedCombatFormByWeapon = new();
Line<IAction> _plannedActions = new(capacity: 6);
public event EventHandler<WeaponEquippedEventArgs> WeaponEquipping;
public event EventHandler<WeaponEquippedEventArgs> WeaponEquipped;
public event EventHandler<CombatFormEquippedEventArgs> CombatFormEquipped;
public event EventHandler<TakeActionEventArgs> ActionTaken;
public event EventHandler<UnitActionEventArgs> PlannedActionsChanged;
protected void OnWeaponEquipping(WeaponEquippedEventArgs e) {
WeaponEquipping?.Invoke(this, e);
}
protected void OnWeaponEquipped(WeaponEquippedEventArgs e) {
WeaponEquipped?.Invoke(this, e);
}
protected void OnCombatFormEquipped(CombatFormEquippedEventArgs e) {
CombatFormEquipped?.Invoke(this, e);
}
protected void OnActionTaken(TakeActionEventArgs e) {
ActionTaken?.Invoke(this, e);
}
protected void OnPlannedActionsChanged(UnitActionEventArgs e) {
PlannedActionsChanged?.Invoke(this, e);
}
protected void Start() {
EquipAnyWeapon();
}
protected void Update() {
if (_plannedActions.TryPeek(out var action)) {
var actionState = action.Advance();
OnActionTaken(new(actionState));
if (!actionState.IsAdvanced) {
action.Dispose();
_plannedActions.TryGetFirstOutOfLine(out var _);
OnPlannedActionsChanged(new(transform));
}
}
}
bool PlanAction(IAction action) {
var success = false;
if (_plannedActions.TryWaitInLine(action)) {
OnPlannedActionsChanged(new(transform));
success = true;
}
return success;
}
void SetCombatForm(CombatForm combatForm) {
_equippedForm = combatForm;
OnCombatFormEquipped(new(_equippedForm, this));
}
void EquipPreferredCombatFormOfWeapon(Weapon weapon) {
_preferedCombatFormByWeapon.TryGetValue(weapon, out var tryEquipForm);
SetCombatForm(tryEquipForm);
}
void EquipAnyWeapon() {
var tryEquipWeapon = _inventory.GetAvailableWeapons().First();
if (tryEquipWeapon != null) {
TryDrawWeapon(tryEquipWeapon.Name);
}
}
public bool TryDrawWeapon(string weaponName) {
var isWeaponInInventory = false;
if (_inventory) {
isWeaponInInventory = _inventory.TryGetWeaponByName(weaponName, out var tryEquipWeapon);
if (isWeaponInInventory) {
ClearActionPlan();
var previousWeapon = _equippedWeapon;
_equippedWeapon = tryEquipWeapon;
OnWeaponEquipping(new(previousWeapon, _equippedWeapon, this));
EquipPreferredCombatFormOfWeapon(_equippedWeapon);
OnWeaponEquipped(new(previousWeapon, _equippedWeapon, this));
}
[SerializeField] MoveRequirementRuleset _moveSetRules;
public bool CanUseWeave(RuneWeaving weave) {
if (weave == null) {
return false;
return isWeaponInInventory;
}
public bool TryEquipCombatForm(string combatFormName) {
CombatForm combatForm = GetAvailableCombatFormsForEquipedWeapon().Where(combatForm => combatForm.name == combatFormName).FirstOrDefault();
_preferedCombatFormByWeapon[_equippedWeapon] = combatForm;
SetCombatForm(combatForm);
return combatForm != null;
}
public bool TryQueueWeave(RuneWeavingContainer weaving, Transform target) {
WeaveAction weaveAction = new(this, weaving, target, GetComponent<Resources.Range>());
var success = PlanAction(weaveAction);
return success;
}
public bool TryQueueFollow(Transform target) {
FollowAction followAction = new(this, target);
var success = PlanAction(followAction);
return success;
}
public bool TryQueueMove(Vector3 target) {
MoveToAction moveToAction = new(this, target);
var success = PlanAction(moveToAction);
return success;
}
public void ClearActionPlan() {
foreach (var action in _plannedActions) {
action.Dispose();
var canUseWeave = true;
var forbiddenMove = weave.MartialSequence.GetSequence().FirstOrDefault(move => !_moveSetRules.CanUseCombatMove(move, transform));
if (forbiddenMove != null) {
// Debug.Log($"<color=red>{transform} cannot use {forbiddenMove}</color> on weave {weave}");
canUseWeave = false;
public bool TryRemoveActionFromPlan(int index) {
var success = false;
if (_plannedActions.TryRemoveAt(index, out var _)) {
success = true;
OnPlannedActionsChanged(new(transform));
}
return success;
}
public bool CanUseWeave(RuneWeaving weave) {
var weaponMoveSet = _equippedWeapon.GetCombatMoveSetRef().CombatMoveSet.CombatMoves();
var weaveMoveSet = weave.MartialSequence.GetSequence().Select(moveRef => moveRef.CombatMove);
return weaveMoveSet.All(weaveMove => weaponMoveSet.Any(weaponMove => weaveMove.MoveName == weaponMove.CombatMove.MoveName));
return canUseWeave;
public Weapon EquippedWeapon => _equippedWeapon;
public CombatForm EquippedForm => _equippedForm;
public IEnumerable<Weapon> GetWeaponsInInventory() => _inventory.GetAvailableWeapons();
public IEnumerable<CombatFormRef> GetAvailableCombatFormsForEquipedWeapon() => _knownForms.Select(combatFormRef => combatFormRef).Intersect(_equippedWeapon.GetCompatibleFormRefs());
public IEnumerable<IAction> GetPlannedActions() => _plannedActions;
public class WeaponEquippedEventArgs : EventArgs
{
public Weapon PreviousWeapon { get; }
public Weapon CurrentWeapon { get; }
public Weaver Weaver { get; }
public WeaponEquippedEventArgs(Weapon previousWeapon, Weapon currentWeapon, Weaver weaver) {
PreviousWeapon = previousWeapon;
CurrentWeapon = currentWeapon;
Weaver = weaver;
}
}
public class CombatFormEquippedEventArgs : EventArgs
{
public CombatForm CombatForm { get; }
public Weaver Weaver { get; }
public CombatFormEquippedEventArgs(CombatForm combatForm, Weaver weaver) {
CombatForm = combatForm;
Weaver = weaver;
}
}
public class TakeActionEventArgs : EventArgs
{
public IActionState ActionState { get; }
public TakeActionEventArgs(IActionState actionState) {
ActionState = actionState;
}
}
fileFormatVersion: 2
guid: b30b14b1803ee7c41bf18f1d18ae7aaf
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
using System;
using System.Collections;
using System.Collections.Generic;
using TagFighter.Equipment;
using UnityEngine;
namespace TagFighter
{
public class PropSwap : MonoBehaviour
{
Outfit _watchedOutfit;
[SerializeField] List<PropSet> _propSets;
void SetWatchedOutfit(Outfit outfit) {
if (_watchedOutfit != null) {
_watchedOutfit.OutfitChanged -= OnOutfitChanged;
}
_watchedOutfit = outfit;
if (_watchedOutfit != null) {
_watchedOutfit.OutfitChanged += OnOutfitChanged;
}
}
protected void Awake() {
SetWatchedOutfit(GetComponentInParent<Outfit>());
}
protected void OnDestroy() {
SetWatchedOutfit(null);
}
void OnOutfitChanged(object sender, OutfitChangedEventArgs e) {
ChangeActiveProps(e.ChangedFrom, e.ChangedTo);
}
void ChangeActiveProps(Item changedFrom, Item changedTo) {
var changedFromSet = _propSets.Find(set => ReferenceEquals(set.Item, changedFrom));
if (changedFromSet != default) {
foreach (var prop in changedFromSet) {
prop.SetActive(false);
}
}
var changedToSet = _propSets.Find(set => ReferenceEquals(set.Item, changedTo));
if (changedToSet != default) {
foreach (var prop in changedToSet) {
prop.SetActive(true);
}
}
}
}
[Serializable]
public class PropSet : IEnumerable<GameObject>
{
public Item Item;
public List<GameObject> ItemProps;
public IEnumerator<GameObject> GetEnumerator() {
return ItemProps.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator() {
return GetEnumerator();
}
}
}
void SetWatchedWeaver(Weaver weaver) {
if (_watchedWeaver != null) {
_watchedWeaver.WeaponEquipped -= OnWeaponEquipped;
_watchedWeaver.ActionTaken -= OnActionTaken;
void SetActionPlan(ActionPlan actionPlan) {
if (_actionPlan != null) {
_actionPlan.ActionTaken -= OnActionTaken;
_watchedWeaver = weaver;
if (_watchedWeaver != null) {
_watchedWeaver.WeaponEquipped += OnWeaponEquipped;
_watchedWeaver.ActionTaken += OnActionTaken;
_actionPlan = actionPlan;
if (_actionPlan != null) {
_actionPlan.ActionTaken += OnActionTaken;
}
}
void SetWatchedOutfit(Outfit outfit) {
if (_watchedOutfit != null) {
_watchedOutfit.OutfitChanged -= OnOutfitChanged;
}
_watchedOutfit = outfit;
if (_watchedOutfit != null) {
_watchedOutfit.OutfitChanged += OnOutfitChanged;
void ChangeClipSet(string weaponName) {
var weaponIdx = _animationBank.AnimationClipSets.FindIndex(set => set.Weapon.Value.Name == weaponName);
void ChangeClipSet(Item item) {
var clipSet = _animationBank.AnimationClipSets.Find(set => ReferenceEquals(set.Item, item))?.ClipSet;
fileFormatVersion: 2
guid: 75a6eb48715476047bae163478564a81
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externalObjects: {}
serializedVersion: 2
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userData:
assetBundleName:
assetBundleVariant:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TagFighter.Actions
{
public class TakeActionEventArgs : EventArgs
{
public IActionState ActionState { get; }
public TakeActionEventArgs(IActionState actionState) {
ActionState = actionState;
}
}
public class ActionPlan : MonoBehaviour, IEnumerable<IAction>
{
public event EventHandler<TakeActionEventArgs> ActionTaken;
public event EventHandler<UnitActionEventArgs> PlanChanged;
Line<IAction> _plannedActions = new(capacity: 6);
protected void OnActionTaken(TakeActionEventArgs e) {
ActionTaken?.Invoke(this, e);
}
protected void OnPlannedActionsChanged(UnitActionEventArgs e) {
PlanChanged?.Invoke(this, e);
}
protected void Update() {
if (_plannedActions.TryPeek(out var action)) {
var actionState = action.Advance();
OnActionTaken(new(actionState));
if (!actionState.IsAdvanced) {
action.Dispose();
_plannedActions.TryGetFirstOutOfLine(out var _);
OnPlannedActionsChanged(new(transform));
}
}
}
public bool TryAddActionToPlan(IAction action) {
var success = false;
if (_plannedActions.TryWaitInLine(action)) {
OnPlannedActionsChanged(new(transform));
success = true;
}
return success;
}
public void Clear() {
foreach (var action in _plannedActions) {
action.Dispose();
}
_plannedActions.Clear();
OnPlannedActionsChanged(new(transform));
}
public bool TryRemoveActionFromPlan(int index) {
var success = false;
if (_plannedActions.TryRemoveAt(index, out var _)) {
success = true;
OnPlannedActionsChanged(new(transform));
}
return success;
}
public IEnumerator<IAction> GetEnumerator() {
return _plannedActions.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator() {
return _plannedActions.GetEnumerator();
}
}
}
TextMeshProUGUI _name;
TextMeshProUGUI _currentTotal;
TextMeshProUGUI _capacityTotal;
TextMeshProUGUI _currentBase;
TextMeshProUGUI _capacityBase;
TextMeshProUGUI _currentModifier;
TextMeshProUGUI _capacityModifier;
[SerializeField] TextMeshProUGUI _name;
[SerializeField] TextMeshProUGUI _currentTotal;
[SerializeField] TextMeshProUGUI _capacityTotal;
[SerializeField] TextMeshProUGUI _currentBase;
[SerializeField] TextMeshProUGUI _capacityBase;
[SerializeField] TextMeshProUGUI _currentModifier;
[SerializeField] TextMeshProUGUI _capacityModifier;
protected void Awake() {
_name = transform.Find("Title/Name").GetComponent<TextMeshProUGUI>();
_currentTotal = transform.Find("Current/Total").GetComponent<TextMeshProUGUI>();
_capacityTotal = transform.Find("Capacity/Total").GetComponent<TextMeshProUGUI>();
protected void OnValidate() {
_name ??= transform.Find("Title/Name").GetComponent<TextMeshProUGUI>();
_currentTotal ??= transform.Find("Current/Total").GetComponent<TextMeshProUGUI>();
_capacityTotal ??= transform.Find("Capacity/Total").GetComponent<TextMeshProUGUI>();
_currentBase = transform.Find("Current/Base").GetComponent<TextMeshProUGUI>();
_capacityBase = transform.Find("Capacity/Base").GetComponent<TextMeshProUGUI>();
_currentBase ??= transform.Find("Current/Base").GetComponent<TextMeshProUGUI>();
_capacityBase ??= transform.Find("Capacity/Base").GetComponent<TextMeshProUGUI>();
_currentModifier = transform.Find("Current/Modifier").GetComponent<TextMeshProUGUI>();
_capacityModifier = transform.Find("Capacity/Modifier").GetComponent<TextMeshProUGUI>();
_currentModifier ??= transform.Find("Current/Modifier").GetComponent<TextMeshProUGUI>();
_capacityModifier ??= transform.Find("Capacity/Modifier").GetComponent<TextMeshProUGUI>();
_currentTotal.color = e.CurrentModifier switch {
< 0 => _negativeColor,
> 0 => _positiveColor,
_ => _naturalColor
};
_currentBase.color = e.CurrentBase switch {
< 0 => _negativeColor,
> 0 => _positiveColor,
_ => _naturalColor
};
_currentTotal.color = GetColorForValue(e.CurrentModifier);
_currentBase.color = GetColorForValue(e.CurrentBase);
_capacityTotal.color = e.CapacityModifier switch {
< 0 => _negativeColor,
> 0 => _positiveColor,
_ => _naturalColor
};
_capacityBase.color = e.CapacityBase switch {
< 0 => _negativeColor,
> 0 => _positiveColor,
_ => _naturalColor
};
_capacityTotal.color = GetColorForValue(e.CapacityModifier);
_capacityBase.color = GetColorForValue(e.CapacityBase);
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using UnityEngine;
{
}
Clear();
_eventAggregator.UnitSelected += OnUnitSelected;
SetSelectedWeaponByName(weaponName);
}
}
}
foreach (var weapon in weaver.GetWeaponsInInventory()) {
weaponSelectUI.SetWeapon(weapon);
}
for (; currentWeaponIndex < transform.childCount; currentWeaponIndex++) {
transform.GetChild(currentWeaponIndex).gameObject.SetActive(false);
}
SetSelectedWeaponByName(weaver.EquippedWeapon.Name);
weaponSelectUI.gameObject.SetActive(true);
currentWeaponIndex++;
WeaponSelectUI weaponSelectUI;
if (currentWeaponIndex < transform.childCount) {
weaponSelectUI = transform.GetChild(currentWeaponIndex).GetComponent<WeaponSelectUI>();
}
else {
}
weaponSelectUI = Instantiate(_weaponSelectUIPrefab, transform).GetComponent<WeaponSelectUI>();
}
foreach (Transform weaponButtonTransform in transform) {
var weaponSelectUI = weaponButtonTransform.GetComponent<WeaponSelectUI>();
if (weaponSelectUI.GetWeaponName() == weaponName) {
weaponSelectUI.SetSelected();
}
else {
weaponSelectUI.SetNotSelected();
}
}
}
foreach (Transform weaponSelectUI in transform) {
Destroy(weaponSelectUI.gameObject);
}
}
}
}
void Clear() {
void SetSelectedWeaponByName(string weaponName) {
var currentWeaponIndex = 0;
void CreateWeaponSelectionButtons(Weaver weaver) {
if ((e.UnitTransform.GetComponent<PartyMember>() != null) && e.UnitTransform.TryGetComponent<Weaver>(out var weaver)) {
SelectedWeaver = weaver;
CreateWeaponSelectionButtons(SelectedWeaver);
void OnUnitSelected(object sender, UnitActionEventArgs e) {
void OnWeaponEquipped(object sender, Weaver.WeaponEquippedEventArgs e) {
var weaponName = e.CurrentWeapon == null ? "" : e.CurrentWeapon.Name;
}
protected void OnDestroy() {
SelectedWeaver = null;
Clear();
_eventAggregator.UnitSelected -= OnUnitSelected;
if (_selectedWeaver != null) {
}
}
}
protected void Start() {
_selectedWeaver.WeaponEquipped += OnWeaponEquipped;
public class WeaponView : MonoBehaviour
{
Weaver _selectedWeaver = null;
Weaver SelectedWeaver {
get {
return _selectedWeaver;
}
set {
if (_selectedWeaver != null) {
}
_selectedWeaver = value;
_selectedWeaver.WeaponEquipped -= OnWeaponEquipped;
[UnityEngine.Serialization.FormerlySerializedAs("weaponSelectUIPrefab")]
[SerializeField] Transform _weaponSelectUIPrefab;
[UnityEngine.Serialization.FormerlySerializedAs("eventAggregator")]
[SerializeField] EventAggregator _eventAggregator;
namespace TagFighter.UI
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using TMPro;
using UnityEngine;
using UnityEngine.UI;
{
{
Weapon _weapon;
[FormerlySerializedAs("weaponButton")]
[SerializeField] Button _weaponButton;
[FormerlySerializedAs("weaponName")]
[SerializeField] TextMeshProUGUI _weaponName;
[FormerlySerializedAs("selectedColor")]
[SerializeField] Color _selectedColor = Color.green;
[FormerlySerializedAs("notSelectedColor")]
[SerializeField] Color _notSelectedColor = Color.grey;
[SerializeField] EventAggregator _eventAggregator;
}
}
}
void SetWeaponName(string weaponName) {
_weaponName.text = weaponName;
public void SetSelected() {
}
public void SetNotSelected() {
}
public void SetWeapon(Weapon weapon) {
_weapon = weapon;
}
public string GetWeaponName() => _weapon.Name;
SetWeaponName(_weapon.Name);
public void OnPointerClick(PointerEventData eventData) {
switch (eventData.button) {
case PointerEventData.InputButton.Left:
HandleSelectWeapon();
break;
case PointerEventData.InputButton.Right:
break;
}
}
void HandleSelectWeapon() {
}
_eventAggregator.OnWeaponSelected(this, new(_weapon));
_weaponButton.GetComponent<Outline>().effectColor = _notSelectedColor;
_weaponButton.GetComponent<Outline>().effectColor = _selectedColor;
public class WeaponSelectUI : MonoBehaviour, IPointerClickHandler
namespace TagFighter.UI
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
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using UnityEngine;
{
{
Clear();
}
_eventAggregator.UnitSelected += OnUnitSelected;
}
SetSelectedCombatFormByName(combatFormName);
}
}
}
foreach (var combatForm in weaver.GetAvailableCombatFormsForEquipedWeapon()) {
combatFormSelectUI.SetForm(combatForm);
}
if (weaver.EquippedForm != null) {
}
SetSelectedCombatFormByName(weaver.EquippedForm.Name);
combatFormSelectUI.gameObject.SetActive(true);
currentFormIndex++;
}
for (; currentFormIndex < transform.childCount; currentFormIndex++) {
transform.GetChild(currentFormIndex).gameObject.SetActive(false);
CombatFormSelectUI combatFormSelectUI;
if (currentFormIndex < transform.childCount) {
combatFormSelectUI = transform.GetChild(currentFormIndex).GetComponent<CombatFormSelectUI>();
}
else {
}
combatFormSelectUI = Instantiate(_combatFormSelectUIPrefab, transform).GetComponent<CombatFormSelectUI>();
}
foreach (Transform combatFormButtonTransform in transform) {
var combatFormSelectUI = combatFormButtonTransform.GetComponent<CombatFormSelectUI>();
if (combatFormSelectUI.GetCombatFormName() == combatFormName) {
combatFormSelectUI.SetSelected();
}
else {
combatFormSelectUI.SetNotSelected();
}
}
}
}
foreach (Transform combatFormSelectUI in transform) {
Destroy(combatFormSelectUI.gameObject);
}
}
}
void Clear() {
void SetSelectedCombatFormByName(string combatFormName) {
void CreateCombatFormSelectionButtons(Weaver weaver) {
var currentFormIndex = 0;
}
SelectedWeaver = weaver;
CreateCombatFormSelectionButtons(SelectedWeaver);
void OnUnitSelected(object sender, UnitActionEventArgs e) {
if ((e.UnitTransform.GetComponent<PartyMember>() != null) && e.UnitTransform.TryGetComponent<Weaver>(out var weaver)) {
CreateCombatFormSelectionButtons(SelectedWeaver);
void OnWeaponEquipped(object sender, Weaver.WeaponEquippedEventArgs e) {
void OnCombatFormEquipped(object sender, Weaver.CombatFormEquippedEventArgs e) {
var combatFormName = e.CombatForm == null ? "" : e.CombatForm.Name;
protected void OnDestroy() {
SelectedWeaver = null;
_eventAggregator.UnitSelected -= OnUnitSelected;
protected void Start() {
Weaver _selectedWeaver;
Weaver SelectedWeaver {
get {
return _selectedWeaver;
}
set {
if (_selectedWeaver != null) {
}
_selectedWeaver = value;
if (_selectedWeaver != null) {
}
}
}
_selectedWeaver.WeaponEquipped += OnWeaponEquipped;
_selectedWeaver.CombatFormEquipped += OnCombatFormEquipped;
_selectedWeaver.WeaponEquipped -= OnWeaponEquipped;
_selectedWeaver.CombatFormEquipped -= OnCombatFormEquipped;
[UnityEngine.Serialization.FormerlySerializedAs("combatFormSelectUIPrefab")]
[SerializeField] Transform _combatFormSelectUIPrefab;
[UnityEngine.Serialization.FormerlySerializedAs("eventAggregator")]
[SerializeField] EventAggregator _eventAggregator;
public class CombatFormView : MonoBehaviour
namespace TagFighter.UI
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using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace TagFighter.UI
{
{
CombatForm _combatForm;
[FormerlySerializedAs("combatFormButton")]
[SerializeField] Button _combatFormButton;
[FormerlySerializedAs("combatFormName")]
[SerializeField] TextMeshProUGUI _combatFormName;
[FormerlySerializedAs("selectedColor")]
[SerializeField] Color _selectedColor = Color.green;
[FormerlySerializedAs("notSelectedColor")]
[SerializeField] Color _notSelectedColor = Color.grey;
[SerializeField] EventAggregator _eventAggregator;
}
}
public void SetSelected() {
}
public void SetNotSelected() {
}
public void SetForm(CombatForm combatForm) {
_combatForm = combatForm;
}
}
_combatFormName.text = combatFormName;
public string GetCombatFormName() => _combatFormName.text;
void SetCombatFormName(string combatFormName) {
SetCombatFormName(combatForm.Name);
public void OnPointerClick(PointerEventData eventData) {
switch (eventData.button) {
case PointerEventData.InputButton.Left:
HandleSelectForm();
break;
case PointerEventData.InputButton.Right:
break;
}
}
void HandleSelectForm() {
}
_eventAggregator.InvokeOnCombatFormSelected(this, new(_combatForm));
_combatFormButton.GetComponent<Outline>().effectColor = _notSelectedColor;
_combatFormButton.GetComponent<Outline>().effectColor = _selectedColor;
public class CombatFormSelectUI : MonoBehaviour, IPointerClickHandler
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
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using UnityEngine;
using UnityEngine.EventSystems;
namespace TagFighter
{
public class TechBuilderClicker : MonoBehaviour, IPointerClickHandler
{
[SerializeField] EventAggregator _eventAggregator;
public void OnPointerClick(PointerEventData eventData) {
switch (eventData.button) {
case PointerEventData.InputButton.Left:
HandleTechBuilderToggle();
break;
case PointerEventData.InputButton.Right:
break;
}
}
void HandleTechBuilderToggle() {
_eventAggregator.OnWeaveBuilderScreenToggleSelected(this, new());
}
}
}
}
void OnWeaponEquipped(object sender, Weaver.WeaponEquippedEventArgs e) {
CreateWeaveSelectionButtons(WatchedRuneWeavingBank, SelectedWeaver);
if ((e.UnitTransform.GetComponent<PartyMember>() != null) && e.UnitTransform.TryGetComponent<Weaver>(out var weaver)) {
SelectedWeaver = weaver;
UpdatePlannedActions(SelectedWeaver);
if ((e.UnitTransform.GetComponent<PartyMember>() != null) && e.UnitTransform.TryGetComponent<ActionPlan>(out var actionPlan)) {
WatcedActionPlan = actionPlan;
UpdatePlannedActions(WatcedActionPlan);
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using UnityEngine;
using UnityEngine.EventSystems;
namespace TagFighter
{
public class CharacterSheetClicker : MonoBehaviour, IPointerClickHandler
{
[SerializeField] EventAggregator _eventAggregator;
public void OnPointerClick(PointerEventData eventData) {
switch (eventData.button) {
case PointerEventData.InputButton.Left:
HandleCharacterSheetToggle();
break;
case PointerEventData.InputButton.Right:
break;
}
}
void HandleCharacterSheetToggle() {
_eventAggregator.OnPawnSheetToggleSelected(this, new());
}
}
}
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using System;
namespace TagFighter.Resources
{
[Serializable]
public sealed class SwordKnowledge : Resource<SwordKP> { }
}
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using System;
namespace TagFighter.Resources
{
[Serializable]
public sealed class ShieldKnowledge : Resource<ShieldKP> { }
}
public class PartyMemberSelectedEventArgs : EventArgs
{
public PartyMember PartyMember { get; }
public PartyMemberSelectedEventArgs(PartyMember partyMember) {
PartyMember = partyMember;
}
}
public class WeaponSelectedEventArgs : EventArgs
{
public Weapon Weapon { get; }
public WeaponSelectedEventArgs(Weapon weapon) {
Weapon = weapon;
}
}
public class CombatFormSelectedEventArgs : EventArgs
{
public CombatForm CombatForm { get; }
public CombatFormSelectedEventArgs(CombatForm combatForm) {
CombatForm = combatForm;
}
}
SelectedWeaver.TryQueueWeave(new(e.Weave, SelectedWeaver.transform, TargetUnit), TargetUnit);
}
void OnCombatFormSelected(object sender, EventAggregator.CombatFormSelectedEventArgs e) {
SelectedWeaver.TryEquipCombatForm(e.CombatForm.Name);
}
void OnWeaponSelected(object sender, EventAggregator.WeaponSelectedEventArgs e) {
SelectedWeaver.TryDrawWeapon(e.Weapon.Name);
RuneWeavingContainer weaving = new(e.Weave, SelectedWeaver.transform, TargetUnit);
WeaveAction weaveAction = new(SelectedWeaver, weaving, TargetUnit, SelectedWeaver.GetComponent<Resources.Range>());
_actionPlan.TryAddActionToPlan(weaveAction);
positionalReleaseMultiplier = posInAnimation/currentMove.StartReleaseNormalized;
} else if (currentMove.EndReleaseNormalized < posInAnimation) {
positionalReleaseMultiplier = posInAnimation / currentMove.StartReleaseNormalized;
}
else if (currentMove.EndReleaseNormalized < posInAnimation) {
void OnWeaponEquipped(object sender, Weaver.WeaponEquippedEventArgs e) {
if (WatchedWeapon.Value == e.PreviousWeapon) {
Debug.Log("Unquip Weapon trigger");
void OnOutfitChanging(object sender, OutfitChangingEventArgs e) {
if (ReferenceEquals(WatchedItem, e.ChangingFrom)) {
public class ReleaseMultiplier {
public Type MatchingAoe {get; set;}
public float MatchingAoeReleaseMultiplier {get; set;} = 1f;
public float NonMatchingAoeReleaseMultiplier {get; set;} = 1f;
public class ReleaseMultiplier
{
public Type MatchingAoe { get; set; }
public float MatchingAoeReleaseMultiplier { get; set; } = 1f;
public float NonMatchingAoeReleaseMultiplier { get; set; } = 1f;
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using System;
using System.Collections;
using System.Collections.Generic;
using CareBoo.Serially;
using TagFighter.Effects;
using TagFighter.Effects.ResourceLocationAccessors.PawnProperties;
using UnityEngine;
namespace TagFighter.Martial
{
[CreateAssetMenu(fileName = "NewMoveRequirementRuleset", menuName = "Game/Combat/MoveRequirementRuleset")]
public class MoveRequirementRuleset : ScriptableObject, IEnumerable<MoveRequirementRule>, ISerializationCallbackReceiver
{
[SerializeField] List<MoveRequirementRule> _rules;
Dictionary<CombatMoveRef, int> _moveToIndex;
public IEnumerator<MoveRequirementRule> GetEnumerator() {
return ((IEnumerable<MoveRequirementRule>)_rules).GetEnumerator();
}
public void OnAfterDeserialize() {
_moveToIndex = new();
for (var ruleIndex = 0; ruleIndex < _rules.Count; ruleIndex++) {
var currentRule = _rules[ruleIndex];
if (currentRule != null && currentRule.Move != null) {
_moveToIndex.TryAdd(currentRule.Move, ruleIndex);
}
}
}
public MoveRequirementRule this[int i] => _rules[i];
public MoveRequirementRule this[CombatMoveRef combatMoveRef] => _rules[_moveToIndex[combatMoveRef]];
public bool CanUseCombatMove(CombatMoveRef combatMove, Transform transform) {
var rule = _rules[_moveToIndex[combatMove]];
var statValue = rule.Resource.GetStat(transform, rule.Stat);
return statValue >= rule.Threshold;
}
public void OnBeforeSerialize() {
}
IEnumerator IEnumerable.GetEnumerator() {
return ((IEnumerable)_rules).GetEnumerator();
}
}
[Serializable]
public class MoveRequirementRule
{
public CombatMoveRef Move;
[SerializeReference, ShowSerializeReference]
public IResourceGetter Resource;
[SerializeReference, ShowSerializeReference]
public IPawnResourceProperty Stat;
public int Threshold;
}
}
[UnityEngine.Serialization.FormerlySerializedAs("combatMoveSet")]
public CombatMoveSet CombatMoveSet;
public static implicit operator CombatMoveSet(CombatMoveSetRef combatMoveSetRef) => combatMoveSetRef.CombatMoveSet;
[CreateAssetMenu(fileName = "CombatMoveSet", menuName = "Game/Combat/CombatMoveSet")]
public class CombatMoveSetRef : ScriptableObject
{
[UnityEngine.Serialization.FormerlySerializedAs("combatMoveSet")]
public CombatMoveSet CombatMoveSet;
public static implicit operator CombatMoveSet(CombatMoveSetRef combatMoveSetRef) => combatMoveSetRef.CombatMoveSet;
[UnityEngine.Serialization.FormerlySerializedAs("combatMoves")]
[SerializeField] List<CombatMoveRef> _combatMoves = new();
[Serializable]
public class CombatMoveSet
{
[UnityEngine.Serialization.FormerlySerializedAs("combatMoves")]
[SerializeField] List<CombatMoveRef> _combatMoves = new();
public IEnumerable<CombatMoveRef> CombatMoves() {
return _combatMoves;
}
public CombatMoveSet AddMoves(CombatMoveSet additionalMoveSet) {
return AddMoves(additionalMoveSet.CombatMoves());
}
public CombatMoveSet AddMoves(IEnumerable<CombatMoveRef> additionalMoveSet) {
_combatMoves.AddRange(additionalMoveSet);
return this;
public IEnumerable<CombatMoveRef> CombatMoves() {
return _combatMoves;
}
public CombatMoveSet AddMoves(CombatMoveSet additionalMoveSet) {
return AddMoves(additionalMoveSet.CombatMoves());
}
public CombatMoveSet AddMoves(IEnumerable<CombatMoveRef> additionalMoveSet) {
_combatMoves.AddRange(additionalMoveSet);
return this;
}
[UnityEngine.Serialization.FormerlySerializedAs("combatMove")]
public CombatMove CombatMove;
public static implicit operator CombatMove(CombatMoveRef combatMoveRef) => combatMoveRef.CombatMove;
[CreateAssetMenu(fileName = "CombatMove", menuName = "Game/Combat/CombatMove")]
public class CombatMoveRef : ScriptableObject
{
[UnityEngine.Serialization.FormerlySerializedAs("combatMove")]
public CombatMove CombatMove;
public static implicit operator CombatMove(CombatMoveRef combatMoveRef) => combatMoveRef.CombatMove;
[SerializeField] CombatForm _combatForm;
public static implicit operator CombatForm(CombatFormRef combatFormRef) => combatFormRef._combatForm;
[CreateAssetMenu(fileName = "CombatForm", menuName = "Game/Combat/CombatForm")]
public class CombatFormRef : ScriptableObject
{
[SerializeField] CombatForm _combatForm;
public static implicit operator CombatForm(CombatFormRef combatFormRef) => combatFormRef._combatForm;
protected void OnEnable() {
_combatForm?.Populate();
}
protected void OnEnable() {
_combatForm?.Populate();
}
protected void OnDisable() {
_combatForm?.Clear();
}
[FormerlySerializedAs("_name")]
public string Name;
[SerializeField] CombatMoveSetRef _combatMoveSetRef;
CombatMoveSet _combatMoveSet;
public CombatForm() {
Populate();
}
[Serializable]
public class CombatForm
{
[FormerlySerializedAs("_name")]
public string Name;
[SerializeField] CombatMoveSetRef _combatMoveSetRef;
CombatMoveSet _combatMoveSet;
public CombatForm() {
Populate();
}
public void Populate() {
if (_combatMoveSetRef != null) {
_combatMoveSet = _combatMoveSetRef;
public void Populate() {
if (_combatMoveSetRef != null) {
_combatMoveSet = _combatMoveSetRef;
}
}
public void Clear() {
_combatMoveSet = null;
}
public void Clear() {
_combatMoveSet = null;
}
public CombatMoveSet FormedMoveSet(CombatMoveSet moveSet) {
CombatMoveSet formedMoveSet = new();
return formedMoveSet.AddMoves(moveSet.CombatMoves().Select(move => FormMove(move))).AddMoves(_combatMoveSet);
}
public CombatMoveSet FormedMoveSet(CombatMoveSet moveSet) {
CombatMoveSet formedMoveSet = new();
return formedMoveSet.AddMoves(moveSet.CombatMoves().Select(move => FormMove(move))).AddMoves(_combatMoveSet);
}
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