plantilla base para movimiento básico
This commit is contained in:
Robii Aragon
2026-02-05 05:07:55 -08:00
parent 195b696771
commit 779f2c8b20
14443 changed files with 23840465 additions and 452 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class persistanceBlendshapesListBySaveSlotInfo
{
public int saveNumber;
public List<persistancePlayerBlendshapesInfo> playerBlendshapesList = new List<persistancePlayerBlendshapesInfo> ();
}
[System.Serializable]
public class persistancePlayerBlendshapesInfo
{
public int playerID;
public List<string> accessoriesList = new List<string> ();
public List<persistanceBlendshapesInfo> blendshapesList = new List<persistanceBlendshapesInfo> ();
}
[System.Serializable]
public class persistanceBlendshapesInfo
{
public string Name;
public float blendShapeValue;
public persistanceBlendshapesInfo ()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class persistanceDialogContentListBySaveSlotInfo
{
public int saveNumber;
public List<persistancePlayerDialogContentInfo> playerDialogContentList = new List<persistancePlayerDialogContentInfo> ();
}
[System.Serializable]
public class persistancePlayerDialogContentInfo
{
public int playerID;
public List<persistanceDialogContentInfo> dialogContentList = new List<persistanceDialogContentInfo> ();
}
[System.Serializable]
public class persistanceDialogContentInfo
{
public int dialogContentID;
public int dialogContentScene;
public int currentDialogIndex;
public persistanceDialogContentInfo ()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class persistanceElementsOnSceneBySaveSlotInfo
{
public int saveNumber;
public List<persistancePlayerElementOnSceneInfo> playerElementsOnSceneList = new List<persistancePlayerElementOnSceneInfo> ();
}
[System.Serializable]
public class persistancePlayerElementOnSceneInfo
{
public int playerID;
public List<persistanceElementOnSceneInfo> elementOnSceneList = new List<persistanceElementOnSceneInfo> ();
}
[System.Serializable]
public class persistanceElementOnSceneInfo
{
public int elementScene;
public int elementID;
public bool elementActiveState;
public bool savePositionValues;
public float positionX;
public float positionY;
public float positionZ;
public bool saveRotationValues;
public float rotationX;
public float rotationY;
public float rotationZ;
public int elementPrefabID;
public bool useElementPrefabID;
public bool useStats;
public List<float> floatValueStatList = new List<float> ();
public List<bool> boolValueStatList = new List<bool> ();
public persistanceElementOnSceneInfo ()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class persistanceInventoryListBySaveSlotInfo
{
public int saveNumber;
public bool gameSavedOnHomeMenu;
public List<persistanceInventoryListByPlayerInfo> playerInventoryList = new List<persistanceInventoryListByPlayerInfo> ();
}
[System.Serializable]
public class persistanceInventoryListByPlayerInfo
{
public int playerID;
public int inventorySlotAmount;
public bool infiniteSlots;
public bool inventoryWasEmptyWhenSaved;
public List<persistanceInventoryObjectInfo> inventoryObjectList = new List<persistanceInventoryObjectInfo> ();
//Crafting info
public bool useOnlyBlueprintsUnlocked;
public List<string> blueprintsUnlockedList = new List<string> ();
public bool anyObjectToCraftInTimeActive;
public List<craftObjectInTimeSimpleInfo> craftObjectInTimeSimpleInfoList = new List<craftObjectInTimeSimpleInfo> ();
public List<string> objectCategoriesToCraftAvailableAtAnyMoment = new List<string> ();
public string lastWeaponCarriedOnHandsName = "";
}
[System.Serializable]
public class persistanceInventoryObjectInfo
{
public string Name;
public int amount;
public bool infiniteAmount;
public string inventoryObjectName;
public int categoryIndex;
public int elementIndex;
public bool isEquipped;
public int quickAccessSlotIndex = -1;
public float vendorPrice;
public float sellPrice;
public bool infiniteVendorAmountAvailable;
public bool useMinLevelToBuy;
public float minLevelToBuy;
public bool spawnObject;
public bool useDurability;
public float durabilityAmount;
public float maxDurabilityAmount;
public bool objectIsBroken;
public bool isWeapon;
public bool isMeleeWeapon;
public int projectilesInMagazine = -1;
public persistanceInventoryObjectInfo (persistanceInventoryObjectInfo obj)
{
Name = obj.Name;
amount = obj.amount;
infiniteAmount = obj.infiniteAmount;
inventoryObjectName = obj.inventoryObjectName;
categoryIndex = obj.categoryIndex;
elementIndex = obj.elementIndex;
isEquipped = obj.isEquipped;
quickAccessSlotIndex = obj.quickAccessSlotIndex;
vendorPrice = obj.vendorPrice;
infiniteVendorAmountAvailable = obj.infiniteVendorAmountAvailable;
sellPrice = obj.sellPrice;
useMinLevelToBuy = obj.useMinLevelToBuy;
minLevelToBuy = obj.minLevelToBuy;
spawnObject = obj.spawnObject;
useDurability = obj.useDurability;
durabilityAmount = obj.durabilityAmount;
maxDurabilityAmount = obj.maxDurabilityAmount;
objectIsBroken = obj.objectIsBroken;
isWeapon = obj.isWeapon;
isMeleeWeapon = obj.isWeapon;
projectilesInMagazine = obj.projectilesInMagazine;
}
public persistanceInventoryObjectInfo ()
{
Name = "New Object";
}
}
[System.Serializable]
public class craftObjectInTimeSimpleInfo
{
public string objectName;
public string objectCategoryName;
public int amount;
public float timeToCraftObject;
public bool objectCreatedOnWorkbench;
public int workbenchID;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class persistanceMeleeWeaponListBySaveSlotInfo
{
public int saveNumber;
public List<persistanceMeleeWeaponInfo> meleeWeaponList = new List<persistanceMeleeWeaponInfo> ();
}
[System.Serializable]
public class persistanceMeleeWeaponInfo
{
public int playerID;
public List<persistanceMeleeInfo> meleeList = new List<persistanceMeleeInfo> ();
}
[System.Serializable]
public class persistanceMeleeInfo
{
public int weaponActiveIndex;
public bool isCurrentWeapon;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class persistancePlayerMissionsListBySaveSlotInfo
{
public int saveNumber;
public List<persistancePlayerMissionInfo> playerMissionsList = new List<persistancePlayerMissionInfo> ();
}
[System.Serializable]
public class persistancePlayerMissionInfo
{
public int playerID;
public List<persistanceMissionInfo> missionsList = new List<persistanceMissionInfo> ();
}
[System.Serializable]
public class persistanceMissionInfo
{
public int missionScene;
public int missionID;
public bool disableObjectivePanelOnMissionComplete;
public bool addObjectiveToPlayerLogSystem;
public bool missionComplete;
public bool missionInProcess;
public bool rewardObtained;
public bool missionAccepted;
public string objectiveName;
public string objectiveDescription;
public string objectiveFullDescription;
public string objectiveLocation;
public string objectiveRewards;
public List<bool> subObjectiveCompleteList = new List<bool> ();
public persistanceMissionInfo ()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class persistancePlayerOptionsListBySaveSlotInfo
{
public int saveNumber;
public List<persistancePlayerOptionsInfo> playerOptionsList = new List<persistancePlayerOptionsInfo> ();
}
[System.Serializable]
public class persistancePlayerOptionsInfo
{
public int playerID;
public List<persistanceOptionsInfo> optionsList = new List<persistanceOptionsInfo> ();
}
[System.Serializable]
public class persistanceOptionsInfo
{
public string optionName;
public bool currentScrollBarValue;
public float currentSliderValue;
public bool currentToggleValue;
public int currentDropDownValue;
public persistanceOptionsInfo ()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class persistancePlayerSkillsListBySaveSlotInfo
{
public int saveNumber;
public List<persistancePlayerCategorySkillInfo> playerSkillsList = new List<persistancePlayerCategorySkillInfo> ();
}
[System.Serializable]
public class persistancePlayerCategorySkillInfo
{
public int playerID;
public List<persistanceCategorySkillInfo> categorySkillsList = new List<persistanceCategorySkillInfo> ();
}
[System.Serializable]
public class persistanceCategorySkillInfo
{
public List<persistanceSkillInfo> skillsList = new List<persistanceSkillInfo> ();
}
[System.Serializable]
public class persistanceSkillInfo
{
public bool skillUnlocked;
public bool skillActive;
public bool skillComplete;
public float currentValue;
public bool currentBoolState;
public int currentSkillLevel;
public persistanceSkillInfo (persistanceSkillInfo obj)
{
skillUnlocked = obj.skillUnlocked;
skillActive = obj.skillActive;
skillComplete = obj.skillComplete;
currentValue = obj.currentValue;
currentBoolState = obj.currentBoolState;
currentSkillLevel = obj.currentSkillLevel;
}
public persistanceSkillInfo ()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class persistancePlayerStatsListBySaveSlotInfo
{
public int saveNumber;
public List<persistancePlayerStatInfo> playerStatsList = new List<persistancePlayerStatInfo> ();
}
[System.Serializable]
public class persistancePlayerStatInfo
{
public int playerID;
public List<persistanceStatInfo> statsList = new List<persistanceStatInfo> ();
}
[System.Serializable]
public class persistanceStatInfo
{
public float currentValue;
public float extraCurrentValue;
public bool currentBoolState;
public persistanceStatInfo (persistanceStatInfo obj)
{
currentValue = obj.currentValue;
currentValue = obj.extraCurrentValue;
currentBoolState = obj.currentBoolState;
}
public persistanceStatInfo ()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class persistanceTravelStationListBySaveSlotInfo
{
public int saveNumber;
public List<persistancePlayerTravelStationInfo> playerTravelStationList = new List<persistancePlayerTravelStationInfo> ();
}
[System.Serializable]
public class persistancePlayerTravelStationInfo
{
public int playerID;
public List<persistanceTravelStationInfo> travelStationList = new List<persistanceTravelStationInfo> ();
}
[System.Serializable]
public class persistanceTravelStationInfo
{
public int sceneNumberToLoad;
public int levelManagerIDToLoad;
public persistanceTravelStationInfo ()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class persistanceWeaponAttachmentListBySaveSlotInfo
{
public int saveNumber;
public List<persistanceAttachmentWeaponListByPlayerInfo> playerAttachmentWeaponList = new List<persistanceAttachmentWeaponListByPlayerInfo> ();
}
[System.Serializable]
public class persistanceAttachmentWeaponListByPlayerInfo
{
public int playerID;
public List<persistanceAttachmentWeaponPlaceInfo> attachmentWeaponPlaceList = new List<persistanceAttachmentWeaponPlaceInfo> ();
}
[System.Serializable]
public class persistanceAttachmentWeaponPlaceInfo
{
public bool attachmentPlaceEnabled;
public List<persistanceAttachmentWeaponInfo> attachmentWeaponList = new List<persistanceAttachmentWeaponInfo> ();
}
[System.Serializable]
public class persistanceAttachmentWeaponInfo
{
public bool attachmentEnabled;
public bool attachmentActive;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class persistanceWeaponListBySaveSlotInfo
{
public int saveNumber;
public List<persistanceWeaponListByPlayerInfo> playerWeaponList = new List<persistanceWeaponListByPlayerInfo> ();
}
[System.Serializable]
public class persistanceWeaponListByPlayerInfo
{
public int playerID;
public List<persistanceWeaponInfo> weaponList = new List<persistanceWeaponInfo> ();
}
[System.Serializable]
public class persistanceWeaponInfo
{
public string Name;
public int index;
public bool isWeaponEnabled;
public bool isCurrentWeapon;
public int remainingAmmo;
public bool weaponUsesAttachment;
public List<persistanceWeaponAttachmentPlaceInfo> weaponAttachmentPlaceList = new List<persistanceWeaponAttachmentPlaceInfo> ();
}
[System.Serializable]
public class persistanceWeaponAttachmentPlaceInfo
{
public bool attachmentPlaceEnabled;
public List<persistanceAttachmentInfo> attachmentList = new List<persistanceAttachmentInfo> ();
}
[System.Serializable]
public class persistanceAttachmentInfo
{
public bool attachmentEnabled;
public bool attachmentActive;
}

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