plantilla base para movimiento básico
This commit is contained in:
Robii Aragon
2026-02-05 05:07:55 -08:00
parent ed7b223c04
commit fd87a6ffd5
14441 changed files with 13711084 additions and 20 deletions

View File

@@ -0,0 +1,114 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static sharedActionSystem;
public class sharedActionContent : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public bool firstCharacterIsPlayer;
[Space]
[Header ("Match Settings")]
[Space]
public bool adjustPositionToFirstCharacter;
public bool adjustPositionToSecondCharacter;
[Space]
public bool matchPositionUsedOnAction;
public bool adjustMatchPositionOnFirstCharacter;
public bool adjustMatchPositionOnSecondCharacter;
[Space]
public bool alignMainSharedActionGameObjectToBothCharacters;
[Space]
[Header ("Probability Settings")]
[Space]
public bool useProbabilityToUseAction;
[Range (0, 100)] public float probabilityToUseAction;
[Space]
[Header ("Distance Condition Settings")]
[Space]
public bool useMinDistanceToActivateAction;
public float minDistanceToActivateAction;
public bool useMinAngleToActivateAction;
public float minAngleToActivateAction;
[Space]
[Header ("Stats Condition Settings")]
[Space]
public bool checkCharacterStats;
public List<sharedActionConditionStatInfo> sharedActionConditionStatInfoList = new List<sharedActionConditionStatInfo> ();
[Space]
[Header ("Weapon Condition Settings")]
[Space]
public bool checkWeaponsOnFirstCharacter;
public bool useMeleeWeaponOnFirstCharacter;
public bool useFireWeaponOnFirstCharacter;
public bool checkWeaponNameOnFirstCharacter;
public string weaponNameOnFirstCharacter;
[Space]
public bool checkWeaponsOnSecondCharacter;
public bool useMeleeWeaponOnSecondCharacter;
public bool useFireWeaponOnSecondCharacter;
public bool checkWeaponNameOnSecondCharacter;
public string weaponNameOnSecondCharacter;
[Space]
[Header ("Character Dead Condition Settings")]
[Space]
public bool stopActionIfAnyCharacterIsDead = true;
public bool stopActionIfFirstCharacterIsDead;
public bool stopActionIfSecondCharacterIsDead;
[Space]
[Header ("Conditions Failed Settings")]
[Space]
public bool useAlternativeSharedActionIfConditionsFailed;
public string alternativeSharedActionName;
[Space]
[Header ("Components")]
[Space]
public actionSystem firstCharacterActionSystem;
public actionSystem secondCharacterActionSystem;
[System.Serializable]
public class sharedActionConditionStatInfo
{
[Header ("Main Settings")]
[Space]
public string statName;
public bool statIsAmount;
public bool checkStatIsHigher;
public float statAmount;
public bool stateValue;
}
}