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