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

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class playerSkillsSystem : MonoBehaviour
{
public bool playerSkillsActive = true;
public bool initializeSkillsValuesAtStartActive = true;
public bool initializeSkillsOnlyWhenLoadingGame;
public bool saveCurrentPlayerSkillsToSaveFile;
public List<skillCategoryInfo> skillCategoryInfoList = new List<skillCategoryInfo> ();
public skillInfo currentSkillInfo;
public skillLevelInfo currentSkillLevelInfo;
public bool isLoadingGame;
public bool initializeValuesWhenNotLoadingFromTemplate;
public skillSettingsTemplate mainSkillSettingsTemplate;
public playerStatsSystem mainPlayerStatsSystem;
bool mainPlayerStatsSystemLocated;
public bool isLoadingGameActive ()
{
return isLoadingGame;
}
public void initializeSkillsValues ()
{
if (!playerSkillsActive) {
return;
}
bool initializingValuesFromTemplate = false;
if (initializeSkillsValuesAtStartActive) {
if (initializeValuesWhenNotLoadingFromTemplate && !isLoadingGame) {
loadSettingsFromTemplate (false);
initializingValuesFromTemplate = true;
}
}
if (initializeSkillsValuesAtStartActive && (!initializeSkillsOnlyWhenLoadingGame || isLoadingGame || initializingValuesFromTemplate)) {
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
if (currentSkillInfo.skillEnabled) {
if (initializingValuesFromTemplate) {
if (currentSkillInfo.skillCompleteFromTemplate) {
currentSkillInfo.currentValue = currentSkillInfo.valueToConfigure;
currentSkillInfo.currentBoolState = currentSkillInfo.boolStateToConfigure;
currentSkillInfo.skillUnlocked = true;
currentSkillInfo.skillActive = true;
currentSkillInfo.currentSkillLevel = currentSkillInfo.skillLevelInfoList.Count - 1;
}
}
if (currentSkillInfo.useFloatValue) {
currentSkillInfo.eventToInitializeSkill.Invoke (currentSkillInfo.currentValue);
}
if (currentSkillInfo.useBoolValue) {
if (currentSkillInfo.useTwoEventsForActiveAndNotActive) {
if (currentSkillInfo.currentBoolState) {
currentSkillInfo.eventToInitializeSkillActive.Invoke ();
} else {
currentSkillInfo.eventToInitializeSkillNotActive.Invoke ();
}
} else {
currentSkillInfo.eventToInitializeBoolSkill.Invoke (currentSkillInfo.currentBoolState);
}
}
if (currentSkillInfo.useSkillLevel) {
if (currentSkillInfo.skillActive) {
int currentSkillLevel = currentSkillInfo.currentSkillLevel;
if (currentSkillInfo.skillLevelInfoList.Count > currentSkillLevel) {
currentSkillLevelInfo = currentSkillInfo.skillLevelInfoList [currentSkillLevel];
if (currentSkillLevelInfo.useFloatValue) {
currentSkillLevelInfo.eventToInitializeSkill.Invoke (currentSkillLevelInfo.currentValue);
}
if (currentSkillLevelInfo.useBoolValue) {
currentSkillLevelInfo.eventToInitializeBoolSkill.Invoke (currentSkillLevelInfo.currentBoolState);
}
}
}
}
}
}
}
}
}
public void setIsLoadingGameState (bool state)
{
isLoadingGame = state;
}
public bool isLoadingGameState ()
{
return isLoadingGame;
}
public void increasePlayerSkill (string skillName, float skillExtraValue)
{
if (!playerSkillsActive) {
return;
}
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
if (currentSkillInfo.Name.Equals (skillName)) {
currentSkillInfo.currentValue += skillExtraValue;
currentSkillInfo.eventToIncreaseSkill.Invoke (skillExtraValue);
}
}
}
}
public float getSkillValue (string skillName)
{
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
if (currentSkillInfo.Name.Equals (skillName)) {
return currentSkillInfo.currentValue;
}
}
}
return -1;
}
public void updateSkillValue (string skillName, float newValue)
{
if (!playerSkillsActive) {
return;
}
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
if (currentSkillInfo.Name.Equals (skillName)) {
currentSkillInfo.currentValue = newValue;
return;
}
}
}
}
public void enableOrDisableBoolPlayerSkill (string skillName, bool boolSkillValue)
{
if (!playerSkillsActive) {
return;
}
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
if (currentSkillInfo.Name.Equals (skillName)) {
currentSkillInfo.currentBoolState = boolSkillValue;
currentSkillInfo.eventToActivateBoolSkill.Invoke (boolSkillValue);
return;
}
}
}
}
public bool getBoolSkillValue (string skillName)
{
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
if (currentSkillInfo.Name.Equals (skillName)) {
return currentSkillInfo.currentBoolState;
}
}
}
return false;
}
public void updateBoolSkillValue (string skillName, bool boolSkillValue)
{
if (!playerSkillsActive) {
return;
}
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
if (currentSkillInfo.Name.Equals (skillName)) {
currentSkillInfo.currentBoolState = boolSkillValue;
return;
}
}
}
}
public skillInfo getSkillInfoByIndex (int categoryIndex, int skillIndex)
{
if (categoryIndex < skillCategoryInfoList.Count && skillIndex < skillCategoryInfoList [categoryIndex].skillInfoList.Count) {
return skillCategoryInfoList [categoryIndex].skillInfoList [skillIndex];
}
return null;
}
public int useSkillPoints (int categoryIndex, int skillIndex, int totalSkillPoints, bool ignoreSkillPoints)
{
skillInfo skillInfoToUse = skillCategoryInfoList [categoryIndex].skillInfoList [skillIndex];
int neededSkillPoints = 0;
int currentSkillLevel = skillInfoToUse.currentSkillLevel;
if (skillInfoToUse.useSkillLevel && skillInfoToUse.skillActive) {
if (skillInfoToUse.skillLevelInfoList.Count > currentSkillLevel) {
neededSkillPoints = skillInfoToUse.skillLevelInfoList [currentSkillLevel].neededSkillPoints;
skillInfoToUse.currentSkillLevel++;
if (skillInfoToUse.currentSkillLevel > skillInfoToUse.skillLevelInfoList.Count - 1) {
skillInfoToUse.currentSkillLevel = skillInfoToUse.skillLevelInfoList.Count - 1;
}
if (currentSkillLevel > skillInfoToUse.skillLevelInfoList.Count - 1) {
currentSkillLevel = skillInfoToUse.skillLevelInfoList.Count - 1;
}
}
} else {
neededSkillPoints = skillInfoToUse.neededSkillPoints;
}
if (neededSkillPoints <= totalSkillPoints || ignoreSkillPoints) {
bool useRegularSkillEvent = false;
bool useLevelSkillEvent = false;
if (skillInfoToUse.useSkillLevel) {
if (skillInfoToUse.skillActive) {
if (currentSkillLevel == skillInfoToUse.skillLevelInfoList.Count - 1) {
skillInfoToUse.skillComplete = true;
}
useLevelSkillEvent = true;
useRegularSkillEvent = true;
} else {
useRegularSkillEvent = true;
}
} else {
skillInfoToUse.skillComplete = true;
useRegularSkillEvent = true;
}
if (useRegularSkillEvent) {
if (skillInfoToUse.useFloatValue) {
skillInfoToUse.currentValue = skillInfoToUse.valueToConfigure;
skillInfoToUse.eventToIncreaseSkill.Invoke (skillInfoToUse.currentValue);
}
if (skillInfoToUse.useBoolValue) {
skillInfoToUse.currentBoolState = skillInfoToUse.boolStateToConfigure;
skillInfoToUse.eventToActivateBoolSkill.Invoke (skillInfoToUse.currentBoolState);
}
if (skillInfoToUse.useStatToIncrease) {
if (!mainPlayerStatsSystemLocated) {
mainPlayerStatsSystemLocated = mainPlayerStatsSystem != null;
}
if (mainPlayerStatsSystemLocated) {
if (skillInfoToUse.amountIsStatMultiplier) {
mainPlayerStatsSystem.increasePlayerStatByMultiplier (skillInfoToUse.statToIncreaseName, skillInfoToUse.statToIncreaseAmount);
} else {
mainPlayerStatsSystem.increasePlayerStat (skillInfoToUse.statToIncreaseName, skillInfoToUse.statToIncreaseAmount);
}
}
}
}
if (useLevelSkillEvent) {
// print ("level " + currentSkillLevel);
currentSkillLevelInfo = skillInfoToUse.skillLevelInfoList [currentSkillLevel];
if (currentSkillLevelInfo.useFloatValue) {
currentSkillLevelInfo.eventToIncreaseSkill.Invoke (currentSkillLevelInfo.currentValue);
}
if (currentSkillLevelInfo.useBoolValue) {
currentSkillLevelInfo.eventToActivateBoolSkill.Invoke (currentSkillLevelInfo.currentBoolState);
}
if (currentSkillLevelInfo.useStatToIncrease) {
if (!mainPlayerStatsSystemLocated) {
mainPlayerStatsSystemLocated = mainPlayerStatsSystem != null;
}
if (mainPlayerStatsSystemLocated) {
if (currentSkillLevelInfo.amountIsStatMultiplier) {
mainPlayerStatsSystem.increasePlayerStatByMultiplier (currentSkillLevelInfo.statToIncreaseName, currentSkillLevelInfo.statToIncreaseAmount);
} else {
mainPlayerStatsSystem.increasePlayerStat (currentSkillLevelInfo.statToIncreaseName, currentSkillLevelInfo.statToIncreaseAmount);
}
}
}
}
skillInfoToUse.skillActive = true;
// print (skillInfoToUse.Name + " " + skillInfoToUse.skillActive);
return neededSkillPoints;
}
return -1;
}
public void getSkillByName (string skillName)
{
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
if (currentSkillInfo.Name.Equals (skillName)) {
useSkillPoints (i, k, 0, true);
return;
}
}
}
}
public void disableSkillByName (string skillName)
{
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
if (currentSkillInfo.skillEnabled && currentSkillInfo.skillActive) {
if (currentSkillInfo.Name.Equals (skillName)) {
currentSkillInfo.skillComplete = false;
if (currentSkillInfo.useFloatValue) {
currentSkillInfo.currentValue = 0;
}
if (currentSkillInfo.useBoolValue) {
currentSkillInfo.currentBoolState = !currentSkillInfo.boolStateToConfigure;
}
currentSkillInfo.skillActive = false;
return;
}
}
}
}
}
public void disableAllSkills ()
{
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
if (currentSkillInfo.skillEnabled) {
currentSkillInfo.skillComplete = false;
if (currentSkillInfo.useFloatValue) {
currentSkillInfo.currentValue = 0;
}
if (currentSkillInfo.useBoolValue) {
currentSkillInfo.currentBoolState = !currentSkillInfo.boolStateToConfigure;
}
if (currentSkillInfo.useSkillLevel) {
currentSkillInfo.currentSkillLevel = 0;
}
}
}
}
}
public void unlockSkillSlotByName (string skillName)
{
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
if (currentSkillInfo.Name.Equals (skillName)) {
currentSkillInfo.skillUnlocked = true;
return;
}
}
}
}
public int getCategoryIndex (string categoryName)
{
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
if (skillCategoryInfoList [i].Name.Equals (categoryName)) {
return i;
}
}
return -1;
}
public int getSkillIndex (string skillName)
{
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
if (currentSkillInfo.Name.Equals (skillName)) {
return k;
}
}
}
return -1;
}
public int getSkillIndex (string skillCategoryName, string skillName)
{
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
if (currentSkillCategoryInfo.Name.Equals (skillCategoryName)) {
int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
if (currentSkillInfo.Name.Equals (skillName)) {
return k;
}
}
}
}
return -1;
}
public void setPlayerSkillsActiveState (bool state)
{
playerSkillsActive = state;
}
public void saveSettingsToTemplate ()
{
if (mainSkillSettingsTemplate == null) {
return;
}
mainSkillSettingsTemplate.skillTemplateCategoryInfoList.Clear ();
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
skillTemplateCategoryInfo newSkillTemplateCategoryInfo = new skillTemplateCategoryInfo ();
skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
newSkillTemplateCategoryInfo.Name = currentSkillCategoryInfo.Name;
int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
skillTemplateInfo newSkillTemplateInfo = new skillTemplateInfo ();
newSkillTemplateInfo.Name = currentSkillInfo.Name;
newSkillTemplateInfo.skillEnabled = currentSkillInfo.skillEnabled;
newSkillTemplateInfo.skillComplete = currentSkillInfo.skillComplete;
newSkillTemplateCategoryInfo.skillTemplateInfoList.Add (newSkillTemplateInfo);
}
mainSkillSettingsTemplate.skillTemplateCategoryInfoList.Add (newSkillTemplateCategoryInfo);
}
updateComponent ();
GKC_Utils.updateDirtyScene ("Save Skills Settings To Template", gameObject);
print ("Skills values saved to template");
}
public void loadSettingsFromTemplate (bool loadingFromEditor)
{
if (mainSkillSettingsTemplate == null) {
return;
}
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
int categoryIndex = mainSkillSettingsTemplate.skillTemplateCategoryInfoList.FindIndex (a => a.Name == currentSkillCategoryInfo.Name);
if (categoryIndex > -1) {
skillTemplateCategoryInfo newSkillTemplateCategoryInfo = mainSkillSettingsTemplate.skillTemplateCategoryInfoList [categoryIndex];
int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
int skillIndex = newSkillTemplateCategoryInfo.skillTemplateInfoList.FindIndex (a => a.Name == currentSkillInfo.Name);
if (skillIndex > -1) {
skillTemplateInfo newSkillTemplateInfo = newSkillTemplateCategoryInfo.skillTemplateInfoList [skillIndex];
currentSkillInfo.skillEnabled = newSkillTemplateInfo.skillEnabled;
currentSkillInfo.skillCompleteFromTemplate = newSkillTemplateInfo.skillComplete;
currentSkillInfo.skillComplete = newSkillTemplateInfo.skillComplete;
}
}
}
}
if (loadingFromEditor) {
updateComponent ();
GKC_Utils.updateDirtyScene ("Load Skills Settings From Template", gameObject);
print ("Skills values loaded from template");
}
}
public void setAllSkillsCompleteStateOnTemplate (bool state)
{
if (mainSkillSettingsTemplate == null) {
return;
}
for (int i = 0; i < mainSkillSettingsTemplate.skillTemplateCategoryInfoList.Count; i++) {
for (int k = 0; k < mainSkillSettingsTemplate.skillTemplateCategoryInfoList [i].skillTemplateInfoList.Count; k++) {
mainSkillSettingsTemplate.skillTemplateCategoryInfoList [i].skillTemplateInfoList [k].skillComplete = state;
}
}
updateComponent ();
GKC_Utils.updateDirtyScene ("Update Skills Settings To Template", gameObject);
print ("All skills complete state configured as " + state);
}
public void enableAllSkillsOnEditor ()
{
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
enableOrDisableSkillsOnEditor (true, i);
}
}
public void disableAllSkillsOnEditor ()
{
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
enableOrDisableSkillsOnEditor (false, i);
}
}
public void enableSkillsOnEditor (int categoryIndex)
{
enableOrDisableSkillsOnEditor (true, categoryIndex);
}
public void disableSkillsOnEditor (int categoryIndex)
{
enableOrDisableSkillsOnEditor (false, categoryIndex);
}
public void enableOrDisableSkillsOnEditor (bool state, int categoryIndex)
{
skillCategoryInfo currentCategory = skillCategoryInfoList [categoryIndex];
int skillInfoListCount = currentCategory.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
currentCategory.skillInfoList [k].skillEnabled = state;
}
updateComponent ();
}
public void activateSkillsOnEditor (int categoryIndex)
{
activateOrDeactivateSkillsOnEditor (true, categoryIndex);
}
public void deactivateSkillsOnEditor (int categoryIndex)
{
activateOrDeactivateSkillsOnEditor (false, categoryIndex);
}
public void activateOrDeactivateSkillsOnEditor (bool state, int categoryIndex)
{
skillCategoryInfo currentCategory = skillCategoryInfoList [categoryIndex];
int skillInfoListCount = currentCategory.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
currentSkillInfo = currentCategory.skillInfoList [k];
if (currentSkillInfo.skillEnabled) {
if (currentSkillInfo.useBoolValue) {
if (state) {
currentSkillInfo.currentBoolState = currentSkillInfo.boolStateToConfigure;
} else {
currentSkillInfo.currentBoolState = !currentSkillInfo.boolStateToConfigure;
}
} else {
if (state) {
currentSkillInfo.currentValue = currentSkillInfo.valueToConfigure;
} else {
currentSkillInfo.currentValue = 0;
}
}
}
}
updateComponent ();
}
public void setPlayerSkillsActiveStateFromEditor (bool state)
{
setPlayerSkillsActiveState (state);
updateComponent ();
}
public void updateComponent ()
{
GKC_Utils.updateComponent (this);
GKC_Utils.updateDirtyScene ("Update Skills Values", gameObject);
}
[System.Serializable]
public class skillCategoryInfo
{
public string Name;
public List<skillInfo> skillInfoList = new List<skillInfo> ();
}
[System.Serializable]
public class skillInfo
{
public string Name;
public bool skillEnabled = true;
[TextArea (1, 10)] public string skillDescription;
public int neededSkillPoints = 1;
public bool skillUnlocked;
public bool skillActive;
public bool skillComplete;
public bool useFloatValue;
public float currentValue;
public float valueToConfigure;
public eventParameters.eventToCallWithAmount eventToInitializeSkill;
public eventParameters.eventToCallWithAmount eventToIncreaseSkill;
public bool useBoolValue;
public bool currentBoolState;
public bool boolStateToConfigure;
public eventParameters.eventToCallWithBool eventToInitializeBoolSkill;
public eventParameters.eventToCallWithBool eventToActivateBoolSkill;
public bool useTwoEventsForActiveAndNotActive;
public UnityEvent eventToInitializeSkillActive;
public UnityEvent eventToInitializeSkillNotActive;
public bool useSkillLevel;
public int currentSkillLevel;
public List<skillLevelInfo> skillLevelInfoList = new List<skillLevelInfo> ();
public bool skillCompleteFromTemplate;
public bool useStatToIncrease;
public string statToIncreaseName;
public float statToIncreaseAmount;
public bool amountIsStatMultiplier;
}
[System.Serializable]
public class skillLevelInfo
{
[TextArea (1, 10)] public string skillLevelDescription;
public int neededSkillPoints = 1;
public bool useFloatValue;
public float currentValue;
public eventParameters.eventToCallWithAmount eventToInitializeSkill;
public eventParameters.eventToCallWithAmount eventToIncreaseSkill;
public bool useBoolValue;
public bool currentBoolState;
public eventParameters.eventToCallWithBool eventToInitializeBoolSkill;
public eventParameters.eventToCallWithBool eventToActivateBoolSkill;
public bool useStatToIncrease;
public string statToIncreaseName;
public float statToIncreaseAmount;
public bool amountIsStatMultiplier;
}
[System.Serializable]
public class skillTemplateCategoryInfo
{
public string Name;
public List<skillTemplateInfo> skillTemplateInfoList = new List<skillTemplateInfo> ();
}
[System.Serializable]
public class skillTemplateInfo
{
public string Name;
public bool skillEnabled = true;
public bool skillComplete;
}
}

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fileFormatVersion: 2
guid: 2cc19c9c30b6e29488f139f94be8696b
timeCreated: 1568428066
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
assetPath: Assets/Game Kit Controller/Scripts/Skills System/playerSkillsSystem.cs
uploadId: 814740

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using GKC.Localization;
public class playerSkillsUISystem : MonoBehaviour
{
public List<skillUICategoryInfo> skillUICategoryInfoList = new List<skillUICategoryInfo> ();
public bool skillsMenuOpened;
public bool showLockedSkillName = true;
public string lockedSkillNameToShow = "???";
public bool showLockedSkillDescription = true;
public string lockedSkillDescriptionToShow = "???";
public bool useDoublePressToShowIncreaseSkillButtonEnabled = true;
public GameObject skillsMenuPanel;
public Text currentSkillCategoryNameText;
public Text currentSkillNameText;
public Text currentSkillDescriptionText;
public Text currentSkillLevelDescriptionText;
public Text currentSkillPointsText;
public Text requiredSkillPointsText;
public RectTransform confirmUseSkillPointsPanel;
public Scrollbar categoryScrollBar;
public RectTransform categoryListContent;
public ScrollRect categoryScrollRect;
public UnityEvent eventOnSkillMenuOpened;
public UnityEvent eventOnSkillMenuClosed;
public UnityEvent eventOnSkillPointsUsed;
public UnityEvent eventOnNotEnoughSkillPoints;
public playerExperienceSystem playerExperienceManager;
public playerSkillsSystem playerSkillsManager;
public skillUICategoryInfo currentSkillUICategoryInfo;
public skillUIInfo currentSkillUIInfo;
public skillUIInfo previousSkillUIInfo;
public skillSlotPanelInfo currentSkillSlotPanelInfo;
public string skillSlotsName = "Skill Slot ";
public bool showDebugPrint;
playerSkillsSystem.skillInfo currentSkillInfo;
public void updateSkillSlots ()
{
for (int i = 0; i < skillUICategoryInfoList.Count; i++) {
currentSkillUICategoryInfo = skillUICategoryInfoList [i];
for (int k = 0; k < currentSkillUICategoryInfo.skillUIInfoList.Count; k++) {
currentSkillUIInfo = currentSkillUICategoryInfo.skillUIInfoList [k];
currentSkillInfo = playerSkillsManager.getSkillInfoByIndex (currentSkillUIInfo.categorySkillIndex, currentSkillUIInfo.skillIndex);
if (currentSkillInfo != null) {
if (currentSkillInfo.skillUnlocked) {
if (currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.slotLocked.activeSelf) {
currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.slotLocked.SetActive (false);
}
if (currentSkillInfo.skillActive) {
if (!currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.slotActive.activeSelf) {
currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.slotActive.SetActive (true);
}
} else {
if (!currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.slotUnlocked.activeSelf) {
currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.slotUnlocked.SetActive (true);
}
}
if (currentSkillInfo.useSkillLevel) {
if (!currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.slotSkillAmountText.gameObject.activeSelf) {
currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.slotSkillAmountText.gameObject.SetActive (true);
}
if (currentSkillInfo.skillComplete) {
currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.slotSkillAmountText.text = (currentSkillInfo.currentSkillLevel + 1) + "/" +
currentSkillInfo.skillLevelInfoList.Count;
} else {
currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.slotSkillAmountText.text = currentSkillInfo.currentSkillLevel + "/" +
currentSkillInfo.skillLevelInfoList.Count;
}
}
}
} else {
if (showDebugPrint) {
print ("skill with category and index " + currentSkillUIInfo.categorySkillIndex + " " + currentSkillUIInfo.skillIndex + " not found");
}
}
}
}
}
public void openOrCloseSkillsMenu (bool state)
{
skillsMenuOpened = state;
if (skillsMenuPanel.activeSelf != skillsMenuOpened) {
skillsMenuPanel.SetActive (skillsMenuOpened);
}
previousSkillUIInfo = null;
if (skillsMenuOpened) {
updateSkillSlots ();
checkSkillCategoryPressed (skillUICategoryInfoList [0].categorySlot);
eventOnSkillMenuOpened.Invoke ();
resetScroll (categoryScrollBar);
resetScrollRectTransfrom (categoryListContent, categoryScrollRect);
} else {
if (confirmUseSkillPointsPanel.gameObject.activeSelf) {
confirmUseSkillPointsPanel.gameObject.SetActive (false);
}
eventOnSkillMenuClosed.Invoke ();
}
}
public void checkSkillPressed (GameObject skillSlot)
{
for (int i = 0; i < skillUICategoryInfoList.Count; i++) {
currentSkillUICategoryInfo = skillUICategoryInfoList [i];
for (int k = 0; k < currentSkillUICategoryInfo.skillUIInfoList.Count; k++) {
currentSkillUIInfo = currentSkillUICategoryInfo.skillUIInfoList [k];
if (currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.skillSlot == skillSlot) {
if (confirmUseSkillPointsPanel.gameObject.activeSelf) {
confirmUseSkillPointsPanel.gameObject.SetActive (false);
}
if (previousSkillUIInfo != null) {
if (previousSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.slotPressedIcon.activeSelf) {
previousSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.slotPressedIcon.SetActive (false);
}
}
updateCurrentSkillInfo ();
bool activateUseOfSkillPoints = false;
if (currentSkillUIInfo != previousSkillUIInfo) {
previousSkillUIInfo = currentSkillUIInfo;
} else {
activateUseOfSkillPoints = true;
if (showDebugPrint) {
print ("different");
}
}
if (showDebugPrint) {
print (currentSkillUIInfo.Name);
}
if (!currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.slotPressedIcon.activeSelf) {
currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.slotPressedIcon.SetActive (true);
}
currentSkillInfo = playerSkillsManager.getSkillInfoByIndex (currentSkillUIInfo.categorySkillIndex, currentSkillUIInfo.skillIndex);
if (currentSkillInfo != null) {
if (currentSkillInfo.skillComplete || !currentSkillInfo.skillUnlocked) {
if (showDebugPrint) {
print ("return");
}
return;
}
}
if (!useDoublePressToShowIncreaseSkillButtonEnabled) {
activateUseOfSkillPoints = true;
}
if (activateUseOfSkillPoints) {
if (!confirmUseSkillPointsPanel.gameObject.activeSelf) {
confirmUseSkillPointsPanel.gameObject.SetActive (true);
}
confirmUseSkillPointsPanel.position = currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.confirmUseSkillPointsPanelPosition.position;
}
return;
}
}
}
}
public void updateCurrentSkillInfo ()
{
bool isCheckLanguageActive = gameLanguageSelector.isCheckLanguageActive ();
string currentSkillUICategoryInfoName = currentSkillUICategoryInfo.Name;
string currentSkillUIInfoName = currentSkillUIInfo.Name;
string lockedSkillNameToShowValue = lockedSkillNameToShow;
string lockedSkillDescriptionToShowValue = lockedSkillDescriptionToShow;
if (isCheckLanguageActive) {
currentSkillUICategoryInfoName = skillsLocalizationManager.GetLocalizedValue (currentSkillUICategoryInfoName);
currentSkillUIInfoName = skillsLocalizationManager.GetLocalizedValue (currentSkillUIInfoName);
lockedSkillNameToShowValue = skillsLocalizationManager.GetLocalizedValue (lockedSkillNameToShowValue);
lockedSkillDescriptionToShowValue = skillsLocalizationManager.GetLocalizedValue (lockedSkillDescriptionToShowValue);
}
currentSkillCategoryNameText.text = currentSkillUICategoryInfoName;
currentSkillInfo = playerSkillsManager.getSkillInfoByIndex (currentSkillUIInfo.categorySkillIndex, currentSkillUIInfo.skillIndex);
if (currentSkillInfo != null) {
if (showLockedSkillName) {
currentSkillNameText.text = currentSkillUIInfoName;
} else {
if (currentSkillInfo.skillUnlocked) {
currentSkillNameText.text = currentSkillUIInfoName;
} else {
currentSkillNameText.text = lockedSkillNameToShowValue;
}
}
bool showSkilLevelDescription = true;
string currentSkillInfoSkillDescription = currentSkillInfo.skillDescription;
if (isCheckLanguageActive) {
currentSkillInfoSkillDescription = skillsLocalizationManager.GetLocalizedValue (currentSkillInfoSkillDescription);
}
if (showLockedSkillDescription) {
currentSkillDescriptionText.text = currentSkillInfoSkillDescription;
} else {
if (currentSkillInfo.skillUnlocked) {
currentSkillDescriptionText.text = currentSkillInfoSkillDescription;
} else {
currentSkillDescriptionText.text = lockedSkillDescriptionToShowValue;
showSkilLevelDescription = false;
}
}
if (showSkilLevelDescription) {
if (currentSkillInfo.useSkillLevel) {
if (currentSkillInfo.skillLevelInfoList.Count > currentSkillInfo.currentSkillLevel) {
string skillLevelDescription = currentSkillInfo.skillLevelInfoList [currentSkillInfo.currentSkillLevel].skillLevelDescription;
if (isCheckLanguageActive) {
skillLevelDescription = skillsLocalizationManager.GetLocalizedValue (skillLevelDescription);
}
currentSkillLevelDescriptionText.text = skillLevelDescription;
}
} else {
currentSkillLevelDescriptionText.text = "";
}
} else {
if (currentSkillInfo.useSkillLevel && currentSkillInfo.skillLevelInfoList.Count > currentSkillInfo.currentSkillLevel &&
currentSkillInfo.skillLevelInfoList [currentSkillInfo.currentSkillLevel].skillLevelDescription != "") {
currentSkillLevelDescriptionText.text = lockedSkillDescriptionToShowValue;
} else {
currentSkillLevelDescriptionText.text = "";
}
}
currentSkillPointsText.text = playerExperienceManager.getSkillPointsAmount ().ToString ();
if (currentSkillInfo.skillComplete) {
requiredSkillPointsText.text = "";
} else {
if (currentSkillInfo.useSkillLevel) {
if (currentSkillInfo.skillLevelInfoList.Count > currentSkillInfo.currentSkillLevel) {
requiredSkillPointsText.text = currentSkillInfo.skillLevelInfoList [currentSkillInfo.currentSkillLevel].neededSkillPoints.ToString ();
}
} else {
requiredSkillPointsText.text = currentSkillInfo.neededSkillPoints.ToString ();
}
}
}
}
public void confirmUseSkillPointsOnCurrentSkillSlot ()
{
if (currentSkillUIInfo != null) {
int skillPointsUsed = playerSkillsManager.useSkillPoints (currentSkillUIInfo.categorySkillIndex, currentSkillUIInfo.skillIndex, playerExperienceManager.getSkillPointsAmount (), false);
currentSkillInfo = playerSkillsManager.getSkillInfoByIndex (currentSkillUIInfo.categorySkillIndex, currentSkillUIInfo.skillIndex);
if (showDebugPrint) {
print (skillPointsUsed);
}
if (currentSkillInfo != null) {
if (skillPointsUsed > 0) {
playerExperienceManager.useSkillPoints (skillPointsUsed);
currentSkillSlotPanelInfo = currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo;
if (!currentSkillSlotPanelInfo.slotActive.activeSelf) {
currentSkillSlotPanelInfo.slotActive.SetActive (true);
}
if (currentSkillSlotPanelInfo.slotUnlocked.activeSelf) {
currentSkillSlotPanelInfo.slotUnlocked.SetActive (false);
}
if (currentSkillInfo.useSkillLevel && currentSkillInfo.skillActive) {
if (!currentSkillSlotPanelInfo.slotSkillAmountText.gameObject.activeSelf) {
currentSkillSlotPanelInfo.slotSkillAmountText.gameObject.SetActive (true);
}
if (currentSkillInfo.skillComplete) {
currentSkillSlotPanelInfo.slotSkillAmountText.text = (currentSkillInfo.currentSkillLevel + 1) + "/" + currentSkillInfo.skillLevelInfoList.Count;
} else {
currentSkillSlotPanelInfo.slotSkillAmountText.text = currentSkillInfo.currentSkillLevel + "/" + currentSkillInfo.skillLevelInfoList.Count;
}
}
if (showDebugPrint) {
print ("try unlock " + currentSkillUIInfo.unlockOtherSkillSlots);
}
if (currentSkillUIInfo.unlockOtherSkillSlots && (!currentSkillUIInfo.unlockWhenCurrentSlotIsComplete || currentSkillInfo.skillComplete)) {
if (!currentSkillInfo.useSkillLevel || !currentSkillUIInfo.useMinSkillLevelToUnlock ||
(currentSkillUIInfo.useMinSkillLevelToUnlock && currentSkillInfo.currentSkillLevel >= currentSkillUIInfo.minSkillLevelToUnlock)) {
for (int i = 0; i < currentSkillUICategoryInfo.skillUIInfoList.Count; i++) {
if (currentSkillUIInfo.skillNameListToUnlock.Contains (currentSkillUICategoryInfo.skillUIInfoList [i].Name)) {
unlockSkillSlot (i);
}
}
}
}
updateCurrentSkillInfo ();
eventOnSkillPointsUsed.Invoke ();
} else {
eventOnNotEnoughSkillPoints.Invoke ();
}
if (confirmUseSkillPointsPanel.gameObject.activeSelf) {
confirmUseSkillPointsPanel.gameObject.SetActive (false);
}
}
}
}
public void cancelUseSkillPointsOnCurrentSkillSlot ()
{
if (confirmUseSkillPointsPanel.gameObject.activeSelf) {
confirmUseSkillPointsPanel.gameObject.SetActive (false);
}
}
public void unlockSkillSlot (int skillSlotIndex)
{
if (showDebugPrint) {
print ("unlock " + currentSkillUICategoryInfo.skillUIInfoList [skillSlotIndex].Name);
}
// currentSkillInfo = playerSkillsManager.getSkillInfoByIndex (currentSkillUIInfo.categorySkillIndex, currentSkillUIInfo.skillIndex);
currentSkillSlotPanelInfo = currentSkillUICategoryInfo.skillUIInfoList [skillSlotIndex].mainSkillSlotPanel.mainSkillSlotPanelInfo;
if (currentSkillSlotPanelInfo.slotLocked.activeSelf) {
currentSkillSlotPanelInfo.slotLocked.SetActive (false);
}
if (!currentSkillSlotPanelInfo.slotUnlocked.activeSelf) {
currentSkillSlotPanelInfo.slotUnlocked.SetActive (true);
}
playerSkillsManager.unlockSkillSlotByName (currentSkillUICategoryInfo.skillUIInfoList [skillSlotIndex].Name);
}
public void checkSkillCategoryPressed (GameObject categorySlot)
{
previousSkillUIInfo = null;
for (int i = 0; i < skillUICategoryInfoList.Count; i++) {
if (skillUICategoryInfoList [i].categorySlot == categorySlot) {
if (!skillUICategoryInfoList [i].categorySkillPanel.activeSelf) {
skillUICategoryInfoList [i].categorySkillPanel.SetActive (true);
}
if (currentSkillUIInfo != null) {
if (currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.slotPressedIcon.activeSelf) {
currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.slotPressedIcon.SetActive (false);
}
}
checkSkillPressed (skillUICategoryInfoList [i].skillUIInfoList [0].mainSkillSlotPanel.mainSkillSlotPanelInfo.skillSlot);
} else {
if (skillUICategoryInfoList [i].categorySkillPanel.activeSelf) {
skillUICategoryInfoList [i].categorySkillPanel.SetActive (false);
}
}
}
if (confirmUseSkillPointsPanel.gameObject.activeSelf) {
confirmUseSkillPointsPanel.gameObject.SetActive (false);
}
}
public void resetScroll (Scrollbar scrollBarToReset)
{
StartCoroutine (resetScrollCoroutine (scrollBarToReset));
}
IEnumerator resetScrollCoroutine (Scrollbar scrollBarToReset)
{
yield return new WaitForEndOfFrame ();
yield return new WaitForEndOfFrame ();
scrollBarToReset.value = 1;
}
public void resetScrollRectTransfrom (RectTransform listContent, ScrollRect scrollRectToReset)
{
StartCoroutine (resetScrollRectTransfromCoroutine (listContent, scrollRectToReset));
}
IEnumerator resetScrollRectTransfromCoroutine (RectTransform listContent, ScrollRect scrollRectToReset)
{
LayoutRebuilder.ForceRebuildLayoutImmediate (listContent);
yield return new WaitForEndOfFrame ();
yield return new WaitForEndOfFrame ();
scrollRectToReset.verticalNormalizedPosition = 1;
}
public void assignSkillsToSlots ()
{
for (int i = 0; i < skillUICategoryInfoList.Count; i++) {
for (int k = 0; k < skillUICategoryInfoList [i].skillUIInfoList.Count; k++) {
currentSkillUIInfo = skillUICategoryInfoList [i].skillUIInfoList [k];
currentSkillUIInfo.categorySkillIndex = playerSkillsManager.getCategoryIndex (skillUICategoryInfoList [i].Name);
currentSkillUIInfo.skillIndex = playerSkillsManager.getSkillIndex (skillUICategoryInfoList [i].Name, currentSkillUIInfo.Name);
if (showDebugPrint) {
if (currentSkillUIInfo.categorySkillIndex != -1 && currentSkillUIInfo.skillIndex != -1) {
print ("Assigned skill " + currentSkillUIInfo.Name + " " + currentSkillUIInfo.categorySkillIndex + " " + currentSkillUIInfo.skillIndex);
} else {
print ("WARNING: the skill slot with the name " + currentSkillUIInfo.Name + " hasn't found the skill configured. Make sure it exists");
}
}
}
}
if (showDebugPrint) {
print ("All skills assigned to every slot");
}
updateComponent ();
}
public void assignSkillsNamesToSlots (int listIndex)
{
for (int k = 0; k < skillUICategoryInfoList [listIndex].skillUIInfoList.Count; k++) {
currentSkillUIInfo = skillUICategoryInfoList [listIndex].skillUIInfoList [k];
if (currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.skillSlot != null) {
currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.skillSlot.name = skillSlotsName + currentSkillUIInfo.Name;
}
}
if (showDebugPrint) {
print ("All skills names assigned to every slot");
}
updateComponent ();
}
public void activateAllSkills (int listIndex)
{
checkSkillCategoryPressed (skillUICategoryInfoList [listIndex].categorySlot);
for (int k = 0; k < skillUICategoryInfoList [listIndex].skillUIInfoList.Count; k++) {
currentSkillUIInfo = skillUICategoryInfoList [listIndex].skillUIInfoList [k];
checkSkillPressed (currentSkillUIInfo.mainSkillSlotPanel.mainSkillSlotPanelInfo.skillSlot);
confirmUseSkillPointsOnCurrentSkillSlot ();
}
if (showDebugPrint) {
print ("All skills on category " + skillUICategoryInfoList [listIndex].Name + " activated");
}
}
public void updateComponent ()
{
GKC_Utils.updateComponent (this);
GKC_Utils.updateDirtyScene ("Update UI Skills", gameObject);
}
[System.Serializable]
public class skillUICategoryInfo
{
public string Name;
public GameObject categorySlot;
public GameObject categorySkillPanel;
public List<skillUIInfo> skillUIInfoList = new List<skillUIInfo> ();
}
[System.Serializable]
public class skillUIInfo
{
public string Name;
public skillSlotPanel mainSkillSlotPanel;
public int categorySkillIndex;
public int skillIndex;
public bool unlockOtherSkillSlots;
public bool unlockWhenCurrentSlotIsComplete;
public bool useMinSkillLevelToUnlock;
public int minSkillLevelToUnlock;
public List<string> skillNameListToUnlock = new List<string> ();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu (fileName = "Skills Settings Template", menuName = "GKC/Create Skills Template", order = 51)]
public class skillSettingsTemplate : ScriptableObject
{
public int characterTemplateID = 0;
public List<playerSkillsSystem.skillTemplateCategoryInfo> skillTemplateCategoryInfoList = new List<playerSkillsSystem.skillTemplateCategoryInfo> ();
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class skillSlotPanel : MonoBehaviour
{
public skillSlotPanelInfo mainSkillSlotPanelInfo;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[System.Serializable]
public class skillSlotPanelInfo
{
public GameObject skillSlot;
public GameObject slotActive;
public GameObject slotLocked;
public GameObject slotUnlocked;
public Text slotSkillAmountText;
public GameObject slotPressedIcon;
public Transform confirmUseSkillPointsPanelPosition;
}

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