add ckg
plantilla base para movimiento básico
This commit is contained in:
@@ -0,0 +1,896 @@
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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 UnityEngine.Events;
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public class playerSkillsSystem : MonoBehaviour
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{
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public bool playerSkillsActive = true;
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public bool initializeSkillsValuesAtStartActive = true;
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public bool initializeSkillsOnlyWhenLoadingGame;
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public bool saveCurrentPlayerSkillsToSaveFile;
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public List<skillCategoryInfo> skillCategoryInfoList = new List<skillCategoryInfo> ();
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public skillInfo currentSkillInfo;
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public skillLevelInfo currentSkillLevelInfo;
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public bool isLoadingGame;
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public bool initializeValuesWhenNotLoadingFromTemplate;
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public skillSettingsTemplate mainSkillSettingsTemplate;
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public playerStatsSystem mainPlayerStatsSystem;
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bool mainPlayerStatsSystemLocated;
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public bool isLoadingGameActive ()
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{
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return isLoadingGame;
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}
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public void initializeSkillsValues ()
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{
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if (!playerSkillsActive) {
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return;
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}
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bool initializingValuesFromTemplate = false;
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if (initializeSkillsValuesAtStartActive) {
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if (initializeValuesWhenNotLoadingFromTemplate && !isLoadingGame) {
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loadSettingsFromTemplate (false);
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initializingValuesFromTemplate = true;
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}
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}
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if (initializeSkillsValuesAtStartActive && (!initializeSkillsOnlyWhenLoadingGame || isLoadingGame || initializingValuesFromTemplate)) {
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int skillCategoryInfoListCount = skillCategoryInfoList.Count;
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for (int i = 0; i < skillCategoryInfoListCount; i++) {
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skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
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int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
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for (int k = 0; k < skillInfoListCount; k++) {
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currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
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if (currentSkillInfo.skillEnabled) {
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if (initializingValuesFromTemplate) {
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if (currentSkillInfo.skillCompleteFromTemplate) {
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currentSkillInfo.currentValue = currentSkillInfo.valueToConfigure;
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currentSkillInfo.currentBoolState = currentSkillInfo.boolStateToConfigure;
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currentSkillInfo.skillUnlocked = true;
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currentSkillInfo.skillActive = true;
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currentSkillInfo.currentSkillLevel = currentSkillInfo.skillLevelInfoList.Count - 1;
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}
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}
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if (currentSkillInfo.useFloatValue) {
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currentSkillInfo.eventToInitializeSkill.Invoke (currentSkillInfo.currentValue);
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}
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if (currentSkillInfo.useBoolValue) {
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if (currentSkillInfo.useTwoEventsForActiveAndNotActive) {
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if (currentSkillInfo.currentBoolState) {
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currentSkillInfo.eventToInitializeSkillActive.Invoke ();
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} else {
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currentSkillInfo.eventToInitializeSkillNotActive.Invoke ();
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}
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} else {
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currentSkillInfo.eventToInitializeBoolSkill.Invoke (currentSkillInfo.currentBoolState);
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}
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}
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if (currentSkillInfo.useSkillLevel) {
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if (currentSkillInfo.skillActive) {
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int currentSkillLevel = currentSkillInfo.currentSkillLevel;
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if (currentSkillInfo.skillLevelInfoList.Count > currentSkillLevel) {
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currentSkillLevelInfo = currentSkillInfo.skillLevelInfoList [currentSkillLevel];
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if (currentSkillLevelInfo.useFloatValue) {
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currentSkillLevelInfo.eventToInitializeSkill.Invoke (currentSkillLevelInfo.currentValue);
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}
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if (currentSkillLevelInfo.useBoolValue) {
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currentSkillLevelInfo.eventToInitializeBoolSkill.Invoke (currentSkillLevelInfo.currentBoolState);
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}
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}
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}
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}
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}
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}
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}
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}
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}
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public void setIsLoadingGameState (bool state)
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{
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isLoadingGame = state;
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}
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public bool isLoadingGameState ()
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{
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return isLoadingGame;
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}
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public void increasePlayerSkill (string skillName, float skillExtraValue)
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{
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if (!playerSkillsActive) {
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return;
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}
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int skillCategoryInfoListCount = skillCategoryInfoList.Count;
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for (int i = 0; i < skillCategoryInfoListCount; i++) {
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skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
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int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
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for (int k = 0; k < skillInfoListCount; k++) {
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currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
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if (currentSkillInfo.Name.Equals (skillName)) {
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currentSkillInfo.currentValue += skillExtraValue;
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currentSkillInfo.eventToIncreaseSkill.Invoke (skillExtraValue);
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}
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}
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}
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}
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public float getSkillValue (string skillName)
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{
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int skillCategoryInfoListCount = skillCategoryInfoList.Count;
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for (int i = 0; i < skillCategoryInfoListCount; i++) {
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skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
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int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
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for (int k = 0; k < skillInfoListCount; k++) {
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currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
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if (currentSkillInfo.Name.Equals (skillName)) {
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return currentSkillInfo.currentValue;
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}
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}
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}
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return -1;
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}
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public void updateSkillValue (string skillName, float newValue)
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{
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if (!playerSkillsActive) {
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return;
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}
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int skillCategoryInfoListCount = skillCategoryInfoList.Count;
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for (int i = 0; i < skillCategoryInfoListCount; i++) {
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skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
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int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
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for (int k = 0; k < skillInfoListCount; k++) {
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currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
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if (currentSkillInfo.Name.Equals (skillName)) {
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currentSkillInfo.currentValue = newValue;
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return;
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}
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}
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}
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}
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public void enableOrDisableBoolPlayerSkill (string skillName, bool boolSkillValue)
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{
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if (!playerSkillsActive) {
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return;
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}
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int skillCategoryInfoListCount = skillCategoryInfoList.Count;
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for (int i = 0; i < skillCategoryInfoListCount; i++) {
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skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
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int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
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for (int k = 0; k < skillInfoListCount; k++) {
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currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
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if (currentSkillInfo.Name.Equals (skillName)) {
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currentSkillInfo.currentBoolState = boolSkillValue;
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currentSkillInfo.eventToActivateBoolSkill.Invoke (boolSkillValue);
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return;
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}
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}
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}
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}
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public bool getBoolSkillValue (string skillName)
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{
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int skillCategoryInfoListCount = skillCategoryInfoList.Count;
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for (int i = 0; i < skillCategoryInfoListCount; i++) {
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skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
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int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
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for (int k = 0; k < skillInfoListCount; k++) {
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currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
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if (currentSkillInfo.Name.Equals (skillName)) {
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return currentSkillInfo.currentBoolState;
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}
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}
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}
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return false;
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}
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public void updateBoolSkillValue (string skillName, bool boolSkillValue)
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{
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if (!playerSkillsActive) {
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return;
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}
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int skillCategoryInfoListCount = skillCategoryInfoList.Count;
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for (int i = 0; i < skillCategoryInfoListCount; i++) {
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skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
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int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
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for (int k = 0; k < skillInfoListCount; k++) {
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currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
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if (currentSkillInfo.Name.Equals (skillName)) {
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currentSkillInfo.currentBoolState = boolSkillValue;
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return;
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}
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}
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}
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}
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public skillInfo getSkillInfoByIndex (int categoryIndex, int skillIndex)
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{
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if (categoryIndex < skillCategoryInfoList.Count && skillIndex < skillCategoryInfoList [categoryIndex].skillInfoList.Count) {
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return skillCategoryInfoList [categoryIndex].skillInfoList [skillIndex];
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}
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return null;
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}
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public int useSkillPoints (int categoryIndex, int skillIndex, int totalSkillPoints, bool ignoreSkillPoints)
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{
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skillInfo skillInfoToUse = skillCategoryInfoList [categoryIndex].skillInfoList [skillIndex];
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int neededSkillPoints = 0;
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int currentSkillLevel = skillInfoToUse.currentSkillLevel;
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if (skillInfoToUse.useSkillLevel && skillInfoToUse.skillActive) {
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if (skillInfoToUse.skillLevelInfoList.Count > currentSkillLevel) {
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neededSkillPoints = skillInfoToUse.skillLevelInfoList [currentSkillLevel].neededSkillPoints;
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skillInfoToUse.currentSkillLevel++;
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if (skillInfoToUse.currentSkillLevel > skillInfoToUse.skillLevelInfoList.Count - 1) {
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skillInfoToUse.currentSkillLevel = skillInfoToUse.skillLevelInfoList.Count - 1;
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}
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if (currentSkillLevel > skillInfoToUse.skillLevelInfoList.Count - 1) {
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currentSkillLevel = skillInfoToUse.skillLevelInfoList.Count - 1;
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}
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}
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} else {
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neededSkillPoints = skillInfoToUse.neededSkillPoints;
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}
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if (neededSkillPoints <= totalSkillPoints || ignoreSkillPoints) {
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bool useRegularSkillEvent = false;
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bool useLevelSkillEvent = false;
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if (skillInfoToUse.useSkillLevel) {
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if (skillInfoToUse.skillActive) {
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if (currentSkillLevel == skillInfoToUse.skillLevelInfoList.Count - 1) {
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skillInfoToUse.skillComplete = true;
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}
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useLevelSkillEvent = true;
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useRegularSkillEvent = true;
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} else {
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useRegularSkillEvent = true;
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}
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} else {
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skillInfoToUse.skillComplete = true;
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useRegularSkillEvent = true;
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}
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if (useRegularSkillEvent) {
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if (skillInfoToUse.useFloatValue) {
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skillInfoToUse.currentValue = skillInfoToUse.valueToConfigure;
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skillInfoToUse.eventToIncreaseSkill.Invoke (skillInfoToUse.currentValue);
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}
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if (skillInfoToUse.useBoolValue) {
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skillInfoToUse.currentBoolState = skillInfoToUse.boolStateToConfigure;
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skillInfoToUse.eventToActivateBoolSkill.Invoke (skillInfoToUse.currentBoolState);
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}
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if (skillInfoToUse.useStatToIncrease) {
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if (!mainPlayerStatsSystemLocated) {
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mainPlayerStatsSystemLocated = mainPlayerStatsSystem != null;
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}
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if (mainPlayerStatsSystemLocated) {
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if (skillInfoToUse.amountIsStatMultiplier) {
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mainPlayerStatsSystem.increasePlayerStatByMultiplier (skillInfoToUse.statToIncreaseName, skillInfoToUse.statToIncreaseAmount);
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} else {
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mainPlayerStatsSystem.increasePlayerStat (skillInfoToUse.statToIncreaseName, skillInfoToUse.statToIncreaseAmount);
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}
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}
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}
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}
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if (useLevelSkillEvent) {
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// print ("level " + currentSkillLevel);
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currentSkillLevelInfo = skillInfoToUse.skillLevelInfoList [currentSkillLevel];
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if (currentSkillLevelInfo.useFloatValue) {
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currentSkillLevelInfo.eventToIncreaseSkill.Invoke (currentSkillLevelInfo.currentValue);
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}
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if (currentSkillLevelInfo.useBoolValue) {
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currentSkillLevelInfo.eventToActivateBoolSkill.Invoke (currentSkillLevelInfo.currentBoolState);
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}
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if (currentSkillLevelInfo.useStatToIncrease) {
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if (!mainPlayerStatsSystemLocated) {
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mainPlayerStatsSystemLocated = mainPlayerStatsSystem != null;
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}
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if (mainPlayerStatsSystemLocated) {
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if (currentSkillLevelInfo.amountIsStatMultiplier) {
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mainPlayerStatsSystem.increasePlayerStatByMultiplier (currentSkillLevelInfo.statToIncreaseName, currentSkillLevelInfo.statToIncreaseAmount);
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} else {
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mainPlayerStatsSystem.increasePlayerStat (currentSkillLevelInfo.statToIncreaseName, currentSkillLevelInfo.statToIncreaseAmount);
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}
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}
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}
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}
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skillInfoToUse.skillActive = true;
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// print (skillInfoToUse.Name + " " + skillInfoToUse.skillActive);
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return neededSkillPoints;
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}
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return -1;
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}
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public void getSkillByName (string skillName)
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{
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int skillCategoryInfoListCount = skillCategoryInfoList.Count;
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for (int i = 0; i < skillCategoryInfoListCount; i++) {
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skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
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int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
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for (int k = 0; k < skillInfoListCount; k++) {
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currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
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if (currentSkillInfo.Name.Equals (skillName)) {
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useSkillPoints (i, k, 0, true);
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return;
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}
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}
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}
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}
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public void disableSkillByName (string skillName)
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{
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int skillCategoryInfoListCount = skillCategoryInfoList.Count;
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for (int i = 0; i < skillCategoryInfoListCount; i++) {
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skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
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int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
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for (int k = 0; k < skillInfoListCount; k++) {
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currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
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if (currentSkillInfo.skillEnabled && currentSkillInfo.skillActive) {
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if (currentSkillInfo.Name.Equals (skillName)) {
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currentSkillInfo.skillComplete = false;
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if (currentSkillInfo.useFloatValue) {
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currentSkillInfo.currentValue = 0;
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}
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if (currentSkillInfo.useBoolValue) {
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currentSkillInfo.currentBoolState = !currentSkillInfo.boolStateToConfigure;
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}
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currentSkillInfo.skillActive = false;
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return;
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}
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}
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}
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}
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}
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public void disableAllSkills ()
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{
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int skillCategoryInfoListCount = skillCategoryInfoList.Count;
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for (int i = 0; i < skillCategoryInfoListCount; i++) {
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skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
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int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
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for (int k = 0; k < skillInfoListCount; k++) {
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currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
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if (currentSkillInfo.skillEnabled) {
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currentSkillInfo.skillComplete = false;
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if (currentSkillInfo.useFloatValue) {
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currentSkillInfo.currentValue = 0;
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}
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if (currentSkillInfo.useBoolValue) {
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currentSkillInfo.currentBoolState = !currentSkillInfo.boolStateToConfigure;
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}
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if (currentSkillInfo.useSkillLevel) {
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currentSkillInfo.currentSkillLevel = 0;
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}
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}
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}
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}
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}
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public void unlockSkillSlotByName (string skillName)
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{
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int skillCategoryInfoListCount = skillCategoryInfoList.Count;
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for (int i = 0; i < skillCategoryInfoListCount; i++) {
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skillCategoryInfo currentSkillCategoryInfo = skillCategoryInfoList [i];
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int skillInfoListCount = currentSkillCategoryInfo.skillInfoList.Count;
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for (int k = 0; k < skillInfoListCount; k++) {
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currentSkillInfo = currentSkillCategoryInfo.skillInfoList [k];
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if (currentSkillInfo.Name.Equals (skillName)) {
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currentSkillInfo.skillUnlocked = true;
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return;
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}
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}
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}
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}
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public int getCategoryIndex (string categoryName)
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{
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int skillCategoryInfoListCount = skillCategoryInfoList.Count;
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for (int i = 0; i < skillCategoryInfoListCount; i++) {
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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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user