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

View File

@@ -0,0 +1,896 @@
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;
}
}