Compare commits
15 Commits
eb1622d4ed
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feature/wo
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8628c603a1 | ||
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fee7b3701e | ||
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47b4530dd0 | ||
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a83ab1156a |
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138
Assets/Map/Materials/WindowWarmLightMat.mat
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138
Assets/Map/Materials/WindowWarmLightMat.mat
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8
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39548
Assets/Map/Structures/Pieces/PipeSmall1.prefab
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39548
Assets/Map/Structures/Pieces/PipeSmall1.prefab
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39548
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39548
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1909
Assets/Map/Structures/Pieces/WindowMedium1.prefab
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1909
Assets/Map/Structures/Pieces/WindowMedium1.prefab
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3049
Assets/Map/Structures/Pieces/WindowPanes1.prefab
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3049
Assets/Map/Structures/Pieces/WindowPanes1.prefab
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1933
Assets/Map/Structures/Pieces/WindowSmall1.prefab
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1933
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File diff suppressed because one or more lines are too long
@@ -118,7 +118,6 @@ namespace Reset {
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if (check && isSingleTargetHit && !outputHit.isNoneOrNull) {
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|
||||
@@ -37,7 +35,7 @@ namespace Reset.Core {
|
||||
//Called once per frame while the condition is active.
|
||||
//Return whether the condition is success or failure.
|
||||
protected override bool OnCheck(){
|
||||
IInteractable interactable = agent.GetComponent<IInteractable>();
|
||||
IInteractable interactable = target.value.GetComponent<IInteractable>();
|
||||
|
||||
if (interactable == null) {
|
||||
return false;
|
||||
|
||||
@@ -5,9 +5,7 @@ using Unity.Netcode;
|
||||
using Unity.Netcode.Components;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace Reset.Core {
|
||||
|
||||
[Category("Reset")]
|
||||
[Description("Sends an animation trigger with network sync to networked objects")]
|
||||
public class SendAnimationTrigger : ActionTask<NetworkAnimator>{
|
||||
|
||||
@@ -7,7 +7,7 @@ using UnityEngine;
|
||||
|
||||
namespace Reset.Units {
|
||||
[Category("Reset")]
|
||||
[Description("Send a string as an event to another unit. Works online as well")]
|
||||
[Description("Send a graph event to another unit. Works online as well")]
|
||||
public class SendEventToUnit : ActionTask<Unit>{
|
||||
public BBParameter<GameObject> target;
|
||||
public string eventToSend;
|
||||
|
||||
@@ -1,9 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Core{
|
||||
public interface IDamageable{
|
||||
public void TakeDamage(DamageSource source);
|
||||
public void TakeDamage(DamageSource[] sources);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -66,7 +66,7 @@ public class UnitCombat : UnitComponent {
|
||||
}
|
||||
|
||||
draggedUnitMovement.SetNewRotation(-transform.position.DirectionTo(draggedUnit.transform.position), 1f, true);
|
||||
draggedUnitMovement.SetNewDirection((positionDelta).ToVector2(), 1f, true);
|
||||
draggedUnitMovement.SetNewDirection(positionDelta.ToVector2(), 1f, true);
|
||||
draggedUnitMovement.SetNewSpeed(speedDelta, 1f, true);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,14 +6,17 @@ using UnityEngine;
|
||||
|
||||
namespace Reset.Units{
|
||||
public class Enemy : Unit, ILockOnTarget, IKillable {
|
||||
// Lock-On
|
||||
public float lockonTargetRadius{ get; set; } = 10f;
|
||||
[ShowInInspector]
|
||||
public bool lockonDebug{ get; set; } = true;
|
||||
public float lockonRaycastVerticalOffset{ get; set; } = 1f;
|
||||
|
||||
// IKillable
|
||||
public float maxHealth{ get; set; }
|
||||
public float currentHealth{ get; set; }
|
||||
|
||||
// Object References
|
||||
public Animator testModelAnimator;
|
||||
|
||||
public override void UnitStart(){
|
||||
@@ -54,7 +57,7 @@ namespace Reset.Units{
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Everyone)]
|
||||
void SetHealthRpc(float newHealth){
|
||||
public void SetHealthRpc(float newHealth){
|
||||
currentHealth = newHealth;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Drawing;
|
||||
using Reset.Core;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Units{
|
||||
@@ -21,6 +22,9 @@ namespace Reset.Units{
|
||||
currentHealth = maxHealth;
|
||||
}
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Everyone)]
|
||||
void SetHealthRpc(float health);
|
||||
|
||||
internal void DrawHealthDebug(){
|
||||
using (Draw.WithColor(Color.blue)) {
|
||||
|
||||
@@ -7,25 +7,35 @@ using Unity.Netcode;
|
||||
|
||||
namespace Reset.Units{
|
||||
public class Player : Unit, IKillable, IInteractable{
|
||||
[HideInInspector] public PlayerControls controls;
|
||||
|
||||
// IKillable
|
||||
public float maxHealth{ get; set; }
|
||||
public float currentHealth{ get; set; }
|
||||
|
||||
// State management (don't like this being used like this)
|
||||
public NetworkVariable<bool> _isDowned;
|
||||
public bool IsDowned{
|
||||
get{
|
||||
if (UnitIsLocal()){
|
||||
_isDowned.Value = FSM.currentRootStateName == "Downed";
|
||||
}
|
||||
return _isDowned.Value;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsDowned => _isDowned.Value;
|
||||
// References
|
||||
public GameObject pickupTarget; // NOTE: Might be removed in a refactor (https://thunderstar.codecks.io/card/15v-refactor-interaction-handler)
|
||||
|
||||
private float timeDowned;
|
||||
|
||||
public GameObject pickupTarget;
|
||||
// (TEMP) Revive UI
|
||||
// NOTE: When I make the actual UI it's a good idea to have them somehow inherit from a class or something that
|
||||
// will make them persist for more than a frame since Rpc calls will make it flash
|
||||
public float persistDrawingRevive;
|
||||
public float lastKnownReviveTime;
|
||||
|
||||
void Awake(){
|
||||
controls = GetComponent<PlayerControls>();
|
||||
maxHealth = 20f;
|
||||
}
|
||||
|
||||
public void Attach(){
|
||||
void AttachToGame(){
|
||||
if (IsLocalPlayer || !UnitIsNetworked()) { //
|
||||
PlayerManager.Player = gameObject;
|
||||
|
||||
@@ -38,7 +48,8 @@ namespace Reset.Units{
|
||||
base.UnitStart();
|
||||
|
||||
SetPlayerName();
|
||||
Attach();
|
||||
AttachToGame();
|
||||
|
||||
((IKillable)this).IKillableInitialize();
|
||||
}
|
||||
|
||||
@@ -49,8 +60,14 @@ namespace Reset.Units{
|
||||
}
|
||||
}
|
||||
|
||||
public override void UnitUpdate(){
|
||||
GetComponent<IKillable>().DrawHealthDebug();
|
||||
protected override void Update(){
|
||||
base.Update();
|
||||
|
||||
// Draw Revive UI for at least .5 seconds to prevent flashing
|
||||
if (persistDrawingRevive > 0) {
|
||||
persistDrawingRevive -= 1f * Time.deltaTime;
|
||||
DrawReviveBarRpc(lastKnownReviveTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void TakeDamage(DamageSource[] sources){
|
||||
@@ -59,32 +76,36 @@ namespace Reset.Units{
|
||||
}
|
||||
}
|
||||
|
||||
public void TakeDamage(DamageSource source){
|
||||
((IKillable)this).currentHealth -= source.damageDealt;
|
||||
public void TakeDamage(DamageSource source){
|
||||
// Calculate health after damage, locally
|
||||
float newHealth = ((IKillable)this).currentHealth - source.damageDealt;
|
||||
|
||||
// Tell every unit to set the new health value
|
||||
if (UnitIsNetworked()) {
|
||||
SetNewHealthRpc(currentHealth);
|
||||
SetHealthRpc(newHealth);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
// TODO: Move somewhere not stupid so there's not an identical method in Enemy.cs
|
||||
[Rpc(SendTo.Everyone)]
|
||||
public void SetNewHealthRpc(float health){
|
||||
public void SetHealthRpc(float health){
|
||||
// Set health to new value, clamped to 0
|
||||
health = Mathf.Max(health, 0f);
|
||||
currentHealth = health;
|
||||
|
||||
// NOTE: only here for testing. Move out of here into some "post damage" check method
|
||||
if (((IKillable)this).currentHealth <= 0) {
|
||||
// if (UnitIsNetworked()) {
|
||||
Down();
|
||||
// } else {
|
||||
// Kill();
|
||||
// }
|
||||
// For local players, run things based on health value.
|
||||
// This Rpc is global but only the owner checks health
|
||||
CheckHealth();
|
||||
}
|
||||
|
||||
void CheckHealth(){
|
||||
if (UnitIsLocal()){
|
||||
if (currentHealth <= 0f) {
|
||||
Down();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Down(){
|
||||
void Down(){
|
||||
Graph.SendEvent("Downed");
|
||||
}
|
||||
|
||||
@@ -93,6 +114,7 @@ namespace Reset.Units{
|
||||
}
|
||||
|
||||
public void Interact(){
|
||||
// Interaction for picking up allies
|
||||
// Check if the other player can be interacted with at all
|
||||
if (pickupTarget&& pickupTarget.GetComponent<Player>().CanInteract()) {
|
||||
// Tell the local player to start picking up the ally and switch states
|
||||
@@ -109,7 +131,6 @@ namespace Reset.Units{
|
||||
[Rpc(SendTo.Owner)]
|
||||
public void StartPickupRpc(){
|
||||
// When picked up by another player, move into the pick up state
|
||||
// TODO: Turn all these send events into a goddamn task maybe? State stuff should happen in the state machine. Concurrent stuff should happen in code
|
||||
Graph.SendEvent("Pick Up Start");
|
||||
}
|
||||
|
||||
@@ -120,8 +141,6 @@ namespace Reset.Units{
|
||||
while (elapsed < 7f) {
|
||||
elapsed += 1f * Time.deltaTime;
|
||||
|
||||
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
@@ -152,24 +171,35 @@ namespace Reset.Units{
|
||||
|
||||
[Rpc(SendTo.Everyone)]
|
||||
public void DrawReviveBarRpc(float elapsedTime){
|
||||
Debug.Log("test is drawn");
|
||||
// Draw a (shoddy) UI bar that shows the revie progress
|
||||
using (Draw.ingame.WithLineWidth(5f)) {
|
||||
using (Draw.InLocalSpace(transform)){
|
||||
// Set width of the bar
|
||||
float width = .9f;
|
||||
float widthDone = width * elapsedTime / 5f;
|
||||
float widthDone = width * elapsedTime / 5f; // 5f assumes a 5 second revive time
|
||||
|
||||
// Clamp the red bar showing how much is progresseed to the max of width of the purple bar background (to prevent it going outside)
|
||||
widthDone = Mathf.Clamp(widthDone, 0, width);
|
||||
|
||||
Vector3 pos = Vector3.up * 1.8f + Vector3.left * width + Vector3.forward * .01f;
|
||||
Draw.ingame.Line(Camera.main.transform.rotation * pos, Camera.main.transform.rotation *
|
||||
(pos + Vector3.right * width * 2f), Color.rebeccaPurple);
|
||||
// Draw background bar
|
||||
Vector3 pos = Vector3.up * 1.8f + Vector3.left * width + Vector3.forward * +.01f;
|
||||
Draw.ingame.Line(
|
||||
transform.position + Camera.main.transform.rotation * pos,
|
||||
transform.position + Camera.main.transform.rotation * (pos + Vector3.right * width * 2f),
|
||||
Color.rebeccaPurple
|
||||
);
|
||||
|
||||
// Draw foreground bar
|
||||
Vector3 donePos = Vector3.up * 1.8f + Vector3.left * widthDone;
|
||||
Draw.ingame.Line(Camera.main.transform.rotation * donePos, Camera.main.transform.rotation *
|
||||
(donePos + Vector3.right * widthDone * 2f), Color.red);
|
||||
Draw.ingame.Line(
|
||||
transform.position + Camera.main.transform.rotation * donePos,
|
||||
transform.position + Camera.main.transform.rotation * (donePos + Vector3.right * widthDone * 2f),
|
||||
Color.red
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Set last known time so that online players don't have flashing UIs
|
||||
lastKnownReviveTime = elapsedTime;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,51 +1,32 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Threading.Tasks;
|
||||
using Drawing;
|
||||
using NodeCanvas.BehaviourTrees;
|
||||
using NodeCanvas.Framework;
|
||||
using NodeCanvas.StateMachines;
|
||||
using Reset;
|
||||
using Reset.Units;
|
||||
using Unity.Collections;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Units{
|
||||
public class Unit : NetworkBehaviour, INetworkSerializeByMemcpy{
|
||||
|
||||
public string state;
|
||||
|
||||
public NetworkVariable<FixedString64Bytes> testSTate;
|
||||
|
||||
private FSMOwner fsm;
|
||||
// References
|
||||
private FSMOwner _fsm;
|
||||
internal FSMOwner FSM{
|
||||
get{ if (!_fsm) { _fsm = GetComponent<FSMOwner>(); } return _fsm; }
|
||||
}
|
||||
|
||||
private UnitMovementHandler _movement;
|
||||
internal UnitMovementHandler Movement{
|
||||
get{
|
||||
if (!_movement) {
|
||||
_movement = GetComponent<UnitMovementHandler>();
|
||||
}
|
||||
|
||||
return _movement;
|
||||
}
|
||||
get{ if (!_movement) { _movement = GetComponent<UnitMovementHandler>(); } return _movement; }
|
||||
}
|
||||
|
||||
private GraphOwner _graph;
|
||||
internal GraphOwner Graph{
|
||||
get{
|
||||
if (!_graph) {
|
||||
_graph = GetComponent<GraphOwner>();
|
||||
}
|
||||
|
||||
return _graph;
|
||||
}
|
||||
get{ if (!_graph) { _graph = GetComponent<GraphOwner>(); } return _graph; }
|
||||
}
|
||||
|
||||
private void Awake(){
|
||||
fsm = GetComponent<FSMOwner>();
|
||||
}
|
||||
|
||||
|
||||
// Debug and Gizmos
|
||||
public NetworkVariable<FixedString64Bytes> graphStateAsString;
|
||||
|
||||
public virtual void Start(){
|
||||
UnitStart();
|
||||
}
|
||||
@@ -67,17 +48,14 @@ namespace Reset.Units{
|
||||
|
||||
protected virtual void Update(){
|
||||
UpdateGizmos();
|
||||
}
|
||||
|
||||
// Draw Gizmos
|
||||
void UpdateGizmos(){
|
||||
if (GetComponent<IKillable>() != null) {
|
||||
GetComponent<IKillable>().DrawHealthDebug();
|
||||
}
|
||||
|
||||
UnitUpdate();
|
||||
}
|
||||
|
||||
public virtual void UnitUpdate(){ }
|
||||
|
||||
void UpdateGizmos(){
|
||||
|
||||
DrawOnlineStatusGizmo();
|
||||
DrawStateGizmo();
|
||||
}
|
||||
@@ -104,55 +82,38 @@ namespace Reset.Units{
|
||||
SetNewPosition(position);
|
||||
}
|
||||
|
||||
|
||||
public void SetNewPosition(Vector3 position){
|
||||
// Set position, disabling the character controller if one is available
|
||||
var contr = GetComponent<CharacterController>();
|
||||
|
||||
if (contr)
|
||||
contr.enabled = false;
|
||||
if (contr) contr.enabled = false;
|
||||
|
||||
transform.position = position;
|
||||
|
||||
if (contr)
|
||||
contr.enabled = true;
|
||||
if (contr) contr.enabled = true;
|
||||
}
|
||||
|
||||
|
||||
private void DrawStateGizmo(){
|
||||
if (fsm && UnitIsLocal()) {
|
||||
testSTate.Value = fsm.currentRootStateName;
|
||||
// if (UnitIsNetworked()) {
|
||||
// // state = fsm.currentRootStateName;
|
||||
// SendStateInformationRpc(fsm.currentRootStateName);
|
||||
// } else {
|
||||
// state = fsm.currentRootStateName;
|
||||
// }
|
||||
} else {
|
||||
fsm = GetComponent<FSMOwner>();
|
||||
// Get state from FSM
|
||||
if (UnitIsLocal()) {
|
||||
graphStateAsString.Value = FSM.currentRootStateName;
|
||||
}
|
||||
|
||||
// state = state.ToString().ToUpper();
|
||||
|
||||
// Draw state gizmo, regardless of if local or not
|
||||
try {
|
||||
Draw.ingame.Label2D(transform.position + Vector3.up * 2.7f, testSTate.Value.ToString(), Color.red);
|
||||
Draw.ingame.Label2D(transform.position + Vector3.up * 2.7f, graphStateAsString.Value.ToString(),
|
||||
Color.red);
|
||||
} catch (Exception e) {
|
||||
Debug.LogError(e.Message);
|
||||
}
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Everyone)]
|
||||
public void SendStateInformationRpc(string newState){
|
||||
Debug.Log($"newstate! {newState}");
|
||||
state = newState;
|
||||
}
|
||||
|
||||
|
||||
[Rpc(SendTo.Owner)]
|
||||
public void TakeOwnershipRpc(ulong clientID){
|
||||
GetComponent<NetworkObject>().ChangeOwnership(clientID);
|
||||
public void TakeOwnershipRpc(ulong newOwnerID){
|
||||
GetComponent<NetworkObject>().ChangeOwnership(newOwnerID);
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Owner)]
|
||||
public void DoGraphEventRpc(string eventToSend){
|
||||
Debug.Log(eventToSend);
|
||||
GetComponent<FSMOwner>().SendEvent(eventToSend); }
|
||||
}
|
||||
}
|
||||
@@ -8,13 +8,9 @@ namespace Reset.Units{
|
||||
// Temporary
|
||||
private float inputMagnitude;
|
||||
|
||||
void Start(){
|
||||
|
||||
}
|
||||
|
||||
void Update(){
|
||||
// Temporary
|
||||
try {
|
||||
// Temporary
|
||||
inputMagnitude = Mathf.MoveTowards(inputMagnitude, GetComponent<PlayerControls>().rawMoveInput.magnitude * 2f, 6f * Time.deltaTime);
|
||||
|
||||
modelAnimator.SetFloat("Move Direction X", Unit.Movement.GetResolvedDirectionLocal().x * inputMagnitude);
|
||||
@@ -23,21 +19,6 @@ namespace Reset.Units{
|
||||
Debug.LogError($"Failed in setting X and Y move direction floats: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
public void SendTriggerToAnimator(string trigger){
|
||||
if (!modelAnimator) {
|
||||
Debug.LogError($"There is no animator set to recieve the trigger '{trigger}' on unit {name}.", gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
modelAnimator.SetTrigger(trigger);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"Failed to send trigger to Animator: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
21
Assets/Scripts/World/World.cs
Normal file
21
Assets/Scripts/World/World.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
using System.Collections.Generic;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.World{
|
||||
public class World{
|
||||
public List<Zone> zones = new List<Zone>();
|
||||
public List<ZoneEvent> activeEvents = new List<ZoneEvent>();
|
||||
|
||||
public static List<ZoneEvent> ZoneEventsMasterList;
|
||||
|
||||
void Start(){
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/World/World.cs.meta
Normal file
2
Assets/Scripts/World/World.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d524946cf105ebe47ab710cddf19e4f8
|
||||
27
Assets/Scripts/World/Zone.cs
Normal file
27
Assets/Scripts/World/Zone.cs
Normal file
@@ -0,0 +1,27 @@
|
||||
using Reset.World;
|
||||
using UnityEngine;
|
||||
public class Zone : MonoBehaviour{
|
||||
public ZoneEvent activeEvent;
|
||||
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public bool TryNewEvent(){
|
||||
int eventIndex = Random.Range(0, World.ZoneEventsMasterList.Count);
|
||||
|
||||
if (Random.value * 100 < World.ZoneEventsMasterList[eventIndex].eventRarity) {
|
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activeEvent = World.ZoneEventsMasterList[eventIndex];
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return true;
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}
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return false;
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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2
Assets/Scripts/World/Zone.cs.meta
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2
Assets/Scripts/World/Zone.cs.meta
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9
Assets/Scripts/World/ZoneEvent.cs
Normal file
9
Assets/Scripts/World/ZoneEvent.cs
Normal file
@@ -0,0 +1,9 @@
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using NUnit.Framework;
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using Sirenix.OdinInspector;
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namespace Reset.World{
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public class ZoneEvent{
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[PropertyRange(0, 100)]
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public float eventRarity;
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}
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}
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Assets/Scripts/World/ZoneEvent.cs.meta
Normal file
3
Assets/Scripts/World/ZoneEvent.cs.meta
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com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 94c7611bb3f64b248940847af54844cf, type: 3}
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|
||||
m_EditorClassIdentifier: AstarPathfindingProjectEditor::Pathfinding.PathfindingEditorSettings
|
||||
hasShownWelcomeScreen: 1
|
||||
Reference in New Issue
Block a user