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2 Commits
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25e519839e
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@ -1,21 +0,0 @@
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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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namespace Obscurum.Core{
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public class GameInformation : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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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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}
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8
Assets/Scripts/NewDesign/Core/GameInformation.meta
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8
Assets/Scripts/NewDesign/Core/GameInformation.meta
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fileFormatVersion: 2
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guid: a45f2b9aa05729f43904a395d6ef0255
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,35 @@
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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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namespace Obscurum.Core{
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/// <summary>
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/// Handles all operations about the current game state including: Current GameSave, Current Level and active parameters.
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/// </summary>
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public class GameInformation : MonoBehaviour
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{
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private static GameSave activeSave;
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private static string activeLevel;
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/// <summary>
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/// The current save being run.
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/// </summary>
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public static GameSave ActiveSave
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{
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get { return activeSave; }
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set { value.Load(); activeSave = value; }
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}
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// Start is called before the first frame update
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void Start()
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{
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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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}
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50
Assets/Scripts/NewDesign/Core/GameInformation/GameSave.cs
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50
Assets/Scripts/NewDesign/Core/GameInformation/GameSave.cs
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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namespace Obscurum.Core
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{
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/// <summary>
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/// Handles operations related to a game save:
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/// Loading/Saving operations
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/// Savefile path managemnet.
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/// </summary>
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public class GameSave
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{
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/// <summary>
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/// Gets all saves from saves folder.
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/// </summary>
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/// <returns></returns>
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public static GameSave[] GetSaves() { return new GameSave[0]; }
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private string path;
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private string name;
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public string Path { get { return path; } }
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public string Name { get { return name; } }
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public GameSave(string name, string path) {
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this.path = path;
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this.name = name;
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}
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/// <summary>
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/// Loads this save from file.
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/// </summary>
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public void Load()
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{
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}
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/// <summary>
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/// Saves this game save object.
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/// </summary>
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public void Save()
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{
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 4904e6df255f0024281e023b719fa592
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -4,8 +4,18 @@ using UnityEngine;
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namespace Obscurum.Core{
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namespace Obscurum.Core{
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/// <summary>
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/// Stores/Manages information about the current multiplayer session.
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/// </summary>
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public class MultiplayerInformation : MonoBehaviour
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public class MultiplayerInformation : MonoBehaviour
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{
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{
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//Todo: Madev enhance.
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private static List<string> lobbyNames = new List<string>();
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private static bool isServer;
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private static string serverAddress;
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private static string steamLobby;
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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8
Assets/Scripts/NewDesign/Core/PlayerInformation.meta
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8
Assets/Scripts/NewDesign/Core/PlayerInformation.meta
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fileFormatVersion: 2
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guid: fe57ad92038744748871f5df1a088607
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -2,10 +2,10 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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namespace Obscurum.Core{
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namespace Obscurum.Core
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public class PlayerInformation : MonoBehaviour
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{
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public class PlayerAchievement
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{
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{
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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@ -18,5 +18,4 @@ namespace Obscurum.Core{
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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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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 5769891d81ba7c444bb21e52a8622468
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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||||||
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assetBundleName:
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||||||
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assetBundleVariant:
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@ -0,0 +1,29 @@
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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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namespace Obscurum.Core
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{
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public class PlayerInformation : MonoBehaviour
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{
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private string playerName;
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private List<PlayerAchievement> achievemnets = new List<PlayerAchievement>();
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public string PlayerName { get { return this.playerName; } }
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public List<PlayerAchievement> Achievements { get { return this.achievemnets; } }
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// Start is called before the first frame update
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void Start()
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{
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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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}
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@ -3,19 +3,41 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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namespace Obscurum.Items{
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namespace Obscurum.Items{
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public class GameItem : MonoBehaviour
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public interface GameItem
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{
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// Start is called before the first frame update
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void Start()
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{
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{
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//TODO: May want to rename ItemType enumations based on practical application: 1. InventoryItem, 2. CarryableItem, 3. InteractiveItem. This would ensure
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//inventory items on interact would enter inventory, carryable items on interact go to carry, and interactive items call an event function at once.
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/// <summary>
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/// Item name.
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/// </summary>
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public string Name { get; }
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/// <summary>
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/// Item description.
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/// </summary>
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public string Description { get; }
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/// <summary>
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/// Specifies if an item can be held in the player inventory, must be carried with the carry animation, or executes some effect immediately.
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/// <list type="bullet">
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/// <item>UTILITY: Can be carried in inventory.</item>
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/// <item>WEAPON: Must be carried with the carry animation.</item>
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/// <item>CONSUMABLE: Executes some effect on interact.</item>
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/// </list>
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/// </summary>
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public enum ItemType {UTILITY, WEAPON, CONSUMABLE};
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/// <summary>
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/// Gets the collection type for this game item.
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/// </summary>
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public ItemType Type { get; }
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//When player interacts with this item apply effect.
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// public bool Interact();
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}
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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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}
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}
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Reference in New Issue
Block a user