added UI and a few components
This commit is contained in:
parent
047e533133
commit
648bfcdb23
3
Assets/Scripts/Intrepid/Gameplay/Entities/Player.meta
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3
Assets/Scripts/Intrepid/Gameplay/Entities/Player.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 54f7a0c8663b4aa8ad10020a91ce7a1d
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timeCreated: 1781006733
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@ -1,11 +1,11 @@
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using Intrepid.GameManagers;
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using Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events;
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using Intrepid.Gameplay.Entities.Sentinel.Tags;
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using Intrepid.Gameplay.Entities.Player.ActionBelt.Events;
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using Intrepid.Gameplay.Entities.Player.Tags;
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using Intrepid.Utilities;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt
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{
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public class ActionBeltBoot : MonoBehaviour
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{
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@ -1,12 +1,12 @@
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using Intrepid.GameManagers;
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using Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events;
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using Intrepid.Gameplay.Entities.Sentinel.Tags;
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using Intrepid.Gameplay.Entities.Player.ActionBelt.Events;
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using Intrepid.Gameplay.Entities.Player.Tags;
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using Intrepid.SimpleEvents;
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using Intrepid.Utilities;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt
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{
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public class ActionBeltManager : EventListener
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{
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@ -2,15 +2,15 @@ using System.Collections.Generic;
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using Intrepid.Core.Entities;
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using Intrepid.Core.Tags;
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using Intrepid.GameManagers;
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using Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events;
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using Intrepid.Gameplay.Entities.Sentinel.Tags;
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using Intrepid.Gameplay.Entities.Player.ActionBelt.Events;
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using Intrepid.Gameplay.Entities.Player.Tags;
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using Intrepid.Localization;
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using Intrepid.Utilities;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt
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{
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[RequireComponent(typeof(SphereCollider))]
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public class ActionBeltTrigger : EntityTrigger
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@ -50,9 +50,9 @@ namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt
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ActionLocalization = actionLocalization,
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DescriptionLocalization = descriptionLocalization,
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DescriptionParams = Functions.GetParams(parameters),
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Callback = actionInfo =>
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Callback = ActionIdentifier =>
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{
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callback?.Invoke(actionInfo);
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callback?.Invoke(ActionIdentifier);
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return ActionCategory.Terminal.Equals(actionCategory) || shouldDropFromBeltWhenActivated;
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}
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}
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@ -1,4 +1,4 @@
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt
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{
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public enum ActionCategory
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{
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@ -4,7 +4,7 @@ using Intrepid.Structures;
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using Intrepid.Utilities;
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using Sirenix.OdinInspector;
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt
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{
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[Serializable, DisplayAsString]
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public class ActionEnvelope
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@ -1,4 +1,4 @@
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt
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{
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public class ActionIdentifier
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{
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@ -1,7 +1,7 @@
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using System.Linq;
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using Intrepid.Structures;
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt
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{
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public class ActionStackBelt : StackBelt<ActionEnvelope>
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{
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@ -1,4 +1,4 @@
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltAddEvent : ActionBeltBaseEvent
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{
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@ -1,7 +1,7 @@
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using Intrepid.Gameplay.Entities.Sentinel.Tags;
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using Intrepid.Gameplay.Entities.Player.Tags;
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using Intrepid.SimpleEvents;
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public abstract class ActionBeltBaseEvent : IEventBase
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{
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@ -1,4 +1,4 @@
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltClearEvent : ActionBeltBaseEvent
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{
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@ -1,4 +1,4 @@
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltDisableEvent : ActionBeltBaseEvent
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{
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@ -1,4 +1,4 @@
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltDropEvent : ActionBeltBaseEvent
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{
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@ -1,4 +1,4 @@
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltEnableEvent : ActionBeltBaseEvent
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{
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@ -1,4 +1,4 @@
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltNextLeftEvent : ActionBeltBaseEvent
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{
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@ -1,4 +1,4 @@
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltNextRightEvent : ActionBeltBaseEvent
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{
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@ -1,4 +1,4 @@
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltRefreshEvent : ActionBeltBaseEvent
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{
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@ -1,4 +1,4 @@
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltRemoveByIdAndTypeEvent : ActionBeltBaseEvent
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{
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@ -1,4 +1,4 @@
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltRemoveByIdEvent : ActionBeltBaseEvent
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{
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@ -1,4 +1,4 @@
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltRemoveByTypeEvent : ActionBeltBaseEvent
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{
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@ -1,4 +1,4 @@
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltTakeActionEvent : ActionBeltBaseEvent
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{
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@ -1,6 +1,6 @@
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using Intrepid.SimpleEvents;
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltUICloseEvent : IEventBase
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{
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using Intrepid.SimpleEvents;
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltUIDropEvent : IEventBase
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{
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@ -1,7 +1,7 @@
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using System;
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using Intrepid.SimpleEvents;
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltUIOpenEvent : IEventBase
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{
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@ -1,6 +1,6 @@
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using Intrepid.SimpleEvents;
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltUITakeActionEvent : IEventBase
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{
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@ -1,6 +1,6 @@
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using Intrepid.SimpleEvents;
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltUIToLeftEvent : IEventBase
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{
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@ -1,6 +1,6 @@
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using Intrepid.SimpleEvents;
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.Events
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{
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public class ActionBeltUIToRightEvent : IEventBase
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{
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@ -3,7 +3,7 @@ using Intrepid.Core.Themes;
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using Intrepid.Core.UI;
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using Intrepid.Core.UI.Dialog;
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using Intrepid.GameManagers;
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using Intrepid.Gameplay.Entities.Sentinel.ActionBelt.Events;
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using Intrepid.Gameplay.Entities.Player.ActionBelt.Events;
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using Intrepid.SimpleEvents;
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using Intrepid.Utilities;
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using Intrepid.Utilities.Sprite;
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@ -11,7 +11,7 @@ using Sirenix.OdinInspector;
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using TMPro;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel.ActionBelt.UI
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namespace Intrepid.Gameplay.Entities.Player.ActionBelt.UI
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{
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public class ActionBeltUI : EventListener
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{
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@ -1,13 +1,13 @@
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using System;
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using Intrepid.Core.Entities;
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using Intrepid.Core.Entities.Messages;
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using Intrepid.Gameplay.Entities.Sentinel.StateMachine;
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using Intrepid.Gameplay.Entities.Player.Sentinel.StateMachine;
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using Intrepid.Integration.Input;
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using Intrepid.Structures;
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using Intrepid.Utilities;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel
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namespace Intrepid.Gameplay.Entities.Player.Sentinel
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{
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public class SentinelBrain : EntityBrain
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{
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@ -1,4 +1,4 @@
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namespace Intrepid.Gameplay.Entities.Sentinel
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namespace Intrepid.Gameplay.Entities.Player.Sentinel
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{
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public static class SentinelConstants
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{
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@ -1,7 +1,7 @@
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using Intrepid.Utilities;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel
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namespace Intrepid.Gameplay.Entities.Player.Sentinel
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{
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public class SentinelControls : MonoBehaviour
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{
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@ -4,7 +4,7 @@ using Intrepid.Gameplay.Messages.Events;
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using Intrepid.Utilities;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel
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namespace Intrepid.Gameplay.Entities.Player.Sentinel
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{
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public class SentinelEntity : Entity
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{
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@ -1,7 +1,7 @@
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using System;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel
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namespace Intrepid.Gameplay.Entities.Player.Sentinel
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{
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public class SentinelInputs
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{
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@ -1,4 +1,4 @@
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namespace Intrepid.Gameplay.Entities.Sentinel
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namespace Intrepid.Gameplay.Entities.Player.Sentinel
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{
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public enum SentinelStateType
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{
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@ -1,6 +1,6 @@
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using Intrepid.Core.Entities;
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namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine
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namespace Intrepid.Gameplay.Entities.Player.Sentinel.StateMachine
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{
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public abstract class SentinelState : EntityState<SentinelStateType, SentinelState>, IControllableEntityBrain
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{
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@ -1,6 +1,6 @@
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using Intrepid.Core.Entities;
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namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine
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namespace Intrepid.Gameplay.Entities.Player.Sentinel.StateMachine
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{
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public class SentinelStateMachine : EntityStateMachine<SentinelStateType, SentinelState>
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{
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@ -3,7 +3,7 @@ using Intrepid.Structures;
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using Intrepid.Utilities;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
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namespace Intrepid.Gameplay.Entities.Player.Sentinel.StateMachine.States
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{
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public class SentinelStateDash : SentinelState
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{
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@ -2,7 +2,7 @@ using Intrepid.Structures;
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using Intrepid.Utilities;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
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namespace Intrepid.Gameplay.Entities.Player.Sentinel.StateMachine.States
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{
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public class SentinelStateDashBreaking : SentinelState
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{
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@ -2,7 +2,7 @@ using Intrepid.Structures;
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using Intrepid.Utilities;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
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namespace Intrepid.Gameplay.Entities.Player.Sentinel.StateMachine.States
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{
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public class SentinelStateDashWindow : SentinelState
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{
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@ -4,7 +4,7 @@ using Intrepid.Structures;
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using Intrepid.Utilities;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
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namespace Intrepid.Gameplay.Entities.Player.Sentinel.StateMachine.States
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{
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public class SentinelStateFall : SentinelState
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{
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@ -2,7 +2,7 @@ using Intrepid.Structures;
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using Intrepid.Utilities;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
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namespace Intrepid.Gameplay.Entities.Player.Sentinel.StateMachine.States
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{
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public class SentinelStateFallLanding : SentinelState
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{
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@ -2,7 +2,7 @@ using Intrepid.Structures;
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using Intrepid.Utilities;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
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namespace Intrepid.Gameplay.Entities.Player.Sentinel.StateMachine.States
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{
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public class SentinelStateFallToAbyss : SentinelState
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{
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@ -2,7 +2,7 @@ using Intrepid.Structures;
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using Intrepid.Utilities;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
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namespace Intrepid.Gameplay.Entities.Player.Sentinel.StateMachine.States
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{
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public class SentinelStateIdle : SentinelState
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{
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@ -2,7 +2,7 @@ using Intrepid.Structures;
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using Intrepid.Utilities;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
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namespace Intrepid.Gameplay.Entities.Player.Sentinel.StateMachine.States
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{
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public class SentinelStateKnockdown : SentinelState
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{
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@ -2,7 +2,7 @@ using Intrepid.Structures;
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using Intrepid.Utilities;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
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namespace Intrepid.Gameplay.Entities.Player.Sentinel.StateMachine.States
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{
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public class SentinelStateRun : SentinelState
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{
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@ -2,7 +2,7 @@ using Intrepid.Structures;
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using Intrepid.Utilities;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
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namespace Intrepid.Gameplay.Entities.Player.Sentinel.StateMachine.States
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{
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public class SentinelStateWalk : SentinelState
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{
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@ -2,7 +2,7 @@ using System;
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using Intrepid.TagSystem;
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using UnityEngine;
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namespace Intrepid.Gameplay.Entities.Sentinel.Tags
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namespace Intrepid.Gameplay.Entities.Player.Tags
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{
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[Serializable]
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[CreateAssetMenu(fileName = "New Action Belt Manager Tag", menuName = "GON/Tags/Action Belt Manager Tag")]
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