removed a ton of xml comments and such
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@@ -1,31 +1,23 @@
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using System;
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namespace Jovian.EncounterSystem {
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/// <summary>
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/// Marker interface for the polymorphic payload of an <see cref="IEncounter"/>.
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/// Each concrete kind carries its own designer-facing data. Behaviour lives in resolvers
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/// and play modes — kinds are pure data. Add new kinds by creating a new <see cref="IEncounterKind"/>
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/// implementation; the SubclassSelector drawer will surface it automatically.
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/// </summary>
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/// <summary>Polymorphic payload on an <see cref="IEncounter"/>. Add a new kind by implementing
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/// this interface; the SubclassSelector drawer surfaces it automatically.</summary>
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public interface IEncounterKind {
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}
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/// <summary>Combat encounter: triggers combat play mode with the specified enemy group.</summary>
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[Serializable]
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public class CombatKind : IEncounterKind {
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public string enemyGroupId;
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public string rewardTableId;
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}
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/// <summary>Quest encounter: a step in a quest chain. The <see cref="nextEncounter"/> link is what
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/// <see cref="QuestProgress"/> walks to build the gated progression graph.</summary>
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[Serializable]
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public class QuestKind : IEncounterKind {
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public EncounterLink nextEncounter;
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public string questTitle;
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}
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/// <summary>Dialogue-driven encounter with an NPC and optional faction reputation impact.</summary>
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[Serializable]
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public class SocialKind : IEncounterKind {
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public string npcId;
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@@ -33,32 +25,27 @@ namespace Jovian.EncounterSystem {
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public int reputationDelta;
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}
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/// <summary>Puzzle encounter gated by a skill check against <see cref="difficultyClass"/>.</summary>
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[Serializable]
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public class PuzzleKind : IEncounterKind {
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public string puzzleId;
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public int difficultyClass;
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}
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/// <summary>Exploration/discovery encounter gated by a perception check (<see cref="perceptionDC"/>).</summary>
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[Serializable]
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public class ExplorationKind : IEncounterKind {
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public int perceptionDC;
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}
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/// <summary>Tutorial encounter driving a tutorial subsystem by id.</summary>
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[Serializable]
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public class TutorialKind : IEncounterKind {
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public string tutorialId;
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}
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/// <summary>Environmental hazard that applies damage or a status without player choice.</summary>
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[Serializable]
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public class HazardKind : IEncounterKind {
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public int damageAmount;
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}
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/// <summary>Catch-all with no kind-specific data — useful while prototyping.</summary>
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[Serializable]
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public class OtherKind : IEncounterKind {
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}
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