forked from Shardstone/trail-into-darkness
added missing assets
This commit is contained in:
@@ -9,7 +9,12 @@
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"Bash(cmd //c \"where gh\")",
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"Bash(\"/c/Program Files/GitHub CLI/gh.exe\" --version)",
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"Bash(\"/c/Users/sebas/AppData/Local/GitHub CLI/gh.exe\" --version)",
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"Bash(cmd //c \"gh --version\")"
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"Bash(cmd //c \"gh --version\")",
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"Bash(find /d/repos/trail-into-darkness -maxdepth 2 -type f \\\\\\(-name manifest.json -o -name ProjectSettings.asset -o -name *.yml -o -name *.yaml -o -name *.json \\\\\\))",
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"Bash(grep -E \"\\\\.cs$\")",
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"Bash(ls -la /d/repos/trail-into-darkness/Assets/Database/Entities/*.asset)",
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"Bash(grep -r \"CharacterBaseSettings\\\\|PerkRegistry\\\\|CharacterRegistry\" /d/repos/trail-into-darkness/Assets/AddressableAssetsData --include=*.yaml --include=*.asset)",
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"Bash(grep -l \"bc14507c6a9500d4eac9e684e289d084\" /d/repos/trail-into-darkness/Assets/**/*.meta)"
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]
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}
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}
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@@ -30,6 +30,11 @@ MonoBehaviour:
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||||
m_ReadOnly: 0
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m_SerializedLabels: []
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||||
FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: 11a8dc4883c617b46a29d5dfdd4a67d1
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m_Address: AdventureSettings
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m_ReadOnly: 0
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||||
m_SerializedLabels: []
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||||
FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: 13c02b14c4d048fa9653293d54f6e0e1
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m_Address: Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Unlit-Default.shader
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||||
m_ReadOnly: 0
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@@ -60,6 +65,11 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 5672eb4ca16a50b4c86b7fae03e98a30
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m_Address: PerksRegistry
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||||
m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: 60a7c1e10ed7ff94cbe191d9d3e305ed
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||||
m_Address: Assets/Art/UI/menu_corner.png
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||||
m_ReadOnly: 0
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@@ -115,6 +125,11 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: 9e8339bc69fe33641a8fbc5bffd0ebd5
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||||
m_Address: EntitiesBaseSettings
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||||
m_ReadOnly: 0
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||||
m_SerializedLabels: []
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||||
FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: a0ee74bf6f853704a8a568d5ef638ee9
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m_Address: Assets/TextMesh Pro/Fonts/1529ChampFleuryPro SDF.asset
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m_ReadOnly: 0
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@@ -136,6 +151,11 @@ MonoBehaviour:
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m_SerializedLabels:
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- mouse_cursor
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: bc14507c6a9500d4eac9e684e289d084
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m_Address: CharacterRegistry
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||||
m_ReadOnly: 0
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m_SerializedLabels: []
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||||
FlaggedDuringContentUpdateRestriction: 0
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||||
- m_GUID: c8578ae5b690b4a43b15e00c4c8314be
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m_Address: Assets/Art/Map/map_icon_village.png
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||||
m_ReadOnly: 0
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||||
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@@ -14,12 +14,7 @@ MonoBehaviour:
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m_EditorClassIdentifier: Unity.Addressables.Editor::UnityEditor.AddressableAssets.Settings.AddressableAssetGroup
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m_GroupName: Default Local Group
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m_GUID: 05b724f967e7d40e69a2f8086a7d78cd
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||||
m_SerializeEntries:
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||||
- m_GUID: 11a8dc4883c617b46a29d5dfdd4a67d1
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m_Address: Assets/Database/Game/AdventureSettings.asset
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||||
m_ReadOnly: 0
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||||
m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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m_SerializeEntries: []
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m_ReadOnly: 0
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m_Settings: {fileID: 11400000, guid: 7e98b357dd76a43e191428299c44eef2, type: 2}
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m_SchemaSet:
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@@ -98,14 +98,17 @@ namespace Nox.Core {
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ISaveSlotManager saveSlotManager = new SaveSlotManager(saveStorage, saveSettings);
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saveSystem = new SaveSystem(saveSerializer, saveStorage, saveSlotManager, saveSettings);
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var adventuredata = new AdventureData();
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var characterSystems = DefaultCharacterSystemsFactory.Create(maxPartySize: 4, new PerkRegistry(), new CharacterRegistry());
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var adventureData = new AdventureData();
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var characterBaseSettings = Addressables.LoadAssetAsync<CharacterBaseSettings>("CharacterBaseSettings").WaitForCompletion();
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var perKRegistry = Addressables.LoadAssetAsync<PerkRegistry>("PerkRegistry").WaitForCompletion();
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var characterRegistry = Addressables.LoadAssetAsync<CharacterRegistry>("CharacterRegistry").WaitForCompletion();
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var characterSystems = DefaultCharacterSystemsFactory.Create(characterBaseSettings, perKRegistry, characterRegistry);
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var partyCreatorModel = new PartyCreatorModel(characterSystems.CharacterFactory, characterSystems.PartyFactory);
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applicationStates = new Dictionary<GameState, IGameState> {
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[GameState.BootState] = new SplashGameState(bootstrapReferences, gameDataState),
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[GameState.MainMenu] = new MainMenuGameState(gameDataState, menuGameStateData, bootstrapReferences, saveSystem, partyCreatorModel, adventuredata),
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[GameState.GameMode] = new GameModeGameState(gameDataState, bootstrapReferences, platform.PlatformSettings, saveSystem, sceneTransition, adventuredata),
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[GameState.MainMenu] = new MainMenuGameState(gameDataState, menuGameStateData, bootstrapReferences, saveSystem, partyCreatorModel, adventureData),
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[GameState.GameMode] = new GameModeGameState(gameDataState, bootstrapReferences, platform.PlatformSettings, saveSystem, sceneTransition, adventureData),
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};
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createApplicationStateMarker.End();
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}
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@@ -60,7 +60,7 @@ namespace Nox.Core {
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gameDataState.ChangePlayMode(sceneReference.playMode);
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}
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}
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advSettingsHandler = Addressables.LoadAssetAsync<AdventureSettings>("Assets/Database/Game/AdventureSettings.asset");
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advSettingsHandler = Addressables.LoadAssetAsync<AdventureSettings>("AdventureSettings");
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adventureSettings = advSettingsHandler.WaitForCompletion();
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InitializeGameViews();
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currentPlaymode = gameDataState.ActivePlayMode;
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42
Assets/Code/GameState/Entities/CharacterBaseSettings.cs
Normal file
42
Assets/Code/GameState/Entities/CharacterBaseSettings.cs
Normal file
@@ -0,0 +1,42 @@
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using System;
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using UnityEngine;
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namespace Nox.Game {
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[CreateAssetMenu(fileName = "EntitiesBaseSettings", menuName = "Nox/Database/Entities/EntitiesBaseSettings")]
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public class CharacterBaseSettings: ScriptableObject {
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[Header("Character General Defaults")]
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public int startAttributesPool = 12;
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[Header("Character Creation Defaults")]
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public EntityAttributes defaultEntityAttributes;
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public EntityStats defaultEntityStats;
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public PerksData defaultPerksData;
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public ModifiersData defaultModifiersData;
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[Header("General Racial Bonuses and Perks per Class")]
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public RacialBonuses [] racialBonuses;
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public ClassBonuses [] classBonuses;
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[Header("Party System Defaults")]
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public int maxPartySize = 4;
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}
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[Serializable]
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public sealed class RacialBonuses {
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public CharacterRace race;
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||||
public EntityAttributes defaultEntityAttributes;
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public EntityStats defaultEntityStats;
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public PerksData perksData;
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||||
public ModifiersData modifiersData;
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||||
}
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||||
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||||
[Serializable]
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||||
public sealed class ClassBonuses {
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public CharacterClass @class;
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||||
public EntityAttributes defaultEntityAttributes;
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||||
public EntityStats defaultEntityStats;
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public PerksData perksData;
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||||
public ModifiersData modifiersData;
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}
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}
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@@ -2,14 +2,14 @@ using System;
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namespace Nox.Game {
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public static class DefaultCharacterSystemsFactory {
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public static ICharacterSystems Create(int maxPartySize, PerkRegistry perkRegistry, CharacterRegistry characterRegistry) {
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public static ICharacterSystems Create(CharacterBaseSettings characterBaseSettings, PerkRegistry perkRegistry, CharacterRegistry characterRegistry) {
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IPerkFactory perkFactory = new PerkFactory(perkRegistry);
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ICharacterAttributesFactory attributesFactory = new CharacterAttributesFactory(characterRegistry);
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ICharacterStatsFactory statsFactory = new CharacterStatsFactory();
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ICharacterFactory characterFactory = new CharacterFactory(attributesFactory, statsFactory, perkFactory);
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IPartyFactory partyFactory = new PartyFactory(new PartyFactoryOptions {
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minPartySize = 1,
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maxPartySize = maxPartySize,
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||||
maxPartySize = characterBaseSettings.maxPartySize,
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enforceUniqueCharacterIds = true
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});
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@@ -1,18 +0,0 @@
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using UnityEngine;
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namespace Nox.Game {
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[CreateAssetMenu(fileName = "EntitiesBaseSettings", menuName = "Nox/Database/Entities/EntitiesBaseSettings")]
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||||
public class EntitiesBaseSettings: ScriptableObject {
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||||
[Header("Character Creation")]
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||||
public int startAttributesPool = 12;
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||||
public int startLevel = 1;
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||||
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public RacialBonus [] racialBonuses;
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}
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public class RacialBonus {
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public CharacterRace race;
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public CharacterClass characterClass;
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public int bonus;
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}
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}
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8
Assets/Database/Entities.meta
Normal file
8
Assets/Database/Entities.meta
Normal file
@@ -0,0 +1,8 @@
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35
Assets/Database/Entities/CharacterRegistry.asset
Normal file
35
Assets/Database/Entities/CharacterRegistry.asset
Normal file
@@ -0,0 +1,35 @@
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m_EditorClassIdentifier: Assembly-CSharp::Nox.Game.CharacterRegistry
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defaultCharacter:
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displayName:
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race: 0
|
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class: 0
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role: 0
|
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attributes:
|
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might: 0
|
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reflex: 0
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knowledge: 0
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perception: 0
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stats:
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health: 0
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stamina: 0
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level: 0
|
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experience: 0
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perksData:
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perks: []
|
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activeModifiers:
|
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modifiers: []
|
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characters: []
|
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8
Assets/Database/Entities/CharacterRegistry.asset.meta
Normal file
8
Assets/Database/Entities/CharacterRegistry.asset.meta
Normal file
@@ -0,0 +1,8 @@
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32
Assets/Database/Entities/EntitiesBaseSettings.asset
Normal file
32
Assets/Database/Entities/EntitiesBaseSettings.asset
Normal file
@@ -0,0 +1,32 @@
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|
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|
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defaultPerksData:
|
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perks: []
|
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defaultModifiersData:
|
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modifiers: []
|
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racialBonuses: []
|
||||
classBonuses: []
|
||||
maxPartySize: 4
|
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8
Assets/Database/Entities/EntitiesBaseSettings.asset.meta
Normal file
8
Assets/Database/Entities/EntitiesBaseSettings.asset.meta
Normal file
@@ -0,0 +1,8 @@
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16
Assets/Database/Entities/PerksRegistry.asset
Normal file
16
Assets/Database/Entities/PerksRegistry.asset
Normal file
@@ -0,0 +1,16 @@
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|
||||
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|
||||
8
Assets/Database/Entities/PerksRegistry.asset.meta
Normal file
8
Assets/Database/Entities/PerksRegistry.asset.meta
Normal file
@@ -0,0 +1,8 @@
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93
CLAUDE.md
93
CLAUDE.md
@@ -4,57 +4,108 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
|
||||
|
||||
## Project Overview
|
||||
|
||||
Nox is a Unity RPG game with party-based gameplay. It uses Addressables for asset management, Newtonsoft JSON for serialization, and URP for rendering.
|
||||
Nox is a Unity 6 RPG game (product name "Nox", Windows build target `Nox.exe`). Party-based gameplay with Addressables for asset management, Newtonsoft JSON for serialization, URP 17.3.0 for rendering, and Unity Input System 1.18.0.
|
||||
|
||||
## Build & Development
|
||||
|
||||
- **Unity version**: 6.0.3 (C# 9.0, .NET Framework 4.7.1)
|
||||
- **Build output**: `Builds/Nox.exe`
|
||||
- **No CI/CD pipeline** — builds are done through Unity Editor
|
||||
- **No test suite exists** — `com.unity.test-framework` is in manifest but unused
|
||||
- **Scene authoring**: Individual scenes can be played standalone via `SceneReference` component
|
||||
|
||||
## Architecture
|
||||
|
||||
### Dual-Layer State Management
|
||||
|
||||
The game uses two layers of state:
|
||||
Two layers of state drive the application:
|
||||
|
||||
- **Game States** (`IGameState`): Application-level flow — Splash → MainMenu → GameMode (PlayModeGameState)
|
||||
- **Play Modes** (`IPlayMode`): Gameplay-level modes within GameMode — Adventure, Town, Rest, Combat, PauseMenu
|
||||
- **Game States** (`IGameState`): Application-level flow — `SplashGameState` → `MainMenuGameState` → `GameModeGameState`
|
||||
- Lifecycle: `EnterGameState()` → `Tick()` / `LateTick()` → `ExitGameState()` → `Dispose()`
|
||||
- **Play Modes** (`IPlayMode`): Gameplay modes within GameMode — Adventure, Town, Rest, Combat, PauseMenu
|
||||
- Lifecycle: `EnterPlayMode()` → `Tick()` / `LateTick()` → `ExitGameMode()` → `Dispose()`
|
||||
|
||||
`PlayModeGameState` bridges these layers, managing play mode transitions and scene loading via Addressables.
|
||||
`GameModeGameState` bridges these layers, managing play mode transitions and scene loading via Addressables. `GameStateRunner` (MonoBehaviour) drives the update loop and handles fade-in/fade-out transitions via `ISceneTransition`.
|
||||
|
||||
### Key Subsystems
|
||||
### Boot Sequence
|
||||
|
||||
- **Boot/Entry**: `Boot.cs` → `EntryPoint.cs` → `GameStateRunner.cs` (main update loop)
|
||||
- **GameData**: Global state container holding party, map, settings, and current play mode
|
||||
- **Platform Abstraction**: `IPlatform` with Desktop and UnityEditor implementations, selecting input mode and settings per platform
|
||||
- **Persistence**: `GamePersistenceController` + `IPlayModeStateSerializer` for JSON save/load
|
||||
- **Character System**: Attributes (Might, Reflex, Knowledge) → derived Stats (Health, Stamina), with Perks and party Roles (Protagonist + Companions)
|
||||
`Boot.cs` (`[RuntimeInitializeOnLoadMethod]`) → loads `"Initializer"` prefab via Addressables → `EntryPoint.cs` (MonoBehaviour) loads all config ScriptableObjects, creates game states, initializes platform subsystems and character systems → `GameStateRunner` begins ticking states.
|
||||
|
||||
In editor, `Boot.cs` checks `BootMode` preference (Full Boot, Scene Boot, Unity Default).
|
||||
|
||||
### GameDataState
|
||||
|
||||
Central state container holding current `GameState`, `PlayMode`, `ActiveParty`, `platformSelector`, `activeSessionId`, and `savedPartyPosition`. State changes via `ChangeGameState()` and `ChangePlayMode()`.
|
||||
|
||||
### Character System
|
||||
|
||||
Factory-based architecture with ScriptableObject configuration:
|
||||
|
||||
```
|
||||
DefaultCharacterSystemsFactory.Create()
|
||||
├─ PerkFactory (PerkRegistry ScriptableObject)
|
||||
├─ CharacterAttributesFactory (validates attributes)
|
||||
├─ CharacterStatsFactory (derives stats from attributes)
|
||||
├─ CharacterFactory (creates from templates or custom requests)
|
||||
└─ PartyFactory (assembles: 1 protagonist + companions)
|
||||
```
|
||||
|
||||
- **Data**: `EntityAttributes` (might, reflex, knowledge, perception) → `EntityStats` (health, stamina, level, experience)
|
||||
- **CharacterDefinition**: ID, DisplayName, Attributes, Stats, Race, Class, Role (Protagonist/Companion), Perks, Modifiers
|
||||
- **Config ScriptableObjects**: `CharacterBaseSettings`, `PerkRegistry`, `CharacterRegistry`
|
||||
- **Key interfaces**: `ICharacterSystems`, `ICharacterFactory`, `IPartyFactory`, `IPerkFactory`
|
||||
|
||||
### Persistence
|
||||
|
||||
`GamePersistenceController` + Jovian.SaveSystem with JSON serialization to `Application.persistentDataPath`. Save data model: `NoxSavedDataSet` (activePlayMode, partyDefinition, partyPosition, adventureData). Save slots managed by `SaveSlotManager`.
|
||||
|
||||
### Platform Abstraction
|
||||
|
||||
`IPlatform` with `DesktopPlatform` and `UnityEditorPlatform`. Each initializes platform-specific `IInput` (DesktopInput/EditorInput using Unity InputSystem generated code).
|
||||
|
||||
### Addressables Asset Keys
|
||||
|
||||
Assets loaded by string key: `"Initializer"`, `"AdventureMapPrefabs"`, `"PauseMenuPrefabs"`, `"AdventureSettings"`, `"CharacterBaseSettings"`, `"PerkRegistry"`, `"CharacterRegistry"`, `"BootstrapReferences"`.
|
||||
|
||||
### Namespace Convention
|
||||
|
||||
Namespaces mirror the folder structure: `Nox.Core`, `Nox.Game`, `Nox.Input`, `Nox.Platform`, `Nox.Util`.
|
||||
Namespaces mirror folder structure: `Nox.Core`, `Nox.Game`, `Nox.Input`, `Nox.Platform`, `Nox.Util`.
|
||||
|
||||
## Code Layout
|
||||
|
||||
```
|
||||
Assets/Code/
|
||||
├── Core/ # Game states, bootstrapping, GameData, GameStateRunner
|
||||
├── Game/ # Gameplay: PlayModes/, Camera/, movement, persistence, factories
|
||||
├── Platform/ # IPlatform, DesktopPlatform, UnityEditorPlatform
|
||||
├── Input/ # IInput abstraction with Desktop/Editor implementations
|
||||
├── UI/ # Menu views and MonoBehaviour references
|
||||
└── Util/ # BootMode, editor utilities
|
||||
├── Core/ # Boot, EntryPoint, GameStateRunner, IGameState, IPlayMode, GameDataState
|
||||
├── GameState/
|
||||
│ ├── Camera/ # CameraController, CameraSettings
|
||||
│ ├── Entities/ # Character/Party/Perk factories and registries
|
||||
│ ├── PlayModes/ # AdventurePlayMode, PauseMenuPlayMode, stubs for Town/Rest/Combat
|
||||
│ └── UI/ # View implementations (PauseMenu, Adventure views)
|
||||
├── Input/ # IInput abstraction, Desktop/Editor implementations
|
||||
├── Platform/ # IPlatform, DesktopPlatform, UnityEditorPlatform
|
||||
├── SplashMainMenuUI/
|
||||
└── Util/ # BootMode editor utility
|
||||
```
|
||||
|
||||
## C# Style (from .editorconfig)
|
||||
|
||||
- 4 spaces, LF line endings
|
||||
- **No `var`** — use explicit types (`csharp_style_var_*: false`)
|
||||
- **`var` preferred** (`csharp_style_var_*: true:suggestion`) — use `var` when type is apparent
|
||||
- **Target-typed `new`** when type is evident (`CharacterDefinition c = new()`)
|
||||
- **No space after keywords** in control flow (`if(`, `for(`, not `if (`)
|
||||
- **Opening braces on same line** (`csharp_new_line_before_open_brace = none`)
|
||||
- **`else`/`catch`/`finally` on new line** after closing brace
|
||||
- Block-scoped namespaces (`namespace Foo { ... }`)
|
||||
- Always use braces (`csharp_prefer_braces = true`)
|
||||
- Naming: PascalCase for types/methods/properties, camelCase for all fields (public and private), `I` prefix for interfaces
|
||||
- Expression-bodied: yes for properties/accessors/indexers/lambdas, no for constructors/methods/operators
|
||||
- Expression-bodied: yes for properties/accessors/indexers/lambdas; no for constructors/methods/operators/local functions
|
||||
- No `this.` qualifier
|
||||
- Use language keywords over BCL types (`int` not `Int32`)
|
||||
|
||||
## Patterns
|
||||
|
||||
- Constructor-based dependency injection (no DI container)
|
||||
- ScriptableObject-based configuration loaded via Addressables
|
||||
- Factory pattern for character/party creation
|
||||
- Action delegates for UI event communication
|
||||
- Action delegates for UI event communication (e.g., `menuGameStateData.startGameRequests += handler`)
|
||||
- Mixed async patterns: both `async Task` and `IEnumerator` coroutines for async operations
|
||||
|
||||
Reference in New Issue
Block a user