This commit is contained in:
2026-04-25 23:37:10 +02:00
commit 19d6bd934a
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fileFormatVersion: 2
guid: 488b2a899d8449a9afedbbd05043acf9
timeCreated: 1761773545
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using RPGCoreCommon.Helpers.PropertyAttributeDrawers;
using RPGCoreCommon.Settings;
using UnityEngine;
namespace RPGCore.Core
{
[CustomSettings("RPG Core/Main Settings")]
public class CoreSettings : CustomSettingsSO
{
[Header("Layers")]
[Layer] public int dynamicLayer;
[Layer] public int staticLayer;
[Layer] public int staticHideableLayer;
[Layer] public int triggerLayer;
[Layer] public int cameraLayer;
}
}
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fileFormatVersion: 2
guid: ae66b654cdd34f0eb7cb566026a04553
timeCreated: 1761916774
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using System;
using UnityEngine;
namespace RPGCore.Core
{
/// <summary>
/// Extend this abstract class to create new module for global logic.
/// </summary>
[Serializable]
public abstract class GlobalModule : MonoBehaviour
{
}
}
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fileFormatVersion: 2
guid: 9bfe3de119af4cca916793ab7ab84f34
timeCreated: 1761424144
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using System;
namespace RPGCore.Core
{
/// <summary>
/// With this interface you can create your own list of requirements for specific <see cref="Type"/> (and its implementations).
/// <see cref="Check"/> returns TRUE if defined requirement is met, otherwise FALSE.
/// Thanks to this we can create list of reusable requirements that further can be used to gate logic.
/// </summary>
/// <typeparam name="T">Type for which this requirement is</typeparam>
public interface IRequirement<in T>
{
public bool Check(T obj);
}
}
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fileFormatVersion: 2
guid: e865880889b3491aa34c60bc2fbca102
timeCreated: 1764886296
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using RPGCore.Core.Objects;
using UnityEngine;
namespace RPGCore.Core
{
/// <summary>
/// This interface allow any <see cref="BaseObject"/> to call <see cref="OnEnter"/> and <see cref="OnExit"/>.<br/>
/// Setting <see cref="Collider"/>'s <see cref="Collider.isTrigger"/> to true is required!<br/>
/// </summary>
public interface ITrigger
{
public void OnEnter(BaseObject obj);
public void OnExit(BaseObject obj);
}
}
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fileFormatVersion: 2
guid: c44b68608de84013b92b61d898ea8e2a
timeCreated: 1761916614
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using System;
using RPGCore.Core.Objects;
using UnityEngine;
namespace RPGCore.Core
{
/// <summary>
/// Extend this abstract class to create new module for &lt;<typeparamref name="T"/>&gt; object type.<br/>
/// </summary>
/// <typeparam name="T">Type of object that this module will be attached to. Can be <see cref="BaseObject"/> or any of its children.</typeparam>
[Serializable]
public abstract class ObjectModule<T> : ObjectModule where T : BaseObject
{
public new T parent => (T)base.parent;
}
/// <summary>
/// <b>DO NOT EXTEND THIS</b>, use <see cref="ObjectModule{T}"/> instead!
/// </summary>
[Serializable]
public abstract class ObjectModule : MonoBehaviour
{
private BaseObject _parent;
internal BaseObject parent
{
get
{
if (!_parent) _parent = GetComponent<BaseObject>();
return _parent;
}
set => _parent = value;
}
private protected ObjectModule()
{
}
}
}
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fileFormatVersion: 2
guid: 3c6794c4f1c6dd149860a41f06978cad
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fileFormatVersion: 2
guid: 182b5998cfbb6644da7a90e3b1765485
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,67 @@
using System;
using RPGCore.ObjectModules.ActionObjectModule;
using RPGCore.ObjectModules.EventObjectModule;
using RPGCore.ObjectModules.EventObjectModule.Events;
using RPGCoreCommon.DynamicValues;
using RPGCoreCommon.Helpers;
using RPGCoreCommon.Helpers.PropertyAttributeDrawers;
using UnityEngine;
namespace RPGCore.Core.Objects
{
[SelectionBase]
[DisallowMultipleComponent]
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(EventModule))]
[RequireComponent(typeof(ActionModule))]
[RequireComponent(typeof(DataModule))]
public abstract class BaseObject : MonoBehaviour
{
[field: SerializeField, ReadOnly] public new Rigidbody rigidbody { get; private set; }
[field: SerializeField, ReadOnly] public EventModule events { get; private set; }
[field: SerializeField, ReadOnly] public ActionModule actions { get; private set; }
[field: SerializeField, ReadOnly] public DataModule data { get; private set; }
[DynamicValueProvider]
private ObjectModule<BaseObject> BaseModuleProvider(Type moduleType) => GetComponent(moduleType) as ObjectModule<BaseObject>;
protected void Start()
{
GetComponent<EventModule>().Invoke(new SpawnEvent());
}
protected void OnValidate()
{
rigidbody = GetComponent<Rigidbody>();
events = GetComponent<EventModule>();
actions = GetComponent<ActionModule>();
data = GetComponent<DataModule>();
GetComponents<ObjectModule>().ForEach(module => module.parent = this);
}
/// <summary>Removes this object from game.</summary>
public void Remove()
{
events.Invoke(new RemoveEvent{ obj = this });
Destroy(gameObject);
}
/// <summary>It'll execute <see cref="ITrigger"/>.<see cref="ITrigger.OnEnter"/> when this object enter its collider.</summary>
private void OnTriggerEnter(Collider other)
{
other.GetComponentsInParent<ITrigger>().ForEach(trigger => {
trigger.OnEnter(this);
events.Invoke(new TriggerEnterEvent { target = this, trigger = trigger });
});
}
/// <summary>It'll execute <see cref="ITrigger"/>.<see cref="ITrigger.OnExit"/> when this object exit its collider.</summary>
private void OnTriggerExit(Collider other)
{
other.GetComponentsInParent<ITrigger>().ForEach(trigger => {
trigger.OnExit(this);
events.Invoke(new TriggerExitEvent { target = this, trigger = trigger });
});
}
}
}
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fileFormatVersion: 2
guid: e2798185b793dc9498d74d746f680c1c
@@ -0,0 +1,22 @@
using System;
using RPGCoreCommon.DynamicValues;
using RPGCoreCommon.Helpers.PropertyAttributeDrawers;
using UnityEngine;
namespace RPGCore.Core.Objects
{
[RequireComponent(typeof(CapsuleCollider))]
public class UnitObject : BaseObject
{
[DynamicValueProvider]
private ObjectModule<UnitObject> UnitModuleProvider(Type moduleType) => GetComponent(moduleType) as ObjectModule<UnitObject>;
[field: SerializeField, ReadOnly] public CapsuleCollider unitCollider { get; private set; }
protected new void OnValidate()
{
base.OnValidate();
unitCollider = GetComponent<CapsuleCollider>();
}
}
}
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fileFormatVersion: 2
guid: e0e44d2cfbb316343b9be0d7bee42909
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using System;
using UnityEngine;
namespace RPGCore.Core
{
/// <summary>
/// Extend this abstract class to create new module for scene logic.
/// </summary>
[Serializable]
public abstract class SceneModule : MonoBehaviour
{
}
}
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fileFormatVersion: 2
guid: ee04853ad1f04cf097b8b6c946f67896
timeCreated: 1761424233
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fileFormatVersion: 2
guid: b96ac46c8c044213bc24947f701eba38
timeCreated: 1761773609
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fileFormatVersion: 2
guid: edd53e70728b4e699b060546ad967812
timeCreated: 1761769944
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using System;
using UnityEngine;
namespace RPGCore.GlobalModules.ProfileManagerGlobalModule
{
[Serializable]
public sealed class Profile<T> : Profile where T : class
{
public new T data
{
set => base.data = value;
get => base.data as T;
}
public Profile() : this(Environment.MachineName)
{
}
public Profile(string profileName)
{
name = profileName;
}
}
public abstract class Profile
{
private protected Profile()
{
}
public readonly string guid = Guid.NewGuid().ToString();
public readonly string version = Application.version;
public string name;
public object data;
public static bool operator ==(Profile obj1, Profile obj2) => obj1?.guid == obj2?.guid;
public static bool operator !=(Profile obj1, Profile obj2) => !(obj1 == obj2);
public override bool Equals(object obj) => obj is Profile other && guid == other.guid;
public override int GetHashCode() => guid.GetHashCode();
}
}
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fileFormatVersion: 2
guid: e6fd81ed96154f9c807c110c191c8cdc
timeCreated: 1761770134
@@ -0,0 +1,125 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using RPGCore.Core;
using UnityEngine;
namespace RPGCore.GlobalModules.ProfileManagerGlobalModule
{
[Serializable]
public class ProfileManagerModule : GlobalModule
{
// Paths
private static string directoryPath => Path.Combine(Application.persistentDataPath, "profiles");
private static string fileNameTemplate => "{0}_{1}.profile";
private static string fileNameMask => "*.profile";
private static string fileNameWithDefaultProfile => "default";
// Runtime
private Profile _activeProfile;
public event Action<Profile> OnProfileChange;
public Profile<T> LoadDefault<T>() where T : class
{
var defaultPath = Path.Combine(directoryPath, fileNameWithDefaultProfile);
// Default file not found
if (!File.Exists(defaultPath)) return null;
var guid = File.ReadAllText(defaultPath);
// Profile not found, by guid from default file
var file = Directory.GetFiles(directoryPath, string.Format(fileNameTemplate, "*", guid)).FirstOrDefault();
if (file == null) return null;
return JsonUtility.FromJson<Profile<T>>(File.ReadAllText(file));
}
/// <summary>
/// Gets currently active profile
/// </summary>
public Profile<T> Get<T>() where T : class
{
return _activeProfile as Profile<T>;
}
/// <summary>
/// Parse all profiles from files and returns them.
/// There is no caching, it will scan files everytime it is called.
/// </summary>
public List<Profile<T>> LoadAll<T>() where T : class
{
if (!Directory.Exists(directoryPath)) Directory.CreateDirectory(directoryPath);
return Directory.GetFiles(directoryPath, fileNameMask)
.Select(File.ReadAllText)
.Select(JsonUtility.FromJson<Profile<T>>)
.ToList();
}
/// <summary>
/// Creates new profile with given name and saves it as file.
/// </summary>
public Profile<T> Create<T>(string name) where T : class
{
if (!Directory.Exists(directoryPath)) Directory.CreateDirectory(directoryPath);
var newProfile = Activator.CreateInstance<Profile<T>>();
newProfile.name = name;
Save(newProfile);
return newProfile;
}
/// <summary>
/// Removes given profile from files and if its currently active unselects it.
/// </summary>
/// <param name="playerProfile"></param>
public void Delete<T>(Profile<T> playerProfile) where T : class
{
if (playerProfile == _activeProfile) Select<T>(null);
if (!Directory.Exists(directoryPath)) Directory.CreateDirectory(directoryPath);
File.Delete(GetFullPathFor(playerProfile));
}
/// <summary>
/// Saves currently active profile as file.
/// </summary>
public void Save()
{
Save(_activeProfile);
}
/// <summary>
/// Saves given profile as file.
/// </summary>
private void Save(Profile profile)
{
if (!Directory.Exists(directoryPath)) Directory.CreateDirectory(directoryPath);
File.WriteAllText(GetFullPathFor(profile), JsonUtility.ToJson(profile, true));
}
/// <summary>
/// Set active given profile. Will be selected automatically next time.
/// </summary>
public void Select<T>(Profile<T> playerProfile) where T : class
{
_activeProfile = playerProfile;
OnProfileChange?.Invoke(_activeProfile);
// No profile found - create it for user
_activeProfile ??= Create<T>("New Profile");
// Our selected profile will be default one when starting game again
File.WriteAllText(Path.Combine(directoryPath, fileNameWithDefaultProfile), _activeProfile.guid);
}
private string GetFullPathFor(Profile playerProfile)
{
var fileName = string.Format(fileNameTemplate, playerProfile.name, playerProfile.guid);
return Path.Combine(directoryPath, fileName);
}
}
}
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fileFormatVersion: 2
guid: 453d820269db447db331f632048a4215
timeCreated: 1761769954
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using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("RPGCore.Editor")]
namespace RPGCore
{
}
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fileFormatVersion: 2
guid: dc35dedc7f3842f683276368e463c9cf
timeCreated: 1761496306
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fileFormatVersion: 2
guid: fc81f48411244970b9151551a021ad98
timeCreated: 1761773601
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fileFormatVersion: 2
guid: 2f34e092f2964013863c9278745b7c45
timeCreated: 1762607253
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using System;
namespace RPGCore.ObjectModules.ActionObjectModule
{
public class ActionErrorException : Exception
{
public readonly BaseAction action;
public ActionErrorException(BaseAction action, string message) : base(message)
{
this.action = action;
}
}
}
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fileFormatVersion: 2
guid: 65d26dcf19b44027b8ff0890bb8ab920
timeCreated: 1762608145
@@ -0,0 +1,142 @@
using System;
using System.Collections.Generic;
using System.Linq;
using RPGCore.Core;
using RPGCore.Core.Objects;
using RPGCore.ObjectModules.ActionObjectModule.Events;
using RPGCore.ObjectModules.EventObjectModule;
using RPGCoreCommon.Helpers;
using UnityEngine;
namespace RPGCore.ObjectModules.ActionObjectModule
{
[Serializable]
public class ActionModule : ObjectModule<UnitObject>
{
private List<BaseActionParallel> _actionParallels = new();
private readonly List<BaseAction> _actionQueue = new();
private BaseAction _actionCurrent;
public List<BaseActionParallel> actionParallels => _actionParallels.ToList();
public List<BaseAction> actionQueue => _actionQueue.ToList();
public BaseAction actionCurrent => _actionCurrent;
private void FixedUpdate()
{
if (_actionCurrent?.state is not ActionState.Running) NextAction();
}
/// <summary>
/// 1. Checks if the action can be executed outside the queue.<br/>
/// 2. If allowed, executes the action and handles potential errors.
/// </summary>
public void Execute(BaseActionParallel action)
{
try
{
var actionExecuteEvent = new ActionExecuteEvent { action = action };
parent.events.InvokeBefore(actionExecuteEvent);
if (actionExecuteEvent.isPrevented) throw new ActionErrorException(action, "Action is prevented");
parent.events.InvokeAfter(actionExecuteEvent);
_actionParallels.Add(action);
action.unit = parent;
action.OnEnd += () => _actionParallels.Remove(action);
action.OnCancel += () => _actionParallels.Remove(action);
action.DoIt();
}
catch (ActionErrorException e)
{
parent.events.Invoke(new ActionErrorEvent
{
unit = parent,
action = e.action,
message = e.Message
});
}
}
public void Stop()
{
_actionParallels
.Where(action => action.CanBeStopped())
.ForEach(action => action.CancelIt())
.ForEach(action => _actionParallels.Remove(action));
}
/// <summary>
/// 1. Adds given action to queue
/// 2. Starts it if queue is empty
/// </summary>
public void AddToQueue(BaseAction action) => AddToQueue(new List<BaseAction> { action });
/// <summary>
/// 1. Adds given actions to queue
/// 2. Runs only when previous action is finished successfully
/// 3. Starts it if queue is empty
/// </summary>
public void AddToQueue(List<BaseAction> actions)
{
actions.ForEach(action => action.unit = parent);
actions.ForEach((index, action) =>
{
if (index != 0) action.runAfterAction = actions[index - 1];
_actionQueue.Add(action);
});
if (_actionCurrent == null) NextAction();
}
/// <summary>
/// 1. Clear whole action queue
/// 2. Cancel current action IF specified by argument
/// 3. Some actions cant be stopped once fired by normal means, BUT we can force stopping it
/// </summary>
public void StopQueue(bool stopCurrent = true, bool stopForced = false)
{
_actionQueue.Clear();
if (!stopCurrent) return;
if (!stopForced && _actionCurrent != null && !_actionCurrent.CanBeStopped()) return;
_actionCurrent?.CancelIt();
_actionCurrent = null;
}
/// <summary>
/// 1. Gets next action to do
/// 2. If there is no more actions - do nothing
/// 3. Proceed to execute it
/// </summary>
private void NextAction()
{
_actionCurrent = _actionQueue.FirstOrDefault();
_actionQueue.Remove(_actionCurrent);
if (_actionCurrent == null) return;
try
{
var actionExecuteEvent = new ActionExecuteEvent { action = _actionCurrent };
parent.events.InvokeBefore(actionExecuteEvent);
if (actionExecuteEvent.isPrevented) throw new ActionErrorException(_actionCurrent, "Action is prevented");
parent.events.InvokeAfter(actionExecuteEvent);
_actionCurrent.DoIt();
}
catch (ActionErrorException e)
{
parent.events.Invoke(new ActionErrorEvent
{
unit = parent,
action = e.action,
message = e.Message
});
}
if (_actionCurrent.state is ActionState.Ready) Debug.LogWarning($"Action {_actionCurrent.GetType().Name} is still ready after starting. Skipping.");
if (_actionCurrent.state is not ActionState.Running) NextAction();
}
}
}
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fileFormatVersion: 2
guid: 62d81cd897cb4ad29751fab9b0ee8ac6
timeCreated: 1762607269
@@ -0,0 +1,203 @@
using System;
using RPGCore.Core.Objects;
using UnityEditor;
using UnityEngine;
namespace RPGCore.ObjectModules.ActionObjectModule
{
public enum ActionState
{
Ready,
Running,
Finished,
Cancelled
}
/// <summary>
/// Action for <see cref="UnitObject"/>.<br/>
///
/// Executing order when <see cref="DoIt"/> used:<br/>
/// <ul>
/// <li><see cref="CanDoIt"/></li>
/// <li><see cref="OnDo"/></li>
/// <li><see cref="OnDoIt"/></li>
/// <li>Inside OnDoIt: <see cref="OnBeforePerform"/></li>
/// <li>Inside OnDoIt: Action's logic here</li>
/// <li>Inside OnDoIt: <see cref="OnAfterPerform"/> - obligatory if action ends immediately</li>
/// </ul>
///
/// Executing order when <see cref="EndIt"/> used:<br/>
/// <ul>
/// <li><see cref="OnEndIt"/></li>
/// <li>Inside OnEndIt: <see cref="OnAfterPerform"/> - obligatory if not used in OnDoIt</li>
/// <li><see cref="OnEnd"/></li>
/// </ul>
///
/// Executing order when <see cref="CancelIt"/> used:<br/>
/// <ul>
/// <li><see cref="OnCancelIt"/></li>
/// <li>Inside OnCancelIt: <see cref="OnAfterPerform"/> - obligatory if not used in OnDoIt</li>
/// <li><see cref="OnCancel"/></li>
/// </ul>
/// </summary>
[Serializable]
public abstract class BaseAction
{
public const string ActionNotReadyMessage = "This action is not ready to execute.";
public const string PreviousActionNotFinishedMessage = "Previous required action not finished successfully.";
public const string NotInRangeMessage = "Target is out of range.";
public const string UnitIsBusyMessage = "Unit is busy.";
public const string ItemNotMovableMessage = "Item is not on ground.";
public const string ItemNotOnGroundMessage = "Item is not on ground.";
public const string ActionWasPreventedMessage = "{0} action was prevented.";
/// <summary>
/// <see cref="UnitObject"/> that started executing this action.<br/>
/// Filled automatically in <see cref="ActionModule.Execute"/>/<see cref="ActionModule.AddToQueue(BaseAction)"/>.<br/>
/// If you want to use it before <b>executing action</b> you need to <b>fill <see cref="unit"/> yourself!</b>
/// </summary>
public UnitObject unit;
/// <summary>Run after checking and before executing action.</summary>
public event Action OnDo;
/// <summary>Defined by referenced action. Usually right *before* main point of that action.</summary>
public event Action OnBeforePerform;
/// <summary>Defined by referenced action. Usually right *after* main point of that action.</summary>
public event Action OnAfterPerform;
/// <summary>Run after action ended.</summary>
public event Action OnEnd;
/// <summary>Run after action ended forcefully.</summary>
public event Action OnCancel;
/// <summary>Current state of action.</summary>
public ActionState state { get; protected set; } = ActionState.Ready;
/// <summary>If given, current action will be executed only if given one is finished successfully</summary>
public BaseAction runAfterAction;
/// <summary>Simple check if unit is in range to execute this action.</summary>
public virtual bool IsInRange() => true;
/// <summary>Determines whether this action CAN be stopped early, by something else besides itself.</summary>
public virtual bool CanBeStopped() => true;
/// <summary>
/// Action's checks if action can be executed. <see cref="Check"/> have to be used here.<br/>
/// Field <see cref="unit">this.unit</see> may not be available here when called manually not via <see cref="ActionModule"/>.<br/>
/// </summary>
public abstract void CanDoIt();
/// <summary>Action's logic.</summary>
protected abstract void OnDoIt();
/// <summary>Action's logic when whole action ends successfully.</summary>
protected abstract void OnEndIt();
/// <summary>Action's logic when whole action is forced to end.</summary>
protected abstract void OnCancelIt();
/// <inheritdoc cref="CanBeStopped()"/>
public bool CanDoItBoolean()
{
try
{
CanDoIt();
return true;
}
catch (ActionErrorException)
{
return false;
}
}
/// <summary>
/// 1. Checking if action can be done by function in child: <see cref="CanDoIt"/><br/>
/// 2. Executing main login of this action
/// </summary>
internal void DoIt()
{
Check(
state == ActionState.Ready,
ActionNotReadyMessage);
Check(
runAfterAction == null || runAfterAction.state == ActionState.Finished,
PreviousActionNotFinishedMessage);
Check(
IsInRange(),
NotInRangeMessage);
CanDoIt();
state = ActionState.Running;
OnDo?.Invoke();
OnDoIt();
}
/// <summary>
/// Executed by action itself when everything is done correctly.
/// </summary>
protected void EndIt()
{
if (state is ActionState.Finished or ActionState.Cancelled)
{
Debug.LogWarning($"{ObjectNames.NicifyVariableName(GetType().Name)} is already finished. State: '{state}'");
return;
}
OnEndIt();
state = ActionState.Finished;
OnEnd?.Invoke();
}
/// <summary>
/// Executed by external source. Stopping this action forcefully.
/// </summary>
public void CancelIt()
{
// Cancel events only when action really started otherwise there will be nothing to cancel
if (state == ActionState.Running)
{
OnCancelIt();
OnCancel?.Invoke();
}
state = ActionState.Cancelled;
}
/// <summary>
/// Should be executed from child right before main logic is started, usually in <see cref="OnDoIt"/>
/// </summary>
protected void BeforePerform()
{
OnBeforePerform?.Invoke();
}
/// <summary>
/// Should be executed from child right after main logic is done, usually in <see cref="OnDoIt"/>
/// </summary>
protected void AfterPerform()
{
OnAfterPerform?.Invoke();
}
/// <summary>
/// Execute <see cref="Throw"/> if check is false
/// </summary>
protected void Check(bool condition, string elseErrorMessage)
{
if (!condition) Throw(elseErrorMessage);
}
/// <summary>
/// Cancels this Action and then throw <see cref="ActionErrorException"/>
/// </summary>
protected void Throw(string errorMessage)
{
CancelIt();
throw new ActionErrorException(this, errorMessage);
}
}
}
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fileFormatVersion: 2
guid: 8ac7c378ad684142b41ceea5e99636eb
timeCreated: 1762607985
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namespace RPGCore.ObjectModules.ActionObjectModule
{
public abstract class BaseActionParallel : BaseAction
{
}
}
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fileFormatVersion: 2
guid: e46b8a02e3894ecb87b4455602287715
timeCreated: 1762624491
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fileFormatVersion: 2
guid: dbe46bc39ef7485cac06ad32831cac3a
timeCreated: 1764885371
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using RPGCore.Core.Objects;
using RPGCore.ObjectModules.EventObjectModule;
namespace RPGCore.ObjectModules.ActionObjectModule.Events
{
public class ActionErrorEvent : BaseEvent<UnitObject>
{
public UnitObject unit;
public BaseAction action;
public string message;
}
}
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fileFormatVersion: 2
guid: 48b0c69fc332472e87f34822bed20ffd
timeCreated: 1762611515
@@ -0,0 +1,11 @@
using RPGCore.Core.Objects;
using RPGCore.ObjectModules.EventObjectModule;
namespace RPGCore.ObjectModules.ActionObjectModule.Events
{
public class ActionExecuteEvent : BasePreventableEvent<UnitObject>
{
public UnitObject unit;
public BaseAction action;
}
}
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fileFormatVersion: 2
guid: 414af8b649334795bb3e1bc83149fbc3
timeCreated: 1772998772
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e8d01c287c954d278388eb561ce813cf
timeCreated: 1773604338
@@ -0,0 +1,30 @@
using System;
using RPGCore.Core.Objects;
namespace RPGCore.ObjectModules.EventObjectModule
{
/// <summary>
/// Extend this to create new type of data for &lt;<typeparamref name="T"/>&gt; type of object.<br/>
/// To retrieve this data from &lt;<typeparamref name="T"/>&gt; object use <see cref="DataModule.Get{T}"/>.
/// </summary>
/// <typeparam name="T"><see cref="BaseObject"/> (or any of its children) that this event can be attached to.</typeparam>
[Serializable]
public abstract class BaseData<T> : BaseData where T : BaseObject
{
public new T parent => (T)base.parent;
}
/// <summary>
/// <b>DO NOT EXTEND THIS</b>, use <see cref="BaseData{T}"/> instead!
/// </summary>
[Serializable]
public abstract class BaseData
{
internal BaseObject parent;
private protected BaseData()
{
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a960c2eadeca4d4aa8d1c454daca552f
timeCreated: 1773604425
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9970c419f4d94c22988563c8f8a50dc7
timeCreated: 1774171193
@@ -0,0 +1,18 @@
using System;
using RPGCore.Core.Objects;
using RPGCoreCommon.Helpers.PropertyAttributeDrawers;
using UnityEngine;
namespace RPGCore.ObjectModules.EventObjectModule.Data
{
[Serializable]
public class BaseObjectData : BaseData<BaseObject>
{
[Header("Uniqueness")]
[field: SerializeField, ReadOnly] public string guid { get; private set; } = Guid.NewGuid().ToString();
[Header("Display")]
public string name;
public Texture2D icon;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 53d2c35f3deb43588a3585e248d0a05e
timeCreated: 1774171200
@@ -0,0 +1,54 @@
using System;
using System.Collections.Generic;
using System.Linq;
using RPGCore.Core;
using RPGCore.Core.Objects;
using UnityEngine;
namespace RPGCore.ObjectModules.EventObjectModule
{
[Serializable]
[RequireComponent(typeof(BaseObject))]
public class DataModule : ObjectModule<BaseObject>
{
// SERIALIZED
[SerializeReference] private List<BaseData> _dataList = new();
// RUNTIME
private Dictionary<Type, BaseData> _dataDict;
private void OnValidate()
{
if (!parent) return;
// Remove invalid
if (_dataList.Any(data => data == null))
_dataList = _dataList.Where(data => data != null).ToList();
// Remove duplicates
if (_dataList.GroupBy(data => data.GetType()).Any(g => g.Count() > 1))
_dataList = _dataList.GroupBy(data => data.GetType()).Select(g => g.First()).ToList();
// Create missing datas
UnityEditor.TypeCache.GetTypesDerivedFrom<BaseObject>()
.Append(typeof(BaseObject))
.Where(t => t.IsAssignableFrom(parent.GetType()))
.Select(t => typeof(BaseData<>).MakeGenericType(t))
.SelectMany(t => UnityEditor.TypeCache.GetTypesDerivedFrom(t))
.Where(t => !_dataList.Select(data => data.GetType()).Contains(t))
.ToList().ForEach(t => _dataList.Add(Activator.CreateInstance(t) as BaseData));
_dataList.ForEach(data => data.parent = parent);
}
private void Awake()
{
_dataDict = _dataList.ToDictionary(data => data.GetType(), data => data);
}
public T Get<T>() where T : BaseData
{
return (T)_dataDict[typeof(T)];
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: fa1c3e4ec0e74aa1a52278c024599a01
timeCreated: 1773604350
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 850e39c8cad04b979fbb825dc7821c75
timeCreated: 1761863862
@@ -0,0 +1,24 @@
using RPGCore.Core.Objects;
namespace RPGCore.ObjectModules.EventObjectModule
{
/// <summary>
/// Extend this to create new type of event for &lt;<typeparamref name="T"/>&gt; type of object.<br/><br/>
/// This event is called once by <see cref="EventModule"/>.<see cref="EventModule.Invoke{T}"/>:
/// </summary>
/// <typeparam name="T"><see cref="BaseObject"/> (or any of its children) that this event can be attached to.</typeparam>
/// <seealso cref="BasePreventableEvent{T}"/>
public abstract class BaseEvent<T> : BaseEvent where T : BaseObject
{
}
/// <summary>
/// <b>DO NOT EXTEND THIS</b>, use <see cref="BaseEvent{T}"/> instead!
/// </summary>
public abstract class BaseEvent
{
protected internal BaseEvent()
{
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 71103e95ef1449e096cf7e813cc339dc
timeCreated: 1761865102
@@ -0,0 +1,27 @@
using RPGCore.Core.Objects;
namespace RPGCore.ObjectModules.EventObjectModule
{
/// <summary>
/// Extend this to create new type of preventable event for &lt;<typeparamref name="T"/>&gt; type of object.<br/><br/>
/// This event can be called twice by <see cref="EventModule"/>:
/// <ul>
/// <li><see cref="EventModule.InvokeBefore{T}"/></li>
/// <li><see cref="EventModule.InvokeAfter{T}"/> - if not prevented in before</li>
/// </ul>
/// </summary>
/// <typeparam name="T"><see cref="BaseObject"/> (or any of its children) that this event can be attached to.</typeparam>
/// <seealso cref="BaseEvent{T}"/>
public abstract class BasePreventableEvent<T> : BasePreventableEvent where T : BaseObject
{
}
public abstract class BasePreventableEvent
{
public bool isPrevented;
protected internal BasePreventableEvent()
{
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ff4239f29db24fc787c11af5bc1fdaca
timeCreated: 1761865162
@@ -0,0 +1,84 @@
using System;
using System.Collections.Generic;
using RPGCore.Core;
using RPGCore.Core.Objects;
namespace RPGCore.ObjectModules.EventObjectModule
{
[Serializable]
public class EventModule : ObjectModule<BaseObject>
{
// TODO: tutaj dodać serializowane eventy w postaci SerializableDictionary<SerializableType, UnityAction>
// TODO: dodatkowo mozna zmienić preventableEvents na dwa osobne słowniki before i after
internal readonly Dictionary<Type, Delegate> events = new();
internal readonly Dictionary<Type, Delegate[]> preventableEvents = new();
public void Invoke<T>(T baseEvent) where T : BaseEvent
{
events.TryAdd(typeof(T), null);
(events[typeof(T)] as Action<T>)?.Invoke(baseEvent);
}
public void Register<T>(Action<T> action) where T : BaseEvent
{
events.TryAdd(typeof(T), null);
var temp = (Action<T>)events[typeof(T)];
temp += action;
events[typeof(T)] = temp;
}
public void Unregister<T>(Action<T> action) where T : BaseEvent
{
events.TryAdd(typeof(T), null);
var temp = (Action<T>)events[typeof(T)];
temp -= action;
events[typeof(T)] = temp;
}
public void InvokeBefore<T>(T basePreventableEvent) where T : BasePreventableEvent
{
preventableEvents.TryAdd(typeof(T), new Delegate[2]);
(preventableEvents[typeof(T)][0] as Action<T>)?.Invoke(basePreventableEvent);
}
public void RegisterBefore<T>(Action<T> action) where T : BasePreventableEvent
{
preventableEvents.TryAdd(typeof(T), new Delegate[2]);
var temp = (Action<T>)preventableEvents[typeof(T)][0];
temp += action;
preventableEvents[typeof(T)][0] = temp;
}
public void UnregisterBefore<T>(Action<T> action) where T : BasePreventableEvent
{
preventableEvents.TryAdd(typeof(T), new Delegate[2]);
var temp = (Action<T>)preventableEvents[typeof(T)][0];
temp -= action;
preventableEvents[typeof(T)][0] = temp;
}
public void InvokeAfter<T>(T basePreventableEvent) where T : BasePreventableEvent
{
if (basePreventableEvent.isPrevented) throw new EventPreventedException("Event is prevented and can't be invoked!");
preventableEvents.TryAdd(typeof(T), new Delegate[2]);
(preventableEvents[typeof(T)][1] as Action<T>)?.Invoke(basePreventableEvent);
}
public void RegisterAfter<T>(Action<T> action) where T : BasePreventableEvent
{
preventableEvents.TryAdd(typeof(T), new Delegate[2]);
var temp = (Action<T>)preventableEvents[typeof(T)][1];
temp += action;
preventableEvents[typeof(T)][1] = temp;
}
public void UnregisterAfter<T>(Action<T> action) where T : BasePreventableEvent
{
preventableEvents.TryAdd(typeof(T), new Delegate[2]);
var temp = (Action<T>)preventableEvents[typeof(T)][1];
temp -= action;
preventableEvents[typeof(T)][1] = temp;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3fa533ce2d5945ec9f533cfd956a5394
timeCreated: 1761863930
@@ -0,0 +1,11 @@
using System;
namespace RPGCore.ObjectModules.EventObjectModule
{
public class EventPreventedException : Exception
{
public EventPreventedException(string message) : base(message)
{
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a647e5d4d4ed44c28fd6961d60943fe4
timeCreated: 1761917482
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 579fbe50273b4fa78b63536a5c316b68
timeCreated: 1762712676
@@ -0,0 +1,9 @@
using RPGCore.Core.Objects;
namespace RPGCore.ObjectModules.EventObjectModule.Events
{
public class RemoveEvent : BaseEvent<BaseObject>
{
public BaseObject obj;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 11c3329262c8465b9a3010eea4f08e69
timeCreated: 1761916133
@@ -0,0 +1,9 @@
using RPGCore.Core.Objects;
namespace RPGCore.ObjectModules.EventObjectModule.Events
{
public class SpawnEvent : BaseEvent<BaseObject>
{
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d57d2e777dd44799a419a6a81dc1558a
timeCreated: 1761913423
@@ -0,0 +1,11 @@
using RPGCore.Core;
using RPGCore.Core.Objects;
namespace RPGCore.ObjectModules.EventObjectModule.Events
{
public class TriggerEnterEvent : BaseEvent<BaseObject>
{
public BaseObject target;
public ITrigger trigger;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3a95611010304d37ad43daf0b18dd30c
timeCreated: 1761916203
@@ -0,0 +1,11 @@
using RPGCore.Core;
using RPGCore.Core.Objects;
namespace RPGCore.ObjectModules.EventObjectModule.Events
{
public class TriggerExitEvent : BaseEvent<BaseObject>
{
public BaseObject target;
public ITrigger trigger;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d36459dce15b4f69b33ddcf21b6bdc3d
timeCreated: 1762710866
+19
View File
@@ -0,0 +1,19 @@
{
"name": "RPGCore",
"rootNamespace": "RPGCore",
"references": [
"RPGCoreCommon.Settings",
"RPGCoreCommon.Helpers",
"RPGCoreCommon.DynamicValues",
"Unity.InputSystem"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
+7
View File
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 91139c31a3a64b34786bf786ad0bafe6
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+3
View File
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f1b8f1cf4fa940859c0492e9733264fb
timeCreated: 1761773615
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7d9da26ac20749b18818b4a4cefe65ea
timeCreated: 1761774471
@@ -0,0 +1,110 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.Rendering;
using UnityEngine.Serialization;
namespace RPGCore.SceneModules.PathVisualizerSceneModule
{
public class PathVisualizer : MonoBehaviour
{
private Func<IEnumerable<Vector3>> _pathGetter;
private LineRenderer _lineRenderer;
private float _autoUpdateDelta;
public bool autoUpdate;
public float autoUpdateTime;
public float verticalOffset;
public float lineSize
{
get => _lineRenderer.startWidth;
set => _lineRenderer.startWidth = _lineRenderer.endWidth = value;
}
public Material material
{
get => _lineRenderer.material;
set => _lineRenderer.material = value;
}
public void SetPath(Vector3 start, Vector3 end, int navMeshAreaMask)
{
var path = new NavMeshPath();
NavMesh.CalculatePath(start, end, navMeshAreaMask, path);
_pathGetter = () => path.corners;
UpdatePath();
}
public void SetPath(NavMeshAgent agent, Vector3 destination)
{
var path = new NavMeshPath();
agent.CalculatePath(destination, path);
_pathGetter = () => path.corners;
UpdatePath();
}
public void SetPath(NavMeshPath path)
{
_pathGetter = () => path.corners;
UpdatePath();
}
public void SetPath(IEnumerable<Transform> customPath)
{
_pathGetter = () => customPath.Select(t => t.position);
UpdatePath();
}
public void SetPath(IEnumerable<Vector3> customPath)
{
_pathGetter = () => customPath;
UpdatePath();
}
public void SetPath(Func<IEnumerable<Vector3>> pathGetter)
{
_pathGetter = pathGetter;
UpdatePath();
}
private void Awake()
{
_lineRenderer = gameObject.AddComponent<LineRenderer>();
_lineRenderer.enabled = true;
_lineRenderer.shadowCastingMode = ShadowCastingMode.Off;
_lineRenderer.numCapVertices = 3;
_lineRenderer.numCornerVertices = 3;
}
private void FixedUpdate()
{
if (!autoUpdate) return;
_autoUpdateDelta += Time.fixedDeltaTime;
if (_autoUpdateDelta < autoUpdateTime) return;
_autoUpdateDelta = 0;
UpdatePath();
}
private void UpdatePath()
{
if (_pathGetter == null) return;
var path = _pathGetter().Select(pos => pos + Vector3.up * verticalOffset).ToArray();
_lineRenderer.positionCount = path.Length;
_lineRenderer.SetPositions(path);
}
public void Show()
{
_lineRenderer.enabled = true;
}
public void Hide()
{
_lineRenderer.enabled = false;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6fdd2eabc020430e881b60cda5926a0a
timeCreated: 1761830900
@@ -0,0 +1,34 @@
using System;
using System.Collections.Generic;
using RPGCore.Core;
using UnityEngine;
namespace RPGCore.SceneModules.PathVisualizerSceneModule
{
[Serializable]
public class PathVisualizerModule : SceneModule
{
// Configuration
[SerializeField] private float _defaultAutoUpdateTime = 0.1f;
[SerializeField] private float _defaultLineSize = 0.05f;
[SerializeField] private float _defaultVerticalOffset = 0.1f;
[SerializeField] private Material _defaultMaterial;
// References
internal List<PathVisualizer> pathVisualizers = new();
public PathVisualizer Create()
{
var gameObject = new GameObject("PathVisualizer");
gameObject.transform.parent = this.gameObject.transform;
var pathVisualizer = gameObject.AddComponent<PathVisualizer>();
pathVisualizers.Add(pathVisualizer);
pathVisualizer.autoUpdateTime = _defaultAutoUpdateTime;
pathVisualizer.lineSize = _defaultLineSize;
pathVisualizer.verticalOffset = _defaultVerticalOffset;
pathVisualizer.material = _defaultMaterial;
return pathVisualizer;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6eeee4c859ea44119fd2347e9b778b72
timeCreated: 1761830760