migration from new repo

This commit is contained in:
mrtoine 2025-09-06 23:56:47 +02:00
commit 423134a840
26930 changed files with 3458568 additions and 0 deletions

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Assets/_/Features/Adventurers/.DS_Store vendored Normal file

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{
"name": "Adventurer.Runtime",
"rootNamespace": "Adventurer.Runtime",
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using System;
using System.Collections.Generic;
using UnityEngine;
namespace Adventurer.Runtime
{
public class AdventurerClass
{
#region Getters and Setters
public Guid ID
{
get { return _id; }
}
public string Name
{
get { return _name; }
set { _name = value; }
}
public AdventurerClassEnum AdventurerClassEnum
{
get { return _adventurerClassEnum; }
}
public int Level
{
get { return _level; }
set { _level = value; }
}
public int Experience
{
get { return _experience; }
set { _experience = value; }
}
public int Health
{
get { return _health; }
set { _health = value; }
}
public int MaxHealth
{
get { return _maxHealth; }
set { _maxHealth = value; }
}
public int Strength
{
get { return _strength; }
set { _strength = value; }
}
public int Defense
{
get { return _defense; }
set { _defense = value; }
}
public int Intelligence
{
get { return _intelligence; }
set { _intelligence = value; }
}
public int Agility
{
get { return _agility; }
set { _agility = value; }
}
public bool IsAvailable
{
get { return _isAvailable; }
set { _isAvailable = value; }
}
public DateTime RecruitmentDate
{
get { return _recruitmentDate; }
set { _recruitmentDate = value; }
}
public Dictionary<string, string> Equipments
{
get { return _equipments; }
set { _equipments = value; }
}
public Dictionary<string, string> ModelParts { get; private set; }
#endregion
#region Parameters
Guid _id;
string _name;
AdventurerClassEnum _adventurerClassEnum;
int _level;
int _experience;
int _health;
int _maxHealth;
int _strength;
int _defense;
int _intelligence;
int _agility;
bool _isAvailable;
DateTime _recruitmentDate;
Dictionary<string, string> _equipments;
#endregion
#region Constructor
public AdventurerClass(Guid id, string name, AdventurerClassEnum adventurerClassEnum, int level, int experience,
int strength, int defense,
int intelligence, int agility, Dictionary<string, string> modelParts, DateTime RecruitmentDate = default(DateTime))
{
_id = id;
_name = name;
_adventurerClassEnum = adventurerClassEnum;
_level = level;
_experience = experience;
_strength = strength;
_defense = defense;
_intelligence = intelligence;
_agility = agility;
ModelParts = modelParts;
_recruitmentDate = RecruitmentDate;
_isAvailable = true;
_equipments = new Dictionary<string, string>();
// Calcule de la vie Max
_maxHealth = CalculateMaxHp();
//Debug.Log($">>>>>>> {_name }[{_adventurerClassEnum}] | Niveau {_level} | {_experience} exp | {_strength} force | {_defense} def | {_agility} agi | {_intelligence} int | {_maxHealth} Hp Max <<<<<<<<<");
}
#endregion
#region Methods
public void SendOnMission()
{
_isAvailable = false;
}
public void ReturnFromMission()
{
_isAvailable = true;
}
public void ReceiveXP(int xp)
{
_experience += xp;
}
private void TryLevelUp()
{
int requiredXP = _level * 100;
if (_experience >= requiredXP)
{
_level++;
_experience -= requiredXP;
}
}
int CalculateMaxHp()
{
float classMultiplier = GetClassMultiplier();
return Mathf.RoundToInt((_strength + _defense + _level * 2) * classMultiplier);
}
private float GetClassMultiplier()
{
switch (_adventurerClassEnum)
{
case AdventurerClassEnum.Barbarian: return 1.5f;
case AdventurerClassEnum.Warrior: return 1.3f;
case AdventurerClassEnum.Paladin: return 1.2f;
case AdventurerClassEnum.Archer: return 1.0f;
case AdventurerClassEnum.Thief: return 0.9f;
case AdventurerClassEnum.Priest: return 0.8f;
default: return 1.0f;
}
}
public void TakeDamage(int effectValue)
{
Debug.Log($"Taking damage: {effectValue}");
}
public void Heal(int effectValue)
{
throw new NotImplementedException();
}
public void ApplyBuff(int effectValue)
{
throw new NotImplementedException();
}
#endregion
}
}

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namespace Adventurer.Runtime
{
public enum AdventurerClassEnum
{
Thief,
Warrior,
Archer,
Paladin,
Priest,
Mage,
Barbarian,
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Adventurer.Runtime
{
[CreateAssetMenu(fileName = "AdventurerClass Factory", menuName = "Guild Tycoon/Adventurers/Factory", order = 0)]
public class AdventurerFactorySO : ScriptableObject
{
public List<string> m_names;
public List<AdventurerClassEnum> m_classes;
public int m_baseLevel;
public int m_minStat;
public int m_maxStat;
public AdventurerClass CreateAdventurer()
{
string name = m_names[Random.Range(0, m_names.Count)];
AdventurerClassEnum chosenClassEnum = m_classes[Random.Range(0, m_classes.Count)];
int level = m_baseLevel;
int xp = 0;
int strength = 0;
int defense = 0;
int agility = 0;
int intelligence = 0;
switch (chosenClassEnum)
{
case AdventurerClassEnum.Warrior:
strength = Random.Range(14, 20);
defense = Random.Range(10, 16);
agility = Random.Range(6, 14);
intelligence = Random.Range(4, 8);
break;
case AdventurerClassEnum.Mage:
strength = Random.Range(4, 8);
defense = Random.Range(6, 10);
agility = Random.Range(6, 10);
intelligence = Random.Range(14, 20);
break;
case AdventurerClassEnum.Archer:
strength = Random.Range(4, 8);
defense = Random.Range(6, 10);
agility = Random.Range(14, 20);
intelligence = Random.Range(4, 8);
break;
case AdventurerClassEnum.Paladin:
strength = Random.Range(10, 14);
defense = Random.Range(14, 20);
agility = Random.Range(4, 8);
intelligence = Random.Range(8, 12);
break;
case AdventurerClassEnum.Priest:
strength = Random.Range(6, 10);
defense = Random.Range(8, 12);
agility = Random.Range(8, 12);
intelligence = Random.Range(14, 20);
break;
case AdventurerClassEnum.Thief:
strength = Random.Range(8, 14);
defense = Random.Range(8, 12);
agility = Random.Range(14, 20);
intelligence = Random.Range(4, 8);
break;
case AdventurerClassEnum.Barbarian:
strength = Random.Range(16, 20);
defense = Random.Range(10, 14);
agility = Random.Range(6, 10);
intelligence = Random.Range(2, 6);
break;
default:
// Classe non gérée
break;
}
var modelParts = new Dictionary<string, string>();
modelParts["Ears"] = $"EARS/Ears Type {Random.Range(1, 2)}";
modelParts["Eyebrows"] = $"EYEBROWS/Eyebrow Type {Random.Range(1, 5)} Color {Random.Range(1, 5)}";
modelParts["Eyes"] = $"EYES/Eyes Type {Random.Range(1, 5)} Color {Random.Range(1, 5)}";
modelParts["Face Hair"] = $"FACE HAIRS/Face Hair Type {Random.Range(1, 5)} Color {Random.Range(1, 5)}";
modelParts["Hair"] = $"HAIRS/Hair Type {Random.Range(1, 5)} Color {Random.Range(1, 5)}";
modelParts["Nose"] = $"NOSES/Nose Type {Random.Range(1, 5)}";
modelParts["Feet Armor"] = $"FEETS/Feet Armor Type {Random.Range(1, 5)} Color {Random.Range(1, 3)}";
modelParts["Legs Armor"] = $"LEGS/Legs Armor Type {Random.Range(1, 5)} Color {Random.Range(1, 3)}";
modelParts["Belts Armor"] = $"BELTS/Belts Armor Type {Random.Range(1, 6)} Color {Random.Range(1, 3)}";
modelParts["Arm Armor"] = $"ARMORS/Arm Armor Type {Random.Range(1, 5)} Color {Random.Range(1, 3)}";
modelParts["Chest Armor"] = $"CHESTS/Chest Armor Type {Random.Range(1, 5)} Color {Random.Range(1, 3)}";
modelParts["Head Armor"] = $"HEADS/Head Armor Type {Random.Range(1, 6)} Color {Random.Range(1, 3)}";
DateTime now = DateTime.Now;
return new AdventurerClass(Guid.NewGuid(), name, chosenClassEnum, level, xp, strength, defense, intelligence, agility, modelParts, now);
}
}
}

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