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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using System;
using Adventurer.Runtime;
using Core.Runtime;
using EventSystem.Runtime;
using Quests.Runtime;
using UnityEngine;
using UnityEngine.UI;
namespace GameUI.Runtime
{
public class AdventurerCardSelectionnable : BaseMonobehaviour
{
#region Publics
public Sprite m_selectedSprite;
public Sprite m_unselectedSprite;
public GameObject m_BGSprite;
#endregion
#region Unity API
void Start()
{
_adventurer = GetComponent<AdventurerCardUI>().Adventurer;
}
void Update()
{
if (_isSelected)
{
m_BGSprite.GetComponent<Image>().sprite = m_selectedSprite;
}
else
{
m_BGSprite.GetComponent<Image>().sprite = m_unselectedSprite;
}
}
#endregion
#region Main Methods
public void OnClick()
{
if (!QuestManager.Instance.CanSelectedAdventurers())
{
gameObject.GetComponent<Button>().interactable = false;
return;
}
_isSelected = !_isSelected;
if (_isSelected)
AdventurerSignals.RaiseAdventurerSelected(_adventurer);
else
AdventurerSignals.RaiseAdventurerUnselected(_adventurer);
}
public void OnPointerEnter()
{
if (!QuestManager.Instance.CanSelectedAdventurers()) return;
transform.localScale = Vector3.one * 1.1f;
}
public void OnPointerExit()
{
transform.localScale = Vector3.one;
}
#endregion
#region Utils
/* Fonctions privées utiles */
#endregion
#region Privates and Protected
bool _isSelected;
AdventurerClass _adventurer;
#endregion
}
}

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fileFormatVersion: 2
guid: ab0eb1ff1f8649719673f40e0d46da0f
timeCreated: 1754334060

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using System;
using Adventurer.Runtime;
using Quests.Runtime;
using UnityEngine;
using UnityEngine.UI;
namespace GameUI.Runtime
{
public class AdventurerCardUI : MonoBehaviour
{
#region Publics
[Header("UI References")]
public GameObject m_hourglass;
public TMPro.TextMeshProUGUI m_name;
public TMPro.TextMeshProUGUI m_class;
//public TMPro.TextMeshProUGUI m_traits;
//public TMPro.TextMeshProUGUI m_experience;
public TMPro.TextMeshProUGUI m_level;
public TMPro.TextMeshProUGUI m_strength;
public TMPro.TextMeshProUGUI m_defense;
public TMPro.TextMeshProUGUI m_agility;
public TMPro.TextMeshProUGUI m_intelligence;
public Image m_portrait;
[Header("Only Shop")]
public Button m_buyButton;
public GameObject m_footer;
public TMPro.TextMeshProUGUI m_price;
AdventurerClass _adventurer;
#endregion
public AdventurerClass Adventurer => _adventurer;
void Start()
{
QuestManager.OnQuestCompleted += ChangeAvailable;
}
void OnDestroy()
{
QuestManager.OnQuestCompleted -= ChangeAvailable;
}
public void setup(AdventurerClass adventurerClass)
{
_adventurer = adventurerClass;
m_name.text = adventurerClass.Name;
m_class.text = adventurerClass.AdventurerClassEnum.ToString();
m_level.text = adventurerClass.Level.ToString();
m_strength.text = adventurerClass.Strength.ToString();
m_defense.text = adventurerClass.Defense.ToString();
m_agility.text = adventurerClass.Agility.ToString();
m_intelligence.text = adventurerClass.Intelligence.ToString();
if(!adventurerClass.IsAvailable && m_hourglass != null)
m_hourglass.gameObject.SetActive(true);
var interaction = GetComponent<InteractionAdventurerCard>();
if (interaction != null)
interaction.SetAdventurer(adventurerClass);
}
public void SetPortrait(Sprite portrait)
{
if (m_portrait != null)
m_portrait.sprite = portrait;
}
void ChangeAvailable(QuestClass quest)
{
if (quest.State == QuestStateEnum.Completed && _adventurer.IsAvailable)
{
if (m_hourglass != null)
m_hourglass.gameObject.SetActive(false);
}
}
}
}

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fileFormatVersion: 2
guid: ac33d10d3a201471d817d415fcde31b0

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namespace GameUI.Runtime
{
public enum AdventurerSortEnum
{
None,
Available,
NotAvailable,
AssignedToQuest,
}
}

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fileFormatVersion: 2
guid: 5b2582e771c9405e93ced5bbc1a0003b
timeCreated: 1754337102

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using Adventurer.Runtime;
using Core.Runtime;
using EventSystem.Runtime;
using UnityEngine;
namespace GameUI.Runtime
{
public class AdventurerUIController : BaseMonobehaviour
{
#region Publics
//
#endregion
#region Unity API
void Start()
{
AdventurerSignals.OnInfoAdventurerPanel += HandleInfoPanel;
_uiManager = GetComponent<UIManager>();
}
#endregion
#region Main Methods
//
#endregion
#region Utils
/* Fonctions privées utiles */
void HandleInfoPanel(AdventurerClass adventurer)
{
_uiManager.ShowPanel(_infoAdventurerPanel);
_infoAdventurerPanel.GetComponent<InfoAdventurerPanel>().ShowInfo(adventurer);
}
#endregion
#region Privates and Protected
[SerializeField] private GameObject _infoAdventurerPanel;
UIManager _uiManager;
#endregion
}
}

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fileFormatVersion: 2
guid: c4d5cc7840ef451fa22f5d0c277d6aff
timeCreated: 1754231469

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using System.Collections.Generic;
using EventSystem.Runtime;
using Adventurer.Runtime;
using Core.Runtime;
using Quests.Runtime;
using TMPro;
using UnityEngine;
namespace GameUI.Runtime
{
public class AdventurersPanel : BasePanel
{
#region Unity API
private void Start()
{
AdventurerSignals.OnPortraitCaptured += OnPortraitCapturedHandler;
AdventurerSignals.OnRefresh += DisplayAdventurers;
foreach (var txt in GetComponentsInChildren<TMP_Text>())
{
txt.text = LocalizationSystem.Instance.GetLocalizedText(txt.text);
}
DisplayAdventurers();
}
private void OnDestroy()
{
AdventurerSignals.OnPortraitCaptured -= OnPortraitCapturedHandler;
AdventurerSignals.OnRefresh -= DisplayAdventurers;
}
#endregion
#region Utils
void OnPortraitCapturedHandler(AdventurerClass adventurer, Sprite portrait)
{
foreach (Transform child in _heroesPanel.transform)
{
AdventurerCardUI card = child.GetComponent<AdventurerCardUI>();
if (card != null && card.Adventurer == adventurer)
{
card.SetPortrait(portrait);
break;
}
}
}
void DisplayAdventurers()
{
foreach (Transform child in _heroesPanel.transform)
{
Destroy(child.gameObject);
}
List<AdventurerClass> filtered = FilterAdventurers(_sort);
foreach (AdventurerClass adventurer in filtered)
{
GameObject cardAdventurerGO = Instantiate(_adventurerPrefab, _heroesPanel.transform);
cardAdventurerGO.transform.SetAsLastSibling();
AdventurerCardUI card = cardAdventurerGO.GetComponent<AdventurerCardUI>();
card.setup(adventurer);
}
}
List<AdventurerClass> FilterAdventurers(AdventurerSortEnum sortType)
{
List<AdventurerClass> allAdventurers = GetFact<List<AdventurerClass>>("my_adventurers");
switch (sortType)
{
case AdventurerSortEnum.Available:
return allAdventurers.FindAll(a => a.IsAvailable);
case AdventurerSortEnum.NotAvailable:
return allAdventurers.FindAll(a => !a.IsAvailable);
case AdventurerSortEnum.AssignedToQuest:
return QuestClass.GetAdventurersFromId(QuestManager.Instance.AssignedAdventurers);
case AdventurerSortEnum.None:
return allAdventurers;
default:
return allAdventurers;
}
}
#endregion
#region Privates and Protected
[SerializeField] GameObject _adventurerPrefab;
[SerializeField] GameObject _heroesPanel;
[SerializeField] AdventurerSortEnum _sort;
#endregion
}
}

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guid: 5104eaeccc974d829b1bc9298481c2df
timeCreated: 1753910448

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guid: 654fd5aae0624c529ff6147dbfb36890
timeCreated: 1754078701

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using System;
using System.Collections;
using System.Collections.Generic;
using Adventurer.Runtime;
using UnityEngine;
using Core.Runtime;
using EventSystem.Runtime;
using Random = UnityEngine.Random;
using UnityEngine.UI;
namespace GameUI.Runtime
{
public class RecruitementPanel: BaseMonobehaviour
{
#region Publics
public AdventurerFactorySO m_adventurersSO;
#endregion
#region Unity API
void OnEnable()
{
if (_content == null)
{
_content = GetComponent<RectTransform>();
}
StartCoroutine(OpenRoutine());
}
void OnDisable()
{
// Intentionally left empty during debug to validate first-open rendering.
// (We avoid destroying children here to keep the list intact between toggles.)
}
IEnumerator OpenRoutine()
{
// Defer one frame to let Canvas/Scaler/Mask finish their activation cycle
yield return null;
// Generate only if empty (prevents duplicate spawns on reopen)
if (_content != null && _content.childCount == 0)
{
Clear();
GenerateAdventurer(20);
}
// Wait until end of frame to ensure instantiated elements are present before forcing layout
yield return new WaitForEndOfFrame();
Canvas.ForceUpdateCanvases();
if (_content != null)
{
LayoutRebuilder.ForceRebuildLayoutImmediate(_content);
// Also rebuild the parent (Viewport) if present to ensure mask/scroll region updates
var parentRT = _content.parent as RectTransform;
if (parentRT != null)
{
LayoutRebuilder.ForceRebuildLayoutImmediate(parentRT);
}
}
Canvas.ForceUpdateCanvases();
}
#endregion
#region Main Methods
[ContextMenu("Effacer le container")]
public void Clear()
{
if (_content == null)
{
_content = GetComponent<RectTransform>();
}
if (_content == null) return;
foreach (Transform child in _content)
{
AdventurerCardUI card = child.GetComponent<AdventurerCardUI>();
if (card != null)
{
Destroy(child.gameObject);
}
}
}
[ContextMenu("Générer un aventurier")]
public void Generate()
{
GenerateAdventurer();
}
#endregion
#region Utils
public void GenerateAdventurer(int nbAdventurers = 1)
{
if (_content == null)
{
_content = GetComponent<RectTransform>();
}
Info($"Génération de {nbAdventurers} aventuriers");
for (int i = 0; i < nbAdventurers; i++)
{
AdventurerClass newRecruit = m_adventurersSO.CreateAdventurer();
Info($"Aventurier n°{i}/{nbAdventurers}. Nom : {newRecruit.Name}");
DisplayHeroCard(newRecruit);
}
// Ensure the first-time open displays items correctly
StartCoroutine(RefreshLayoutNextFrame());
}
void DisplayHeroCard(AdventurerClass newRecruit)
{
if (_content == null)
{
_content = GetComponent<RectTransform>();
}
GameObject adventurerGO = Instantiate(_adventurerPrefab, _content != null ? _content : transform);
adventurerGO.transform.SetAsLastSibling();
AdventurerCardUI card = adventurerGO.GetComponent<AdventurerCardUI>();
card.setup(newRecruit);
string price = ((newRecruit.Agility + newRecruit.Defense + newRecruit.Intelligence + newRecruit.Strength) / 4 * 50).ToString();
card.m_price.text = price;
card.m_footer.gameObject.SetActive(true);
card.m_buyButton.onClick.RemoveAllListeners();
card.m_buyButton.onClick.AddListener(() => BuyHero(adventurerGO, newRecruit, int.Parse(price)));
}
IEnumerator RefreshLayoutNextFrame()
{
yield return new WaitForEndOfFrame();
Canvas.ForceUpdateCanvases();
if (_content != null)
{
LayoutRebuilder.ForceRebuildLayoutImmediate(_content);
}
Canvas.ForceUpdateCanvases();
}
void BuyHero(GameObject go, AdventurerClass newRecruit, int price = 0)
{
Player.Runtime.PlayerClass playerClass = GetFact<Player.Runtime.PlayerClass>(GameManager.Instance.Profile);
if (playerClass.AdventurersCount == playerClass.AdventurersMax)
{
return;
}
if (playerClass.Money >= price)
{
playerClass.AdventurersCount += 1;
playerClass.Money -= price;
if (!FactExists<List<AdventurerClass>>("my_adventurers", out _))
{
SetFact<List<AdventurerClass>>("my_adventurers", new List<AdventurerClass>(), FactPersistence.Persistent);
}
List<AdventurerClass> myAdventurers = GetFact<List<AdventurerClass>>("my_adventurers");
myAdventurers.Add(newRecruit);
SaveFacts();
_photoStudio.SetActive(true);
AdventurerSignals.RaiseSpawnRequested(newRecruit);
AdventurerSignals.RaiseRefreshAdventurers();
Destroy(go);
}
}
#endregion
#region Privates and Protected
[SerializeField] RectTransform _content; // Assign this to ScrollView/Viewport/Content in the inspector
private int _nextId = 0;
[SerializeField] GameObject _adventurerPrefab;
[SerializeField] GameObject _photoStudio;
#endregion
}
}

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fileFormatVersion: 2
guid: 1e6344b00ba24272abc7c36ed57c87b0
timeCreated: 1753477292

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using Adventurer.Runtime;
using Core.Runtime;
using TMPro;
using UnityEngine;
namespace GameUI.Runtime
{
public class InfoAdventurerPanel : BaseMonobehaviour
{
#region Publics
public TextMeshProUGUI m_name;
public TextMeshProUGUI m_level;
public TextMeshProUGUI m_adventurerClass;
public TextMeshProUGUI m_strenght;
public TextMeshProUGUI m_defense;
public TextMeshProUGUI m_agility;
public TextMeshProUGUI m_intelligence;
public TextMeshProUGUI m_isAvailable;
#endregion
#region Unity API
//
#endregion
#region Main Methods
public void ShowInfo(AdventurerClass adventurer)
{
m_name.text = adventurer.Name;
m_level.text = $"Level {adventurer.Level.ToString()}";
m_adventurerClass.text = adventurer.AdventurerClassEnum.ToString();
m_strenght.text = adventurer.Strength.ToString();
m_defense.text = adventurer.Defense.ToString();
m_agility.text = adventurer.Agility.ToString();
m_intelligence.text = adventurer.Intelligence.ToString();
if (adventurer.IsAvailable)
{
m_isAvailable.color = new Color(51, 171, 32);
m_isAvailable.text = LocalizationSystem.Instance.GetLocalizedText("in_qg");
}
else
{
m_isAvailable.color = new Color(171, 32, 32);
m_isAvailable.text = LocalizationSystem.Instance.GetLocalizedText("in_quest");
}
}
#endregion
#region Utils
//
#endregion
#region Privates and Protected
//
#endregion
}
}

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guid: 1651133be0a74e70899889b1ea3cacdc
timeCreated: 1754230195

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using System;
using Adventurer.Runtime;
using Core.Runtime;
using EventSystem.Runtime;
using UnityEngine;
namespace GameUI.Runtime
{
public class InteractionAdventurerCard : BaseMonobehaviour
{
#region Publics
//
#endregion
#region Unity API
//
#endregion
#region Main Methods
public void SetAdventurer(AdventurerClass adventurer)
{
_adventurer = adventurer;
}
public void OnClick()
{
AdventurerSignals.RaiseInfoAdventurerPanel(_adventurer);
}
#endregion
#region Utils
//
#endregion
#region Privates and Protected
AdventurerClass _adventurer;
#endregion
}
}

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fileFormatVersion: 2
guid: 784c9e46540b4c5c8acb20a4605edb44
timeCreated: 1754227974