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main ... BUG-2

52 changed files with 1505 additions and 753 deletions

View file

@ -35,6 +35,8 @@
<available_title>Disponible(s)</available_title>
<in_qg>Au QG</in_qg>
<in_quest>En mission</in_quest>
<!-- Recap quête -->
<quest.completed.title>Récap' Quête</quest.completed.title>
<!-- QUÊTES -->
<quests.1.title>Invasion de Rats</quests.1.title>
@ -62,7 +64,6 @@
<event.plain.fight.1>Un groupe de bandit demandent un droit de passage au abord d'un pont. Vous êtes contraint de pay... de les abattre. Après un combat acharné, vos aventuriers l'emporte !</event.plain.fight.1>
<!-- OBJETS -->
<item_gold>Or</item_gold>
<item_gold_desc>Or.</item_gold_desc>

File diff suppressed because it is too large Load diff

View file

@ -7,7 +7,7 @@ using UnityEngine.UI;
namespace AudioSystem.Runtime
{
public class AudioManager : BaseMonobehaviour
public class AudioManager : BaseMonoBehaviour
{
#region Publics

View file

@ -3,7 +3,7 @@ using UnityEngine.SceneManagement;
namespace Core.Runtime
{
public class SceneLoader : BaseMonobehaviour
public class SceneLoader : BaseMonoBehaviour
{
#region Publics

View file

@ -8,7 +8,7 @@ using UnityEngine.SceneManagement;
namespace Cheat.Runtime
{
public class Cheat : BaseMonobehaviour
public class Cheat : BaseMonoBehaviour
{
#region Publics

View file

@ -1,10 +1,11 @@
using System.Collections.Generic;
using Core.Runtime.Interfaces;
using UnityEditor.Graphs;
using UnityEngine;
namespace Core.Runtime
{
public class BaseMonobehaviour : MonoBehaviour
public class BaseMonoBehaviour : MonoBehaviour
{
#region Publics
@ -101,9 +102,14 @@ namespace Core.Runtime
#region DEBUG
protected void Info(string message)
protected void Info(string message, Color color)
{
Debug.Log(message);
if (color == null)
{
color = Color.aliceBlue;
}
Debug.Log($"<color=#{ColorUtility.ToHtmlStringRGB(color)}>{message}</color>");
}
protected void Error(string message)

View file

@ -29,14 +29,14 @@ namespace Core.Runtime
return false;
}
public void SetFact<T>(string key, T value, BaseMonobehaviour.FactPersistence persistence)
public void SetFact<T>(string key, T value, BaseMonoBehaviour.FactPersistence persistence)
{
if (_facts.TryGetValue(key, out var existingFact))
{
if (existingFact is Fact<T> typedFact)
{
typedFact.Value = value;
typedFact.IsPersistent = persistence == BaseMonobehaviour.FactPersistence.Persistent;
typedFact.IsPersistent = persistence == BaseMonoBehaviour.FactPersistence.Persistent;
}
else
{
@ -45,7 +45,7 @@ namespace Core.Runtime
}
else
{
bool isPersistent = persistence == BaseMonobehaviour.FactPersistence.Persistent;
bool isPersistent = persistence == BaseMonoBehaviour.FactPersistence.Persistent;
_facts[key] = new Fact<T>(value, isPersistent);
}
}

View file

@ -7,7 +7,7 @@ using UnityEngine.SceneManagement;
namespace Core.Runtime
{
public class GameManager: BaseMonobehaviour
public class GameManager: BaseMonoBehaviour
{
#region Publics

View file

@ -6,7 +6,7 @@ using UnityEngine;
namespace Core.Runtime
{
public class LocalizationSystem : BaseMonobehaviour
public class LocalizationSystem : BaseMonoBehaviour
{
#region Publics

View file

@ -6,7 +6,7 @@ using Random = UnityEngine.Random;
namespace Core.Runtime
{
public class SceneLoader : BaseMonobehaviour
public class SceneLoader : BaseMonoBehaviour
{
#region Publics

View file

@ -3,7 +3,7 @@ using UnityEngine;
namespace Core.Runtime
{
public class UIManager : BaseMonobehaviour
public class UIManager : BaseMonoBehaviour
{
#region Publics

View file

@ -7,7 +7,7 @@ using UnityEngine;
namespace Decor.Runtime
{
public class AdventurerApearanceSpawner : BaseMonobehaviour
public class AdventurerApearanceSpawner : BaseMonoBehaviour
{
#region Publics

View file

@ -4,7 +4,7 @@ using UnityEngine;
namespace Decor.Runtime
{
public class AdventurerModelBinder : BaseMonobehaviour
public class AdventurerModelBinder : BaseMonoBehaviour
{
#region Publics

View file

@ -9,7 +9,7 @@ using UnityEngine.AI;
namespace Decor.Runtime
{
public class PortraitGenerator : BaseMonobehaviour
public class PortraitGenerator : BaseMonoBehaviour
{
#region Publics

View file

@ -7,7 +7,7 @@ using UnityEngine.UI;
namespace _.Features.Decor.Runtime
{
public class TakePhoto : BaseMonobehaviour
public class TakePhoto : BaseMonoBehaviour
{
#region Publics

View file

@ -9,7 +9,7 @@ using UnityEngine;
namespace Decor.Runtime
{
public class QuestSign: BaseMonobehaviour
public class QuestSign: BaseMonoBehaviour
{
#region private & protected

View file

@ -4,7 +4,7 @@ using UnityEngine;
namespace Goals.Runtime
{
public class GoalSystem : BaseMonobehaviour
public class GoalSystem : BaseMonoBehaviour
{
#region Publics

View file

@ -5,7 +5,7 @@ using UnityEngine;
namespace MenuSystem.Runtime.LoadGame
{
public class LoadGame : BaseMonobehaviour
public class LoadGame : BaseMonoBehaviour
{
#region Publics

View file

@ -5,7 +5,7 @@ using UnityEngine.UI;
namespace MenuSystem.Runtime
{
public class MenuManager : BaseMonobehaviour
public class MenuManager : BaseMonoBehaviour
{
#region Publics

View file

@ -10,7 +10,7 @@ using UnityEngine;
namespace MenuSystem.Runtime
{
public class NewGame : BaseMonobehaviour
public class NewGame : BaseMonoBehaviour
{
#region Publics

View file

@ -5,7 +5,7 @@ using Cursor = UnityEngine.Cursor;
namespace MenuSystem.Runtime
{
public class PauseMenu : BaseMonobehaviour
public class PauseMenu : BaseMonoBehaviour
{
#region Publics

View file

@ -3,7 +3,7 @@ using UnityEngine;
namespace MenuSystem.Runtime.Settings
{
public class AudioMenuModule : BaseMonobehaviour, IMenuModule
public class AudioMenuModule : BaseMonoBehaviour, IMenuModule
{
#region Publics

View file

@ -5,7 +5,7 @@ using UnityEngine.UI;
namespace MenuSystem.Runtime
{
public class SettingsMenu : BaseMonobehaviour
public class SettingsMenu : BaseMonoBehaviour
{
#region Publics

View file

@ -7,7 +7,7 @@ using UnityEngine;
namespace MenuSystem.Runtime.TitleScreen
{
public class TitleScreen : BaseMonobehaviour
public class TitleScreen : BaseMonoBehaviour
{
#region Publics

View file

@ -5,7 +5,7 @@ using UnityEngine.Serialization;
namespace Player.Runtime
{
public class Deplacements : BaseMonobehaviour
public class Deplacements : BaseMonoBehaviour
{
#region Publics

View file

@ -0,0 +1,44 @@
using Core.Runtime;
using UnityEngine;
namespace Quests.Runtime
{
public class QuestHistory : BaseMonoBehaviour
{
#region Publics
//
#endregion
#region Unity API
//
#endregion
#region Main Methods
//
#endregion
#region Utils
/* Fonctions privées utiles */
#endregion
#region Privates and Protected
[SerializeField] TextMesh _historyContent;
#endregion
}
}

View file

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a360a2299eba4e078acfa47eac0464e3
timeCreated: 1760204281

View file

@ -5,7 +5,7 @@ using UnityEngine;
namespace Quests.Runtime._.Features.Quests
{
public class QuestInitializer : BaseMonobehaviour
public class QuestInitializer : BaseMonoBehaviour
{
void Awake()
{

View file

@ -10,7 +10,7 @@ using Random = UnityEngine.Random;
namespace Quests.Runtime
{
public class QuestManager : BaseMonobehaviour
public class QuestManager : BaseMonoBehaviour
{
#region Singleton
@ -33,6 +33,8 @@ namespace Quests.Runtime
public static event Action<QuestClass> OnEventFromQuest;
public static event Action<List<QuestTemplate>> OnAvailableQuestsUpdated;
public static event Action<QuestClass> OnCheckStateQuest;
#endregion
#region Unity API
@ -77,6 +79,9 @@ namespace Quests.Runtime
if (_activeQuests == null) _activeQuests = new List<QuestClass>();
if (_completedQuests == null) _completedQuests = new List<QuestClass>();
if (_disponibleQuests == null) _disponibleQuests = new List<QuestClass>();
// On Check L'état des quêtes avant toutes choses
CheckStateQuest();
}
#endregion
@ -174,12 +179,24 @@ namespace Quests.Runtime
/// </summary>
public void NotifyCompletedQuests()
{
foreach (var quest in _completedQuests)
foreach (QuestClass quest in _completedQuests)
{
OnQuestCompleted?.Invoke(quest);
}
}
public void CheckStateQuest()
{
List<QuestClass> quests = GetFact<List<QuestClass>>("accepted_quests");
if (quests == null) return;
foreach (QuestClass quest in quests)
{
OnCheckStateQuest?.Invoke(quest);
}
}
/// <summary>
/// Récupère l'historique des events lié à une quête
/// </summary>
@ -334,10 +351,9 @@ namespace Quests.Runtime
AdventurerClass adventurer = QuestClass.GetOneAdventurerFromId(adventurerId);
if (adventurer == null)
{
Info($"<color=orange>Aventurer {adventurerId} introuvable</color>");
continue;
}
Info($"<color=orange>{adventurer.Name} est dans la team avec le status dispo : {adventurer.IsAvailable}</color>");
if (adventurer != null && adventurer.IsAvailable == false)
{
adventurer.IsAvailable = true;
@ -346,7 +362,7 @@ namespace Quests.Runtime
}
if (anyChanged)
{
Info("<color=cyan>Comme les données on changées, on les sauvegarde.</color>");
SaveFacts();
}
}

View file

@ -24,11 +24,11 @@ namespace GuildTycoon.Tests.Editor
// Ensure profile and base facts are set
_gameManager.Profile = "UnitTestProfile";
_gameManager.Fact = new FactDictionnary();
GameManager.m_gameFacts = _gameManager.Fact; // ensure BaseMonobehaviour access works
GameManager.m_gameFacts = _gameManager.Fact; // ensure BaseMonoBehaviour access works
// Pre-seed facts used by QuestManager
_gameManager.Fact.SetFact("accepted_quests", new List<QuestClass>(), BaseMonobehaviour.FactPersistence.Normal);
_gameManager.Fact.SetFact("events_quests_history", new Dictionary<Guid, List<QuestEventLog>>(), BaseMonobehaviour.FactPersistence.Normal);
_gameManager.Fact.SetFact("accepted_quests", new List<QuestClass>(), BaseMonoBehaviour.FactPersistence.Normal);
_gameManager.Fact.SetFact("events_quests_history", new Dictionary<Guid, List<QuestEventLog>>(), BaseMonoBehaviour.FactPersistence.Normal);
// Create QuestManager
_qmGO = new GameObject("QuestManager_Test");
@ -64,7 +64,7 @@ namespace GuildTycoon.Tests.Editor
// Seed facts with the same quest so QuestManager can update saved state
var accepted = new List<QuestClass> { new QuestClass(questId, quest.Name, quest.Description, quest.Objective, quest.Duration, quest.Difficulty, quest.Rewards, quest.MinLevel) { State = QuestStateEnum.InProgress } };
_gameManager.Fact.SetFact("accepted_quests", accepted, BaseMonobehaviour.FactPersistence.Normal);
_gameManager.Fact.SetFact("accepted_quests", accepted, BaseMonoBehaviour.FactPersistence.Normal);
QuestClass completedRaised = null;
Action<QuestClass> handler = q => completedRaised = q;

View file

@ -4,7 +4,7 @@ using UnityEngine.SceneManagement;
namespace TestFacts.Runtime
{
public class AutoLoaderGame : BaseMonobehaviour
public class AutoLoaderGame : BaseMonoBehaviour
{
#region Publics

View file

@ -6,7 +6,7 @@ using UnityEngine;
namespace TestFacts.Runtime
{
public class TestFacts : BaseMonobehaviour
public class TestFacts : BaseMonoBehaviour
{
string _fact;
@ -60,7 +60,7 @@ namespace TestFacts.Runtime
{
foreach (var fact in GetAllFacts())
{
Info($"Fact[{fact.Key}] = {fact.Value}");
Info($"Fact[{fact.Key}] = {fact.Value}", Color.aliceBlue);
}
}
}

View file

@ -7,14 +7,14 @@ using UnityEngine;
namespace TestFacts.Runtime
{
public class Triche : BaseMonobehaviour
public class Triche : BaseMonoBehaviour
{
[ContextMenu("Add 99999 Gold")]
void AddInfiniteGold()
{
PlayerClass profile = GetFact<PlayerClass>(GameManager.Instance.Profile);
profile.Money = 99999;
Info("99999 Gold added");
Info("99999 Gold added", Color.green);
SaveFacts();
}

View file

@ -8,7 +8,7 @@ using UnityEngine.UI;
namespace GameUI.Runtime
{
public class AdventurerCardSelectionnable : BaseMonobehaviour
public class AdventurerCardSelectionnable : BaseMonoBehaviour
{
#region Publics

View file

@ -5,7 +5,7 @@ using UnityEngine;
namespace GameUI.Runtime
{
public class AdventurerUIController : BaseMonobehaviour
public class AdventurerUIController : BaseMonoBehaviour
{
#region Publics

View file

@ -10,7 +10,7 @@ using UnityEngine.UI;
namespace GameUI.Runtime
{
public class RecruitementPanel: BaseMonobehaviour
public class RecruitementPanel: BaseMonoBehaviour
{
#region Publics
@ -38,8 +38,6 @@ namespace GameUI.Runtime
IEnumerator OpenRoutine()
{
Info("On rentre dans la routine <OpenRoutine>");
// Defer one frame to let Canvas/Scaler/Mask finish their activation cycle
yield return null;
GenerateAdventurer(20);
@ -104,12 +102,10 @@ namespace GameUI.Runtime
_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);
}

View file

@ -5,7 +5,7 @@ using UnityEngine;
namespace GameUI.Runtime
{
public class InfoAdventurerPanel : BaseMonobehaviour
public class InfoAdventurerPanel : BaseMonoBehaviour
{
#region Publics

View file

@ -6,7 +6,7 @@ using UnityEngine;
namespace GameUI.Runtime
{
public class InteractionAdventurerCard : BaseMonobehaviour
public class InteractionAdventurerCard : BaseMonoBehaviour
{
#region Publics

View file

@ -5,7 +5,7 @@ using UnityEngine;
namespace GameUI.Runtime
{
public class BasePanel : BaseMonobehaviour
public class BasePanel : BaseMonoBehaviour
{
#region Publics

View file

@ -5,7 +5,7 @@ using TMPro;
namespace GameUI.Runtime
{
public class InfoPanel : BaseMonobehaviour
public class InfoPanel : BaseMonoBehaviour
{
#region Publics

View file

@ -4,7 +4,7 @@ using UnityEngine;
namespace GameUI.Runtime
{
public class InventoryPanel : BaseMonobehaviour
public class InventoryPanel : BaseMonoBehaviour
{
#region Unity API

View file

@ -6,7 +6,7 @@ using UnityEngine;
namespace GameUI.Runtime.Events
{
public class EventsDisplayUI : BaseMonobehaviour
public class EventsDisplayUI : BaseMonoBehaviour
{
#region Publics

View file

@ -4,7 +4,7 @@ using UnityEngine;
namespace GameUI.Runtime.Events
{
public class QuestLogUI : BaseMonobehaviour
public class QuestLogUI : BaseMonoBehaviour
{
#region Publics

View file

@ -7,7 +7,7 @@ using UnityEngine;
namespace GameUI.Runtime.Events
{
public class QuestLogsListUI : BaseMonobehaviour
public class QuestLogsListUI : BaseMonoBehaviour
{
#region Publics

View file

@ -14,7 +14,7 @@ using UnityEngine.UI;
namespace GameUI.Runtime
{
public class InfoQuestPanel : BaseMonobehaviour
public class InfoQuestPanel : BaseMonoBehaviour
{
#region Publics
[Header("UI Text Elements")]
@ -94,7 +94,6 @@ namespace GameUI.Runtime
void ConfigureUIForQuestState(QuestStateEnum state)
{
Info($"<color=orange>Etat de la quête : {state}</color>");
switch (state)
{
case QuestStateEnum.Disponible:
@ -139,7 +138,6 @@ namespace GameUI.Runtime
quest = FindMatchingActiveQuest(quest);
QuestManager.Instance.CurrentQuest = quest;
Info($"<color=green><InfoQuestPanel.cs:143></color><color=orange>{quest.Name}</color>");
UpdateQuestInfoDisplay(quest);
ConfigureUIForQuestState(quest.State);
}

View file

@ -8,7 +8,7 @@ using UnityEngine;
namespace GameUI.Runtime
{
public class InteractionQuestCard : BaseMonobehaviour
public class InteractionQuestCard : BaseMonoBehaviour
{
[SerializeField] QuestFactoryDatabase _questDatabase;
@ -24,7 +24,6 @@ namespace GameUI.Runtime
if (_quest != null)
{
QuestManager.Instance.CurrentQuest = _quest;
Info($"⏱MAJ de la current quest {QuestManager.Instance.CurrentQuest.Name}");
QuestSignals.RaiseInfoQuestPanel(_quest);
}
}

View file

@ -9,7 +9,7 @@ using UnityEngine;
namespace GameUI.Runtime
{
public class QuestCardUI : BaseMonobehaviour
public class QuestCardUI : BaseMonoBehaviour
{
#region Publics

View file

@ -5,7 +5,7 @@ using UnityEngine;
namespace GameUI.Runtime
{
public class QuestMini : BaseMonobehaviour
public class QuestMini : BaseMonoBehaviour
{
#region Publics
@ -18,14 +18,21 @@ namespace GameUI.Runtime
#region Unity API
void Start()
void OnEnable()
{
QuestManager.OnQuestCompleted += HandleQuestCompleted;
QuestManager.OnQuestCompleted += HandleQuestState;
QuestManager.OnCheckStateQuest += HandleQuestState;
// Re-synchroniser l'état quand l'UI s'active
if (QuestManager.Instance != null)
{
QuestManager.Instance.CheckStateQuest();
}
}
void OnDestroy()
void OnDisable()
{
QuestManager.OnQuestCompleted -= HandleQuestCompleted;
QuestManager.OnQuestCompleted -= HandleQuestState;
QuestManager.OnCheckStateQuest -= HandleQuestState;
}
#endregion
@ -49,9 +56,10 @@ namespace GameUI.Runtime
#region Utils
/* Fonctions privées utiles */
void HandleQuestCompleted(QuestClass quest)
void HandleQuestState(QuestClass quest)
{
if (!MatchesQuest(quest.Name)) return;
Info($"Etat de la quete {quest.Name} : {quest.State}", Color.burlywood);
switch (quest.State)
{
case QuestStateEnum.Disponible:
@ -63,6 +71,7 @@ namespace GameUI.Runtime
m_hourglass.SetActive(true);
break;
case QuestStateEnum.Completed:
Info("Completed !!", Color.green);
m_check.SetActive(true);
m_hourglass.SetActive(false);
break;

View file

@ -6,7 +6,7 @@ using UnityEngine;
namespace GameUI.Runtime
{
public class QuestUIController : BaseMonobehaviour
public class QuestUIController : BaseMonoBehaviour
{
#region Publics

View file

@ -9,7 +9,7 @@ using UnityEngine;
namespace GameUI.Runtime
{
public class QuestsBoardPanel : BaseMonobehaviour
public class QuestsBoardPanel : BaseMonoBehaviour
{
#region Unity API

View file

@ -10,7 +10,7 @@ using UnityEngine.Serialization;
namespace GameUI.Runtime
{
public class QuestsPanel : BaseMonobehaviour
public class QuestsPanel : BaseMonoBehaviour
{
#region Publics
@ -68,6 +68,7 @@ namespace GameUI.Runtime
questMini.SetQuestName(quest.Name);
bool isCompleted = QuestManager.Instance?.IsQuestCompleted(quest.Name) == true;
questMini.m_check?.SetActive(isCompleted);
questMini.m_hourglass?.SetActive(quest.State == QuestStateEnum.InProgress);
}
questGO.GetComponent<InteractionQuestCard>().SetQuest(quest);

View file

@ -2219,11 +2219,6 @@ Transform:
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GameObject:
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@ -2789,16 +2784,6 @@ Transform:
m_CorrespondingSourceObject: {fileID: 1965383541763279028, guid: 49a88d12c2bdb6e46bc00a85c08193bf, type: 3}
m_PrefabInstance: {fileID: 778339439}
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GameObject:
m_CorrespondingSourceObject: {fileID: 3261389646913874471, guid: 9096b4ca29c944a6189d4269e97f0089, type: 3}
m_PrefabInstance: {fileID: 1824163065612858730}
m_PrefabAsset: {fileID: 0}
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RectTransform:
m_CorrespondingSourceObject: {fileID: 8137423015168411238, guid: 9096b4ca29c944a6189d4269e97f0089, type: 3}
m_PrefabInstance: {fileID: 1824163065612858730}
m_PrefabAsset: {fileID: 0}
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PrefabInstance:
m_ObjectHideFlags: 0
@ -3479,11 +3464,6 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 952805876}
m_CullTransparentMesh: 1
--- !u!224 &973158492 stripped
RectTransform:
m_CorrespondingSourceObject: {fileID: 8585461738485252514, guid: 9096b4ca29c944a6189d4269e97f0089, type: 3}
m_PrefabInstance: {fileID: 1824163065612858730}
m_PrefabAsset: {fileID: 0}
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PrefabInstance:
m_ObjectHideFlags: 0
@ -5601,112 +5581,6 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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