Compare commits
5 commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 6f87c0aae6 | |||
| 572e49f7f7 | |||
| 2b5a227237 | |||
| aac376670c | |||
| 9143f3c50d |
66 changed files with 9583 additions and 757 deletions
BIN
Assets/.DS_Store
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Assets/.DS_Store
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@ -35,6 +35,8 @@
|
|||
<available_title>Disponible(s)</available_title>
|
||||
<in_qg>Au QG</in_qg>
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||||
<in_quest>En mission</in_quest>
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||||
<!-- Recap quête -->
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||||
<quest.completed.title>Récap' Quête</quest.completed.title>
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||||
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||||
<!-- QUÊTES -->
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||||
<quests.1.title>Invasion de Rats</quests.1.title>
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||||
|
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@ -62,7 +64,6 @@
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|||
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<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>
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||||
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||||
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<!-- OBJETS -->
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<item_gold>Or</item_gold>
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<item_gold_desc>Or.</item_gold_desc>
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|
|
|
|||
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Assets/_/.DS_Store
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Assets/_/.DS_Store
vendored
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Assets/_/Features/.DS_Store
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Assets/_/Features/.DS_Store
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Assets/_/Features/Adventurers/.DS_Store
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Assets/_/Features/Adventurers/.DS_Store
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@ -7,7 +7,7 @@ using UnityEngine.UI;
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|||
|
||||
namespace AudioSystem.Runtime
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||||
{
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||||
public class AudioManager : BaseMonobehaviour
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||||
public class AudioManager : BaseMonoBehaviour
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||||
{
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||||
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||||
#region Publics
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||||
|
|
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|||
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|
@ -3,7 +3,7 @@ using UnityEngine.SceneManagement;
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||||
namespace Core.Runtime
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||||
{
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||||
public class SceneLoader : BaseMonobehaviour
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||||
public class SceneLoader : BaseMonoBehaviour
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||||
{
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||||
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||||
#region Publics
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||||
|
|
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|||
|
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@ -8,7 +8,7 @@ using UnityEngine.SceneManagement;
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|||
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||||
namespace Cheat.Runtime
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||||
{
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||||
public class Cheat : BaseMonobehaviour
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public class Cheat : BaseMonoBehaviour
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||||
{
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||||
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||||
#region Publics
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|
|
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|||
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@ -1,10 +1,11 @@
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|||
using System.Collections.Generic;
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||||
using Core.Runtime.Interfaces;
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||||
using UnityEditor.Graphs;
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||||
using UnityEngine;
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||||
|
||||
namespace Core.Runtime
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||||
{
|
||||
public class BaseMonobehaviour : MonoBehaviour
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||||
public class BaseMonoBehaviour : MonoBehaviour
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||||
{
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||||
#region Publics
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||||
|
||||
|
|
@ -101,9 +102,14 @@ namespace Core.Runtime
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|||
|
||||
#region DEBUG
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||||
|
||||
protected void Info(string message)
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||||
protected void Info(string message, Color color)
|
||||
{
|
||||
Debug.Log(message);
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||||
if (color == null)
|
||||
{
|
||||
color = Color.aliceBlue;
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||||
}
|
||||
|
||||
Debug.Log($"<color=#{ColorUtility.ToHtmlStringRGB(color)}>{message}</color>");
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}
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||||
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||||
protected void Error(string message)
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||||
|
|
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|||
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@ -29,14 +29,14 @@ namespace Core.Runtime
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return false;
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||||
}
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||||
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public void SetFact<T>(string key, T value, BaseMonobehaviour.FactPersistence persistence)
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||||
public void SetFact<T>(string key, T value, BaseMonoBehaviour.FactPersistence persistence)
|
||||
{
|
||||
if (_facts.TryGetValue(key, out var existingFact))
|
||||
{
|
||||
if (existingFact is Fact<T> typedFact)
|
||||
{
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||||
typedFact.Value = value;
|
||||
typedFact.IsPersistent = persistence == BaseMonobehaviour.FactPersistence.Persistent;
|
||||
typedFact.IsPersistent = persistence == BaseMonoBehaviour.FactPersistence.Persistent;
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||||
}
|
||||
else
|
||||
{
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||||
|
|
@ -45,7 +45,7 @@ namespace Core.Runtime
|
|||
}
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||||
else
|
||||
{
|
||||
bool isPersistent = persistence == BaseMonobehaviour.FactPersistence.Persistent;
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||||
bool isPersistent = persistence == BaseMonoBehaviour.FactPersistence.Persistent;
|
||||
_facts[key] = new Fact<T>(value, isPersistent);
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||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@ using UnityEngine.SceneManagement;
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|||
|
||||
namespace Core.Runtime
|
||||
{
|
||||
public class GameManager: BaseMonobehaviour
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||||
public class GameManager: BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -6,7 +6,7 @@ using UnityEngine;
|
|||
|
||||
namespace Core.Runtime
|
||||
{
|
||||
public class LocalizationSystem : BaseMonobehaviour
|
||||
public class LocalizationSystem : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -6,7 +6,7 @@ using Random = UnityEngine.Random;
|
|||
|
||||
namespace Core.Runtime
|
||||
{
|
||||
public class SceneLoader : BaseMonobehaviour
|
||||
public class SceneLoader : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@ using UnityEngine;
|
|||
|
||||
namespace Core.Runtime
|
||||
{
|
||||
public class UIManager : BaseMonobehaviour
|
||||
public class UIManager : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@ using UnityEngine;
|
|||
|
||||
namespace Decor.Runtime
|
||||
{
|
||||
public class AdventurerApearanceSpawner : BaseMonobehaviour
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||||
public class AdventurerApearanceSpawner : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@ using UnityEngine;
|
|||
|
||||
namespace Decor.Runtime
|
||||
{
|
||||
public class AdventurerModelBinder : BaseMonobehaviour
|
||||
public class AdventurerModelBinder : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@ using UnityEngine.AI;
|
|||
|
||||
namespace Decor.Runtime
|
||||
{
|
||||
public class PortraitGenerator : BaseMonobehaviour
|
||||
public class PortraitGenerator : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@ using UnityEngine.UI;
|
|||
|
||||
namespace _.Features.Decor.Runtime
|
||||
{
|
||||
public class TakePhoto : BaseMonobehaviour
|
||||
public class TakePhoto : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@ using UnityEngine;
|
|||
|
||||
namespace Decor.Runtime
|
||||
{
|
||||
public class QuestSign: BaseMonobehaviour
|
||||
public class QuestSign: BaseMonoBehaviour
|
||||
{
|
||||
#region private & protected
|
||||
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@ using UnityEngine;
|
|||
|
||||
namespace Goals.Runtime
|
||||
{
|
||||
public class GoalSystem : BaseMonobehaviour
|
||||
public class GoalSystem : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ using UnityEngine;
|
|||
|
||||
namespace MenuSystem.Runtime.LoadGame
|
||||
{
|
||||
public class LoadGame : BaseMonobehaviour
|
||||
public class LoadGame : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ using UnityEngine.UI;
|
|||
|
||||
namespace MenuSystem.Runtime
|
||||
{
|
||||
public class MenuManager : BaseMonobehaviour
|
||||
public class MenuManager : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -10,7 +10,7 @@ using UnityEngine;
|
|||
|
||||
namespace MenuSystem.Runtime
|
||||
{
|
||||
public class NewGame : BaseMonobehaviour
|
||||
public class NewGame : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ using Cursor = UnityEngine.Cursor;
|
|||
|
||||
namespace MenuSystem.Runtime
|
||||
{
|
||||
public class PauseMenu : BaseMonobehaviour
|
||||
public class PauseMenu : BaseMonoBehaviour
|
||||
{
|
||||
#region Publics
|
||||
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@ using UnityEngine;
|
|||
|
||||
namespace MenuSystem.Runtime.Settings
|
||||
{
|
||||
public class AudioMenuModule : BaseMonobehaviour, IMenuModule
|
||||
public class AudioMenuModule : BaseMonoBehaviour, IMenuModule
|
||||
{
|
||||
#region Publics
|
||||
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ using UnityEngine.UI;
|
|||
|
||||
namespace MenuSystem.Runtime
|
||||
{
|
||||
public class SettingsMenu : BaseMonobehaviour
|
||||
public class SettingsMenu : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@ using UnityEngine;
|
|||
|
||||
namespace MenuSystem.Runtime.TitleScreen
|
||||
{
|
||||
public class TitleScreen : BaseMonobehaviour
|
||||
public class TitleScreen : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
@ -34,6 +34,17 @@ namespace MenuSystem.Runtime.TitleScreen
|
|||
_continueButton.SetActive(false);
|
||||
_loadButton.SetActive(false);
|
||||
}
|
||||
|
||||
/*if (Input.GetKeyDown(KeyCode.R))
|
||||
{
|
||||
GameManager.Instance.Profile = "continue";
|
||||
// Chargement du profile continue
|
||||
LoadFacts();
|
||||
string profileName = GetFact<string>("profile");
|
||||
GameManager.Instance.Profile = profileName;
|
||||
LoadFacts();
|
||||
SceneLoader.Instance.LoadScene("MARKETING");
|
||||
}*/
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ using UnityEngine.Serialization;
|
|||
|
||||
namespace Player.Runtime
|
||||
{
|
||||
public class Deplacements : BaseMonobehaviour
|
||||
public class Deplacements : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
44
Assets/_/Features/Quests/Runtime/Events/QuestHistory.cs
Normal file
44
Assets/_/Features/Quests/Runtime/Events/QuestHistory.cs
Normal 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
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a360a2299eba4e078acfa47eac0464e3
|
||||
timeCreated: 1760204281
|
||||
|
|
@ -5,7 +5,7 @@ using UnityEngine;
|
|||
|
||||
namespace Quests.Runtime._.Features.Quests
|
||||
{
|
||||
public class QuestInitializer : BaseMonobehaviour
|
||||
public class QuestInitializer : BaseMonoBehaviour
|
||||
{
|
||||
void Awake()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@ using UnityEngine.SceneManagement;
|
|||
|
||||
namespace TestFacts.Runtime
|
||||
{
|
||||
public class AutoLoaderGame : BaseMonobehaviour
|
||||
public class AutoLoaderGame : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
246
Assets/_/Features/Tests/Runtime/AutoQuestFlow.cs
Normal file
246
Assets/_/Features/Tests/Runtime/AutoQuestFlow.cs
Normal file
|
|
@ -0,0 +1,246 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Adventurer.Runtime;
|
||||
using Core.Runtime;
|
||||
using EventSystem.Runtime;
|
||||
using Player.Runtime;
|
||||
using Quest.Runtime;
|
||||
using Quests.Runtime;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TestFacts.Runtime
|
||||
{
|
||||
/// <summary>
|
||||
/// Script de démonstration simple qui enchaîne automatiquement 3 actions avec Invoke:
|
||||
/// 1) Recruter un héros
|
||||
/// 2) Afficher une quête (ouvrir le panneau d'info)
|
||||
/// 3) Valider la quête (la terminer)
|
||||
///
|
||||
/// Ajoutez ce composant sur un GameObject de la scène, puis assignez les références nécessaires dans l'inspecteur.
|
||||
/// </summary>
|
||||
public class AutoQuestFlow : BaseMonoBehaviour
|
||||
{
|
||||
[Header("Références (facultatives mais recommandées)")]
|
||||
[Tooltip("Permet de générer un aventurier pour le recrutement.")]
|
||||
[SerializeField] AdventurerFactorySO _adventurerFactory;
|
||||
|
||||
[Tooltip("Base de données des quêtes pour en choisir une.")]
|
||||
[SerializeField] QuestFactoryDatabase _questDatabase;
|
||||
|
||||
[Header("Délais (en secondes)")]
|
||||
[SerializeField] float _delayRecruit = 0.5f;
|
||||
[SerializeField] float _delayShowQuest = 1.0f;
|
||||
[SerializeField] float _delayValidate = 1.0f;
|
||||
|
||||
[Header("Options")]
|
||||
[Tooltip("Niveau du joueur utilisé pour filtrer les quêtes disponibles si non présent dans les Facts.")]
|
||||
[SerializeField] int _fallbackGuildLevel = 1;
|
||||
|
||||
List<AdventurerClass> _myTeam = new List<AdventurerClass>();
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Enchaînement via Invoke
|
||||
Invoke(nameof(Step_RecruitHero), _delayRecruit);
|
||||
}
|
||||
|
||||
// 1) Recruter un héros
|
||||
void Step_RecruitHero()
|
||||
{
|
||||
try
|
||||
{
|
||||
var player = EnsurePlayerFact();
|
||||
var myAdventurers = EnsureMyAdventurersFact();
|
||||
|
||||
AdventurerClass recruit = null;
|
||||
if (_adventurerFactory != null)
|
||||
{
|
||||
recruit = _adventurerFactory.CreateAdventurer();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback très simple si aucune factory n'est fournie
|
||||
recruit = new AdventurerClass(
|
||||
Guid.NewGuid(),
|
||||
"Auto Recruit",
|
||||
AdventurerClassEnum.Warrior,
|
||||
1, 0,
|
||||
10, 10, 8, 8,
|
||||
new Dictionary<string, string>(),
|
||||
DateTime.Now);
|
||||
}
|
||||
|
||||
// Simule l'achat: on ajoute à la liste et on met à jour le profil
|
||||
myAdventurers.Add(recruit);
|
||||
player.AdventurersCount = Mathf.Max(player.AdventurersCount, myAdventurers.Count);
|
||||
|
||||
// Notifie les systèmes existants
|
||||
AdventurerSignals.RaiseSpawnRequested(recruit);
|
||||
AdventurerSignals.RaiseRefreshAdventurers();
|
||||
|
||||
Info($"✅ Recrutement effectué: {recruit.Name}", Color.green);
|
||||
SaveFacts();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[AutoQuestFlow] Erreur lors du recrutement: {ex}");
|
||||
}
|
||||
|
||||
// Étape suivante via Invoke
|
||||
Invoke(nameof(Step_ShowQuest), _delayShowQuest);
|
||||
}
|
||||
|
||||
// 2) Afficher une quête (ouvrir le panneau d'info)
|
||||
void Step_ShowQuest()
|
||||
{
|
||||
try
|
||||
{
|
||||
var player = EnsurePlayerFact();
|
||||
|
||||
// Récupère une quête disponible
|
||||
var quest = GetAnyAvailableQuest(player.GuildLevel);
|
||||
if (quest == null)
|
||||
{
|
||||
Warning("Aucune quête disponible trouvée.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Accepter la quête et la sauvegarder
|
||||
quest.State = QuestStateEnum.Accepted;
|
||||
var accepted = EnsureAcceptedQuestsFact();
|
||||
if (!accepted.Any(q => q.ID == quest.ID))
|
||||
{
|
||||
accepted.Add(quest);
|
||||
}
|
||||
SaveFacts();
|
||||
|
||||
// Sélectionne comme quête courante et ouvre le panneau d'info via les signaux existants
|
||||
QuestManager.Instance.CurrentQuest = quest;
|
||||
QuestSignals.RaiseRefreshQuests();
|
||||
QuestSignals.RaiseInfoQuestPanel(quest);
|
||||
|
||||
Info($"📜 Quête affichée: {quest.Name} (état: {quest.State})", Color.cyan);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[AutoQuestFlow] Erreur lors de l'affichage de la quête: {ex}");
|
||||
}
|
||||
|
||||
// Étape suivante via Invoke
|
||||
Invoke(nameof(Step_ValidateQuest), _delayValidate);
|
||||
}
|
||||
|
||||
// 3) Valider la quête (la terminer)
|
||||
void Step_ValidateQuest()
|
||||
{
|
||||
try
|
||||
{
|
||||
var quest = QuestManager.Instance.CurrentQuest;
|
||||
if (quest == null)
|
||||
{
|
||||
Warning("Aucune quête courante à valider.");
|
||||
return;
|
||||
}
|
||||
|
||||
// S'assure d'avoir au moins un aventurier dans l'équipe
|
||||
var myAdventurers = EnsureMyAdventurersFact();
|
||||
if (myAdventurers.Count == 0)
|
||||
{
|
||||
Warning("Aucun aventurier disponible pour valider la quête.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Commence la quête (nécessite Accepted -> InProgress)
|
||||
// Utilise l'UI InfoQuestPanel logique: StartQuest requiert Accepted et assigne les aventuriers
|
||||
if (quest.State == QuestStateEnum.Accepted)
|
||||
{
|
||||
// Choisit une petite équipe (1er aventurier)
|
||||
_myTeam.Clear();
|
||||
_myTeam.Add(myAdventurers[0]);
|
||||
|
||||
var gameTime = GetFact<GameTime>("game_time");
|
||||
QuestManager.Instance.StartQuest(quest, _myTeam, gameTime);
|
||||
}
|
||||
|
||||
// Force l'état InProgress si nécessaire pour pouvoir compléter
|
||||
if (quest.State != QuestStateEnum.InProgress)
|
||||
{
|
||||
quest.State = QuestStateEnum.InProgress;
|
||||
}
|
||||
|
||||
// Complète la quête
|
||||
var teamIds = QuestClass.GetIdFromAdventurers(_myTeam);
|
||||
QuestManager.Instance.CompleteQuest(quest, teamIds);
|
||||
|
||||
// Notifie les UIs
|
||||
QuestManager.Instance.NotifyCompletedQuests();
|
||||
QuestSignals.RaiseRefreshQuests();
|
||||
|
||||
Info($"🏁 Quête validée: {quest.Name}", Color.yellow);
|
||||
SaveFacts();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[AutoQuestFlow] Erreur lors de la validation de la quête: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
// --- Utils -----------------------------------------------------------
|
||||
PlayerClass EnsurePlayerFact()
|
||||
{
|
||||
if (!FactExists<PlayerClass>(GameManager.Instance.Profile, out var player) || player == null)
|
||||
{
|
||||
player = new PlayerClass("Auto Guild", _fallbackGuildLevel, 9999, 10);
|
||||
SetFact(GameManager.Instance.Profile, player, FactPersistence.Persistent);
|
||||
}
|
||||
return player;
|
||||
}
|
||||
|
||||
List<AdventurerClass> EnsureMyAdventurersFact()
|
||||
{
|
||||
if (!FactExists<List<AdventurerClass>>("my_adventurers", out var list) || list == null)
|
||||
{
|
||||
list = new List<AdventurerClass>();
|
||||
SetFact("my_adventurers", list, FactPersistence.Persistent);
|
||||
}
|
||||
return list;
|
||||
}
|
||||
|
||||
List<QuestClass> EnsureAcceptedQuestsFact()
|
||||
{
|
||||
if (!FactExists<List<QuestClass>>("accepted_quests", out var accepted) || accepted == null)
|
||||
{
|
||||
accepted = new List<QuestClass>();
|
||||
SetFact("accepted_quests", accepted, FactPersistence.Persistent);
|
||||
}
|
||||
return accepted;
|
||||
}
|
||||
|
||||
QuestClass GetAnyAvailableQuest(int guildLevel)
|
||||
{
|
||||
// Si QuestManager est prêt avec sa base, utiliser son API
|
||||
if (QuestManager.Instance != null)
|
||||
{
|
||||
var available = QuestManager.Instance.GetAvailableQuests(guildLevel);
|
||||
var template = available != null && available.Count > 0 ? available[0] : null;
|
||||
if (template != null)
|
||||
{
|
||||
return template.ToQuestClass(QuestStateEnum.Disponible);
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback: utiliser la base de données si assignée
|
||||
if (_questDatabase != null)
|
||||
{
|
||||
var factory = _questDatabase.GetFactoryForLevel(guildLevel);
|
||||
var templ = factory != null ? factory.questTemplates.FirstOrDefault() : null;
|
||||
if (templ != null)
|
||||
{
|
||||
return templ.ToQuestClass(QuestStateEnum.Disponible);
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/_/Features/Tests/Runtime/AutoQuestFlow.cs.meta
Normal file
3
Assets/_/Features/Tests/Runtime/AutoQuestFlow.cs.meta
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ac5369f288b040e08bf9d96369dc0568
|
||||
timeCreated: 1760353594
|
||||
335
Assets/_/Features/Tests/Runtime/PromoUIFlow.cs
Normal file
335
Assets/_/Features/Tests/Runtime/PromoUIFlow.cs
Normal file
|
|
@ -0,0 +1,335 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Adventurer.Runtime;
|
||||
using Core.Runtime;
|
||||
using EventSystem.Runtime;
|
||||
using Player.Runtime;
|
||||
using Quest.Runtime;
|
||||
using Quests.Runtime;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace TestFacts.Runtime
|
||||
{
|
||||
/// <summary>
|
||||
/// Automation orientée "vidéo promo" qui ouvre et utilise les différents panels UI
|
||||
/// pour illustrer un flow complet:
|
||||
/// 1) Ouvrir le panel de recrutement et acheter un aventurier
|
||||
/// 2) Ouvrir le panneau du tableau des quêtes et accepter une quête
|
||||
/// 3) Ouvrir le panneau des quêtes acceptées, afficher la fiche (InfoQuestPanel)
|
||||
/// 4) Sélectionner un aventurier via l'UI et lancer la quête
|
||||
/// 5) (Option promo) Compléter immédiatement la quête pour montrer l'écran terminé
|
||||
///
|
||||
/// Placez ce composant sur un GameObject de la scène Marketing/Game avec les références UI assignées.
|
||||
/// </summary>
|
||||
public class PromoUIFlow : BaseMonoBehaviour
|
||||
{
|
||||
[Header("Références UI")]
|
||||
[SerializeField] UIManager _uiManager;
|
||||
[Tooltip("Panel boutique de recrutement (contenant RecruitementPanel)")]
|
||||
[SerializeField] GameObject _recruitementPanel;
|
||||
[Tooltip("Panel du tableau des quêtes disponibles (contenant QuestsBoardPanel)")]
|
||||
[SerializeField] GameObject _questsBoardPanel;
|
||||
[Tooltip("Panel des quêtes (liste des quêtes acceptées)")]
|
||||
[SerializeField] GameObject _questsPanel;
|
||||
[Tooltip("Panel Info d'une quête (contenant InfoQuestPanel)")]
|
||||
[SerializeField] GameObject _infoQuestPanel;
|
||||
|
||||
[Header("Données (optionnelles)")]
|
||||
[SerializeField] AdventurerFactorySO _adventurerFactory;
|
||||
[SerializeField] QuestFactoryDatabase _questDatabase;
|
||||
|
||||
[Header("Délais (s)")]
|
||||
[SerializeField] float _delayOpenRecruit = 0.6f;
|
||||
[SerializeField] float _delayBuy = 0.8f;
|
||||
[SerializeField] float _delayOpenBoard = 1.0f;
|
||||
[SerializeField] float _delayAcceptQuest = 0.8f;
|
||||
[SerializeField] float _delayOpenAcceptedPanel = 0.8f;
|
||||
[SerializeField] float _delayOpenInfo = 0.6f;
|
||||
[SerializeField] float _delaySelectAdventurer = 0.6f;
|
||||
[SerializeField] float _delayLaunch = 0.6f;
|
||||
[SerializeField] float _delayComplete = 0.8f;
|
||||
|
||||
[Header("Options")]
|
||||
[SerializeField] int _fallbackGuildLevel = 1;
|
||||
[SerializeField] bool _autoCompleteForPromo = true;
|
||||
|
||||
void Start()
|
||||
{
|
||||
EnsureBaselineFacts();
|
||||
Invoke(nameof(Step_OpenRecruitPanel), _delayOpenRecruit);
|
||||
}
|
||||
|
||||
// 1) Ouvrir panel recrutement
|
||||
void Step_OpenRecruitPanel()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (_uiManager != null && _recruitementPanel != null)
|
||||
{
|
||||
_uiManager.HideAllPanels();
|
||||
_uiManager.ShowPanel(_recruitementPanel);
|
||||
}
|
||||
Info("🎬 Ouverture panel Recrutement", Color.cyan);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[PromoUIFlow] OpenRecruit error: {ex}");
|
||||
}
|
||||
Invoke(nameof(Step_BuyFirstAdventurer), _delayBuy);
|
||||
}
|
||||
|
||||
// 1b) Acheter le 1er aventurier via la carte UI
|
||||
void Step_BuyFirstAdventurer()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (_recruitementPanel != null)
|
||||
{
|
||||
var card = _recruitementPanel.GetComponentsInChildren<GameUI.Runtime.AdventurerCardUI>(true)
|
||||
.FirstOrDefault(c => c.m_buyButton != null);
|
||||
if (card == null)
|
||||
{
|
||||
// Forcer une génération si rien n'est présent (le panel devrait déjà le faire à OnEnable)
|
||||
var rp = _recruitementPanel.GetComponentInChildren<GameUI.Runtime.RecruitementPanel>(true);
|
||||
if (rp != null && _adventurerFactory != null)
|
||||
{
|
||||
rp.m_adventurersSO = _adventurerFactory;
|
||||
rp.GenerateAdventurer(4);
|
||||
}
|
||||
card = _recruitementPanel.GetComponentsInChildren<GameUI.Runtime.AdventurerCardUI>(true)
|
||||
.FirstOrDefault(c => c.m_buyButton != null);
|
||||
}
|
||||
if (card != null && card.m_buyButton != null)
|
||||
{
|
||||
card.m_buyButton.onClick?.Invoke();
|
||||
Info($"🧙 Aventurier acheté: {card.Adventurer?.Name}", Color.green);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[PromoUIFlow] Buy error: {ex}");
|
||||
}
|
||||
Invoke(nameof(Step_OpenQuestsBoard), _delayOpenBoard);
|
||||
}
|
||||
|
||||
// 2) Ouvrir le tableau des quêtes et accepter la 1ère
|
||||
void Step_OpenQuestsBoard()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (_uiManager != null && _questsBoardPanel != null)
|
||||
{
|
||||
_uiManager.HideAllPanels();
|
||||
_uiManager.ShowPanel(_questsBoardPanel);
|
||||
}
|
||||
Info("📋 Ouverture tableau des quêtes", Color.cyan);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[PromoUIFlow] OpenBoard error: {ex}");
|
||||
}
|
||||
Invoke(nameof(Step_AcceptFirstQuestOnBoard), _delayAcceptQuest);
|
||||
}
|
||||
|
||||
void Step_AcceptFirstQuestOnBoard()
|
||||
{
|
||||
try
|
||||
{
|
||||
QuestManager.Instance.NotifyAvailableQuestsUpdated(EnsurePlayerFact().GuildLevel);
|
||||
var card = _questsBoardPanel != null
|
||||
? _questsBoardPanel.GetComponentsInChildren<GameUI.Runtime.QuestCardUI>(true).FirstOrDefault()
|
||||
: null;
|
||||
if (card == null)
|
||||
{
|
||||
// Fallback: générer une quête à partir de la DB si possible
|
||||
var templ = _questDatabase?.GetAll()?.FirstOrDefault()?.questTemplates?.FirstOrDefault();
|
||||
if (templ != null)
|
||||
{
|
||||
var generated = templ.ToQuestClass(QuestStateEnum.Disponible);
|
||||
var go = new GameObject("GeneratedQuestCardForPromo");
|
||||
var qc = go.AddComponent<GameUI.Runtime.QuestCardUI>();
|
||||
qc.Setup(generated);
|
||||
card = qc;
|
||||
}
|
||||
}
|
||||
if (card != null)
|
||||
{
|
||||
card.AcceptQuest();
|
||||
Info($"✅ Quête acceptée: {card.Quest?.Name}", Color.green);
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[PromoUIFlow] Accept quest error: {ex}");
|
||||
}
|
||||
Invoke(nameof(Step_OpenAcceptedQuestsPanel), _delayOpenAcceptedPanel);
|
||||
}
|
||||
|
||||
// 3) Ouvrir la liste des quêtes acceptées
|
||||
void Step_OpenAcceptedQuestsPanel()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (_uiManager != null && _questsPanel != null)
|
||||
{
|
||||
_uiManager.HideAllPanels();
|
||||
_uiManager.ShowPanel(_questsPanel);
|
||||
}
|
||||
QuestSignals.RaiseRefreshQuests();
|
||||
Info("📜 Ouverture panel Quêtes (acceptées)", Color.cyan);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[PromoUIFlow] OpenAccepted error: {ex}");
|
||||
}
|
||||
Invoke(nameof(Step_OpenInfoForFirstQuest), _delayOpenInfo);
|
||||
}
|
||||
|
||||
// 3b) Ouvrir la fiche info d'une quête via la carte d'interaction
|
||||
void Step_OpenInfoForFirstQuest()
|
||||
{
|
||||
try
|
||||
{
|
||||
var inter = _questsPanel != null
|
||||
? _questsPanel.GetComponentsInChildren<GameUI.Runtime.InteractionQuestCard>(true).FirstOrDefault()
|
||||
: null;
|
||||
if (inter != null)
|
||||
{
|
||||
inter.OnClick(); // ouvre InfoQuestPanel via le signal
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback: prendre la première quête acceptée et forcer l'ouverture
|
||||
var accepted = GetFact<List<QuestClass>>("accepted_quests");
|
||||
var quest = accepted?.FirstOrDefault();
|
||||
if (quest != null)
|
||||
{
|
||||
QuestSignals.RaiseInfoQuestPanel(quest);
|
||||
}
|
||||
}
|
||||
Info("ℹ️ Ouverture InfoQuestPanel", Color.cyan);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[PromoUIFlow] OpenInfo error: {ex}");
|
||||
}
|
||||
Invoke(nameof(Step_SelectAdventurerInInfoPanel), _delaySelectAdventurer);
|
||||
}
|
||||
|
||||
// 4) Sélectionner un aventurier sur l'UI et lancer la quête
|
||||
void Step_SelectAdventurerInInfoPanel()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (_infoQuestPanel != null)
|
||||
{
|
||||
// Tenter de cliquer sur une carte sélectionnable d'aventurier
|
||||
var selectable = _infoQuestPanel.GetComponentsInChildren<GameUI.Runtime.AdventurerCardSelectionnable>(true)
|
||||
.FirstOrDefault();
|
||||
if (selectable == null)
|
||||
{
|
||||
// Parfois les cartes sont ailleurs (liste globale), on tente dans toute la scène
|
||||
selectable = GameObject.FindObjectsOfType<GameUI.Runtime.AdventurerCardSelectionnable>(true).FirstOrDefault();
|
||||
}
|
||||
if (selectable != null)
|
||||
{
|
||||
selectable.OnClick(); // Envoie AdventurerSignals.OnAdventurerSelected
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[PromoUIFlow] Select adventurer error: {ex}");
|
||||
}
|
||||
Invoke(nameof(Step_LaunchQuestFromInfoPanel), _delayLaunch);
|
||||
}
|
||||
|
||||
void Step_LaunchQuestFromInfoPanel()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (_infoQuestPanel != null)
|
||||
{
|
||||
var info = _infoQuestPanel.GetComponent<GameUI.Runtime.InfoQuestPanel>();
|
||||
if (info != null)
|
||||
{
|
||||
info.LaunchQuest();
|
||||
Info("🚀 Quête lancée", Color.yellow);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[PromoUIFlow] Launch quest error: {ex}");
|
||||
}
|
||||
if (_autoCompleteForPromo)
|
||||
Invoke(nameof(Step_CompleteQuestNow), _delayComplete);
|
||||
}
|
||||
|
||||
// 5) Option promo: compléter immédiatement la quête pour montrer l'état terminé
|
||||
void Step_CompleteQuestNow()
|
||||
{
|
||||
try
|
||||
{
|
||||
var quest = QuestManager.Instance.CurrentQuest;
|
||||
if (quest == null)
|
||||
{
|
||||
Warning("Aucune quête courante à compléter.");
|
||||
return;
|
||||
}
|
||||
// Utiliser l'équipe d'un seul aventurier (le premier dispo)
|
||||
var team = EnsureMyAdventurersFact();
|
||||
if (team.Count == 0) return;
|
||||
var ids = QuestClass.GetIdFromAdventurers(new List<AdventurerClass> { team[0] });
|
||||
|
||||
if (quest.State != QuestStateEnum.InProgress)
|
||||
{
|
||||
// S'assure que l'état est correct pour compléter
|
||||
var gameTime = GetFact<GameTime>("game_time");
|
||||
QuestManager.Instance.StartQuest(quest, new List<AdventurerClass> { team[0] }, gameTime);
|
||||
}
|
||||
|
||||
QuestManager.Instance.CompleteQuest(quest, ids);
|
||||
QuestManager.Instance.NotifyCompletedQuests();
|
||||
QuestSignals.RaiseRefreshQuests();
|
||||
Info($"🏁 Quête complétée (promo): {quest.Name}", Color.green);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[PromoUIFlow] Complete quest error: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
// --- Utils -----------------------------------------------------------
|
||||
void EnsureBaselineFacts()
|
||||
{
|
||||
var player = EnsurePlayerFact();
|
||||
player.Money = Mathf.Max(player.Money, 9999);
|
||||
player.AdventurersMax = Mathf.Max(player.AdventurersMax, 10);
|
||||
SaveFacts();
|
||||
}
|
||||
|
||||
PlayerClass EnsurePlayerFact()
|
||||
{
|
||||
if (!FactExists<PlayerClass>(GameManager.Instance.Profile, out var player) || player == null)
|
||||
{
|
||||
player = new PlayerClass("Promo Guild", _fallbackGuildLevel, 9999, 10);
|
||||
SetFact(GameManager.Instance.Profile, player, FactPersistence.Persistent);
|
||||
}
|
||||
return player;
|
||||
}
|
||||
|
||||
List<AdventurerClass> EnsureMyAdventurersFact()
|
||||
{
|
||||
if (!FactExists<List<AdventurerClass>>("my_adventurers", out var list) || list == null)
|
||||
{
|
||||
list = new List<AdventurerClass>();
|
||||
SetFact("my_adventurers", list, FactPersistence.Persistent);
|
||||
}
|
||||
return list;
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/_/Features/Tests/Runtime/PromoUIFlow.cs.meta
Normal file
3
Assets/_/Features/Tests/Runtime/PromoUIFlow.cs.meta
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e3a898d026f9454dbe9bb387955e1671
|
||||
timeCreated: 1760354138
|
||||
|
|
@ -6,7 +6,7 @@ using UnityEngine;
|
|||
|
||||
namespace TestFacts.Runtime
|
||||
{
|
||||
public class TestFacts : BaseMonobehaviour
|
||||
public class TestFacts : BaseMonoBehaviour
|
||||
{
|
||||
string _fact;
|
||||
|
||||
|
|
@ -60,7 +60,7 @@ namespace TestFacts.Runtime
|
|||
{
|
||||
foreach (var fact in GetAllFacts())
|
||||
{
|
||||
Info($"Fact[{fact.Key}] = {fact.Value}");
|
||||
Info($"Fact[{fact.Key}] = {fact.Value}", Color.aliceBlue);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,14 +7,14 @@ using UnityEngine;
|
|||
|
||||
namespace TestFacts.Runtime
|
||||
{
|
||||
public class Triche : BaseMonobehaviour
|
||||
public class Triche : BaseMonoBehaviour
|
||||
{
|
||||
[ContextMenu("Add 99999 Gold")]
|
||||
void AddInfiniteGold()
|
||||
{
|
||||
PlayerClass profile = GetFact<PlayerClass>(GameManager.Instance.Profile);
|
||||
profile.Money = 99999;
|
||||
Info("➕99999 Gold added");
|
||||
Info("➕99999 Gold added", Color.green);
|
||||
SaveFacts();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -8,7 +8,7 @@ using UnityEngine.UI;
|
|||
|
||||
namespace GameUI.Runtime
|
||||
{
|
||||
public class AdventurerCardSelectionnable : BaseMonobehaviour
|
||||
public class AdventurerCardSelectionnable : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ using UnityEngine;
|
|||
|
||||
namespace GameUI.Runtime
|
||||
{
|
||||
public class AdventurerUIController : BaseMonobehaviour
|
||||
public class AdventurerUIController : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -10,7 +10,7 @@ using UnityEngine.UI;
|
|||
|
||||
namespace GameUI.Runtime
|
||||
{
|
||||
public class RecruitementPanel: BaseMonobehaviour
|
||||
public class RecruitementPanel: BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
@ -38,8 +38,6 @@ namespace GameUI.Runtime
|
|||
|
||||
IEnumerator OpenRoutine()
|
||||
{
|
||||
Info("On rentre dans la routine <OpenRoutine>");
|
||||
// Defer one frame to let Canvas/Scaler/Mask finish their activation cycle
|
||||
yield return null;
|
||||
|
||||
GenerateAdventurer(20);
|
||||
|
|
@ -104,12 +102,10 @@ namespace GameUI.Runtime
|
|||
_content = GetComponent<RectTransform>();
|
||||
}
|
||||
|
||||
Info($"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);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ using UnityEngine;
|
|||
|
||||
namespace GameUI.Runtime
|
||||
{
|
||||
public class InfoAdventurerPanel : BaseMonobehaviour
|
||||
public class InfoAdventurerPanel : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -6,7 +6,7 @@ using UnityEngine;
|
|||
|
||||
namespace GameUI.Runtime
|
||||
{
|
||||
public class InteractionAdventurerCard : BaseMonobehaviour
|
||||
public class InteractionAdventurerCard : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ using UnityEngine;
|
|||
|
||||
namespace GameUI.Runtime
|
||||
{
|
||||
public class BasePanel : BaseMonobehaviour
|
||||
public class BasePanel : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ using TMPro;
|
|||
|
||||
namespace GameUI.Runtime
|
||||
{
|
||||
public class InfoPanel : BaseMonobehaviour
|
||||
public class InfoPanel : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@ using UnityEngine;
|
|||
|
||||
namespace GameUI.Runtime
|
||||
{
|
||||
public class InventoryPanel : BaseMonobehaviour
|
||||
public class InventoryPanel : BaseMonoBehaviour
|
||||
{
|
||||
#region Unity API
|
||||
|
||||
|
|
|
|||
|
|
@ -6,7 +6,7 @@ using UnityEngine;
|
|||
|
||||
namespace GameUI.Runtime.Events
|
||||
{
|
||||
public class EventsDisplayUI : BaseMonobehaviour
|
||||
public class EventsDisplayUI : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@ using UnityEngine;
|
|||
|
||||
namespace GameUI.Runtime.Events
|
||||
{
|
||||
public class QuestLogUI : BaseMonobehaviour
|
||||
public class QuestLogUI : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@ using UnityEngine;
|
|||
|
||||
namespace GameUI.Runtime.Events
|
||||
{
|
||||
public class QuestLogsListUI : BaseMonobehaviour
|
||||
public class QuestLogsListUI : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -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($"<color=green><InfoQuestPanel.cs:143></color><color=orange>{quest.Name}</color>");
|
||||
UpdateQuestInfoDisplay(quest);
|
||||
ConfigureUIForQuestState(quest.State);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -8,7 +8,7 @@ using UnityEngine;
|
|||
|
||||
namespace GameUI.Runtime
|
||||
{
|
||||
public class InteractionQuestCard : BaseMonobehaviour
|
||||
public class InteractionQuestCard : BaseMonoBehaviour
|
||||
{
|
||||
[SerializeField] QuestFactoryDatabase _questDatabase;
|
||||
|
||||
|
|
@ -24,7 +24,6 @@ namespace GameUI.Runtime
|
|||
if (_quest != null)
|
||||
{
|
||||
QuestManager.Instance.CurrentQuest = _quest;
|
||||
Info($"⏱️MAJ de la current quest {QuestManager.Instance.CurrentQuest.Name}");
|
||||
QuestSignals.RaiseInfoQuestPanel(_quest);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@ using UnityEngine;
|
|||
|
||||
namespace GameUI.Runtime
|
||||
{
|
||||
public class QuestCardUI : BaseMonobehaviour
|
||||
public class QuestCardUI : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -6,7 +6,7 @@ using UnityEngine;
|
|||
|
||||
namespace GameUI.Runtime
|
||||
{
|
||||
public class QuestUIController : BaseMonobehaviour
|
||||
public class QuestUIController : BaseMonoBehaviour
|
||||
{
|
||||
|
||||
#region Publics
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@ using UnityEngine;
|
|||
|
||||
namespace GameUI.Runtime
|
||||
{
|
||||
public class QuestsBoardPanel : BaseMonobehaviour
|
||||
public class QuestsBoardPanel : BaseMonoBehaviour
|
||||
{
|
||||
#region Unity API
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -2219,11 +2219,6 @@ Transform:
|
|||
m_CorrespondingSourceObject: {fileID: 5641084054862418294, guid: 7fecedaa3e5944a4b9deea930b0ff8da, type: 3}
|
||||
m_PrefabInstance: {fileID: 555530915}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
--- !u!1 &611952909 stripped
|
||||
GameObject:
|
||||
m_CorrespondingSourceObject: {fileID: 8268430600917994507, guid: 9096b4ca29c944a6189d4269e97f0089, type: 3}
|
||||
m_PrefabInstance: {fileID: 1824163065612858730}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
--- !u!1 &619425342
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
@ -2789,16 +2784,6 @@ Transform:
|
|||
m_CorrespondingSourceObject: {fileID: 1965383541763279028, guid: 49a88d12c2bdb6e46bc00a85c08193bf, type: 3}
|
||||
m_PrefabInstance: {fileID: 778339439}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
--- !u!1 &786388625 stripped
|
||||
GameObject:
|
||||
m_CorrespondingSourceObject: {fileID: 3261389646913874471, guid: 9096b4ca29c944a6189d4269e97f0089, type: 3}
|
||||
m_PrefabInstance: {fileID: 1824163065612858730}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
--- !u!224 &786388626 stripped
|
||||
RectTransform:
|
||||
m_CorrespondingSourceObject: {fileID: 8137423015168411238, guid: 9096b4ca29c944a6189d4269e97f0089, type: 3}
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||||
m_PrefabInstance: {fileID: 1824163065612858730}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
--- !u!1001 &812156521
|
||||
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}
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||||
m_PrefabInstance: {fileID: 1824163065612858730}
|
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m_PrefabAsset: {fileID: 0}
|
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--- !u!1001 &980111683
|
||||
PrefabInstance:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
@ -5601,112 +5581,6 @@ Transform:
|
|||
m_CorrespondingSourceObject: {fileID: 1641220243632445528, guid: 23945059dcc2918449ccdc9741e0f4b9, type: 3}
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m_PrefabInstance: {fileID: 1629973042}
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m_PrefabAsset: {fileID: 0}
|
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--- !u!1001 &1668611117
|
||||
PrefabInstance:
|
||||
m_ObjectHideFlags: 0
|
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serializedVersion: 2
|
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m_Modification:
|
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serializedVersion: 3
|
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m_TransformParent: {fileID: 786388626}
|
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m_Modifications:
|
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- target: {fileID: 2743378854649912256, guid: e35df6e18981f45ce84747c24f0e1de4, type: 3}
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propertyPath: m_Pivot.x
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value: 0.5
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objectReference: {fileID: 0}
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- target: {fileID: 2743378854649912256, guid: e35df6e18981f45ce84747c24f0e1de4, type: 3}
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propertyPath: m_Pivot.y
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value: 0.5
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objectReference: {fileID: 0}
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- target: {fileID: 2743378854649912256, guid: e35df6e18981f45ce84747c24f0e1de4, type: 3}
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propertyPath: m_AnchorMax.x
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value: 0
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objectReference: {fileID: 0}
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7443
Assets/_/Levels/MARKETING.unity
Normal file
7443
Assets/_/Levels/MARKETING.unity
Normal file
File diff suppressed because it is too large
Load diff
7
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Normal file
7
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Loading…
Add table
Add a link
Reference in a new issue