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66 changed files with 9583 additions and 757 deletions

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@ -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>

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

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

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

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@ -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)

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@ -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);
}
}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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@ -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

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

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@ -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
}
}

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

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

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@ -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();
}
}

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@ -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;

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

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@ -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;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ac5369f288b040e08bf9d96369dc0568
timeCreated: 1760353594

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@ -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($"[PromoUIFlow] OpenAccepted error: {ex}");
}
Invoke(nameof(Step_OpenInfoForFirstQuest), _delayOpenInfo);
}
// 3b) Ouvrir la fiche info d'une quête via la carte d'interaction
void Step_OpenInfoForFirstQuest()
{
try
{
var inter = _questsPanel != null
? _questsPanel.GetComponentsInChildren<GameUI.Runtime.InteractionQuestCard>(true).FirstOrDefault()
: null;
if (inter != null)
{
inter.OnClick(); // ouvre InfoQuestPanel via le signal
}
else
{
// Fallback: prendre la première quête acceptée et forcer l'ouverture
var accepted = GetFact<List<QuestClass>>("accepted_quests");
var quest = accepted?.FirstOrDefault();
if (quest != null)
{
QuestSignals.RaiseInfoQuestPanel(quest);
}
}
Info(" Ouverture InfoQuestPanel", Color.cyan);
}
catch (Exception ex)
{
Debug.LogError($"[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;
}
}
}

View file

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e3a898d026f9454dbe9bb387955e1671
timeCreated: 1760354138

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

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