net.dreditor.roombuilding 0.1.6 → 0.1.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (133) hide show
  1. package/.attestation.p7m +0 -0
  2. package/DREditor.RoomBuilding.asmdef +28 -28
  3. package/DREditor.RoomBuilding.asmdef.meta +7 -7
  4. package/Editor/DREditor.RoomBuilding.Editor.asmdef +19 -19
  5. package/Editor/DREditor.RoomBuilding.Editor.asmdef.meta +7 -7
  6. package/Editor/FindCharactersInRoomsWizard.cs +55 -55
  7. package/Editor/FindCharactersInRoomsWizard.cs.meta +11 -11
  8. package/Editor/RoomBuilderContainsObjective.cs +38 -38
  9. package/Editor/RoomBuilderContainsObjective.cs.meta +11 -11
  10. package/Editor/RoomBuilderScanWizard.cs +90 -90
  11. package/Editor/RoomBuilderScanWizard.cs.meta +11 -11
  12. package/Editor/ScanRoomBuilders.cs +74 -74
  13. package/Editor/ScanRoomBuilders.cs.meta +11 -11
  14. package/Editor.meta +8 -8
  15. package/Implementation/Actors/ActorData.cs +115 -115
  16. package/Implementation/Actors/ActorData.cs.meta +11 -11
  17. package/Implementation/Actors/ActorStateData.cs +10 -10
  18. package/Implementation/Actors/ActorStateData.cs.meta +11 -11
  19. package/Implementation/Actors/ActorStateLoader.cs +344 -344
  20. package/Implementation/Actors/ActorStateLoader.cs.meta +11 -11
  21. package/Implementation/Actors/TActorData.cs +35 -35
  22. package/Implementation/Actors/TActorData.cs.meta +11 -11
  23. package/Implementation/Actors/TrialActorManager.cs +157 -157
  24. package/Implementation/Actors/TrialActorManager.cs.meta +11 -11
  25. package/Implementation/Actors.meta +8 -8
  26. package/Implementation/DoorLoader.cs +117 -117
  27. package/Implementation/DoorLoader.cs.meta +11 -11
  28. package/Implementation/DoorLoaderUtility.cs +51 -51
  29. package/Implementation/DoorLoaderUtility.cs.meta +11 -11
  30. package/Implementation/DoorStateData.cs +11 -11
  31. package/Implementation/DoorStateData.cs.meta +11 -11
  32. package/Implementation/ItemActorLoader.cs +157 -157
  33. package/Implementation/ItemActorLoader.cs.meta +11 -11
  34. package/Implementation/ItemData.cs +67 -67
  35. package/Implementation/ItemData.cs.meta +11 -11
  36. package/Implementation/ItemStateData.cs +10 -10
  37. package/Implementation/ItemStateData.cs.meta +11 -11
  38. package/Implementation/MoveLoader.cs +67 -67
  39. package/Implementation/MoveLoader.cs.meta +11 -11
  40. package/Implementation/MoveStateData.cs +11 -11
  41. package/Implementation/MoveStateData.cs.meta +11 -11
  42. package/Implementation/RoomStateHandlerBase.cs +241 -241
  43. package/Implementation/RoomStateHandlerBase.cs.meta +11 -11
  44. package/Implementation/SaveableData.cs +56 -56
  45. package/Implementation/SaveableData.cs.meta +11 -11
  46. package/Implementation/SaveableDataSet.cs +66 -66
  47. package/Implementation/SaveableDataSet.cs.meta +11 -11
  48. package/Implementation/SaveableManager.cs +70 -70
  49. package/Implementation/SaveableManager.cs.meta +11 -11
  50. package/Implementation/SaveableStateData.cs +10 -10
  51. package/Implementation/SaveableStateData.cs.meta +11 -11
  52. package/Implementation/SpawnableLoader.cs +125 -125
  53. package/Implementation/SpawnableLoader.cs.meta +11 -11
  54. package/Implementation/SpawnableStateData.cs +11 -11
  55. package/Implementation/SpawnableStateData.cs.meta +11 -11
  56. package/Implementation/StateDataAsset.cs +28 -28
  57. package/Implementation/StateDataAsset.cs.meta +11 -11
  58. package/Implementation/SubAreaLoader.cs +108 -108
  59. package/Implementation/SubAreaLoader.cs.meta +11 -11
  60. package/Implementation/SubAreaStateData.cs +11 -11
  61. package/Implementation/SubAreaStateData.cs.meta +11 -11
  62. package/Implementation/TriggerConverter.cs +137 -137
  63. package/Implementation/TriggerConverter.cs.meta +11 -11
  64. package/Implementation/TriggerLoader.cs +295 -295
  65. package/Implementation/TriggerLoader.cs.meta +11 -11
  66. package/Implementation/TriggerStateData.cs +18 -18
  67. package/Implementation/TriggerStateData.cs.meta +11 -11
  68. package/Implementation.meta +8 -8
  69. package/InstanceListWrapper.cs +23 -23
  70. package/InstanceListWrapper.cs.meta +11 -11
  71. package/Instances/ConvertInstanceData.cs +89 -89
  72. package/Instances/ConvertInstanceData.cs.meta +11 -11
  73. package/Instances/InstanceData.cs +43 -43
  74. package/Instances/InstanceData.cs.meta +11 -11
  75. package/Instances/InstanceStateData.cs +51 -51
  76. package/Instances/InstanceStateData.cs.meta +11 -11
  77. package/Instances/RoomInstanceData.cs +68 -68
  78. package/Instances/RoomInstanceData.cs.meta +11 -11
  79. package/Instances/RoomInstanceManager.cs +452 -452
  80. package/Instances/RoomInstanceManager.cs.meta +11 -11
  81. package/Instances.meta +8 -8
  82. package/LoadInvestigationRoomState.cs +53 -53
  83. package/LoadInvestigationRoomState.cs.meta +11 -11
  84. package/Old/ActorLoader.cs +382 -382
  85. package/Old/ActorLoader.cs.meta +11 -11
  86. package/Old/Room.cs +24 -24
  87. package/Old/Room.cs.meta +11 -11
  88. package/Old/RoomBuilder.cs +59 -59
  89. package/Old/RoomBuilder.cs.meta +11 -11
  90. package/Old/RoomData.cs +90 -90
  91. package/Old/RoomData.cs.meta +11 -11
  92. package/Old/RoomManager.cs +256 -256
  93. package/Old/RoomManager.cs.meta +11 -11
  94. package/Old/RoomManagerDisplayEditor.cs +72 -72
  95. package/Old/RoomManagerDisplayEditor.cs.meta +11 -11
  96. package/Old/RoomManagerEditor.cs +211 -211
  97. package/Old/RoomManagerEditor.cs.meta +11 -11
  98. package/Old/RoomManagerShellDisplayEditor.cs +48 -48
  99. package/Old/RoomManagerShellDisplayEditor.cs.meta +11 -11
  100. package/Old/RoomSection.cs +35 -35
  101. package/Old/RoomSection.cs.meta +11 -11
  102. package/Old.meta +8 -8
  103. package/RoomManagerBase.cs +84 -84
  104. package/RoomManagerBase.cs.meta +11 -11
  105. package/RoomManagerEditorBase.cs +86 -86
  106. package/RoomManagerEditorBase.cs.meta +11 -11
  107. package/RoomManagerEditorCoreBase.cs +159 -159
  108. package/RoomManagerEditorCoreBase.cs.meta +11 -11
  109. package/RoomSaveDisplayEditorBase.cs +111 -111
  110. package/RoomSaveDisplayEditorBase.cs.meta +11 -11
  111. package/RoomShellDisplayEditorBase.cs +68 -68
  112. package/RoomShellDisplayEditorBase.cs.meta +11 -11
  113. package/RoomStateBuilder.cs +53 -53
  114. package/RoomStateBuilder.cs.meta +11 -11
  115. package/RoomStateData.cs +58 -58
  116. package/RoomStateData.cs.meta +11 -11
  117. package/RoomStateManager.cs +202 -202
  118. package/RoomStateManager.cs.meta +11 -11
  119. package/RoomStateManagerEditor.cs +392 -392
  120. package/RoomStateManagerEditor.cs.meta +11 -11
  121. package/RoomStateSaveDisplayEditor.cs +175 -175
  122. package/RoomStateSaveDisplayEditor.cs.meta +11 -11
  123. package/RoomStateSection.cs +69 -69
  124. package/RoomStateSection.cs.meta +11 -11
  125. package/RoomStateShellDisplayEditor.cs +108 -108
  126. package/RoomStateShellDisplayEditor.cs.meta +11 -11
  127. package/{Samples → Samples~}/Room_State_Manager.prefab +473 -473
  128. package/{Samples → Samples~}/Room_State_Manager.prefab.meta +7 -7
  129. package/{Samples → Samples~}/Trial_Actor_Manager.prefab +51 -51
  130. package/{Samples → Samples~}/Trial_Actor_Manager.prefab.meta +7 -7
  131. package/package.json +51 -46
  132. package/package.json.meta +7 -7
  133. package/Samples.meta +0 -8
@@ -1,11 +1,11 @@
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package/Old/Room.cs CHANGED
@@ -1,25 +1,25 @@
1
- //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
- using System;
3
-
4
- namespace DREditor.RoomBuilding.Old
5
- {
6
- /// <summary>
7
- ///
8
- /// </summary>
9
- [Serializable]
10
- public class Room
11
- {
12
- public string Name;
13
-
14
- public RoomData Data;
15
-
16
- public Room() { }
17
-
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- public Room(string Name, RoomData Data)
19
- {
20
- this.Name = Name;
21
-
22
- this.Data = Data;
23
- }
24
- }
1
+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
+ using System;
3
+
4
+ namespace DREditor.RoomBuilding.Old
5
+ {
6
+ /// <summary>
7
+ ///
8
+ /// </summary>
9
+ [Serializable]
10
+ public class Room
11
+ {
12
+ public string Name;
13
+
14
+ public RoomData Data;
15
+
16
+ public Room() { }
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+
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+ public Room(string Name, RoomData Data)
19
+ {
20
+ this.Name = Name;
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+
22
+ this.Data = Data;
23
+ }
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+ }
25
25
  }
package/Old/Room.cs.meta CHANGED
@@ -1,11 +1,11 @@
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@@ -1,59 +1,59 @@
1
- //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
- using DREditor.Progressing;
3
- using System;
4
- using System.Collections.Generic;
5
- using UnityEngine;
6
- using UnityEngine.Serialization;
7
-
8
- namespace DREditor.RoomBuilding.Old
9
- {
10
- /// <summary>
11
- ///
12
- /// </summary>
13
- [Serializable]
14
- [CreateAssetMenu(menuName = "DREditor/Room Building/Old/Room Builder", fileName = "Room Builder")]
15
- public class RoomBuilder : ScriptableObject
16
- {
17
- [FormerlySerializedAs("Shell")]
18
- public List<RoomData> Shells = new();
19
-
20
- public List<RoomSection> Sections = new();
21
-
22
-
23
- public RoomSection GetSectionWithObjective(Chapter c, Objective o)
24
- {
25
- foreach (RoomSection section in Sections)
26
- if (section.Chapter == c && section.HasDataFor(o))
27
- return section;
28
-
29
- return null;
30
- }
31
- }
32
-
33
- //private void OnEnable()
34
- //{
35
- // try
36
- // {
37
- // ProgressionDatabase pDB = Resources.Load<ProgressionDatabase>("Progression/ProgressionDatabase");
38
- // if (Sections.Count < pDB.Chapters.Count)
39
- // {
40
- // /* Intended to add a new section when a new chapter was added, to be done later I guess
41
- // for(int i = 0; i < (pDB.Chapters.Count - Sections.Count); i++)
42
- // {
43
- // UnityEngine.Debug.LogWarning("An Additional Section was added to match the current # of chapters");
44
- // //UnityEngine.Debug.LogWarning("Chapters Count: " + pDB.Chapters.Count);
45
- // //UnityEngine.Debug.LogWarning("Sections Count: " + Sections.Count);
46
- // Sections.Add(new RoomSection(pDB.Chapters[i]));
47
- // }
48
- // */
49
- // }
50
-
51
- // }
52
- // catch
53
- // {
54
- // UnityEngine.Debug.LogError("Progression Asset is missing or in the wrong place! " +
55
- // "Make sure it's in: Resources/Progression and named ProgressionDatabase");
56
- // }
57
- //}
58
-
59
- }
1
+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
+ using DREditor.Progressing;
3
+ using System;
4
+ using System.Collections.Generic;
5
+ using UnityEngine;
6
+ using UnityEngine.Serialization;
7
+
8
+ namespace DREditor.RoomBuilding.Old
9
+ {
10
+ /// <summary>
11
+ ///
12
+ /// </summary>
13
+ [Serializable]
14
+ [CreateAssetMenu(menuName = "DREditor/Room Building/Old/Room Builder", fileName = "Room Builder")]
15
+ public class RoomBuilder : ScriptableObject
16
+ {
17
+ [FormerlySerializedAs("Shell")]
18
+ public List<RoomData> Shells = new();
19
+
20
+ public List<RoomSection> Sections = new();
21
+
22
+
23
+ public RoomSection GetSectionWithObjective(Chapter c, Objective o)
24
+ {
25
+ foreach (RoomSection section in Sections)
26
+ if (section.Chapter == c && section.HasDataFor(o))
27
+ return section;
28
+
29
+ return null;
30
+ }
31
+ }
32
+
33
+ //private void OnEnable()
34
+ //{
35
+ // try
36
+ // {
37
+ // ProgressionDatabase pDB = Resources.Load<ProgressionDatabase>("Progression/ProgressionDatabase");
38
+ // if (Sections.Count < pDB.Chapters.Count)
39
+ // {
40
+ // /* Intended to add a new section when a new chapter was added, to be done later I guess
41
+ // for(int i = 0; i < (pDB.Chapters.Count - Sections.Count); i++)
42
+ // {
43
+ // UnityEngine.Debug.LogWarning("An Additional Section was added to match the current # of chapters");
44
+ // //UnityEngine.Debug.LogWarning("Chapters Count: " + pDB.Chapters.Count);
45
+ // //UnityEngine.Debug.LogWarning("Sections Count: " + Sections.Count);
46
+ // Sections.Add(new RoomSection(pDB.Chapters[i]));
47
+ // }
48
+ // */
49
+ // }
50
+
51
+ // }
52
+ // catch
53
+ // {
54
+ // UnityEngine.Debug.LogError("Progression Asset is missing or in the wrong place! " +
55
+ // "Make sure it's in: Resources/Progression and named ProgressionDatabase");
56
+ // }
57
+ //}
58
+
59
+ }
@@ -1,11 +1,11 @@
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package/Old/RoomData.cs CHANGED
@@ -1,91 +1,91 @@
1
- //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
- using DREditor.Doors;
3
- using DREditor.Progressing;
4
- using DREditor.RoomBuilding.Implementation;
5
- using DREditor.RoomBuilding.Implementation.Actors;
6
- using DREditor.SubAreas;
7
- using DREditor.Talkables;
8
- using DREditor.Triggers;
9
- using System;
10
- using System.Collections.Generic;
11
- using UnityEngine;
12
- using UnityEngine.Serialization;
13
-
14
- namespace DREditor.RoomBuilding.Old
15
- {
16
- /// <summary>
17
- ///
18
- /// </summary>
19
- [Serializable]
20
- public class RoomData
21
- {
22
- public bool isPersistent = false; // At present this only persists properly if it's the current room of InstanceData
23
-
24
- public Objective progressionValue;
25
-
26
- [FormerlySerializedAs("spawnList")]
27
- public List<GameObject> spawnDatas = new ();
28
-
29
- [FormerlySerializedAs("actorList")]
30
- public List<ActorData> actorDatas = new ();
31
-
32
- [FormerlySerializedAs("itemList")]
33
- public List<ItemData> itemDatas = new ();
34
-
35
- public List<EventTrigger> triggers = new();
36
-
37
- public List<SubAreaData> subAreas = new();
38
-
39
- public List<DoorData> doorDatas = new ();
40
-
41
- public List<MoveData> moveDatas = new();
42
-
43
- public SaveableData saveables = new ();
44
-
45
-
46
- public RoomData() { }
47
-
48
- public RoomData(Objective progressionValue)
49
- {
50
- this.progressionValue = progressionValue;
51
-
52
- #if UNITY_EDITOR
53
- if (!Application.isPlaying)
54
- spawnDatas = SpawnableLoader.SaveSpawnables();
55
- #endif
56
- }
57
-
58
- public void SetPersistent(bool isPersistent) => this.isPersistent = isPersistent;
59
-
60
-
61
- public void SetActorDatas(List<ActorData> actorDatas) => this.actorDatas = actorDatas;
62
- public void SetItemDatas(List<ItemData> itemDatas) => this.itemDatas = itemDatas;
63
-
64
-
65
- public void Save()
66
- {
67
- #if UNITY_EDITOR
68
- spawnDatas = SpawnableLoader.SaveSpawnables();
69
- #endif
70
-
71
-
72
- triggers = TriggerLoader.SaveData();
73
-
74
- subAreas = SubAreaLoader.SaveData();
75
-
76
- doorDatas = DoorLoader.SaveData();
77
-
78
- moveDatas = MoveLoader.SaveData();
79
-
80
- saveables = SaveableManager.SaveData();
81
- }
82
- }
83
- /* - List the Objects you want to save in the RoomData class
84
- * - Below is usually done with a static Class to call Save() and Load()
85
- * - Go to RoomManager.cs and fill out the save process in the NewSaveRoom function
86
- * - Go to RoomManager.cs and fill out the load process in the LoadRoom function
87
- * - Go to RoomManager.cs and fill out the load process in the LoadRoomInstance function
88
- * - Go to RoomManager.cs and fill out the overwrite process in the Overwrite function
89
- * - Make sure you make the Save and Load functions on the class you're saving and loading to
90
- */
1
+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
+ using DREditor.Doors;
3
+ using DREditor.Progressing;
4
+ using DREditor.RoomBuilding.Implementation;
5
+ using DREditor.RoomBuilding.Implementation.Actors;
6
+ using DREditor.SubAreas;
7
+ using DREditor.Talkables;
8
+ using DREditor.Triggers;
9
+ using System;
10
+ using System.Collections.Generic;
11
+ using UnityEngine;
12
+ using UnityEngine.Serialization;
13
+
14
+ namespace DREditor.RoomBuilding.Old
15
+ {
16
+ /// <summary>
17
+ ///
18
+ /// </summary>
19
+ [Serializable]
20
+ public class RoomData
21
+ {
22
+ public bool isPersistent = false; // At present this only persists properly if it's the current room of InstanceData
23
+
24
+ public Objective progressionValue;
25
+
26
+ [FormerlySerializedAs("spawnList")]
27
+ public List<GameObject> spawnDatas = new ();
28
+
29
+ [FormerlySerializedAs("actorList")]
30
+ public List<ActorData> actorDatas = new ();
31
+
32
+ [FormerlySerializedAs("itemList")]
33
+ public List<ItemData> itemDatas = new ();
34
+
35
+ public List<EventTrigger> triggers = new();
36
+
37
+ public List<SubAreaData> subAreas = new();
38
+
39
+ public List<DoorData> doorDatas = new ();
40
+
41
+ public List<MoveData> moveDatas = new();
42
+
43
+ public SaveableData saveables = new ();
44
+
45
+
46
+ public RoomData() { }
47
+
48
+ public RoomData(Objective progressionValue)
49
+ {
50
+ this.progressionValue = progressionValue;
51
+
52
+ #if UNITY_EDITOR
53
+ if (!Application.isPlaying)
54
+ spawnDatas = SpawnableLoader.SaveSpawnables();
55
+ #endif
56
+ }
57
+
58
+ public void SetPersistent(bool isPersistent) => this.isPersistent = isPersistent;
59
+
60
+
61
+ public void SetActorDatas(List<ActorData> actorDatas) => this.actorDatas = actorDatas;
62
+ public void SetItemDatas(List<ItemData> itemDatas) => this.itemDatas = itemDatas;
63
+
64
+
65
+ public void Save()
66
+ {
67
+ #if UNITY_EDITOR
68
+ spawnDatas = SpawnableLoader.SaveSpawnables();
69
+ #endif
70
+
71
+
72
+ triggers = TriggerLoader.SaveData();
73
+
74
+ subAreas = SubAreaLoader.SaveData();
75
+
76
+ doorDatas = DoorLoader.SaveData();
77
+
78
+ moveDatas = MoveLoader.SaveData();
79
+
80
+ saveables = SaveableManager.SaveData();
81
+ }
82
+ }
83
+ /* - List the Objects you want to save in the RoomData class
84
+ * - Below is usually done with a static Class to call Save() and Load()
85
+ * - Go to RoomManager.cs and fill out the save process in the NewSaveRoom function
86
+ * - Go to RoomManager.cs and fill out the load process in the LoadRoom function
87
+ * - Go to RoomManager.cs and fill out the load process in the LoadRoomInstance function
88
+ * - Go to RoomManager.cs and fill out the overwrite process in the Overwrite function
89
+ * - Make sure you make the Save and Load functions on the class you're saving and loading to
90
+ */
91
91
  }
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