整合SLSUtilities

This commit is contained in:
SoulliesOfficial
2026-01-17 11:35:49 -05:00
parent d94241f36c
commit 7ee2894a63
1338 changed files with 3051541 additions and 507034 deletions

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namespace LunaWolfStudios.ScriptableSheets.Samples.RPG
{
[System.Flags]
public enum Abilities
{
None = 0,
Jump = 1 << 0,
DoubleJump = 1 << 1,
Dash = 1 << 2,
Glide = 1 << 3,
WallClimb = 1 << 4,
Teleport = 1 << 5,
Invisibility = 1 << 6,
Fly = 1 << 7,
}
}

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using UnityEngine;
namespace LunaWolfStudios.ScriptableSheets.Samples.RPG
{
[System.Serializable]
public class Consumable
{
[SerializeField]
private string m_DisplayName;
public string DisplayName { get => m_DisplayName; set => m_DisplayName = value; }
[SerializeField]
private Color m_Color;
public Color Color { get => m_Color; set => m_Color = value; }
[SerializeField]
private Sprite m_Icon;
public Sprite Icon { get => m_Icon; set => m_Icon = value; }
[SerializeField]
private float m_HealthRestored;
public float HealthRestored { get => m_HealthRestored; set => m_HealthRestored = value; }
[SerializeField]
private float m_ManaRestored;
public float ManaRestored { get => m_ManaRestored; set => m_ManaRestored = value; }
[SerializeField]
private float m_StaminaRestored;
public float StaminaRestored { get => m_StaminaRestored; set => m_StaminaRestored = value; }
[SerializeField]
private float m_DurationInSeconds;
public float DurationInSeconds { get => m_DurationInSeconds; set => m_DurationInSeconds = value; }
[SerializeField]
private bool m_IsStackable;
public bool IsStackable { get => m_IsStackable; set => m_IsStackable = value; }
}
}

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using UnityEngine;
namespace LunaWolfStudios.ScriptableSheets.Samples.RPG
{
[System.Serializable]
public class Inventory : ScriptableObject
{
[SerializeField]
private int m_MaxCapacity;
public int MaxCapacity { get => m_MaxCapacity; set => m_MaxCapacity = value; }
[SerializeField]
private Color m_BagColor;
public Color BagColor { get => m_BagColor; set => m_BagColor = value; }
[SerializeField]
private Items m_Items;
public Items m_Item { get => m_Items; set => m_Items = value; }
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace LunaWolfStudios.ScriptableSheets.Samples.RPG
{
[System.Serializable]
public class Items
{
[SerializeField]
private Weapon[] m_Weapons;
public Weapon[] WeaponName { get => m_Weapons; set => m_Weapons = value; }
[SerializeField]
private List<Consumable> m_Consumables;
public List<Consumable> Consumables { get => m_Consumables; set => m_Consumables = value; }
}
}

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using UnityEngine;
namespace LunaWolfStudios.ScriptableSheets.Samples.RPG
{
[System.Serializable]
public class Unit : ScriptableObject
{
[SerializeField]
private string m_DisplayName;
public string DisplayName { get => m_DisplayName; set => m_DisplayName = value; }
[SerializeField]
private Color m_NameColor;
public Color NameColor { get => m_NameColor; set => m_NameColor = value; }
[SerializeField]
private int m_Level;
public int Level { get => m_Level; set => m_Level = value; }
[SerializeField]
private float m_Health;
public float Health { get => m_Health; set => m_Health = value; }
[SerializeField]
private Sprite m_PortraitIcon;
public Sprite Sprite { get => m_PortraitIcon; set => m_PortraitIcon = value; }
[SerializeField]
private Weapon m_Weapon;
public Weapon Weapon { get => m_Weapon; set => m_Weapon = value; }
[SerializeField]
private Material m_VisualSkin;
public Material VisualSkin { get => m_VisualSkin; set => m_VisualSkin = value; }
[SerializeField]
private Gradient m_HighlightGradient;
public Gradient HighlightGradient { get => m_HighlightGradient; set => m_HighlightGradient = value; }
[SerializeField]
private AnimationCurve m_SkillCurve;
public AnimationCurve SkillCurve { get => m_SkillCurve; set => m_SkillCurve = value; }
[SerializeField]
private bool m_IsShiny;
public bool Shiny { get => m_IsShiny; set => m_IsShiny = value; }
[SerializeField]
private Vector3 m_StartPosition;
public Vector3 StartPosition { get => m_StartPosition; set => m_StartPosition = value; }
[SerializeField]
private Quaternion m_StartRotation;
public Quaternion StartRotation { get => m_StartRotation; set => m_StartRotation = value; }
}
}

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using UnityEngine;
namespace LunaWolfStudios.ScriptableSheets.Samples.RPG
{
[System.Serializable]
public class Weapon : ScriptableObject
{
[SerializeField]
private string m_WeaponName;
public string WeaponName { get => m_WeaponName; set => m_WeaponName = value; }
[SerializeField]
private int m_Damage;
public int Damage { get => m_Damage; set => m_Damage = value; }
[SerializeField]
private float m_AttackSpeed;
public float AttackSpeed { get => m_AttackSpeed; set => m_AttackSpeed = value; }
[SerializeField]
private Color m_Color;
public Color Color { get => m_Color; set => m_Color = value; }
[SerializeField]
private WeaponCategory m_WeaponCategory;
public WeaponCategory WeaponCategory { get => m_WeaponCategory; set => m_WeaponCategory = value; }
[SerializeField]
private AudioClip m_AttackSound;
public AudioClip AttackSound { get => m_AttackSound; set => m_AttackSound = value; }
[SerializeField]
private GameObject m_ProjectilePrefab;
public GameObject ProjectilePrefab { get => m_ProjectilePrefab; set => m_ProjectilePrefab = value; }
}
}

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namespace LunaWolfStudios.ScriptableSheets.Samples.RPG
{
public enum WeaponCategory
{
Melee = 0,
Ranged = 1,
Magic = 2,
Explosive = 3,
}
}

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