├── .gitignore
├── GameKit
├── Core.meta
├── Core
│ ├── Chats.meta
│ ├── Chats
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ │ ├── Canvases.meta
│ │ │ └── Canvases
│ │ │ │ ├── ChatCanvas.prefab
│ │ │ │ ├── ChatCanvas.prefab.meta
│ │ │ │ ├── ChatEntry.prefab
│ │ │ │ └── ChatEntry.prefab.meta
│ │ ├── Scenes.meta
│ │ ├── Scenes
│ │ │ ├── Chat.unity
│ │ │ └── Chat.unity.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── BlockedChatMessage.cs
│ │ │ ├── BlockedChatMessage.cs.meta
│ │ │ ├── Canvases.meta
│ │ │ ├── Canvases
│ │ │ ├── ChatCanvas.cs
│ │ │ ├── ChatCanvas.cs.meta
│ │ │ ├── ChatCanvasBase.cs
│ │ │ ├── ChatCanvasBase.cs.meta
│ │ │ ├── ChatEntity.cs
│ │ │ ├── ChatEntity.cs.meta
│ │ │ ├── ChatEntry.cs
│ │ │ └── ChatEntry.cs.meta
│ │ │ ├── ChatMessage.cs
│ │ │ ├── ChatMessage.cs.meta
│ │ │ ├── IChatEntity.cs
│ │ │ ├── IChatEntity.cs.meta
│ │ │ ├── Managers.meta
│ │ │ ├── Managers
│ │ │ ├── ChatManager.cs
│ │ │ ├── ChatManager.cs.meta
│ │ │ ├── ChatManagerBase.cs
│ │ │ └── ChatManagerBase.cs.meta
│ │ │ ├── MessageType.cs
│ │ │ ├── MessageType.cs.meta
│ │ │ ├── TeamType.cs
│ │ │ └── TeamType.cs.meta
│ ├── Crafting.meta
│ ├── Crafting
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ │ ├── RecipeEntry.prefab
│ │ │ ├── RecipeEntry.prefab.meta
│ │ │ ├── RequiredResourceEntry.prefab
│ │ │ └── RequiredResourceEntry.prefab.meta
│ │ ├── Scenes.meta
│ │ ├── Scenes
│ │ │ ├── Crafting and Inventory.unity
│ │ │ └── Crafting and Inventory.unity.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── Canvases.meta
│ │ │ ├── Canvases
│ │ │ ├── CraftingCanvas.cs
│ │ │ ├── CraftingCanvas.cs.meta
│ │ │ ├── RecipeEntry.cs
│ │ │ ├── RecipeEntry.cs.meta
│ │ │ ├── RequiredResourceEntry.cs
│ │ │ └── RequiredResourceEntry.cs.meta
│ │ │ ├── Crafter.Client.cs
│ │ │ ├── Crafter.Client.cs.meta
│ │ │ ├── Crafter.Server.cs
│ │ │ ├── Crafter.Server.cs.meta
│ │ │ ├── Crafter.cs
│ │ │ ├── Crafter.cs.meta
│ │ │ ├── CraftingManager.cs
│ │ │ ├── CraftingManager.cs.meta
│ │ │ ├── CraftingResult.cs
│ │ │ ├── CraftingResult.cs.meta
│ │ │ ├── Recipe.Serializer.cs
│ │ │ ├── Recipe.Serializer.cs.meta
│ │ │ ├── RecipeCraftableQuantity.cs
│ │ │ ├── RecipeCraftableQuantity.cs.meta
│ │ │ ├── RecipeData.cs
│ │ │ ├── RecipeData.cs.meta
│ │ │ ├── ScriptableObjects.meta
│ │ │ └── ScriptableObjects
│ │ │ ├── Crossbow.asset
│ │ │ ├── Crossbow.asset.meta
│ │ │ ├── Rope.asset
│ │ │ └── Rope.asset.meta
│ ├── Databases.meta
│ ├── Databases
│ │ ├── Dependencies.meta
│ │ ├── Dependencies
│ │ │ ├── LiteDB.meta
│ │ │ ├── LiteDB
│ │ │ │ ├── LiteDB.dll
│ │ │ │ └── LiteDB.dll.meta
│ │ │ ├── NpgSql.zip
│ │ │ └── NpgSql.zip.meta
│ │ ├── IDroppableDbService_Client.cs
│ │ ├── IDroppableDbService_Client.cs.meta
│ │ ├── IDroppableDbService_Server.cs
│ │ ├── IDroppableDbService_Server.cs.meta
│ │ ├── IInventoryDbService_Client.cs
│ │ ├── IInventoryDbService_Client.cs.meta
│ │ ├── IInventoryDbService_Server.cs
│ │ ├── IInventoryDbService_Server.cs.meta
│ │ ├── LiteDb.meta
│ │ └── LiteDb
│ │ │ ├── DroppableDbService.Client.cs
│ │ │ ├── DroppableDbService.Client.cs.meta
│ │ │ ├── DroppableDbService.Server.cs
│ │ │ ├── DroppableDbService.Server.cs.meta
│ │ │ ├── DroppableDbService.cs
│ │ │ ├── DroppableDbService.cs.meta
│ │ │ ├── InventoryDbService.Client.cs
│ │ │ ├── InventoryDbService.Client.cs.meta
│ │ │ ├── InventoryDbService.Server.cs
│ │ │ ├── InventoryDbService.Server.cs.meta
│ │ │ ├── InventoryDbService.cs
│ │ │ └── InventoryDbService.cs.meta
│ ├── Dependencies.meta
│ ├── Dependencies
│ │ ├── Floating Containers.meta
│ │ ├── Floating Containers
│ │ │ ├── Prefabs.meta
│ │ │ ├── Prefabs
│ │ │ │ ├── Button.prefab
│ │ │ │ └── Button.prefab.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ │ ├── FloatingOptions.meta
│ │ │ │ ├── FloatingOptions
│ │ │ │ ├── FloatingOptionsCanvas.cs
│ │ │ │ ├── FloatingOptionsCanvas.cs.meta
│ │ │ │ ├── FloatingOptionsConfig.cs
│ │ │ │ ├── FloatingOptionsConfig.cs.meta
│ │ │ │ ├── OptionMenuButton.cs
│ │ │ │ ├── OptionMenuButton.cs.meta
│ │ │ │ ├── SplittingCanvas.cs
│ │ │ │ ├── SplittingCanvas.cs.meta
│ │ │ │ ├── SplittingCanvasHelpers.cs
│ │ │ │ └── SplittingCanvasHelpers.cs.meta
│ │ │ │ ├── FloatingTooltip.meta
│ │ │ │ └── FloatingTooltip
│ │ │ │ ├── FloatingTooltipCanvas.cs
│ │ │ │ └── FloatingTooltipCanvas.cs.meta
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ │ ├── ClientInstance.prefab
│ │ │ └── ClientInstance.prefab.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── ClientInstance.cs
│ │ │ ├── ClientInstance.cs.meta
│ │ │ ├── ClientInstanceState.cs
│ │ │ ├── ClientInstanceState.cs.meta
│ │ │ ├── Constants.cs
│ │ │ ├── Constants.cs.meta
│ │ │ ├── Utilities.meta
│ │ │ └── Utilities
│ │ │ ├── ActiveOnLocalClientInstance.cs
│ │ │ └── ActiveOnLocalClientInstance.cs.meta
│ ├── GameKit.Core.asmdef
│ ├── GameKit.Core.asmdef.meta
│ ├── Inventories.meta
│ ├── Inventories
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ │ ├── BagEntry.prefab
│ │ │ ├── BagEntry.prefab.meta
│ │ │ ├── FloatingResourceEntry.prefab
│ │ │ ├── FloatingResourceEntry.prefab.meta
│ │ │ ├── ResourceEntry.prefab
│ │ │ └── ResourceEntry.prefab.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── BagData.cs
│ │ │ ├── BagData.cs.meta
│ │ │ ├── BagSlot.cs
│ │ │ ├── BagSlot.cs.meta
│ │ │ ├── Canvases.meta
│ │ │ ├── Canvases
│ │ │ │ ├── BagEntry.cs
│ │ │ │ ├── BagEntry.cs.meta
│ │ │ │ ├── BagEntryTooltipHover.cs
│ │ │ │ ├── BagEntryTooltipHover.cs.meta
│ │ │ │ ├── CharacterInventory.meta
│ │ │ │ ├── CharacterInventory
│ │ │ │ │ ├── CharacterInventoryCanvas.cs
│ │ │ │ │ └── CharacterInventoryCanvas.cs.meta
│ │ │ │ ├── FloatingResourceEntry.cs
│ │ │ │ ├── FloatingResourceEntry.cs.meta
│ │ │ │ ├── InventoryCanvasBase.cs
│ │ │ │ ├── InventoryCanvasBase.cs.meta
│ │ │ │ ├── ResourceEntry.cs
│ │ │ │ └── ResourceEntry.cs.meta
│ │ │ ├── CharacterInventory.Server.cs
│ │ │ ├── CharacterInventory.Server.cs.meta
│ │ │ ├── CharacterInventory.cs
│ │ │ ├── CharacterInventory.cs.meta
│ │ │ ├── Inventory.Server.cs
│ │ │ ├── Inventory.Server.cs.meta
│ │ │ ├── Inventory.cs
│ │ │ ├── Inventory.cs.meta
│ │ │ ├── InventoryBase.Client.cs
│ │ │ ├── InventoryBase.Client.cs.meta
│ │ │ ├── InventoryBase.Server.cs
│ │ │ ├── InventoryBase.Server.cs.meta
│ │ │ ├── InventoryBase.cs
│ │ │ ├── InventoryBase.cs.meta
│ │ │ ├── InventoryCategory.cs
│ │ │ ├── InventoryCategory.cs.meta
│ │ │ ├── InventoryConsts.cs
│ │ │ ├── InventoryConsts.cs.meta
│ │ │ ├── Managers.meta
│ │ │ ├── Managers
│ │ │ │ ├── BagManager.cs
│ │ │ │ └── BagManager.cs.meta
│ │ │ ├── ScriptableObjects.meta
│ │ │ ├── ScriptableObjects
│ │ │ │ ├── Bags.meta
│ │ │ │ └── Bags
│ │ │ │ │ ├── Small Backpack.asset
│ │ │ │ │ ├── Small Backpack.asset.meta
│ │ │ │ │ ├── Small Sack.asset
│ │ │ │ │ └── Small Sack.asset.meta
│ │ │ ├── SerializableActiveBag.cs
│ │ │ ├── SerializableActiveBag.cs.meta
│ │ │ ├── SerializableBagData.cs
│ │ │ ├── SerializableBagData.cs.meta
│ │ │ ├── SerializableFilledSlot.cs
│ │ │ ├── SerializableFilledSlot.cs.meta
│ │ │ ├── SerializableInventoryDb.cs
│ │ │ └── SerializableInventoryDb.cs.meta
│ │ ├── Testing.meta
│ │ └── Testing
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ ├── ChangeResourcesCanvas.cs
│ │ │ ├── ChangeResourcesCanvas.cs.meta
│ │ │ ├── GameKit.Testing.asmdef
│ │ │ └── GameKit.Testing.asmdef.meta
│ ├── Leveling.meta
│ ├── Leveling
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── LevelBase.cs
│ │ │ ├── LevelBase.cs.meta
│ │ │ ├── XPLevel.cs
│ │ │ └── XPLevel.cs.meta
│ ├── Providers.meta
│ ├── Providers
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── Provider.cs
│ │ │ ├── Provider.cs.meta
│ │ │ ├── ProviderData.cs
│ │ │ └── ProviderData.cs.meta
│ ├── Quests.meta
│ ├── Quests
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── ActiveQuest.cs
│ │ │ ├── ActiveQuest.cs.meta
│ │ │ ├── ConditionType.cs
│ │ │ ├── ConditionType.cs.meta
│ │ │ ├── Conditions.meta
│ │ │ ├── Conditions
│ │ │ ├── GatherCondition.cs
│ │ │ ├── GatherCondition.cs.meta
│ │ │ ├── InteractCondition.cs
│ │ │ ├── InteractCondition.cs.meta
│ │ │ ├── QuestConditionBase.cs
│ │ │ ├── QuestConditionBase.cs.meta
│ │ │ ├── QuestConditionState.cs
│ │ │ ├── QuestConditionState.cs.meta
│ │ │ ├── ScriptableObjects.meta
│ │ │ ├── ScriptableObjects
│ │ │ │ ├── Precious Garbage.asset
│ │ │ │ └── Precious Garbage.asset.meta
│ │ │ ├── TravelCondition.cs
│ │ │ └── TravelCondition.cs.meta
│ │ │ ├── GatherableResource.cs
│ │ │ ├── GatherableResource.cs.meta
│ │ │ ├── QuestData.cs
│ │ │ ├── QuestData.cs.meta
│ │ │ ├── QuestState.cs
│ │ │ ├── QuestState.cs.meta
│ │ │ ├── Quester.cs
│ │ │ ├── Quester.cs.meta
│ │ │ ├── Quests.meta
│ │ │ ├── Quests
│ │ │ ├── Precious Garbage.meta
│ │ │ └── Precious Garbage
│ │ │ │ ├── Gathering.asset
│ │ │ │ ├── Gathering.asset.meta
│ │ │ │ ├── Precious Garbage.asset
│ │ │ │ └── Precious Garbage.asset.meta
│ │ │ ├── Rewards.meta
│ │ │ └── Rewards
│ │ │ ├── QuestRewardBase.cs
│ │ │ ├── QuestRewardBase.cs.meta
│ │ │ ├── RewardType.cs
│ │ │ ├── RewardType.cs.meta
│ │ │ ├── RewardableResource.cs
│ │ │ ├── RewardableResource.cs.meta
│ │ │ └── ScriptableObjects.meta
│ ├── Resources.meta
│ ├── Resources
│ │ ├── Droppables.meta
│ │ ├── Droppables
│ │ │ ├── DroppableData.cs
│ │ │ ├── DroppableData.cs.meta
│ │ │ ├── DroppableManager.cs
│ │ │ ├── DroppableManager.cs.meta
│ │ │ ├── ScriptableObjects.meta
│ │ │ └── ScriptableObjects
│ │ │ │ ├── Coir_Droppable.asset
│ │ │ │ └── Coir_Droppable.asset.meta
│ │ ├── ResourceCategory.cs
│ │ ├── ResourceCategory.cs.meta
│ │ ├── ResourceCategoryData.cs
│ │ ├── ResourceCategoryData.cs.meta
│ │ ├── ResourceConsts.cs
│ │ ├── ResourceConsts.cs.meta
│ │ ├── ResourceData.cs
│ │ ├── ResourceData.cs.meta
│ │ ├── ResourceDataBase.cs
│ │ ├── ResourceDataBase.cs.meta
│ │ ├── ResourceManager.cs
│ │ ├── ResourceManager.cs.meta
│ │ ├── ResourceQuantity.cs
│ │ ├── ResourceQuantity.cs.meta
│ │ ├── ScriptableObjects.meta
│ │ └── ScriptableObjects
│ │ │ ├── ResourceCategoryData.meta
│ │ │ ├── ResourceCategoryData
│ │ │ ├── Crafting_ResourceCategoryData.asset
│ │ │ ├── Crafting_ResourceCategoryData.asset.meta
│ │ │ ├── Equipped_ResourceCategoryData.asset
│ │ │ ├── Equipped_ResourceCategoryData.asset.meta
│ │ │ ├── Food_ResourceCategoryData.asset
│ │ │ ├── Food_ResourceCategoryData.asset.meta
│ │ │ ├── Scraps_ResourceCategoryData.asset
│ │ │ ├── Scraps_ResourceCategoryData.asset.meta
│ │ │ ├── Weapon_ResourceCategoryData.asset
│ │ │ └── Weapon_ResourceCategoryData.asset.meta
│ │ │ ├── ResourceData.meta
│ │ │ └── ResourceData
│ │ │ ├── Bone_ResourceData.asset
│ │ │ ├── Bone_ResourceData.asset.meta
│ │ │ ├── Coir_ResourceData.asset
│ │ │ ├── Coir_ResourceData.asset.meta
│ │ │ ├── Crossbow_ResourceData.asset
│ │ │ ├── Crossbow_ResourceData.asset.meta
│ │ │ ├── Flask_ResourceData.asset
│ │ │ ├── Flask_ResourceData.asset.meta
│ │ │ ├── Log_ResourceData.asset
│ │ │ ├── Log_ResourceData.asset.meta
│ │ │ ├── Orange Elixir_ResourceData.asset
│ │ │ ├── Orange Elixir_ResourceData.asset.meta
│ │ │ ├── Probably Toxic Dust_ResourceData.asset
│ │ │ ├── Probably Toxic Dust_ResourceData.asset.meta
│ │ │ ├── Rope_ResourceData.asset
│ │ │ ├── Rope_ResourceData.asset.meta
│ │ │ ├── Stone_ResourceData.asset
│ │ │ └── Stone_ResourceData.asset.meta
│ ├── Textures.meta
│ ├── Textures
│ │ ├── Canvases.meta
│ │ ├── Canvases
│ │ │ ├── GUI.meta
│ │ │ ├── GUI
│ │ │ │ ├── Frame_Grid.png
│ │ │ │ ├── Frame_Grid.png.meta
│ │ │ │ ├── Frame_big.png
│ │ │ │ ├── Frame_big.png.meta
│ │ │ │ ├── Frame_mid.png
│ │ │ │ ├── Frame_mid.png.meta
│ │ │ │ ├── Frame_mid_2.png
│ │ │ │ ├── Frame_mid_2.png.meta
│ │ │ │ ├── Hp_frame.png
│ │ │ │ ├── Hp_frame.png.meta
│ │ │ │ ├── Hp_line.png
│ │ │ │ ├── Hp_line.png.meta
│ │ │ │ ├── Mini_background.png
│ │ │ │ ├── Mini_background.png.meta
│ │ │ │ ├── Mini_frame0.png
│ │ │ │ ├── Mini_frame0.png.meta
│ │ │ │ ├── Mini_frame1.png
│ │ │ │ ├── Mini_frame1.png.meta
│ │ │ │ ├── Mini_frame2.png
│ │ │ │ ├── Mini_frame2.png.meta
│ │ │ │ ├── Scroll Handle.png
│ │ │ │ ├── Scroll Handle.png.meta
│ │ │ │ ├── Slim_Border_Plate.png
│ │ │ │ ├── Slim_Border_Plate.png.meta
│ │ │ │ ├── bar_ready.png
│ │ │ │ ├── bar_ready.png.meta
│ │ │ │ ├── barmid_ready.png
│ │ │ │ ├── barmid_ready.png.meta
│ │ │ │ ├── big_background.png
│ │ │ │ ├── big_background.png.meta
│ │ │ │ ├── big_roundframe.png
│ │ │ │ ├── big_roundframe.png.meta
│ │ │ │ ├── button.png
│ │ │ │ ├── button.png.meta
│ │ │ │ ├── button2.png
│ │ │ │ ├── button2.png.meta
│ │ │ │ ├── button2_ready_off.png
│ │ │ │ ├── button2_ready_off.png.meta
│ │ │ │ ├── button2_ready_on.png
│ │ │ │ ├── button2_ready_on.png.meta
│ │ │ │ ├── button3_ready.png
│ │ │ │ ├── button3_ready.png.meta
│ │ │ │ ├── button_agree.png
│ │ │ │ ├── button_agree.png.meta
│ │ │ │ ├── button_cancel.png
│ │ │ │ ├── button_cancel.png.meta
│ │ │ │ ├── button_frame.png
│ │ │ │ ├── button_frame.png.meta
│ │ │ │ ├── button_ready_off.png
│ │ │ │ ├── button_ready_off.png.meta
│ │ │ │ ├── button_ready_on.png
│ │ │ │ ├── button_ready_on.png.meta
│ │ │ │ ├── lil_roundbackground.png
│ │ │ │ ├── lil_roundbackground.png.meta
│ │ │ │ ├── lil_roundframe.png
│ │ │ │ ├── lil_roundframe.png.meta
│ │ │ │ ├── lil_roundframe_light.png
│ │ │ │ ├── lil_roundframe_light.png.meta
│ │ │ │ ├── lil_roundframe_ready.png
│ │ │ │ ├── lil_roundframe_ready.png.meta
│ │ │ │ ├── lil_roundframe_ready2.png
│ │ │ │ ├── lil_roundframe_ready2.png.meta
│ │ │ │ ├── mid_background.png
│ │ │ │ ├── mid_background.png.meta
│ │ │ │ ├── mini_bar_h.png
│ │ │ │ ├── mini_bar_h.png.meta
│ │ │ │ ├── mini_bar_v.png
│ │ │ │ ├── mini_bar_v.png.meta
│ │ │ │ ├── name_bar.png
│ │ │ │ ├── name_bar.png.meta
│ │ │ │ ├── name_bar2.png
│ │ │ │ ├── name_bar2.png.meta
│ │ │ │ ├── name_bar3.png
│ │ │ │ ├── name_bar3.png.meta
│ │ │ │ ├── warrior_silhouette_man.png
│ │ │ │ ├── warrior_silhouette_man.png.meta
│ │ │ │ ├── warrior_silhouette_woman.png
│ │ │ │ └── warrior_silhouette_woman.png.meta
│ │ │ ├── Icons.meta
│ │ │ └── Icons
│ │ │ │ ├── Shikashi's Fantasy Icons Pack.meta
│ │ │ │ └── Shikashi's Fantasy Icons Pack
│ │ │ │ ├── #2 - Transparent Icons & Drop Shadow.png
│ │ │ │ ├── #2 - Transparent Icons & Drop Shadow.png.meta
│ │ │ │ ├── Shikashi's Fantasy Icons Pack.txt
│ │ │ │ └── Shikashi's Fantasy Icons Pack.txt.meta
│ │ ├── WhiteDot.png
│ │ └── WhiteDot.png.meta
│ ├── Utilities.meta
│ └── Utilities
│ │ ├── DatasLoader.cs
│ │ ├── DatasLoader.cs.meta
│ │ ├── Keybinds.cs
│ │ └── Keybinds.cs.meta
├── Dependencies.meta
└── Dependencies
│ ├── Editor.meta
│ ├── Editor
│ ├── PlaceholderAttributes.cs
│ └── PlaceholderAttributes.cs.meta
│ ├── GameKit.Dependencies.asmdef
│ ├── GameKit.Dependencies.asmdef.meta
│ ├── Inspectors.meta
│ ├── Inspectors
│ ├── BoxGroupAttribute.cs
│ ├── BoxGroupAttribute.cs.meta
│ ├── Group.meta
│ ├── Group
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ │ ├── EditorOverride.cs
│ │ │ ├── EditorOverride.cs.meta
│ │ │ ├── Resources.meta
│ │ │ └── Resources
│ │ │ │ ├── IN foldout focus on-5718.png
│ │ │ │ ├── IN foldout focus on-5718.png.meta
│ │ │ │ ├── IN foldout focus-6510.png
│ │ │ │ └── IN foldout focus-6510.png.meta
│ │ ├── GroupAttribute.cs
│ │ └── GroupAttribute.cs.meta
│ ├── ShowIf.meta
│ └── ShowIf
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ ├── ShowIfProperty.cs
│ │ └── ShowIfProperty.cs.meta
│ │ ├── ShowIfAttribute.cs
│ │ └── ShowIfAttribute.cs.meta
│ ├── Utilities.meta
│ └── Utilities
│ ├── ApplicationState.cs
│ ├── ApplicationState.cs.meta
│ ├── Arrays.cs
│ ├── Arrays.cs.meta
│ ├── Bools.cs
│ ├── Bools.cs.meta
│ ├── Bytes.cs
│ ├── Bytes.cs.meta
│ ├── CanvasGroups.cs
│ ├── CanvasGroups.cs.meta
│ ├── Colliders.cs
│ ├── Colliders.cs.meta
│ ├── Dictionaries.cs
│ ├── Dictionaries.cs.meta
│ ├── Disks.cs
│ ├── Disks.cs.meta
│ ├── Editing.cs
│ ├── Editing.cs.meta
│ ├── Enums.cs
│ ├── Enums.cs.meta
│ ├── Floats.cs
│ ├── Floats.cs.meta
│ ├── Hashing.cs
│ ├── Hashing.cs.meta
│ ├── IOs.cs
│ ├── IOs.cs.meta
│ ├── Ints.cs
│ ├── Ints.cs.meta
│ ├── Layers.cs
│ ├── Layers.cs.meta
│ ├── LayoutGroups.cs
│ ├── LayoutGroups.cs.meta
│ ├── Materials.cs
│ ├── Materials.cs.meta
│ ├── Maths.cs
│ ├── Maths.cs.meta
│ ├── NewInput.cs
│ ├── NewInput.cs.meta
│ ├── ObjectCaching.cs
│ ├── ObjectCaching.cs.meta
│ ├── Objects.cs
│ ├── Objects.cs.meta
│ ├── Particles.cs
│ ├── Particles.cs.meta
│ ├── Quaternions.cs
│ ├── Quaternions.cs.meta
│ ├── Strings.cs
│ ├── Strings.cs.meta
│ ├── Transforms.cs
│ ├── Transforms.cs.meta
│ ├── Types.meta
│ ├── Types
│ ├── BasicQueue.cs
│ ├── BasicQueue.cs.meta
│ ├── ByteRange.cs
│ ├── ByteRange.cs.meta
│ ├── CanvasGroupFader.cs
│ ├── CanvasGroupFader.cs.meta
│ ├── Canvases.meta
│ ├── Canvases
│ │ ├── ButtonData.cs
│ │ ├── ButtonData.cs.meta
│ │ ├── CanvasTracker.cs
│ │ ├── CanvasTracker.cs.meta
│ │ ├── FloatingContainer.cs
│ │ ├── FloatingContainer.cs.meta
│ │ ├── FloatingImage.cs
│ │ ├── FloatingImage.cs.meta
│ │ ├── FloatingOptions.cs
│ │ ├── FloatingOptions.cs.meta
│ │ ├── ImageButtonData.cs
│ │ ├── ImageButtonData.cs.meta
│ │ ├── ImageOptionButton.cs
│ │ ├── ImageOptionButton.cs.meta
│ │ ├── OptionButton.cs
│ │ ├── OptionButton.cs.meta
│ │ ├── PressedDelegate.cs
│ │ ├── PressedDelegate.cs.meta
│ │ ├── PressedDelgateData.cs
│ │ ├── PressedDelgateData.cs.meta
│ │ ├── RectTransformResizer.cs
│ │ ├── RectTransformResizer.cs.meta
│ │ ├── ResizableContainer.cs
│ │ └── ResizableContainer.cs.meta
│ ├── DDOL.cs
│ ├── DDOL.cs.meta
│ ├── Editor.meta
│ ├── Editor
│ │ ├── SceneDrawer.cs
│ │ └── SceneDrawer.cs.meta
│ ├── FloatRange.cs
│ ├── FloatRange.cs.meta
│ ├── FloatRange2D.cs
│ ├── FloatRange2D.cs.meta
│ ├── IOrderable.cs
│ ├── IOrderable.cs.meta
│ ├── IntRange.cs
│ ├── IntRange.cs.meta
│ ├── ObjectPooling.meta
│ ├── ObjectPooling
│ │ ├── CHANGELOG.txt
│ │ ├── CHANGELOG.txt.meta
│ │ ├── Demo.meta
│ │ ├── Demo
│ │ │ ├── Prefabs.meta
│ │ │ ├── Prefabs
│ │ │ │ ├── Projectile.prefab
│ │ │ │ └── Projectile.prefab.meta
│ │ │ ├── Scenes.meta
│ │ │ ├── Scenes
│ │ │ │ ├── ObjectPool.unity
│ │ │ │ └── ObjectPool.unity.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ │ ├── Projectile.cs
│ │ │ │ ├── Projectile.cs.meta
│ │ │ │ ├── ProjectileSpawner.cs
│ │ │ │ └── ProjectileSpawner.cs.meta
│ │ ├── README.txt
│ │ ├── README.txt.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── ListStack.cs
│ │ │ ├── ListStack.cs.meta
│ │ │ ├── ObjectPool.cs
│ │ │ ├── ObjectPool.cs.meta
│ │ │ ├── PoolData.cs
│ │ │ └── PoolData.cs.meta
│ ├── PointerMonoBehaviour.cs
│ ├── PointerMonoBehaviour.cs.meta
│ ├── ResettableRingBuffer.cs
│ ├── ResettableRingBuffer.cs.meta
│ ├── RingBuffer.cs
│ ├── RingBuffer.cs.meta
│ ├── SceneAttribute.cs
│ ├── SceneAttribute.cs.meta
│ ├── ScrollbarValueSetter.cs
│ ├── ScrollbarValueSetter.cs.meta
│ ├── SingletonScriptableObject.cs
│ ├── SingletonScriptableObject.cs.meta
│ ├── SmoothCameraTarget.cs
│ ├── SmoothCameraTarget.cs.meta
│ ├── TimedOperation.cs
│ ├── TimedOperation.cs.meta
│ ├── UIntRange.cs
│ ├── UIntRange.cs.meta
│ ├── Vector2Range.cs
│ └── Vector2Range.cs.meta
│ ├── UInts.cs
│ ├── UInts.cs.meta
│ ├── Vectors.cs
│ ├── Vectors.cs.meta
│ ├── WeightedRandom.cs
│ └── WeightedRandom.cs.meta
├── LICENSE.md
├── README.md
└── THIRD PARTY NOTICE.md
/.gitignore:
--------------------------------------------------------------------------------
1 | #Ignore everything.
2 | /*
3 |
4 | #Except these; we like these.
5 | !/.gitignore
6 | !/THIRD PARTY NOTICE.md
7 | !/GameKit/
8 |
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/GameKit/Core/Chats/Scripts/Canvases/ChatCanvas.cs:
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1 | using FishNet.Connection;
2 |
3 | namespace GameKit.Core.Chats.Canvases
4 | {
5 | ///
6 | /// Used to display chat and take chat input from the local client.
7 | ///
8 | public class ChatCanvas : ChatCanvasBase
9 | {
10 |
11 | ///
12 | /// Returns TeamType of a to b.
13 | ///
14 | protected override TeamType GetTeamType(NetworkConnection a, NetworkConnection b)
15 | {
16 | /* Implement this properly when you have a team
17 | * system setup for your game. */
18 | if (a == b)
19 | return TeamType.Self;
20 | else
21 | return TeamType.Friendly;
22 | }
23 |
24 | }
25 |
26 | }
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/GameKit/Core/Chats/Scripts/Canvases/ChatEntity.cs:
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1 | using FishNet.Connection;
2 | using GameKit.Core.Chats;
3 | using GameKit.Dependencies.Utilities;
4 |
5 | namespace GameKit.Core.Chats.Canvases
6 | {
7 |
8 | public class ChatEntity : IChatEntity, IResettable
9 | {
10 | public NetworkConnection Connection { get; private set; }
11 | public string EntityName { get; private set; }
12 | public string GetEntityName() => EntityName;
13 | public NetworkConnection GetConnection() => Connection;
14 |
15 | public ChatEntity() { }
16 | public ChatEntity(NetworkConnection connection, string entityName)
17 | {
18 | Connection = connection;
19 | EntityName = entityName;
20 | }
21 |
22 | public void Initialize(NetworkConnection conn, string entityName)
23 | {
24 | Connection = conn;
25 | EntityName = entityName;
26 | }
27 |
28 | public void ResetState()
29 | {
30 | Connection = null;
31 | EntityName = string.Empty;
32 | }
33 |
34 | public void InitializeState() { }
35 |
36 | public void SetEntityName(string entityName)
37 | {
38 | EntityName = entityName;
39 | }
40 |
41 | }
42 |
43 |
44 | }
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/GameKit/Core/Chats/Scripts/ChatMessage.cs:
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1 | using FishNet.Connection;
2 |
3 | namespace GameKit.Core.Chats
4 | {
5 |
6 | public struct ChatMessage
7 | {
8 | ///
9 | /// Type of message sent or received.
10 | ///
11 | public ushort MessageType;
12 | ///
13 | /// Client receiving the message. This value may be null if not a direct message.
14 | ///
15 | public NetworkConnection Receiver;
16 | ///
17 | /// Client sending the message. This value may be null if not sent from a client.
18 | ///
19 | public NetworkConnection Sender;
20 | ///
21 | /// True if the message was sent, false if received. This is applicable with direct messages.
22 | ///
23 | public bool Outbound;
24 | ///
25 | /// Message sent.
26 | ///
27 | public string Message;
28 |
29 | public ChatMessage(ushort messageType, NetworkConnection receiver, NetworkConnection sender, string message, bool outbound)
30 | {
31 | MessageType = messageType;
32 | Receiver = receiver;
33 | Sender = sender;
34 | Message = message;
35 | Outbound = outbound;
36 | }
37 | }
38 |
39 |
40 | }
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/GameKit/Core/Chats/Scripts/IChatEntity.cs:
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1 | using FishNet.Connection;
2 |
3 | namespace GameKit.Core.Chats
4 | {
5 |
6 | public interface IChatEntity
7 | {
8 | ///
9 | /// Name for this client.
10 | ///
11 | public string GetEntityName();
12 | ///
13 | /// Updates the name for this entity.
14 | ///
15 | /// New value.
16 | public void SetEntityName(string entityName);
17 | ///
18 | /// Client for this entity.
19 | ///
20 | ///
21 | public NetworkConnection GetConnection();
22 | ///
23 | /// Initializes this for use.
24 | ///
25 | /// Client this entity is for.
26 | /// Name of the client.
27 | public void Initialize(NetworkConnection connection, string entityName);
28 | }
29 |
30 | }
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/GameKit/Core/Chats/Scripts/MessageType.cs:
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1 | namespace GameKit.Core.Chats
2 | {
3 | ///
4 | /// Where a message is going to or coming from.
5 | ///
6 | public enum MessageType : ushort
7 | {
8 | Tell = 0,
9 | All = 1,
10 | Team = 2,
11 | System = 3,
12 | }
13 |
14 | }
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/GameKit/Core/Chats/Scripts/TeamType.cs:
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1 |
2 | namespace GameKit.Core.Chats
3 | {
4 | ///
5 | /// What faction sent the message.
6 | ///
7 | public enum TeamType : ushort
8 | {
9 | Unset = 0,
10 | Self = 1,
11 | Enemy = 2,
12 | Friendly = 3,
13 | }
14 |
15 | }
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/GameKit/Core/Crafting/Scripts/CraftingResult.cs:
--------------------------------------------------------------------------------
1 | namespace GameKit.Core.Crafting
2 | {
3 | public enum CraftingResult : byte
4 | {
5 | ///
6 | /// Generic failed reason.
7 | ///
8 | Failed = 0,
9 | ///
10 | /// Canceled by server or client.
11 | ///
12 | Canceled = 1,
13 | ///
14 | /// Crafting is already in progress and no more may be queued.
15 | ///
16 | FullQueue = 2,
17 | ///
18 | /// Completed successfully.
19 | ///
20 | Completed = 3,
21 | ///
22 | /// Not enough space is available to accomodate recipe results.
23 | ///
24 | NoSpace = 4,
25 | ///
26 | /// Not enough resources to craft the recipe.
27 | ///
28 | NoResources = 5,
29 | }
30 |
31 | }
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/GameKit/Core/Crafting/Scripts/Recipe.Serializer.cs:
--------------------------------------------------------------------------------
1 | using FishNet.Serializing;
2 | using GameKit.Core.Resources;
3 |
4 | namespace GameKit.Core.Crafting
5 | {
6 |
7 |
8 | public static class Recipe_Serializers
9 | {
10 | public static void WriteRecipeData(this Writer w, RecipeData value)
11 | {
12 | if (value == null)
13 | w.WriteUInt32(ResourceConsts.UNSET_RESOURCE_ID);
14 | else
15 | w.WriteUInt32(value.UniqueId);
16 | }
17 | public static RecipeData ReadRecipeData(this Reader r)
18 | {
19 | uint index = r.ReadUInt32();
20 | if (index == ResourceConsts.UNSET_RESOURCE_ID)
21 | return null;
22 |
23 | CraftingManager cm = r.NetworkManager.GetInstance();
24 | if (cm != null)
25 | return cm.GetRecipe(index);
26 |
27 | //Fall through.
28 | return null;
29 | }
30 | }
31 |
32 | }
33 |
--------------------------------------------------------------------------------
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/GameKit/Core/Crafting/Scripts/RecipeCraftableQuantity.cs:
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1 | namespace GameKit.Core.Crafting
2 | {
3 |
4 | ///
5 | /// Contains how many times a recipe may be performed with current resources.
6 | ///
7 | public struct CraftableRecipeQuantity
8 | {
9 | ///
10 | /// How many of recipe which can be made.
11 | ///
12 | public int Quantity;
13 | ///
14 | /// Recipe quantity is for.
15 | ///
16 | public RecipeData Recipe;
17 |
18 | public CraftableRecipeQuantity(int quantity, RecipeData recipe)
19 | {
20 | Quantity = quantity;
21 | Recipe = recipe;
22 | }
23 | }
24 |
25 |
26 | }
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/GameKit/Core/Databases/IDroppableDbService_Client.cs:
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1 |
2 | namespace GameKit.Core.Databases
3 | {
4 |
5 | public interface IDroppableDbService_Client
6 | {
7 |
8 | }
9 |
10 | }
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/GameKit/Core/Databases/IDroppableDbService_Server.cs:
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1 | namespace GameKit.Core.Databases
2 | {
3 |
4 | public interface IDroppableDbService_Server
5 | {
6 |
7 |
8 | }
9 |
10 | }
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/GameKit/Core/Databases/IInventoryDbService_Client.cs:
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1 | using GameKit.Core.Inventories;
2 | using GameKit.Core.Inventories.Bags;
3 | using System.Collections.Generic;
4 |
5 | namespace GameKit.Core.Databases
6 | {
7 |
8 | public interface IInventoryDbService_Client
9 | {
10 | List GetSortedInventory(uint categoryId);
11 | void SetSortedInventory(InventoryBase inventoryBase, List sortedInventory);
12 |
13 | }
14 |
15 | }
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/GameKit/Core/Databases/IInventoryDbService_Server.cs:
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1 | using GameKit.Core.Inventories;
2 | using GameKit.Core.Inventories.Bags;
3 | using System.Collections.Generic;
4 |
5 | namespace GameKit.Core.Databases
6 | {
7 |
8 | public interface IInventoryDbService_Server
9 | {
10 | SerializableInventoryDb GetInventory(uint clientUniqueId, uint categoryId);
11 | void SetInventory(uint clientUniqueId, InventoryBase inventoryBase, SerializableInventoryDb inventory);
12 | List GetSortedInventory(uint clientUniqueId, uint categoryId);
13 | void SetSortedInventory(uint clientUniqueId, InventoryBase inventoryBase, List sortedInventory);
14 |
15 | }
16 |
17 | }
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/GameKit/Core/Databases/LiteDb/DroppableDbService.Client.cs:
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1 | namespace GameKit.Core.Databases.LiteDb
2 | {
3 | public partial class DroppableDbService : IDroppableDbService_Client
4 | {
5 | private void InitializeState_Client() { }
6 |
7 | private void ResetState_Client() { }
8 | }
9 | }
--------------------------------------------------------------------------------
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/GameKit/Core/Databases/LiteDb/DroppableDbService.Server.cs:
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1 | using LiteDB;
2 | using System.IO;
3 | using UnityEngine;
4 |
5 | namespace GameKit.Core.Databases.LiteDb
6 | {
7 |
8 | public partial class DroppableDbService : IDroppableDbService_Server
9 | {
10 | private LiteDatabase _databaseServer;
11 |
12 | private void InitializeState_Server()
13 | {
14 | string path = $"{Path.Combine(Application.persistentDataPath, "Droppable_Server.db")}";
15 | _databaseServer = new LiteDatabase(path);
16 | }
17 |
18 | private void ResetState_Server()
19 | {
20 | _databaseServer.Dispose();
21 | _databaseServer = null;
22 | }
23 |
24 | }
25 |
26 |
27 | }
--------------------------------------------------------------------------------
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/GameKit/Core/Dependencies/Floating Containers/Scripts/FloatingOptions/FloatingOptionsConfig.cs:
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1 | using GameKit.Dependencies.Utilities.Types.CanvasContainers;
2 |
3 | namespace GameKit.Core.FloatingContainers.OptionMenuButtons
4 | {
5 | public struct FloatingOptionsConfig
6 | {
7 | ///
8 | /// True to allow cancel / close without selecting an option.
9 | ///
10 | public bool AllowCancel;
11 |
12 | ///
13 | /// Callback to perform when canceling.
14 | ///
15 | public PressedDelegateData CancelCallback;
16 | }
17 |
18 | }
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/GameKit/Core/Dependencies/Floating Containers/Scripts/FloatingOptions/OptionMenuButton.cs:
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1 | using GameKit.Dependencies.Utilities.Types.CanvasContainers;
2 | using TMPro;
3 | using UnityEngine;
4 |
5 | namespace GameKit.Core.FloatingContainers.OptionMenuButtons
6 | {
7 | public class OptionMenuButton : MonoBehaviour
8 | {
9 | #region Public.
10 | ///
11 | /// ButtonData for this button.
12 | ///
13 | public ButtonData ButtonData { get; private set; }
14 | #endregion
15 |
16 | #region Serialized.
17 | ///
18 | /// Textbox to show buttonData text.
19 | ///
20 | [Tooltip("Textbox to show buttonData text.")]
21 | [SerializeField]
22 | private TextMeshProUGUI _text;
23 | #endregion
24 |
25 | public virtual void Initialize(ButtonData bd)
26 | {
27 | ButtonData = bd;
28 | _text.text = bd.Text;
29 | }
30 |
31 | ///
32 | /// To be called when the button is pressed.
33 | ///
34 | public virtual void OnPressed()
35 | {
36 | ButtonData?.OnPressed();
37 | }
38 | }
39 |
40 | }
--------------------------------------------------------------------------------
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/GameKit/Core/Dependencies/Scripts/Constants.cs:
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1 | using UnityEngine;
2 |
3 | namespace GameKit.Core.Dependencies
4 | {
5 |
6 | public static class Constants
7 | {
8 | ///
9 | /// Screen edge padding added onto all floating canvases.
10 | ///
11 | public static readonly Vector2 FLOATING_CANVAS_EDGE_PADDING = new Vector2(10f, 10f);
12 | }
13 |
14 | }
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1 | using GameKit.Core.Dependencies;
2 |
3 | namespace GameKit.Core.Inventories.Canvases.Characters
4 | {
5 | public class CharacterInventoryCanvas : InventoryCanvasBase
6 | {
7 | protected override void ClientInstance_OnClientInstanceChange(ClientInstance instance, ClientInstanceState state, bool asServer)
8 | {
9 | base.ClientInstance_OnClientInstanceChange(instance, state, asServer);
10 |
11 | bool started = (state == ClientInstanceState.PostInitialize);
12 | //If started then get the character inventory and initialize bags.
13 | if (started)
14 | {
15 | Inventory inv = instance.Inventory;
16 | Inventory = inv.GetInventoryBase(InventoryCategory.Character, true);
17 |
18 | InitializeBags();
19 | }
20 |
21 | base.ChangeSubscription(started);
22 | }
23 |
24 |
25 | }
26 | }
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1 | using GameKit.Core.Crafting;
2 |
3 | namespace GameKit.Core.Inventories
4 | {
5 |
6 | public partial class CharacterInventory : InventoryBase
7 | {
8 |
9 | public override void OnStartServer()
10 | {
11 | Crafter crafter = GetComponentInParent();
12 | crafter.OnCraftingResult += Crafter_OnCraftingResult;
13 | }
14 |
15 |
16 | ///
17 | /// Called after receiving a crafting result.
18 | ///
19 | /// Recipe the result is for.
20 | /// The crafting result.
21 | /// True if callback is for server.
22 | private void Crafter_OnCraftingResult(RecipeData r, CraftingResult result, bool asServer)
23 | {
24 | //Already invoked on server side.
25 | if (!asServer && base.IsServerStarted)
26 | return;
27 |
28 | if (result == CraftingResult.Completed)
29 | base.UpdateResourcesFromRecipe(r, asServer);
30 | }
31 |
32 | }
33 |
34 | }
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/GameKit/Core/Inventories/Scripts/CharacterInventory.cs:
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1 |
2 | namespace GameKit.Core.Inventories
3 | {
4 |
5 | public partial class CharacterInventory : InventoryBase
6 | {
7 | public override ushort CategoryId => (ushort)InventoryCategory.Character;
8 | }
9 |
10 | }
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1 | using FishNet.Object;
2 |
3 | namespace GameKit.Core.Inventories
4 | {
5 |
6 | public partial class Inventory : NetworkBehaviour
7 | {
8 | }
9 | }
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/GameKit/Core/Inventories/Scripts/InventoryCategory.cs:
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1 | namespace GameKit.Core.Inventories
2 | {
3 |
4 | public enum InventoryCategory : ushort
5 | {
6 | Unset = InventoryConsts.UNSET_CATEGORY_ID,
7 | Character = 1,
8 | Bank = 2,
9 | }
10 |
11 | }
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1 |
2 | namespace GameKit.Core.Inventories
3 | {
4 | ///
5 | /// Constants related to Inventory.
6 | ///
7 | public class InventoryConsts
8 | {
9 | ///
10 | /// Value to use when a bag Id is unset.
11 | /// This is used for database Id as well runtime UniqueId.
12 | ///
13 | public const uint UNSET_BAG_ID = 0;
14 | ///
15 | /// Value to use when a category Id is unset.
16 | ///
17 | public const ushort UNSET_CATEGORY_ID = 0;
18 | ///
19 | /// Value to use when bag space is not specified.
20 | ///
21 | public const int UNSET_BAG_SPACE = 0;
22 | ///
23 | /// Value to use when a layout index is not specified.
24 | ///
25 | public const int UNSET_LAYOUT_INDEX = -1;
26 | }
27 |
28 | }
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/GameKit/Core/Inventories/Scripts/SerializableBagData.cs:
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1 | namespace GameKit.Core.Inventories.Bags
2 | {
3 | public struct SerializableBagData
4 | {
5 | ///
6 | /// Unique Id for this bag. This is generally a database Id for the bag.
7 | ///
8 | public uint UniqueId;
9 |
10 | public SerializableBagData(uint uniqueId)
11 | {
12 | UniqueId = uniqueId;
13 | }
14 | }
15 |
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1 | using UnityEngine;
2 |
3 | namespace GameKit.Core.Providers
4 | {
5 |
6 | public class Provider : MonoBehaviour
7 | {
8 | ///
9 | /// Data for this provider.
10 | ///
11 | public ProviderData ProviderData;
12 | }
13 |
14 |
15 | }
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1 | using UnityEngine;
2 |
3 | namespace GameKit.Core.Providers
4 | {
5 | [CreateAssetMenu(fileName = "New ProviderData", menuName = "Game/Providers/ProviderData", order = 1)]
6 | public class ProviderData : ScriptableObject
7 | {
8 | ///
9 | /// UniqueId for the provider.
10 | ///
11 | public uint UniqueId;
12 | }
13 |
14 |
15 | }
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1 |
2 | namespace GameKit.Core.Quests
3 | {
4 |
5 | public enum ConditionType
6 | {
7 | Unset = 0,
8 | ///
9 | /// Gather objects.
10 | ///
11 | Gather = 1,
12 | ///
13 | /// Travel to a location.
14 | ///
15 | Travel = 2,
16 | ///
17 | /// Interact with objects.
18 | ///
19 | Interactive = 3,
20 | ///
21 | /// Defeat a number of objects.
22 | ///
23 | Defeat = 4,
24 | }
25 |
26 |
27 | }
--------------------------------------------------------------------------------
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/GameKit/Core/Quests/Scripts/Conditions/GatherCondition.cs:
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1 | using System.Collections.Generic;
2 | using UnityEngine;
3 |
4 | namespace GameKit.Core.Quests
5 | {
6 | [CreateAssetMenu(fileName = "New Gather Condition", menuName = "Game/Quests/Gather Condition")]
7 | public class GatherCondition : QuestConditionBase
8 | {
9 | ///
10 | /// Type of condition which must be met.
11 | ///
12 | public override ConditionType QuestType => ConditionType.Gather;
13 | ///
14 | /// Resources which must be gathered.
15 | ///
16 | public List Resources;
17 | }
18 |
19 |
20 | }
--------------------------------------------------------------------------------
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/GameKit/Core/Quests/Scripts/Conditions/InteractCondition.cs:
--------------------------------------------------------------------------------
1 | using GameKit.Core.Providers;
2 | using UnityEngine;
3 |
4 | namespace GameKit.Core.Quests
5 | {
6 | [CreateAssetMenu(fileName = "New Interact Condition", menuName = "Game/Quests/Interact Condition")]
7 | public class InteractCondition : QuestConditionBase
8 | {
9 | ///
10 | /// Type of condition which must be met.
11 | ///
12 | public override ConditionType QuestType => ConditionType.Interactive;
13 | ///
14 | /// Provider to interact with.
15 | ///
16 | public ProviderData ProviderData;
17 | }
18 |
19 |
20 | }
--------------------------------------------------------------------------------
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/GameKit/Core/Quests/Scripts/Conditions/QuestConditionBase.cs:
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1 | using UnityEngine;
2 |
3 | namespace GameKit.Core.Quests
4 | {
5 | public abstract class QuestConditionBase : ScriptableObject
6 | {
7 | ///
8 | /// Type of condition which must be met.
9 | ///
10 | public abstract ConditionType QuestType { get; }
11 | }
12 |
13 | }
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/GameKit/Core/Quests/Scripts/Conditions/QuestConditionState.cs:
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1 | using System;
2 |
3 | namespace GameKit.Core.Quests
4 | {
5 | [Flags]
6 | public enum QuestConditionState
7 | {
8 | NotMet = 0,
9 | Met = 1,
10 | }
11 |
12 |
13 | }
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/GameKit/Core/Quests/Scripts/Conditions/TravelCondition.cs:
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1 | using GameKit.Core.Resources;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace GameKit.Core.Quests
6 | {
7 | [CreateAssetMenu(fileName = "New Travel Condition", menuName = "Game/Quests/Travel Condition")]
8 | public class TravelCondition : QuestConditionBase
9 | {
10 | ///
11 | /// Type of condition which must be met.
12 | ///
13 | public override ConditionType QuestType => ConditionType.Travel;
14 | ///
15 | /// Objects which must be acquired to indicate visiting a region.
16 | ///
17 | public List Objects;
18 | }
19 |
20 |
21 | }
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1 | using GameKit.Core.Resources;
2 |
3 | namespace GameKit.Core.Quests
4 | {
5 | [System.Serializable]
6 | public struct GatherableResource
7 | {
8 | public ResourceData ResourceData;
9 | public int Quantity;
10 | }
11 |
12 |
13 | }
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1 | using System;
2 |
3 | namespace GameKit.Core.Quests
4 | {
5 | [Flags]
6 | public enum QuestState
7 | {
8 | Unset = 0,
9 | Started = 1,
10 | Canceled = 2,
11 | Completed = 4,
12 | Failed = 8,
13 | Active = 16,
14 | }
15 |
16 |
17 | }
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/GameKit/Core/Quests/Scripts/Rewards/QuestRewardBase.cs:
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1 | using UnityEngine;
2 |
3 | namespace GameKit.Core.Quests
4 | {
5 | public class QuestRewardBase : ScriptableObject
6 | {
7 | public ConditionType QuestType;
8 | }
9 |
10 | }
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/GameKit/Core/Quests/Scripts/Rewards/RewardType.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace GameKit.Core.Quests
4 | {
5 |
6 | public enum RewardType
7 | {
8 | Unset = 0,
9 | ///
10 | /// Gives resources.
11 | ///
12 | Resource = 1,
13 | ///
14 | /// Provides experience.
15 | ///
16 | Experience = 2,
17 | ///
18 | /// Unlocks another quest.
19 | ///
20 | Quest = 3
21 | }
22 |
23 |
24 | }
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/GameKit/Core/Quests/Scripts/Rewards/RewardableResource.cs:
--------------------------------------------------------------------------------
1 | using GameKit.Core.Resources;
2 |
3 | namespace GameKit.Core.Quests
4 | {
5 | [System.Serializable]
6 | public struct RewardableResource
7 | {
8 | public ResourceData ResourceData;
9 | public int Quantity;
10 | }
11 |
12 |
13 | }
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/GameKit/Core/Resources/ResourceCategory.cs:
--------------------------------------------------------------------------------
1 | namespace GameKit.Core.Resources
2 | {
3 | ///
4 | /// Categories a resource may be used for.
5 | /// A resource could have multiple categories, such as food and crafting.
6 | ///
7 | [System.Flags]
8 | public enum ResourceCategory : uint
9 | {
10 | Unset = 0,
11 | //Junk.
12 | Scrap = 1,
13 | //Can be used in crafting.
14 | Crafting = 2,
15 | //Can be used as food, potions, and so on.
16 | Consumable = 4,
17 | //Can be a weapon.
18 | Weapon = 8,
19 | //Can be equipped on characters.
20 | Equipped = 16,
21 | }
22 |
23 | }
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/GameKit/Core/Resources/ResourceCategoryData.cs:
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1 | using GameKit.Core.Resources;
2 | using UnityEngine;
3 |
4 | namespace GameKit.Core.Resources
5 | {
6 |
7 | [CreateAssetMenu(fileName = "New ResourceCategoryData", menuName = "Game/Resources/ResourceCategoryData", order = 1)]
8 | public class ResourceCategoryData : ScriptableObject
9 | {
10 | ///
11 | /// Category which this resource belongs.
12 | ///
13 | public ResourceCategory Category;
14 | ///
15 | /// Display name of the resource category.
16 | ///
17 | public string DisplayName;
18 | ///
19 | /// Icon for this resource category.
20 | ///
21 | public Sprite Icon;
22 | }
23 |
24 |
25 | }
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/GameKit/Core/Resources/ResourceConsts.cs:
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1 | using UnityEngine;
2 |
3 | namespace GameKit.Core.Resources
4 | {
5 | public class ResourceConsts
6 | {
7 | ///
8 | /// Value for when a resourceId is unset.
9 | ///
10 | public const uint UNSET_RESOURCE_ID = 0;
11 | ///
12 | /// Value for when a resource category is unset.
13 | ///
14 | public const uint UNSET_RESOURCE_CATEGORY = 0;
15 | ///
16 | /// Value for when a resource does not have a maximum limit.
17 | ///
18 | public const int UNSET_QUANTITY_LIMIT = 0;
19 | ///
20 | /// Value for when a resource does not have a stack limit.
21 | ///
22 | public const int UNSET_STACK_LIMIT = 0;
23 | }
24 |
25 |
26 | }
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/GameKit/Core/Resources/ResourceData.cs:
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1 | using UnityEngine;
2 |
3 | namespace GameKit.Core.Resources
4 | {
5 |
6 | [CreateAssetMenu(fileName = "New ResourceData", menuName = "Game/Resources/ResourceData", order = 1)]
7 | public class ResourceData : ResourceDataBase
8 | {
9 | ///
10 | /// Type of categories this resource fits into.
11 | ///
12 | public ResourceCategory Category;
13 | ///
14 | /// Display name of the resource.
15 | ///
16 | public string DisplayName;
17 | ///
18 | /// Description for the resource.
19 | ///
20 | [Multiline]
21 | public string Description;
22 | ///
23 | /// Icon for the resource.
24 | ///
25 | public Sprite Icon;
26 | }
27 | }
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/GameKit/Core/Resources/ResourceDataBase.cs:
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1 | using UnityEngine;
2 |
3 | namespace GameKit.Core.Resources
4 | {
5 |
6 | public class ResourceDataBase : ScriptableObject
7 | {
8 | ///
9 | /// True if should be recognized and used. False to remove from the game.
10 | ///
11 | public bool Enabled = true;
12 | ///
13 | /// UniqueId of the resource.
14 | ///
15 | [HideInInspector, System.NonSerialized]
16 | public uint UniqueId = ResourceConsts.UNSET_RESOURCE_ID;
17 | ///
18 | /// Maximum number of times this item can be stacked.
19 | ///
20 | [Range(0, ushort.MaxValue)]
21 | public int StackLimit = ResourceConsts.UNSET_STACK_LIMIT;
22 | ///
23 | /// Maximum number of items which may exist with an inventory.
24 | ///
25 | [Range(0, ushort.MaxValue)]
26 | public int QuantityLimit = ResourceConsts.UNSET_QUANTITY_LIMIT;
27 | ///
28 | /// True if this resource is visible in player bags. False if the resource is hidden when acquired.
29 | ///
30 | public bool IsBaggable = true;
31 | }
32 | }
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21 | Description: 'A handy person always has rope.
22 |
23 | And saws, and a torch, and drills.
24 |
25 | Honestly,
26 | you can never really have enough tools!'
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28 |
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace Sirenix.OdinInspector
5 | {
6 | #if !ODIN_INSPECTOR
7 |
8 | public enum ButtonSizes
9 | {
10 | Large
11 | }
12 |
13 | public class TabGroupAttribute : PropertyAttribute
14 | {
15 | public TabGroupAttribute(string name, bool foldEverything = false) { }
16 | }
17 |
18 | public class BoxGroupAttribute : PropertyAttribute
19 | {
20 | public BoxGroupAttribute(string name) { }
21 | }
22 |
23 | public class PropertySpaceAttribute : Attribute
24 | {
25 | public PropertySpaceAttribute() { }
26 | }
27 |
28 |
29 | public class IndentAttribute : PropertyAttribute
30 | {
31 | public IndentAttribute(int value) { }
32 | }
33 |
34 | public class ButtonAttribute : Attribute
35 | {
36 |
37 | public ButtonAttribute(string label, ButtonSizes size) { }
38 | }
39 | public class ShowIfAttribute : PropertyAttribute
40 | {
41 | public enum DisablingType
42 | {
43 | ReadOnly = 2,
44 | DontDraw = 3
45 | }
46 |
47 | public ShowIfAttribute(string comparedPropertyName, object comparedValue, DisablingType disablingType = DisablingType.DontDraw) { }
48 | }
49 |
50 | #endif
51 | }
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2 | "name": "GameKit.Dependencies",
3 | "rootNamespace": "",
4 | "references": [
5 | "GUID:6055be8ebefd69e48b49212b09b47b2f"
6 | ],
7 | "includePlatforms": [],
8 | "excludePlatforms": [],
9 | "allowUnsafeCode": false,
10 | "overrideReferences": false,
11 | "precompiledReferences": [],
12 | "autoReferenced": true,
13 | "defineConstraints": [],
14 | "versionDefines": [
15 | {
16 | "name": "com.unity.textmeshpro",
17 | "expression": "",
18 | "define": "TEXTMESHPRO"
19 | }
20 | ],
21 | "noEngineReferences": false
22 | }
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1 | using System;
2 |
3 | namespace GameKit.Dependencies.Inspectors
4 | {
5 |
6 | #if !ODIN_INSPECTOR
7 | public class BoxGroupAttribute : Attribute
8 | {
9 | public BoxGroupAttribute(string name) { }
10 | public BoxGroupAttribute(string name, int index) { }
11 | }
12 | #endif
13 |
14 |
15 | }
16 |
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1 | // Project : UNITY FOLDOUT
2 | // Contacts : Pix - ask@pixeye.games
3 | // https://github.com/PixeyeHQ/InspectorFoldoutGroup
4 | // MIT license https://github.com/PixeyeHQ/InspectorFoldoutGroup/blob/master/LICENSE
5 |
6 | using System;
7 | using UnityEngine;
8 |
9 | namespace GameKit.Dependencies.Inspectors
10 | {
11 | public class GroupAttribute : PropertyAttribute
12 | {
13 | public string name;
14 | public bool foldEverything;
15 |
16 | /// Adds the property to the specified foldout group.
17 | /// Name of the foldout group.
18 | /// Toggle to put all properties to the specified group
19 | public GroupAttribute(string name, bool foldEverything = false)
20 | {
21 | this.foldEverything = foldEverything;
22 | this.name = name;
23 | }
24 | }
25 | }
26 |
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1 |
2 | namespace GameKit.Dependencies.Utilities
3 | {
4 | public static class Booleans
5 | {
6 | ///
7 | /// Converts a boolean to an integer, 1 for true 0 for false.
8 | ///
9 | public static int ToInt(this bool b)
10 | {
11 | return (b) ? 1 : 0;
12 | }
13 | }
14 |
15 | }
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/GameKit/Dependencies/Utilities/LayoutGroups.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 |
4 | namespace GameKit.Dependencies.Utilities
5 | {
6 |
7 | public static class LayoutGroups
8 | {
9 | ///
10 | /// Returns how many entries can fit into a GridLayoutGroup
11 | ///
12 | public static int EntriesPerWidth(this GridLayoutGroup lg)
13 | {
14 | RectTransform rectTransform = lg.GetComponent();
15 | return Mathf.CeilToInt(rectTransform.rect.width / lg.cellSize.x);
16 | }
17 |
18 | }
19 |
20 | }
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/GameKit/Dependencies/Utilities/Materials.cs:
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1 | using UnityEngine;
2 |
3 | namespace GameKit.Dependencies.Utilities
4 | {
5 |
6 | public static class Materials
7 | {
8 | ///
9 | /// Returns the color or tint color property for a material.
10 | ///
11 | ///
12 | ///
13 | public static Color GetColor(this Material material)
14 | {
15 | if (material.HasProperty("_Color"))
16 | return material.color;
17 | else if (material.HasProperty("_TintColor"))
18 | return material.GetColor("_TintColor");
19 |
20 | return Color.white;
21 | }
22 |
23 | ///
24 | /// Sets the color or tint color property for a material.
25 | ///
26 | ///
27 | public static void SetColor(this Material material, Color color)
28 | {
29 | if (material.HasProperty("_Color"))
30 | material.color = color;
31 | else if (material.HasProperty("_TintColor"))
32 | material.SetColor("_TintColor", color);
33 | }
34 | }
35 |
36 | }
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/GameKit/Dependencies/Utilities/Maths.cs:
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1 | namespace GameKit.Dependencies.Utilities
2 | {
3 | public static class Maths
4 | {
5 | ///
6 | /// Returns a clamped SBytte.
7 | ///
8 | public static sbyte ClampSByte(long value, sbyte min, sbyte max)
9 | {
10 | if (value < min)
11 | return min;
12 | else if (value > max)
13 | return max;
14 | else
15 | return (sbyte)value;
16 | }
17 |
18 | ///
19 | /// Returns a clamped double.
20 | ///
21 | public static double ClampDouble(double value, double min, double max)
22 | {
23 | if (value < min)
24 | return min;
25 | else if (value > max)
26 | return max;
27 | else
28 | return value;
29 | }
30 |
31 | ///
32 | /// Returns a clamped byte.
33 | ///
34 | public static byte ClampByte(byte value, byte min, byte max)
35 | {
36 | if (value < min)
37 | return min;
38 | else if (value > max)
39 | return max;
40 | else
41 | return value;
42 | }
43 | }
44 | }
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/GameKit/Dependencies/Utilities/Types/Canvases/FloatingImage.cs:
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1 |
2 | using Sirenix.OdinInspector;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | namespace GameKit.Dependencies.Utilities.Types.CanvasContainers
7 | {
8 |
9 | public class FloatingImage : FloatingContainer
10 | {
11 | ///
12 | /// Renderer to apply sprite on.
13 | ///
14 | [Tooltip("Renderer to apply sprite on.")]
15 | [SerializeField, TabGroup("Components")]
16 | protected Image Renderer;
17 |
18 | ///
19 | /// Sets which sprite to use.
20 | ///
21 | /// Sprite to use.
22 | /// When has value the renderer will be set to this size. Otherwise, the size of the sprite will be used. This value assumes the sprite anchors are set to center.
23 | public virtual void SetSprite(Sprite sprite, Vector3? sizeOverride)
24 | {
25 | Renderer.sprite = sprite;
26 | Vector3 size = (sizeOverride == null)
27 | ? (sprite.bounds.size * sprite.pixelsPerUnit)
28 | : sizeOverride.Value;
29 |
30 | Renderer.rectTransform.sizeDelta = size;
31 | }
32 |
33 | }
34 |
35 |
36 | }
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/GameKit/Dependencies/Utilities/Types/Canvases/FloatingOptions.cs:
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1 | using GameKit.Dependencies.Utilities.Types.CanvasContainers;
2 | using System.Collections.Generic;
3 |
4 |
5 | namespace GameKit.Dependencies.Utilities.Types.OptionMenuButtons
6 | {
7 |
8 | public class FloatingOptions : CanvasGroupFader
9 | {
10 | #region Protected.
11 | ///
12 | /// Current buttons.
13 | ///
14 | protected List Buttons = new();
15 | #endregion
16 |
17 | ///
18 | /// Adds buttons.
19 | ///
20 | /// True to clear existing buttons first.
21 | /// Buttons to add.
22 | protected virtual void AddButtons(bool clearExisting, IEnumerable buttonDatas)
23 | {
24 | if (clearExisting)
25 | RemoveButtons();
26 | foreach (ButtonData item in buttonDatas)
27 | Buttons.Add(item);
28 | }
29 |
30 | ///
31 | /// Removes all buttons.
32 | ///
33 | protected virtual void RemoveButtons()
34 | {
35 | foreach (ButtonData item in Buttons)
36 | ResettableObjectCaches.Store(item);
37 | Buttons.Clear();
38 | }
39 |
40 |
41 | }
42 |
43 |
44 | }
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/GameKit/Dependencies/Utilities/Types/Canvases/ImageButtonData.cs:
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace GameKit.Dependencies.Utilities.Types.CanvasContainers
5 | {
6 | public class ImageButtonData : ButtonData
7 | {
8 | #region Public.
9 | ///
10 | /// Image to display.
11 | ///
12 | public Sprite DisplayImage { get; protected set; } = null;
13 | #endregion
14 |
15 | ///
16 | /// Initializes this for use.
17 | ///
18 | /// Image to use on the button.
19 | /// Text to display on the button.
20 | /// Callback when OnPressed is called.
21 | /// Optional key to include within the callback.
22 | public void Initialize(Sprite sprite, string text, PressedDelegate callback, string key = "")
23 | {
24 | base.Initialize(text, callback, key);
25 | DisplayImage = sprite;
26 | }
27 |
28 | public override void ResetState()
29 | {
30 | base.ResetState();
31 | DisplayImage = null;
32 | }
33 |
34 | }
35 |
36 |
37 | }
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/GameKit/Dependencies/Utilities/Types/Canvases/ImageOptionButton.cs:
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1 | #if TEXTMESHPRO
2 | using TMPro;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | namespace GameKit.Dependencies.Utilities.Types.CanvasContainers
7 | {
8 |
9 | public class OptionMenuImageButton : OptionMenuButton
10 | {
11 | #region Serialized.
12 | ///
13 | /// Image component to show image on.
14 | ///
15 | [Tooltip("Image component to show image on.")]
16 | [SerializeField]
17 | private Image _image;
18 | #endregion
19 |
20 | public virtual void Initialize(ImageButtonData buttonData)
21 | {
22 | base.Initialize(buttonData);
23 | _image.sprite = buttonData.DisplayImage;
24 | }
25 | }
26 |
27 |
28 | }
29 | #endif
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/GameKit/Dependencies/Utilities/Types/Canvases/OptionButton.cs:
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1 | #if TEXTMESHPRO
2 | using TMPro;
3 | using UnityEngine;
4 |
5 |
6 | namespace GameKit.Dependencies.Utilities.Types.CanvasContainers
7 | {
8 |
9 | public class OptionMenuButton : MonoBehaviour
10 | {
11 | #region Public.
12 | ///
13 | /// ButtonData for this button.
14 | ///
15 | public ButtonData ButtonData { get; protected set; }
16 | #endregion
17 |
18 | #region Serialized.
19 | ///
20 | /// Text component to show button text.
21 | ///
22 | [Tooltip("Text component to show button text.")]
23 | [SerializeField]
24 | private TextMeshProUGUI _text;
25 | #endregion
26 |
27 | public virtual void Initialize(ButtonData buttonData)
28 | {
29 | ButtonData = buttonData;
30 | _text.text = buttonData.Text;
31 | }
32 | }
33 |
34 |
35 | }
36 | #endif
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/GameKit/Dependencies/Utilities/Types/Canvases/PressedDelegate.cs:
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1 | namespace GameKit.Dependencies.Utilities.Types.CanvasContainers
2 | {
3 | ///
4 | /// Delegate to invoke when an object is pressed.
5 | ///
6 | public delegate void PressedDelegateDel(string key);
7 | }
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/GameKit/Dependencies/Utilities/Types/Canvases/PressedDelgateData.cs:
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1 | using UnityEngine;
2 |
3 | namespace GameKit.Dependencies.Utilities.Types.CanvasContainers
4 | {
5 | public struct PressedDelegateData
6 | {
7 | #region Public.
8 |
9 | ///
10 | /// Callback to use.
11 | ///
12 | public PressedDelegateDel Callback;
13 |
14 | ///
15 | /// Key for the callback.
16 | ///
17 | public string Key;
18 |
19 | #endregion
20 |
21 | public PressedDelegateData(PressedDelegateDel callback)
22 | {
23 | Callback = callback;
24 | Key = string.Empty;
25 | }
26 | public PressedDelegateData(PressedDelegateDel callback, string key)
27 | {
28 | Callback = callback;
29 | Key = key;
30 | }
31 |
32 | ///
33 | /// Invokes this if Callback is set.
34 | ///
35 | public void Invoke()
36 | {
37 | if (Callback != null)
38 | Callback.Invoke(Key);
39 | }
40 | }
41 | }
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/GameKit/Dependencies/Utilities/Types/DDOL.cs:
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace GameKit.Dependencies.Utilities.Types
5 | {
6 |
7 |
8 | public class DDOL : MonoBehaviour
9 | {
10 | #region Public.
11 | ///
12 | /// Created instance of DDOL.
13 | ///
14 | private static DDOL _instance;
15 | #endregion
16 |
17 | ///
18 | /// Returns the current DDOL or creates one if not yet created.
19 | ///
20 | public static DDOL GetDDOL()
21 | {
22 | //Not yet made.
23 | if (_instance == null)
24 | {
25 | GameObject obj = new();
26 | obj.name = "FirstGearGames DDOL";
27 | DDOL ddol = obj.AddComponent();
28 | DontDestroyOnLoad(ddol);
29 | _instance = ddol;
30 | return ddol;
31 | }
32 | //Already made.
33 | else
34 | {
35 | return _instance;
36 | }
37 | }
38 | }
39 |
40 |
41 | }
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/GameKit/Dependencies/Utilities/Types/FloatRange.cs:
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1 | using UnityEngine;
2 |
3 | namespace GameKit.Dependencies.Utilities.Types
4 | {
5 |
6 |
7 | [System.Serializable]
8 | public struct FloatRange
9 | {
10 | public FloatRange(float minimum, float maximum)
11 | {
12 | Minimum = minimum;
13 | Maximum = maximum;
14 | }
15 | ///
16 | /// Minimum range.
17 | ///
18 | public float Minimum;
19 | ///
20 | /// Maximum range.
21 | ///
22 | public float Maximum;
23 |
24 | ///
25 | /// Returns a random value between Minimum and Maximum.
26 | ///
27 | ///
28 | public float RandomInclusive()
29 | {
30 | return Floats.RandomInclusiveRange(Minimum, Maximum);
31 | }
32 |
33 | public float Lerp(float percent)
34 | {
35 | return Mathf.Lerp(Minimum, Maximum, percent);
36 | }
37 | }
38 |
39 |
40 | }
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/GameKit/Dependencies/Utilities/Types/FloatRange2D.cs:
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1 | using UnityEngine;
2 |
3 | namespace GameKit.Dependencies.Utilities.Types
4 | {
5 |
6 |
7 | [System.Serializable]
8 |
9 | public struct FloatRange2D
10 | {
11 | public FloatRange X;
12 | public FloatRange Y;
13 |
14 | public FloatRange2D(FloatRange x, FloatRange y)
15 | {
16 | X = x;
17 | Y = y;
18 | }
19 |
20 |
21 | public FloatRange2D(float xMin, float xMax, float yMin, float yMax)
22 | {
23 | X = new(xMin, xMax);
24 | Y = new(yMin, yMax);
25 | }
26 |
27 | public Vector2 Clamp(Vector2 original)
28 | {
29 | return new(
30 | ClampX(original.x),
31 | ClampY(original.y)
32 | );
33 | }
34 |
35 | public Vector3 Clamp(Vector3 original)
36 | {
37 | return new(
38 | ClampX(original.x),
39 | ClampY(original.y),
40 | original.z
41 | );
42 | }
43 |
44 | public float ClampX(float original)
45 | {
46 | return Mathf.Clamp(original, X.Minimum, X.Maximum);
47 | }
48 |
49 | public float ClampY(float original)
50 | {
51 | return Mathf.Clamp(original, Y.Minimum, Y.Maximum);
52 | }
53 |
54 | }
55 |
56 |
57 |
58 | }
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/GameKit/Dependencies/Utilities/Types/IOrderable.cs:
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1 | namespace GameKit.Dependencies.Utilities.Types
2 | {
3 |
4 | public interface IOrderable
5 | {
6 | public int Order { get; }
7 | }
8 |
9 |
10 | }
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/GameKit/Dependencies/Utilities/Types/ObjectPooling/CHANGELOG.txt:
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1 | 2020/09/22
2 | + Added demo scene.
3 | + You can now Store with a delay, which will behave similar to Destroy(obj, delay).
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/GameKit/Dependencies/Utilities/Types/ObjectPooling/Demo/Scripts/ProjectileSpawner.cs:
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1 | using UnityEngine;
2 |
3 | namespace GameKit.Dependencies.Utilities.ObjectPooling.Examples
4 | {
5 |
6 | public class ProjectileSpawner : MonoBehaviour
7 | {
8 | public GameObject Prefab;
9 | public bool UsePool = true;
10 |
11 | public float _instantiateDelay = 0.075f;
12 | private float _nextInstantiate = 0f;
13 |
14 | // Update is called once per frame
15 | void Update()
16 | {
17 | if (Time.unscaledTime < _nextInstantiate)
18 | return;
19 |
20 | _nextInstantiate = Time.unscaledTime + _instantiateDelay;
21 |
22 | if (UsePool)
23 | {
24 | ObjectPool.Retrieve(Prefab, transform.position, Quaternion.identity);
25 | }
26 | else
27 | {
28 | Instantiate(Prefab, transform.position, Quaternion.identity);
29 | }
30 | }
31 | }
32 |
33 |
34 | }
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/GameKit/Dependencies/Utilities/Types/ObjectPooling/README.txt:
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1 | IMPORTANT: this project requires the following packages.
2 | - Fundamentals.
3 |
4 |
5 | Fast Object Pool
6 | ----------------
7 |
8 | Setup:
9 | - Add ObjectPool to any object in your scene.
10 | - (Optional) Add ObjectPool under a DontDestroyOnLoad object for it to persist through scene changes.
11 |
12 | Usage:
13 | - Return objects by using ObjectPool.Retrieve().
14 | - You may return types, such as scripts, by using ObjectPool.Retrieve().
15 | - Send objects back to the pool using ObjectPool.Store(). You may also store using a delay, like as with Destroy(obj, delay).
16 |
17 | Notes:
18 | - All of Fast Object Pool Retrieve() methods mimic Unity Instantiate() overrides.
19 |
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/GameKit/Dependencies/Utilities/Types/PointerMonoBehaviour.cs:
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1 | using UnityEngine;
2 | using UnityEngine.EventSystems;
3 |
4 | namespace GameKit.Dependencies.Utilities
5 | {
6 | public abstract class PointerMonoBehaviour : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler
7 | {
8 | ///
9 | /// Called when the pointer enters this objects rect transform.
10 | ///
11 | public void OnPointerEnter(PointerEventData eventData) => OnHovered(true, eventData);
12 |
13 | ///
14 | /// Called when the pointer exits this objects rect transform.
15 | ///
16 | public void OnPointerExit(PointerEventData eventData) => OnHovered(false, eventData);
17 |
18 | ///
19 | /// Called when the pointer presses this objects rect transform.
20 | ///
21 | public void OnPointerDown(PointerEventData eventData) => OnPressed(true, eventData);
22 |
23 | ///
24 | /// Called when the pointer releases this objects rect transform.
25 | ///
26 | public void OnPointerUp(PointerEventData eventData) => OnPressed(false, eventData);
27 |
28 | public virtual void OnHovered(bool hovered, PointerEventData eventData) { }
29 | public virtual void OnPressed(bool pressed, PointerEventData eventData) { }
30 | }
31 | }
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/GameKit/Dependencies/Utilities/Types/SceneAttribute.cs:
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1 | using UnityEngine;
2 |
3 | namespace GameKit.Dependencies.Utilities.Types
4 | {
5 | /* Source https://forum.unity.com/threads/how-to-link-scenes-in-the-inspector.383140/ */
6 |
7 | ///
8 | /// Converts a string property into a Scene property in the inspector
9 | ///
10 | public class SceneAttribute : PropertyAttribute { }
11 |
12 | }
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/GameKit/Dependencies/Utilities/Types/SingletonScriptableObject.cs:
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1 | using UnityEngine;
2 |
3 | namespace GameKit.Dependencies.Utilities.Types
4 | {
5 |
6 | ///
7 | /// Creates a singleton instance of a scriptable object.
8 | ///
9 | ///
10 | public abstract class SingletonScriptableObject : ScriptableObject where T : ScriptableObject
11 | {
12 | private static T _instance = null;
13 | public static T Instance
14 | {
15 | get
16 | {
17 | if (_instance == null)
18 | {
19 | T[] results = UnityEngine.Resources.FindObjectsOfTypeAll();
20 | if (results.Length == 0)
21 | {
22 | Debug.LogError("SingletonScriptableObject: results length is 0 of " + typeof(T).ToString());
23 | return null;
24 | }
25 | if (results.Length > 1)
26 | {
27 | Debug.LogError("SingletonScriptableObject: results length is greater than 1 of " + typeof(T).ToString());
28 | return null;
29 | }
30 |
31 | _instance = results[0];
32 | _instance.hideFlags = HideFlags.DontUnloadUnusedAsset;
33 | }
34 |
35 | return _instance;
36 | }
37 | }
38 | }
39 |
40 |
41 | }
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/GameKit/Dependencies/Utilities/Types/SmoothCameraTarget.cs:
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace GameKit.Dependencies.Utilities.Types
5 | {
6 |
7 | ///
8 | /// Moves smoothly to transform changes over ticks giving cameras something to follow.
9 | ///
10 | public class SmoothCameraTarget : MonoBehaviour
11 | {
12 | #region Public.
13 | ///
14 | /// Created instance of DDOL.
15 | ///
16 | private static DDOL _instance;
17 | #endregion
18 |
19 | ///
20 | /// Returns the current DDOL or creates one if not yet created.
21 | ///
22 | public static DDOL GetDDOL()
23 | {
24 | //Not yet made.
25 | if (_instance == null)
26 | {
27 | GameObject obj = new();
28 | obj.name = "FirstGearGames DDOL";
29 | DDOL ddol = obj.AddComponent();
30 | DontDestroyOnLoad(ddol);
31 | _instance = ddol;
32 | return ddol;
33 | }
34 | //Already made.
35 | else
36 | {
37 | return _instance;
38 | }
39 | }
40 | }
41 |
42 |
43 | }
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/GameKit/Dependencies/Utilities/Types/Vector2Range.cs:
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1 | using UnityEngine;
2 |
3 | namespace GameKit.Dependencies.Utilities.Types
4 | {
5 |
6 |
7 | [System.Serializable]
8 | public struct Vector2Range
9 | {
10 | public Vector2Range(Vector2 minimum, Vector2 maximum)
11 | {
12 | X = new(minimum.x, maximum.x);
13 | Y = new(minimum.y, maximum.y);
14 | }
15 | public Vector2Range(FloatRange minimum, FloatRange maximum)
16 | {
17 | X = minimum;
18 | Y = maximum;
19 | }
20 | ///
21 | /// Minimum range.
22 | ///
23 | public FloatRange X;
24 | ///
25 | /// Maximum range.
26 | ///
27 | public FloatRange Y;
28 |
29 | ///
30 | /// Returns a random value between Minimum and Maximum.
31 | ///
32 | ///
33 | public Vector2 RandomInclusive()
34 | {
35 | return new(
36 | Floats.RandomInclusiveRange(X.Minimum, X.Maximum),
37 | Floats.RandomInclusiveRange(Y.Minimum, Y.Maximum)
38 | );
39 | }
40 | }
41 |
42 |
43 | }
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/THIRD PARTY NOTICE.md:
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1 | This package contains third-party software components governed by the license(s) indicated below:
2 |
3 |
4 |
5 | Component Name: Tri-Inspector
6 | Copyright 2022 CodeWriter Packages
7 | License Type: MIT
8 | https://github.com/codewriter-packages/Tri-Inspector
9 | Paths: GameKit\Dependencies\TriInspector
10 |
11 |
12 |
13 | Component Name: Shikashi's Fantasy Icons Pack
14 | License Type: CC BY 3.0
15 | https://cheekyinkling.itch.io/shikashis-fantasy-icons-pack
16 | Paths: GameKit\Core\Examples\Textures\Canvases\Icons
17 |
18 |
19 |
20 | Component Name: GUI Parts
21 | Copyright PONETI
22 | License Type: Unity Companion License
23 | https://assetstore.unity.com/packages/2d/gui/icons/gui-parts-159068
24 | Paths: GameKit\Examples\Textures\Canvases\GUI
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