├── .gitattributes
├── .gitignore
├── .idea
└── .idea.Unity3D-Turn-Based-RPG
│ └── .idea
│ ├── .gitignore
│ ├── discord.xml
│ ├── encodings.xml
│ ├── indexLayout.xml
│ ├── misc.xml
│ └── vcs.xml
├── .vsconfig
├── Assets
├── Animations.meta
├── Animations
│ ├── Animator Controllers.meta
│ ├── Animator Controllers
│ │ ├── DualSwordBattler Animation Controller.controller
│ │ ├── DualSwordBattler Animation Controller.controller.meta
│ │ ├── FoxGirlBattler Animation Controller.controller
│ │ ├── FoxGirlBattler Animation Controller.controller.meta
│ │ ├── MonsterCrow.controller
│ │ ├── MonsterCrow.controller.meta
│ │ ├── Selector Animation Controller.controller
│ │ └── Selector Animation Controller.controller.meta
│ ├── DualSwordBattler_Attack.anim
│ ├── DualSwordBattler_Attack.anim.meta
│ ├── DualSwordBattler_Backward.anim
│ ├── DualSwordBattler_Backward.anim.meta
│ ├── DualSwordBattler_Defend.anim
│ ├── DualSwordBattler_Defend.anim.meta
│ ├── DualSwordBattler_DefendHold.anim
│ ├── DualSwordBattler_DefendHold.anim.meta
│ ├── DualSwordBattler_Evade.anim
│ ├── DualSwordBattler_Evade.anim.meta
│ ├── DualSwordBattler_Hurt.anim
│ ├── DualSwordBattler_Hurt.anim.meta
│ ├── DualSwordBattler_Idle.anim
│ ├── DualSwordBattler_Idle.anim.meta
│ ├── DualSwordBattler_MoveForward.anim
│ ├── DualSwordBattler_MoveForward.anim.meta
│ ├── DualSwordBattler_Ready.anim
│ ├── DualSwordBattler_Ready.anim.meta
│ ├── DualSwordBattler_UseItem.anim
│ ├── DualSwordBattler_UseItem.anim.meta
│ ├── FoxGirlBattler_Attack.anim
│ ├── FoxGirlBattler_Attack.anim.meta
│ ├── FoxGirlBattler_Buff.anim
│ ├── FoxGirlBattler_Buff.anim.meta
│ ├── FoxGirlBattler_Defend.anim
│ ├── FoxGirlBattler_Defend.anim.meta
│ ├── FoxGirlBattler_DefendHold.anim
│ ├── FoxGirlBattler_DefendHold.anim.meta
│ ├── FoxGirlBattler_Evade.anim
│ ├── FoxGirlBattler_Evade.anim.meta
│ ├── FoxGirlBattler_Hurt.anim
│ ├── FoxGirlBattler_Hurt.anim.meta
│ ├── FoxGirlBattler_Idle.anim
│ ├── FoxGirlBattler_Idle.anim.meta
│ ├── FoxGirlBattler_MoveBackward.anim
│ ├── FoxGirlBattler_MoveBackward.anim.meta
│ ├── FoxGirlBattler_MoveForward.anim
│ ├── FoxGirlBattler_MoveForward.anim.meta
│ ├── FoxGirlBattler_Ready.anim
│ ├── FoxGirlBattler_Ready.anim.meta
│ ├── FoxGirlBattler_SpecialAttack.anim
│ ├── FoxGirlBattler_SpecialAttack.anim.meta
│ ├── FoxGirlBattler_UseItem.anim
│ ├── FoxGirlBattler_UseItem.anim.meta
│ ├── MonsterCrow_Idle.anim
│ ├── MonsterCrow_Idle.anim.meta
│ ├── Selector_Bounce.anim
│ └── Selector_Bounce.anim.meta
├── Fonts.meta
├── Fonts
│ ├── SEGOEUI SDF.asset
│ ├── SEGOEUI SDF.asset.meta
│ ├── SEGOEUI.TTF
│ └── SEGOEUI.TTF.meta
├── Materials.meta
├── Materials
│ ├── Gray.mat
│ ├── Gray.mat.meta
│ ├── Red.mat
│ ├── Red.mat.meta
│ ├── Sprite.mat
│ ├── Sprite.mat.meta
│ ├── Water.mat
│ └── Water.mat.meta
├── Prefabs.meta
├── Prefabs
│ ├── FoxGirlBattler.prefab
│ ├── FoxGirlBattler.prefab.meta
│ ├── MonsterCrow.prefab
│ ├── MonsterCrow.prefab.meta
│ ├── UI.meta
│ └── UI
│ │ ├── ActionInfoPopUp.prefab
│ │ ├── ActionInfoPopUp.prefab.meta
│ │ ├── HeroInfoUI Slot.prefab
│ │ ├── HeroInfoUI Slot.prefab.meta
│ │ ├── SubMenuButtonTemplate.prefab
│ │ └── SubMenuButtonTemplate.prefab.meta
├── Scenes.meta
├── Scenes
│ ├── BattleScene.unity
│ ├── BattleScene.unity.meta
│ ├── BattleScene_Profiles.meta
│ └── BattleScene_Profiles
│ │ ├── Global Post Processing Profile.asset
│ │ └── Global Post Processing Profile.asset.meta
├── Scriptable Objects.meta
├── Scriptable Objects
│ ├── Healing Potion.asset
│ ├── Healing Potion.asset.meta
│ ├── MP Potion.asset
│ ├── MP Potion.asset.meta
│ ├── Test Attack Ability.asset
│ ├── Test Attack Ability.asset.meta
│ ├── Test Speed Buff.asset
│ ├── Test Speed Buff.asset.meta
│ ├── Test Support.asset
│ └── Test Support.asset.meta
├── Scripts.meta
├── Scripts
│ ├── Battle.meta
│ ├── Battle
│ │ ├── Abilities.meta
│ │ ├── Abilities
│ │ │ ├── Ability.cs
│ │ │ ├── Ability.cs.meta
│ │ │ ├── AbilityData.cs
│ │ │ ├── AbilityData.cs.meta
│ │ │ ├── AttackAbility.cs
│ │ │ ├── AttackAbility.cs.meta
│ │ │ ├── AttackAbilityData.cs
│ │ │ ├── AttackAbilityData.cs.meta
│ │ │ ├── IEnemyTargetable.cs
│ │ │ ├── IEnemyTargetable.cs.meta
│ │ │ ├── ISelfTargetable.cs
│ │ │ ├── ISelfTargetable.cs.meta
│ │ │ ├── SupportAbility.cs
│ │ │ ├── SupportAbility.cs.meta
│ │ │ ├── SupportAbilityData.cs
│ │ │ └── SupportAbilityData.cs.meta
│ │ ├── BattleManager.cs
│ │ ├── BattleManager.cs.meta
│ │ ├── Battlers.meta
│ │ ├── Battlers
│ │ │ ├── Battler.cs
│ │ │ ├── Battler.cs.meta
│ │ │ ├── Enemy.cs
│ │ │ ├── Enemy.cs.meta
│ │ │ ├── Hero.cs
│ │ │ ├── Hero.cs.meta
│ │ │ ├── HeroAnimationController.cs
│ │ │ ├── HeroAnimationController.cs.meta
│ │ │ ├── HeroAudioController.cs
│ │ │ ├── HeroAudioController.cs.meta
│ │ │ ├── MonsterBird.cs
│ │ │ ├── MonsterBird.cs.meta
│ │ │ ├── Warrior.cs
│ │ │ └── Warrior.cs.meta
│ │ ├── Status Effects.meta
│ │ ├── Status Effects
│ │ │ ├── SpeedStatusEffect.cs
│ │ │ ├── SpeedStatusEffect.cs.meta
│ │ │ ├── SpeedStatusEffectData.cs
│ │ │ ├── SpeedStatusEffectData.cs.meta
│ │ │ ├── StatusEffect.cs
│ │ │ ├── StatusEffect.cs.meta
│ │ │ ├── StatusEffectData.cs
│ │ │ └── StatusEffectData.cs.meta
│ │ ├── UI.meta
│ │ └── UI
│ │ │ ├── ActionInfoPopUp.cs
│ │ │ ├── ActionInfoPopUp.cs.meta
│ │ │ ├── AlertUIController.cs
│ │ │ ├── AlertUIController.cs.meta
│ │ │ ├── BattleUIHandler.cs
│ │ │ ├── BattleUIHandler.cs.meta
│ │ │ ├── HeroUIController.cs
│ │ │ ├── HeroUIController.cs.meta
│ │ │ ├── PopUpPooler.cs
│ │ │ └── PopUpPooler.cs.meta
│ ├── Billboard.cs
│ ├── Billboard.cs.meta
│ ├── CameraManager.cs
│ ├── CameraManager.cs.meta
│ ├── CharacterStat.cs
│ ├── CharacterStat.cs.meta
│ ├── Inventory.cs
│ ├── Inventory.cs.meta
│ ├── Items.meta
│ ├── Items
│ │ ├── Item.cs
│ │ ├── Item.cs.meta
│ │ ├── ItemData.cs
│ │ ├── ItemData.cs.meta
│ │ ├── RecoveryItem.cs
│ │ ├── RecoveryItem.cs.meta
│ │ ├── RecoveryItemData.cs
│ │ └── RecoveryItemData.cs.meta
│ ├── MusicHandler.cs
│ ├── MusicHandler.cs.meta
│ ├── PartyManager.cs
│ ├── PartyManager.cs.meta
│ ├── StatModifier.cs
│ ├── StatModifier.cs.meta
│ ├── UISoundHandler.cs
│ └── UISoundHandler.cs.meta
├── Shaders.meta
├── Shaders
│ ├── SpriteShadow.shader
│ └── SpriteShadow.shader.meta
├── Sprites.meta
└── Sprites
│ ├── Bar.png
│ └── Bar.png.meta
├── LICENSE
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── MemorySettings.asset
├── NavMeshAreas.asset
├── PackageManagerSettings.asset
├── Packages
│ └── com.unity.testtools.codecoverage
│ │ └── Settings.json
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── SceneTemplateSettings.json
├── TagManager.asset
├── TimeManager.asset
├── TimelineSettings.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
├── XRSettings.asset
└── boot.config
└── README.md
/.gitattributes:
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/.gitignore:
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1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
4 | #
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6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Uu]ser[Ss]ettings/
12 |
13 | # MemoryCaptures can get excessive in size.
14 | # They also could contain extremely sensitive data
15 | /[Mm]emoryCaptures/
16 |
17 | # Recordings can get excessive in size
18 | /[Rr]ecordings/
19 |
20 | # Uncomment this line if you wish to ignore the asset store tools plugin
21 | # /[Aa]ssets/AssetStoreTools*
22 |
23 | # Autogenerated Jetbrains Rider plugin
24 | /[Aa]ssets/Plugins/Editor/JetBrains*
25 | /[Aa]ssets/3rdParty*
26 | /[Aa]ssets/TextMesh Pro*
27 |
28 | # Visual Studio cache directory
29 | .vs/
30 |
31 | # Gradle cache directory
32 | .gradle/
33 |
34 | # Autogenerated VS/MD/Consulo solution and project files
35 | ExportedObj/
36 | .consulo/
37 | *.csproj
38 | *.unityproj
39 | *.sln
40 | *.suo
41 | *.tmp
42 | *.user
43 | *.userprefs
44 | *.pidb
45 | *.booproj
46 | *.svd
47 | *.pdb
48 | *.mdb
49 | *.opendb
50 | *.VC.db
51 |
52 | # Unity3D generated meta files
53 | *.pidb.meta
54 | *.pdb.meta
55 | *.mdb.meta
56 |
57 | # Unity3D generated file on crash reports
58 | sysinfo.txt
59 |
60 | # Builds
61 | *.apk
62 | *.aab
63 | *.unitypackage
64 | *.app
65 |
66 | # Crashlytics generated file
67 | crashlytics-build.properties
68 |
69 | # Packed Addressables
70 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
71 |
72 | # Temporary auto-generated Android Assets
73 | /[Aa]ssets/[Ss]treamingAssets/aa.meta
74 | /[Aa]ssets/[Ss]treamingAssets/aa/*
75 |
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1 | # Default ignored files
2 | /shelf/
3 | /workspace.xml
4 | # Rider ignored files
5 | /modules.xml
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12 | /dataSources/
13 | /dataSources.local.xml
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/Assets/Scripts/Battle/Abilities/Ability.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public abstract class Ability
6 | {
7 | public string Name;
8 | public float Multiplier { get; }
9 | public float ManaCost { get; }
10 | public GameObject Source { get; }
11 | protected readonly AbilityData abilityData;
12 | protected readonly List statusEffectsDataList;
13 | protected readonly List statusEffects;
14 |
15 | public Ability(AbilityData data, GameObject source, List statusEffectDataList)
16 | {
17 | abilityData = data;
18 | ManaCost = data.ManaCost;
19 | Name = data.AbilityName;
20 | Multiplier = data.Multiplier;
21 | statusEffectsDataList = statusEffectDataList;
22 | statusEffects = new List();
23 | Source = source;
24 | InitializeStatusEffect();
25 | }
26 |
27 | public Ability(AbilityData data, GameObject source) : this( data, source, null) {}
28 |
29 | protected void InitializeStatusEffect()
30 | {
31 | if(statusEffectsDataList != null)
32 | {
33 | foreach(StatusEffectData data in statusEffectsDataList)
34 | {
35 | StatusEffect statusEffect = data.Initialize();
36 | statusEffects.Add(statusEffect);
37 | }
38 | }
39 | }
40 | }
41 |
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/Assets/Scripts/Battle/Abilities/AbilityData.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public abstract class AbilityData : ScriptableObject
6 | {
7 | public string AbilityName = "New Ability";
8 | public int Multiplier = 1;
9 | public int ManaCost = 1;
10 | public GameObject userParticlePrefab;
11 | public GameObject targetParticlePrefab;
12 | public List statusEffectDataList;
13 |
14 | public abstract Ability Initialize(GameObject source);
15 | }
16 |
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/Assets/Scripts/Battle/Abilities/AttackAbility.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class AttackAbility : Ability
6 | {
7 | public AttackAbility(AbilityData data, GameObject source, List statusEffectDataList) : base(data, source, statusEffectDataList) { }
8 | public virtual void Trigger(Hero heroUser, Enemy enemyTarget, out float rawDamage)
9 | {
10 | AttackAbilityData data = abilityData as AttackAbilityData;
11 | data.TriggerEffect(heroUser, enemyTarget);
12 | rawDamage = heroUser.CalculateDamage(Multiplier);
13 | if (statusEffects == null) return;
14 | foreach (StatusEffect status in statusEffects)
15 | {
16 | heroUser.AddStatusEffect(status);
17 | }
18 | }
19 | }
20 |
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/Assets/Scripts/Battle/Abilities/AttackAbilityData.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 |
6 | [CreateAssetMenu(fileName = "New Attack Ability", menuName = "Abilities/Attack Ability", order = 1)]
7 | public class AttackAbilityData : AbilityData
8 | {
9 | public void TriggerEffect(Hero heroUser, Enemy enemyTarget)
10 | {
11 | Debug.Log(heroUser.Name + " used " + AbilityName + " on " + enemyTarget.gameObject.name);
12 | if (targetParticlePrefab != null)
13 | {
14 | Instantiate(targetParticlePrefab, enemyTarget.transform.position, targetParticlePrefab.transform.rotation);
15 | }
16 | if (userParticlePrefab != null)
17 | {
18 | Instantiate(userParticlePrefab, heroUser.transform.position, userParticlePrefab.transform.rotation);
19 | }
20 | }
21 |
22 | public override Ability Initialize(GameObject source)
23 | {
24 | return new AttackAbility(this, source, statusEffectDataList);
25 | }
26 |
27 | }
28 |
29 |
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/Assets/Scripts/Battle/Abilities/IEnemyTargetable.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public interface IEnemyTargetable
6 | {
7 | public void Trigger(Hero hero, Enemy enemy);
8 | }
9 |
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/Assets/Scripts/Battle/Abilities/ISelfTargetable.cs:
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1 |
2 | public interface ISelfTargetable
3 | {
4 | public void Trigger(Hero hero);
5 | }
6 |
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/Assets/Scripts/Battle/Abilities/SupportAbility.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class SupportAbility : Ability, ISelfTargetable
6 | {
7 | public SupportAbility(AbilityData data, GameObject source, List statusEffectDataList) : base (data,source,statusEffectDataList) { }
8 |
9 | public void Trigger(Hero hero)
10 | {
11 | SupportAbilityData data = abilityData as SupportAbilityData;
12 | data.TriggerEffect(hero);
13 | foreach(StatusEffect status in statusEffects)
14 | {
15 | hero.AddStatusEffect(status);
16 | }
17 | }
18 | }
19 |
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/Assets/Scripts/Battle/Abilities/SupportAbilityData.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | [CreateAssetMenu(fileName = "New Support Ability", menuName = "Abilities/Support Ability", order = 1)]
6 | public class SupportAbilityData : AbilityData
7 | {
8 |
9 | public void TriggerEffect(Hero heroUser)
10 | {
11 | Debug.Log(heroUser.Name + " used " + AbilityName);
12 | if (targetParticlePrefab != null)
13 | {
14 | Instantiate(userParticlePrefab, heroUser.transform.position, userParticlePrefab.transform.rotation);
15 | }
16 | if (userParticlePrefab != null)
17 | {
18 | Instantiate(userParticlePrefab, heroUser.transform.position, userParticlePrefab.transform.rotation);
19 | }
20 | }
21 | public override Ability Initialize(GameObject source)
22 | {
23 | return new SupportAbility(this, source, statusEffectDataList);
24 | }
25 | }
26 |
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/Assets/Scripts/Battle/BattleManager.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class BattleManager : MonoBehaviour
6 | {
7 | public List enemies;
8 | public List heroes;
9 | public List heroesStartingPositions;
10 | private Hero _currentHero;
11 | private bool _isActiveTurn = false;
12 |
13 | private bool _isFightActive = false;
14 | [SerializeField] float _turnDelaySeconds = 0.75f;
15 |
16 | public delegate void ActiveTurnEvent(bool value);
17 | public static ActiveTurnEvent OnActiveTurnChanged;
18 |
19 | public static BattleManager Instance { get; private set; }
20 |
21 | private void OnEnable()
22 | {
23 | BattleUIHandler.OnSelectEnemyAttack += ChoseAttack;
24 | BattleUIHandler.OnSelectEnemyAbility += ChoseAbility;
25 | }
26 |
27 | private void Awake()
28 | {
29 | //Singleton
30 | if(Instance == null)
31 | {
32 | Instance = this;
33 | }
34 | else
35 | {
36 | Destroy(gameObject);
37 | }
38 | }
39 |
40 | private void Start()
41 | {
42 | _isFightActive = true;
43 | Initialize();
44 | }
45 |
46 | //Initialize listeners for events from heroes and enemies that are deployed at start.
47 | private void Initialize()
48 | {
49 | foreach(Hero hero in heroes)
50 | {
51 | hero.OnStartTurn += StartTurn;
52 | hero.OnEndTurn += EndTurn;
53 | }
54 | foreach(Enemy enemy in enemies)
55 | {
56 | enemy.OnStartTurn += StartTurn;
57 | enemy.OnEndTurn += EndTurn;
58 | }
59 | }
60 |
61 | public void ChoseAttack(Enemy enemy)
62 | {
63 | _currentHero.Attack(enemy);
64 | }
65 |
66 | public void ChoseAbility(Ability ability)
67 | {
68 | _currentHero.UseAbility(ability);
69 | }
70 |
71 | public void ChoseAbility(Enemy enemy, Ability ability)
72 | {
73 | _currentHero.UseAbility(enemy, ability);
74 | }
75 |
76 | public void ChoseUseItem(Item item, Battler target)
77 | {
78 | _currentHero.UseItem(item, target);
79 | }
80 |
81 | public void ChoseDefend()
82 | {
83 | _currentHero.Defend();
84 | }
85 | public Hero GetCurrentHero()
86 | {
87 | return _currentHero;
88 | }
89 |
90 | // When a turn is claimed by a character, pause everyone else's turn meter.
91 | private void StartTurn(Hero hero)
92 | {
93 | _currentHero = hero;
94 | _isActiveTurn = true;
95 | OnActiveTurnChanged.Invoke(_isActiveTurn);
96 | BattleUIHandler.Instance.ToggleActionMenu(true);
97 | }
98 |
99 | private void StartTurn(Enemy enemy)
100 | {
101 | _isActiveTurn = true;
102 | OnActiveTurnChanged.Invoke(_isActiveTurn);
103 | }
104 |
105 | private void EndTurn()
106 | {
107 | _isActiveTurn = false;
108 | //Micro delay to allow for any remaining animations to finish.
109 | StartCoroutine(EndTurnDelay(_turnDelaySeconds));
110 | BattleUIHandler.Instance.ToggleActionMenu(false);
111 | }
112 |
113 | private IEnumerator EndTurnDelay(float seconds)
114 | {
115 | yield return new WaitForSeconds(seconds);
116 | OnActiveTurnChanged.Invoke(_isActiveTurn);
117 | }
118 | }
119 |
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/Assets/Scripts/Battle/Battlers/Enemy.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Enemy : Battler
6 | {
7 | protected List heroes;
8 |
9 | public delegate void StartTurnEventHandler(Enemy enemy);
10 | public event StartTurnEventHandler OnStartTurn;
11 | public delegate void EndTurnEventHandler();
12 | public event EndTurnEventHandler OnEndTurn;
13 |
14 | protected override void Start()
15 | {
16 | base.Start();
17 | heroes = BattleManager.Instance.heroes;
18 | }
19 |
20 | protected virtual void Attack(Hero hero)
21 | {
22 | Debug.Log(gameObject.name + " attacked " + hero.gameObject.name);
23 | OnDisplayAlert("Attack");
24 | hero.TakeDamage(CalculateDamage(baseDamageMultiplier));
25 | StartCoroutine(DelayEndTurn(1));
26 | //EndTurn();
27 | }
28 |
29 | protected virtual Hero PickRandomHero()
30 | {
31 | int index = Random.Range(0, heroes.Count);
32 | Hero hero = heroes[index];
33 | return hero;
34 | }
35 |
36 | protected override void StartTurn()
37 | {
38 | OnStartTurn?.Invoke(this);
39 | Attack(PickRandomHero());
40 | }
41 |
42 | protected override void EndTurn()
43 | {
44 | turnTimer = 0;
45 | OnEndTurn?.Invoke();
46 | }
47 |
48 | protected void OnDestroy()
49 | {
50 | if (FindObjectOfType())
51 | {
52 | BattleManager.OnActiveTurnChanged -= ToggleTurnTimer;
53 | }
54 | }
55 |
56 | public IEnumerator DelayEndTurn(float seconds)
57 | {
58 | yield return new WaitForSeconds(seconds);
59 | EndTurn();
60 | }
61 | }
62 |
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/Assets/Scripts/Battle/Battlers/HeroAnimationController.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | [RequireComponent(typeof(Hero))]
6 | public class HeroAnimationController : MonoBehaviour
7 | {
8 | private Animator _animator;
9 | public Animator Animator { get { return _animator; } private set { _animator = value; } }
10 |
11 | private void Awake()
12 | {
13 | _animator = GetComponent();
14 | }
15 |
16 | public void PlayIdle()
17 | {
18 | _animator.SetBool("isReady", false);
19 | }
20 |
21 | public void PlayUseItem()
22 | {
23 | _animator.SetTrigger("ItemTrigger");
24 | }
25 |
26 | public void PlayAttack()
27 | {
28 | _animator.SetTrigger("AttackTrigger");
29 | }
30 |
31 | public void PlaySpecialAttack()
32 | {
33 | _animator.SetTrigger("SpecialTrigger");
34 | }
35 |
36 | public void PlayGetDamaged()
37 | {
38 | _animator.SetTrigger("HurtTrigger");
39 | }
40 |
41 | public void PlayBuff()
42 | {
43 | _animator.SetTrigger("BuffTrigger");
44 | }
45 |
46 | public void PlayDefend()
47 | {
48 | _animator.SetBool("isDefending", true);
49 | }
50 |
51 | public void StopDefend()
52 | {
53 | _animator.SetBool("isDefending", false);
54 | }
55 |
56 | public void PlayReady()
57 | {
58 | _animator.SetBool("isReady", true);
59 | }
60 |
61 | public void PlayMoveForward()
62 | {
63 | _animator.SetTrigger("MoveForward");
64 | }
65 |
66 | public void PlayMoveBackward()
67 | {
68 | _animator.SetTrigger("MoveBackward");
69 | }
70 |
71 | public void PlayEvade()
72 | {
73 | _animator.SetTrigger("EvadeTrigger");
74 | }
75 |
76 | public void PlayWin()
77 | {
78 |
79 | }
80 |
81 |
82 | }
83 |
84 |
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/Assets/Scripts/Battle/Battlers/HeroAudioController.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | [ RequireComponent(typeof(AudioSource))]
6 | public class HeroAudioController : MonoBehaviour
7 | {
8 | private AudioSource _audioSource;
9 | [SerializeField] List _attackVoiceClips;
10 | [SerializeField] List _specialAttackVoiceClips;
11 | [SerializeField] List _hurtVoiceClips;
12 | [SerializeField] List _startTurnVoiceClips;
13 | [SerializeField] List _evadeVoiceClips;
14 | [SerializeField] List _guardVoiceClips;
15 | [SerializeField] List _startGuardVoiceClips;
16 | [SerializeField] List _selfBuffVoiceClips;
17 | [SerializeField] List _itemUseVoiceClips;
18 |
19 |
20 | private void Awake()
21 | {
22 | _audioSource = GetComponent();
23 | }
24 |
25 | public void PlayAttackVoice()
26 | {
27 | if (_attackVoiceClips.Count == 0) return;
28 | _audioSource.Stop();
29 | int index = Random.Range(0, _attackVoiceClips.Count);
30 | _audioSource.PlayOneShot(_attackVoiceClips[index]);
31 | }
32 |
33 | public void PlaySpecialAttackVoice()
34 | {
35 | if (_specialAttackVoiceClips.Count == 0) return;
36 | _audioSource.Stop();
37 | int index = Random.Range(0, _specialAttackVoiceClips.Count);
38 | _audioSource.PlayOneShot(_specialAttackVoiceClips[index]);
39 | }
40 |
41 | public void PlayHurtVoice()
42 | {
43 | if (_hurtVoiceClips.Count == 0) return;
44 | _audioSource.Stop();
45 | int index = Random.Range(0, _hurtVoiceClips.Count);
46 | _audioSource.PlayOneShot(_hurtVoiceClips[index]);
47 | }
48 |
49 | public void PlayStartTurnVoice()
50 | {
51 | if (_startTurnVoiceClips.Count == 0) return;
52 | _audioSource.Stop();
53 | int index = Random.Range(0, _startTurnVoiceClips.Count);
54 | _audioSource.PlayOneShot(_startTurnVoiceClips[index]);
55 | }
56 |
57 | public void PlayEvadeVoice()
58 | {
59 | if (_evadeVoiceClips.Count == 0) return;
60 | _audioSource.Stop();
61 | int index = Random.Range(0, _evadeVoiceClips.Count);
62 | _audioSource.PlayOneShot(_evadeVoiceClips[index]);
63 | }
64 | public void PlayStartGuardVoice()
65 | {
66 | if (_startTurnVoiceClips.Count == 0) return;
67 | _audioSource.Stop();
68 | int index = Random.Range(0, _startGuardVoiceClips.Count);
69 | _audioSource.PlayOneShot(_startGuardVoiceClips[index]);
70 | }
71 |
72 | public void PlayGuardVoice()
73 | {
74 | if (_guardVoiceClips.Count == 0) return;
75 | _audioSource.Stop();
76 | int index = Random.Range(0, _guardVoiceClips.Count);
77 | _audioSource.PlayOneShot(_guardVoiceClips[index]);
78 | }
79 | public void PlaySelfBuffVoice()
80 | {
81 | if (_selfBuffVoiceClips.Count == 0) return;
82 | _audioSource.Stop();
83 | int index = Random.Range(0, _selfBuffVoiceClips.Count);
84 | _audioSource.PlayOneShot(_selfBuffVoiceClips[index]);
85 | }
86 |
87 | public void PlayItemUseVoice()
88 | {
89 | if (_itemUseVoiceClips.Count == 0) return;
90 | _audioSource.Stop();
91 | int index = Random.Range(0, _itemUseVoiceClips.Count);
92 | _audioSource.PlayOneShot(_itemUseVoiceClips[index]);
93 | }
94 |
95 | }
96 |
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/Assets/Scripts/Battle/Battlers/MonsterBird.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class MonsterBird : Enemy
6 | {
7 | [SerializeField] float _startPositionOffsetMax = 3f;
8 | [SerializeField] float _startPositionOffsetMin = 1f;
9 | protected override void Start()
10 | {
11 | //Offset bird to be off the ground at a random defined height.
12 | transform.position += new Vector3(0f, Random.Range(_startPositionOffsetMin, _startPositionOffsetMax) , 0f);
13 | base.Start();
14 | }
15 | }
16 |
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/Assets/Scripts/Battle/Battlers/Warrior.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Warrior : Hero
6 | {
7 |
8 | }
9 |
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/Assets/Scripts/Battle/Status Effects/SpeedStatusEffect.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class SpeedStatusEffect : StatusEffect
6 | {
7 | SpeedStatusEffectData _speedStatusEffect;
8 | Battler _battler;
9 | public SpeedStatusEffect(SpeedStatusEffectData data) : base(data)
10 | {
11 | _speedStatusEffect = Data as SpeedStatusEffectData;
12 | }
13 |
14 | protected override void ApplyEffect(Battler battler)
15 | {
16 | _battler = battler;
17 | _battler.AddModifier(_speedStatusEffect.speedModifier);
18 | }
19 |
20 | public override void End()
21 | {
22 | _battler.RemoveAllModifierFromSource(_speedStatusEffect);
23 | base.End();
24 | }
25 | }
26 |
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/Assets/Scripts/Battle/Status Effects/SpeedStatusEffectData.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | [CreateAssetMenu(fileName = "New Speed Status Effect", menuName = "Status Effect/Speed Status Effect")]
6 | public class SpeedStatusEffectData : StatusEffectData
7 | {
8 | public float ModifierValue = 0.0f;
9 | private StatType StatToModify = StatType.Speed;
10 | public StatModifierType ModifierType;
11 | public StatModifier speedModifier;
12 |
13 | public override StatusEffect Initialize()
14 | {
15 | return new SpeedStatusEffect(this);
16 | }
17 |
18 | private void OnEnable()
19 | {
20 | speedModifier = new StatModifier(ModifierValue, StatToModify, ModifierType, this);
21 | }
22 |
23 | }
24 |
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/Assets/Scripts/Battle/Status Effects/StatusEffect.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public abstract class StatusEffect
6 | {
7 | public StatusEffectData Data;
8 | private int _currentTurnDuration;
9 | public bool isFinished = false;
10 | protected int _effectStacks;
11 |
12 | public StatusEffect(StatusEffectData data)
13 | {
14 | Data = data;
15 | }
16 |
17 | public void Tick()
18 | {
19 | if(_currentTurnDuration > 0)
20 | {
21 | _currentTurnDuration--;
22 | }
23 | else if(_currentTurnDuration <= 0)
24 | {
25 | isFinished = true;
26 | End();
27 | }
28 | }
29 |
30 | public void Start(Battler battler)
31 | {
32 | isFinished = false;
33 | if (Data.isEffectStackable || _currentTurnDuration == 0)
34 | {
35 | ApplyEffect(battler);
36 | _effectStacks++;
37 | }
38 |
39 | if(Data.isDurationStackable || _currentTurnDuration == 0)
40 | {
41 | _currentTurnDuration += Data.turnDuration;
42 | }
43 | }
44 |
45 | protected abstract void ApplyEffect(Battler battle);
46 | public virtual void End()
47 | {
48 | _effectStacks = 0;
49 | }
50 | }
51 |
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/Assets/Scripts/Battle/Status Effects/StatusEffectData.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public abstract class StatusEffectData : ScriptableObject
6 | {
7 | public string Name;
8 | public int turnDuration;
9 | public bool isEffectStackable;
10 | public bool isDurationStackable;
11 | public abstract StatusEffect Initialize();
12 | }
13 |
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/Assets/Scripts/Battle/UI/ActionInfoPopUp.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using TMPro;
6 |
7 | public enum PopUpType
8 | {
9 | Damage,
10 | Mana,
11 | Health
12 | };
13 |
14 | // Displays the damage, heal, or other battle information as a text pop up on the battler.
15 | public class ActionInfoPopUp : MonoBehaviour
16 | {
17 | private TextMeshPro _text;
18 | [SerializeField] private float _lifeTimeInSeconds = 1f;
19 | [SerializeField] private float _fadeSpeed = 0.0025f;
20 | [SerializeField] private Color _damageColor;
21 | [SerializeField] private Color _healthRecoverColor;
22 | [SerializeField] private Color _manaRecoverColor;
23 |
24 | private void Awake()
25 | {
26 | _text = GetComponentInChildren();
27 | }
28 |
29 | public void Activate(string text, PopUpType type)
30 | {
31 | switch (type)
32 | {
33 | case PopUpType.Damage:
34 | _text.color = _damageColor;
35 | break;
36 | case PopUpType.Health:
37 | _text.color = _healthRecoverColor;
38 | break;
39 | case PopUpType.Mana:
40 | _text.color = _manaRecoverColor;
41 | break;
42 | }
43 | _text.SetText(text);
44 | StartCoroutine(FadeOut());
45 | }
46 |
47 | private IEnumerator FadeOut()
48 | {
49 | var color = _text.color;
50 | yield return new WaitForSeconds(_lifeTimeInSeconds);
51 | for (float alpha = 1f; alpha >= 0; alpha -= _fadeSpeed)
52 | {
53 | color.a = alpha;
54 | _text.color = color;
55 | yield return null;
56 | }
57 | gameObject.SetActive(false);
58 | }
59 |
60 | }
61 |
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/Assets/Scripts/Battle/UI/AlertUIController.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using TMPro;
6 | using UnityEngine.UI;
7 |
8 | // Display message about actions taken by battler in-battle.
9 | public class AlertUIController : MonoBehaviour
10 | {
11 | [SerializeField] GameObject Alertbox;
12 | private TextMeshProUGUI _text;
13 | private void Awake()
14 | {
15 | _text = Alertbox.GetComponentInChildren();
16 | }
17 |
18 | private void Start()
19 | {
20 | Alertbox.SetActive(false);
21 | SubscribeToEvents();
22 | }
23 |
24 | private void SubscribeToEvents()
25 | {
26 | if (BattleManager.Instance != null)
27 | {
28 | foreach (var hero in BattleManager.Instance.heroes)
29 | {
30 | hero.DisplayAlert += DisplayMessage;
31 | hero.OnEndTurn += EndAlert;
32 | }
33 |
34 | foreach (var enemy in BattleManager.Instance.enemies)
35 | {
36 | enemy.DisplayAlert += DisplayMessage;
37 | enemy.OnEndTurn += EndAlert;
38 | }
39 | }
40 | }
41 |
42 | public void DisplayMessage(string message)
43 | {
44 | Alertbox.SetActive(true);
45 | _text.SetText(message);
46 | }
47 |
48 | public void EndAlert()
49 | {
50 | Alertbox.SetActive(false);
51 | }
52 |
53 | private void OnDestroy()
54 | {
55 | foreach (var hero in BattleManager.Instance.heroes)
56 | {
57 | hero.DisplayAlert -= DisplayMessage;
58 | hero.OnEndTurn -= EndAlert;
59 | }
60 |
61 | foreach (var enemy in BattleManager.Instance.enemies)
62 | {
63 | enemy.DisplayAlert -= DisplayMessage;
64 | enemy.OnEndTurn -= EndAlert;
65 | }
66 | }
67 | }
68 |
69 |
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/Assets/Scripts/Battle/UI/HeroUIController.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 | using TMPro;
6 |
7 | public class HeroUIController : MonoBehaviour
8 | {
9 | [SerializeField] TextMeshProUGUI _nameText;
10 | [SerializeField] Slider _timerBar;
11 | [SerializeField] Slider _manaBar;
12 | [SerializeField] Slider _healthBar;
13 | [SerializeField] TextMeshProUGUI _healthText;
14 | [SerializeField] TextMeshProUGUI _manaText;
15 | private float _maxHealth;
16 | private float _maxMana;
17 | private Hero _hero;
18 |
19 | private void OnEnable()
20 | {
21 | if (_hero != null)
22 | Initialize(_hero);
23 | }
24 |
25 | private void OnDisable()
26 | {
27 | if (_hero != null)
28 | {
29 | _hero.OnHealthChanged -= UpdateHealth;
30 | _hero.OnManaChanged -= UpdateMana;
31 | _hero.OnTurnTimeChanged -= UpdateTurnTimer;
32 | }
33 | }
34 |
35 | public void Initialize(Hero hero)
36 | {
37 | _hero = hero;
38 | _nameText.SetText(hero.Name);
39 |
40 | _maxHealth = hero.MaxHealth;
41 | _healthBar.maxValue = _maxHealth;
42 | UpdateHealth(hero.CurrentHealth);
43 |
44 | _maxMana = hero.MaxMana;
45 | _manaBar.maxValue = _maxMana;
46 | UpdateMana(hero.CurrentMana);
47 |
48 | _timerBar.maxValue = 100;
49 | gameObject.SetActive(true);
50 |
51 | hero.OnHealthChanged += UpdateHealth;
52 | hero.OnTurnTimeChanged += UpdateTurnTimer;
53 | hero.OnManaChanged += UpdateMana;
54 | }
55 |
56 | private void UpdateHealth(float health)
57 | {
58 | _healthBar.value = Mathf.Clamp(health, 0, _maxHealth);
59 | _healthText.SetText(health + " / " + _maxHealth);
60 | }
61 |
62 | private void UpdateMana(float mana)
63 | {
64 | _manaBar.value = Mathf.Clamp(mana, 0, _maxMana);
65 | _manaText.SetText(mana + " / " + _maxMana);
66 | }
67 |
68 | private void UpdateTurnTimer(float time)
69 | {
70 | _timerBar.value = Mathf.Clamp(time, 0, 100);
71 | }
72 | }
73 |
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/Assets/Scripts/Battle/UI/PopUpPooler.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using UnityEngine.Serialization;
6 |
7 | public class PopUpPooler : MonoBehaviour
8 | {
9 | public static PopUpPooler Instance;
10 | private List _pool;
11 | [SerializeField] int _startingPoolSize;
12 | [SerializeField] ActionInfoPopUp _actionInfoPrefab;
13 | [SerializeField] private float _offsetPositionX;
14 | [SerializeField] private float _offsetPositionZ;
15 |
16 | public PopUpPooler()
17 | {
18 | _pool = new List();
19 | }
20 |
21 | void Awake()
22 | {
23 | if (Instance == null)
24 | {
25 | Instance = this;
26 | }
27 | else
28 | {
29 | Destroy(gameObject);
30 | }
31 | }
32 |
33 | // Start is called before the first frame update
34 | void Start()
35 | {
36 | InitializePool();
37 | SubscribeToBattlerEvents();
38 | }
39 |
40 | private void InitializePool()
41 | {
42 | for (int i = 0; i < _startingPoolSize; i++)
43 | {
44 | var popUp = Instantiate(_actionInfoPrefab, transform.position, Quaternion.identity);
45 | _pool.Add(popUp.GetComponent());
46 | popUp.gameObject.SetActive(false);
47 | }
48 | }
49 |
50 | private void SubscribeToBattlerEvents()
51 | {
52 | foreach (var hero in BattleManager.Instance.heroes)
53 | {
54 | hero.DisplayPopUp += TriggerPopUp;
55 | }
56 | foreach (var enemy in BattleManager.Instance.enemies)
57 | {
58 | enemy.DisplayPopUp += TriggerPopUp;
59 | }
60 | }
61 |
62 | private void TriggerPopUp(Battler battler, string message, PopUpType type)
63 | {
64 | ActionInfoPopUp popUp = GetPooledPopUp();
65 | Vector3 offsetPosition = new Vector3(_offsetPositionX, 0, _offsetPositionZ);
66 | popUp.transform.position = battler.transform.position + offsetPosition;
67 | popUp.gameObject.SetActive(true);
68 | popUp.Activate(message, type);
69 | }
70 |
71 | private ActionInfoPopUp GetPooledPopUp()
72 | {
73 | for (int i = 0; i < _pool.Count; i++)
74 | {
75 | if (!_pool[i].gameObject.activeInHierarchy)
76 | {
77 | return _pool[i];
78 | }
79 | }
80 | var popUp = Instantiate(_actionInfoPrefab, transform.position, Quaternion.identity);
81 | _pool.Add(popUp);
82 |
83 | return popUp;
84 | }
85 |
86 | private void OnDestroy()
87 | {
88 | foreach (var hero in BattleManager.Instance.heroes)
89 | {
90 | hero.DisplayPopUp -= TriggerPopUp;
91 | }
92 | foreach (var enemy in BattleManager.Instance.enemies)
93 | {
94 | enemy.DisplayPopUp -= TriggerPopUp;
95 | }
96 | }
97 | }
98 |
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/Assets/Scripts/Billboard.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Billboard : MonoBehaviour
6 | {
7 | public Transform CameraTransform;
8 | public Material material;
9 | public bool toggleShadows = true;
10 |
11 | void Start()
12 | {
13 | CameraTransform = Camera.main.transform;
14 |
15 | Renderer renderer = GetComponent();
16 | if (renderer != null)
17 | {
18 | if (toggleShadows)
19 | {
20 | GetComponent().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
21 | GetComponent().receiveShadows = true;
22 | renderer.material = material;
23 | }
24 | }
25 | }
26 |
27 | void LateUpdate()
28 | {
29 | transform.forward = CameraTransform.forward;
30 | }
31 | }
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/Assets/Scripts/CameraManager.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using Cinemachine;
6 | using UnityEngine.Serialization;
7 |
8 | public class CameraManager : MonoBehaviour
9 | {
10 | [SerializeField] CinemachineVirtualCamera _battleSceneCamera;
11 | [SerializeField] CinemachineVirtualCamera _focusHeroCamera;
12 | [Header("Focus Group On Targeting Settings")]
13 | [SerializeField] float _targetFocusWeight = 1.0f;
14 | [SerializeField] float _otherFocusWeight = 1.5f;
15 | [SerializeField] private CinemachineTargetGroup _battleSceneTargetGroup;
16 | [SerializeField] private CinemachineTargetGroup _focusTargetGroup;
17 | private bool _focusedOnGroup;
18 | private bool _isInitialized;
19 |
20 | private void OnEnable()
21 | {
22 | if (_isInitialized)
23 | {
24 | SubscribeToEvents();
25 | }
26 | }
27 |
28 | private void OnDisable()
29 | {
30 | UnsubscribeToEvents();
31 | }
32 |
33 | private void Start()
34 | {
35 | _focusHeroCamera.gameObject.SetActive(false);
36 | SubscribeToEvents();
37 | InitializeBattleSceneCam();
38 | _isInitialized = true;
39 | }
40 |
41 | private void SubscribeToEvents()
42 | {
43 | foreach (var hero in BattleManager.Instance.heroes)
44 | {
45 | hero.OnTargetSelf += FocusOnHero;
46 | hero.OnTargetOther += FocusOnGroup;
47 | hero.OnEndTurn += ReturnToSceneCamera;
48 | }
49 | }
50 |
51 | private void UnsubscribeToEvents()
52 | {
53 | foreach (var hero in BattleManager.Instance.heroes)
54 | {
55 | hero.OnTargetSelf -= FocusOnHero;
56 | hero.OnTargetOther -= FocusOnGroup;
57 | hero.OnEndTurn -= ReturnToSceneCamera;
58 | }
59 | }
60 |
61 | private void InitializeBattleSceneCam()
62 | {
63 | if (_battleSceneTargetGroup == null) { Debug.LogWarning("BattleScene CM Target Group not assigned!"); return;}
64 | foreach (var hero in BattleManager.Instance.heroes)
65 | {
66 | _battleSceneTargetGroup.AddMember(hero.transform,1,0);
67 | }
68 |
69 | foreach (var enemy in BattleManager.Instance.enemies)
70 | {
71 | _battleSceneTargetGroup.AddMember(enemy.transform, 1 ,0);
72 | }
73 | _battleSceneCamera.LookAt = _battleSceneTargetGroup.Transform;
74 | }
75 |
76 | private void FocusOnHero(Battler battler)
77 | {
78 | _focusHeroCamera.gameObject.SetActive(true);
79 | _focusHeroCamera.LookAt = battler.transform;
80 | }
81 |
82 | private void FocusOnGroup(Battler battler, Battler other)
83 | {
84 | if (_focusTargetGroup == null) { Debug.LogWarning("Focus CM Target Group not assigned!"); return;}
85 | _focusTargetGroup.AddMember(battler.transform, _targetFocusWeight, 0);
86 | _focusTargetGroup.AddMember(other.transform, _otherFocusWeight, 0);
87 | _focusHeroCamera.gameObject.SetActive(true);
88 | _focusHeroCamera.LookAt = _focusTargetGroup.transform;
89 | _focusedOnGroup = true;
90 | }
91 |
92 | private void ReturnToSceneCamera()
93 | {
94 | if (_focusedOnGroup)
95 | {
96 | foreach (var target in _focusTargetGroup.m_Targets)
97 | {
98 | _focusTargetGroup.RemoveMember(target.target);
99 | }
100 | }
101 | _focusHeroCamera.LookAt = null;
102 | _focusHeroCamera.gameObject.SetActive(false);
103 | }
104 |
105 | }
106 |
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/Assets/Scripts/CharacterStat.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using System;
4 | using System.Collections.ObjectModel;
5 | using UnityEngine;
6 |
7 | public enum StatType { MaxHealth, MaxMana, PhysicalAttack, PhysicalDefense, Speed, Critical, Evasion}
8 |
9 |
10 | [System.Serializable]
11 | public class CharacterStat
12 | {
13 | public float BaseValue;
14 | public readonly StatType Type;
15 | private float _lastBaseValue = float.MinValue;
16 | private bool _isDirty = true;
17 | private readonly List _statModifiers;
18 | public readonly ReadOnlyCollection StatModifiers;
19 | [SerializeField]
20 | private float _value;
21 | public float Value
22 | {
23 | get
24 | {
25 | if (_isDirty || _lastBaseValue != BaseValue)
26 | {
27 | _value = CalculateFinalValue();
28 | }
29 | return _value;
30 | }
31 |
32 | }
33 |
34 | public CharacterStat()
35 | {
36 | _statModifiers = new List();
37 | StatModifiers = _statModifiers.AsReadOnly();
38 | }
39 |
40 | public CharacterStat(float baseValue, StatType type) : this()
41 | {
42 | this.BaseValue = baseValue;
43 | this.Type = type;
44 | }
45 |
46 | public CharacterStat(StatType type) : this(0, type) {}
47 |
48 | public void AddModifier(StatModifier mod)
49 | {
50 | _isDirty = true;
51 | _statModifiers.Add(mod);
52 | _statModifiers.Sort(CompareModifierOrder);
53 | }
54 |
55 | public bool RemoveModifier(StatModifier mod)
56 | {
57 | if (_statModifiers.Remove(mod))
58 | {
59 | _isDirty = true;
60 | return true;
61 | }
62 | return false;
63 | }
64 |
65 | public bool RemoveAllModifierFromSource(object source)
66 | {
67 | bool didRemove = false;
68 | for(int i = _statModifiers.Count - 1; i >= 0; i--)
69 | {
70 | if(_statModifiers[i].Source == source)
71 | {
72 | _isDirty = true;
73 | didRemove = true;
74 | _statModifiers.RemoveAt(i);
75 | }
76 | }
77 | return didRemove;
78 | }
79 |
80 | //Comparison method for .sort()
81 | private int CompareModifierOrder(StatModifier a, StatModifier b)
82 | {
83 | if(a.Order < b.Order)
84 | {
85 | return -1;
86 | }
87 | else if(a.Order > b.Order)
88 | {
89 | return 1;
90 | }
91 |
92 | return 0;
93 | }
94 |
95 | private float CalculateFinalValue()
96 | {
97 | float finalValue = BaseValue;
98 | float sumPercentAdd = 0;
99 | for(int i = 0; i < _statModifiers.Count; i++)
100 | {
101 | if(_statModifiers[i].Type == StatModifierType.Flat)
102 | {
103 | finalValue += _statModifiers[i].Value;
104 | }
105 | else if(_statModifiers[i].Type == StatModifierType.PercentAdd)
106 | {
107 | sumPercentAdd += _statModifiers[i].Value;
108 | if(_statModifiers.Count - 1 < i + 1 || _statModifiers[i+1].Type != StatModifierType.PercentAdd)
109 | {
110 | finalValue *= 1 + sumPercentAdd;
111 | sumPercentAdd = 0;
112 | }
113 | }
114 | else if(_statModifiers[i].Type == StatModifierType.PercentMultiply)
115 | {
116 | finalValue *= 1 + _statModifiers[i].Value;
117 | }
118 | }
119 | _isDirty = false;
120 | return (float)Math.Round(finalValue, 4);
121 | }
122 |
123 | }
124 |
--------------------------------------------------------------------------------
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/Assets/Scripts/Inventory.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | [System.Serializable]
6 | public class Inventory
7 | {
8 | //Temporary list to preload items into the inventory for testing.
9 | public List preloadItems;
10 | private List- _items;
11 | private readonly Dictionary _itemDictionary;
12 | public readonly IReadOnlyList
- Items;
13 |
14 | public Inventory()
15 | {
16 | _items = new List
- ();
17 | _itemDictionary = new Dictionary();
18 | Items = _items;
19 | }
20 |
21 | public void AddItem(ItemData itemData)
22 | {
23 | if(_itemDictionary.TryGetValue(itemData,out Item item))
24 | {
25 | item.AddToStack();
26 | }
27 | else
28 | {
29 | item = itemData.Initialize(this);
30 | _items.Add(item);
31 | _itemDictionary.Add(itemData, item);
32 | }
33 | }
34 |
35 | public bool RemoveItem(ItemData itemData)
36 | {
37 | if (_itemDictionary.TryGetValue(itemData, out Item item))
38 | {
39 | if (item.Quantity > 1)
40 | {
41 | item.RemoveFromStack();
42 | return true;
43 | }
44 | else
45 | {
46 | _itemDictionary.Remove(itemData);
47 | _items.Remove(item);
48 | return true;
49 | }
50 | }
51 | return false;
52 | }
53 | }
54 |
--------------------------------------------------------------------------------
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/Assets/Scripts/Items/Item.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public abstract class Item
6 | {
7 | public readonly ItemData ReferenceData;
8 | public readonly Inventory Inventory;
9 | public string Name { get; private set; }
10 | public string Description { get; private set; }
11 | public int Quantity { get; private set; }
12 |
13 | protected Item(ItemData referenceData, Inventory inventory)
14 | {
15 | ReferenceData = referenceData;
16 | Name = ReferenceData.Name;
17 | Description = ReferenceData.Description;
18 | Quantity = 1;
19 | Inventory = inventory;
20 | }
21 |
22 | public void AddToStack()
23 | {
24 | Quantity++;
25 | }
26 |
27 | public void RemoveFromStack()
28 | {
29 | Quantity--;
30 | }
31 |
32 | public abstract void Use(Battler user);
33 | }
34 |
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/Assets/Scripts/Items/ItemData.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public abstract class ItemData : ScriptableObject
6 | {
7 | public string Name;
8 | public string Description;
9 |
10 | public abstract Item Initialize(Inventory inventory);
11 | }
12 |
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/Assets/Scripts/Items/RecoveryItem.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using Unity.VisualScripting;
4 | using UnityEngine;
5 |
6 | public class RecoveryItem : Item
7 | {
8 | private ItemRecoveryType _recoveryType;
9 | private float _recoveryAmount;
10 | public RecoveryItem(ItemData referenceData, Inventory inventory): base (referenceData,inventory)
11 | {
12 | var data = ReferenceData as RecoveryItemData;
13 | if (data == null) return;
14 | _recoveryType = data.RecoveryType;
15 | _recoveryAmount = data.AmountToRecover;
16 | }
17 |
18 | public override void Use(Battler user)
19 | {
20 | switch (_recoveryType)
21 | {
22 | case ItemRecoveryType.Health:
23 | user.RecoverHealth(_recoveryAmount);
24 | break;
25 | case ItemRecoveryType.Mana:
26 | user.RecoverMana(_recoveryAmount);
27 | break;
28 | }
29 | Inventory.RemoveItem(ReferenceData);
30 | }
31 | }
32 |
--------------------------------------------------------------------------------
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/Assets/Scripts/Items/RecoveryItemData.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public enum ItemRecoveryType {Health, Mana}
6 |
7 | [CreateAssetMenu(fileName = "New Recovery Item", menuName = "Item/Recovery Item")]
8 | public class RecoveryItemData : ItemData
9 | {
10 | public ItemRecoveryType RecoveryType;
11 | public float AmountToRecover;
12 |
13 | public override Item Initialize(Inventory inventory)
14 | {
15 | return new RecoveryItem(this,inventory);
16 | }
17 | }
18 |
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/Assets/Scripts/MusicHandler.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | [RequireComponent(typeof(AudioSource))]
6 | public class MusicHandler : MonoBehaviour
7 | {
8 | [SerializeField] AudioSource _audioSourceIntro;
9 | [SerializeField] AudioSource _audioSourceLoop;
10 | [SerializeField] AudioClip _songIntro;
11 | [SerializeField] AudioClip _songLoop;
12 |
13 | private void Start()
14 | {
15 | _audioSourceIntro.loop = false;
16 | _audioSourceIntro.playOnAwake = false;
17 |
18 | _audioSourceLoop.loop = true;
19 | _audioSourceLoop.playOnAwake = false;
20 | _audioSourceIntro.clip = _songIntro;
21 | _audioSourceLoop.clip = _songLoop;
22 |
23 | _audioSourceIntro.Play();
24 | _audioSourceLoop.PlayDelayed(_audioSourceIntro.clip.length);
25 | }
26 | }
27 |
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/Assets/Scripts/PartyManager.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class PartyManager : MonoBehaviour
6 | {
7 | public static PartyManager Instance;
8 | public Inventory Inventory;
9 |
10 | public PartyManager()
11 | {
12 | Inventory = new Inventory();
13 | }
14 | void Awake()
15 | {
16 | if (Instance == null)
17 | {
18 | Instance = this;
19 | DontDestroyOnLoad(this.gameObject);
20 | }
21 | else
22 | {
23 | Destroy(this.gameObject);
24 | }
25 | }
26 |
27 | void Start()
28 | {
29 | PreloadItems();
30 | }
31 |
32 | //Temporary method to test loading items into inventory.
33 | private void PreloadItems()
34 | {
35 | foreach (var itemData in Inventory.preloadItems)
36 | {
37 | if(itemData == null) continue;
38 | Inventory.AddItem(itemData);
39 | }
40 | }
41 | }
42 |
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/Assets/Scripts/StatModifier.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public enum StatModifierType { Flat = 100, PercentAdd = 200, PercentMultiply = 300}
6 |
7 | public class StatModifier
8 | {
9 | public readonly int Order;
10 | public readonly float Value;
11 | public readonly StatModifierType Type;
12 | public readonly StatType StatType;
13 | public readonly object Source;
14 | public StatModifier(float value, StatType statType, StatModifierType type, int order, object source)
15 | {
16 | this.Value = value;
17 | this.Type = type;
18 | this.Order = order;
19 | this.Source = source;
20 | this.StatType = statType;
21 | }
22 |
23 | public StatModifier(float value, StatType statype, StatModifierType type) : this(value, statype, type, (int)type, null) { }
24 | public StatModifier(float value, StatType statype, StatModifierType type, int order) : this(value, statype, type, order, null) { }
25 | public StatModifier(float value, StatType statype, StatModifierType type, object source) : this(value, statype, type, (int)type, source) { }
26 |
27 | }
28 |
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/Assets/Scripts/UISoundHandler.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | [RequireComponent(typeof(AudioSource))]
6 | public class UISoundHandler : MonoBehaviour
7 | {
8 | [SerializeField] AudioClip _lowBeep;
9 | [SerializeField] AudioClip _highBeep;
10 | private AudioSource _audioSource;
11 |
12 | private void Awake()
13 | {
14 | _audioSource = GetComponent();
15 | }
16 |
17 | public void PlayLowBeep()
18 | {
19 | _audioSource.PlayOneShot(_lowBeep);
20 | }
21 |
22 | public void PlayHighBeep()
23 | {
24 | _audioSource.PlayOneShot(_highBeep);
25 | }
26 | }
27 |
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1 | Shader "Custom/SpriteShadow" {
2 | Properties {
3 | _Color ("Color", Color) = (1,1,1,1)
4 | [PerRendererData]_MainTex ("Sprite Texture", 2D) = "white" {}
5 | _Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.5
6 | }
7 | SubShader {
8 | Tags
9 | {
10 | "Queue"="Geometry"
11 | "RenderType"="TransparentCutout"
12 | }
13 | LOD 200
14 |
15 | Cull Off
16 |
17 | CGPROGRAM
18 | // Lambert lighting model, and enable shadows on all light types
19 | #pragma surface surf Lambert addshadow fullforwardshadows
20 |
21 | // Use shader model 3.0 target, to get nicer looking lighting
22 | #pragma target 3.0
23 |
24 | sampler2D _MainTex;
25 | fixed4 _Color;
26 | fixed _Cutoff;
27 |
28 | struct Input
29 | {
30 | float2 uv_MainTex;
31 | };
32 |
33 | void surf (Input IN, inout SurfaceOutput o) {
34 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
35 | o.Albedo = c.rgb;
36 | o.Alpha = c.a;
37 | clip(o.Alpha - _Cutoff);
38 | }
39 | ENDCG
40 | }
41 | FallBack "Diffuse"
42 | }
43 |
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1 | {
2 | "dependencies": {
3 | "com.unity.2d.sprite": "1.0.0",
4 | "com.unity.cinemachine": "2.8.9",
5 | "com.unity.collab-proxy": "2.0.0",
6 | "com.unity.feature.development": "1.0.1",
7 | "com.unity.ide.rider": "3.0.18",
8 | "com.unity.ide.visualstudio": "2.0.17",
9 | "com.unity.ide.vscode": "1.2.5",
10 | "com.unity.postprocessing": "3.2.2",
11 | "com.unity.test-framework": "1.1.31",
12 | "com.unity.textmeshpro": "3.0.6",
13 | "com.unity.timeline": "1.6.4",
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/README.md:
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1 | # Unity3D-Turn-Based-RPG
2 |
3 | 
4 |
5 | [Click here to watch live demonstration.](https://www.ijiro.dev/jrpg-prototype)
6 |
7 | A prototype game that takes heavy inspiration from Octopath Traveller and classic JRPGs. Features typical gameplay components you would find in such games: turn-based actions, abilities, character stat modifiers and status effects.
8 |
9 | Project served to be a case study and learning experience for developing gameplay systems and mechanics. Systems were developed with game designers in mind to allow for quicker iterations on testing various game components.
10 |
11 | Project is free to use under the GPL license.
12 |
13 | Project does NOT include graphic asset used in demo.
14 |
15 | Built from the ground up with Unity version 2021.3f.4f1.
16 |
17 | ## Features Implemented
18 | - ATB (Active-time battle) system based off of Final Fantasy V.
19 | - Tick-based status effects.
20 | - Character stats and persistent stat modifiers.
21 | - Modular battlers for enemies and playable characters.
22 | - Inventory system.
23 | - Object pooler for VFX.
24 | - Customizable damage pop ups with curves.
25 | - Battle UI system.
26 | - Enemy AI.
27 |
28 | ## Acknowledgments
29 | - [Sprite assets by Noiracide.](https://noiracide.itch.io/)
30 | - [Standard Triplanar shader by Keijiro](https://github.com/keijiro/StandardTriplanar)
31 |
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