Multiple improvements

- scrolling combat text
- updated inventory and stat panel UIs
- bugfix regens
- small changes to lighting in skellyard.
This commit is contained in:
Pedro Gomes 2025-09-18 17:40:08 +01:00
parent f899a383ee
commit f1bef2485d
28 changed files with 6320 additions and 3582 deletions

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@ -67,6 +67,7 @@ namespace Kryz.CharacterStats.Examples
public Dictionary<string, CharacterStat> secondaryStatsDictionary = new Dictionary<string, CharacterStat>();
public UnityEvent onUpdateStatValues = new UnityEvent();
public UnityEvent onAllStatsUpdated = new UnityEvent();
protected virtual void Awake()
{
@ -153,6 +154,8 @@ namespace Kryz.CharacterStats.Examples
Debug.Log(this.gameObject.name + " has relative power level of: " + GetRelativePowerLevel());
onAllStatsUpdated.Invoke();
}
public float GetRelativePowerLevel()

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@ -5,11 +5,17 @@ namespace Kryz.CharacterStats.Examples
public enum EquipmentType
{
Helmet,
Shoulder,
Chest,
Belt,
Legs,
Bracers,
Gloves,
Boots,
MainWeapon,
OffWeapon,
Accessory,
Amulet,
}

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@ -113,7 +113,7 @@ namespace Kryz.CharacterStats.Examples
statPanel.UpdateStatValues();
statPanel.SetCharacterInfo(PlayerDataHandler.Instance.currentCharacterName.Value, level.currentLevel.ToString(), reputationLevel.currentLevel.ToString());
statPanel.ToggleAllocateButtonsInteractable(AvailablePointsToAllocate > 0);
onUpdateStatValues.AddListener(statPanel.UpdateStatValues);
onAllStatsUpdated.AddListener(statPanel.UpdateStatValues);
onUpdateStatValues.Invoke();
if (inventory == null)

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@ -29,17 +29,24 @@ namespace Kryz.CharacterStats.Examples
const string almost = "≈";
private void OnValidate()
/* private void OnValidate()
{
if (statDisplaysParent != null)
{
statDisplays = statDisplaysParent.GetComponentsInChildren<StatDisplay>();
UpdateStatNames();
UpdateSecondaryStatNames();
}
}*/
[ContextMenu("UpdateNames")]
private void UpdateNames()
{
if (statDisplaysParent != null)
{
statDisplays = statDisplaysParent.GetComponentsInChildren<StatDisplay>();
UpdateStatNames();
UpdateSecondaryStatNames();
UpdateStatNames();
UpdateSecondaryStatNames();
}
}
public void SetPlayerStats(PlayerCharacterStats playerStats)
{
this.playerStats = playerStats;
@ -103,7 +110,7 @@ namespace Kryz.CharacterStats.Examples
ToggleAllocateButtonsInteractable(playerStats.AvailablePointsToAllocate > 0);
}
public void ResetAllocatedStats()
{
for (int i = 0; i < playerStats.AllocatedStatPoints.Count; i++)
@ -163,8 +170,10 @@ namespace Kryz.CharacterStats.Examples
relativePowerLevel = Mathf.RoundToInt(playerStats.GetRelativePowerLevel());
rankText.text = GameConstants.CharacterBalancing.GetRankBasedOnRelativeTotalPowerLevel(relativePowerLevel) + " Rank";
powerLevelText.text = almost + relativePowerLevel.ToString();
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}
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{

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@ -185,7 +185,7 @@ public static class GameConstants
public const int StatPointsPerLevel = 3;
public const int StatPointsPerReputationLevel = 3;
public const int StatPointsPerReputationLevel = 0;
}
public static class CharacterBalancing
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public static class Sizes
{
public const int TotalEquipmentSlots = 6;
public const int TotalInventorySlots = 18;
public const int TotalInventorySlots = 32;
public const int TotalBuildSlots = 3;
}

View File

@ -48,7 +48,7 @@ public class Health : Resource
baseMaxValue = character.MaxHealth.BaseValue;
character.onUpdateStatValues.AddListener(CalculateMaxValueBasedOnStat);
character.onAllStatsUpdated.AddListener(CalculateMaxValueBasedOnStat);
}
protected override void Start()

View File

@ -24,7 +24,7 @@ public class Mana : Resource
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}
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public void CalculateRegenValueBasedOnStat()
{
flatRegen = character.ManaRegen.Value;
//Debug.Log("MAna Regen: " + flatRegen);
//percentRegen = (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterBalancing.BonusSpiritToPercentRegenRate;
}

View File

@ -21,7 +21,7 @@ public class Resource : MonoBehaviour
protected virtual void Start()
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View File

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