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63 changed files with 1747 additions and 162 deletions

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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class EquipmentTypeRegistry : MonoBehaviour
{
[Header("Auto-Discovery Settings")]
[SerializeField] private string equipmentDefinitionsResourcesPath = "EquipmentDefinitions";
[SerializeField] private bool autoRefreshInEditor = true;
[Header("Loaded Equipment (Read-Only)")]
[SerializeField] private EquippableItemTypeDefinition[] allEquipment = new EquippableItemTypeDefinition[0];
// Singleton instance
private static EquipmentTypeRegistry _instance;
public static EquipmentTypeRegistry Instance
{
get
{
if (_instance == null)
{
_instance = FindObjectOfType<EquipmentTypeRegistry>();
if (_instance == null)
{
GameObject registryGO = new GameObject("EquipmentTypeRegistry");
_instance = registryGO.AddComponent<EquipmentTypeRegistry>();
DontDestroyOnLoad(registryGO);
}
}
return _instance;
}
}
// Dictionary for fast lookups
private Dictionary<string, EquippableItemTypeDefinition> equipmentLookup;
private bool isInitialized = false;
private void Awake()
{
// Singleton enforcement
if (_instance != null && _instance != this)
{
Destroy(gameObject);
return;
}
_instance = this;
DontDestroyOnLoad(gameObject);
Initialize();
}
[ContextMenu("Refresh Equipment Definitions")]
public void RefreshEquipmentDefinitions()
{
LoadAllEquipmentDefinitions();
BuildLookupDictionary();
Debug.Log($"EquipmentTypeRegistry: Loaded {allEquipment.Length} equipment definitions from Resources/{equipmentDefinitionsResourcesPath}");
}
private void Initialize()
{
if (isInitialized) return;
RefreshEquipmentDefinitions();
isInitialized = true;
}
private void LoadAllEquipmentDefinitions()
{
// Load all EquippableItemTypeDefinition assets from the specified Resources folder
EquippableItemTypeDefinition[] loadedEquipment = Resources.LoadAll<EquippableItemTypeDefinition>(equipmentDefinitionsResourcesPath);
// Validate for duplicate keys
var duplicateKeys = loadedEquipment
.GroupBy(equipment => equipment.EquipmentKey)
.Where(g => g.Count() > 1)
.Select(g => g.Key);
if (duplicateKeys.Any())
{
Debug.LogError($"EquipmentTypeRegistry: Duplicate equipment keys found: {string.Join(", ", duplicateKeys)}");
}
// Filter out any with empty keys
allEquipment = loadedEquipment
.Where(equipment => !string.IsNullOrEmpty(equipment.EquipmentKey))
.ToArray();
// Sort alphabetically for consistent ordering
System.Array.Sort(allEquipment, (a, b) => string.Compare(a.EquipmentKey, b.EquipmentKey, System.StringComparison.OrdinalIgnoreCase));
}
private void BuildLookupDictionary()
{
equipmentLookup = new Dictionary<string, EquippableItemTypeDefinition>();
foreach (var equipment in allEquipment)
{
if (!equipmentLookup.ContainsKey(equipment.EquipmentKey))
{
equipmentLookup[equipment.EquipmentKey] = equipment;
}
else
{
Debug.LogWarning($"EquipmentTypeRegistry: Duplicate equipment key '{equipment.EquipmentKey}' ignored for asset '{equipment.name}'");
}
}
}
// Public API methods
public EquippableItemTypeDefinition GetEquipment(string equipmentKey)
{
if (!isInitialized) Initialize();
return equipmentLookup.TryGetValue(equipmentKey, out EquippableItemTypeDefinition equipment) ? equipment : null;
}
public EquippableItemTypeDefinition[] GetAllEquipment()
{
if (!isInitialized) Initialize();
return allEquipment;
}
public bool HasEquipment(string equipmentKey)
{
if (!isInitialized) Initialize();
return equipmentLookup.ContainsKey(equipmentKey);
}
public int GetEquipmentCount()
{
if (!isInitialized) Initialize();
return allEquipment.Length;
}
#if UNITY_EDITOR
private void OnValidate()
{
// Auto-refresh in editor when settings change
if (autoRefreshInEditor && Application.isPlaying)
{
RefreshEquipmentDefinitions();
}
}
#endif
}

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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Kryz.CharacterStats.Examples;
[CreateAssetMenu(fileName = "New Equipment Type Definition", menuName = "RiftMayhem/Equipment Type Definition")]
public class EquippableItemTypeDefinition : ScriptableObject
{
[Header("Identity & Display")]
[SerializeField] private string equipmentKey = "";
[SerializeField] private string displayName = "";
[SerializeField] private string shortName = "";
[TextArea(2, 4)]
[SerializeField] private string description = "";
[SerializeField] private Sprite uiIcon = null; // Icon used in equipment slots/UI
[Header("Equipment Classification")]
[SerializeField] private EquipmentType equipmentType = EquipmentType.Helmet;
[SerializeField] private WeaponType weaponType = WeaponType.Sword; // Only relevant if equipmentType is Weapon1/Weapon2
[SerializeField] private bool showInUI = true;
[Header("Visual Assets")]
[SerializeField] private Sprite[] availableIcons = new Sprite[0]; // Pool of icons for random generation
[SerializeField] private bool useResourcesFolder = true;
[SerializeField] private string resourcesPath = ""; // e.g., "Armor/Helmets"
[Header("Stat Rules")]
[SerializeField] private StatAvailabilityWeightAndRolls[] statRules = new StatAvailabilityWeightAndRolls[0];
[Header("Generation Settings")]
[SerializeField] private bool canBeGenerated = true;
[SerializeField] private float baseGenerationWeight = 1f;
// Public read-only properties
public string EquipmentKey => equipmentKey;
public string DisplayName => displayName;
public string ShortName => shortName;
public string Description => description;
public Sprite UIIcon => uiIcon;
public EquipmentType EquipmentType => equipmentType;
public WeaponType WeaponType => weaponType;
public bool ShowInUI => showInUI;
public Sprite[] AvailableIcons => availableIcons;
public bool UseResourcesFolder => useResourcesFolder;
public string ResourcesPath => resourcesPath;
public StatAvailabilityWeightAndRolls[] StatRules => statRules;
public bool CanBeGenerated => canBeGenerated;
public float BaseGenerationWeight => baseGenerationWeight;
// Cached icons from resources
private Sprite[] resourceIcons;
private bool resourceIconsLoaded = false;
// Derived properties using your existing enums and extensions
public bool IsWeapon => equipmentType == EquipmentType.Weapon1 || equipmentType == EquipmentType.Weapon2;
public bool IsTwoHanded => IsWeapon && weaponType.IsTwoHanded();
// Validation in the editor
private void OnValidate()
{
// Ensure equipmentKey is not empty and follows naming conventions
if (string.IsNullOrEmpty(equipmentKey))
{
equipmentKey = name.Replace(" ", "").Replace("(", "").Replace(")", "");
}
// Ensure displayName defaults to a readable version of equipmentKey if empty
if (string.IsNullOrEmpty(displayName) && !string.IsNullOrEmpty(equipmentKey))
{
displayName = System.Text.RegularExpressions.Regex.Replace(equipmentKey, "([a-z])([A-Z])", "$1 $2");
}
// Ensure shortName defaults to displayName if empty
if (string.IsNullOrEmpty(shortName) && !string.IsNullOrEmpty(displayName))
{
shortName = displayName.Length > 8 ? displayName.Substring(0, 8) : displayName;
}
// Ensure base generation weight is positive
if (baseGenerationWeight < 0f)
{
baseGenerationWeight = 0f;
}
// If using resources folder, warn if manual icons are also set
if (useResourcesFolder && !string.IsNullOrEmpty(resourcesPath) && availableIcons.Length > 0)
{
Debug.LogWarning($"EquipmentTypeDefinition '{name}': Using resources folder, manual icon array will be ignored.");
}
// Auto-populate stat rules if array is empty or incomplete
ValidateStatRules();
}
private void ValidateStatRules()
{
#if UNITY_EDITOR
// Only populate in editor, not at runtime
if (Application.isPlaying) return;
// Load all stat definitions from Resources
StatDefinition[] allStats = Resources.LoadAll<StatDefinition>("StatDefinitions");
if (allStats.Length == 0) return;
// Check if we need to update the stat rules array
bool needsUpdate = false;
HashSet<StatDefinition> existingStats = new HashSet<StatDefinition>(statRules.Select(r => r.stat).Where(s => s != null));
foreach (var stat in allStats)
{
if (!existingStats.Contains(stat))
{
needsUpdate = true;
break;
}
}
if (needsUpdate)
{
// Create new array with all stats
List<StatAvailabilityWeightAndRolls> newStatRules = new List<StatAvailabilityWeightAndRolls>();
// Keep existing rules that are still valid
foreach (var existingRule in statRules)
{
if (existingRule.stat != null && allStats.Contains(existingRule.stat))
{
newStatRules.Add(existingRule);
}
}
// Add missing stats with default values
foreach (var stat in allStats)
{
if (!existingStats.Contains(stat))
{
newStatRules.Add(new StatAvailabilityWeightAndRolls
{
stat = stat,
isAllowed = true, // Default to allowed
isMandatory = false,
weightMultiplier = stat.DefaultWeight,
minStatRoll = 0f,
maxStatRoll = 100f
});
}
}
// Sort alphabetically by stat key for consistency
newStatRules.Sort((a, b) => string.Compare(a.stat.StatKey, b.stat.StatKey, System.StringComparison.OrdinalIgnoreCase));
statRules = newStatRules.ToArray();
Debug.Log($"EquipmentTypeDefinition '{name}': Updated stat rules with {newStatRules.Count} stats");
}
#endif
}
// Utility methods
public bool HasUIIcon => uiIcon != null;
public string GetDisplayName(bool useShort = false)
{
if (useShort && !string.IsNullOrEmpty(shortName))
return shortName;
return !string.IsNullOrEmpty(displayName) ? displayName : equipmentKey;
}
public Sprite[] GetAllAvailableIcons()
{
if (useResourcesFolder && !string.IsNullOrEmpty(resourcesPath))
{
if (!resourceIconsLoaded)
{
LoadIconsFromResources();
}
return resourceIcons ?? new Sprite[0];
}
return availableIcons;
}
public Sprite GetRandomIcon()
{
var icons = GetAllAvailableIcons();
return icons.Length > 0 ? icons[Random.Range(0, icons.Length)] : null;
}
public string GetIconPath(Sprite icon)
{
if (useResourcesFolder && !string.IsNullOrEmpty(resourcesPath))
{
return $"{resourcesPath}/{icon.name}";
}
return null; // Manual icons don't have paths
}
public bool IsStatAllowed(StatDefinition stat)
{
var rule = statRules.FirstOrDefault(r => r.stat == stat);
return rule?.isAllowed ?? false; // Default to not allowed if no rule found
}
public bool IsStatMandatory(StatDefinition stat)
{
var rule = statRules.FirstOrDefault(r => r.stat == stat);
return rule?.isMandatory ?? false;
}
public float GetStatWeightMultiplier(StatDefinition stat)
{
var rule = statRules.FirstOrDefault(r => r.stat == stat);
return rule?.weightMultiplier ?? 1f;
}
public (float min, float max) GetStatRollRange(StatDefinition stat)
{
var rule = statRules.FirstOrDefault(r => r.stat == stat);
if (rule != null)
return (rule.minStatRoll, rule.maxStatRoll);
return (0f, 100f); // Default range
}
public int GetRandomStatRollCount()
{
// Count how many stats are allowed and could potentially roll
int allowedStatsCount = statRules.Count(r => r.isAllowed);
int mandatoryStatsCount = statRules.Count(r => r.isMandatory);
// Ensure we at least roll mandatory stats, but allow for more
int minRolls = Mathf.Max(1, mandatoryStatsCount);
int maxRolls = Mathf.Max(minRolls, Mathf.Min(allowedStatsCount, GameConstants.EquipmentStatRules.ItemTotalStats));
return Random.Range(minRolls, maxRolls + 1);
}
private void LoadIconsFromResources()
{
if (string.IsNullOrEmpty(resourcesPath))
{
resourceIcons = new Sprite[0];
}
else
{
resourceIcons = Resources.LoadAll<Sprite>(resourcesPath);
}
resourceIconsLoaded = true;
}
// Context menu for testing
[ContextMenu("Test Get Random Icon")]
private void TestGetRandomIcon()
{
var icon = GetRandomIcon();
Debug.Log($"{name}: Random icon = {(icon != null ? icon.name : "None")}");
}
[ContextMenu("Update Stat Rules")]
private void ForceUpdateStatRules()
{
#if UNITY_EDITOR
// Force update by clearing and repopulating
statRules = new StatAvailabilityWeightAndRolls[0];
ValidateStatRules();
UnityEditor.EditorUtility.SetDirty(this);
#endif
}
}
[System.Serializable]
public class StatWeightModifier
{
public StatDefinition stat;
public float weightMultiplier = 1f;
}
[System.Serializable]
public class StatAvailabilityWeightAndRolls
{
public StatDefinition stat;
public bool isAllowed;
public bool isMandatory;
public float weightMultiplier;
public float minStatRoll;
public float maxStatRoll;
}

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spellDamage: 1
critChance: 0.8
critDamage: 0.8
maxHealth: 1
armor: 1
magicResistance: 1
dodgeChance: 0.6
blockChance: 0.4
blockEffectiveness: 0.4
healthRegen: 0.7
maxMana: 0.8
manaRegen: 0.7
attackSpeed: 0.8
areaEffectiveness: 0.5
cooldownReduction: 0.6
movementSpeed: 0.4
reputationGain: 0.3
goldCostReduction: 0.3
weaponWeights:
attackDamage: 1
spellDamage: 1
critChance: 0.8
critDamage: 0.8
maxHealth: 1
armor: 1
magicResistance: 1
dodgeChance: 0.6
blockChance: 0.4
blockEffectiveness: 0.4
healthRegen: 0.7
maxMana: 0.8
manaRegen: 0.7
attackSpeed: 0.8
areaEffectiveness: 0.5
cooldownReduction: 0.6
movementSpeed: 0.4
reputationGain: 0.3
goldCostReduction: 0.3
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@ -16,8 +16,8 @@ public class EquippableItemGenerator : MonoBehaviour
private Dictionary<Sprite, string> spritePathMap = new Dictionary<Sprite, string>(); private Dictionary<Sprite, string> spritePathMap = new Dictionary<Sprite, string>();
[Header("Stat Roll Weights by Equipment Type")] [Header("Stat Roll Weights by Equipment Type")]
[SerializeField] private StatWeights armorWeights = new StatWeights(); //[SerializeField] private StatWeights armorWeights = new StatWeights();
[SerializeField] private StatWeights weaponWeights = new StatWeights(); //[SerializeField] private StatWeights weaponWeights = new StatWeights();
public List<Sprite> HelmetIcons = new List<Sprite>(); public List<Sprite> HelmetIcons = new List<Sprite>();
public List<Sprite> ShoulderIcons = new List<Sprite>(); public List<Sprite> ShoulderIcons = new List<Sprite>();
@ -39,37 +39,6 @@ public class EquippableItemGenerator : MonoBehaviour
public List<Sprite> DaggerIcons = new List<Sprite>(); public List<Sprite> DaggerIcons = new List<Sprite>();
public List<Sprite> BookIcons = new List<Sprite>(); public List<Sprite> BookIcons = new List<Sprite>();
[System.Serializable]
public class StatWeights
{
[Header("Damage Stats")]
public float attackDamage = 1f;
public float spellDamage = 1f;
public float critChance = 0.8f;
public float critDamage = 0.8f;
[Header("Defensive Stats")]
public float maxHealth = 1f;
public float armor = 1f;
public float magicResistance = 1f;
public float dodgeChance = 0.6f;
public float blockChance = 0.4f;
public float blockEffectiveness = 0.4f;
[Header("Resource Stats")]
public float healthRegen = 0.7f;
public float maxMana = 0.8f;
public float manaRegen = 0.7f;
[Header("Utility Stats")]
public float attackSpeed = 0.8f;
public float areaEffectiveness = 0.5f;
public float cooldownReduction = 0.6f;
public float movementSpeed = 0.4f;
public float reputationGain = 0.3f;
public float goldCostReduction = 0.3f;
}
public enum ItemTier public enum ItemTier
{ {
Common, Common,
@ -359,13 +328,13 @@ public class EquippableItemGenerator : MonoBehaviour
float tierMultiplier = GetTierMultiplier(tier); float tierMultiplier = GetTierMultiplier(tier);
// Get appropriate stat weights // Get appropriate stat weights
StatWeights weights = item.IsWeapon ? weaponWeights : armorWeights; //StatWeights weights = item.IsWeapon ? weaponWeights : armorWeights;
// Roll stats // Roll stats
HashSet<string> rolledStats = new HashSet<string>(); HashSet<string> rolledStats = new HashSet<string>();
for (int i = 0; i < statCount; i++) for (int i = 0; i < statCount; i++)
{ {
RollRandomStat(item, weights, rolledStats, levelMultiplier * tierMultiplier); //RollRandomStat(item, weights, rolledStats, levelMultiplier * tierMultiplier);
} }
} }
@ -395,12 +364,12 @@ public class EquippableItemGenerator : MonoBehaviour
}; };
} }
private void RollRandomStat(EquippableItemInstance item, StatWeights weights, HashSet<string> rolledStats, float multiplier) private void RollRandomStat(EquippableItemInstance item, /*StatWeights weights*/ HashSet<string> rolledStats, float multiplier)
{ {
// Create weighted list of available stats // Create weighted list of available stats
List<(string stat, float weight)> availableStats = new List<(string, float)>(); List<(string stat, float weight)> availableStats = new List<(string, float)>();
// Add damage stats if not already rolled /* // Add damage stats if not already rolled
if (!rolledStats.Contains("AttackDamage")) if (!rolledStats.Contains("AttackDamage"))
availableStats.Add(("AttackDamage", weights.attackDamage)); availableStats.Add(("AttackDamage", weights.attackDamage));
if (!rolledStats.Contains("SpellDamage")) if (!rolledStats.Contains("SpellDamage"))
@ -444,7 +413,7 @@ public class EquippableItemGenerator : MonoBehaviour
if (!rolledStats.Contains("ReputationGain")) if (!rolledStats.Contains("ReputationGain"))
availableStats.Add(("ReputationGain", weights.reputationGain)); availableStats.Add(("ReputationGain", weights.reputationGain));
if (!rolledStats.Contains("GoldCostReduction")) if (!rolledStats.Contains("GoldCostReduction"))
availableStats.Add(("GoldCostReduction", weights.goldCostReduction)); availableStats.Add(("GoldCostReduction", weights.goldCostReduction));*/
if (availableStats.Count == 0) return; if (availableStats.Count == 0) return;

View File

@ -1,60 +0,0 @@
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m_Script: {fileID: 11500000, guid: b261a15482e5e154c9f86c6cd8b401b5, type: 3}
m_Name: New Stat Rule Set
m_EditorClassIdentifier: Assembly-CSharp::StatRuleSet
ruleSetName: Default Rules
description: Describe what this rule set does
equipmentRules:
- equipmentType: 0
ruleName: Helmet Stat Rules
statModifiers:
- statType: 3
modificationType: 0
value: 0
useCondition: 0
conditionDescription:
- statType: 4
modificationType: 0
value: 0
useCondition: 0
conditionDescription:
- statType: 16
modificationType: 0
value: 0
useCondition: 0
conditionDescription:
- statType: 17
modificationType: 0
value: 0
useCondition: 0
conditionDescription:
- statType: 13
modificationType: 1
value: 2
useCondition: 0
conditionDescription:
- statType: 14
modificationType: 1
value: 1.5
useCondition: 0
conditionDescription:
- statType: 9
modificationType: 1
value: 1.5
useCondition: 0
conditionDescription:
mandatoryStats: 0d000000
forbiddenStats: 03000000040000001000000011000000
weaponRules: []
relationshipRules: []
tierRules: []

View File

@ -1,7 +1,7 @@
using Kryz.CharacterStats.Examples; using Kryz.CharacterStats.Examples;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
/*
[CreateAssetMenu(fileName = "New Stat Rule Set", menuName = "RiftMayhem/Stat Rule Set")] [CreateAssetMenu(fileName = "New Stat Rule Set", menuName = "RiftMayhem/Stat Rule Set")]
public class StatRuleSet : ScriptableObject public class StatRuleSet : ScriptableObject
{ {
@ -258,4 +258,4 @@ public enum ModificationType
Set, // Set weight to exact value Set, // Set weight to exact value
Multiply, // Multiply current weight Multiply, // Multiply current weight
Add // Add to current weight Add // Add to current weight
} }*/