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21 changed files with 70924 additions and 69666 deletions

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View File

@ -285,4 +285,7 @@ public class StatAvailabilityWeightAndRolls
public float weightMultiplier;
public float minStatRoll;
public float maxStatRoll;
public bool forceUsePercent = false;
public float minPercentStatRoll;
public float maxPercentStatRoll;
}

View File

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@ -78,7 +78,7 @@ Material:
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isAllowed: 0
isMandatory: 0
weightMultiplier: 0
minStatRoll: 0
maxStatRoll: 100
forceUsePercent: 0
minPercentStatRoll: 0
maxPercentStatRoll: 0
- stat: {fileID: 11400000, guid: 599541ff1aaa6c848a732f9a97e5f1c4, type: 2}
isAllowed: 0
isMandatory: 0
weightMultiplier: 0
minStatRoll: 0
maxStatRoll: 100
forceUsePercent: 0
minPercentStatRoll: 0
maxPercentStatRoll: 0
- stat: {fileID: 11400000, guid: 7895ba1f0b9a732488642046ee62c8a6, type: 2}
isAllowed: 0
isMandatory: 0
weightMultiplier: 1
minStatRoll: 0
maxStatRoll: 100
forceUsePercent: 0
minPercentStatRoll: 0
maxPercentStatRoll: 0
- stat: {fileID: 11400000, guid: 88595dcd80f9c614b8bd7d8218fb5951, type: 2}
isAllowed: 1
isAllowed: 0
isMandatory: 0
weightMultiplier: 0.2
weightMultiplier: 0
minStatRoll: 1
maxStatRoll: 2
forceUsePercent: 0
minPercentStatRoll: 0
maxPercentStatRoll: 0
canBeGenerated: 1
baseGenerationWeight: 1

View File

@ -186,9 +186,11 @@ public class EquipmentDropTable : MonoBehaviour
private int GetPlayerLevel()
{
// Replace this with your actual player level system
// For example: return PlayerController.Instance.Level;
return 1; // Placeholder
RiftPlayer player = FindFirstObjectByType<RiftPlayer>();
if (player == null) return GameDifficultyController.Instance.GetCurrentDifficultyLevel() + 1;
return player.character.level.currentLevel;
}
#region Editor Testing

View File

@ -6,9 +6,7 @@ using UnityEngine;
public class EquippableItemGenerator : MonoBehaviour
{
[Header("Generation Settings")]
public float baseStatValue = 10f;
public float statVariance = 0.3f; // 30% variance
public float percentStatBaseValue = 0.05f; // 5% base for percent stats
public enum ItemTier
{
@ -126,7 +124,8 @@ public class EquippableItemGenerator : MonoBehaviour
private void GenerateStatsForItem(EquippableItemInstance item, EquippableItemTypeDefinition equipmentTypeDef, ItemTier tier, int playerLevel)
{
// Get stat roll count from equipment definition or tier
int statCount = equipmentTypeDef.GetRandomStatRollCount();
//int statCount = equipmentTypeDef.GetRandomStatRollCount();
int statCount = 0;
if (statCount == 0)
{
statCount = GetStatCountForTier(tier);
@ -245,13 +244,15 @@ public class EquippableItemGenerator : MonoBehaviour
if (canUseFlat && canUsePercent)
{
if (Random.value < 0.6f)
if(rule.forceUsePercent)
{
usePercent = false; // Use only flat
usePercent = true;
useFlat = false;
}
else
{
useFlat = false; // Use only percent
usePercent = false;
useFlat = true;
}
}
@ -274,56 +275,44 @@ public class EquippableItemGenerator : MonoBehaviour
private float GenerateFlatStatValue(StatAvailabilityWeightAndRolls rule, float multiplier)
{
float baseValue = baseStatValue * multiplier;
float baseValue;
// Apply stat-specific scaling from the rule
if (rule.maxStatRoll > rule.minStatRoll)
{
baseValue = Random.Range(rule.minStatRoll, rule.maxStatRoll) * multiplier;
}
else
{
baseValue = Mathf.Min(rule.minStatRoll, rule.maxStatRoll) * multiplier;
}
// Add variance
float variance = baseValue * statVariance;
float finalValue = Random.Range(baseValue - variance, baseValue + variance);
// Some stats need higher base values
if (rule.stat.StatKey.ToLower().Contains("health"))
{
finalValue *= 5f; // Health gets higher flat values
}
else if (rule.stat.StatKey.ToLower().Contains("mana"))
{
finalValue *= 3f; // Mana gets higher flat values
}
return Mathf.Max(1f, finalValue);
}
private float GeneratePercentStatValue(StatAvailabilityWeightAndRolls rule, float multiplier)
{
float baseValue = percentStatBaseValue * multiplier;
float baseValue;
// Apply stat-specific scaling from the rule
if (rule.maxStatRoll > rule.minStatRoll)
if (rule.maxPercentStatRoll > rule.minPercentStatRoll)
{
float scaleFactor = Random.Range(rule.minStatRoll, rule.maxStatRoll) / 100f; // Assuming rule values are in percentage
baseValue *= scaleFactor;
baseValue = Random.Range(rule.minPercentStatRoll, rule.maxPercentStatRoll) * multiplier;
}
else
{
baseValue = Mathf.Min(rule.minPercentStatRoll, rule.maxPercentStatRoll) * multiplier;
}
// Add variance
float variance = baseValue * statVariance;
float finalValue = Random.Range(baseValue - variance, baseValue + variance);
// Some stats get reduced values for balance
if (rule.stat.StatKey.ToLower().Contains("crit"))
{
finalValue *= 0.5f; // Crit stats are more powerful
}
else if (rule.stat.StatKey.ToLower().Contains("movement") || rule.stat.StatKey.ToLower().Contains("dodge"))
{
finalValue *= 0.4f; // Movement and dodge are powerful
}
return Mathf.Max(0.01f, Mathf.Round(finalValue * 1000f) / 1000f); // Round to 3 decimal places
}

View File

@ -83,7 +83,7 @@ MeshRenderer:
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_SortingOrder: 100
m_AdditionalVertexStreams: {fileID: 0}
--- !u!114 &7246904886069132037
MonoBehaviour:

View File

@ -1,6 +1,7 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Pool;
using UnityEngine.SceneManagement;
/// <summary>
/// Centralized manager for GameObject pooling using Unity's built-in ObjectPool system.
@ -58,6 +59,10 @@ public class GameObjectPoolManager : MonoBehaviour
{
_instance = this;
DontDestroyOnLoad(gameObject);
// Subscribe to scene loaded events
SceneManager.sceneLoaded += OnSceneLoaded;
InitializePools();
}
else if (_instance != this)
@ -65,6 +70,15 @@ public class GameObjectPoolManager : MonoBehaviour
Destroy(gameObject);
}
}
private void OnDestroy()
{
// Unsubscribe from events
if (_instance == this)
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
}
#endregion
[Header("Pool Configuration")]
@ -86,8 +100,13 @@ public class GameObjectPoolManager : MonoBehaviour
Debug.Log("All pool configs reset to default values");
}
[Header("Scene Management")]
[SerializeField] private bool clearPoolsOnSceneLoad = true;
[Tooltip("If true, pools will be recreated immediately on scene load. If false, they'll be recreated on-demand.")]
[SerializeField] private bool preCreatePoolsOnSceneLoad = false;
[Header("Debug Info")]
[SerializeField] private bool showDebugLogs = true; // Temporarily enabled for debugging
[SerializeField] private bool showDebugLogs = true;
[SerializeField] private bool showPoolStats = false;
// Runtime pool storage - maps prefab to its ObjectPool
@ -96,6 +115,45 @@ public class GameObjectPoolManager : MonoBehaviour
// Track which pool each active object belongs to for release
private Dictionary<GameObject, GameObject> activeObjectToPrefab = new Dictionary<GameObject, GameObject>();
#region Scene Management
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (clearPoolsOnSceneLoad)
{
if (showDebugLogs)
Debug.Log($"GameObjectPoolManager: Scene '{scene.name}' loaded, clearing pools");
ClearAllPools();
if (preCreatePoolsOnSceneLoad)
{
InitializePools();
}
}
}
/// <summary>
/// Clears all pools and active object tracking. Called automatically on scene load.
/// </summary>
public void ClearAllPools()
{
// Clear pools (this will dispose of all pooled objects)
foreach (var pool in pools.Values)
{
pool.Clear();
}
pools.Clear();
// Clear active object tracking
activeObjectToPrefab.Clear();
if (showDebugLogs)
Debug.Log("GameObjectPoolManager: Cleared all pools");
}
#endregion
#region Public API
/// <summary>
@ -122,6 +180,17 @@ public class GameObjectPoolManager : MonoBehaviour
// Get object from pool
GameObject obj = pools[prefab].Get();
// Double-check the object is valid (in case pool had stale references)
if (obj == null)
{
Debug.LogWarning($"GameObjectPoolManager: Pool returned null object for {prefab.name}. Recreating pool.");
// Clear and recreate the pool
pools[prefab].Clear();
pools.Remove(prefab);
CreatePoolForPrefab(prefab);
obj = pools[prefab].Get();
}
// Set position and rotation
obj.transform.position = position;
obj.transform.rotation = rotation;
@ -155,6 +224,15 @@ public class GameObjectPoolManager : MonoBehaviour
return;
}
// Check if the pool still exists (might have been cleared on scene change)
if (!pools.ContainsKey(prefab))
{
Debug.LogWarning($"GameObjectPoolManager: Pool for {prefab.name} no longer exists. Destroying object instead.");
activeObjectToPrefab.Remove(obj);
Destroy(obj);
return;
}
// Remove from tracking
activeObjectToPrefab.Remove(obj);
@ -293,6 +371,9 @@ public class GameObjectPoolManager : MonoBehaviour
GameObject obj = Instantiate(prefab);
obj.name = prefab.name + "(Pooled)";
// Move to DontDestroyOnLoad so it persists across scenes
DontDestroyOnLoad(obj);
// Add PooledObject component to track pool membership
var pooledComponent = obj.GetComponent<PooledObject>();
if (pooledComponent == null)
@ -309,6 +390,13 @@ public class GameObjectPoolManager : MonoBehaviour
private void OnGetFromPool(GameObject obj)
{
// Check if object is still valid (might be destroyed if scene changed)
if (obj == null)
{
Debug.LogError("GameObjectPoolManager: Pool returned a destroyed object!");
return;
}
// Reset any IPoolable components FIRST
var poolables = obj.GetComponents<IPoolable>();
for (int i = 0; i < poolables.Length; i++)
@ -322,6 +410,8 @@ public class GameObjectPoolManager : MonoBehaviour
private void OnReleaseToPool(GameObject obj)
{
if (obj == null) return;
// Reset any IPoolable components
var poolables = obj.GetComponents<IPoolable>();
for (int i = 0; i < poolables.Length; i++)
@ -348,13 +438,20 @@ public class GameObjectPoolManager : MonoBehaviour
{
if (!showPoolStats) return;
GUILayout.BeginArea(new Rect(10, 10, 300, 200));
GUILayout.BeginArea(new Rect(10, 10, 300, 300));
GUILayout.Label("Pool Stats", GUI.skin.box);
GUILayout.Label($"Active Pools: {pools.Count}");
GUILayout.Label($"Active Objects: {activeObjectToPrefab.Count}");
GUILayout.Space(10);
foreach (var kvp in pools)
{
string prefabName = kvp.Key.name;
int activeCount = activeObjectToPrefab.Values.Count;
string prefabName = kvp.Key != null ? kvp.Key.name : "NULL";
int activeCount = 0;
foreach (var activeKvp in activeObjectToPrefab)
{
if (activeKvp.Value == kvp.Key) activeCount++;
}
GUILayout.Label($"{prefabName}: {activeCount} active");
}
@ -387,4 +484,4 @@ public class PooledObject : MonoBehaviour
{
sourcePrefab = prefab;
}
}
}