Code/rina s/npc example - #47
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add task to quest ID4 add dialog- quest cache
Mvp/april update
added questsTask cache in QuestRepository added dialog task filtration in Dialogue Generation DialogGeneretion start when start dialogue with npc.
Quest Indicators - Done;
fixing
EventManager => Services fix
add events for initialize and open journal
Code/rina marina/base npc
move Events folder to Services
some errors fixed
Code/anton z/character refactoring
Code/grigory a/questslog ui
repair sphere triggers
…l, ButterflyInitilizeController
RomanAstra
reviewed
Jun 3, 2020
| { | ||
| _context.RabbitModel.IsDead = true; | ||
| Debug.Log("You killed a bunny! You monster!"); | ||
| _context.RabbitModel.Rabbit.GetComponent<Renderer>().material.color = Color.red; |
| @@ -28,7 +28,12 @@ public void OnAwake() | |||
| var RabbitData = Data.RabbitData; | |||
| @@ -0,0 +1,8 @@ | |||
| namespace BeastHunter | |||
| { | |||
| public interface IDoSmth | |||
| var rabbitBehaviour = trigger as RabbitBehaviour; | ||
| rabbitBehaviour.OnTakeDamageHandler += TakeDamage; | ||
| rabbitBehaviour.Stats = _context.RabbitModel.RabbitData.RabbitStruct.Stats; | ||
| Debug.Log("ActivateRabbit"); |
| { | ||
| //_context.RabbitModels.CurrentHealth -= damage.damage; | ||
| _context.RabbitModel.CurrentHealth -= damage.PhysicalDamage; | ||
| Debug.Log("Rabbit got " + damage.PhysicalDamage + " damage"); |
|
|
||
| namespace BeastHunter | ||
| { | ||
| public class IOModel : NpcModel |
| using System.Collections.Generic; | ||
| using UnityEngine; | ||
|
|
||
| public class MakeDo : MonoBehaviour |
| { | ||
| public GameObject target; | ||
|
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| void Start() |
| namespace BeastHunter | ||
| { | ||
| public enum BodyParts | ||
| { |
| @@ -6,7 +6,122 @@ namespace BeastHunter | |||
| [CreateAssetMenu(fileName = "NewCloth", menuName = "CreateCloth/New", order = 0)] | |||
| public class ClothItem : BaseItem | |||
…eplay' into Code/rina-s/npc-example # Conflicts: # .vs/VanHelsing/v16/Server/sqlite3/storage.ide # Assets/Plugins/Editor.meta # Assets/Resources/Items.meta # Assets/Scenes/CombatTest/CombatTest.unity # Assets/Scripts/ContextTest/MVC/Rabbit/RabbitData.cs # Assets/Scripts/Contexts/GameContext.cs # Assets/Scripts/Controllers/BaseControllers/MainControllers.cs # Assets/Scripts/Data/Data.cs # Assets/Scripts/Editor.meta # Assets/Scripts/To_Refactoring/BaseNPC.meta # Assets/Scripts/To_Refactoring/Character/Weapons.meta # Assets/Scripts/To_Refactoring/Example.meta
code/shipov/boss-enums
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Scene: ITickTest
Folders: To_Refactoring
To do: