44 lines
1.4 KiB
C#
44 lines
1.4 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using YachtDice.Modifiers.Core;
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using YachtDice.Modifiers.Runtime;
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namespace YachtDice.Modifiers.Definition
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{
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[CreateAssetMenu(fileName = "NewBehavior", menuName = "YachtDice/Modifiers/Behavior")]
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public class ModifierBehavior : ScriptableObject
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{
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[field: SerializeField] public TriggerType Trigger { get; private set; }
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[SerializeField] private List<Condition> conditions = new();
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[SerializeField] private List<Effect> effects = new();
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public IReadOnlyList<Condition> Conditions => conditions;
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public IReadOnlyList<Effect> Effects => effects;
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public bool EvaluateConditions(ModifierContext context, ModifierInstance instance)
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{
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foreach (var t in conditions)
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{
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if (t != null && !t.Evaluate(context, instance))
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return false;
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}
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return true;
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}
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#if UNITY_EDITOR
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public static ModifierBehavior CreateForTest(
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TriggerType trigger,
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List<Condition> conditions,
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List<Effect> effects)
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{
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var so = CreateInstance<ModifierBehavior>();
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so.Trigger = trigger;
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so.conditions = conditions ?? new List<Condition>();
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so.effects = effects ?? new List<Effect>();
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return so;
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}
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#endif
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}
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}
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