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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using UnityEngine; | |
namespace Core.Events | |
{ | |
// only exists to allow usage as method decoration. | |
[AttributeUsage(AttributeTargets.Method, AllowMultiple = true)] |
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using Core.Events; | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using UnityEngine; | |
namespace Core.Events | |
{ | |
public interface IEventListener |
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// dialog for when the player is entering the city | |
rule at_gate_daytime: (NPC.type=Gaurd, NPC.local=Gates, Evt.type=nearby, World.time=day){ | |
dialog: [ | |
"Afternoon, sir. What brings you to the gates of Oskeros?" | |
] | |
script: [ | |
"PROMPT plr_gate_response" | |
] | |
} |
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{ | |
"namespace": "test", | |
"meta": "Greetings from priest to player", | |
"speech": [ | |
{ | |
"id": "1", | |
"cond": [ |
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public interface IStateCollection { | |
int Get(string key); | |
int Get(IStateIdentity identity, string property); | |
bool Set(string key, int value); | |
bool Set(IStateIdentity identity, string property, int value); | |
} | |
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%YAML 1.1 | |
%TAG !u! tag:unity3d.com,2011: | |
--- !u!29 &1 | |
OcclusionCullingSettings: | |
m_ObjectHideFlags: 0 | |
serializedVersion: 2 | |
m_OcclusionBakeSettings: | |
smallestOccluder: 5 | |
smallestHole: 0.25 | |
backfaceThreshold: 100 |
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{ | |
"name": "DigOutPathToArea", | |
"desc": "A given actor digs out a path to a given area", | |
"inputs": [ | |
{ | |
"name": "target", | |
"type": "Actor", | |
"typeHas": ["CanMove", "CanDig"] | |
}, |
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{ | |
"name": "BuildRoom", | |
"desc": "A given actor will work to build a room at a given position, of a given type", | |
"inputs": [ | |
{ | |
"name": "target", | |
"type": "Actor", | |
"typeHas": ["CanMove", "CanLift", "CanDig", "CanBuild"] | |
}, |
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{ | |
"name": "stupid peon", | |
"abilities" [ | |
{ | |
"name": "CanMove", | |
"speed": 4, | |
"energyDrain": 0 | |
}, | |
{ | |
"name": "CanLift", |
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{ | |
"name": "MoveTo", | |
"desc": "A given actor move to a given position", | |
// inputs are passed from the game-engine. | |
// the job-system will support a hardcoded set of input types. | |
// likey types including "actor", "position", "int", "string", "bool", and others | |
"input": [ | |
{ | |
"name": "target", |
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