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working on char stats
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soulsyrup committed Jan 17, 2024
1 parent a6e1924 commit 44a605c
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Showing 16 changed files with 288 additions and 53 deletions.
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using UnityEngine;
using UnityEngine.UI;

[CreateAssetMenu(fileName = "AirQualityAnalysis", menuName = "Stats/AirQualityAnalysis")]
public class AirQualityAnalysis : StatBase
public class AirQualityAnalysis : MonoBehaviour
{
// Additional properties specific to AirQualityAnalysis Status
public enum AirQuality { Good, Moderate, Unhealthy, Hazardous }
public AirQuality currentAirQuality;

void Update()
{
// Determine air quality based on location or events
// currentAirQuality = ...

// Update UI with color-coded icon
}
}
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using UnityEngine;
using UnityEngine.UI;

[CreateAssetMenu(fileName = "BioSurveillanceAlert", menuName = "Stats/BioSurveillanceAlert")]
public class BioSurveillanceAlert : StatBase

public class BioSurveillanceAlert : MonoBehaviour
{
// Additional properties specific to BioSurveillanceAlert Status
private bool isScannerDetected;

void Update()
{
// Check for scanners in the area
// isScannerDetected = ...

// Update UI
}
}
64 changes: 61 additions & 3 deletions DarkFlow/Assets/Scripts/CharacterSystems/Stats/ChameleonSkin.cs
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using UnityEngine;
using UnityEngine.UI;

[CreateAssetMenu(fileName = "ChameleonSkin", menuName = "Stats/ChameleonSkin")]
public class ChameleonSkin : StatBase

public class ChameleonSkinStatus : MonoBehaviour
{
// Additional properties specific to ChameleonSkin Status
public Color currentColor;
public Image skinStatusIcon; // UI element representing the chameleon skin status
private bool isActive;

// Assuming you have methods to activate or deactivate the skin
// These could be triggered by player input or game events
public void ActivateSkin()
{
isActive = true;
UpdateSkinColor(); // Update the color when activated
}

public void DeactivateSkin()
{
isActive = false;
UpdateSkinColor(); // Revert color when deactivated
}

void Update()
{
// Example check for state changes (can be replaced with actual game logic)
if (Input.GetKeyDown(KeyCode.C)) // Toggle skin on pressing 'C'
{
if (isActive)
DeactivateSkin();
else
ActivateSkin();
}

// Additional updates based on game logic
}

private void UpdateSkinColor()
{
if (isActive)
{
// Change to active color
currentColor = GetActiveColor();
}
else
{
// Revert to default color
currentColor = Color.white; // Assuming white is the default color
}

// Update UI element
if (skinStatusIcon != null)
{
skinStatusIcon.color = currentColor;
}
}

private Color GetActiveColor()
{
// Define how you determine the active color
// This is a placeholder for your actual color logic
return Color.green; // Example color
}
}
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using UnityEngine;
using UnityEngine.UI;

[CreateAssetMenu(fileName = "CommsChannelSelector", menuName = "Stats/CommsChannelSelector")]
public class CommsChannelSelector : StatBase
public class ComsChannelSelector : MonoBehaviour
{
// Additional properties specific to CommsChannelSelector Status
public int currentChannel;

void Update()
{
// Check for player input to change channel
// currentChannel = ...

// Update UI and handle communication logic
// ...
}
}
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using UnityEngine;
using UnityEngine.UI;

[CreateAssetMenu(fileName = "CyberjammerStatus", menuName = "Stats/CyberjammerStatus")]
public class CyberjammerStatus : StatBase
public class CyberjammerStatus : MonoBehaviour
{
// Additional properties specific to Cyberjammer Status
private bool isJamming = false;

void Update()
{
// Example: Toggle jamming on key press
if (Input.GetKeyDown(KeyCode.J)) // Assuming 'J' key to toggle
{
isJamming = !isJamming;
UpdateJammingState();
}
}

private void UpdateJammingState()
{
if (isJamming)
{
// Code to activate jamming effects
}
else
{
// Code to deactivate jamming effects
}
}
}
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using UnityEngine;

[CreateAssetMenu(fileName = "DigitalNetworkAlert", menuName = "Stats/DigitalNetworkAlert")]
public class DigitalNetworkAlert : StatBase
using UnityEngine.UI;
public class DigitalNetworkAlert : MonoBehaviour
{
// Additional properties specific to DigitalNetworkAlert Status
private bool isNetworkAvailable;

void Update()
{
// Check network status
// isNetworkAvailable = ...

// Update UI visibility
}
}
15 changes: 11 additions & 4 deletions DarkFlow/Assets/Scripts/CharacterSystems/Stats/DroneVideoScreen.cs
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using UnityEngine;

[CreateAssetMenu(fileName = "DroneVideoScreen", menuName = "Stats/DroneVideoScreen")]
public class DroneVideoScreen : StatBase
using UnityEngine.UI;
public class DroneVideoScreen : MonoBehaviour
{
// Additional properties specific to DroneVideoScreen Status
public Camera droneCamera;
public RenderTexture droneFeed;

void Start()
{
droneCamera.targetTexture = droneFeed;
}

// Update the UI with the live feed
}
21 changes: 18 additions & 3 deletions DarkFlow/Assets/Scripts/CharacterSystems/Stats/EnergyLevels.cs
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using UnityEngine;
using UnityEngine.UI;

[CreateAssetMenu(fileName = "EnergyLevels", menuName = "Stats/EnergyLevels")]
public class EnergyLevels : StatBase
public class EnergyLevels : MonoBehaviour
{
// Additional properties specific to Energy Levels
public float maxEnergy = 100f;
private float currentEnergy;

void Start()
{
currentEnergy = maxEnergy;
}

void Update()
{
// Decrease energy over time or based on actions
// currentEnergy -= ...

// Update UI
// ...
}
}
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using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;

[CreateAssetMenu(fileName = "MessengerService", menuName = "Stats/MessengerService")]
public class MessengerService : StatBase

[System.Serializable]
public class Message
{
// Additional properties specific to MessengerService Status
public string sender;
public string content;
public bool isRead;
// Add other relevant stuff
}
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using UnityEngine;
using UnityEngine.UI;

[CreateAssetMenu(fileName = "NanobotInfiltration", menuName = "Stats/NanobotInfiltration")]
public class NanobotInfiltration : StatBase
public class NanobotInfiltration : MonoBehaviour
{
// Additional properties specific to Nanobot Infiltration
public Image nanobotMeter; // Assign this in the inspector

private float infiltrationLevel = 0f; // Range 0 to 1

void Update()
{
// Update the infiltration level based on game events
// infiltrationLevel = ...

// Update UI
nanobotMeter.fillAmount = infiltrationLevel;
}
}
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using UnityEngine;
using UnityEngine.UI;

[CreateAssetMenu(fileName = "PharmeceuticalStatus", menuName = "Stats/PharmeceuticalStatus")]
public class PharmeceuticalStatus : StatBase

[System.Serializable]
public class Drug
{
// Additional properties specific to PharmeceuticalStatus Status
public string name;
public float effectiveness; // Represents how effective the drug is currently
public float cooldown; // Time until the drug can be used again
// Add other properties relevant to your game's pharmaceutical system
}

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using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;

[CreateAssetMenu(fileName = "QuestObjectiveTracker", menuName = "Stats/QuestObjectiveTracker")]
public class QuestObjectiveTracker : StatBase

public class QuestObjectiveTracker : MonoBehaviour
{
// Additional properties specific to QuestObjectiveTracker Status
}
[System.Serializable]
public class Quest
{
public string title;
public string description;
public bool isCompleted;
public List<Objective> objectives; // Smaller objectives within the quest
}

[System.Serializable]
public class Objective
{
public string description;
public bool isCompleted;
}

public List<Quest> activeQuests; // List to store active quests

void Update()
{
// Here you would update the status of quests and their objectives
// This is a placeholder for your game's specific logic
// For example, checking if objectives are completed, updating quest status, etc.
}

// Additional methods can be added to manage quests and objectives
}
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using UnityEngine;
using UnityEngine.UI;

[CreateAssetMenu(fileName = "RegenerativeTissueStatus", menuName = "Stats/RegenerativeTissueStatus")]
public class RegenerativeTissueStatus : StatBase

public class RegenerativeTissueStatus : MonoBehaviour
{
// Additional properties specific to RegenerativeTissueStatus Status
public float regenerationLevel; // Current regeneration level
public float maxRegeneration = 100f; // Maximum possible regeneration level
public float regenerationRate = 5f; // Rate at which tissue regenerates per second

void Update()
{
// Example logic to increase regeneration level
if (regenerationLevel < maxRegeneration)
{
regenerationLevel += Time.deltaTime * regenerationRate;
regenerationLevel = Mathf.Min(regenerationLevel, maxRegeneration); // Cap the regeneration level
}

// Update UI or other game elements based on regenerationLevel
}
}
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using UnityEngine;

[CreateAssetMenu(fileName = "SymbioticOrganismInterface", menuName = "Stats/SymbioticOrganismInterface")]
public class SymbioticOrganismInterface : StatBase
using UnityEngine.UI;
public class SymbioticOrganismInterface : MonoBehaviour
{
// Additional properties specific to SymbioticOrganismInterface Status
public float symbioteActivityLevel;

void Update()
{
// Update based on game logic
// symbioteActivityLevel = ...

// Update UI
}
}

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using UnityEngine;
using UnityEngine.UI;

[CreateAssetMenu(fileName = "VirtualEconomyTracker", menuName = "Stats/VirtualEconomyTracker")]
public class VirtualEconomyTracker : StatBase
public class EconomyTracker : MonoBehaviour
{
// Additional properties specific to VirtualEconomyTracker Status
private float virtualCurrency;

void Update()
{
// Update currency based on player actions or market changes
// virtualCurrency = ...

// Update UI
}
}
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