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15 changes: 12 additions & 3 deletions
15
DarkFlow/Assets/Scripts/CharacterSystems/Stats/AirQualityAnalysis.cs
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using UnityEngine; | ||
using UnityEngine.UI; | ||
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[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; | ||
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void Update() | ||
{ | ||
// Determine air quality based on location or events | ||
// currentAirQuality = ... | ||
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// Update UI with color-coded icon | ||
} | ||
} |
15 changes: 12 additions & 3 deletions
15
DarkFlow/Assets/Scripts/CharacterSystems/Stats/BioSurveillanceAlert.cs
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using UnityEngine; | ||
using UnityEngine.UI; | ||
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[CreateAssetMenu(fileName = "BioSurveillanceAlert", menuName = "Stats/BioSurveillanceAlert")] | ||
public class BioSurveillanceAlert : StatBase | ||
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public class BioSurveillanceAlert : MonoBehaviour | ||
{ | ||
// Additional properties specific to BioSurveillanceAlert Status | ||
private bool isScannerDetected; | ||
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void Update() | ||
{ | ||
// Check for scanners in the area | ||
// isScannerDetected = ... | ||
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// Update UI | ||
} | ||
} |
64 changes: 61 additions & 3 deletions
64
DarkFlow/Assets/Scripts/CharacterSystems/Stats/ChameleonSkin.cs
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@@ -1,7 +1,65 @@ | ||
using UnityEngine; | ||
using UnityEngine.UI; | ||
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[CreateAssetMenu(fileName = "ChameleonSkin", menuName = "Stats/ChameleonSkin")] | ||
public class ChameleonSkin : StatBase | ||
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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; | ||
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// 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 | ||
} | ||
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public void DeactivateSkin() | ||
{ | ||
isActive = false; | ||
UpdateSkinColor(); // Revert color when deactivated | ||
} | ||
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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(); | ||
} | ||
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// Additional updates based on game logic | ||
} | ||
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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 | ||
} | ||
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// Update UI element | ||
if (skinStatusIcon != null) | ||
{ | ||
skinStatusIcon.color = currentColor; | ||
} | ||
} | ||
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private Color GetActiveColor() | ||
{ | ||
// Define how you determine the active color | ||
// This is a placeholder for your actual color logic | ||
return Color.green; // Example color | ||
} | ||
} |
15 changes: 12 additions & 3 deletions
15
DarkFlow/Assets/Scripts/CharacterSystems/Stats/CommsChannelSelector.cs
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@@ -1,7 +1,16 @@ | ||
using UnityEngine; | ||
using UnityEngine.UI; | ||
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[CreateAssetMenu(fileName = "CommsChannelSelector", menuName = "Stats/CommsChannelSelector")] | ||
public class CommsChannelSelector : StatBase | ||
public class ComsChannelSelector : MonoBehaviour | ||
{ | ||
// Additional properties specific to CommsChannelSelector Status | ||
public int currentChannel; | ||
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void Update() | ||
{ | ||
// Check for player input to change channel | ||
// currentChannel = ... | ||
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// Update UI and handle communication logic | ||
// ... | ||
} | ||
} |
28 changes: 25 additions & 3 deletions
28
DarkFlow/Assets/Scripts/CharacterSystems/Stats/CyberjammerStatus.cs
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@@ -1,7 +1,29 @@ | ||
using UnityEngine; | ||
using UnityEngine.UI; | ||
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[CreateAssetMenu(fileName = "CyberjammerStatus", menuName = "Stats/CyberjammerStatus")] | ||
public class CyberjammerStatus : StatBase | ||
public class CyberjammerStatus : MonoBehaviour | ||
{ | ||
// Additional properties specific to Cyberjammer Status | ||
private bool isJamming = false; | ||
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void Update() | ||
{ | ||
// Example: Toggle jamming on key press | ||
if (Input.GetKeyDown(KeyCode.J)) // Assuming 'J' key to toggle | ||
{ | ||
isJamming = !isJamming; | ||
UpdateJammingState(); | ||
} | ||
} | ||
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private void UpdateJammingState() | ||
{ | ||
if (isJamming) | ||
{ | ||
// Code to activate jamming effects | ||
} | ||
else | ||
{ | ||
// Code to deactivate jamming effects | ||
} | ||
} | ||
} |
15 changes: 11 additions & 4 deletions
15
DarkFlow/Assets/Scripts/CharacterSystems/Stats/DigitalNetworkAlert.cs
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@@ -1,7 +1,14 @@ | ||
using UnityEngine; | ||
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[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; | ||
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void Update() | ||
{ | ||
// Check network status | ||
// isNetworkAvailable = ... | ||
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// Update UI visibility | ||
} | ||
} |
15 changes: 11 additions & 4 deletions
15
DarkFlow/Assets/Scripts/CharacterSystems/Stats/DroneVideoScreen.cs
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@@ -1,7 +1,14 @@ | ||
using UnityEngine; | ||
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[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; | ||
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void Start() | ||
{ | ||
droneCamera.targetTexture = droneFeed; | ||
} | ||
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// Update the UI with the live feed | ||
} |
21 changes: 18 additions & 3 deletions
21
DarkFlow/Assets/Scripts/CharacterSystems/Stats/EnergyLevels.cs
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@@ -1,7 +1,22 @@ | ||
using UnityEngine; | ||
using UnityEngine.UI; | ||
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[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; | ||
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void Start() | ||
{ | ||
currentEnergy = maxEnergy; | ||
} | ||
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void Update() | ||
{ | ||
// Decrease energy over time or based on actions | ||
// currentEnergy -= ... | ||
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// Update UI | ||
// ... | ||
} | ||
} |
12 changes: 9 additions & 3 deletions
12
DarkFlow/Assets/Scripts/CharacterSystems/Stats/MessengerService.cs
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@@ -1,7 +1,13 @@ | ||
using UnityEngine; | ||
using UnityEngine.UI; | ||
using System.Collections.Generic; | ||
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[CreateAssetMenu(fileName = "MessengerService", menuName = "Stats/MessengerService")] | ||
public class MessengerService : StatBase | ||
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[System.Serializable] | ||
public class Message | ||
{ | ||
// Additional properties specific to MessengerService Status | ||
public string sender; | ||
public string content; | ||
public bool isRead; | ||
// Add other relevant stuff | ||
} |
17 changes: 14 additions & 3 deletions
17
DarkFlow/Assets/Scripts/CharacterSystems/Stats/Nanobotinfiltration.cs
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@@ -1,7 +1,18 @@ | ||
using UnityEngine; | ||
using UnityEngine.UI; | ||
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[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 | ||
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private float infiltrationLevel = 0f; // Range 0 to 1 | ||
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void Update() | ||
{ | ||
// Update the infiltration level based on game events | ||
// infiltrationLevel = ... | ||
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// Update UI | ||
nanobotMeter.fillAmount = infiltrationLevel; | ||
} | ||
} |
12 changes: 9 additions & 3 deletions
12
DarkFlow/Assets/Scripts/CharacterSystems/Stats/PharmeceuticalStatus.cs
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@@ -1,7 +1,13 @@ | ||
using UnityEngine; | ||
using UnityEngine.UI; | ||
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[CreateAssetMenu(fileName = "PharmeceuticalStatus", menuName = "Stats/PharmeceuticalStatus")] | ||
public class PharmeceuticalStatus : StatBase | ||
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[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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35 changes: 31 additions & 4 deletions
35
DarkFlow/Assets/Scripts/CharacterSystems/Stats/QuestObjectiveTracker.cs
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@@ -1,7 +1,34 @@ | ||
using UnityEngine; | ||
using UnityEngine.UI; | ||
using System.Collections.Generic; | ||
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[CreateAssetMenu(fileName = "QuestObjectiveTracker", menuName = "Stats/QuestObjectiveTracker")] | ||
public class QuestObjectiveTracker : StatBase | ||
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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 | ||
} | ||
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[System.Serializable] | ||
public class Objective | ||
{ | ||
public string description; | ||
public bool isCompleted; | ||
} | ||
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public List<Quest> activeQuests; // List to store active quests | ||
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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. | ||
} | ||
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// Additional methods can be added to manage quests and objectives | ||
} |
21 changes: 18 additions & 3 deletions
21
DarkFlow/Assets/Scripts/CharacterSystems/Stats/RegenerativeTissueStatus.cs
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@@ -1,7 +1,22 @@ | ||
using UnityEngine; | ||
using UnityEngine.UI; | ||
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[CreateAssetMenu(fileName = "RegenerativeTissueStatus", menuName = "Stats/RegenerativeTissueStatus")] | ||
public class RegenerativeTissueStatus : StatBase | ||
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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 | ||
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void Update() | ||
{ | ||
// Example logic to increase regeneration level | ||
if (regenerationLevel < maxRegeneration) | ||
{ | ||
regenerationLevel += Time.deltaTime * regenerationRate; | ||
regenerationLevel = Mathf.Min(regenerationLevel, maxRegeneration); // Cap the regeneration level | ||
} | ||
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// Update UI or other game elements based on regenerationLevel | ||
} | ||
} |
16 changes: 12 additions & 4 deletions
16
DarkFlow/Assets/Scripts/CharacterSystems/Stats/SymbioticOrganismInterface.cs
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@@ -1,7 +1,15 @@ | ||
using UnityEngine; | ||
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[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; | ||
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void Update() | ||
{ | ||
// Update based on game logic | ||
// symbioteActivityLevel = ... | ||
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// Update UI | ||
} | ||
} | ||
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14 changes: 11 additions & 3 deletions
14
DarkFlow/Assets/Scripts/CharacterSystems/Stats/VirtualEconomyTracker.cs
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@@ -1,7 +1,15 @@ | ||
using UnityEngine; | ||
using UnityEngine.UI; | ||
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[CreateAssetMenu(fileName = "VirtualEconomyTracker", menuName = "Stats/VirtualEconomyTracker")] | ||
public class VirtualEconomyTracker : StatBase | ||
public class EconomyTracker : MonoBehaviour | ||
{ | ||
// Additional properties specific to VirtualEconomyTracker Status | ||
private float virtualCurrency; | ||
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void Update() | ||
{ | ||
// Update currency based on player actions or market changes | ||
// virtualCurrency = ... | ||
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// Update UI | ||
} | ||
} |
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