Make a generic booster pack giver
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@@ -1,6 +1,7 @@
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using UnityEngine;
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using AppleHills.Core.Settings;
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using UnityEngine;
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namespace AppleHills.Core.Settings
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namespace Core.Settings
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{
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/// <summary>
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/// Settings for the card system - controls animations, interactions, and progression
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@@ -47,6 +48,10 @@ namespace AppleHills.Core.Settings
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[Tooltip("Default animation duration when not specified in seconds")]
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[SerializeField] private float defaultAnimationDuration = 0.3f;
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[Header("UI Prefabs")]
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[Tooltip("Prefab for the booster pack reward UI displayed after minigames")]
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[SerializeField] private GameObject boosterPackRewardPrefab;
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// ICardSystemSettings implementation - Idle Hover Animations
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public float IdleHoverHeight => idleHoverHeight;
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public float IdleHoverDuration => idleHoverDuration;
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@@ -70,6 +75,9 @@ namespace AppleHills.Core.Settings
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// ICardSystemSettings implementation - General Animation
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public float DefaultAnimationDuration => defaultAnimationDuration;
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// ICardSystemSettings implementation - UI Prefabs
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public GameObject BoosterPackRewardPrefab => boosterPackRewardPrefab;
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public override void OnValidate()
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{
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base.OnValidate();
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@@ -1,4 +1,5 @@
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using UnityEngine;
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using Core.Settings;
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using UnityEngine;
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namespace AppleHills.Core.Settings
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{
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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using Core.Settings;
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using UnityEngine;
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using Interactions;
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@@ -1,4 +1,5 @@
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using UnityEngine;
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using Core.Settings;
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using UnityEngine;
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namespace AppleHills.Core.Settings
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{
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@@ -1,8 +1,9 @@
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using UnityEngine;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using AppleHills.Core.Settings;
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using Minigames.StatueDressup.Data;
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using UnityEngine;
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namespace AppleHills.Core.Settings
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namespace Core.Settings
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{
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/// <summary>
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/// Enum defining the different input modes for photo taking
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@@ -177,6 +178,9 @@ namespace AppleHills.Core.Settings
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// General Animation
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float DefaultAnimationDuration { get; }
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// UI Prefabs
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GameObject BoosterPackRewardPrefab { get; }
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}
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/// <summary>
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@@ -244,8 +248,8 @@ namespace AppleHills.Core.Settings
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Common.Input.SlingshotConfig SlingshotSettings { get; }
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// Block configurations
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System.Collections.Generic.List<Minigames.FortFight.Settings.BlockMaterialConfig> MaterialConfigs { get; }
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System.Collections.Generic.List<Minigames.FortFight.Settings.BlockSizeConfig> SizeConfigs { get; }
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List<Minigames.FortFight.Settings.BlockMaterialConfig> MaterialConfigs { get; }
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List<Minigames.FortFight.Settings.BlockSizeConfig> SizeConfigs { get; }
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// AI Difficulty Settings
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Minigames.FortFight.Data.AIDifficulty DefaultAIDifficulty { get; } // Default difficulty level for AI
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@@ -286,7 +290,7 @@ namespace AppleHills.Core.Settings
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float CeilingFanDropSpeed { get; } // Downward velocity when dropping (m/s)
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// Projectile Configurations
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System.Collections.Generic.IReadOnlyList<Minigames.FortFight.Data.ProjectileConfig> ProjectileConfigs { get; }
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IReadOnlyList<Minigames.FortFight.Data.ProjectileConfig> ProjectileConfigs { get; }
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Minigames.FortFight.Data.ProjectileConfig GetProjectileConfig(Minigames.FortFight.Data.ProjectileType type);
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Minigames.FortFight.Data.ProjectileConfig GetProjectileConfigById(string projectileId);
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