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Assets/Scripts/Core/Game/GameManager_RollInitiativeState.cs
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21
Assets/Scripts/Core/Game/GameManager_RollInitiativeState.cs
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@ -0,0 +1,21 @@
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namespace MedievalParty.Core.Game
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{
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public class GameManager_RollInitiativeState: IState
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{
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public void OnEnter()
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{
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throw new System.NotImplementedException();
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}
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public void OnExit()
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{
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throw new System.NotImplementedException();
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}
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public void OnUpdate()
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{
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throw new System.NotImplementedException();
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}
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 43bf2b39ebe04f61837d8f3d594d3bbe
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timeCreated: 1764264245
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@ -13,6 +13,8 @@ namespace MedievalParty.Core
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{
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public static GameManager Instance { get; private set; }
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public event EventHandler onRollInitiative;
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[Header("Spawn")]
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[SerializeField] private PlayerObject playerPrefab;
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[SerializeField] private AIObject aiPrefab;
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@ -1,12 +1,17 @@
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using UnityEngine;
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using System;
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using UnityEngine;
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namespace MedievalParty.Entity
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{
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public abstract class EntityObject: MonoBehaviour
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{
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public static event EventHandler<int> onAnyEntityNumberRoll;
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public void SetCharacter(EntitySO entity)
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{
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Instantiate(entity.visual, transform);
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}
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protected void NumberRolled(int number) => onAnyEntityNumberRoll?.Invoke(this, number);
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}
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}
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22
Assets/Scripts/Entity/Player/PlayerObject_RollDiceState.cs
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Assets/Scripts/Entity/Player/PlayerObject_RollDiceState.cs
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@ -0,0 +1,22 @@
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using MedievalParty.Core;
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namespace MedievalParty.Entity.Player
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{
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public class PlayerObject_RollDiceState: IState
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{
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public void OnEnter()
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{
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throw new System.NotImplementedException();
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}
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public void OnExit()
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{
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throw new System.NotImplementedException();
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}
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public void OnUpdate()
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{
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throw new System.NotImplementedException();
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}
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 3b9214e204e847178ba9333955b0f265
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timeCreated: 1764264682
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