BattleSys Continue

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ThomasCharester committed 2026-10-22 20:45:20 +03:00
1 parent 655a4a1617
commit 6114192055
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@@ -143,6 +143,7 @@
<Compile Include="Assets\Code\OfficeGame\BattleMode\Actions\EntityActionMaker.cs" /> <Compile Include="Assets\Code\OfficeGame\BattleMode\Actions\EntityActionMaker.cs" />
<Compile Include="Assets\Code\OfficeGame\BattleMode\Actions\BattleActionType.cs" /> <Compile Include="Assets\Code\OfficeGame\BattleMode\Actions\BattleActionType.cs" />
<Compile Include="Assets\Code\OfficeGame\BattleMode\Actions\BattleActionWaitParameters.cs" /> <Compile Include="Assets\Code\OfficeGame\BattleMode\Actions\BattleActionWaitParameters.cs" />
<Compile Include="Assets\Code\OfficeGame\BattleMode\Souls\BattleActionCharacteristics.cs" />
<Compile Include="Assets\Code\OfficeGame\BattleMode\Souls\PlayerSoul.cs" /> <Compile Include="Assets\Code\OfficeGame\BattleMode\Souls\PlayerSoul.cs" />
<Compile Include="Assets\Code\OfficeGame\BattleMode\Souls\Soul.cs" /> <Compile Include="Assets\Code\OfficeGame\BattleMode\Souls\Soul.cs" />
<Compile Include="Assets\Code\OfficeGame\BattleMode\Timeline\TimelineBattle.cs" /> <Compile Include="Assets\Code\OfficeGame\BattleMode\Timeline\TimelineBattle.cs" />
@@ -0,0 +1,10 @@
namespace Code.OfficeGame.BattleMode.Souls
{
/// <summary>
/// Идея такая, ты делаешь отдельные классы скиллов и накидываешь их на сущность в фабрике. Параметры скиллов можно прочитать из jsona, ActionMaker проходится по каждому компоненту скилла и читает для него параметры из конфига сущности.
/// </summary>
public interface IBattleActionCharacteristics
{
}
}
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fileFormatVersion: 2
guid: f63fb60ceca649cdb47dc9631466eec3
timeCreated: 1792513181
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