BattleSys Continue
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@@ -143,6 +143,7 @@
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<Compile Include="Assets\Code\OfficeGame\BattleMode\Actions\EntityActionMaker.cs" />
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<Compile Include="Assets\Code\OfficeGame\BattleMode\Actions\EntityActionMaker.cs" />
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<Compile Include="Assets\Code\OfficeGame\BattleMode\Actions\BattleActionType.cs" />
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<Compile Include="Assets\Code\OfficeGame\BattleMode\Actions\BattleActionType.cs" />
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<Compile Include="Assets\Code\OfficeGame\BattleMode\Actions\BattleActionWaitParameters.cs" />
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<Compile Include="Assets\Code\OfficeGame\BattleMode\Actions\BattleActionWaitParameters.cs" />
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<Compile Include="Assets\Code\OfficeGame\BattleMode\Souls\BattleActionCharacteristics.cs" />
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<Compile Include="Assets\Code\OfficeGame\BattleMode\Souls\PlayerSoul.cs" />
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<Compile Include="Assets\Code\OfficeGame\BattleMode\Souls\PlayerSoul.cs" />
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<Compile Include="Assets\Code\OfficeGame\BattleMode\Souls\Soul.cs" />
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<Compile Include="Assets\Code\OfficeGame\BattleMode\Souls\Soul.cs" />
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<Compile Include="Assets\Code\OfficeGame\BattleMode\Timeline\TimelineBattle.cs" />
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<Compile Include="Assets\Code\OfficeGame\BattleMode\Timeline\TimelineBattle.cs" />
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namespace Code.OfficeGame.BattleMode.Souls
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{
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/// <summary>
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/// 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.
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/// </summary>
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public interface IBattleActionCharacteristics
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{
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}
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}
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fileFormatVersion: 2
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guid: f63fb60ceca649cdb47dc9631466eec3
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timeCreated: 1792513181
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