Changed naming scheme of ScriptableObjects

This commit is contained in:
Stedd 2023-10-08 14:06:15 +02:00
parent 35d80db948
commit 357e02ff4f
29 changed files with 37 additions and 36 deletions

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@ -6,14 +6,14 @@ namespace AsteroidGame.Entities
{
public class EnemyBase : EntityBase
{
[SerializeField] private SEntityBaseRuntimeSet _enemyBaseSet;
[SerializeField] private SoEntityBaseRuntimeSet _enemyBaseSet;
[Header("Targeter")]
[SerializeField] private STargeterConfig _targeterConfig;
[SerializeField] private Targeter _targeter;
[SerializeField] private EntityBase _target;
[Header("NavMeshAgent")]
[SerializeField] private SoTargeterConfig _targeterConfig;
[SerializeField] private NavMeshAgent _navMeshAgent;
protected override void OnEnable()

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@ -5,7 +5,7 @@ using UnityEngine;
namespace AsteroidGame.Entities
{
[CreateAssetMenu(fileName = "newEnemyList", menuName = "Enemies/EnemyList")]
public class SEnemyBaseList : ScriptableObject
public class SoEnemyBaseList : ScriptableObject
{
public List<EnemyBase> _list;
}

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@ -5,7 +5,7 @@ using UnityEngine;
namespace AsteroidGame.Entities
{
[CreateAssetMenu(fileName = "newEnemyBaseRuntimeSet", menuName = "RuntimeSet/EnemyBase")]
public class SEnemyBaseRuntimeSet : SRuntimeSet<EnemyBase>
public class SoEnemyBaseRuntimeSet : SRuntimeSet<EnemyBase>
{
}
}

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@ -4,7 +4,7 @@ using UnityEngine;
namespace AsteroidGame.Entities
{
[CreateAssetMenu(fileName = "newEntityBaseRuntimeSet", menuName = "RuntimeSet/EntityBase")]
public class SEntityBaseRuntimeSet : SRuntimeSet<EntityBase>
public class SoEntityBaseRuntimeSet : SRuntimeSet<EntityBase>
{
}
}

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@ -4,7 +4,7 @@ using UnityEngine;
namespace AsteroidGame.Entities
{
[CreateAssetMenu(fileName = "newPowerBaseRuntimeSet", menuName = "RuntimeSet/PowerBase")]
public class SPowerBaseRuntimeSet : SRuntimeSet<PowerBase>
public class SoPowerBaseRuntimeSet : SRuntimeSet<PowerBase>
{
}
}

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@ -1,12 +1,11 @@
using AsteroidGame.Interfaces;
using UnityEngine;
namespace AsteroidGame.Entities
{
[CreateAssetMenu(fileName = "newPowerConfiguration", menuName = "Configuration/Power")]
public class SPowerConfig : ScriptableObject
public class SoPowerConfig : ScriptableObject
{
public SPowerBaseRuntimeSet _activePowerStructures;
public SoPowerBaseRuntimeSet _activePowerStructures;
public bool isGenerator;
public bool isConsumer;
public int maxPower;

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@ -4,7 +4,7 @@ using UnityEngine;
namespace AsteroidGame.Entities
{
[CreateAssetMenu(fileName = "newStructureList", menuName = "Structures/StructureList")]
public class SStructureBaseList : ScriptableObject
public class SoStructureBaseList : ScriptableObject
{
public List<StructureBase> _structureList;
}

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@ -4,7 +4,7 @@ using UnityEngine;
namespace AsteroidGame.Entities
{
[CreateAssetMenu(fileName = "newStructureBaseRuntimeSet", menuName = "RuntimeSet/StructureBase")]
public class SStructureBaseRuntimeSet : SRuntimeSet<StructureBase>
public class SoStructureBaseRuntimeSet : SRuntimeSet<StructureBase>
{
}
}

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@ -1,14 +1,14 @@
using AsteroidGame.Interfaces;
using UnityEngine;
namespace AsteroidGame.Entities
{
[CreateAssetMenu(fileName = "newTargeterConfiguration", menuName = "Configuration/Targeter")]
public class STargeterConfig : ScriptableObject
public class SoTargeterConfig : ScriptableObject
{
public float _range;
public TargetStrategy _selectedTargetStrategy;
public SEntityBaseRuntimeSet _activeEntities;
public SoEntityBaseRuntimeSet _activeEntities;
public enum TargetStrategy
{
LowestRange,

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@ -1,9 +1,9 @@
using AsteroidGame.Interfaces;
using AsteroidGame.CoreSystems;
using UnityEngine;
namespace AsteroidGame.Entities
{
public class SWeaponConfig : ScriptableObject, IWeapon
public class SoWeaponConfig : ScriptableObject, IWeapon
{
[SerializeField] private float _fireRate;
[SerializeField] private float _damage;

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@ -18,7 +18,7 @@ namespace AsteroidGame.Entities
[SerializeField] protected string _uiFriendlyName;
[Space]
[SerializeField] private SEntityBaseRuntimeSet _entityBaseSet;
[SerializeField] private SoEntityBaseRuntimeSet _entityBaseSet;
#region Props

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@ -12,7 +12,7 @@ namespace AsteroidGame.Entities
[SerializeField] protected int _maxPower;
[SerializeField] protected int _currentPower;
public void SetConfig(SPowerConfig config)
public void SetConfig(SoPowerConfig config)
{
_isGenerator = config.isGenerator;
_isConsumer = config.isConsumer;

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@ -5,14 +5,14 @@ namespace AsteroidGame.Entities
public class Targeter : MonoBehaviour
{
[SerializeField] private float _range;
[SerializeField] private STargeterConfig.TargetStrategy _targetStrategy;
[SerializeField] private SEntityBaseRuntimeSet _activeEntities;
[SerializeField] private EntityBase _targeterParent;
[SerializeField] private EntityBase _targetEntity;
[SerializeField] private SoTargeterConfig.TargetStrategy _targetStrategy;
[SerializeField] private SoEntityBaseRuntimeSet _activeEntities;
public void SetParent(EntityBase newParent) => _targeterParent = newParent;
public void SetConfig(STargeterConfig config)
public void SetConfig(SoTargeterConfig config)
{
_range = config._range;
_targetStrategy = config._selectedTargetStrategy;
@ -39,7 +39,7 @@ namespace AsteroidGame.Entities
{
switch (_targetStrategy)
{
case STargeterConfig.TargetStrategy.LowestRange:
case SoTargeterConfig.TargetStrategy.LowestRange:
{
bool isClosest = distanceToTarget < currentBestValue;
if (isClosest)
@ -51,7 +51,7 @@ namespace AsteroidGame.Entities
break;
}
case STargeterConfig.TargetStrategy.LowestHealth:
case SoTargeterConfig.TargetStrategy.LowestHealth:
{
float enemyHealth = targetEntity.GetHealth();

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@ -6,7 +6,7 @@ namespace AsteroidGame.Entities
public class Disabler : MonoBehaviour
{
[FormerlySerializedAs("Set")]
[SerializeField] private SStructureBaseRuntimeSet _set;
[SerializeField] private SoStructureBaseRuntimeSet _set;
[ContextMenu("Disable All")]
public void DisableAll()

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@ -12,11 +12,11 @@ namespace AsteroidGame.Entities
[SerializeField] protected float _buildTimer;
[Header("Configuration")]
[SerializeField] private SEntityBaseRuntimeSet _structureBaseSet;
[SerializeField] private SPowerBaseRuntimeSet _powerBaseSet;
[SerializeField] private SoEntityBaseRuntimeSet _structureBaseSet;
[SerializeField] private SoPowerBaseRuntimeSet _powerBaseSet;
[Header("Power")]
[SerializeField] private SPowerConfig _powerConfig;
[SerializeField] private SoPowerConfig _powerConfig;
[SerializeField] private PowerBase _power;
#region Publics

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@ -20,7 +20,7 @@ namespace AsteroidGame.Entities
[SerializeField] private Transform _barrel;
[Header("Targeter")]
[SerializeField] private STargeterConfig _targeterConfig;
[SerializeField] private SoTargeterConfig _targeterConfig;
[SerializeField] private Targeter _targeter;
[SerializeField] private EntityBase _target;

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@ -16,9 +16,10 @@ namespace AsteroidGame.Handlers
[SerializeField] private bool _isBuilding;
[SerializeField] private int _buildingSelector;
[FormerlySerializedAs("_availableSStructures")]
[FormerlySerializedAs("_availableStructures")]
[Header("Structures")]
[SerializeField] private SStructureBaseList _availableSStructures;
[SerializeField] private SoStructureBaseList _availableSoStructures;
#region Private
@ -103,7 +104,7 @@ namespace AsteroidGame.Handlers
private void SpawnGhostStructure()
{
_ghostStructure = Instantiate(_availableSStructures._structureList[_buildingSelector], GetPlanePoint(),
_ghostStructure = Instantiate(_availableSoStructures._structureList[_buildingSelector], GetPlanePoint(),
Quaternion.identity,
transform);
_ghostStructure.name = "GhostStructure";
@ -128,7 +129,7 @@ namespace AsteroidGame.Handlers
private void SpawnStructure()
{
_tempStructure = Instantiate(_availableSStructures._structureList[_buildingSelector], GetPlanePoint(),
_tempStructure = Instantiate(_availableSoStructures._structureList[_buildingSelector], GetPlanePoint(),
Quaternion.identity,
transform);
}

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@ -10,9 +10,9 @@ namespace AsteroidGame.Handlers
[SerializeField] private int _objectPoolSize = 15;
[Header("Configuration")]
[SerializeField] private SEnemyBaseList _availableEnemies;
[SerializeField] private SoEnemyBaseList _availableEnemies;
[Header("Lists")]
[SerializeField] private SEntityBaseRuntimeSet _activeEnemies;
[SerializeField] private SoEntityBaseRuntimeSet _activeEnemies;
}
}

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@ -13,7 +13,7 @@ namespace AsteroidGame.Handlers
[SerializeField] private float _powerFactor;
[Header("Connections")]
[SerializeField] private SPowerBaseRuntimeSet _activePowerStructures;
[SerializeField] private SoPowerBaseRuntimeSet _activePowerStructures;
private void Update()

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@ -9,9 +9,10 @@ namespace AsteroidGame.UI
{
public class BuildMenuUiController : MonoBehaviour
{
[FormerlySerializedAs("_availableSStructuresObject")]
[FormerlySerializedAs("_availableStructuresObject")]
[Header("Structures")]
[SerializeField] private SStructureBaseList _availableSStructuresObject;
[SerializeField] private SoStructureBaseList _availableSoStructuresObject;
private VisualElement _mRoot;
private VisualElement _mSlotContainer;
@ -20,7 +21,7 @@ namespace AsteroidGame.UI
private void OnEnable()
{
_buildings = _availableSStructuresObject._structureList;
_buildings = _availableSoStructuresObject._structureList;
_buildingHandler = FindObjectOfType<BuildingHandler>();
//Store the root from the UI Document component