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@@ -0,0 +1,23 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[System.Serializable]
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[CreateAssetMenu(fileName = "New Character", menuName = "Data/Character")]
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public class Character : ScriptableObject
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{
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public Sprite[] emociones = new Sprite[4];
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//public Sprite portrait;
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public string fullName;
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}
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public enum charFeelings
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{
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Normal = 0, enfado = 1, felicidad = 2, extra = 3
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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@@ -0,0 +1,30 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[System.Serializable]
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public struct TextLine
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{
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public Character activeChar;
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public charFeelings emotion;
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[TextArea(5, 10)]
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public string sentence;
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}
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[CreateAssetMenu(fileName = "New Dialog", menuName = "Data/Dialog")]
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public class Dialogue : ScriptableObject
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{
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public Character leftChar;
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public Character rightChar;
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public TextLine[] textLines;
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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@@ -0,0 +1,13 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ElectionData
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{
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 25ee42d9817e02143b926dcbbb7f4cbb
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@@ -0,0 +1,27 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "New Scene", menuName = "Data/Scene")]
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public class SceneData : ScriptableObject
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{
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//public int eventIndex = 0;
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[TextArea(2,3)]
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public string sceneName;
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public EventType[] events;
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public ScriptableObject[] eventData;
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public Sprite bgImage;
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}
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public enum EventType
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{
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Election = 0, Dialog = 1, Tasks = 2
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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@@ -0,0 +1,12 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "New Task", menuName = "Data/Tasks/Task")]
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public class Task : ScriptableObject
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{
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public string taskName;
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public string description;
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 896c82d430fd8b9449c695acaf6ab1fb
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@@ -0,0 +1,21 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[System.Serializable]
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public struct TaskToDo
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{
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public Task task;
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public GameObject minigameStarter;
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public bool completed;
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}
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[CreateAssetMenu(fileName = "New taskList", menuName = "Data/Tasks/TaskList")]
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public class TaskList : ScriptableObject
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{
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public TaskToDo[] taskList;
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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