continuing with combat, sword combos working, not finished, blockign working, need to build blockpush and improving bow combat

This commit is contained in:
2026-09-30 16:39:18 +01:00
parent 7486c8d310
commit 4980fb8128
2095 changed files with 1069655 additions and 652 deletions

View File

@@ -0,0 +1,64 @@
// Copyright (c) 2024 Synty Studios Limited. All rights reserved.
//
// Use of this software is subject to the terms and conditions of the End User Licence Agreement (EULA)
// of the store at which you purchased this asset.
//
// Synty assets are available at:
// https://www.syntystore.com
// https://assetstore.unity.com/publishers/5217
// https://www.fab.com/sellers/Synty%20Studios
//
// Sample scripts are included only as examples and are not intended as production-ready.
using UnityEngine;
using UnityEngine.Serialization;
namespace Synty.Interface.FantasyMenus.Samples
{
/// <summary>
/// Toggles on and off game objects based on the array's value
/// </summary>
public class SampleSettingsArrayObject : MonoBehaviour
{
[Header("References")]
public SampleSettingsArray arraySetting;
[Tooltip("Populated from arraySettings")]
public string[] options;
[FormerlySerializedAs("gameObejects")]
public GameObject[] gameObjects;
private void OnValidate()
{
if(arraySetting == null)
{
return;
}
options = arraySetting.options;
}
private void Awake()
{
if (arraySetting != null)
{
arraySetting.onValueChanged.AddListener(OnValueChanged);
OnValueChanged(arraySetting.OptionIndex, arraySetting.Option);
}
}
private void OnDestroy()
{
if (arraySetting != null)
{
arraySetting.onValueChanged.RemoveListener(OnValueChanged);
}
}
private void OnValueChanged(int index, string option)
{
for (int i = 0; i < gameObjects.Length; i++)
{
if (gameObjects[i] != null) gameObjects[i].SetActive(index == i);
}
}
}
}