Reworked the dialogue system
Now the dialogue can use tags to add special effects Reorganized project structure, updating may require adding some using statements
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25 changed files with 1912 additions and 1266 deletions
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@ -1,18 +1,20 @@
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "New Pool", menuName = "Simple Tools/Pool", order = 11)]
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public class Pool : ScriptableObject{
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namespace SimpleTools.ObjectPooler {
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[CreateAssetMenu(fileName = "New Pool", menuName = "Simple Tools/Pool", order = 11)]
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public class Pool : ScriptableObject {
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public List<PoolPrefab> pools;
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[System.Serializable]
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public class PoolPrefab{
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public string tag;
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public GameObject prefab;
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public bool undetermined;
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public int size;
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public List<PoolPrefab> pools;
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[System.Serializable]
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public class PoolPrefab {
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public string tag;
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public GameObject prefab;
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public bool undetermined;
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public int size;
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[HideInInspector] public Queue<GameObject> determinedPool;
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[HideInInspector] public List<GameObject> undeterminedPool;
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[HideInInspector] public Queue<GameObject> determinedPool;
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[HideInInspector] public List<GameObject> undeterminedPool;
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}
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}
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}
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}
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