map ui, skill ui, update skills data

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cthangover committed 2026-09-29 13:05:41 +03:00
1 parent 8fbac46378
commit 46afb4b533
7 files changed
+19 -7

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-5
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@@ -1,5 +0,0 @@
{ "Items": [
${actions/physics_attack},
${actions/physics_defence},
${actions/physics_stun}
]}
+5
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@@ -1,3 +1,6 @@
{
"Kind": "action",
"Items": [
{
"Id": "physics/attack",
"Name": "characters/action/physics_attack/name",
@@ -10,3 +13,5 @@
"AttackType=Physics"
]
}
]
}
+5
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@@ -1,3 +1,6 @@
{
"Kind": "action",
"Items": [
{
"Id": "physics/defence",
"Name": "characters/action/defence/name",
@@ -9,3 +12,5 @@
"Defence=4"
]
}
]
}
+5
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@@ -1,3 +1,6 @@
{
"Kind": "action",
"Items": [
{
"Id": "physics/stun",
"Name": "characters/action/stun/name",
@@ -10,3 +13,5 @@
"Turn=3"
]
}
]
}
+1
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@@ -12,6 +12,7 @@ namespace Cthangover.Core.Cards.StatusEffect
/// Implements IIdentifiable so it works with PrefabFactory caching.
/// </summary>
[System.Serializable]
[EntityKind("status_effect")]
public class StatusEffectInfo : IIdentifiable
{
/// <summary>Unique effect identifier used as the factory key.
+3 -2
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@@ -8,12 +8,13 @@ namespace Cthangover.Core.Factories.Impls
/// behaviour, visual icon, etc. Works in tandem with
/// <c>StatusEffectActionFactory</c>: this factory provides the <b>data</b>
/// (what the effect is), while the action factory provides the
/// <b>behaviour</b> (what the effect does each turn).
/// <b>behaviour</b> (what the effect does each turn). Files are discovered
/// by the shared entity resolver through the DTO's
/// <c>[EntityKind("status_effect")]</c> attribute.
/// </summary>
public class StatusEffectInfoFactory : FileFactory<StatusEffectInfo>
{
private static readonly Lazy<StatusEffectInfoFactory> lazy = new(() => new StatusEffectInfoFactory());
public static StatusEffectInfoFactory Instance => lazy.Value;
public override string GroupName => "status_effects";
}
}
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