First commit for private source control. Older commits available on Github.

This commit is contained in:
2026-03-26 12:52:52 +00:00
parent a04c602626
commit 2d449c4a17
2176 changed files with 408185 additions and 0 deletions

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using BriarQueen.Framework.Events.System;
using BriarQueen.Framework.Managers.Audio.Data;
namespace BriarQueen.Framework.Events.Audio
{
public record MusicTrackChangedEvent(AudioFileSo Track) : IEvent;
}

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using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.Audio
{
public record VoiceLineFinishedEvent(string VoiceLineID) : IEvent;
}

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using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.Audio
{
public record VoiceLineStartedEvent(string VoiceLineID) : IEvent;
}

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using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.Gameplay
{
public record InventoryChangedEvent : IEvent;
}

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using BriarQueen.Framework.Events.System;
using BriarQueen.Framework.Managers.Levels.Data;
namespace BriarQueen.Framework.Events.Gameplay
{
public record LevelChangedEvent(BaseLevel Level) : IEvent;
}

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using BriarQueen.Framework.Events.System;
using BriarQueen.Framework.Managers.Player.Data;
namespace BriarQueen.Framework.Events.Gameplay
{
public record OnNextItemClickedEvent() : IEvent;
}

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using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.Gameplay
{
public record OnNextToolChangedEvent() : IEvent;
}

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using BriarQueen.Framework.Events.System;
using BriarQueen.Framework.Managers.Player.Data;
namespace BriarQueen.Framework.Events.Gameplay
{
public record OnPreviousItemClickedEvent() : IEvent;
}

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using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.Gameplay
{
public record OnPreviousToolChangedEvent : IEvent;
}

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using BriarQueen.Framework.Events.System;
using BriarQueen.Framework.Services.Puzzles.Base;
namespace BriarQueen.Framework.Events.Gameplay
{
public record PuzzleLoadedEvent(BasePuzzle basePuzzle) : IEvent;
public record PuzzleExitingEvent(BasePuzzle basePuzzle) : IEvent;
}

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using BriarQueen.Framework.Events.System;
using BriarQueen.Framework.Managers.Player.Data;
namespace BriarQueen.Framework.Events.Gameplay
{
public record SelectedItemChangedEvent(ItemDataSo Item) : IEvent;
}

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using BriarQueen.Data.Identifiers;
using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.Gameplay
{
public record SelectedToolChangedEvent(ToolID SelectedTool, int Direction) : IEvent;
}

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using BriarQueen.Framework.Events.System;
using BriarQueen.Framework.Managers.Interaction.Data;
namespace BriarQueen.Framework.Events.Input
{
public record HoverInteractableChangedEvent(IInteractable Interactable) : IEvent;
}

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using BriarQueen.Framework.Events.System;
using UnityEngine.InputSystem;
namespace BriarQueen.Framework.Events.Input
{
public record OnClickEvent(InputAction.CallbackContext Context) : IEvent;
}

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using BriarQueen.Framework.Events.System;
using UnityEngine.InputSystem;
namespace BriarQueen.Framework.Events.Input
{
public record OnRightClickEvent(InputAction.CallbackContext Context) : IEvent;
}

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using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.Progression
{
public record RequestHintEvent : IEvent;
}

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using BriarQueen.Data.Identifiers;
using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.Progression
{
public record UnlockAchievementEvent(AchievementID AchievementID) : IEvent;
}

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// ==============================
// UpdateHintProgressEvent.cs
// ==============================
using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.Progression
{
/// <summary>
/// Updates the hint stage for a specific level.
/// By default stages are monotonic (only increase).
/// Set Force=true to allow decreasing (e.g., reset/override).
/// </summary>
public record UpdateHintProgressEvent(string LevelID, int Stage, bool Force = false) : IEvent;
}

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using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.Save
{
public record RequestGameSaveEvent : IEvent;
}

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using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.Save
{
public record SettingsChangedEvent : IEvent;
}

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namespace BriarQueen.Framework.Events.System
{
public interface IEvent
{
}
}

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using BriarQueen.Data.Identifiers;
using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.UI
{
public record CodexChangedEvent(CodexType EntryType) : IEvent;
}

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using BriarQueen.Framework.Events.System;
using BriarQueen.Framework.Managers.UI;
namespace BriarQueen.Framework.Events.UI
{
public record CursorStyleChangeEvent(UICursorService.CursorStyle Style) : IEvent;
public record OverrideCursorStyleChangeEvent(UICursorService.CursorStyle Style) : IEvent;
}

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using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.UI
{
public record DisplayInteractEvent(string Message, object Payload = null) : IEvent;
}

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using BriarQueen.Framework.Events.System;
using BriarQueen.Framework.Managers.Player.Data;
namespace BriarQueen.Framework.Events.UI
{
public record DisplayItemDescriptionEvent(ItemDataSo Item) : IEvent;
}

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using BriarQueen.Data.Identifiers;
using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.UI
{
public record DisplayTutorialPopupEvent(TutorialPopupID TutorialID) : IEvent;
}

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using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.UI
{
public record FadeCompletedEvent : IEvent;
}

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using BriarQueen.Framework.Events.System;
using UnityEngine;
namespace BriarQueen.Framework.Events.UI
{
public enum FadeStyle
{
SolidColor = 0, // Left for Compat.
}
/// <summary>
/// Publish with color != Color.clear to fade in.
/// Publish with color == Color.clear to fade out (uses last active style).
/// </summary>
public record FadeEvent(bool Hidden, float Duration = 0.25f) : IEvent;
}

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using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.UI
{
public record PauseButtonClickedEvent : IEvent;
}

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using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.UI
{
public record RequestUIOverrideEvent(bool Enabled) : IEvent;
}

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using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.UI
{
public record ToggleCodexEvent(bool Shown) : IEvent;
}

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using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.UI
{
public record ToggleToolScreenEvent(bool Shown) : IEvent;
}

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using BriarQueen.Data.Identifiers;
using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.UI
{
public record ToolbeltChangedEvent(ToolID ToolID, bool Lost) : IEvent;
}

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using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.UI
{
public record UIStackChangedEvent(bool AnyUIOpen) : IEvent;
}

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using BriarQueen.Framework.Events.System;
namespace BriarQueen.Framework.Events.UI
{
public record UIToggleHudEvent(bool Show) : IEvent;
}

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