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RPG Combat Toolkit - Turn Based Tactics

RPG Combat Toolkit - Turn Based Tactics · Unity 插件 · Preview 1

Asset description

RPG Combat Toolkit is a source-included, modular framework for building 2D and 3D grid-based, turn-based RPG combat in Unity 6. Start with connected and modular gameplay systems instead of rebuilding and integrating grids, movement, action costs, attacks, targeting, abilities, reactions, effects, inventory, character rules, AI and combat UI separately. Everything needed is already included. Use the complete framework with its supplied defaults, or replace individual systems by your own. Clean, commented C# code with interfacing allow for complete flexibility. CREATE DIFFERENT STYLES OF COMBAT RPG Combat Toolkit is not tied to one predefined ruleset. It can support: • Tactical RPG and CRPG encounters on square grids • Fantasy combat driven by stats, dice and formula-based values • Classic single-pool action-point systems or multiple action-point pools and separate movement/action economies if needed. • Melee, ranged, firearm and spell-based encounters • Full 2D or 3D turn-based combat presentations • Anything turn-based, really 2D AND 3D TACTICAL GRIDS Build procedural or manually authored grids with: • Configurable pathfinding and movement costs • Cell occupancy, clearance, line-of-sight and obstacle handling • Multi-tile actors (1 cell or 4 cells) • Optional actor facing • Movement, attack-range and targeting previews • Dedicated 2D and 3D grid, cursor and visual components • Can easily be extended to hex grids MODULAR ABILITIES AND TARGETING Create reusable spells and combat abilities from configurable modules: • Self, friendly, hostile and filtered target rules • Range and line-of-sight conditions • Single-target and area-of-effect targeting • Damage, healing, effects and status application • Projectiles and animation hooks • 2D and 3D targeting visualizers • Custom inspectors • Shared validation rules for player previews, final execution and AI evaluation TACTICAL ACTIONS AND REACTIONS Define reusable combat actions with configurable costs, availability rules and execution logic. Included workflows cover: • Movement, melee and ranged attacks • Single-pool and multi-pool action-point models • Defend and delay actions • Opportunity attacks and triggered reactions • Ready attacks and ready abilities • Weapon-set swapping • Contextual action validation and targeting cancellation • Easily create new actions to suit your needs CHARACTER SYSTEMS The optional gameplay modules include: • Health, damage and healing • Timed effects, statuses, buffs and debuffs • Restrictions that can prevent movement, attacks or other actions • Backpack inventory and equipment slots (main-hand and off-hand) • Main-hand, off-hand and two-handed weapon rules • Multiple swappable weapon sets • Actor stats, modifiers and dice utilities • A visual NodeGraph editor for derived values and rule formulas • Party and combat-state support WORKING COMBAT AND INVENTORY UI A replaceable UGUI implementation is included so that the framework can be tested and demonstrated without first building a complete interface. Included UI covers: • Selected actors, hostile targets and party members • Actions, abilities, ready actions and turn controls • Initiative, rounds, statuses and action points • Combat log, cursor information, banners and floating text • Inventory, equipment and weapon sets • Pointer, keyboard and controller-compatible tooltips • Visible explanations when actions or abilities are unavailable EDITOR TOOLS FOR CUSTOMER SETUP RPG Combat Toolkit includes: • A guided 2D/3D active-scene setup wizard • An actor prefab creation wizard • Grid-authoring and generation utilities • A read-only scene validator for dependencies, managers, actors, factions, UI and tooltip setup • A one-click default tooltip installer • Demo configuration and navigation tools • A visual NodeGraph formula editor • Configurable defaults, profiles, presets and ScriptableObject definitions DESIGNED TO BE EXTENDED The framework is divided into focused assemblies and connected through interfaces, providers, factories, registrars, catalogs, adapters and services. Full C# source is included. Use the supplied implementations together, replace a single subsystem, create project-specific actions and abilities, or connect your own UI, animation, AI, item catalog and persistence layers. THREE PLAYABLE COMBAT DEMOS • Demo 1 — Fantasy 3D combat: party-based, stat-driven combat with abilities, inventory, equipment, multiple combat resources, reactions and a complete tactical HUD • Demo 2 — Modern tactical 3D combat: a different presentation built around firearms, a single action-point pool, equipment and weapon handling • Demo 3 — Fantasy 2D combat: a complete 2D implementation with its own grid, actors, selection, user interface, action points, inventory and combat log A Demo Menu, loading transitions, controls/help panels, pause, restart and return-to-menu workflows are also included. DOCUMENTATION AND SUPPORT The package includes: • Quick Start Guide • Complete User Manual • Cookbook • FAQ • Troubleshooting Guide • Appendices • Four video tutorials (more to come) Official support: support page Community: Discord Learn More Visit the official website Try the playable demo on See the tutorials videos VERSION • RPG Combat Toolkit 1.0.1 UNITY COMPATIBILITY • Minimum supported editor: Unity 6.0 LTS • Supported release range: Unity 6.0 through Unity 6.6 • Validated with Unity 6000.0.79f1, 6000.3.8f1, 6000.5.3f1 and 6000.6.2f1 • Unity 2022.x and Unity 2023.x are not officially supported RENDER PIPELINE • The supplied demonstrations and presentation assets require URP • Use the URP package version matched to the selected Unity 6 editor • Projects using another render pipeline must provide or convert equivalent presentation assets • Built-in Render Pipeline and HDRP demo conversions are not included REQUIRED UNITY PACKAGES AND PROJECT SETTINGS • Unity Input System • Unity UI (UGUI) • TextMesh Pro • Universal Render Pipeline for the supplied demos and presentation assets • Package dependencies are declared in the distributed package • Active Input Handling must be set to Input System Package (New) • TextMesh Pro Essential Resources must be imported before using the supplied UI prefabs and demos GRID AND MOVEMENT • Square grids in 2D and 3D • Procedural and manually authored grid workflows • Configurable grid dimensions, cells, tiles and connections • Multi-tile actors • Optional actor facing • Cell and grid-object occupancy • Clearance, obstacles and blocked-cell handling • Configurable pathfinding and movement costs • Movement-path reconstruction and no-path handling • Movement, attack-range and targeting previews • Dedicated 2D and 3D grid/cursor presentation components TURN, ACTION AND COMBAT FLOW • Round and turn progression • Customizable combat flow (Initiative-based, random, faction-based, etc) • Player-controlled and/or AI-controlled turns • Runtime action queues • Reusable action definitions, action data and runtime actions • Configurable action availability and validation conditions • Configurable action-point costs • Single-pool and multiple-pool action-point configurations • Separate movement and action-economy configurations • Movement, attack, defend, delay, ready and weapon-set-swap actions • Guarded End Turn behavior • Combat-end evaluation ATTACKS AND REACTIONS • Melee and ranged attack workflows • Target availability and actor-authorization checks • Range and line-of-sight integration • 2D and 3D projectile support • Opportunity attacks • Triggered reactions • Threat-zone selection • Ready attacks and ready abilities • Reaction queues that can interrupt normal action processing • Targeting cancellation through the configured UI Cancel action, Escape or right click MODULAR ABILITIES • ScriptableObject-based modular ability definitions • Ability definition collections and registrars • Self, friendly, hostile and filtered target contexts • Range conditions • Line-of-sight conditions • Single-target and area-of-effect targeting • 2D and 3D area/zone implementations • Damage and healing through configurable health-value changes • Effect and status application • Projectile and animation integration • Ability reactions • Shared preview and final-execution validation • AI ability evaluation service • 2D and 3D targeting visualizers • Ability tooltip content HEALTH, EFFECTS, STATUSES AND ACTION POINTS • Basic and stat-based health implementations • Replaceable health factories • Damage, healing and health modifiers • Effect manager and active-effect ownership • Timed effects with turn/round ticking • Status definitions and status components • Status rules that can prevent movement, attacks or other actions • Action-point components, views and snapshot support INVENTORY, EQUIPMENT AND WEAPON SETS • Actor backpack inventory • Configurable equipment slots • Main-hand and off-hand weapon handling • Two-handed weapon safeguards • Automatic off-hand restoration after removing a two-handed main-hand item • Multiple weapon sets per actor • Runtime weapon-set swapping through a combat action • Item catalogs and item-definition resolution • Drag-and-drop inventory and equipment UI • Validated, transaction-safe stock item transfers • Inventory, equipment and weapon-set snapshot support STATISTICS, FORMULAS AND DICE • Actor statistic definitions and collections • Base and derived values • Stat modifiers • Dice utilities with modifiers and validation • Visual NodeGraph formula editor • Actor Value and Actor Stat nodes • Constants and arithmetic nodes • Comparison nodes • If/Then/Else branching • Range Mapper nodes for table-style mappings • Actor-method nodes for project-specific rule values • Result nodes and live graph previews • Recursion guards for derived-stat evaluation AI AND ACTOR BEHAVIOURS • Default player and AI turn paths • Replaceable actor-behaviour component • AI movement queueing • AI attack execution hooks • Modular ability-evaluation service • Shared range, condition and target validation • Status-aware movement and attack denial • Extension interfaces for project-specific AI • Optional reaction-queue capability for custom behaviours DEFAULT UGUI PRESENTATION • Selected actor and hostile-target panels • Party panel and member widgets • Initiative/turn queue • Round and turn displays • Actions, abilities and ready-action controls • Delay Turn and End Turn controls • Action-point displays • Status panels and icons • Weapon-set controls • Combat log with bounded history and manual-scroll preservation • Inventory, backpack, equipment and weapon-set panels • Drag context and drag preview • Cursor information and floating combat text • Round and turn banners • Configurable empty states • Visible explanations and optional tooltips for unavailable actions • Keyboard/controller navigation capture and focus restoration TOOLTIP AND INPUT SUPPORT • Default tooltip prefab • One-click Canvas installer • TextMesh Pro prerequisite checks • Duplicate and incomplete tooltip-system validation • Pointer-hover tooltips • Keyboard/controller focus tooltips • Live availability explanations • Tooltip layering above runtime-created modal panels • Unity Input System abstraction • Scene-local focus restoration for additive-scene workflows VISUAL, ANIMATION, AUDIO AND CAMERA MODULES • Movement and attack-range overlays • 2D and 3D ability-area previews • Ranged-path preview controller • Actor highlighting • Actor overlays and health bars • 2D sprite-outline demonstration • Valid and invalid targeting feedback • 2D and 3D projectile presentation • Replaceable animation-driver interface • Animator-based default animation driver • Equipment animation-override hooks • Actor voice profiles • Footstep and weapon sound support • 2D and 3D camera prefabs • Demo camera movement, zoom and 3D rotation • See-through-wall helpers COMBAT SNAPSHOT PERSISTENCE • Extensible Combat Snapshot Facade • Stable IDs for participating actors and grid objects • Versioned snapshot chunks and stable adapter keys • Stock adapters for combat progression, actors, grid objects, health, action points, effects/statuses, inventory/equipment and parties • All-or-empty capture through TryCaptureAll • Deterministic subsystem restore order • Validation for malformed, duplicate or unsupported chunks • Custom snapshot sources and restorers can be registered Persistence scope: • File IO is not included • Save-slot management is not included • Campaign-level save management is not included • Custom inventory/equipment implementations may require custom catalogs or snapshot adapters CUSTOMIZATION AND SOURCE • Full C# source included • Focused modular assembly structure • Shared interface-based contracts • Replaceable providers, factories, registrars, catalogs, adapters and services • ScriptableObject-driven definitions, profiles, presets and settings • Custom actions and action data • Custom abilities, targeting conditions and visualizers • Custom actor components and behaviours • Custom UI can replace the supplied UGUI implementation EDITOR TOOLS • Active-scene setup wizard • Supplied 2D and 3D scene defaults • Actor prefab creation wizard • Grid generation and editor utilities • Scene and configuration validator • Actor/faction/spawner validation • Input System, EventSystem, TMP and URP setup checks • Default tooltip installer and validator • Demo scene and Build Settings setup • Conflict-safe demo-layer preparation • Spawner inspector guidance • Visual NodeGraph formula editor • Undo-aware and reversible setup operations where applicable The runtime architecture is largely renderer-independent so it should work with built-in, URP and HDRP indiscriminately but the included demos materials and visual assets are authored for URP only. Unity’s Input System package is a required runtime dependency. The legacy Input Manager is not supported. Unity 6.6 compatible. Package is tested and validated with Unity 6.0, 6.3, 6.5 and 6.6.

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