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uChema 4 年前
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02abd5ef
共有 12 个文件被更改,包括 10 次插入13 次删除
  1. 8
      UOP1_Project/Assets/Scripts/Dialogues/DialogueDataSO.cs
  2. 2
      UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
  3. 3
      UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs
  4. 3
      UOP1_Project/Assets/Scripts/Quests/QuestManager.cs
  5. 4
      UOP1_Project/Assets/Scripts/Quests/StepController.cs
  6. 3
      UOP1_Project/Assets/Scripts/UI/UIManager.cs
  7. 0
      /UOP1_Project/Assets/LocalizationFiles.meta
  8. 0
      /UOP1_Project/Assets/LocalizationFiles
  9. 0
      /UOP1_Project/Assets/LocalizationFiles/AssetTables
  10. 0
      /UOP1_Project/Assets/LocalizationFiles/AssetTables.meta
  11. 0
      /UOP1_Project/Assets/LocalizationFiles/LocalizationSettings.asset
  12. 0
      /UOP1_Project/Assets/LocalizationFiles/LocalizationSettings.asset.meta

8
UOP1_Project/Assets/Scripts/Dialogues/DialogueDataSO.cs


defaultDialogue,
}
public enum DialogueActionType
public enum ChoiceActionType
nothing,
doNothing,
continueWithStep
}

{
[SerializeField] private DialogueLineSO _response = default;
[SerializeField] private DialogueDataSO _nextDialogue = default;
[SerializeField] private DialogueActionType _actionType = default;
[SerializeField] private ChoiceActionType _actionType = default;
public DialogueActionType ActionType => _actionType;
public ChoiceActionType ActionType => _actionType;
}

2
UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs


{
_makeDialogueChoiceEvent.OnEventRaised -= MakeDialogueChoice;
}
if (choice.ActionType == DialogueActionType.continueWithStep)
if (choice.ActionType == ChoiceActionType.continueWithStep)
{
if(_continueWithStep!=null)
_continueWithStep.RaiseEvent();

3
UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs


if (other.CompareTag("Pickable"))
{
_potentialInteraction = InteractionType.PickUp;
Debug.Log("I triggered a pickable object!");
Debug.Log("I triggered a cooking pot!");
Debug.Log("I triggered an NPC!");
DisplayInteractionUI();
}
_currentInteractableObject = other.gameObject;

3
UOP1_Project/Assets/Scripts/Quests/QuestManager.cs


[Header("Linstening to channels")]
[SerializeField] private VoidEventChannelSO _checkStepValidityEvent = default;
[SerializeField] private VoidEventChannelSO _endStepEvent = default;
[SerializeField] private VoidEventChannelSO _endStepEvent = default;
[SerializeField] private VoidEventChannelSO _winDialogueEvent = default;
[SerializeField] private VoidEventChannelSO _loseDialogueEvent = default;

4
UOP1_Project/Assets/Scripts/Quests/StepController.cs


if (_endDialogueEvent != null)
{ _endDialogueEvent.OnEventRaised += EndDialogue; }
if (_startStepEvent != null)
{ _startStepEvent.OnEventRaised += CheckStepInvolvment; }
{ _startStepEvent.OnEventRaised += CheckStepInvolvement; }
if (_interactionEvent != null)
{ _interactionEvent.OnEventRaised += InteractWithCharacter; }
if (_winDialogueEvent != null)

}
}
void CheckStepInvolvment(StepSO step)
void CheckStepInvolvement(StepSO step)
{
if(_actor == step.Actor)
{

3
UOP1_Project/Assets/Scripts/UI/UIManager.cs


public void OpenUIDialogue(DialogueLineSO dialogueLine, ActorSO actor)
{
Debug.Log("Open UI Dialogue");
Debug.Log("Close UI Dialogue");
dialogueController.gameObject.SetActive(false);
}

/UOP1_Project/Assets/Localization Files.meta → /UOP1_Project/Assets/LocalizationFiles.meta

/UOP1_Project/Assets/Localization Files → /UOP1_Project/Assets/LocalizationFiles

/UOP1_Project/Assets/LocalizationFiles/Asset Tables → /UOP1_Project/Assets/LocalizationFiles/AssetTables

/UOP1_Project/Assets/LocalizationFiles/Asset Tables.meta → /UOP1_Project/Assets/LocalizationFiles/AssetTables.meta

/UOP1_Project/Assets/LocalizationFiles/Localization Settings.asset → /UOP1_Project/Assets/LocalizationFiles/LocalizationSettings.asset

/UOP1_Project/Assets/LocalizationFiles/Localization Settings.asset.meta → /UOP1_Project/Assets/LocalizationFiles/LocalizationSettings.asset.meta

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