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Merge branch 'main' into worldbuilding

# Conflicts:
#	UOP1_Project/Assets/Prefabs/Characters/InGameNPCs/BardHare.prefab
#	UOP1_Project/Assets/Prefabs/Characters/InGameNPCs/BardHare.prefab.meta
#	UOP1_Project/Assets/Prefabs/Characters/InGameNPCs/FryKing.prefab
#	UOP1_Project/Assets/Prefabs/Characters/InGameNPCs/FryKing.prefab.meta
#	UOP1_Project/Assets/Prefabs/Characters/InGameNPCs/Townsfolk_1.prefab.meta
#	UOP1_Project/Assets/Prefabs/Characters/InGameNPCs/Townsfolk_2.prefab.meta
#	UOP1_Project/Assets/Prefabs/Characters/InGameNPCs/Townsfolk_3.prefab
#	UOP1_Project/Assets/Prefabs/Characters/InGameNPCs/Townsfolk_3.prefab.meta
#	UOP1_Project/Assets/Prefabs/Characters/InGameNPCs/Townsfolk_4.prefab.meta
#	UOP1_Project/Assets/Prefabs/Characters/NPCs_Unique/Ayud.prefab.meta
#	UOP1_Project/Assets/Prefabs/Characters/NPCs_Unique/BardHare-Maqam.prefab
#	UOP1_Project/Assets/Prefabs/Characters/NPCs_Unique/BardHare-Maqam.prefab.meta
#	UOP1_Project/Assets/Prefabs/Characters/NPCs_Unique/BardHare.pr...
/main
Ciro Continisio 3 年前
当前提交
056f6536
共有 236 个文件被更改,包括 4213 次插入1039 次删除
  1. 5
      UOP1_Project/Assets/LocalizationFiles/Locales/English (en).asset
  2. 5
      UOP1_Project/Assets/LocalizationFiles/Locales/French (fr).asset
  3. 5
      UOP1_Project/Assets/LocalizationFiles/Locales/Italian (it).asset
  4. 58
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Dialogue System/Actors/Actors Shared Data.asset
  5. 29
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Dialogue System/Actors/Actors.asset
  6. 58
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Dialogue System/Actors/Actors_en.asset
  7. 22
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Dialogue System/Actors/Actors_fr.asset
  8. 10
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Dialogue System/Actors/Actors_it.asset
  9. 4
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description Shared Data.asset
  10. 4
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description_en.asset
  11. 4
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name Shared Data.asset
  12. 4
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name_en.asset
  13. 4
      UOP1_Project/Assets/LocalizationFiles/AssetTables/QuestSystem/Questline Dialogue.asset
  14. 29
      UOP1_Project/Assets/LocalizationFiles/AssetTables/QuestSystem/Questline Dialogue_it.asset
  15. 998
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  16. 930
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  17. 315
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  18. 18
      UOP1_Project/Assets/Prefabs/Managers/DialogueManager.prefab
  19. 8
      UOP1_Project/Assets/Prefabs/Managers/GameManager.prefab
  20. 2
      UOP1_Project/Assets/Prefabs/Managers/InventoryManager.prefab
  21. 2
      UOP1_Project/Assets/Prefabs/TownStructures/BridgeRailings_Long.prefab.meta
  22. 50
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  23. 356
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  24. 1
      UOP1_Project/Assets/Scenes/Managers/Gameplay.unity
  25. 735
      UOP1_Project/Assets/Scenes/Menus/MainMenu.unity
  26. 146
      UOP1_Project/Assets/Scenes/WIP/TestingGround_Questline.unity
  27. 2
      UOP1_Project/Assets/ScriptableObjects/Events/Quests/RewardItemEvent.asset
  28. 4
      UOP1_Project/Assets/ScriptableObjects/Events/Quests/RewardItemEvent.asset.meta
  29. 2
      UOP1_Project/Assets/ScriptableObjects/Events/Quests/MakeWinningChoiceEvent.asset
  30. 2
      UOP1_Project/Assets/ScriptableObjects/Events/Quests/MakeLosingChoiceEvent.asset
  31. 14
      UOP1_Project/Assets/ScriptableObjects/Inventory/PlayerInventory.asset
  32. 14
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/GoldenEgg.asset
  33. 2
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SpicySauce_Recipe.asset
  34. 6
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SpicyCakeWithPepper_Recipe.asset
  35. 17
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SpicyCakeWithPepper_Dish.asset
  36. 2
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SavouryDough_Recipe.asset
  37. 2
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SavouryDough_Dish.asset
  38. 5
      UOP1_Project/Assets/ScriptableObjects/Narrative/Actors/BardHare.asset
  39. 5
      UOP1_Project/Assets/ScriptableObjects/Narrative/Actors/Hamlet.asset
  40. 2
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline2/Quest1/Q1-QL2.asset
  41. 36
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline2/Quest1/Step2/CD-S2-Q1-QL2.asset
  42. 2
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  43. 11
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  44. 5
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  45. 6
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  46. 1
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline2/Quest2/Q2-QL2.asset
  47. 3
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline3/QL3.asset
  48. 4
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  49. 2
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  50. 17
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  51. 2
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  52. 52
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  53. 2
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  54. 2
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  55. 6
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline1/Quest1/Step1/S1-Q1-QL1.asset
  56. 198
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  57. 3
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  58. 56
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline1/Quest1/Step2/SD-S2-Q1-QL1.asset
  59. 9
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline1/Quest1/Step3/S3-Q1-QL1.asset
  60. 26
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline1/Quest1/Step3/SD-S3-Q1-QL1.asset
  61. 2
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  62. 2
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline4/Quest1/Q1-QL4.asset
  63. 11
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  64. 50
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline4/Quest1/Step3/CD-S3-Q1-QL4.asset
  65. 9
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  66. 2
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  67. 9
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  68. 60
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  69. 2
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  70. 4
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  71. 2
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  72. 2
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  73. 3
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  74. 2
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  75. 2
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  76. 12
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  77. 2
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  78. 2
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  79. 13
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  80. 2
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  81. 24
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  82. 2
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  83. 71
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  84. 18
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  85. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/Conditions/IsDialogueActiveCondition.asset
  86. 5
      UOP1_Project/Assets/Scripts/Characters/Protagonist.cs
  87. 8
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsDialogueActiveConditionSO.cs
  88. 23
      UOP1_Project/Assets/Scripts/Dialogues/ActorSO.cs
  89. 240
      UOP1_Project/Assets/Scripts/Dialogues/DialogueDataSO.cs
  90. 91
      UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
  91. 8
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs
  92. 49
      UOP1_Project/Assets/Scripts/Gameplay/GameManager.cs
  93. 42
      UOP1_Project/Assets/Scripts/Gameplay/GameStateSO.cs
  94. 2
      UOP1_Project/Assets/Scripts/Input/InputReader.cs
  95. 12
      UOP1_Project/Assets/Scripts/Inventory/InventoryManager.cs
  96. 5
      UOP1_Project/Assets/Scripts/Inventory/ItemStack.cs
  97. 18
      UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/ItemTypeSO.cs
  98. 10
      UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/InventorySO.cs
  99. 4
      UOP1_Project/Assets/Scripts/Quests/Editor/DialoguePreview.cs
  100. 101
      UOP1_Project/Assets/Scripts/Quests/Editor/QuestEditorWindow.cs

5
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4
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m_Localized: No
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m_Localized: Grazie!
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998
UOP1_Project/Assets/LocalizationFiles/AssetTables/QuestSystem/Questline Dialogue Shared Data.asset
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930
UOP1_Project/Assets/LocalizationFiles/AssetTables/QuestSystem/Questline Dialogue_en.asset
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UOP1_Project/Assets/LocalizationFiles/AssetTables/QuestSystem/Questline Dialogue_fr.asset


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m_Localized: De rien !
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m_Localized: Bienvenue au village !
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m_Localized: That lover her sweets as much as her spicy
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m_Localized: Salut!
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m_Localized: 'Hey there, let met tell you about the competition ! '
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m_Localized: 'Hello again Chef! Are you here for the competition ? '
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m_Localized: 'Why not? It''s an awesome experience ! Here let me do it for you. '
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m_Localized: Hi I'm Jim
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m_Localized: Here's my recipe for spicy sauce
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UOP1_Project/Assets/Prefabs/Managers/DialogueManager.prefab


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Operator: 0
- FromState: {fileID: 11400000, guid: a31b3419615ff8241b5cabe8d29ef4d0, type: 2}
ToState: {fileID: 11400000, guid: e128814ff6dbf63449bbc4dc8b6dc066, type: 2}
Conditions:

Condition: {fileID: 11400000, guid: 050fbbaa48ac74961952b20dabfd6e88, type: 2}
Operator: 0
- ExpectedResult: 0
Condition: {fileID: 11400000, guid: 4f15fe7b4afb565469f360b403d50f64, type: 2}
Operator: 0
- FromState: {fileID: 11400000, guid: 614eeb7e93a91a949b3d833d68f347e5, type: 2}
ToState: {fileID: 11400000, guid: ff92a93d8a8694247b507d811c88e402, type: 2}
Conditions:
- ExpectedResult: 0
Condition: {fileID: 11400000, guid: 050fbbaa48ac74961952b20dabfd6e88, type: 2}
Operator: 0
- ExpectedResult: 1
Condition: {fileID: 11400000, guid: 4f15fe7b4afb565469f360b403d50f64, type: 2}
Operator: 0
- FromState: {fileID: 11400000, guid: 614eeb7e93a91a949b3d833d68f347e5, type: 2}

2
UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/Conditions/IsDialogueActiveCondition.asset


m_EditorClassIdentifier:
_startDialogueEvent: {fileID: 11400000, guid: 5cfe626f5482b914a9e46ebbe35ea1a8,
type: 2}
_endDialogueEvent: {fileID: 11400000, guid: b8f14d59bc3b10e4f9bdf1e65c3c6280, type: 2}
_endDialogueEvent: {fileID: 11400000, guid: 42c4c250df06bf84b97d11a23c36d47c, type: 2}

5
UOP1_Project/Assets/Scripts/Characters/Protagonist.cs


[SerializeField] private InputReader _inputReader = default;
public TransformAnchor gameplayCameraTransform;
[SerializeField] private VoidEventChannelSO _openInventoryChannel = default;
private Vector2 _inputVector;
private float _previousSpeed;

private void GroundCheck()
{
}
private void RecalculateMovement()

private void OnMove(Vector2 movement)
{
_inputVector = movement;
}

8
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsDialogueActiveConditionSO.cs


public class IsDialogueActiveConditionSO : StateConditionSO
{
[SerializeField] private DialogueDataChannelSO _startDialogueEvent = default;
[SerializeField] private DialogueDataChannelSO _endDialogueEvent = default;
[SerializeField] private IntEventChannelSO _endDialogueEvent = default;
protected override Condition CreateCondition() => new IsDialogueActiveCondition(_startDialogueEvent, _endDialogueEvent);

{
private DialogueDataChannelSO _startDialogueEvent;
private DialogueDataChannelSO _endDialogueEvent;
private IntEventChannelSO _endDialogueEvent;
public IsDialogueActiveCondition(DialogueDataChannelSO startDialogueEvent, DialogueDataChannelSO endDialogueEvent)
public IsDialogueActiveCondition(DialogueDataChannelSO startDialogueEvent, IntEventChannelSO endDialogueEvent)
{
_startDialogueEvent = startDialogueEvent;
_endDialogueEvent = endDialogueEvent;

_isDialogueActive = true;
}
private void OnDialogueEnd(DialogueDataSO dialogue)
private void OnDialogueEnd(int dialogueType)
{
_isDialogueActive = false;
}

23
UOP1_Project/Assets/Scripts/Dialogues/ActorSO.cs


using UnityEngine;
using System;
using UnityEngine;
using UnityEngine.Localization.Metadata;
public enum ActorID
{
BH, // Bard hare
H, // hamlet
F, // felfel
A, // ayoud
T, // terra
LC,//Legendary chef
C, // Cerise
N, //nar
}
[SerializeField] private ActorID _actorId = default;
[SerializeField] private LocalizedString _actorName = default;
public ActorID ActorId { get => _actorId; }
[SerializeField] private LocalizedString _actorName = default;

240
UOP1_Project/Assets/Scripts/Dialogues/DialogueDataSO.cs


using UnityEngine.Localization;
using UnityEditor.Localization;
using UnityEditor;
using UnityEngine.Localization.Settings;
using UnityEngine.Localization.Metadata;
startDialogue,
winDialogue,
loseDialogue,
defaultDialogue,
StartDialogue,
CompletionDialogue,
IncompletionDialogue,
DefaultDialogue,
doNothing,
continueWithStep,
winningChoice,
losingChoice,
DoNothing,
ContinueWithStep,
WinningChoice,
LosingChoice,
IncompleteStep
}
/// <summary>

[CreateAssetMenu(fileName = "newDialogue", menuName = "Dialogues/Dialogue Data")]
[CreateAssetMenu(fileName = "new Dialogue", menuName = "Dialogues/Dialogue Data")]
[SerializeField] private ActorSO _actor = default;
[SerializeField] private List<LocalizedString> _dialogueLines = default;
[SerializeField] private List<Choice> _choices = default;
[SerializeField] private List<Line> _lines = default;
public ActorSO Actor => _actor;
public List<LocalizedString> DialogueLines => _dialogueLines;
public List<Choice> Choices => _choices;
public List<Line> _Lines => _lines;
public DialogueType DialogueType
{
get { return _dialogueType; }

public void SetActor(ActorSO newActor)
{
_actor = newActor;
//_actor = newActor;
public DialogueDataSO(string dialogueName)
{
SetDialogueLines(dialogueName);
}
_actor = dialogue.Actor;
_dialogueLines = new List<LocalizedString>(dialogue.DialogueLines);
_choices = new List<Choice>();
_endOfDialogueEvent = dialogue.EndOfDialogueEvent;
if (dialogue.Choices != null)
for (int i = 0; i < dialogue.Choices.Count; i++)
{
_choices.Add(new Choice(dialogue.Choices[i]));
/* _actor = dialogue.Actor;
_dialogueLines = new List<LocalizedString>(dialogue.DialogueLines);
_choices = new List<Choice>();
_endOfDialogueEvent = dialogue.EndOfDialogueEvent;
if (dialogue.Choices != null)
for (int i = 0; i < dialogue.Choices.Count; i++)
{
}
_dialogueType = dialogue.DialogueType;
_choices.Add(new Choice(dialogue.Choices[i]));
}
_dialogueType = dialogue.DialogueType;
*/
}
public void FinishDialogue()
{

#if UNITY_EDITOR
private void OnEnable()
{
SetDialogueLines();
SetDialogueLines(this.name);
void SetDialogueLines()
void SetDialogueLines(string dialogueName)
if (_dialogueLines == null)
_dialogueLines = new List<LocalizedString>();
_dialogueLines.Clear();
StringTableCollection collection = LocalizationEditorSettings.GetStringTableCollection("Questline Dialogue");
if (collection != null)
{
int index = 0;
LocalizedString _dialogueLine = null;
do
{
index++;
string key = "L" + index + "-" + this.name;
if (collection.SharedData.Contains(key))
{
_dialogueLine = new LocalizedString() { TableReference = "Questline Dialogue", TableEntryReference = key };
_dialogueLines.Add(_dialogueLine);
}
else
{
_dialogueLine = null;
}
} while (_dialogueLine != null);
if (_lines == null)
_lines = new List<Line>();
}
}
public void CreateLine()
{
if (_dialogueLines == null)
_dialogueLines = new List<LocalizedString>();
_dialogueLines.Clear();
StringTableCollection collection = LocalizationEditorSettings.GetStringTableCollection("Questline Dialogue");
_lines.Clear();
int dialogueIndex = 0;
Line _dialogueLine = new Line();
if (collection != null)
do
string DefaultKey = "L" + 1 + "-" + this.name;
if (!collection.SharedData.Contains(DefaultKey))
{
dialogueIndex++;
_dialogueLine = new Line("D" + dialogueIndex + "-" + dialogueName);
if (_dialogueLine.TextList != null)
_lines.Add(_dialogueLine);
collection.SharedData.AddKey(DefaultKey);
} while (_dialogueLine.TextList != null);
}
}
SetDialogueLines();
public void RemoveLineFromSharedTable()
{
StringTableCollection collection = LocalizationEditorSettings.GetStringTableCollection("Questline Dialogue");
if (collection != null)
{
int index = 0;
LocalizedString _dialogueLine = null;
do
{
index++;
string key = "L" + index + "-" + this.name;
if (collection.SharedData.Contains(key))
{
collection.SharedData.RemoveKey(key);
}
else
{
_dialogueLine = null;
}
} while (_dialogueLine != null);
}
}
/// <summary>
/// This function is only useful for the Questline Tool in Editor to remove a Questline

_nextDialogue = choice.NextDialogue;
_actionType = ActionType;
}
public Choice(LocalizedString response)
{
_response = response;
}
public void SetChoiceAction(Comment comment)
{
_actionType = (ChoiceActionType)Enum.Parse(typeof(ChoiceActionType), comment.CommentText);
}
}
[Serializable]
public class Line
{
[SerializeField] private ActorID _actorID = default;
[SerializeField] private List<LocalizedString> _textList = default;
[SerializeField] private List<Choice> _choices = default;
public ActorID Actor => _actorID;
public List<LocalizedString> TextList => _textList;
public List<Choice> Choices => _choices;
public Line()
{
_textList = null;
}
public void SetActor(Comment comment)
{
_actorID = (ActorID)Enum.Parse(typeof(ActorID), comment.CommentText);
}
public Line(string _name)
{
StringTableCollection collection = LocalizationEditorSettings.GetStringTableCollection("Questline Dialogue");
_textList = null;
if (collection != null)
{
int lineIndex = 0;
LocalizedString _dialogueLine = null;
do
{
lineIndex++;
string key = "L" + lineIndex + "-" + _name;
if (collection.SharedData.Contains(key))
{
SetActor(collection.SharedData.GetEntry(key).Metadata.GetMetadata<Comment>());
_dialogueLine = new LocalizedString() { TableReference = "Questline Dialogue", TableEntryReference = key };
if (_textList == null)
_textList = new List<LocalizedString>();
_textList.Add(_dialogueLine);
}
else
{
_dialogueLine = null;
}
} while (_dialogueLine != null);
int choiceIndex = 0;
Choice choice = null;
do
{
choiceIndex++;
string key = "C" + choiceIndex + "-" + _name;
if (collection.SharedData.Contains(key))
{
LocalizedString _choiceLine = new LocalizedString() { TableReference = "Questline Dialogue", TableEntryReference = key };
choice = new Choice(_choiceLine);
choice.SetChoiceAction(collection.SharedData.GetEntry(key).Metadata.GetMetadata<Comment>());
if (_choices == null)
{
_choices = new List<Choice>();
}
_choices.Add(choice);
}
else
{
choice = null;
}
} while (choice != null);
}
else
{
_textList = null;
}
}
}

91
UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs


public class DialogueManager : MonoBehaviour
{
// [SerializeField] private ChoiceBox _choiceBox; // TODO: Demonstration purpose only. Remove or adjust later.
[SerializeField]
private List<ActorSO> _actorsList = default;
private int _counter;
private bool _reachedEndOfDialogue { get => _counter >= _currentDialogue.DialogueLines.Count; }
private int _counterDialogue;
private int _counterLine;
private bool _reachedEndOfDialogue { get => _counterDialogue >= _currentDialogue._Lines.Count; }
private bool _reachedEndOfLine { get => _counterLine >= _currentDialogue._Lines[_counterDialogue].TextList.Count; }
[Header("Listening on channels")]
[SerializeField] private DialogueDataChannelSO _startDialogue = default;

[SerializeField] private DialogueLineChannelSO _openUIDialogueEvent = default;
[SerializeField] private DialogueChoicesChannelSO _showChoicesUIEvent = default;
[SerializeField] private IntEventChannelSO _endDialogueEvent = default;
[SerializeField] private IntEventChannelSO _endDialogueWithTypeEvent = default;
[SerializeField] private VoidEventChannelSO _playWinningQuest = default;
[SerializeField] private VoidEventChannelSO _playLosingQuest = default;
[SerializeField] private VoidEventChannelSO _playIncompleteDialogue = default;
[SerializeField] private VoidEventChannelSO _makeWinningChoice = default;
[SerializeField] private VoidEventChannelSO _makeLosingChoice = default;
[Header("Gameplay Components")]
[SerializeField]

{
if (_gameState.CurrentGameState != GameState.Cutscene)
_gameState.UpdateGameState(GameState.Dialogue);
_counter = 0;
_counterDialogue = 0;
_counterLine = 0;
if (_currentDialogue.DialogueLines != null)
DisplayDialogueLine(_currentDialogue.DialogueLines[_counter], dialogueDataSO.Actor);
if (_currentDialogue._Lines != null)
{
ActorSO currentActor = _actorsList.Find(o => o.ActorId == _currentDialogue._Lines[_counterDialogue].Actor); // we don't add a controle, because we need a null reference exeption if the actor is not in the list
DisplayDialogueLine(_currentDialogue._Lines[_counterDialogue].TextList[_counterLine], currentActor);
}
else
{
Debug.LogError("Check Dialogue");

/// <param name="dialogueDataSO"></param>
private void BeginDialogue(DialogueDataSO dialogueDataSO)
{
_counter = 0;
_counterDialogue = 0;
_inputReader.EnableDialogueInput();
_inputReader.advanceDialogueEvent += OnAdvance;
_currentDialogue = dialogueDataSO;

private void OnAdvance()
{
_counter++;
if (!_reachedEndOfDialogue)
_counterLine++;
if (!_reachedEndOfLine)
{
ActorSO currentActor = _actorsList.Find(o => o.ActorId == _currentDialogue._Lines[_counterDialogue].Actor); // we don't add a controle, because we need a null reference exeption if the actor is not in the list
DisplayDialogueLine(_currentDialogue._Lines[_counterDialogue].TextList[_counterLine], currentActor);
//do
}
else if (_currentDialogue._Lines[_counterDialogue].Choices != null)
DisplayDialogueLine(_currentDialogue.DialogueLines[_counter], _currentDialogue.Actor);
if (_currentDialogue._Lines[_counterDialogue].Choices.Count > 0)
{
DisplayChoices(_currentDialogue._Lines[_counterDialogue].Choices);
}
if (_currentDialogue.Choices.Count > 0)
_counterDialogue++;
if (!_reachedEndOfDialogue)
DisplayChoices(_currentDialogue.Choices);
_counterLine = 0;
ActorSO currentActor = _actorsList.Find(o => o.ActorId == _currentDialogue._Lines[_counterDialogue].Actor); // we don't add a controle, because we need a null reference exeption if the actor is not in the list
DisplayDialogueLine(_currentDialogue._Lines[_counterDialogue].TextList[_counterLine], currentActor);
}
else
{

switch (choice.ActionType)
{
case ChoiceActionType.continueWithStep:
case ChoiceActionType.ContinueWithStep:
case ChoiceActionType.winningChoice:
if (_playWinningQuest != null)
_playWinningQuest.RaiseEvent();
if (choice.NextDialogue != null)
DisplayDialogueData(choice.NextDialogue);
else
DialogueEndedAndCloseDialogueUI();
case ChoiceActionType.WinningChoice:
if (_makeWinningChoice != null)
_makeWinningChoice.RaiseEvent();
break;
case ChoiceActionType.LosingChoice:
if (_makeLosingChoice != null)
_makeLosingChoice.RaiseEvent();
case ChoiceActionType.losingChoice:
if (_playLosingQuest != null)
_playLosingQuest.RaiseEvent();
case ChoiceActionType.DoNothing:
case ChoiceActionType.doNothing:
case ChoiceActionType.IncompleteStep:
if (_playIncompleteDialogue != null)
_playIncompleteDialogue.RaiseEvent();
else
DialogueEndedAndCloseDialogueUI();
break;
}

public void CutsceneDialogueEnded()
{
if (_endDialogueEvent != null)
_endDialogueEvent.RaiseEvent((int)DialogueType.defaultDialogue);
if (_endDialogueWithTypeEvent != null)
_endDialogueWithTypeEvent.RaiseEvent((int)DialogueType.DefaultDialogue);
if (_endDialogueEvent != null)
_endDialogueEvent.RaiseEvent((int)_currentDialogue.DialogueType);
if (_endDialogueWithTypeEvent != null)
_endDialogueWithTypeEvent.RaiseEvent((int)_currentDialogue.DialogueType);
_gameState.ResetToPreviousGameState();
_inputReader.advanceDialogueEvent -= OnAdvance;
_inputReader.EnableGameplayInput();

8
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs


[CreateAssetMenu(menuName = "Events/Bool Event Channel")]
public class BoolEventChannelSO : ScriptableObject
{
public UnityAction<bool> OnEventRaised;
public event UnityAction<bool> OnEventRaised;
public void RaiseEvent(bool value)
{
if (OnEventRaised != null)

{
if (OnEventRaised != null)
{
{
foreach (System.Delegate d in OnEventRaised.GetInvocationList())
{
OnEventRaised -= d as UnityAction<bool>;

}
}

49
UOP1_Project/Assets/Scripts/Gameplay/GameManager.cs


[SerializeField]
private VoidEventChannelSO _addRockCandyRecipeEvent = default;
[SerializeField]
private VoidEventChannelSO _cerisesMemoryEvent = default;
[SerializeField]
private VoidEventChannelSO _decideOnDishesEvent = default;
[SerializeField]
private ItemSO _sweetDoughRecipe = default;
[SerializeField]
private ItemSO[] _finalRecipes = default;
[SerializeField]
private InventorySO _inventory = default;

}
private void OnEnable()
{
_addRockCandyRecipeEvent.OnEventRaised += AddRockCandyRecipe;
_addRockCandyRecipeEvent.OnEventRaised += AddRockCandyRecipe;
_cerisesMemoryEvent.OnEventRaised += AddSweetDoughRecipe;
_decideOnDishesEvent.OnEventRaised += AddFinalRecipes;
_cerisesMemoryEvent.OnEventRaised -= AddSweetDoughRecipe;
_decideOnDishesEvent.OnEventRaised -= AddFinalRecipes;
Debug.Log("Add rock candy Recipe ");
void AddSweetDoughRecipe()
{
Debug.Log("Add sweet dough Recipe ");
_inventory.Add(_sweetDoughRecipe);
}
void AddFinalRecipes()
{
foreach (ItemSO item in _finalRecipes)
{
_inventory.Add(item);
}
}
{
_gameState.UpdateGameState(GameState.Gameplay);
_questManager.StartGame();
}
public void PauseGame()
}
public void UnpauseGame()
{
_gameState.ResetToPreviousGameState();
}
_gameState.UpdateGameState(GameState.Gameplay);
_questManager.StartGame();
}
public void PauseGame()
{
}
public void UnpauseGame()
{
_gameState.ResetToPreviousGameState();
}
}

42
UOP1_Project/Assets/Scripts/Gameplay/GameStateSO.cs


using UnityEngine;
public enum GameState
{
Gameplay,// regular state: player moves, attacks, can perform actions
Pause,// pause menu is opened, the whole game world is frozen
Inventory, //when inventory UI or cooking UI are open
Dialogue,
Cutscene,
LocationTransition,// when the character steps into LocationExit trigger, fade to black begins and control is removed from the player
Combat,//enemy is nearby and alert, player can't open Inventory or initiate dialogues, but can pause the game
Gameplay,// regular state: player moves, attacks, can perform actions
Pause,// pause menu is opened, the whole game world is frozen
Inventory, //when inventory UI or cooking UI are open
Dialogue,
Cutscene,
LocationTransition,// when the character steps into LocationExit trigger, fade to black begins and control is removed from the player
Combat,//enemy is nearby and alert, player can't open Inventory or initiate dialogues, but can pause the game
public class GameStateSO : ScriptableObject
public class GameStateSO : ScriptableObject
private GameState _currentGameState = default;
private GameState _previousGameState = default;
public GameState CurrentGameState => _currentGameState;
private GameState _currentGameState = default;
private GameState _previousGameState = default;
public GameState CurrentGameState => _currentGameState;
public void UpdateGameState( GameState newGameState)
public void UpdateGameState(GameState newGameState)
_previousGameState = _currentGameState;
_currentGameState = newGameState;
if (newGameState != CurrentGameState)
{
_previousGameState = _currentGameState;
_currentGameState = newGameState;
}
}
public void ResetToPreviousGameState()
{
_currentGameState = _previousGameState;
}
}
public void ResetToPreviousGameState()
{
_currentGameState = _previousGameState;
}
}

2
UOP1_Project/Assets/Scripts/Input/InputReader.cs


{
gameInput.Menus.Enable();
gameInput.Gameplay.Disable();
gameInput.Dialogues.Enable();
}

gameInput.Dialogues.Disable();
gameInput.Gameplay.Enable();
}

12
UOP1_Project/Assets/Scripts/Inventory/InventoryManager.cs


[SerializeField] private ItemEventChannelSO _cookRecipeEvent = default;
[SerializeField] private ItemEventChannelSO _useItemEvent = default;
[SerializeField] private ItemEventChannelSO _equipItemEvent = default;
[SerializeField] private ItemEventChannelSO _rewardItemEvent = default;
[SerializeField] private ItemStackEventChannelSO _rewardItemEvent = default;
[SerializeField] private ItemEventChannelSO _giveItemEvent = default;
[SerializeField] ItemEventChannelSO _addItemEvent = default;
[SerializeField] ItemEventChannelSO _removeItemEvent = default;

_removeItemEvent.OnEventRaised += RemoveItem;
_rewardItemEvent.OnEventRaised += AddItem;
_rewardItemEvent.OnEventRaised += AddItemStack;
_giveItemEvent.OnEventRaised += RemoveItem;

_saveSystem.SaveDataToDisk();
}
void AddItemStack(ItemStack itemStack)
{
_currentInventory.Add(itemStack.Item, itemStack.Amount);
_saveSystem.SaveDataToDisk();
}
void RemoveItem(ItemSO item)
{
_currentInventory.Remove(item);

{
for (int i = 0; i < ingredients.Count; i++)
{
if ((ingredients[i].Item.ItemType.ActionType == ItemInventoryActionType.use))
if ((ingredients[i].Item.ItemType.ActionType == ItemInventoryActionType.Use))
_currentInventory.Remove(ingredients[i].Item, ingredients[i].Amount);
}
//add dish

5
UOP1_Project/Assets/Scripts/Inventory/ItemStack.cs


_item = null;
Amount = 0;
}
public ItemStack(ItemStack itemStack)
{
_item = itemStack.Item;
Amount = itemStack.Amount;
}
public ItemStack(ItemSO item, int amount)
{
_item = item;

18
UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/ItemTypeSO.cs


public enum itemInventoryType
{
recipe,
utensil,
ingredient,
customisation,
dish,
Recipe,
Utensil,
Ingredient,
Customisation,
Dish,
cook,
use,
equip,
doNothing
Cook,
Use,
Equip,
DoNothing
}

10
UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/InventorySO.cs


if (item == currentItemStack.Item)
{
//only add to the amount if the item is usable
if (currentItemStack.Item.ItemType.ActionType == ItemInventoryActionType.use)
if (currentItemStack.Item.ItemType.ActionType == ItemInventoryActionType.Use)
{
currentItemStack.Amount += count;
}

public bool[] IngredientsAvailability(List<ItemStack> ingredients)
{
if (ingredients == null)
return null;
return null;
bool[] availabilityArray = new bool[ingredients.Count];
for (int i = 0; i < ingredients.Count; i++)

}
public void Init()
{
if(_items == null)
if (_items == null)
_items = new List<ItemStack>();
_items = new List<ItemStack>();
_items.Add(item);
_items.Add(new ItemStack(item));
}
}

4
UOP1_Project/Assets/Scripts/Quests/Editor/DialoguePreview.cs


{
VisualElement dialoguePreviewVE = new VisualElement();
DialogueDataSO currentDialogue = dialogueDataSO;
/*DialogueDataSO currentDialogue = dialogueDataSO;
foreach (LocalizedString localizedString in currentDialogue.DialogueLines)
{

dialoguePreviewVE.Add(CreateDialoguePreviewWithBranching(choice.NextDialogue));
}
}
*/
return dialoguePreviewVE;
}

101
UOP1_Project/Assets/Scripts/Quests/Editor/QuestEditorWindow.cs


}
public class QuestEditorWindow : EditorWindow
{
private StepSO _currentSelectedStep=default;
private QuestSO _currentSeletedQuest=default;
private QuestlineSO _currentSelectedQuestLine=default;
private StepSO _currentSelectedStep = default;
private QuestSO _currentSeletedQuest = default;
private QuestlineSO _currentSelectedQuestLine = default;
private int _idQuestlineSelected = default;
private int _idQuestSelected = default;
private int _idStepSelected = default;

if (createQuestButton != null)
{
createQuestButton.SetEnabled(true);
removeQuestButton.SetEnabled(true);
removeQuestButton.SetEnabled(true);
}
if (createStepButton != null)
{

listElements.Add("dialogue-info-scroll");
break;
}
foreach (string elementName in listElements)
{

dialoguesListView.onSelectionChange += (dialogueEnumerable) =>
{
DialogueDataSO dialogueData = GetDataFromListViewItem<DialogueDataSO>(dialogueEnumerable);
DisplayAllProperties(dialogueData, "dialogue-info-scroll");
};

//DialogueList.Q<VisualElement>("buttons-panel").Clear();
DialogueList.Add(ButtonsPanel);
DialogueList.Add(ButtonsPanel);
};

}
private void OnDisable()
{
AssetDatabase.SaveAssets();
AssetDatabase.SaveAssets();
}
private T GetDataFromListViewItem<T>(IEnumerable<object> enumberable) where T : ScriptableObject
{

AllDialogue = null;
List<DialogueDataSO> AllDialogueList = new List<DialogueDataSO>();
if (step != null)
{
{
if (step.DialogueBeforeStep != null)
{

}
if (step.IncompleteDialogue != null)
{
}

}
}
private void AddDialogueBeforeStep()
{

int questId = 0;
questId = _currentSeletedQuest.IdQuest;
int stepId = 0;
stepId = _currentSeletedQuest.Steps.FindIndex(o=>o==_currentSelectedStep)+1;
stepId = _currentSeletedQuest.Steps.FindIndex(o => o == _currentSelectedStep) + 1;
_currentSelectedStep.DialogueBeforeStep=asset;
asset.DialogueType = DialogueType.startDialogue;
asset.CreateLine();
_currentSelectedStep.DialogueBeforeStep = asset;
asset.DialogueType = DialogueType.StartDialogue;
// asset.CreateLine();
rootVisualElement.Q<VisualElement>("steps-list").Q<ListView>().SetSelection(_idStepSelected);
}
private void AddCompletionDialogue()

int questId = 0;
questId = _currentSeletedQuest.IdQuest;
int stepId = 0;
stepId = _currentSeletedQuest.Steps.FindIndex(o => o == _currentSelectedStep)+1;
stepId = _currentSeletedQuest.Steps.FindIndex(o => o == _currentSelectedStep) + 1;
asset.DialogueType = DialogueType.winDialogue;
asset.CreateLine();
asset.DialogueType = DialogueType.CompletionDialogue;
// asset.CreateLine();
rootVisualElement.Q<VisualElement>("steps-list").Q<ListView>().SetSelection(_idStepSelected);
}
private void AddIncompletionDialogue()

int questId = 0;
questId = _currentSeletedQuest.IdQuest;
int stepId = 0;
stepId = _currentSeletedQuest.Steps.FindIndex(o => o == _currentSelectedStep)+1;
stepId = _currentSeletedQuest.Steps.FindIndex(o => o == _currentSelectedStep) + 1;
asset.DialogueType = DialogueType.loseDialogue;
asset.CreateLine();
asset.DialogueType = DialogueType.IncompletionDialogue;
//asset.CreateLine();
_currentSelectedStep.IncompleteDialogue = asset;
EditorUtility.SetDirty(asset);
EditorUtility.SetDirty(_currentSeletedQuest);

VisualElement dialogueAreaVE = stepVE.Q<VisualElement>("dialogue-area");
//Title
if(step!=null)
stepVE.Q<Label>("step-title-label").text = "Step" + step.name[1];
if (step != null)
stepVE.Q<Label>("step-title-label").text = "Step" + step.name[1];
//IsDone
Toggle isDoneToggle = stepVE.Q<Toggle>("step-done-toggle");

DialogueDataSO dialogueToPreview = default;
DialogueDataSO dialogueToPreview = default;
dialogueToPreview = step.StepToDialogue();
if (dialogueToPreview != null)
{

Label rightLineLabel = dialogueVE.Q<Label>("right-line-label");
leftLineLabel.text = completeDialogue.DialogueLines[0].GetLocalizedStringImmediateSafe();
if (incompleteDialogue != null)
rightLineLabel.text = incompleteDialogue.DialogueLines[0].GetLocalizedStringImmediateSafe();
// leftLineLabel.text = completeDialogue.DialogueLines[0].GetLocalizedStringImmediateSafe();
// if (incompleteDialogue != null)
//rightLineLabel.text = incompleteDialogue.DialogueLines[0].GetLocalizedStringImmediateSafe();
// hide options
VisualElement buttonArea = dialogueVE.Q<VisualElement>("buttons");

var nameProperty = itemsSource[i].GetType().GetProperty("name");
if (nameProperty != null)
{
if(itemsSource[i]!=null)
(element as Label).text = nameProperty.GetValue(itemsSource[i]) as string;
if (itemsSource[i] != null)
(element as Label).text = nameProperty.GetValue(itemsSource[i]) as string;
}
};
listview.itemsSource = itemsSource;

{
QuestSO quest = _currentSelectedQuestLine.Quests[0];
RemoveQuest(quest);
_currentSelectedQuestLine.Quests.RemoveAt(0);
_currentSelectedQuestLine.Quests.RemoveAt(0);
}
AssetDatabase.DeleteAsset(_currentSelectedQuestLine.GetPath());
//refresh List

int questId = 0;
questId = _currentSelectedQuestLine.Quests.Count + 1;
if (!AssetDatabase.IsValidFolder("Assets/ScriptableObjects/Quests/Questline" + questlineId + "/Quest" + questId ))
if (!AssetDatabase.IsValidFolder("Assets/ScriptableObjects/Quests/Questline" + questlineId + "/Quest" + questId))
AssetDatabase.CreateFolder("Assets/ScriptableObjects/Quests/Questline" + questlineId, "Quest" + questId);
AssetDatabase.CreateAsset(asset, "Assets/ScriptableObjects/Quests/Questline" + questlineId + "/Quest" + questId + "/Q" + questId + "-QL" + questlineId + ".asset");
asset.SetQuestId(questId);

if (_currentSelectedQuestLine.Quests.Exists(o => o == _currentSeletedQuest))
_currentSelectedQuestLine.Quests.Remove(_currentSelectedQuestLine.Quests.Find(o => o == _currentSeletedQuest));
//when removing a step remove its dialogues
while(_currentSeletedQuest.Steps.Count>0)
{
StepSO step = _currentSeletedQuest.Steps[0];
while (_currentSeletedQuest.Steps.Count > 0)
{
StepSO step = _currentSeletedQuest.Steps[0];
_idQuestSelected = -1;
_idQuestSelected = -1;
//refresh List
rootVisualElement.Q<VisualElement>("questlines-list").Q<ListView>().SetSelection(_idQuestlineSelected);

if (questToRemove == null)
return;
//when removing a step remove its dialogues
//when removing a step remove its dialogues
foreach (StepSO step in questToRemove.Steps)
{
//When removing a step, remove its references in the parent quest

questId = _currentSeletedQuest.IdQuest;
int stepId = 0;
stepId = _currentSeletedQuest.Steps.Count + 1;
if (!AssetDatabase.IsValidFolder("Assets/ScriptableObjects/Quests/Questline" + questlineId + "/Quest" + questId+"/Step" + stepId))
AssetDatabase.CreateFolder("Assets/ScriptableObjects/Quests/Questline" + questlineId + "/Quest" + questId, "Step" + stepId);
if (!AssetDatabase.IsValidFolder("Assets/ScriptableObjects/Quests/Questline" + questlineId + "/Quest" + questId + "/Step" + stepId))
AssetDatabase.CreateFolder("Assets/ScriptableObjects/Quests/Questline" + questlineId + "/Quest" + questId, "Step" + stepId);
AssetDatabase.CreateAsset(asset, "Assets/ScriptableObjects/Quests/Questline" + questlineId + "/Quest" + questId + "/Step" + stepId + "/S" + stepId + "-Q" + questId + "-QL" + questlineId + ".asset");
_currentSeletedQuest.Steps.Add(asset);
EditorUtility.SetDirty(asset);

{
if (_currentSelectedStep == null)
return;
return;
_currentSeletedQuest.Steps.Remove(_currentSeletedQuest.Steps.Find(o => o == _currentSelectedStep));
_currentSeletedQuest.Steps.Remove(_currentSeletedQuest.Steps.Find(o => o == _currentSelectedStep));
if (_currentSelectedStep.DialogueBeforeStep!=null)
if (_currentSelectedStep.DialogueBeforeStep != null)
RemoveDialogue(_currentSelectedStep.DialogueBeforeStep);
RemoveDialogue(_currentSelectedStep.DialogueBeforeStep);
}
if (_currentSelectedStep.CompleteDialogue != null)
{

if (stepToRemove.DialogueBeforeStep != null)
{
RemoveDialogue(stepToRemove.DialogueBeforeStep);
stepToRemove.DialogueBeforeStep = null;
stepToRemove.DialogueBeforeStep = null;
}
if (stepToRemove.CompleteDialogue != null)
{

}
AssetDatabase.DeleteAsset(stepToRemove.GetPath());
}
void RemoveDialogue( DialogueDataSO dialogueToRemove) {
dialogueToRemove.RemoveLineFromSharedTable();
void RemoveDialogue(DialogueDataSO dialogueToRemove)
{
// dialogueToRemove.RemoveLineFromSharedTable();
AssetDatabase.DeleteAsset(dialogueToRemove.GetPath());
}

dialoguePreviewVE.name = "Dialogue";
foreach (LocalizedString localizedString in dialogueDataSO.DialogueLines)
/*foreach (LocalizedString localizedString in dialogueDataSO.DialogueLines)
{
Label dialogueLine = new Label();
dialogueLine.name = dialogueDataSO.DialogueType.ToString();

choicesVE.Add(choiceVE);
}
dialoguePreviewVE.Add(choicesVE);
}
}*/
return dialoguePreviewVE;
}

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