uChema 3 年前
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09ae3bfc
共有 121 个文件被更改,包括 8397 次插入413 次删除
  1. 4
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/ExcludedFromBuild.asset
  2. 6
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset
  3. 2
      UOP1_Project/Assets/Prefabs/Gameplay/SpawnSystem.prefab
  4. 2
      UOP1_Project/Assets/Prefabs/UI/MainMenu/Canvas-MainMenu.prefab
  5. 2
      UOP1_Project/Assets/ProBuilder Data/ProBuilderMeshCache/fa797cb5db7f42b3b3c58578354c2822.asset
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      UOP1_Project/Assets/ProBuilder Data/ProBuilderMeshCache/c8da1f21eddd463c8a72faaca82f8682.asset
  7. 10
      UOP1_Project/Assets/ProBuilder Data/ProBuilderMeshCache/0f35a51a6d884c8ab30219b5a3b05de7.asset
  8. 332
      UOP1_Project/Assets/Scenes/Managers/PersistentManagers.unity
  9. 939
      UOP1_Project/Assets/Scenes/Menus/MainMenu.unity
  10. 6
      UOP1_Project/Assets/Scripts/EditorTools/LightmapScaleSetter.cs
  11. 6
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/LoadEventChannelSO.cs
  12. 42
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/FadeChannelSO.cs
  13. 21
      UOP1_Project/Assets/Scripts/Gameplay/SpawnSystem.cs
  14. 11
      UOP1_Project/Assets/Scripts/Gameplay/SpawnSystem.cs.meta
  15. 3
      UOP1_Project/Assets/Scripts/Input/InputReader.cs
  16. 4
      UOP1_Project/Assets/Scripts/SaveSystem/SaveSystem.cs
  17. 2
      UOP1_Project/Assets/Scripts/SceneManagement/InitializationLoader.cs
  18. 57
      UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs
  19. 2
      UOP1_Project/Assets/Scripts/SceneManagement/LocationExit.cs
  20. 36
      UOP1_Project/Assets/Scripts/UI/FadeManager.cs
  21. 2
      UOP1_Project/Assets/Scripts/UI/UIManager.cs
  22. 166
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  94. 8
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  95. 16
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  99. 1001
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939
UOP1_Project/Assets/Scenes/Menus/MainMenu.unity
文件差异内容过多而无法显示
查看文件

6
UOP1_Project/Assets/Scripts/EditorTools/LightmapScaleSetter.cs


{
[SerializeField] private float _lightmapScale = 1f;
// Called when the Lightmap Scale field is changed in the component editor
private void OnValidate()
#if UNITY_EDITOR
// Called when the Lightmap Scale field is changed in the component editor
private void OnValidate()
{
// Clamp the lightmap scale to the range [0,1]
if (_lightmapScale < 0f)

meshRenderer.scaleInLightmap = _lightmapScale;
}
}
#endif
}

6
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/LoadEventChannelSO.cs


[CreateAssetMenu(menuName = "Events/Load Event Channel")]
public class LoadEventChannelSO : EventChannelBaseSO
{
public UnityAction<GameSceneSO, bool> OnLoadingRequested;
public UnityAction<GameSceneSO, bool, bool> OnLoadingRequested;
public void RaiseEvent(GameSceneSO locationToLoad, bool showLoadingScreen = false)
public void RaiseEvent(GameSceneSO locationToLoad, bool showLoadingScreen = false, bool fadeScreen = false)
OnLoadingRequested.Invoke(locationToLoad, showLoadingScreen);
OnLoadingRequested.Invoke(locationToLoad, showLoadingScreen, fadeScreen);
}
else
{

42
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/FadeChannelSO.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
using UnityEngine.Events;
[CreateAssetMenu(menuName = "Events/UI/Fade Channel")]

/// Generic fade function. Communicates with <seealso cref="FadeManager.cs"/>.
/// Fade helper function to simplify usage. Fades the screen in to gameplay.
/// <param name="fadeIn">If true, the rectangle fades in. If false, the rectangle fades out.</param>
/// <param name="duration">How long it takes to the image to fade in/out.</param>
/// <param name="color">Target color for the image to reach. Disregarded when fading out.</param>
public void Fade(bool fadeIn, float duration, Color color = default)
/// <param name="duration">How long it takes to the image to fade in.</param>
/// <param name="color">Target color for the image to reach.</param>
public void FadeIn(float duration)
if (color == default && fadeIn) // If no fadein color is assigned, black is given as default. If we are supposed to fadeout the rectangle, default is simply passed through.
color = Color.black;
if (OnEventRaised != null)
OnEventRaised.Invoke(fadeIn, duration, color);
Fade(true, duration, Color.clear);
/// Fade helper function to simplify usage. Fades in the rectangle.
/// Fade helper function to simplify usage. Fades the screen out to black.
/// <param name="duration">How long it takes to the image to fade in.</param>
/// <param name="color">Target color for the image to reach.</param>
public void FadeIn(float duration, Color color = default)
/// <param name="duration">How long it takes to the image to fade out.</param>
public void FadeOut(float duration)
if (color == default)
color = Color.black;
Fade(true, duration, color);
Fade(false, duration, Color.black);
/// Fade helper function to simplify usage. Fades out the rectangle.
/// Generic fade function. Communicates with <seealso cref="FadeManager.cs"/>.
/// <param name="duration">How long it takes to the image to fade out.</param>
public void FadeOut(float duration, Color color = default)
/// <param name="fadeIn">If true, the rectangle fades in. If false, the rectangle fades out.</param>
/// <param name="duration">How long it takes to the image to fade in/out.</param>
/// <param name="color">Target color for the image to reach. Disregarded when fading out.</param>
private void Fade(bool fadeIn, float duration, Color color)
Fade(false, duration, color);
if (OnEventRaised != null)
OnEventRaised.Invoke(fadeIn, duration, color);
}
}

21
UOP1_Project/Assets/Scripts/Gameplay/SpawnSystem.cs


public class SpawnSystem : MonoBehaviour
{
[Header("Asset References")]
[SerializeField] private InputReader _inputReader = default;
[SerializeField] private Protagonist _playerPrefab = default;
[SerializeField] private TransformAnchor _playerTransformAnchor = default;
[SerializeField] private TransformEventChannelSO _playerInstantiatedChannel = default;

_OnSceneReady.OnEventRaised -= SpawnPlayer;
}
private void SpawnPlayer()
{
Protagonist playerInstance = InstantiatePlayer(_playerPrefab, GetSpawnLocation());
_playerInstantiatedChannel.RaiseEvent(playerInstance.transform); // The CameraSystem will pick this up to frame the player
_playerTransformAnchor.Transform = playerInstance.transform;
}
private Transform GetSpawnLocation()
{
if (_pathTaken == null)

Protagonist playerInstance = Instantiate(playerPrefab, spawnLocation.position, spawnLocation.rotation);
return playerInstance;
}
private void SpawnPlayer()
{
Protagonist playerInstance = InstantiatePlayer(_playerPrefab, GetSpawnLocation());
_playerInstantiatedChannel.RaiseEvent(playerInstance.transform); // The CameraSystem will pick this up to frame the player
_playerTransformAnchor.Transform = playerInstance.transform;
//TODO: Probably move this to the GameManager once it's up and running
_inputReader.EnableGameplayInput();
}
}

11
UOP1_Project/Assets/Scripts/Gameplay/SpawnSystem.cs.meta


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3
UOP1_Project/Assets/Scripts/Input/InputReader.cs


public event UnityAction<float> TabSwitched = delegate { };
private GameInput gameInput;
private void OnEnable()

gameInput.Gameplay.SetCallbacks(this);
gameInput.Dialogues.SetCallbacks(this);
}
EnableGameplayInput();
}
private void OnDisable()

4
UOP1_Project/Assets/Scripts/SaveSystem/SaveSystem.cs


_loadLocation.OnLoadingRequested -= CacheLoadLocations;
}
private void CacheLoadLocations(GameSceneSO locationsToLoad, bool showLoadingScreen)
private void CacheLoadLocations(GameSceneSO locationToLoad, bool showLoadingScreen, bool fadeScreen)
LocationSO locationSO = locationsToLoad as LocationSO;
LocationSO locationSO = locationToLoad as LocationSO;
if (locationSO)
{
saveData._locationId = locationSO.Guid;

2
UOP1_Project/Assets/Scripts/SceneManagement/InitializationLoader.cs


private void LoadMainMenu(AsyncOperationHandle<LoadEventChannelSO> obj)
{
obj.Result.RaiseEvent(_menuToLoad);
obj.Result.RaiseEvent(_menuToLoad, true);
SceneManager.UnloadSceneAsync(0); //Initialization is the only scene in BuildSettings, thus it has index 0
}

57
UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs


public class SceneLoader : MonoBehaviour
{
[SerializeField] private GameSceneSO _gameplayScene = default;
[SerializeField] private InputReader _inputReader = default;
[Header("Load Events")]
[SerializeField] private LoadEventChannelSO _loadLocation = default;

[Header("Broadcasting on")]
[SerializeField] private BoolEventChannelSO _toggleLoadingScreen = default;
[SerializeField] private VoidEventChannelSO _onSceneReady = default;
[SerializeField] private FadeChannelSO _fadeRequestChannel = default;
private AsyncOperationHandle<SceneInstance> _loadingOperationHandle;
private AsyncOperationHandle<SceneInstance> _gameplayManagerLoadingOpHandle;

private bool _showLoadingScreen;
private SceneInstance _gameplayManagerSceneInstance = new SceneInstance();
private float _fadeDuration = .5f;
private bool _isLoading = false; //To prevent a new loading request while already loading a new scene
private void OnEnable()
{

/// <summary>
/// This special loading function is only used in the editor, when the developer presses Play in a Location scene, without passing by Initialisation.
/// </summary>
private void LocationColdStartup(GameSceneSO currentlyOpenedLocation, bool showLoadingScreen)
private void LocationColdStartup(GameSceneSO currentlyOpenedLocation, bool showLoadingScreen, bool fadeScreen)
if(_currentlyLoadedScene.sceneType == GameSceneSO.GameSceneType.Location)
if (_currentlyLoadedScene.sceneType == GameSceneSO.GameSceneType.Location)
{
//Gameplay managers is loaded synchronously
_gameplayManagerLoadingOpHandle = _gameplayScene.sceneReference.LoadSceneAsync(LoadSceneMode.Additive, true);

/// <summary>
/// This function loads the location scenes passed as array parameter
/// </summary>
private void LoadLocation(GameSceneSO locationToLoad, bool showLoadingScreen)
private void LoadLocation(GameSceneSO locationToLoad, bool showLoadingScreen, bool fadeScreen)
//Prevent a double-loading, for situations where the player falls in two Exit colliders in one frame
if (_isLoading)
return;
_isLoading = true;
//In case we are coming from the main menu, we need to load the Gameplay manager scene first
if (_gameplayManagerSceneInstance.Scene == null

}
else
{
UnloadPreviousScene();
StartCoroutine(UnloadPreviousScene());
}
}

UnloadPreviousScene();
StartCoroutine(UnloadPreviousScene());
private void LoadMenu(GameSceneSO menuToLoad, bool showLoadingScreen)
private void LoadMenu(GameSceneSO menuToLoad, bool showLoadingScreen, bool fadeScreen)
//Prevent a double-loading, for situations where the player falls in two Exit colliders in one frame
if (_isLoading)
return;
_isLoading = true;
//In case we are coming from a Location back to the main menu, we need to get rid of the persistent Gameplay manager scene
if (_gameplayManagerSceneInstance.Scene != null

UnloadPreviousScene();
StartCoroutine(UnloadPreviousScene());
private void UnloadPreviousScene()
private IEnumerator UnloadPreviousScene()
_inputReader.DisableAllInput();
_fadeRequestChannel.FadeOut(_fadeDuration);
yield return new WaitForSeconds(_fadeDuration);
if (_currentlyLoadedScene != null) //would be null if the game was started in Initialisation
{
if (_currentlyLoadedScene.sceneReference.OperationHandle.IsValid())

{
//Save loaded scenes (to be unloaded at next load request)
_currentlyLoadedScene = _sceneToLoad;
SetActiveScene();
Scene s = obj.Result.Scene;
SceneManager.SetActiveScene(s);
LightProbes.TetrahedralizeAsync();
_isLoading = false;
{
}
}
/// <summary>
/// This function is called when all the scenes have been loaded
/// </summary>
private void SetActiveScene()
{
Scene s = ((SceneInstance)_loadingOperationHandle.Result).Scene;
SceneManager.SetActiveScene(s);
LightProbes.TetrahedralizeAsync();
_fadeRequestChannel.FadeIn(_fadeDuration);
StartGameplay();
}

_onSceneReady.RaiseEvent(); //Spawn system will spawn the PigChef
_onSceneReady.RaiseEvent(); //Spawn system will spawn the PigChef in a gameplay scene
}
private void ExitGame()

2
UOP1_Project/Assets/Scripts/SceneManagement/LocationExit.cs


if (_pathStorage != null)
_pathStorage.lastPathTaken = _leadsToPath;
_locationExitLoadChannel.RaiseEvent(_locationToLoad);
_locationExitLoadChannel.RaiseEvent(_locationToLoad, false, true);
}
}
}

36
UOP1_Project/Assets/Scripts/UI/FadeManager.cs


using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using System;
private bool _isCurrentlyFading = false;
private void OnEnable()
{

}
/// <summary>
/// Enumerator that fades in the canvas's imageComponent to turn the screen to a flat color over time. Fadeins called simeutaneously will only fade in the earliest call and discard any others.
/// </summary>
private IEnumerator FadeCoroutine(bool fadeIn, float duration, Color endColor = default)
{
Color startColor = _imageComponent.color;
if (fadeIn)
endColor = Color.clear;
float totalTime = 0f;
while (totalTime <= duration)
{
totalTime += Time.deltaTime;
_imageComponent.color = Color.Lerp(startColor, endColor, totalTime / duration);
yield return null;
}
_imageComponent.color = endColor; //Force to end result
_isCurrentlyFading = false;
}
/// <summary>
/// <param name="fadeIn">If true, rectangle fades out and gameplay is visible. If false, the screen becomes black.</param>
/// <param name="fadeIn">If false, the screen becomes black. If true, rectangle fades out and gameplay is visible.</param>
if (!_isCurrentlyFading) // Makes sure multiple fade-ins or outs don't happen at the same time. Note this will mean fadeouts called at the same time will be discarded.
{
_isCurrentlyFading = true;
StartCoroutine(FadeCoroutine(fadeIn, duration, desiredColor));
}
_imageComponent.DOBlendableColor(desiredColor, duration);
}
}

2
UOP1_Project/Assets/Scripts/UI/UIManager.cs


_interactionPanel.gameObject.SetActive(false);
_inputReader.EnableGameplayInput();
Time.timeScale = 1;
}

166
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