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Change disabled and Selected button graphics. Add reset UI when reloaded

/UI
uChema 4 年前
当前提交
0db80293
共有 5 个文件被更改,包括 58 次插入80 次删除
  1. 48
      UOP1_Project/Assets/Art/UI/UI Proposition/Disabled.png
  2. 64
      UOP1_Project/Assets/Art/UI/UI Proposition/Selected.png
  3. 1
      UOP1_Project/Assets/Prefabs/Managers/UIManager.prefab
  4. 8
      UOP1_Project/Assets/ScriptableObjects/Inventory/PlayerInventory.asset
  5. 17
      UOP1_Project/Assets/Scripts/UI/UIManager.cs

48
UOP1_Project/Assets/Art/UI/UI Proposition/Disabled.png

之前 之后
宽度: 328  |  高度: 70  |  大小: 6.8 KiB

64
UOP1_Project/Assets/Art/UI/UI Proposition/Selected.png

之前 之后
宽度: 328  |  高度: 70  |  大小: 6.1 KiB

1
UOP1_Project/Assets/Prefabs/Managers/UIManager.prefab


_inventoryPanel: {fileID: 0}
_interactionPanel: {fileID: 0}
_inputReader: {fileID: 11400000, guid: 945ec0365077176418488737deed54be, type: 2}
_onSceneReady: {fileID: 11400000, guid: b729e40fc41dd8b4ea7aaf5c857f7186, type: 2}
_openUIDialogueEvent: {fileID: 11400000, guid: d987db4881d794f2da0013a89588d890,
type: 2}
_closeUIDialogueEvent: {fileID: 11400000, guid: 53a7f1f01ef364704b1d45d01f2421ae,

8
UOP1_Project/Assets/ScriptableObjects/Inventory/PlayerInventory.asset


Amount: 1
- _item: {fileID: 11400000, guid: 4e4f02d17d76e4c94b68971951eaa717, type: 2}
Amount: 1
- _item: {fileID: 11400000, guid: e306cbc82b9bb4fe0a2c14a3b69c8dbc, type: 2}
Amount: 1
- _item: {fileID: 11400000, guid: dfda8fd036fda44f29d67f1f214567d6, type: 2}
Amount: 1
- _item: {fileID: 11400000, guid: c733118f610514fd5834b23b4d8bf333, type: 2}
Amount: 1
- _item: {fileID: 11400000, guid: 7b870b4146bd349bb856ccc38dd7e528, type: 2}
- _item: {fileID: 0}
Amount: 1

17
UOP1_Project/Assets/Scripts/UI/UIManager.cs


[SerializeField] private InputReader _inputReader = default;
[Header("Listening on channels")]
[SerializeField] private VoidEventChannelSO _onSceneReady = default;
[Header("Dialogue Events")]
[SerializeField] private DialogueLineChannelSO _openUIDialogueEvent = default;
[SerializeField] private VoidEventChannelSO _closeUIDialogueEvent = default;

{
_setInteractionEvent.OnEventRaised += SetInteractionPanel;
}
if (_onSceneReady != null)
{
_onSceneReady.OnEventRaised += ResetUI;
}
}
void ResetUI()
{
CloseInventoryScreen();
SetInteractionPanel(false, InteractionType.None);
public void OpenUIDialogue(LocalizedString dialogueLine, ActorSO actor)
{

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