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127bd54d
共有 374 个文件被更改,包括 3597 次插入 和 1268 次删除
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1UOP1_Project/.gitignore
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6UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset
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664UOP1_Project/Assets/Art/Characters/BardHare/Animation/BardHare.controller
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776UOP1_Project/Assets/Art/Characters/Townsfolk_M/Animation/Townsfolk_M.controller
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34UOP1_Project/Assets/Prefabs/Characters/BardHare.prefab
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138UOP1_Project/Assets/Prefabs/Characters/Townsfolk_F.prefab
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2UOP1_Project/Assets/Prefabs/Characters/Townsfolk_F.prefab.meta
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106UOP1_Project/Assets/Prefabs/Characters/Townsfolk_M.prefab
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2UOP1_Project/Assets/Prefabs/Characters/Townsfolk_M.prefab.meta
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2UOP1_Project/Assets/Prefabs/Gameplay/EditorInitializer.prefab
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2UOP1_Project/Assets/Scenes/Whiteboxing.meta
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2UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/IsTalking_False_OnExit.asset
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31UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/PigChef_TransitionTable.asset
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4UOP1_Project/Assets/Scripts/Characters/Protagonist.cs
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2UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DropRewardSO.cs
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8UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/FaceProtagonistSO.cs
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10UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/MovementActions/PathwayMovementAction.cs
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10UOP1_Project/Assets/Scripts/Cutscenes/CutsceneManager.cs
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43UOP1_Project/Assets/Scripts/Gameplay/GameManager.cs
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974UOP1_Project/Assets/Scripts/Input/GameInput.cs
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69UOP1_Project/Assets/Scripts/Input/InputReader.cs
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10UOP1_Project/Assets/Scripts/Inventory/CollectableItem.cs
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12UOP1_Project/Assets/Scripts/Inventory/InventoryItemFiller.cs
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20UOP1_Project/Assets/Scripts/Inventory/InventoryListFiller.cs
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52UOP1_Project/Assets/Scripts/Inventory/InventoryManager.cs
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48UOP1_Project/Assets/Scripts/Inventory/UIInventoryManager.cs
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9UOP1_Project/Assets/Scripts/Quests/QuestManagerSO.cs
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69UOP1_Project/Assets/Scripts/Quests/StepController.cs
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2UOP1_Project/Assets/Scripts/SaveSystem/SaveSystem.cs
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13UOP1_Project/Assets/Scripts/SceneManagement/EditorColdStartup.cs
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3UOP1_Project/Assets/Scripts/SceneManagement/EditorColdStartup.cs.meta
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4UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs
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18UOP1_Project/Assets/Scripts/SceneManagement/StartGame.cs
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12UOP1_Project/Assets/Scripts/UI/InventoryButtonFiller.cs
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4UOP1_Project/Assets/Scripts/UI/UIButtonPromptSetter.cs
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6UOP1_Project/Assets/Scripts/UI/UIDialogueManager.cs
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26UOP1_Project/Assets/Scripts/UI/UIHealthBarManager.cs
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10UOP1_Project/Assets/Scripts/UI/UIInteractionItemFiller.cs
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2UOP1_Project/Assets/Tutorials/TutorialWelcomePage.asset
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2UOP1_Project/Assets/Tutorials/TutorialProjectSettings.asset
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2UOP1_Project/Assets/WIP/Materials/Probuilder_Toon.mat
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20UOP1_Project/Assets/WIP/Materials/Prototype_Sand.mat
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20UOP1_Project/Assets/WIP/Materials/Prototyping_Grey.mat
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2UOP1_Project/Assets/WIP/Materials/Prototype_Ground.mat
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12UOP1_Project/Assets/Scripts/Gameplay/SpawnSystem.cs
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19UOP1_Project/Assets/Scenes/Whiteboxing/Community/GeneralMapMediumMultipleScenes/Farms.unity
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16UOP1_Project/Assets/Scenes/Whiteboxing/Community/GeneralMapMediumMultipleScenes/Glade.unity
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21UOP1_Project/Assets/Scenes/Whiteboxing/Community/GeneralMapMediumMultipleScenes/RockyPath.unity
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16UOP1_Project/Assets/Scenes/Whiteboxing/Community/GeneralMapMediumMultipleScenes/Town.unity
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8UOP1_Project/Assets/Prefabs/Prototyping.meta
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8UOP1_Project/Assets/Scenes/Whiteboxing/Community.meta
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8UOP1_Project/Assets/Scenes/Whiteboxing/WhiteboxingMaster_v1.meta
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7UOP1_Project/Assets/Scenes/Whiteboxing/WhiteboxingMaster_v1.unity.meta
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8UOP1_Project/Assets/ScriptableObjects/SceneData/Whiteboxing.meta
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55UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk.asset
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8UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk.asset.meta
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45UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk2.asset
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8UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk2.asset.meta
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46UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk3.asset
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8UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk3.asset.meta
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36UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolkSmall.asset
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8UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolkSmall.asset.meta
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15UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/TownsfolkEventChannel.asset
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8UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/TownsfolkEventChannel.asset.meta
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8UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC.meta
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22UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Listen.asset
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8UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Listen.asset.meta
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12UOP1_Project/Assets/Scripts/Characters/NPC.cs
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11UOP1_Project/Assets/Scripts/Characters/NPC.cs.meta
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38UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/HasReachedWaypointSO.cs
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33UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCIdleSO.cs
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11UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCIdleSO.cs.meta
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31UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCInDialogueSO.cs
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11UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCInDialogueSO.cs.meta
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60UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCSayingTheLineSO.cs
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11UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCSayingTheLineSO.cs.meta
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31UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCTalkingSO.cs
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11UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCTalkingSO.cs.meta
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31UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCWalkingSO.cs
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11UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCWalkingSO.cs.meta
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63UOP1_Project/Assets/Settings/LightBakingSettings/LowResBakes.lighting
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8UOP1_Project/Assets/Settings/LightBakingSettings/LowResBakes.lighting.meta
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153UOP1_Project/Assets/WIP/Materials/Prototype_Water.mat
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8UOP1_Project/Assets/WIP/Materials/Prototype_Water.mat.meta
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157UOP1_Project/Assets/Prefabs/Prototyping/VillageHouse_Big_Proto.prefab
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7UOP1_Project/Assets/Prefabs/Prototyping/VillageHouse_Big_Proto.prefab.meta
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100UOP1_Project/Assets/Prefabs/Prototyping/VillageHouse_Small_Proto.prefab
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7UOP1_Project/Assets/Prefabs/Prototyping/VillageHouse_Small_Proto.prefab.meta
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116UOP1_Project/Assets/Prefabs/Prototyping/Palm_Proto.prefab
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7UOP1_Project/Assets/Prefabs/Prototyping/Palm_Proto.prefab.meta
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106UOP1_Project/Assets/Prefabs/Prototyping/Rock_Proto.prefab
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7UOP1_Project/Assets/Prefabs/Prototyping/Rock_Proto.prefab.meta
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167UOP1_Project/Assets/Prefabs/Prototyping/Tree3_Proto.prefab
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7UOP1_Project/Assets/Prefabs/Prototyping/Tree3_Proto.prefab.meta
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UOP1_Project/Assets/Scripts/Input/GameInput.cs
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using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public enum NPCState { Idle = 0, Walk, Talk, Eat }; |
|||
|
|||
public class NPC : MonoBehaviour |
|||
{ |
|||
public NPCState npcState; //This is checked by conditions in the StateMachine
|
|||
public GameObject[] talkingTo; |
|||
} |
|||
|
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assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UnityEngine.AI; |
|||
using UOP1.StateMachine; |
|||
using UOP1.StateMachine.ScriptableObjects; |
|||
|
|||
|
|||
[CreateAssetMenu(fileName = "HasReachedRoamingDestination", menuName = "State Machines/Conditions/Has Reached Waypoint")] |
|||
public class HasReachedWaypointSO : StateConditionSO |
|||
{ |
|||
protected override Condition CreateCondition() => new HasReachedWaypoint(); |
|||
} |
|||
|
|||
public class HasReachedWaypoint : Condition |
|||
{ |
|||
private NavMeshAgent _agent; |
|||
|
|||
public override void Awake(StateMachine stateMachine) |
|||
{ |
|||
_agent = stateMachine.gameObject.GetComponent<NavMeshAgent>(); |
|||
} |
|||
|
|||
protected override bool Statement() |
|||
{ |
|||
if (!_agent.pathPending) |
|||
{ |
|||
//set the stop distance to 0.1 if it is set to 0 in the inspector
|
|||
if (_agent.stoppingDistance == 0) _agent.stoppingDistance = 0.1f; |
|||
if (_agent.remainingDistance <= _agent.stoppingDistance) |
|||
{ |
|||
if (!_agent.hasPath || _agent.velocity.sqrMagnitude == 0f) |
|||
{ |
|||
return true; |
|||
} |
|||
} |
|||
} |
|||
return false; |
|||
} |
|||
} |
|
|||
using UnityEngine; |
|||
using UOP1.StateMachine; |
|||
using UOP1.StateMachine.ScriptableObjects; |
|||
|
|||
[CreateAssetMenu(fileName = "IsNPCIdle", menuName = "State Machines/Conditions/Is NPC Idle")] |
|||
public class IsNPCIdleSO : StateConditionSO<IsNPCIdleCondition> |
|||
{ |
|||
} |
|||
|
|||
public class IsNPCIdleCondition : Condition |
|||
{ |
|||
//Component references
|
|||
private NPC _npcScript; |
|||
|
|||
public override void Awake(StateMachine stateMachine) |
|||
{ |
|||
_npcScript = stateMachine.GetComponent<NPC>(); |
|||
} |
|||
|
|||
protected override bool Statement() |
|||
{ |
|||
|
|||
if (_npcScript.npcState == NPCState.Idle) |
|||
{ |
|||
// We don't want to consume it because we want the townsfolk to stay idle
|
|||
return true; |
|||
} |
|||
else |
|||
{ |
|||
return false; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: b82f402e400d52c4a8a1e00453aaffa8 |
|||
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executionOrder: 0 |
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icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UOP1.StateMachine; |
|||
using UOP1.StateMachine.ScriptableObjects; |
|||
|
|||
[CreateAssetMenu(menuName = "State Machines/Conditions/Is NPC In Dialogue")] |
|||
public class IsNPCInDialogueSO : StateConditionSO<IsNPCDialogueCondition> { } |
|||
|
|||
public class IsNPCDialogueCondition : Condition |
|||
{ |
|||
//Component references
|
|||
private StepController _stepControllerScript; |
|||
|
|||
public override void Awake(StateMachine stateMachine) |
|||
{ |
|||
_stepControllerScript = stateMachine.GetComponent<StepController>(); |
|||
} |
|||
|
|||
protected override bool Statement() |
|||
{ |
|||
|
|||
if (_stepControllerScript.isInDialogue) |
|||
{ |
|||
return true; |
|||
} |
|||
else |
|||
{ |
|||
return false; |
|||
} |
|||
} |
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 31bf10d94ddfa924b9b2c26d60ba16f9 |
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userData: |
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assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UnityEngine.Localization; |
|||
using UOP1.StateMachine; |
|||
using UOP1.StateMachine.ScriptableObjects; |
|||
|
|||
[CreateAssetMenu(fileName = "IsNPCSayingTheLine", menuName = "State Machines/Conditions/Is NPC Saying The Line")] |
|||
public class IsNPCSayingTheLineSO : StateConditionSO { |
|||
|
|||
[SerializeField] private DialogueLineChannelSO _onLineDisplayed = default; |
|||
[SerializeField] private ActorSO _protagonistActor; |
|||
|
|||
protected override Condition CreateCondition() => new IsNPCSayingTheLineCondition(_onLineDisplayed, _protagonistActor); |
|||
|
|||
} |
|||
|
|||
public class IsNPCSayingTheLineCondition : Condition |
|||
{ |
|||
private DialogueLineChannelSO _sayLineEvent; |
|||
private ActorSO _protagonistActor; |
|||
private bool _isNPCSayingTheLine = false; |
|||
|
|||
public IsNPCSayingTheLineCondition(DialogueLineChannelSO sayLineEvent, ActorSO protagonistActor) |
|||
{ |
|||
_sayLineEvent = sayLineEvent; |
|||
_protagonistActor = protagonistActor; |
|||
} |
|||
protected override bool Statement() |
|||
{ |
|||
|
|||
return _isNPCSayingTheLine; |
|||
} |
|||
|
|||
public override void OnStateEnter() |
|||
{ |
|||
if (_sayLineEvent != null) |
|||
{ |
|||
_sayLineEvent.OnEventRaised += OnLineDisplayed; |
|||
} |
|||
} |
|||
|
|||
public override void OnStateExit() |
|||
{ |
|||
if (_sayLineEvent != null) |
|||
{ |
|||
_sayLineEvent.OnEventRaised -= OnLineDisplayed; |
|||
} |
|||
} |
|||
|
|||
private void OnLineDisplayed(LocalizedString line, ActorSO actor) |
|||
{ |
|||
if (actor.ActorName == _protagonistActor.ActorName) |
|||
{ |
|||
_isNPCSayingTheLine = false; |
|||
} |
|||
else |
|||
{ |
|||
_isNPCSayingTheLine = true; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
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guid: 3825e04f735c90044b181d4320d8e5d9 |
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userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UOP1.StateMachine; |
|||
using UOP1.StateMachine.ScriptableObjects; |
|||
|
|||
[CreateAssetMenu(menuName = "State Machines/Conditions/Is NPC Talking")] |
|||
public class IsNPCTalkingSO : StateConditionSO<IsNPCTalkingCondition> { } |
|||
|
|||
public class IsNPCTalkingCondition : Condition |
|||
{ |
|||
//Component references
|
|||
private NPC _npcScript; |
|||
|
|||
public override void Awake(StateMachine stateMachine) |
|||
{ |
|||
_npcScript = stateMachine.GetComponent<NPC>(); |
|||
} |
|||
|
|||
protected override bool Statement() |
|||
{ |
|||
|
|||
if (_npcScript.npcState == NPCState.Talk) |
|||
{ |
|||
return true; |
|||
} |
|||
else |
|||
{ |
|||
return false; |
|||
} |
|||
} |
|||
|
|||
} |
|
|||
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icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UOP1.StateMachine; |
|||
using UOP1.StateMachine.ScriptableObjects; |
|||
|
|||
[CreateAssetMenu(menuName = "State Machines/Conditions/Is NPC Walking")] |
|||
public class IsNPCWalkingSO : StateConditionSO<IsNPCWalkingCondition> { } |
|||
|
|||
public class IsNPCWalkingCondition : Condition |
|||
{ |
|||
//Component references
|
|||
private NPC _npcScript; |
|||
|
|||
public override void Awake(StateMachine stateMachine) |
|||
{ |
|||
_npcScript = stateMachine.GetComponent<NPC>(); |
|||
} |
|||
|
|||
protected override bool Statement() |
|||
{ |
|||
|
|||
if (_npcScript.npcState == NPCState.Walk) |
|||
{ |
|||
return true; |
|||
} |
|||
else |
|||
{ |
|||
return false; |
|||
} |
|||
} |
|||
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