uChema 3 年前
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127bd54d
共有 374 个文件被更改,包括 3597 次插入1268 次删除
  1. 1
      UOP1_Project/.gitignore
  2. 6
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset
  3. 664
      UOP1_Project/Assets/Art/Characters/BardHare/Animation/BardHare.controller
  4. 776
      UOP1_Project/Assets/Art/Characters/Townsfolk_M/Animation/Townsfolk_M.controller
  5. 34
      UOP1_Project/Assets/Prefabs/Characters/BardHare.prefab
  6. 138
      UOP1_Project/Assets/Prefabs/Characters/Townsfolk_F.prefab
  7. 2
      UOP1_Project/Assets/Prefabs/Characters/Townsfolk_F.prefab.meta
  8. 106
      UOP1_Project/Assets/Prefabs/Characters/Townsfolk_M.prefab
  9. 2
      UOP1_Project/Assets/Prefabs/Characters/Townsfolk_M.prefab.meta
  10. 2
      UOP1_Project/Assets/Prefabs/Gameplay/EditorInitializer.prefab
  11. 2
      UOP1_Project/Assets/Scenes/Whiteboxing.meta
  12. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/IsTalking_False_OnExit.asset
  13. 31
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/PigChef_TransitionTable.asset
  14. 4
      UOP1_Project/Assets/Scripts/Characters/Protagonist.cs
  15. 2
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DropRewardSO.cs
  16. 8
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/FaceProtagonistSO.cs
  17. 10
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/MovementActions/PathwayMovementAction.cs
  18. 10
      UOP1_Project/Assets/Scripts/Cutscenes/CutsceneManager.cs
  19. 43
      UOP1_Project/Assets/Scripts/Gameplay/GameManager.cs
  20. 974
      UOP1_Project/Assets/Scripts/Input/GameInput.cs
  21. 69
      UOP1_Project/Assets/Scripts/Input/InputReader.cs
  22. 10
      UOP1_Project/Assets/Scripts/Inventory/CollectableItem.cs
  23. 12
      UOP1_Project/Assets/Scripts/Inventory/InventoryItemFiller.cs
  24. 20
      UOP1_Project/Assets/Scripts/Inventory/InventoryListFiller.cs
  25. 52
      UOP1_Project/Assets/Scripts/Inventory/InventoryManager.cs
  26. 48
      UOP1_Project/Assets/Scripts/Inventory/UIInventoryManager.cs
  27. 9
      UOP1_Project/Assets/Scripts/Quests/QuestManagerSO.cs
  28. 69
      UOP1_Project/Assets/Scripts/Quests/StepController.cs
  29. 2
      UOP1_Project/Assets/Scripts/SaveSystem/SaveSystem.cs
  30. 13
      UOP1_Project/Assets/Scripts/SceneManagement/EditorColdStartup.cs
  31. 3
      UOP1_Project/Assets/Scripts/SceneManagement/EditorColdStartup.cs.meta
  32. 4
      UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs
  33. 18
      UOP1_Project/Assets/Scripts/SceneManagement/StartGame.cs
  34. 12
      UOP1_Project/Assets/Scripts/UI/InventoryButtonFiller.cs
  35. 4
      UOP1_Project/Assets/Scripts/UI/UIButtonPromptSetter.cs
  36. 6
      UOP1_Project/Assets/Scripts/UI/UIDialogueManager.cs
  37. 26
      UOP1_Project/Assets/Scripts/UI/UIHealthBarManager.cs
  38. 10
      UOP1_Project/Assets/Scripts/UI/UIInteractionItemFiller.cs
  39. 2
      UOP1_Project/Assets/Tutorials/TutorialWelcomePage.asset
  40. 2
      UOP1_Project/Assets/Tutorials/TutorialProjectSettings.asset
  41. 2
      UOP1_Project/Assets/WIP/Materials/Probuilder_Toon.mat
  42. 20
      UOP1_Project/Assets/WIP/Materials/Prototype_Sand.mat
  43. 20
      UOP1_Project/Assets/WIP/Materials/Prototyping_Grey.mat
  44. 2
      UOP1_Project/Assets/WIP/Materials/Prototype_Ground.mat
  45. 12
      UOP1_Project/Assets/Scripts/Gameplay/SpawnSystem.cs
  46. 19
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/GeneralMapMediumMultipleScenes/Farms.unity
  47. 16
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/GeneralMapMediumMultipleScenes/Glade.unity
  48. 21
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/GeneralMapMediumMultipleScenes/RockyPath.unity
  49. 16
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/GeneralMapMediumMultipleScenes/Town.unity
  50. 8
      UOP1_Project/Assets/Prefabs/Prototyping.meta
  51. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community.meta
  52. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/WhiteboxingMaster_v1.meta
  53. 7
      UOP1_Project/Assets/Scenes/Whiteboxing/WhiteboxingMaster_v1.unity.meta
  54. 8
      UOP1_Project/Assets/ScriptableObjects/SceneData/Whiteboxing.meta
  55. 55
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk.asset
  56. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk.asset.meta
  57. 45
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk2.asset
  58. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk2.asset.meta
  59. 46
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk3.asset
  60. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk3.asset.meta
  61. 36
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolkSmall.asset
  62. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolkSmall.asset.meta
  63. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/TownsfolkEventChannel.asset
  64. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/TownsfolkEventChannel.asset.meta
  65. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC.meta
  66. 22
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Listen.asset
  67. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Listen.asset.meta
  68. 12
      UOP1_Project/Assets/Scripts/Characters/NPC.cs
  69. 11
      UOP1_Project/Assets/Scripts/Characters/NPC.cs.meta
  70. 38
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/HasReachedWaypointSO.cs
  71. 33
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCIdleSO.cs
  72. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCIdleSO.cs.meta
  73. 31
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCInDialogueSO.cs
  74. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCInDialogueSO.cs.meta
  75. 60
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCSayingTheLineSO.cs
  76. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCSayingTheLineSO.cs.meta
  77. 31
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCTalkingSO.cs
  78. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCTalkingSO.cs.meta
  79. 31
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCWalkingSO.cs
  80. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCWalkingSO.cs.meta
  81. 63
      UOP1_Project/Assets/Settings/LightBakingSettings/LowResBakes.lighting
  82. 8
      UOP1_Project/Assets/Settings/LightBakingSettings/LowResBakes.lighting.meta
  83. 153
      UOP1_Project/Assets/WIP/Materials/Prototype_Water.mat
  84. 8
      UOP1_Project/Assets/WIP/Materials/Prototype_Water.mat.meta
  85. 157
      UOP1_Project/Assets/Prefabs/Prototyping/VillageHouse_Big_Proto.prefab
  86. 7
      UOP1_Project/Assets/Prefabs/Prototyping/VillageHouse_Big_Proto.prefab.meta
  87. 100
      UOP1_Project/Assets/Prefabs/Prototyping/VillageHouse_Small_Proto.prefab
  88. 7
      UOP1_Project/Assets/Prefabs/Prototyping/VillageHouse_Small_Proto.prefab.meta
  89. 116
      UOP1_Project/Assets/Prefabs/Prototyping/Palm_Proto.prefab
  90. 7
      UOP1_Project/Assets/Prefabs/Prototyping/Palm_Proto.prefab.meta
  91. 106
      UOP1_Project/Assets/Prefabs/Prototyping/Rock_Proto.prefab
  92. 7
      UOP1_Project/Assets/Prefabs/Prototyping/Rock_Proto.prefab.meta
  93. 167
      UOP1_Project/Assets/Prefabs/Prototyping/Tree3_Proto.prefab
  94. 7
      UOP1_Project/Assets/Prefabs/Prototyping/Tree3_Proto.prefab.meta

1
UOP1_Project/.gitignore


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4
UOP1_Project/Assets/Scripts/Characters/Protagonist.cs


{
// This is used to set the speed to the maximum if holding the Shift key,
// to allow keyboard players to "run"
if(isRunning)
if (isRunning)
targetSpeed = 1f;
if (attackInput)

private void OnStartedRunning() => isRunning = true;
private void OnStartedAttack() => attackInput = true;
// Triggered from Animation Event

2
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DropRewardSO.cs


position + itemPrefab.transform.localPosition +
_dropRewardConfig.ScatteringDistance * (Mathf.Cos(randAngle) * Vector3.forward + Mathf.Sin(randAngle) * Vector3.right),
Quaternion.identity);
collectibleItem.GetComponent<CollectableItem>().AnimateItem();
collectibleItem.GetComponent<CollectableItem>().AnimateItem();
}
}

8
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/FaceProtagonistSO.cs


{
TransformAnchor _protagonist;
Transform _actor;
Quaternion rotationOnEnter;
rotationOnEnter = _actor.rotation;
}
public override void OnUpdate()

public override void OnStateEnter()
{
}
public override void OnStateExit()
{
_actor.rotation = rotationOnEnter;
}
}

10
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/MovementActions/PathwayMovementAction.cs


{
_agent = agent;
_isActiveAgent = _agent != null && _agent.isActiveAndEnabled && _agent.isOnNavMesh;
_wayPointIndex = 0;
_wayPointIndex = - 1; //Initialized to -1 so we don't skip the first element from the waypoint list
_roamingSpeed = config.Speed;
_wayppoints = config.Waypoints;
}

private Vector3 GetNextDestination()
{
Vector3 result = _agent.transform.position;
Vector3 nextDestination = _agent.transform.position;
//We check the modulo so when we reach the end of the array we go back to the first element
result = _wayppoints[_wayPointIndex].waypoint;
nextDestination = _wayppoints[_wayPointIndex].waypoint;
return result;
//Debug.Log("the next destination index = " +_wayPointIndex + "value = " + nextDestination);
return nextDestination;
}
}

10
UOP1_Project/Assets/Scripts/Cutscenes/CutsceneManager.cs


}
private void Start()
{
_playCutsceneEvent.OnEventRaised += PlayCutscene;
_playDialogueEvent.OnEventRaised += PlayDialogueFromClip;
_pauseTimelineEvent.OnEventRaised += PauseTimeline;
_playCutsceneEvent.OnEventRaised += PlayCutscene;
_playDialogueEvent.OnEventRaised += PlayDialogueFromClip;
_pauseTimelineEvent.OnEventRaised += PauseTimeline;
_gameState.UpdateGameState(GameState.Cutscene);
_gameState.UpdateGameState(GameState.Cutscene);
_activePlayableDirector = activePlayableDirector;
_isPaused = false;

void CutsceneEnded()
{
_gameState.ResetToPreviousGameState();
_gameState.ResetToPreviousGameState();
if (_activePlayableDirector != null)
_activePlayableDirector.stopped -= HandleDirectorStopped;

43
UOP1_Project/Assets/Scripts/Gameplay/GameManager.cs


public class GameManager : MonoBehaviour
{
[SerializeField]
private QuestManagerSO _questManager = default;
[SerializeField]
private QuestManagerSO _questManager = default;
[SerializeField]
private GameStateSO _gameState = default;
[SerializeField]
private InputReader _inputReader = default;
[SerializeField]
private GameStateSO _gameState = default;
[SerializeField]
private InputReader _inputReader = default;
private void Start()
{
StartGame();
private void Start()
{
StartGame();
_inputReader.pauseEvent += PauseGame;
}
}
{
_gameState.UpdateGameState(GameState.Gameplay);
_questManager.StartGame();
}
public void PauseGame()
{
_gameState.UpdateGameState(GameState.Gameplay);
_questManager.StartGame();
}
public void PauseGame()
{
_gameState.UpdateGameState(GameState.Pause);
}
public void UnauseGame()
}
public void UnpauseGame()
{
_gameState.ResetToPreviousGameState();
}
_gameState.ResetToPreviousGameState();
}
}

974
UOP1_Project/Assets/Scripts/Input/GameInput.cs
文件差异内容过多而无法显示
查看文件

69
UOP1_Project/Assets/Scripts/Input/InputReader.cs


using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Events;
using System;
[CreateAssetMenu(fileName = "InputReader", menuName = "Game/Input Reader")]
public class InputReader : ScriptableObject, GameInput.IGameplayActions, GameInput.IDialoguesActions, GameInput.IMenusActions

public event UnityAction attackEvent = delegate { };
public event UnityAction attackCanceledEvent = delegate { };
public event UnityAction interactEvent = delegate { }; // Used to talk, pickup objects, interact with tools like the cooking cauldron
public event UnityAction openInventoryEvent = delegate { }; // Used to bring up the inventory
public event UnityAction closeInventoryEvent = delegate { };// Used to bring up the inventory
public event UnityAction pauseEvent = delegate { };
public event UnityAction<Vector2> moveEvent = delegate { };
public event UnityAction<Vector2, bool> cameraMoveEvent = delegate { };
public event UnityAction enableMouseControlCameraEvent = delegate { };

// Menus
public event UnityAction menuMouseMoveEvent = delegate { };
public event UnityAction menuClickButtonEvent = delegate { };
public event UnityAction menuConfirmEvent = delegate { };
public event UnityAction menuCancelEvent = delegate { };
public event UnityAction menuPauseEvent = delegate { };
public event UnityAction menuCloseEvent = delegate { };
public event UnityAction openInventoryEvent = delegate { }; // Used to bring up the inventory
public event UnityAction closePopupEvent = delegate { };
public event UnityAction<float> menuSwitchTab = delegate { };

EnableGameplayInput();
}
private void OnDisable()
{
DisableAllInput();

break;
}
}
public void DisplayDelegates()
{
if( openInventoryEvent.GetInvocationList().Length >0)
{
Debug.Log("OpenInventory has " + openInventoryEvent.GetInvocationList().Length + " Delegate");
}
foreach (Delegate d in openInventoryEvent.GetInvocationList())
{
Debug.Log("OpenInventory Delegates :: " + d.Target.ToString());
}
}
{
DisplayDelegates();
}
{ menuCloseEvent.Invoke();
closeInventoryEvent.Invoke();
}
public void OnInventoryActionButton(InputAction.CallbackContext context)
{

interactEvent.Invoke();
}
public void OnClosePopupEvent(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
closePopupEvent.Invoke();
}
public void OnJump(InputAction.CallbackContext context)
{

public void OnPause(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
{ menuPauseEvent.Invoke();
pauseEvent.Invoke();
}
public void OnRotateCamera(InputAction.CallbackContext context)
{

public void OnMoveSelection(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
moveSelectionEvent.Invoke();
moveSelectionEvent();
advanceDialogueEvent.Invoke();
advanceDialogueEvent();
menuClickButtonEvent.Invoke();
menuConfirmEvent();
/* public void OnCancel(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
menuCancelEvent();
}*/
menuMouseMoveEvent.Invoke();
menuMouseMoveEvent();
{
menuUnpauseEvent.Invoke();
menuUnpauseEvent();
}
public void EnableDialogueInput()
{

public void OnChangeTab(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
menuSwitchTab.Invoke(context.ReadValue<float>());
menuSwitchTab.Invoke(context.ReadValue<float>());
}

10
UOP1_Project/Assets/Scripts/Inventory/CollectableItem.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using DG.Tweening;
[SerializeField] private GameObject _itemGO = default;
[SerializeField] private GameObject _itemGO = default;
AnimateItem();
AnimateItem();
}
public Item GetItem()

public void AnimateItem()
{
if(_itemGO!=null)
if (_itemGO != null)
_itemGO.transform.DORotate(Vector3.one * 180, 5, RotateMode.Fast).SetLoops(-1,LoopType.Incremental);
_itemGO.transform.DORotate(Vector3.one * 180, 5, RotateMode.Fast).SetLoops(-1, LoopType.Incremental);
}
}

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


[SerializeField] private Button _itemButton = default;
[SerializeField] private Image _bgInactiveImage = default;
ItemEventChannelSO _currentItemEvent;
ItemEventChannelSO _currentItemEvent;
[SerializeField] private LocalizeSpriteEvent _bgLocalizedImage = default;
[SerializeField] private LocalizeSpriteEvent _bgLocalizedImage = default;
public void SetItem(ItemStack itemStack, bool isSelected, ItemEventChannelSO selectItemEvent)
{

_imgSelected.gameObject.SetActive(true);
_itemButton.gameObject.SetActive(true);
_bgInactiveImage.gameObject.SetActive(false);
_currentItemEvent = selectItemEvent;
_currentItemEvent = selectItemEvent;
_currentItem = itemStack;
_imgSelected.gameObject.SetActive(isSelected);

_itemCount.text = itemStack.Amount.ToString();
_bgImage.color = itemStack.Item.ItemType.TypeColor;
}
public void SetInactiveItem()
{

public void SelectFirstElement()
{
_itemButton.Select();
SelectItem();
SelectItem();
}
public void HoverItem()

20
UOP1_Project/Assets/Scripts/Inventory/InventoryListFiller.cs


public class InventoryListFiller : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Start is called before the first frame update
void Start()
{
// Update is called once per frame
void Update()
{
}
}
// Update is called once per frame
void Update()
{
}
}

52
UOP1_Project/Assets/Scripts/Inventory/InventoryManager.cs


private void OnEnable()
{
//Check if the event exists to avoid errors
_cookRecipeEvent.OnEventRaised += CookRecipeEventRaised;
_useItemEvent.OnEventRaised += UseItemEventRaised;
_equipItemEvent.OnEventRaised += EquipItemEventRaised;
_addItemEvent.OnEventRaised += AddItem;
_removeItemEvent.OnEventRaised += RemoveItem;
_rewardItemEvent.OnEventRaised += AddItem;
_giveItemEvent.OnEventRaised += RemoveItem;
_cookRecipeEvent.OnEventRaised += CookRecipeEventRaised;
_useItemEvent.OnEventRaised += UseItemEventRaised;
_equipItemEvent.OnEventRaised += EquipItemEventRaised;
_addItemEvent.OnEventRaised += AddItem;
_removeItemEvent.OnEventRaised += RemoveItem;
_rewardItemEvent.OnEventRaised += AddItem;
_giveItemEvent.OnEventRaised += RemoveItem;
_cookRecipeEvent.OnEventRaised -= CookRecipeEventRaised;
_useItemEvent.OnEventRaised -= UseItemEventRaised;
_equipItemEvent.OnEventRaised -= EquipItemEventRaised;
_addItemEvent.OnEventRaised -= AddItem;
_removeItemEvent.OnEventRaised -= RemoveItem;
_cookRecipeEvent.OnEventRaised -= CookRecipeEventRaised;
_useItemEvent.OnEventRaised -= UseItemEventRaised;
_equipItemEvent.OnEventRaised -= EquipItemEventRaised;
_addItemEvent.OnEventRaised -= AddItem;
_removeItemEvent.OnEventRaised -= RemoveItem;
}

48
UOP1_Project/Assets/Scripts/Inventory/UIInventoryManager.cs


private VoidEventChannelSO _onInteractionEndedEvent = default;
[SerializeField]
private InputReader _inputReader = default;
private InputReader _inputReader = default;
_actionButtonClicked.OnEventRaised += ActionButtonEventRaised;
_changeTabEvent.OnEventRaised += ChangeTabEventRaised;
_selectItemEvent.OnEventRaised += InspectItem;
_onInteractionEndedEvent.OnEventRaised += InteractionEnded;
_actionButtonClicked.OnEventRaised += ActionButtonEventRaised;
_changeTabEvent.OnEventRaised += ChangeTabEventRaised;
_selectItemEvent.OnEventRaised += InspectItem;
_onInteractionEndedEvent.OnEventRaised += InteractionEnded;
_actionButtonClicked.OnEventRaised -= ActionButtonEventRaised;
_changeTabEvent.OnEventRaised -= ChangeTabEventRaised;
_selectItemEvent.OnEventRaised -= InspectItem;
_actionButtonClicked.OnEventRaised -= ActionButtonEventRaised;
_changeTabEvent.OnEventRaised -= ChangeTabEventRaised;
_selectItemEvent.OnEventRaised -= InspectItem;
if(orientation!=0)
if (orientation != 0)
{
bool isLeft = orientation < 0;
int initialIndex = _tabTypesList.FindIndex(o => o == _selectedTab);

initialIndex++;
}
initialIndex= Mathf.Clamp(initialIndex, 0, _tabTypesList.Count-1);
initialIndex = Mathf.Clamp(initialIndex, 0, _tabTypesList.Count - 1);
ChangeTabEventRaised(_tabTypesList[initialIndex]);
ChangeTabEventRaised(_tabTypesList[initialIndex]);
}

FillTypeTabs(_tabTypesList, _selectedTab);
List<ItemStack> listItemsToShow = new List<ItemStack>();
listItemsToShow = _currentInventory.Items.FindAll(o => o.Item.ItemType.TabType == _selectedTab);
FillItems(listItemsToShow);
}
else

Debug.Log("SelectItem " + _instanciatedItems[0]._currentItem.Item);
_instanciatedItems[0].SelectFirstElement();
}
}
public void UpdateOnItemInInventory(ItemStack itemToUpdate, bool removeItem)
{

9
UOP1_Project/Assets/Scripts/Quests/QuestManagerSO.cs


public void StartGame()
{//Add code for saved information
_checkStepValidityEvent.OnEventRaised += CheckStepValidity;
_endDialogueEvent.OnEventRaised += EndDialogue;
_checkStepValidityEvent.OnEventRaised += CheckStepValidity;
_endDialogueEvent.OnEventRaised += EndDialogue;
StartQuestline();
}
void StartQuestline()

}
public DialogueDataSO InteractWithCharacter(ActorSO actor, bool isCheckValidity, bool isValid)
{ if (_currentQuest == null)
{
if (_currentQuest == null)
{
if (CheckQuestlineForQuestWithActor(actor))
{

69
UOP1_Project/Assets/Scripts/Quests/StepController.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
//this script needs to be put on the actor, and takes care of the current step to accomplish.
//the step contains a dialogue and maybe an event.

[SerializeField] private DialogueActorChannelSO _interactionEvent = default;
[SerializeField] private VoidEventChannelSO _winDialogueEvent = default;
[SerializeField] private VoidEventChannelSO _loseDialogueEvent = default;
//[SerializeField]
public VoidEventChannelSO _endDialogueEvent = default;
[SerializeField] private DialogueDataChannelSO _startDialogueEvent = default;
[Header("Listening to")]
[SerializeField] private VoidEventChannelSO _endDialogueEvent = default;
//[SerializeField]
public DialogueDataChannelSO _startDialogueEvent = default;
private DialogueDataSO _currentDialogue;
private DialogueDataSO _currentDialogue;
public bool IsInDialogue = false;
public bool isInDialogue; //Consumed by the state machine
_winDialogueEvent.OnEventRaised += PlayWinDialogue;
_loseDialogueEvent.OnEventRaised += PlayLoseDialogue;
}
void PlayDefaultDialogue()

{
DialogueDataSO displayDialogue = _questData.InteractWithCharacter(_actor, false, false);
Debug.Log("dialogue " + displayDialogue + "actor" + _actor);
//Debug.Log("dialogue " + displayDialogue + "actor" + _actor);
if (displayDialogue != null)
{
_currentDialogue = displayDialogue;

void StartDialogue()
{
_startDialogueEvent.RaiseEvent(_currentDialogue);
IsInDialogue = true;
_endDialogueEvent.OnEventRaised += EndDialogue;
_startDialogueEvent.RaiseEvent(_currentDialogue);
_endDialogueEvent.OnEventRaised += EndDialogue;
StopConversation();
_winDialogueEvent.OnEventRaised += PlayWinDialogue;
_loseDialogueEvent.OnEventRaised += PlayLoseDialogue;
isInDialogue = true;
IsInDialogue = false;
_winDialogueEvent.OnEventRaised -= PlayWinDialogue;
_loseDialogueEvent.OnEventRaised -= PlayLoseDialogue;
ResumeConversation();
isInDialogue = false;
void PlayLoseDialogue()
void PlayLoseDialogue()
{
if (_questData != null)
{

_currentDialogue = displayDialogue;
StartDialogue();
}
}
void PlayWinDialogue()
{
if (_questData != null)

_currentDialogue = displayDialogue;
StartDialogue();
}
}
}
private void StopConversation()
{
GameObject[] talkingTo = gameObject.GetComponent<NPC>().talkingTo;
if (talkingTo != null)
{
for (int i = 0; i < talkingTo.Length; ++i)
{
talkingTo[i].GetComponent<NPC>().npcState = NPCState.Idle;
}
private void ResumeConversation()
{
GameObject[] talkingTo = GetComponent<NPC>().talkingTo;
if (talkingTo != null)
{
for (int i = 0; i < talkingTo.Length; ++i)
{
talkingTo[i].GetComponent<NPC>().npcState = NPCState.Talk;
}
}
}
}

2
UOP1_Project/Assets/Scripts/SaveSystem/SaveSystem.cs


saveData._itemStacks.Clear();
foreach (var itemStack in _playerInventory.Items)
{
// saveData._itemStacks.Add(new SerializedItemStack(itemStack.Item.Guid, itemStack.Amount));
// saveData._itemStacks.Add(new SerializedItemStack(itemStack.Item.Guid, itemStack.Amount));
}
if (FileManager.MoveFile(saveFilename, backupSaveFilename))

13
UOP1_Project/Assets/Scripts/SceneManagement/EditorColdStartup.cs


[SerializeField] private GameSceneSO _thisSceneSO = default;
[SerializeField] private GameSceneSO _persistentManagersSO = default;
[SerializeField] private AssetReference _notifyColdStartupChannel = default;
[SerializeField] private VoidEventChannelSO _onSceneReadyChannel = default;
private void Start()
{

private void OnNotifyChannelLoaded(AsyncOperationHandle<LoadEventChannelSO> obj)
{
LoadEventChannelSO loadEventChannelSO = (LoadEventChannelSO)_notifyColdStartupChannel.Asset;
loadEventChannelSO.RaiseEvent(_thisSceneSO);
if(_thisSceneSO != null)
{
obj.Result.RaiseEvent(_thisSceneSO);
}
else
{
//Raise a fake scene ready event, so the player is spawned
_onSceneReadyChannel.RaiseEvent();
//When this happens, the player won't be able to move between scenes because the SceneLoader has no conception of which scene we are in
}
}
#endif
}

3
UOP1_Project/Assets/Scripts/SceneManagement/EditorColdStartup.cs.meta


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4
UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs


/// </summary>
private void UnloadPreviousScene()
{
if(_currentlyLoadedScene != null) //would be null if the game was started in Initialisation
if (_currentlyLoadedScene != null) //would be null if the game was started in Initialisation
if(_currentlyLoadedScene.sceneReference.OperationHandle.IsValid())
if (_currentlyLoadedScene.sceneReference.OperationHandle.IsValid())
{
//Unload the scene through its AssetReference, i.e. through the Addressable system
_currentlyLoadedScene.sceneReference.UnLoadScene();

18
UOP1_Project/Assets/Scripts/SceneManagement/StartGame.cs


/// This class contains the function to call when play button is pressed
/// </summary>
public class StartGame : MonoBehaviour
{
{
private bool _showLoadScreen = default;
private bool _showLoadScreen = default;
private SaveSystem _saveSystem = default ;
private SaveSystem _saveSystem = default;
private bool _hasSaveData;
[Header("Broadcasting on ")]
[SerializeField]

{
_hasSaveData = _saveSystem.LoadSaveDataFromDisk();
_startNewGameEvent.OnEventRaised += StartNewGame;
_continueGameEvent.OnEventRaised += ContinuePreviousGame;
_continueGameEvent.OnEventRaised += ContinuePreviousGame;
}
private void OnDestroy()
{

_saveSystem.WriteEmptySaveFile();
//Start new game
_startGameEvent.RaiseEvent(_locationsToLoad, _showLoadScreen);
void OnResetSaveDataPress()
void OnResetSaveDataPress()
IEnumerator LoadSaveGame()
IEnumerator LoadSaveGame()
{
yield return StartCoroutine(_saveSystem.LoadSavedInventory());

12
UOP1_Project/Assets/Scripts/UI/InventoryButtonFiller.cs


[SerializeField]
VoidEventChannelSO _inventoryActionEvent = default;
bool hasEvent = false;
bool hasEvent = false;
public void FillInventoryButtons(ItemType itemType, bool isInteractable = true)

//bool isKeyboard = !(Input.GetJoystickNames() != null && Input.GetJoystickNames().Length > 0);
bool isKeyboard =true;
bool isKeyboard = true;
buttonPromptSetter.SetButtonPrompt(isKeyboard);
if (isInteractable)
{

else
{
if (_inputReader != null)
if (hasEvent )
_inputReader.inventoryActionButtonEvent -= ActionButtonEventRaised;
if (hasEvent)
_inputReader.inventoryActionButtonEvent -= ActionButtonEventRaised;
}

if(_inventoryActionEvent!=null)
if (_inventoryActionEvent != null)
_inventoryActionEvent.RaiseEvent();
_inventoryActionEvent.RaiseEvent();
}

4
UOP1_Project/Assets/Scripts/UI/UIButtonPromptSetter.cs


if (!isKeyboard)
{
_interactionKeyBG.sprite = _controllerSprite;
_interactionKeyText.text = _interactionJoystickKeyCode;
_interactionKeyText.text = _interactionJoystickKeyCode;
_interactionKeyText.text = _interactionKeyboardCode;
_interactionKeyText.text = _interactionKeyboardCode;
}

6
UOP1_Project/Assets/Scripts/UI/UIDialogueManager.cs


[SerializeField] private DialogueChoicesChannelSO _showChoicesEvent = default;
private void Start()
{
_showChoicesEvent.OnEventRaised += ShowChoices;
_showChoicesEvent.OnEventRaised += ShowChoices;
}
public void SetDialogue(LocalizedString dialogueLine, ActorSO actor)
{

26
UOP1_Project/Assets/Scripts/UI/UIHealthBarManager.cs


public class UIHealthBarManager : MonoBehaviour
{
Transform target;
int maxHealth=0;
int currentHealth=0;
int maxHealth = 0;
int currentHealth = 0;
[SerializeField] private Slider _healthBar = default;
[Header("Listening to")]

private void OnEnable()
{
if((GetComponent<Canvas>()!=null)&&(Camera.main!=null))
if ((GetComponent<Canvas>() != null) && (Camera.main != null))
target = Camera.main.transform;
target = Camera.main.transform;
_setHealthBar.OnEventRaised += SetHealthBar;
_inflictDamage.OnEventRaised += InflictDamage;
_restoreHealth.OnEventRaised += RestoreHealth;
_setHealthBar.OnEventRaised += SetHealthBar;
_inflictDamage.OnEventRaised += InflictDamage;
_restoreHealth.OnEventRaised += RestoreHealth;
}
private void OnDestroy()
{

{
maxHealth = _maxHealth;
currentHealth = _maxHealth;
setSlider();
setSlider();
}
public void InflictDamage(int _damage)

//find new slider value
float sliderValue = 0;
sliderValue = currentHealth / maxHealth;
_healthBar.value = sliderValue;
_healthBar.value = sliderValue;
}

10
UOP1_Project/Assets/Scripts/UI/UIInteractionItemFiller.cs


[SerializeField] LocalizeStringEvent _interactionName = default;
[SerializeField]
UIButtonPromptSetter buttonPromptSetter = default;
UIButtonPromptSetter buttonPromptSetter = default;
bool isKeyboard = true;
// bool isKeyboard = !(Input.GetJoystickNames() != null && Input.GetJoystickNames().Length > 0);
buttonPromptSetter.SetButtonPrompt(isKeyboard);
bool isKeyboard = true;
// bool isKeyboard = !(Input.GetJoystickNames() != null && Input.GetJoystickNames().Length > 0);
buttonPromptSetter.SetButtonPrompt(isKeyboard);
}

2
UOP1_Project/Assets/Tutorials/TutorialWelcomePage.asset


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UOP1_Project/Assets/WIP/Materials/Probuilder_Toon.mat


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UOP1_Project/Assets/WIP/Materials/Prototype_Sand.mat


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UOP1_Project/Assets/WIP/Materials/Prototyping_Grey.mat


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UOP1_Project/Assets/WIP/Materials/Prototype_Ground.mat


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12
UOP1_Project/Assets/Scripts/Gameplay/SpawnSystem.cs


private void OnEnable()
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_OnSceneReady.OnEventRaised += SpawnPlayer;
_OnSceneReady.OnEventRaised -= SpawnPlayer;
_OnSceneReady.OnEventRaised -= SpawnPlayer;
}
private void SpawnPlayer()

19
UOP1_Project/Assets/Scenes/Whiteboxing/Community/GeneralMapMediumMultipleScenes/Farms.unity


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UOP1_Project/Assets/Scenes/Whiteboxing/Community/GeneralMapMediumMultipleScenes/Glade.unity


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UOP1_Project/Assets/Scenes/Whiteboxing/Community/GeneralMapMediumMultipleScenes/RockyPath.unity


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UOP1_Project/Assets/Scenes/Whiteboxing/Community/GeneralMapMediumMultipleScenes/Town.unity


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Listen.asset


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UOP1_Project/Assets/Scripts/Characters/NPC.cs


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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UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/HasReachedWaypointSO.cs


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;
}
}

33
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCIdleSO.cs


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;
}
}
}

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31
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCInDialogueSO.cs


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;
}
}
}

11
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60
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCSayingTheLineSO.cs


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;
}
}
}

11
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31
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCTalkingSO.cs


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;
}
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{
return false;
}
}
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UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCWalkingSO.cs


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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