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Merge remote-tracking branch 'tech-mkt/main' into main

/devlogs-3-input
Ciro Continisio 4 年前
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183fdac0
共有 60 个文件被更改,包括 2797 次插入287 次删除
  1. 6
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-Assets-Shared.asset
  2. 14
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-StringTables.asset
  3. 6
      UOP1_Project/Assets/Art/Characters/PlantCritter/Animation/PlantCritter.controller
  4. 315
      UOP1_Project/Assets/Prefabs/Characters/PlantCritter.prefab
  5. 258
      UOP1_Project/Assets/Prefabs/Characters/SlimeCritter_Base.prefab
  6. 2
      UOP1_Project/Assets/Prefabs/Props/Collectible Item.prefab
  7. 476
      UOP1_Project/Assets/Scenes/TestingGround.unity
  8. 95
      UOP1_Project/Assets/Scripts/Characters/Critter.cs
  9. 2
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DestroyCritterSO.cs
  10. 5
      UOP1_Project/Assets/Scripts/Inventory/CollectibleItem.cs
  11. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter/States/Idle.asset
  12. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter/States/Alert.asset
  13. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Critters.meta
  14. 8
      UOP1_Project/Assets/Prefabs/Characters/Critter.meta
  15. 1001
      UOP1_Project/Assets/Scenes/TestingGround/NavMesh.asset
  16. 8
      UOP1_Project/Assets/Scenes/TestingGround/NavMesh.asset.meta
  17. 8
      UOP1_Project/Assets/ScriptableObjects/Critters.meta
  18. 15
      UOP1_Project/Assets/Scripts/Characters/DropItem.cs
  19. 11
      UOP1_Project/Assets/Scripts/Characters/DropItem.cs.meta
  20. 8
      UOP1_Project/Assets/Scripts/Characters/ScriptableObjects.meta
  21. 31
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsCritterRoamingSO.cs
  22. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsCritterRoamingSO.cs.meta
  23. 40
      UOP1_Project/Assets/Localization Files/Asset Tables/Critters/Critters Shared Data.asset
  24. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Critters/Critters Shared Data.asset.meta
  25. 22
      UOP1_Project/Assets/Localization Files/Asset Tables/Critters/Critters.asset
  26. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Critters/Critters.asset.meta
  27. 34
      UOP1_Project/Assets/Localization Files/Asset Tables/Critters/Critters_en.asset
  28. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Critters/Critters_en.asset.meta
  29. 34
      UOP1_Project/Assets/Localization Files/Asset Tables/Critters/Critters_fr.asset
  30. 8
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  31. 76
      UOP1_Project/Assets/Prefabs/Characters/Critter/TriggerZone.prefab
  32. 7
      UOP1_Project/Assets/Prefabs/Characters/Critter/TriggerZone.prefab.meta
  33. 8
      UOP1_Project/Assets/ScriptableObjects/Critters/PlantCritter.asset.meta
  34. 34
      UOP1_Project/Assets/ScriptableObjects/Critters/PlantCritter.asset
  35. 34
      UOP1_Project/Assets/ScriptableObjects/Critters/SlimeCritter.asset
  36. 8
      UOP1_Project/Assets/ScriptableObjects/Critters/SlimeCritter.asset.meta
  37. 135
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter/Critter_TransitionTable.asset
  38. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter/States/Roaming.asset
  39. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter/States/Roaming.asset.meta
  40. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter/Conditions/IsCritterChasing.asset
  41. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter/Conditions/IsCritterChasing.asset.meta
  42. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter/Conditions/IsCritterRoaming.asset
  43. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter/Conditions/IsCritterRoaming.asset.meta
  44. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter/Actions/IsMoving_False_OnEnter.asset
  45. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter/Actions/IsMoving_False_OnEnter.asset.meta
  46. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter/Actions/IsMoving_True_OnEnter.asset
  47. 8
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  48. 11
      UOP1_Project/Assets/Scripts/Characters/ScriptableObjects/CritterSO.cs.meta
  49. 66
      UOP1_Project/Assets/Scripts/Characters/ScriptableObjects/CritterSO.cs
  50. 8
      UOP1_Project/Assets/Scenes/TestingGround/Materials.meta
  51. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies.meta
  52. 111
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter/PlantCritter_TransitionTable.asset
  53. 0
      /UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter.meta
  54. 0
      /UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter
  55. 0
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UOP1_Project/Assets/Prefabs/Props/Collectible Item.prefab


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UOP1_Project/Assets/Scenes/TestingGround.unity
文件差异内容过多而无法显示
查看文件

95
UOP1_Project/Assets/Scripts/Characters/Critter.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
[SerializeField] private int _fullHealth = 20;
[SerializeField]
private CritterSO _critterSO;
[SerializeField]
private GameObject _collectibleItemPrefab;
private float _currentWaitTime = default;
private Vector3 _startPosition = default;
private Vector3 _roamingPosTarget = default;
private NavMeshAgent _agent;
private bool _agentActiveOnNavMesh = default;
public bool isRoaming { get; set; }
_currentHealth = _fullHealth;
_currentHealth = _critterSO.MaxHealth;
_startPosition = transform.position;
_currentWaitTime = _critterSO.WaitTime;
_agent = GetComponent<NavMeshAgent>();
_agentActiveOnNavMesh = _agent != null && _agent.isActiveAndEnabled && _agent.isOnNavMesh;
_roamingPosTarget = GetRoamingPosition();
}
private void Update()
{
// Play roaming and chasing movement only if the critter is not static.
if (_agentActiveOnNavMesh)
{
isRoaming = false;
// Critter fainting is not moving.
if (isDead)
{
_agent.isStopped = true;
}
// Chasing the player nearby
else if (isPlayerInAlertZone)
{
_agent.speed = _critterSO.ChasingSpeed;
_agent.SetDestination(_critterSO.PlayerPosition);
// Stop the critter when close enough to perform an attack.
if (isPlayerInAttackZone)
{
_agent.isStopped = true;
}
// Resume critter chasing if the player is moving away from him.
else
{
_agent.isStopped = false;
}
}
// Roaming routine around its start point
else
{
_agent.speed = _critterSO.RoamingSpeed;
_agent.SetDestination(_roamingPosTarget);
if (!_agent.hasPath)
{
_currentWaitTime -= Time.deltaTime;
// Have a short rest at destination before roaming somewhere else.
if (_currentWaitTime < 0)
{
_roamingPosTarget = GetRoamingPosition();
_currentWaitTime = _critterSO.WaitTime;
}
}
else
{
isRoaming = true;
}
}
}
}
// Compute a random target position around the starting position.
private Vector3 GetRoamingPosition()
{
return _startPosition + new Vector3(Random.Range(-1, 1), 0.0f, Random.Range(-1, 1)).normalized * Random.Range(_critterSO.RoamingDistance / 2, _critterSO.RoamingDistance);
}
private void ReceiveAnAttack(int damange)

}
}
public void DestroyCritter()
public void CritterIsDead()
// Drop items
for (int i = 0; i < _critterSO.GetNbDroppedItems(); i++)
{
Item item = _critterSO.GetDroppedItem();
float randPosRight = Random.value * 2 - 1.0f;
float randPosForward = Random.value * 2 - 1.0f;
GameObject collectibleItem = GameObject.Instantiate(_collectibleItemPrefab,
gameObject.transform.position + _collectibleItemPrefab.transform.localPosition +
2 * (randPosForward * Vector3.forward + randPosRight * Vector3.right),
gameObject.transform.localRotation);
collectibleItem.GetComponent<CollectibleItem>().CurrentItem = item;
}
// Remove Critter from the game
GameObject.Destroy(this.gameObject);
}
}

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


public override void OnStateEnter()
{
_critter.DestroyCritter();
_critter.CritterIsDead();
}
}

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


[SerializeField] private Item _currentItem;
[SerializeField] private SpriteRenderer[] _itemImages;
public Item CurrentItem
{
set => _currentItem = value;
}
private void Start()
{
SetItem();

1
UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter/States/Idle.asset


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter/States/Alert.asset


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UOP1_Project/Assets/Scenes/TestingGround/NavMesh.asset
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查看文件

8
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UOP1_Project/Assets/Scripts/Characters/DropItem.cs


using System;
using UnityEngine;
[Serializable]
public class DropItem
{
[SerializeField]
Item _item;
[SerializeField]
float _dropRate;
public Item Item => _item;
public float DropRate => _dropRate;
}

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


using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(fileName = "IsCritterRoaming", menuName = "State Machines/Conditions/Is Critter Roaming")]
public class IsCritterRoamingSO : StateConditionSO
{
protected override Condition CreateCondition() => new IsCritterRoaming();
}
public class IsCritterRoaming : Condition
{
private Critter _critter;
public override void Awake(StateMachine stateMachine)
{
_critter = stateMachine.GetComponent<Critter>();
}
protected override bool Statement()
{
bool result = false;
if (_critter != null)
{
result = _critter.isRoaming;
}
return result;
}
}

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UOP1_Project/Assets/Scripts/Characters/ScriptableObjects/CritterSO.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Localization;
[CreateAssetMenu(fileName = "CritterVariant", menuName = "Critter/Critter Variant")]
public class CritterSO : ScriptableObject
{
[Tooltip("The name of the critter")]
[SerializeField] private LocalizedString _name;
[Tooltip("Initial critter health")]
[SerializeField] private int _maxHealth;
[Tooltip("How long the critter wait before roaming somewhere else (in second).")]
[SerializeField] private float _waitTime = default;
[Tooltip("Critter roaming speed")]
[SerializeField] private float _roamingSpeed = default;
[Tooltip("Critter chasing speed")]
[SerializeField] private float _chasingSpeed = default;
[Tooltip("How far the critter can roam around its spawning point.")]
[SerializeField] private float _roamingDistance = default;
[Tooltip("Player transform anchor.")]
[SerializeField] private TransformAnchor _playerTransform = default;
[Tooltip("Maximum number of items that can be dropped by the critter when killed.")]
[SerializeField]
private int _maxNbDropppedItems = 1;
[Tooltip("The list of item that can be dropped by this critter when killed")]
[SerializeField]
private List<DropItem> _dropItems = new List<DropItem>();
public LocalizedString Name => _name;
public int MaxHealth => _maxHealth;
public List<DropItem> DropItems => _dropItems;
public float WaitTime => _waitTime;
public float RoamingSpeed => _roamingSpeed;
public float ChasingSpeed => _chasingSpeed;
public float RoamingDistance => _roamingDistance;
public Vector3 PlayerPosition => _playerTransform.Transform.position;
public int GetNbDroppedItems()
{
return Mathf.CeilToInt(Random.Range(0.0f, _maxNbDropppedItems));
}
public Item GetDroppedItem()
{
float dropDice = Random.value;
float _currentRate = 0.0f;
foreach (DropItem dropItem in _dropItems)
{
_currentRate += dropItem.DropRate;
if (_currentRate >= dropDice)
{
return dropItem.Item;
}
}
return null;
}
}

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/UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter.meta → /UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter.meta

/UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter → /UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter

/UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter/PlantCritter_TransitionTable.asset.meta → /UOP1_Project/Assets/ScriptableObjects/StateMachine/Critter/Critter_TransitionTable.asset.meta

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