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Adding interaction UI + Events

/main
Chema Damak 4 年前
当前提交
2051a72a
共有 44 个文件被更改,包括 1688 次插入224 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. 5
      UOP1_Project/Assets/Prefabs/UI/UIManager.prefab
  4. 330
      UOP1_Project/Assets/Scenes/UI Scene.unity
  5. 4
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsPickingUpSO.cs
  6. 1
      UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
  7. 4
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/InteractionUIEventChannelSO.cs
  8. 40
      UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs
  9. 19
      UOP1_Project/Assets/Scripts/Inventory/InventoryFiller.cs
  10. 3
      UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/InventoryTabType.cs
  11. 53
      UOP1_Project/Assets/Scripts/UI/UIManager.cs
  12. 8
      UOP1_Project/Assets/Inventory/Scripts.meta
  13. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Interaction.meta
  14. 430
      UOP1_Project/Assets/Prefabs/UI/Game Screen.prefab
  15. 7
      UOP1_Project/Assets/Prefabs/UI/Game Screen.prefab.meta
  16. 543
      UOP1_Project/Assets/Prefabs/UI/InteractionItem.prefab
  17. 7
      UOP1_Project/Assets/Prefabs/UI/InteractionItem.prefab.meta
  18. 8
      UOP1_Project/Assets/ScriptableObjects/UI.meta
  19. 17
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs
  20. 11
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs.meta
  21. 8
      UOP1_Project/Assets/Scripts/UI/ScriptableObject.meta
  22. 22
      UOP1_Project/Assets/UIInteractionItemFiller.cs
  23. 11
      UOP1_Project/Assets/UIInteractionItemFiller.cs.meta
  24. 23
      UOP1_Project/Assets/UIInteractionPanelFiller.cs
  25. 11
      UOP1_Project/Assets/UIInteractionPanelFiller.cs.meta
  26. 52
      UOP1_Project/Assets/Localization Files/Asset Tables/Interaction/Interactions Shared Data.asset
  27. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Interaction/Interactions Shared Data.asset.meta
  28. 22
      UOP1_Project/Assets/Localization Files/Asset Tables/Interaction/Interactions.asset
  29. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Interaction/Interactions.asset.meta
  30. 46
      UOP1_Project/Assets/Localization Files/Asset Tables/Interaction/Interactions_en.asset
  31. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Interaction/Interactions_en.asset.meta
  32. 46
      UOP1_Project/Assets/Localization Files/Asset Tables/Interaction/Interactions_fr.asset
  33. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Interaction/Interactions_fr.asset.meta
  34. 22
      UOP1_Project/Assets/ScriptableObjects/UI/Pickup_Interaction.asset
  35. 8
      UOP1_Project/Assets/ScriptableObjects/UI/Pickup_Interaction.asset.meta
  36. 22
      UOP1_Project/Assets/ScriptableObjects/UI/StartCooking_Interaction.asset
  37. 8
      UOP1_Project/Assets/ScriptableObjects/UI/StartCooking_Interaction.asset.meta
  38. 22
      UOP1_Project/Assets/ScriptableObjects/UI/Talk_Interaction.asset
  39. 8
      UOP1_Project/Assets/ScriptableObjects/UI/Talk_Interaction.asset.meta
  40. 20
      UOP1_Project/Assets/Scripts/UI/ScriptableObject/InteractionSO.cs
  41. 11
      UOP1_Project/Assets/Scripts/UI/ScriptableObject/InteractionSO.cs.meta

6
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14
UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-StringTables.asset


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5
UOP1_Project/Assets/Prefabs/UI/UIManager.prefab


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330
UOP1_Project/Assets/Scenes/UI Scene.unity


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4
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsPickingUpSO.cs


protected override bool Statement()
{
if (_interactScript.currentInteraction == Interaction.PickUp)
if (_interactScript.currentInteraction == InteractionType.PickUp)
_interactScript.currentInteraction = Interaction.None;
_interactScript.currentInteraction = InteractionType.None;
return true;
}

1
UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs


{
//TODO: Interface with a UIManager to allow displayal of the line of dialogue in the UI
//Debug.Log("A line of dialogue has been spoken: \"" + dialogueLine.Sentence + "\" by " + dialogueLine.Actor.ActorName);
if(dialogueLineEvent!=null)
dialogueLineEvent.OnEventRaised(dialogueLine);
}

4
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/InteractionUIEventChannelSO.cs


[CreateAssetMenu(menuName = "Events/Toogle Interaction UI Event Channel")]
public class InteractionUIEventChannelSO : ScriptableObject
{
public UnityAction<bool, Interaction> OnEventRaised;
public void RaiseEvent(bool state, Interaction interactionType)
public UnityAction<bool, InteractionType> OnEventRaised;
public void RaiseEvent(bool state, InteractionType interactionType)
{
if (OnEventRaised != null)
OnEventRaised.Invoke(state, interactionType);

40
UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs


using UnityEngine;
public enum Interaction { None = 0, PickUp, Cook, Talk };
public enum InteractionType { None = 0, PickUp, Cook, Talk };
private Interaction _potentialInteraction;
[HideInInspector] public Interaction currentInteraction;
private InteractionType _potentialInteraction;
[HideInInspector] public InteractionType currentInteraction;
[SerializeField] private InputReader _inputReader = default;
//To store the object we are currently interacting with
private GameObject _currentInteractableObject = null;

switch (_potentialInteraction)
{
//we show it after cooking or talking, in case player want to interact again
case Interaction.Cook:
case Interaction.Talk:
case InteractionType.Cook:
case InteractionType.Talk:
_toggleInteractionUI.RaiseEvent(true, _potentialInteraction);
Debug.Log("Display interaction UI");
break;

void OnInteractionButtonPress()
{
//remove interaction after press
_toggleInteractionUI.RaiseEvent(false, _potentialInteraction);
case Interaction.None:
case InteractionType.None:
case Interaction.PickUp:
case InteractionType.PickUp:
if (_currentInteractableObject != null)
{
if (_onObjectPickUp != null)

_onObjectPickUp.RaiseEvent(currentItem);
Debug.Log("PickUp event raised");
//set current interaction for state machine
currentInteraction = Interaction.PickUp;
currentInteraction = InteractionType.PickUp;
case Interaction.Cook:
case InteractionType.Cook:
if (_onCookingStart != null)
{
_onCookingStart.RaiseEvent();

//set current interaction for state machine
currentInteraction = Interaction.Cook;
currentInteraction = InteractionType.Cook;
case Interaction.Talk:
case InteractionType.Talk:
if (_currentInteractableObject != null)
{
if (_onCookingStart != null)

//Change the action map
_inputReader.EnableDialogueInput();
//set current interaction for state machine
currentInteraction = Interaction.Talk;
currentInteraction = InteractionType.Talk;
}
}
break;

{
if (other.CompareTag("Pickable"))
{
_potentialInteraction = Interaction.PickUp;
_potentialInteraction = InteractionType.PickUp;
_potentialInteraction = Interaction.Cook;
_potentialInteraction = InteractionType.Cook;
_potentialInteraction = Interaction.Talk;
_potentialInteraction = InteractionType.Talk;
Debug.Log("I triggered an NPC!");
DisplayInteractionUI();
}

private void OnTriggerExit(Collider other)
{
_potentialInteraction = Interaction.None;
_potentialInteraction = InteractionType.None;
if (_toggleInteractionUI != null)
_toggleInteractionUI.RaiseEvent(false, _potentialInteraction);
}
}

19
UOP1_Project/Assets/Scripts/Inventory/InventoryFiller.cs


[SerializeField]
private InventoryButtonFiller buttonFiller;
InventoryTabType selectedTabType;
InventoryTabType selectedTab;
[SerializeField]
List<InventoryTabType> tabTypesList = new List<InventoryTabType>();

public void FillInventory(InventoryTabType _selectedTabType = null)
public void FillInventory(TabType _selectedTabType = TabType.none)
if (_selectedTabType != null)
if ((_selectedTabType != TabType.none) && (tabTypesList.Exists(o => o.TabType == _selectedTabType)))
selectedTabType = _selectedTabType;
selectedTab = tabTypesList.Find(o=>o.TabType == _selectedTabType);
}
else
{

{
selectedTabType = tabTypesList[0];
selectedTab = tabTypesList[0];
}
}

if (selectedTabType != null)
if (selectedTab != null)
FillTypeTabs(tabTypesList, selectedTabType);
Debug.Log("Is changing tab");
List<ItemStack> listItemsToShow = currentInventory.Items.FindAll(o => o.Item.ItemType.TabType == selectedTabType);
FillTypeTabs(tabTypesList, selectedTab);
List<ItemStack> listItemsToShow = currentInventory.Items.FindAll(o => o.Item.ItemType.TabType == selectedTab);
FillItems(listItemsToShow);
}
else

void ChangeTabEventRaised(InventoryTabType tabType)
{
FillInventory(tabType);
FillInventory(tabType.TabType);
}

3
UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/InventoryTabType.cs


{
customization,
cookingItem,
recipe
recipe,
none
}
[CreateAssetMenu(fileName = "tabType", menuName = "Inventory/tabType", order = 51)]

53
UOP1_Project/Assets/Scripts/UI/UIManager.cs


public VoidEventChannelSO CloseUIDialogueEvent;
public VoidEventChannelSO OpenInventoryScreenEvent;
public VoidEventChannelSO OpenInventoryScreenForCookingEvent;
public InteractionUIEventChannelSO SetInteractionEvent;
private void OnEnable()
{

if (CloseUIDialogueEvent != null)
{
CloseUIDialogueEvent.OnEventRaised += CloseUIDialogue;
}
if (OpenInventoryScreenForCookingEvent != null)
{
OpenInventoryScreenForCookingEvent.OnEventRaised += SetInventoryScreenForCooking;
OpenInventoryScreenEvent.OnEventRaised += OpenInventoryScreen;
OpenInventoryScreenEvent.OnEventRaised += SetInventoryScreen;
if (SetInteractionEvent != null)
{
SetInteractionEvent.OnEventRaised += SetInteractionPanel;
}
}
private void Start()

[SerializeField] DialogueUIController dialogueController = default;
[SerializeField]
DialogueUIController dialogueController = default;
[SerializeField]
UIInteractionPanelFiller interactionPanel;
public void OpenUIDialogue(DialogueLineSO dialogueLine)
{

dialogueController.gameObject.SetActive(false);
}
public void SetInventoryScreenForCooking()
{
OpenInventoryScreen(true);
public void OpenInventoryScreen()
}
public void SetInventoryScreen()
{
OpenInventoryScreen(false);
}
void OpenInventoryScreen(bool isForCooking)
inventoryPanel.FillInventory();
if (isForCooking)
{
inventoryPanel.FillInventory(TabType.recipe);
}
else
{
inventoryPanel.FillInventory();
}
}
public void SetInteractionPanel(bool isOpenEvent, InteractionType interactionType)
{
if (isOpenEvent)
{
interactionPanel.FillInteractionPanel(interactionType);
}
interactionPanel.gameObject.SetActive(isOpenEvent);
}
}

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UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs


using UnityEngine.Events;
using UnityEngine;
/// <summary>
/// This class is used for Events that have one int argument.
/// Example: An Achievement unlock event, where the int is the Achievement ID.
/// </summary>
[CreateAssetMenu(menuName = "Events/Bool Event Channel")]
public class BoolEventChannelSO : ScriptableObject
{
public UnityAction<bool> OnEventRaised;
public void RaiseEvent(bool value)
{
OnEventRaised.Invoke(value);
}
}

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UOP1_Project/Assets/UIInteractionItemFiller.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Localization.Components;
using TMPro;
public class UIInteractionItemFiller : MonoBehaviour
{
[SerializeField]
LocalizeStringEvent interactionName;
[SerializeField]
TextMeshProUGUI interactionKeyButton;
public void FillInteractionPanel(InteractionSO interactionItem) {
interactionName.StringReference = interactionItem.InteractionName;
interactionKeyButton.text = KeyCode.E.ToString(); // this keycode will be modified later on
}
}

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UOP1_Project/Assets/UIInteractionPanelFiller.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIInteractionPanelFiller : MonoBehaviour
{
[SerializeField]
private List<InteractionSO> listInteractions;
[SerializeField]
private UIInteractionItemFiller interactionItem;
public void FillInteractionPanel(InteractionType interactionType)
{
if ((listInteractions != null) && (interactionItem != null))
if (listInteractions.Exists(o => o.InteractionType == interactionType))
{
interactionItem.FillInteractionPanel(listInteractions.Find(o => o.InteractionType == interactionType));
}
}
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UOP1_Project/Assets/Scripts/UI/ScriptableObject/InteractionSO.cs


using UnityEngine;
using UnityEngine.Localization;
[CreateAssetMenu(fileName = "Interaction", menuName = "UI/Interaction", order = 51)]
public class InteractionSO : ScriptableObject
{
[Tooltip("The interaction name")]
[SerializeField]
private LocalizedString _interactionName;
[Tooltip("The Interaction Type")]
[SerializeField]
private InteractionType _interactionType;
public LocalizedString InteractionName => _interactionName;
public InteractionType InteractionType => _interactionType;
}

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