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Merge remote-tracking branch 'upstream/main' into main

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kgc00 4 年前
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共有 146 个文件被更改,包括 7536 次插入455 次删除
  1. 1
      UOP1_Project/.gitignore
  2. 6
      UOP1_Project/Assets/Art/Characters/BardHare/BardHare.mat
  3. 383
      UOP1_Project/Assets/Art/Characters/PhoenixChick/PhoenixChick.fbx
  4. 4
      UOP1_Project/Assets/Art/Characters/PhoenixChick/PhoenixChick.mat
  5. 220
      UOP1_Project/Assets/Art/Items/Lantern/Lantern.fbx
  6. 19
      UOP1_Project/Assets/Art/Items/Lantern/Lantern.mat
  7. 2
      UOP1_Project/Assets/Art/Props.meta
  8. 2
      UOP1_Project/Assets/Art/Props/Torch.meta
  9. 30
      UOP1_Project/Assets/Prefabs/Characters/PhoenixChick.prefab
  10. 9
      UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab
  11. 2
      UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab.meta
  12. 2
      UOP1_Project/Assets/Prefabs/GameplayEssentials/SpawnSystem.prefab
  13. 5
      UOP1_Project/Assets/Prefabs/Items/Lantern.prefab
  14. 495
      UOP1_Project/Assets/Scenes/ArtShowcase.unity
  15. 132
      UOP1_Project/Assets/Scenes/TestingGround.unity
  16. 1
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/HasHitHead.asset
  17. 1
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/IsGrounded.asset
  18. 1
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/IsHoldingJump.asset
  19. 1
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/IsMoving.asset
  20. 1
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/IsSliding.asset
  21. 1
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/JumpHoldTimer.asset
  22. 4
      UOP1_Project/Assets/Scripts/Audio/AudioManager.cs
  23. 9
      UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitter.cs
  24. 16
      UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterFactorySO.cs
  25. 2
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/HasHitHeadConditionSO.cs
  26. 2
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsCharacterControllerGroundedConditionSO.cs
  27. 2
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsHoldingJumpConditionSO.cs
  28. 2
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsMovingConditionSO.cs
  29. 2
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsSlidingConditionSO.cs
  30. 2
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/TimeElapsedConditionSO.cs
  31. 7
      UOP1_Project/Assets/Scripts/Factory/FactorySO.cs
  32. 9
      UOP1_Project/Assets/Scripts/Pool/ComponentPoolSO.cs
  33. 2
      UOP1_Project/Assets/Scripts/Pool/Example/Assets/Example.unity
  34. 24
      UOP1_Project/Assets/Scripts/Pool/Example/LocalPoolTester.cs
  35. 16
      UOP1_Project/Assets/Scripts/Pool/Example/ParticleFactorySO.cs
  36. 4
      UOP1_Project/Assets/Scripts/Pool/Example/ParticlePoolSO.cs
  37. 21
      UOP1_Project/Assets/Scripts/Pool/Example/PoolTester.cs
  38. 11
      UOP1_Project/Assets/Scripts/Pool/PoolSO.cs
  39. 19
      UOP1_Project/Assets/Scripts/StateMachine/Core/State.cs
  40. 6
      UOP1_Project/Assets/Scripts/StateMachine/Core/StateAction.cs
  41. 57
      UOP1_Project/Assets/Scripts/StateMachine/Core/StateCondition.cs
  42. 19
      UOP1_Project/Assets/Scripts/StateMachine/Core/StateMachine.cs
  43. 18
      UOP1_Project/Assets/Scripts/StateMachine/Core/StateTransition.cs
  44. 4
      UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateActionSO.cs
  45. 11
      UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateConditionSO.cs
  46. 24
      UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateSO.cs
  47. 193
      UOP1_Project/Assets/Shaders/SubGraphs/ToonShading.shadersubgraph
  48. 6
      UOP1_Project/Assets/Shaders/SubGraphs/ToonSpecular.shadersubgraph
  49. 68
      UOP1_Project/Assets/Shaders/Toon.shadergraph
  50. 8
      UOP1_Project/Assets/Art/Accessories.meta
  51. 8
      UOP1_Project/Assets/Art/Characters/PhoenixChick/Animation.meta
  52. 8
      UOP1_Project/Assets/Art/Effects.meta
  53. 8
      UOP1_Project/Assets/Art/Materials.meta
  54. 8
      UOP1_Project/Assets/Art/Props/Chest.meta
  55. 1001
      UOP1_Project/Assets/Prefabs/Pig.prefab
  56. 7
      UOP1_Project/Assets/Prefabs/Pig.prefab.meta
  57. 81
      UOP1_Project/Assets/Prefabs/Props/Chest.prefab
  58. 7
      UOP1_Project/Assets/Prefabs/Props/Chest.prefab.meta
  59. 583
      UOP1_Project/Assets/Scenes/Townsfolk wearing earring.unity
  60. 7
      UOP1_Project/Assets/Scenes/Townsfolk wearing earring.unity.meta
  61. 99
      UOP1_Project/Assets/ScriptableObjects/Protagonist/CharacterTransitionTable.asset
  62. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/CharacterTransitionTable.asset.meta
  63. 160
      UOP1_Project/Assets/Scripts/Editor/ReplaceTool.cs
  64. 11
      UOP1_Project/Assets/Scripts/Editor/ReplaceTool.cs.meta
  65. 119
      UOP1_Project/Assets/Scripts/StateMachine/Core/StateMachineDebugger.cs
  66. 11
      UOP1_Project/Assets/Scripts/StateMachine/Core/StateMachineDebugger.cs.meta
  67. 8
      UOP1_Project/Assets/Scripts/StateMachine/Editor.meta
  68. 98
      UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/TransitionTableSO.cs
  69. 11
      UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/TransitionTableSO.cs.meta
  70. 407
      UOP1_Project/Assets/Shaders/Glass.shadergraph
  71. 10
      UOP1_Project/Assets/Shaders/Glass.shadergraph.meta
  72. 8
      UOP1_Project/Assets/Textures.meta
  73. 41
      UOP1_Project/Assets/Art/Accessories/Earring/Earring.fbx
  74. 76
      UOP1_Project/Assets/Art/Accessories/Earring/Earring.prefab
  75. 8
      UOP1_Project/Assets/Art/Accessories/Earring/Earring.mat.meta
  76. 7
      UOP1_Project/Assets/Art/Accessories/Earring/Earring.prefab.meta
  77. 106
      UOP1_Project/Assets/Art/Accessories/Earring/Earring.mat
  78. 97
      UOP1_Project/Assets/Art/Accessories/Earring/Earring.fbx.meta
  79. 8
      UOP1_Project/Assets/Art/Accessories/Earring.meta
  80. 461
      UOP1_Project/Assets/Art/Characters/PhoenixChick/Animation/Flap.fbx
  81. 100
      UOP1_Project/Assets/Art/Characters/PhoenixChick/Animation/Flap.fbx.meta
  82. 1001
      UOP1_Project/Assets/Art/Characters/PhoenixChick/Animation/Idle.fbx
  83. 100
      UOP1_Project/Assets/Art/Characters/PhoenixChick/Animation/Idle.fbx.meta
  84. 103
      UOP1_Project/Assets/Art/Characters/PhoenixChick/Animation/PhoenixChick.controller
  85. 8
      UOP1_Project/Assets/Art/Characters/PhoenixChick/Animation/PhoenixChick.controller.meta
  86. 8
      UOP1_Project/Assets/Art/Effects/Campfire.meta
  87. 101
      UOP1_Project/Assets/Art/Materials/Glass.mat
  88. 8
      UOP1_Project/Assets/Art/Materials/Glass.mat.meta
  89. 1001
      UOP1_Project/Assets/Art/Props/Chest/Chest.FBX
  90. 97
      UOP1_Project/Assets/Art/Props/Chest/Chest.FBX.meta
  91. 106
      UOP1_Project/Assets/Art/Props/Chest/Chest.mat

1
UOP1_Project/.gitignore


# Package related files that can be ignored or are better kept user-specific
ProjectSettings/Packages/com.unity.probuilder/Settings.json
ProjectSettings/Packages/com.unity.polybrush/Settings.json
/ProjectSettings/Packages/com.unity.progrids/Settings.json
Assets/Polybrush Data*
Assets/PolybrushData*

6
UOP1_Project/Assets/Art/Characters/BardHare/BardHare.mat


- _LightProbeContribution: 3.5
- _Metallic: 0
- _OcclusionStrength: 1
- _OutlineDepthSensitivity: 1
- _OutlineNormalsSensitivity: 1
- _OutlineThickness: 1
- _OutlineDepthSensitivity: 0.7
- _OutlineNormalsSensitivity: 0.7
- _OutlineThickness: 2
- _QueueOffset: 0
- _ReceiveShadows: 1
- _Smoothness: 0.5

383
UOP1_Project/Assets/Art/Characters/PhoenixChick/PhoenixChick.fbx
文件差异内容过多而无法显示
查看文件

4
UOP1_Project/Assets/Art/Characters/PhoenixChick/PhoenixChick.mat


- _LightProbeContribution: 5
- _Metallic: 0
- _OcclusionStrength: 1
- _OutlineDepthSensitivity: 0.5
- _OutlineDepthSensitivity: 0.3
- _OutlineThickness: 1
- _OutlineThickness: 2
- _QueueOffset: 0
- _ReceiveShadows: 1
- _Smoothness: 0.5

220
UOP1_Project/Assets/Art/Items/Lantern/Lantern.fbx


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132
UOP1_Project/Assets/Scenes/TestingGround.unity
文件差异内容过多而无法显示
查看文件

1
UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/HasHitHead.asset


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UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/IsGrounded.asset


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1
UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/IsHoldingJump.asset


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m_EditorClassIdentifier:
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1
UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/IsMoving.asset


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1
UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/IsSliding.asset


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1
UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/JumpHoldTimer.asset


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m_EditorClassIdentifier:
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4
UOP1_Project/Assets/Scripts/Audio/AudioManager.cs


private void InitPool()
{
_factory = ScriptableObject.CreateInstance<SoundEmitterFactorySO>();
_factory.Prefab = _soundEmitterPrefab;
_factory.Prefab.name = "SoundEmitter Factory";
_factory.prefab = _soundEmitterPrefab;
_pool = ScriptableObject.CreateInstance<SoundEmitterPoolSO>();
_pool.name = "SoundEmitter Pool";
_pool.Factory = _factory;

private void OnSoundEmitterFinishedPlaying(SoundEmitter soundEmitter)
{
soundEmitter.OnSoundFinishedPlaying -= OnSoundEmitterFinishedPlaying;
soundEmitter.StopSound();
Pool.Return(soundEmitter);
}

9
UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitter.cs


using UnityEngine.Events;
[RequireComponent(typeof(AudioSource))]
public class SoundEmitter : MonoBehaviour, IPoolable
public class SoundEmitter : MonoBehaviour
{
private AudioSource _audioSource;
private float _lastUseTimestamp = 0;

{
_audioSource = this.GetComponent<AudioSource>();
_audioSource.playOnAwake = false;
}
public void OnRequest() { }
public void OnReturn(Action onReturned)
{
StopSound();
}
/// <summary>

16
UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterFactorySO.cs


using UOP1.Factory;
[CreateAssetMenu(fileName = "NewSoundEmitterFactory", menuName = "Factory/SoundEmitter Factory")]
public class SoundEmitterFactorySO : ComponentFactorySO<SoundEmitter>
public class SoundEmitterFactorySO : FactorySO<SoundEmitter>
[SerializeField]
private SoundEmitter _prefab = default;
public SoundEmitter prefab = default;
public override SoundEmitter Prefab
public override SoundEmitter Create()
get
{
return _prefab;
}
set
{
_prefab = value;
}
return prefab;
}
}

2
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/HasHitHeadConditionSO.cs


_characterController = stateMachine.GetComponent<CharacterController>();
}
public override bool Statement()
protected override bool Statement()
{
bool isMovingUpwards = _characterScript.movementVector.y > 0f;
if (isMovingUpwards)

2
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsCharacterControllerGroundedConditionSO.cs


_characterController = stateMachine.GetComponent<CharacterController>();
}
public override bool Statement() => _characterController.isGrounded;
protected override bool Statement() => _characterController.isGrounded;
}

2
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsHoldingJumpConditionSO.cs


_characterScript = stateMachine.GetComponent<Character>();
}
public override bool Statement() => _characterScript.jumpInput;
protected override bool Statement() => _characterScript.jumpInput;
}

2
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsMovingConditionSO.cs


_treshold = treshold;
}
public override bool Statement()
protected override bool Statement()
{
Vector3 movementVector = _characterScript.movementInput;
movementVector.y = 0f;

2
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsSlidingConditionSO.cs


_characterScript = stateMachine.GetComponent<Character>();
}
public override bool Statement()
protected override bool Statement()
{
if (_characterScript.lastHit == null)
return false;

2
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/TimeElapsedConditionSO.cs


_timerLength = timerLength;
}
public override bool Statement() => Time.time >= _startTime + _timerLength;
protected override bool Statement() => Time.time >= _startTime + _timerLength;
}

7
UOP1_Project/Assets/Scripts/Factory/FactorySO.cs


/// Implements the IFactory interface for non-abstract types.
/// </summary>
/// <typeparam name="T">Specifies the non-abstract type to create.</typeparam>
public abstract class FactorySO<T> : ScriptableObject, IFactory<T> where T : new()
public abstract class FactorySO<T> : ScriptableObject, IFactory<T>
public virtual T Create()
{
return new T();
}
public abstract T Create();
}
}

9
UOP1_Project/Assets/Scripts/Pool/ComponentPoolSO.cs


/// Implements a Pool for Component types.
/// </summary>
/// <typeparam name="T">Specifies the component to pool.</typeparam>
public abstract class ComponentPoolSO<T> : PoolSO<T> where T : Component, IPoolable
public abstract class ComponentPoolSO<T> : PoolSO<T> where T : Component
{
public abstract int InitialPoolSize { get; set; }
private GameObject _poolRootObject;

{
InitializePool();
}
return base.Request();
T member = base.Request();
member.gameObject.SetActive(true);
return member;
}
public override void Return(T member)

InitializePool();
}
member.transform.SetParent(_poolRootObject.transform);
member.gameObject.SetActive(false);
base.Return(member);
}

newMember.transform.SetParent(_poolRootObject.transform);
newMember.gameObject.SetActive(false);
return newMember;
}

2
UOP1_Project/Assets/Scripts/Pool/Example/Assets/Example.unity


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m_Name:
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_initialPoolSize: 5
--- !u!4 &648587143
Transform:

24
UOP1_Project/Assets/Scripts/Pool/Example/LocalPoolTester.cs


public class LocalPoolTester : MonoBehaviour
{
[SerializeField]
private PoolableParticle _prefab = default;
[SerializeField]
private IEnumerator Start()
private void Start()
_factory.Prefab = _prefab;
List<PoolableParticle> particles = _pool.Request(10) as List<PoolableParticle>;
foreach (PoolableParticle particle in particles)
List<ParticleSystem> particles = _pool.Request(10) as List<ParticleSystem>;
foreach (ParticleSystem particle in particles)
particle.transform.position = Random.insideUnitSphere * 5f;
particle.Play();
StartCoroutine(DoParticleBehaviour(particle));
yield return new WaitForSecondsRealtime(5f);
_pool.Return(particles);
}
private IEnumerator DoParticleBehaviour(ParticleSystem particle)
{
particle.transform.position = Random.insideUnitSphere * 5f;
particle.Play();
yield return new WaitForSeconds(particle.main.duration);
particle.Stop(true, ParticleSystemStopBehavior.StopEmitting);
yield return new WaitUntil(() => particle.particleCount == 0);
_pool.Return(particle);
}
}

16
UOP1_Project/Assets/Scripts/Pool/Example/ParticleFactorySO.cs


using UOP1.Factory;
[CreateAssetMenu(fileName = "NewParticleFactory", menuName = "Factory/Particle Factory")]
public class ParticleFactorySO : ComponentFactorySO<PoolableParticle>
public class ParticleFactorySO : FactorySO<ParticleSystem>
[SerializeField]
private PoolableParticle _prefab = default;
public override PoolableParticle Prefab
public override ParticleSystem Create()
get
{
return _prefab;
}
set
{
_prefab = value;
}
return new GameObject("ParticleSystem").AddComponent<ParticleSystem>();
}
}

4
UOP1_Project/Assets/Scripts/Pool/Example/ParticlePoolSO.cs


using UOP1.Factory;
[CreateAssetMenu(fileName = "NewParticlePool", menuName = "Pool/Particle Pool")]
public class ParticlePoolSO : ComponentPoolSO<PoolableParticle>
public class ParticlePoolSO : ComponentPoolSO<ParticleSystem>
{
[SerializeField]
private ParticleFactorySO _factory;

public override IFactory<PoolableParticle> Factory
public override IFactory<ParticleSystem> Factory
{
get
{

21
UOP1_Project/Assets/Scripts/Pool/Example/PoolTester.cs


[SerializeField]
private ParticlePoolSO _pool = default;
private IEnumerator Start()
private void Start()
List<PoolableParticle> particles = _pool.Request(10) as List<PoolableParticle>;
foreach (PoolableParticle particle in particles)
List<ParticleSystem> particles = _pool.Request(10) as List<ParticleSystem>;
foreach (ParticleSystem particle in particles)
particle.transform.position = Random.insideUnitSphere * 5f;
particle.Play();
StartCoroutine(DoParticleBehaviour(particle));
yield return new WaitForSeconds(5f);
_pool.Return(particles);
}
private IEnumerator DoParticleBehaviour(ParticleSystem particle)
{
particle.transform.position = Random.insideUnitSphere * 5f;
particle.Play();
yield return new WaitForSeconds(particle.main.duration);
particle.Stop(true, ParticleSystemStopBehavior.StopEmitting);
yield return new WaitUntil(() => particle.particleCount == 0);
_pool.Return(particle);
}
}

11
UOP1_Project/Assets/Scripts/Pool/PoolSO.cs


/// A generic pool that generates members of type T on-demand via a factory.
/// </summary>
/// <typeparam name="T">Specifies the type of elements to pool.</typeparam>
public abstract class PoolSO<T> : ScriptableObject, IPool<T> where T : IPoolable
public abstract class PoolSO<T> : ScriptableObject, IPool<T>
{
protected readonly Stack<T> _available = new Stack<T>();
public abstract IFactory<T> Factory { get; set; }

public virtual T Request()
{
T member = _available.Count > 0 ? _available.Pop() : Create();
member.OnRequest();
return member;
return _available.Count > 0 ? _available.Pop() : Create();
}
public virtual IEnumerable<T> Request(int num = 1)

public virtual void Return(T member)
{
member.OnReturn(() =>
{
_available.Push(member);
});
_available.Push(member);
}
public virtual void Return(IEnumerable<T> members)

19
UOP1_Project/Assets/Scripts/StateMachine/Core/State.cs


namespace UOP1.StateMachine
using UOP1.StateMachine.ScriptableObjects;
namespace UOP1.StateMachine
public string Name { get; internal set; }
internal StateSO _originSO;
internal StateMachine _stateMachine;
internal StateTransition[] _transitions;
internal StateAction[] _actions;

public State(
StateSO originSO,
_originSO = originSO;
_stateMachine = stateMachine;
_transitions = transitions;
_actions = actions;

public bool TryGetTransition(out State state)
{
state = null;
return true;
break;
state = null;
return false;
for (int i = 0; i < _transitions.Length; i++)
_transitions[i].ClearConditionsCache();
return state != null;
}
}
}

6
UOP1_Project/Assets/Scripts/StateMachine/Core/StateAction.cs


namespace UOP1.StateMachine
using UOP1.StateMachine.ScriptableObjects;
namespace UOP1.StateMachine
{
/// <summary>
/// An object representing an action.

internal StateActionSO _originSO;
/// <summary>
/// Called every frame the <see cref="StateMachine"/> is in a <see cref="State"/> with this <see cref="StateAction"/>.
/// </summary>

57
UOP1_Project/Assets/Scripts/StateMachine/Core/StateCondition.cs


namespace UOP1.StateMachine
using UnityEngine;
using UOP1.StateMachine.ScriptableObjects;
namespace UOP1.StateMachine
{
/// <summary>
/// Class that represents a conditional statement.

private bool _isCached = false;
private bool _cachedStatement = default;
internal StateConditionSO _originSO;
public abstract bool Statement();
protected abstract bool Statement();
/// <summary>
/// Wrap the <see cref="Statement"/> so it can be cached.
/// </summary>
internal bool GetStatement()
{
bool returnValue;
if (_originSO.cacheResult && _isCached)
returnValue = _cachedStatement;
else
{
returnValue = Statement();
if (_originSO.cacheResult)
{
_isCached = true;
_cachedStatement = returnValue;
}
}
return returnValue;
}
internal void ClearStatementCache()
{
_isCached = false;
}
/// <summary>
/// Awake is called when creating a new instance. Use this method to cache the components needed for the condition.

/// </summary>
public readonly struct StateCondition
{
internal readonly StateConditionSO _originSO;
internal readonly StateMachine _stateMachine;
public StateCondition(Condition condition, bool expectedResult)
public StateCondition(StateConditionSO originSO, StateMachine stateMachine, Condition condition, bool expectedResult)
_originSO = originSO;
_stateMachine = stateMachine;
_condition._originSO = originSO;
public bool IsMet => _condition.Statement() == _expectedResult;
public bool IsMet()
{
bool statement = _condition.GetStatement();
bool isMet = statement == _expectedResult;
#if UNITY_EDITOR
_stateMachine._debugger.TransitionConditionResult(_originSO.name, statement, isMet);
#endif
return isMet;
}
}
}

19
UOP1_Project/Assets/Scripts/StateMachine/Core/StateMachine.cs


{
public class StateMachine : MonoBehaviour
{
[Tooltip("Set the initial state of this StateMachine")]
[SerializeField] private ScriptableObjects.TransitionTableSO _transitionTableSO = default;
public string CurrentState;
public bool debug;
[Space]
[SerializeField]
internal StateMachineDebugger _debugger = default;
[Tooltip("Set the initial state of this StateMachine")]
[SerializeField] private ScriptableObjects.StateSO _initialStateSO = null;
private readonly Dictionary<Type, Component> _cachedComponents = new Dictionary<Type, Component>();
private State _currentState;

_currentState = _initialStateSO.GetState(this);
_currentState = _transitionTableSO.GetInitialState(this);
CurrentState = _currentState.Name;
_debugger.Awake(this, _currentState._originSO.name);
#endif
}

_currentState.OnStateExit();
_currentState = transitionState;
_currentState.OnStateEnter();
#if UNITY_EDITOR
if (debug)
Debug.Log($"{name} entering state {_currentState.Name}");
CurrentState = _currentState.Name;
#endif
}
}
}

18
UOP1_Project/Assets/Scripts/StateMachine/Core/StateTransition.cs


private bool ShouldTransition()
{
#if UNITY_EDITOR
_targetState._stateMachine._debugger.TransitionEvaluationBegin(_targetState._originSO.name);
#endif
_conditions[idx].IsMet :
_results[i] && _conditions[idx].IsMet;
_conditions[idx].IsMet() :
_results[i] && _conditions[idx].IsMet();
#if UNITY_EDITOR
_targetState._stateMachine._debugger.TransitionEvaluationEnd(ret, _targetState._actions);
#endif
}
internal void ClearConditionsCache()
{
for (int i = 0; i < _conditions.Length; i++)
_conditions[i]._condition.ClearStatementCache();
}
}
}

4
UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateActionSO.cs


{
public abstract class StateActionSO : ScriptableObject
{
/// <summary>
/// Will create a new custom <see cref="StateAction"/> or return an existing one inside <paramref name="createdInstances"/>
/// </summary>
internal StateAction GetAction(StateMachine stateMachine, Dictionary<ScriptableObject, object> createdInstances)
{
if (createdInstances.TryGetValue(this, out var obj))

createdInstances.Add(this, action);
action._originSO = this;
action.Awake(stateMachine);
return action;
}

11
UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateConditionSO.cs


{
public abstract class StateConditionSO : ScriptableObject
{
[SerializeField]
[Tooltip("The condition will only be evaluated once each frame and cached for subsequent uses.\r\n\r\nThe caching is based on each instance of the State Machine and of this Scriptable Object.")]
internal bool cacheResult = true;
/// <summary>
/// Will create a new custom <see cref="Condition"/> or use an existing one inside <paramref name="createdInstances"/>.
/// </summary>
return new StateCondition((Condition)cond, expectedResult);
return new StateCondition(this, stateMachine, (Condition)cond, expectedResult);
var condition = new StateCondition(CreateCondition(), expectedResult);
var condition = new StateCondition(this, stateMachine, CreateCondition(), expectedResult);
createdInstances.Add(this, condition._condition);
condition._condition.Awake(stateMachine);
return condition;

24
UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateSO.cs


public class StateSO : ScriptableObject
{
[SerializeField] private StateActionSO[] _actions = null;
[SerializeField] private StateTransitionSO[] _transitions = null;
public State GetState(StateMachine stateMachine)
{
return GetState(stateMachine, new Dictionary<ScriptableObject, object>());
}
/// <summary>
/// Will create a new state or return an existing one inside <paramref name="createdInstances"/>.
/// </summary>
internal State GetState(StateMachine stateMachine, Dictionary<ScriptableObject, object> createdInstances)
{
if (createdInstances.TryGetValue(this, out var obj))

createdInstances.Add(this, state);
state.Name = name;
state._originSO = this;
state._transitions = GetTransitions(_transitions, stateMachine, createdInstances);
state._transitions = new StateTransition[0];
}
private static StateTransition[] GetTransitions(StateTransitionSO[] scriptableTransitions,
StateMachine stateMachine, Dictionary<ScriptableObject, object> createdInstances)
{
int count = scriptableTransitions.Length;
var transitions = new StateTransition[count];
for (int i = 0; i < count; i++)
transitions[i] = scriptableTransitions[i].GetTransition(stateMachine, createdInstances);
return transitions;
}
private static StateAction[] GetActions(StateActionSO[] scriptableActions,

193
UOP1_Project/Assets/Shaders/SubGraphs/ToonShading.shadersubgraph
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6
UOP1_Project/Assets/Shaders/SubGraphs/ToonSpecular.shadersubgraph
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68
UOP1_Project/Assets/Shaders/Toon.shadergraph
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8
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160
UOP1_Project/Assets/Scripts/Editor/ReplaceTool.cs


using System.Linq;
using UnityEngine;
using UnityEditor;
// This code has been adapted from a tutorial by Patryk Galach
// https://www.patrykgalach.com/2019/08/26/replace-tool-for-level-designers
/// <summary>
/// Replace tool window,available under the Tools menu.
/// </summary>
public class ReplaceTool : EditorWindow
{
ReplaceData data;
SerializedObject serializedData;
// Prefab variable from data object. Using SerializedProperty for integrated Undo
SerializedProperty replaceObjectField;
// Scroll position for list of selected objects
Vector2 selectObjectScrollPosition;
private void InitDataIfNeeded()
{
if (!data)
{
data = ScriptableObject.CreateInstance<ReplaceData>();
serializedData = null;
}
// If data was not wrapped into SerializedObject, wrap it
if (serializedData == null)
{
serializedData = new SerializedObject(data);
replaceObjectField = null;
}
// If prefab field was not assigned as SerializedProperty, assign it
if (replaceObjectField == null)
{
replaceObjectField = serializedData.FindProperty("replacementPrefab");
}
}
// Register menu item to open Window
[MenuItem("Tools/Replace with Prefab")]
public static void ShowWindow()
{
var window = GetWindow<ReplaceTool>();
window.Show();
}
private void OnGUI()
{
InitDataIfNeeded();
EditorGUILayout.Separator();
EditorGUILayout.PropertyField(replaceObjectField);
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Selected objects to replace", EditorStyles.boldLabel);
EditorGUILayout.Separator();
// Saving number of objects to replace.
int objectToReplaceCount = data.objectsToReplace != null ? data.objectsToReplace.Length : 0;
EditorGUILayout.IntField("Object count", objectToReplaceCount);
EditorGUI.indentLevel++;
// Printing information when no object is selected on scene.
if (objectToReplaceCount == 0)
{
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Select objects in the hierarchy to replace them", EditorStyles.wordWrappedLabel);
}
// Read-only scroll view with selected game objects.
selectObjectScrollPosition = EditorGUILayout.BeginScrollView(selectObjectScrollPosition);
GUI.enabled = false;
if (data && data.objectsToReplace != null)
{
foreach (var go in data.objectsToReplace)
{
EditorGUILayout.ObjectField(go, typeof(GameObject), true);
}
}
GUI.enabled = true;
EditorGUILayout.EndScrollView();
EditorGUI.indentLevel--;
EditorGUILayout.Separator();
if (GUILayout.Button("Replace"))
{
// Check if replace object is assigned.
if (!replaceObjectField.objectReferenceValue)
{
Debug.LogErrorFormat("{0}", "No prefab to replace with!");
return;
}
// Check if there are objects to replace.
if (data.objectsToReplace.Length == 0)
{
Debug.LogErrorFormat("{0}", "No objects to replace!");
return;
}
ReplaceSelectedObjects(data.objectsToReplace, data.replacementPrefab);
}
EditorGUILayout.Separator();
serializedData.ApplyModifiedProperties();
}
private void OnInspectorUpdate()
{
if (serializedData != null && serializedData.UpdateIfRequiredOrScript())
{
this.Repaint();
}
}
private void OnSelectionChange()
{
InitDataIfNeeded();
SelectionMode objectFilter = SelectionMode.Unfiltered ^ ~(SelectionMode.Assets | SelectionMode.DeepAssets | SelectionMode.Deep);
Transform[] selection = Selection.GetTransforms(objectFilter);
data.objectsToReplace = selection.Select(s => s.gameObject).ToArray();
if (serializedData.UpdateIfRequiredOrScript())
{
this.Repaint();
}
}
/// <summary>
/// Replaces game objects with provided replace object.
/// </summary>
/// <param name="objectToReplace">Game Objects to replace.</param>
/// <param name="replaceObject">Prefab that will be instantiated in place of the objects to replace.</param>
private void ReplaceSelectedObjects(GameObject[] objectToReplace, GameObject replaceObject)
{
Debug.Log("[Replace Tool] Replace process");
for (int i = 0; i < objectToReplace.Length; i++)
{
var go = objectToReplace[i];
Undo.RegisterCompleteObjectUndo(go, "Saving game object state");
var inst = Instantiate(replaceObject, go.transform.position, go.transform.rotation, go.transform.parent);
inst.transform.localScale = go.transform.localScale;
Undo.RegisterCreatedObjectUndo(inst, "Replacement creation.");
foreach (Transform child in go.transform)
{
Undo.SetTransformParent(child, inst.transform, "Parent Change");
}
Undo.DestroyObjectImmediate(go);
}
Debug.LogFormat("[Replace Tool] {0} objects replaced on scene with {1}", objectToReplace.Length, replaceObject.name);
}
}
/// <summary>
/// Data class for replace tool.
/// </summary>
public class ReplaceData : ScriptableObject
{
public GameObject replacementPrefab;
public GameObject[] objectsToReplace;
}

11
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119
UOP1_Project/Assets/Scripts/StateMachine/Core/StateMachineDebugger.cs


using System;
using System.Text;
using UnityEngine;
namespace UOP1.StateMachine
{
/// <summary>
/// Class specialized in debugging the state transitions, should only be used while in editor mode.
/// </summary>
[Serializable]
internal class StateMachineDebugger
{
[SerializeField]
[Tooltip("Issues a debug log when a state transition is triggered")]
internal bool debugTransitions = false;
[SerializeField]
[Tooltip("List all conditions evaluated, the result is read: ConditionName == BooleanResult [PassedTest]")]
internal bool appendConditionsInfo = true;
[SerializeField]
[Tooltip("List all actions activated by the new State")]
internal bool appendActionsInfo = true;
[SerializeField]
[Tooltip("The current State name [Readonly]")]
internal string currentState;
private StateMachine _stateMachine;
private StringBuilder _logBuilder;
private string _targetState = string.Empty;
private const string CHECK_MARK = "\u2714";
private const string UNCHECK_MARK = "\u2718";
private const string THICK_ARROW = "\u279C";
private const string SHARP_ARROW = "\u27A4";
/// <summary>
/// Must be called together with <c>StateMachine.Awake()</c>
/// </summary>
internal void Awake(StateMachine stateMachine, string initialState)
{
_stateMachine = stateMachine;
_logBuilder = new StringBuilder();
currentState = initialState;
}
internal void TransitionEvaluationBegin(string targetState)
{
_targetState = targetState;
if (!debugTransitions)
return;
_logBuilder.Clear();
_logBuilder.AppendLine($"{_stateMachine.gameObject.name} state changed");
_logBuilder.AppendLine($"{currentState} {SHARP_ARROW} {_targetState}");
if (appendConditionsInfo)
{
_logBuilder.AppendLine();
_logBuilder.AppendLine($"Transition Conditions:");
}
}
internal void TransitionConditionResult(string conditionName, bool result, bool isMet)
{
if (!debugTransitions || _logBuilder.Length == 0 || !appendConditionsInfo)
return;
_logBuilder.Append($" {THICK_ARROW} {conditionName} == {result}");
if (isMet)
_logBuilder.AppendLine($" [{CHECK_MARK}]");
else
_logBuilder.AppendLine($" [{UNCHECK_MARK}]");
}
internal void TransitionEvaluationEnd(bool passed, StateAction[] actions)
{
if (passed)
currentState = _targetState;
if (!debugTransitions || _logBuilder.Length == 0)
return;
if (passed)
{
LogActions(actions);
PrintDebugLog();
}
_logBuilder.Clear();
}
private void LogActions(StateAction[] actions)
{
if (!appendActionsInfo)
return;
_logBuilder.AppendLine();
_logBuilder.AppendLine("State Actions:");
foreach (StateAction action in actions)
{
_logBuilder.AppendLine($" {THICK_ARROW} {action._originSO.name}");
}
}
private void PrintDebugLog()
{
_logBuilder.AppendLine();
_logBuilder.Append("--------------------------------");
Debug.Log(_logBuilder.ToString());
}
}
}

11
UOP1_Project/Assets/Scripts/StateMachine/Core/StateMachineDebugger.cs.meta


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UOP1_Project/Assets/Scripts/StateMachine/Editor.meta


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98
UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/TransitionTableSO.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UOP1.StateMachine.ScriptableObjects
{
[CreateAssetMenu(fileName = "New Transition Table", menuName = "State Machines/Transition Table")]
public class TransitionTableSO : ScriptableObject
{
[SerializeField] private TransitionItem[] _transitions = default;
/// <summary>
/// Will get the initial state and instantiate all subsequent states, transitions, actions and conditions.
/// </summary>
internal State GetInitialState(StateMachine stateMachine)
{
var states = new List<State>();
var transitions = new List<StateTransition>();
var createdInstances = new Dictionary<ScriptableObject, object>();
var fromStates = _transitions.GroupBy(transition => transition.FromState);
foreach (var fromState in fromStates)
{
if (fromState.Key == null)
throw new ArgumentNullException(nameof(fromState.Key), $"TransitionTable: {name}");
var state = fromState.Key.GetState(stateMachine, createdInstances);
states.Add(state);
transitions.Clear();
foreach (var transitionItem in fromState)
{
if (transitionItem.ToState == null)
throw new ArgumentNullException(nameof(transitionItem.ToState), $"TransitionTable: {name}, From State: {fromState.Key.name}");
var toState = transitionItem.ToState.GetState(stateMachine, createdInstances);
ProcessConditionUsages(stateMachine, transitionItem.Conditions, createdInstances, out var conditions, out var resultGroups);
transitions.Add(new StateTransition(toState, conditions, resultGroups));
}
state._transitions = transitions.ToArray();
}
return states.Count > 0 ? states[0]
: throw new InvalidOperationException($"TransitionTable {name} is empty.");
}
private static void ProcessConditionUsages(
StateMachine stateMachine,
ConditionUsage[] conditionUsages,
Dictionary<ScriptableObject, object> createdInstances,
out StateCondition[] conditions,
out int[] resultGroups)
{
int count = conditionUsages.Length;
conditions = new StateCondition[count];
for (int i = 0; i < count; i++)
conditions[i] = conditionUsages[i].Condition.GetCondition(
stateMachine, conditionUsages[i].ExpectedResult == Result.True, createdInstances);
List<int> resultGroupsList = new List<int>();
for (int i = 0; i < count; i++)
{
int idx = resultGroupsList.Count;
resultGroupsList.Add(1);
while (i < count - 1 && conditionUsages[i].Operator == Operator.And)
{
i++;
resultGroupsList[idx]++;
}
}
resultGroups = resultGroupsList.ToArray();
}
[Serializable]
public struct TransitionItem
{
public StateSO FromState;
public StateSO ToState;
public ConditionUsage[] Conditions;
}
[Serializable]
public struct ConditionUsage
{
public Result ExpectedResult;
public StateConditionSO Condition;
public Operator Operator;
}
public enum Result { True, False }
public enum Operator { And, Or }
}
}

11
UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/TransitionTableSO.cs.meta


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407
UOP1_Project/Assets/Shaders/Glass.shadergraph
文件差异内容过多而无法显示
查看文件

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UOP1_Project/Assets/Shaders/Glass.shadergraph.meta


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8
UOP1_Project/Assets/Textures.meta


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UOP1_Project/Assets/Art/Accessories/Earring/Earring.fbx


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