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"Add to Inventory" animated panel

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uChema 3 年前
当前提交
265562c0
共有 10 个文件被更改,包括 1650 次插入54 次删除
  1. 257
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Canvas-Gameplay.prefab
  2. 24
      UOP1_Project/Assets/Scripts/UI/UIManager.cs
  3. 969
      UOP1_Project/Assets/InventoryItem.anim
  4. 8
      UOP1_Project/Assets/InventoryItem.anim.meta
  5. 72
      UOP1_Project/Assets/InventoryItem.controller
  6. 8
      UOP1_Project/Assets/InventoryItem.controller.meta
  7. 315
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Inventory/AddToInventory_animation.prefab
  8. 7
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Inventory/AddToInventory_animation.prefab.meta
  9. 33
      UOP1_Project/Assets/UIItemForAnimation.cs
  10. 11
      UOP1_Project/Assets/UIItemForAnimation.cs.meta

257
UOP1_Project/Assets/Prefabs/UI/GameplayScene/Canvas-Gameplay.prefab


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24
UOP1_Project/Assets/Scripts/UI/UIManager.cs


[SerializeField] private GameObject _switchTabDisplay = default;
[SerializeField] private UIItemForAnimation _cookingAnimation = default;
[SerializeField] private UIPause _pauseScreen = default;
[SerializeField] private UISettingsController _settingScreen = default;

[Header("Inventory Events")]
[SerializeField] private VoidEventChannelSO _openInventoryScreenForCookingEvent = default;
[SerializeField]
private ItemEventChannelSO _cookRecipeEvent = default;
[Header("Interaction Events")]
[SerializeField] private InteractionUIEventChannelSO _setInteractionEvent = default;

_inputReader.openInventoryEvent += SetInventoryScreen;
_inventoryPanel.Closed += CloseInventoryScreen;
_cookRecipeEvent.OnEventRaised += PlayCookingAnimation;

_interactionPanel.gameObject.SetActive(false);
_switchTabDisplay.SetActive(false);
_cookingAnimation.gameObject.SetActive(false);
Time.timeScale = 1;
}

_inventoryPanel.Closed -= CloseInventoryScreen;
_cookRecipeEvent.OnEventRaised -= PlayCookingAnimation;
}
void OpenUIPause()
{

}
}
public void PlayCookingAnimation(ItemSO itemToCook)
{
CloseInventoryScreen();
_cookingAnimation.SetItem(itemToCook);
_cookingAnimation.gameObject.SetActive(true);
_cookingAnimation.AnimationEnded += StopCookingAnimation;
}
public void StopCookingAnimation()
{
_cookingAnimation.AnimationEnded -= StopCookingAnimation;
_cookingAnimation.gameObject.SetActive(false);
}

969
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UOP1_Project/Assets/Prefabs/UI/GameplayScene/Inventory/AddToInventory_animation.prefab.meta


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33
UOP1_Project/Assets/UIItemForAnimation.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Localization.Components;
using UnityEngine.UI;
using UnityEngine.Events;
public class UIItemForAnimation : MonoBehaviour
{
[SerializeField] private LocalizeSpriteEvent _bgLocalizedImage = default;
[SerializeField] private Image _itemPreviewImage = default;
[SerializeField] private Image _bgImage = default;
public UnityAction AnimationEnded;
public void SetItem(ItemSO item)
{
if (item.IsLocalized)
{
_bgLocalizedImage.enabled = true;
_bgLocalizedImage.AssetReference = item.LocalizePreviewImage;
}
else
{
_bgLocalizedImage.enabled = false;
_itemPreviewImage.sprite = item.PreviewImage;
}
_bgImage.color = item.ItemType.TypeColor;
}
public void OnAnimationEnded()
{
AnimationEnded.Invoke();
}
}

11
UOP1_Project/Assets/UIItemForAnimation.cs.meta


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