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Merge branch 'main' into worldbuilding

# Conflicts:
#	UOP1_Project/Assets/Scenes/Locations/Beach.unity
/main
Ciro Continisio 3 年前
当前提交
2d712a99
共有 18 个文件被更改,包括 2325 次插入1064 次删除
  1. 280
      UOP1_Project/Assets/Cutscenes/BeachCandyCutscene.playable
  2. 1
      UOP1_Project/Assets/Prefabs/Gameplay/EditorInitializer.prefab
  3. 16
      UOP1_Project/Assets/Scenes/WIP/TestingGround_Questline.unity
  4. 10
      UOP1_Project/Assets/ScriptableObjects/Inventory/PlayerInventory.asset
  5. 10
      UOP1_Project/Assets/ScriptableObjects/Inventory/TestingInventory.asset
  6. 2
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline1/QL1.asset
  7. 11
      UOP1_Project/Assets/ScriptableObjects/SaveSystem/SaveSystem.asset
  8. 3
      UOP1_Project/Assets/Scripts/Menu/MenuSelectionHandler.cs
  9. 17
      UOP1_Project/Assets/Scripts/SceneManagement/EditorColdStartup.cs
  10. 6
      UOP1_Project/Assets/Scripts/UI/UIMenuManager.cs
  11. 1001
      UOP1_Project/Assets/Prefabs/Cutscenes/BeachCandyCutscene.prefab
  12. 7
      UOP1_Project/Assets/Prefabs/Cutscenes/BeachCandyCutscene.prefab.meta
  13. 1001
      UOP1_Project/Assets/Prefabs/Cutscenes/CutscenePlayableDirector.prefab
  14. 1001
      UOP1_Project/Assets/Prefabs/Cutscenes/BeachCandyCutscenePrefab.prefab
  15. 15
      UOP1_Project/Assets/ScriptableObjects/EventChannels/OnGameExit.asset
  16. 8
      UOP1_Project/Assets/ScriptableObjects/EventChannels/OnGameExit.asset.meta
  17. 0
      /UOP1_Project/Assets/Prefabs/Cutscenes/CutscenePlayableDirector.prefab.meta

280
UOP1_Project/Assets/Cutscenes/BeachCandyCutscene.playable


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1
UOP1_Project/Assets/Prefabs/Gameplay/EditorInitializer.prefab


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_saveSystem: {fileID: 11400000, guid: edc355c4a7d5028408d322b90814e19e, type: 2}

16
UOP1_Project/Assets/Scenes/WIP/TestingGround_Questline.unity


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10
UOP1_Project/Assets/ScriptableObjects/Inventory/PlayerInventory.asset


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10
UOP1_Project/Assets/ScriptableObjects/Inventory/TestingInventory.asset


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2
UOP1_Project/Assets/ScriptableObjects/Quests/Questline1/QL1.asset


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11
UOP1_Project/Assets/ScriptableObjects/SaveSystem/SaveSystem.asset


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3
UOP1_Project/Assets/Scripts/Menu/MenuSelectionHandler.cs


public void Unselect()
{
currentSelection = null;
EventSystem.current.SetSelectedGameObject(null);
if (EventSystem.current != null)
EventSystem.current.SetSelectedGameObject(null);
}
/// <summary>

17
UOP1_Project/Assets/Scripts/SceneManagement/EditorColdStartup.cs


[SerializeField] private AssetReference _notifyColdStartupChannel = default;
[SerializeField] private VoidEventChannelSO _onSceneReadyChannel = default;
[SerializeField] private PathStorageSO _pathStorage = default;
[SerializeField] private SaveSystem _saveSystem = default;
private void Awake()
{
if (!SceneManager.GetSceneByName(_persistentManagersSO.sceneReference.editorAsset.name).isLoaded)

//Reset the path taken, so the character will spawn in this location's default spawn point
_pathStorage.lastPathTaken = null;
}
CreateSaveFileIfNotPresent();
}
private void Start()

_persistentManagersSO.sceneReference.LoadSceneAsync(LoadSceneMode.Additive, true).Completed += LoadEventChannel;
CreateSaveFileIfNotPresent();
private void CreateSaveFileIfNotPresent()
{
if (_saveSystem != null && !_saveSystem.LoadSaveDataFromDisk())
{
_saveSystem.SetNewGameData();
}
}
private void LoadEventChannel(AsyncOperationHandle<SceneInstance> obj)
{
_notifyColdStartupChannel.LoadAssetAsync<LoadEventChannelSO>().Completed += OnNotifyChannelLoaded;

{
if(_thisSceneSO != null)
if (_thisSceneSO != null)
{
obj.Result.RaiseEvent(_thisSceneSO);
}

//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
}

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


private VoidEventChannelSO _startNewGameEvent = default;
[SerializeField]
private VoidEventChannelSO _continueGameEvent = default;
[SerializeField]
private VoidEventChannelSO _onGameExitEvent = default;

}
}
void testEvent()
{
}
void ConfirmStartNewGame()
{
_startNewGameEvent.RaiseEvent();

if (quitConfirmed)
{
Application.Quit();
_onGameExitEvent.OnEventRaised();
}
_mainMenuPanel.SetMenuScreen(_hasSaveData);

1001
UOP1_Project/Assets/Prefabs/Cutscenes/BeachCandyCutscene.prefab
文件差异内容过多而无法显示
查看文件

7
UOP1_Project/Assets/Prefabs/Cutscenes/BeachCandyCutscene.prefab.meta


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externalObjects: {}
userData:
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1001
UOP1_Project/Assets/Prefabs/Cutscenes/CutscenePlayableDirector.prefab
文件差异内容过多而无法显示
查看文件

1001
UOP1_Project/Assets/Prefabs/Cutscenes/BeachCandyCutscenePrefab.prefab
文件差异内容过多而无法显示
查看文件

15
UOP1_Project/Assets/ScriptableObjects/EventChannels/OnGameExit.asset


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m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 7fafac715ff920c4383fed91a38a351e, type: 3}
m_Name: OnGameExit
m_EditorClassIdentifier:
description: Raised when we exit the game

8
UOP1_Project/Assets/ScriptableObjects/EventChannels/OnGameExit.asset.meta


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/UOP1_Project/Assets/Prefabs/Cutscenes/BeachCandyCutscenePrefab.prefab.meta → /UOP1_Project/Assets/Prefabs/Cutscenes/CutscenePlayableDirector.prefab.meta

部分文件因为文件数量过多而无法显示

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