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Merge branch 'main' into vegetation-tweaks

# Conflicts:
#	UOP1_Project/Assets/Scenes/WIP/TestingGround.unity
/main
Ciro Continisio 3 年前
当前提交
2d718f1c
共有 505 个文件被更改,包括 3747 次插入2898 次删除
  1. 7
      UOP1_Project/Assets/AddressableAssetsData/AddressableAssetSettings.asset
  2. 5
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-Asset-Tables-English (en).asset
  3. 5
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-Asset-Tables-French (fr).asset
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  6. 26
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  7. 16
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  8. 40
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description Shared Data.asset
  9. 48
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  10. 46
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  11. 48
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  12. 40
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  13. 48
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  14. 51
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  15. 51
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  16. 18
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  17. 24
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  18. 64
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  19. 6
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  20. 2
      UOP1_Project/Assets/Prefabs/Characters/BardHare.prefab
  21. 256
      UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab
  22. 20
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  23. 42
      UOP1_Project/Assets/Prefabs/Characters/Townsfolk_M.prefab
  24. 35
      UOP1_Project/Assets/Prefabs/Food/Ginger.prefab
  25. 2
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  26. 307
      UOP1_Project/Assets/Prefabs/Food/Lobster.prefab
  27. 2
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  28. 10
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  29. 6
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  30. 164
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  31. 424
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  32. 2
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  33. 640
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  34. 448
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  35. 923
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  36. 242
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  37. 262
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  38. 493
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  39. 10
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  40. 10
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  41. 10
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  42. 10
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  43. 6
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  44. 7
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  45. 4
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  46. 8
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  47. 6
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  48. 2
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  49. 2
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  50. 2
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  51. 2
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  52. 2
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  53. 12
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  54. 3
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  55. 2
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  56. 719
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  57. 33
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  58. 2
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  59. 58
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  60. 5
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  61. 10
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  62. 106
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  63. 26
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  64. 18
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  65. 8
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  66. 2
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  67. 2
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  68. 2
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  69. 45
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  70. 9
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  71. 22
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  72. 44
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  73. 24
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  74. 2
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  75. 13
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  76. 8
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  77. 5
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  78. 13
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  79. 57
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  80. 2
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m_Localized: This is a mixer
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m_Localized: This red meaty lobster thrives in the shores of the island and is
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m_Localized: This is the bard hare's Sitar
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m_Localized: This is a Slime critter egg
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m_Localized: This is a Knife
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m_Localized: This is ginger
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m_Localized: This is a lemonade
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m_Localized: This is a Tomato
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m_Localized: 'This lobster soup is a pure delight ! Everyone likes the lemony
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m_Localized: This is a Tomato soup
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m_Localized: Hawaiian Pizza is a very common dish on this island. Townsfolk like
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48
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m_Localized: Ceci est une pomme
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m_Localized: Ceci est un couteau
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m_Localized: Ceci est une banane
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m_Localized: "La soupe de homard est une recette de famille transmise de p\xE8re
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m_Localized: Ceci est un chapeau
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m_Localized: Ceci est un marteau
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m_Localized: Ceci est un smoothie
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m_Localized: Ceci est un citron jaune
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m_Localized: Ceci est un mixeur
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m_Localized: On trouve ce homard rouge sur les differentes plages de l'ile. Il
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m_Localized: C'est le citar du bard hare
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m_Localized: Ceci est un couteau
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m_Localized: Ceci est du gingembre
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m_Localized: Ceci est une tomate
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m_Localized: Ceci est une citronnade
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m_Localized: Ceci est une soupe de tomate
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m_Localized: "Cette soupe de homard est un pur d\xE9lice ! Tout le monde aime
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l'ananas est un fruit et qu'il ne doit pas \xEAtre utilis\xE9 pour faire une
pizza. Et bien la tomate est aussi un fruit. "
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40
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m_Localized: 'Can you look for some tomatoes please? '
m_Localized: 'Can you look for some lobsters please? '
m_Localized: Did you find the tomatoes?
m_Localized: Did you find the lobster?
m_Localized: 'Here''s a Tomato soup recipe for you '
m_Localized: 'Here''s a lobster soup recipe for you '
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m_Localized: 'Do you want a hammer? '
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m_Localized: 'Do you know how to cook a tomato soup ? '
m_Localized: 'Do you know how to cook a lobster soup ? '
m_Localized: 'Do you have the tomato soup ? '
m_Localized: 'Do you have the lobster soup ? '
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m_Metadata:
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m_Localized: Here you go
m_Localized: Here you go !
m_Localized: Okey come back when you want it
m_Localized: Okay, come back when you want it
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m_Localized: Okay, come back when you know how to do it.
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24
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m_Localized: Bienvenue au village
m_Localized: Bienvenue au village !
m_Localized: Bienvenue au village
m_Localized: Bienvenue au village !
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m_Localized: Bonjour toi !
m_Localized: Bonjour!
m_Localized: Est ce que tu peux me trouver quelques tomates?
m_Localized: "Pouvez-vous me trouver un homard s'il vous pla\xEEt ?"
m_Localized: "As tu trouv\xE9 les tomates?"
m_Localized: Avez-vous trouvez le homard ?
m_Localized: Voici une recette pour de la soupe de tomates
m_Localized: Voici une recette pour de la soupe de homard
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m_Localized: Est ce que tu as la soupe de tomate?
m_Localized: Avez-vous la soupe de homard ?
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m_Localized: "Parfait ! On se voit l\xE0-bas"
m_Localized: 'Ok ! Vas y quand tu veux ! '
m_Localized: Ok ! Allez-y quand vous voulez !
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m_Localized: Ciao
m_Localized: Hey!
m_Localized: Ben arrivato alla spiaggia
m_Localized: "Benvenuto in citt\xE1!"
m_Localized: Eccoti un coltello!
m_Localized: "Benvenuto in citt\xE1!"
m_Localized: Hey!
m_Localized: "Ora dirigiti in centro, dove c'\xE9 il leggendario chef che ti
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m_Localized: Eccoci. Mi puoi cercare dei pomodori, per favore?
m_Localized: Di niente!
m_Localized: Hai trovato i pomodori?
m_Localized: Ciao
m_Localized: Eccoti una ricetta per una zuppa di pomodori.
m_Localized: Ben arrivato alla spiaggia
m_Localized: Di niente!
m_Localized: Eccoti un coltello!
m_Localized: Ciao, mi chiamo Earl
m_Localized: Hey!
m_Localized: Vuoi un frullatore?
m_Localized: Eccoci. Mi puoi cercare un'aragosta, per favore?
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m_Localized: Vuoi sapere come cucinare una zuppa di pomodori?
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m_Localized: Hai con te una zuppa di pomodori?
m_Localized: Ciao, mi chiamo Earl
m_Localized: Perfetto!
m_Localized: Vuoi un martello?
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m_Localized: "Ciao, benvenuto in citt\xE1"
m_Localized: Ecco qua.
m_Localized: Sai come fare la zuppa d'aragosta?
m_Localized: Ok, torna quando l'hai trovati.
m_Localized: Hai un po' di zuppa d'aragosta?
m_Localized: Me ne puoi portare un po'?
m_Localized: Perfetto!
m_Localized: Ok, torna quando sai come farla.
m_Localized: "Non c'\xE9 problema, torna quando ce l'hai."
m_Localized: "Perfetto! \xC9 buonissima!"
m_Localized: Ecco qua.
m_Localized: "Non c'\xE9 problema, torna quando ne hai trovati."
m_Localized: Ok, torna quando lo vuoi.
m_Localized: "Benvenuto in citt\xE1!"
m_Localized: Me ne puoi portare un po'?
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m_Localized: Ok, torna quando sai come farla.
m_Localized: "S\xED"
m_Localized: "Perfetto! \xC9 buonissima!"
m_Localized: No
m_Localized: "Non c'\xE9 problema, torna quando ce l'hai."
m_Localized: "Perfetto! Ci vediamo l\xED!"
m_Localized: "S\xED"
m_Localized: Ok, vai quando vuoi!
m_Localized: No
m_Localized: Grazie!
m_Localized: "Perfetto! Ci vediamo l\xED!"
m_Localized: Di niente!
m_Localized: Ok, vai quando vuoi!
m_Localized: "Benvenuto in citt\xE1!"
m_Localized: Grazie!
m_Localized: Hey!
m_Localized: Di niente!
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UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Dish.asset


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UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Recipe.asset


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UOP1_Project/Assets/ScriptableObjects/Quests/Questline1/Quest3/Step2/S2-Q3-QL1.asset


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/BasicRewards.asset


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3
UOP1_Project/Assets/Scripts/Characters/Protagonist.cs


private void OnOpenInventory()
{
_openInventoryChannel.RaiseEvent();
private void OnStartedAttack() => attackInput = true;

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


position + itemPrefab.transform.localPosition +
_dropRewardConfig.ScatteringDistance * (Mathf.Cos(randAngle) * Vector3.forward + Mathf.Sin(randAngle) * Vector3.right),
Quaternion.identity);
collectibleItem.GetComponent<CollectibleItem>().SetItem(item);
collectibleItem.GetComponent<CollectableItem>().AnimateItem();
}
}

719
UOP1_Project/Assets/Scripts/Input/GameInput.cs


public class @GameInput : IInputActionCollection, IDisposable
{
public InputActionAsset asset { get; }
public @GameInput()
{
asset = InputActionAsset.FromJson(@"{
public InputActionAsset asset { get; }
public @GameInput()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""GameInput"",
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{

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""path"": ""<Keyboard>/tab"",
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""processors"": """",
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""processors"": """",
""interactions"": """"
},
{
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""processors"": """",
""interactions"": """"
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""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """"
}
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""bindings"": [

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},
{
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},
{
""name"": ""Positive"",
""id"": ""7ef21289-1815-4412-9169-7c38cb932530"",
""path"": ""<Gamepad>/rightShoulder"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",
""action"": ""ChangeTab"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""LeftRight [Keyboard]"",
""id"": ""f5ee1475-34c9-440e-97c2-81c7ba9165c9"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""ChangeTab"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""negative"",
""id"": ""bffa4ad8-a1e1-492b-bcad-c12571cac8c4"",
""path"": ""<Keyboard>/t"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",
""action"": ""ChangeTab"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""positive"",
""id"": ""23952932-013c-4b7c-ae49-c5c1fd00f5e8"",
""path"": ""<Keyboard>/y"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",
""action"": ""ChangeTab"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""4306a7b2-67e8-4e85-9264-99218bea9eb4"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",
""action"": ""InventoryActionButton"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""56d69440-226f-4a0e-bdfe-c5009b83d8cd"",
""path"": ""<Gamepad>/buttonWest"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",
""action"": ""InventoryActionButton"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
},

}
]
}");
// Gameplay
m_Gameplay = asset.FindActionMap("Gameplay", throwIfNotFound: true);
m_Gameplay_Move = m_Gameplay.FindAction("Move", throwIfNotFound: true);
m_Gameplay_Jump = m_Gameplay.FindAction("Jump", throwIfNotFound: true);
m_Gameplay_Attack = m_Gameplay.FindAction("Attack", throwIfNotFound: true);
m_Gameplay_Interact = m_Gameplay.FindAction("Interact", throwIfNotFound: true);
m_Gameplay_Pause = m_Gameplay.FindAction("Pause", throwIfNotFound: true);
m_Gameplay_OpenInventory = m_Gameplay.FindAction("OpenInventory", throwIfNotFound: true);
m_Gameplay_RotateCamera = m_Gameplay.FindAction("RotateCamera", throwIfNotFound: true);
m_Gameplay_MouseControlCamera = m_Gameplay.FindAction("MouseControlCamera", throwIfNotFound: true);
m_Gameplay_Run = m_Gameplay.FindAction("Run", throwIfNotFound: true);
// Menus
m_Menus = asset.FindActionMap("Menus", throwIfNotFound: true);
m_Menus_MoveSelection = m_Menus.FindAction("MoveSelection", throwIfNotFound: true);
m_Menus_Confirm = m_Menus.FindAction("Confirm", throwIfNotFound: true);
m_Menus_Cancel = m_Menus.FindAction("Cancel", throwIfNotFound: true);
m_Menus_MouseMove = m_Menus.FindAction("MouseMove", throwIfNotFound: true);
m_Menus_Unpause = m_Menus.FindAction("Unpause", throwIfNotFound: true);
// Dialogues
m_Dialogues = asset.FindActionMap("Dialogues", throwIfNotFound: true);
m_Dialogues_MoveSelection = m_Dialogues.FindAction("MoveSelection", throwIfNotFound: true);
m_Dialogues_AdvanceDialogue = m_Dialogues.FindAction("AdvanceDialogue", throwIfNotFound: true);
}
// Gameplay
m_Gameplay = asset.FindActionMap("Gameplay", throwIfNotFound: true);
m_Gameplay_Move = m_Gameplay.FindAction("Move", throwIfNotFound: true);
m_Gameplay_Jump = m_Gameplay.FindAction("Jump", throwIfNotFound: true);
m_Gameplay_Attack = m_Gameplay.FindAction("Attack", throwIfNotFound: true);
m_Gameplay_Interact = m_Gameplay.FindAction("Interact", throwIfNotFound: true);
m_Gameplay_Pause = m_Gameplay.FindAction("Pause", throwIfNotFound: true);
m_Gameplay_OpenInventory = m_Gameplay.FindAction("OpenInventory", throwIfNotFound: true);
m_Gameplay_RotateCamera = m_Gameplay.FindAction("RotateCamera", throwIfNotFound: true);
m_Gameplay_MouseControlCamera = m_Gameplay.FindAction("MouseControlCamera", throwIfNotFound: true);
m_Gameplay_Run = m_Gameplay.FindAction("Run", throwIfNotFound: true);
// Menus
m_Menus = asset.FindActionMap("Menus", throwIfNotFound: true);
m_Menus_MoveSelection = m_Menus.FindAction("MoveSelection", throwIfNotFound: true);
m_Menus_Confirm = m_Menus.FindAction("Confirm", throwIfNotFound: true);
m_Menus_Cancel = m_Menus.FindAction("Cancel", throwIfNotFound: true);
m_Menus_MouseMove = m_Menus.FindAction("MouseMove", throwIfNotFound: true);
m_Menus_Unpause = m_Menus.FindAction("Unpause", throwIfNotFound: true);
m_Menus_ChangeTab = m_Menus.FindAction("ChangeTab", throwIfNotFound: true);
m_Menus_InventoryActionButton = m_Menus.FindAction("InventoryActionButton", throwIfNotFound: true);
// Dialogues
m_Dialogues = asset.FindActionMap("Dialogues", throwIfNotFound: true);
m_Dialogues_MoveSelection = m_Dialogues.FindAction("MoveSelection", throwIfNotFound: true);
m_Dialogues_AdvanceDialogue = m_Dialogues.FindAction("AdvanceDialogue", throwIfNotFound: true);
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
public void Disable()
{
asset.Disable();
}
// Gameplay
private readonly InputActionMap m_Gameplay;
private IGameplayActions m_GameplayActionsCallbackInterface;
private readonly InputAction m_Gameplay_Move;
private readonly InputAction m_Gameplay_Jump;
private readonly InputAction m_Gameplay_Attack;
private readonly InputAction m_Gameplay_Interact;
private readonly InputAction m_Gameplay_Pause;
private readonly InputAction m_Gameplay_OpenInventory;
private readonly InputAction m_Gameplay_RotateCamera;
private readonly InputAction m_Gameplay_MouseControlCamera;
private readonly InputAction m_Gameplay_Run;
public struct GameplayActions
{
private @GameInput m_Wrapper;
public GameplayActions(@GameInput wrapper) { m_Wrapper = wrapper; }
public InputAction @Move => m_Wrapper.m_Gameplay_Move;
public InputAction @Jump => m_Wrapper.m_Gameplay_Jump;
public InputAction @Attack => m_Wrapper.m_Gameplay_Attack;
public InputAction @Interact => m_Wrapper.m_Gameplay_Interact;
public InputAction @Pause => m_Wrapper.m_Gameplay_Pause;
public InputAction @OpenInventory => m_Wrapper.m_Gameplay_OpenInventory;
public InputAction @RotateCamera => m_Wrapper.m_Gameplay_RotateCamera;
public InputAction @MouseControlCamera => m_Wrapper.m_Gameplay_MouseControlCamera;
public InputAction @Run => m_Wrapper.m_Gameplay_Run;
public InputActionMap Get() { return m_Wrapper.m_Gameplay; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(GameplayActions set) { return set.Get(); }
public void SetCallbacks(IGameplayActions instance)
{
if (m_Wrapper.m_GameplayActionsCallbackInterface != null)
{
@Move.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMove;
@Move.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMove;
@Move.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMove;
@Jump.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnJump;
@Jump.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnJump;
@Jump.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnJump;
@Attack.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnAttack;
@Attack.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnAttack;
@Attack.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnAttack;
@Interact.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnInteract;
@Interact.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnInteract;
@Interact.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnInteract;
@Pause.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnPause;
@Pause.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnPause;
@Pause.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnPause;
@OpenInventory.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnOpenInventory;
@OpenInventory.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnOpenInventory;
@OpenInventory.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnOpenInventory;
@RotateCamera.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnRotateCamera;
@RotateCamera.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnRotateCamera;
@RotateCamera.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnRotateCamera;
@MouseControlCamera.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMouseControlCamera;
@MouseControlCamera.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMouseControlCamera;
@MouseControlCamera.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMouseControlCamera;
@Run.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnRun;
@Run.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnRun;
@Run.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnRun;
}
m_Wrapper.m_GameplayActionsCallbackInterface = instance;
if (instance != null)
{
@Move.started += instance.OnMove;
@Move.performed += instance.OnMove;
@Move.canceled += instance.OnMove;
@Jump.started += instance.OnJump;
@Jump.performed += instance.OnJump;
@Jump.canceled += instance.OnJump;
@Attack.started += instance.OnAttack;
@Attack.performed += instance.OnAttack;
@Attack.canceled += instance.OnAttack;
@Interact.started += instance.OnInteract;
@Interact.performed += instance.OnInteract;
@Interact.canceled += instance.OnInteract;
@Pause.started += instance.OnPause;
@Pause.performed += instance.OnPause;
@Pause.canceled += instance.OnPause;
@OpenInventory.started += instance.OnOpenInventory;
@OpenInventory.performed += instance.OnOpenInventory;
@OpenInventory.canceled += instance.OnOpenInventory;
@RotateCamera.started += instance.OnRotateCamera;
@RotateCamera.performed += instance.OnRotateCamera;
@RotateCamera.canceled += instance.OnRotateCamera;
@MouseControlCamera.started += instance.OnMouseControlCamera;
@MouseControlCamera.performed += instance.OnMouseControlCamera;
@MouseControlCamera.canceled += instance.OnMouseControlCamera;
@Run.started += instance.OnRun;
@Run.performed += instance.OnRun;
@Run.canceled += instance.OnRun;
}
}
}
public GameplayActions @Gameplay => new GameplayActions(this);
// Gameplay
private readonly InputActionMap m_Gameplay;
private IGameplayActions m_GameplayActionsCallbackInterface;
private readonly InputAction m_Gameplay_Move;
private readonly InputAction m_Gameplay_Jump;
private readonly InputAction m_Gameplay_Attack;
private readonly InputAction m_Gameplay_Interact;
private readonly InputAction m_Gameplay_Pause;
private readonly InputAction m_Gameplay_OpenInventory;
private readonly InputAction m_Gameplay_RotateCamera;
private readonly InputAction m_Gameplay_MouseControlCamera;
private readonly InputAction m_Gameplay_Run;
public struct GameplayActions
{
private @GameInput m_Wrapper;
public GameplayActions(@GameInput wrapper) { m_Wrapper = wrapper; }
public InputAction @Move => m_Wrapper.m_Gameplay_Move;
public InputAction @Jump => m_Wrapper.m_Gameplay_Jump;
public InputAction @Attack => m_Wrapper.m_Gameplay_Attack;
public InputAction @Interact => m_Wrapper.m_Gameplay_Interact;
public InputAction @Pause => m_Wrapper.m_Gameplay_Pause;
public InputAction @OpenInventory => m_Wrapper.m_Gameplay_OpenInventory;
public InputAction @RotateCamera => m_Wrapper.m_Gameplay_RotateCamera;
public InputAction @MouseControlCamera => m_Wrapper.m_Gameplay_MouseControlCamera;
public InputAction @Run => m_Wrapper.m_Gameplay_Run;
public InputActionMap Get() { return m_Wrapper.m_Gameplay; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(GameplayActions set) { return set.Get(); }
public void SetCallbacks(IGameplayActions instance)
{
if (m_Wrapper.m_GameplayActionsCallbackInterface != null)
{
@Move.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMove;
@Move.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMove;
@Move.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMove;
@Jump.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnJump;
@Jump.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnJump;
@Jump.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnJump;
@Attack.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnAttack;
@Attack.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnAttack;
@Attack.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnAttack;
@Interact.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnInteract;
@Interact.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnInteract;
@Interact.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnInteract;
@Pause.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnPause;
@Pause.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnPause;
@Pause.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnPause;
@OpenInventory.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnOpenInventory;
@OpenInventory.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnOpenInventory;
@OpenInventory.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnOpenInventory;
@RotateCamera.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnRotateCamera;
@RotateCamera.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnRotateCamera;
@RotateCamera.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnRotateCamera;
@MouseControlCamera.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMouseControlCamera;
@MouseControlCamera.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMouseControlCamera;
@MouseControlCamera.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMouseControlCamera;
@Run.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnRun;
@Run.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnRun;
@Run.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnRun;
}
m_Wrapper.m_GameplayActionsCallbackInterface = instance;
if (instance != null)
{
@Move.started += instance.OnMove;
@Move.performed += instance.OnMove;
@Move.canceled += instance.OnMove;
@Jump.started += instance.OnJump;
@Jump.performed += instance.OnJump;
@Jump.canceled += instance.OnJump;
@Attack.started += instance.OnAttack;
@Attack.performed += instance.OnAttack;
@Attack.canceled += instance.OnAttack;
@Interact.started += instance.OnInteract;
@Interact.performed += instance.OnInteract;
@Interact.canceled += instance.OnInteract;
@Pause.started += instance.OnPause;
@Pause.performed += instance.OnPause;
@Pause.canceled += instance.OnPause;
@OpenInventory.started += instance.OnOpenInventory;
@OpenInventory.performed += instance.OnOpenInventory;
@OpenInventory.canceled += instance.OnOpenInventory;
@RotateCamera.started += instance.OnRotateCamera;
@RotateCamera.performed += instance.OnRotateCamera;
@RotateCamera.canceled += instance.OnRotateCamera;
@MouseControlCamera.started += instance.OnMouseControlCamera;
@MouseControlCamera.performed += instance.OnMouseControlCamera;
@MouseControlCamera.canceled += instance.OnMouseControlCamera;
@Run.started += instance.OnRun;
@Run.performed += instance.OnRun;
@Run.canceled += instance.OnRun;
}
}
}
public GameplayActions @Gameplay => new GameplayActions(this);
// Menus
private readonly InputActionMap m_Menus;
private IMenusActions m_MenusActionsCallbackInterface;
private readonly InputAction m_Menus_MoveSelection;
private readonly InputAction m_Menus_Confirm;
private readonly InputAction m_Menus_Cancel;
private readonly InputAction m_Menus_MouseMove;
private readonly InputAction m_Menus_Unpause;
public struct MenusActions
{
private @GameInput m_Wrapper;
public MenusActions(@GameInput wrapper) { m_Wrapper = wrapper; }
public InputAction @MoveSelection => m_Wrapper.m_Menus_MoveSelection;
public InputAction @Confirm => m_Wrapper.m_Menus_Confirm;
public InputAction @Cancel => m_Wrapper.m_Menus_Cancel;
public InputAction @MouseMove => m_Wrapper.m_Menus_MouseMove;
public InputAction @Unpause => m_Wrapper.m_Menus_Unpause;
public InputActionMap Get() { return m_Wrapper.m_Menus; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(MenusActions set) { return set.Get(); }
public void SetCallbacks(IMenusActions instance)
{
if (m_Wrapper.m_MenusActionsCallbackInterface != null)
{
@MoveSelection.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnMoveSelection;
@MoveSelection.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnMoveSelection;
@MoveSelection.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnMoveSelection;
@Confirm.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnConfirm;
@Confirm.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnConfirm;
@Confirm.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnConfirm;
@Cancel.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnCancel;
@Cancel.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnCancel;
@Cancel.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnCancel;
@MouseMove.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnMouseMove;
@MouseMove.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnMouseMove;
@MouseMove.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnMouseMove;
@Unpause.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnUnpause;
@Unpause.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnUnpause;
@Unpause.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnUnpause;
}
m_Wrapper.m_MenusActionsCallbackInterface = instance;
if (instance != null)
{
@MoveSelection.started += instance.OnMoveSelection;
@MoveSelection.performed += instance.OnMoveSelection;
@MoveSelection.canceled += instance.OnMoveSelection;
@Confirm.started += instance.OnConfirm;
@Confirm.performed += instance.OnConfirm;
@Confirm.canceled += instance.OnConfirm;
@Cancel.started += instance.OnCancel;
@Cancel.performed += instance.OnCancel;
@Cancel.canceled += instance.OnCancel;
@MouseMove.started += instance.OnMouseMove;
@MouseMove.performed += instance.OnMouseMove;
@MouseMove.canceled += instance.OnMouseMove;
@Unpause.started += instance.OnUnpause;
@Unpause.performed += instance.OnUnpause;
@Unpause.canceled += instance.OnUnpause;
}
}
}
public MenusActions @Menus => new MenusActions(this);
// Menus
private readonly InputActionMap m_Menus;
private IMenusActions m_MenusActionsCallbackInterface;
private readonly InputAction m_Menus_MoveSelection;
private readonly InputAction m_Menus_Confirm;
private readonly InputAction m_Menus_Cancel;
private readonly InputAction m_Menus_MouseMove;
private readonly InputAction m_Menus_Unpause;
private readonly InputAction m_Menus_ChangeTab;
private readonly InputAction m_Menus_InventoryActionButton;
public struct MenusActions
{
private @GameInput m_Wrapper;
public MenusActions(@GameInput wrapper) { m_Wrapper = wrapper; }
public InputAction @MoveSelection => m_Wrapper.m_Menus_MoveSelection;
public InputAction @Confirm => m_Wrapper.m_Menus_Confirm;
public InputAction @Cancel => m_Wrapper.m_Menus_Cancel;
public InputAction @MouseMove => m_Wrapper.m_Menus_MouseMove;
public InputAction @Unpause => m_Wrapper.m_Menus_Unpause;
public InputAction @ChangeTab => m_Wrapper.m_Menus_ChangeTab;
public InputAction @InventoryActionButton => m_Wrapper.m_Menus_InventoryActionButton;
public InputActionMap Get() { return m_Wrapper.m_Menus; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(MenusActions set) { return set.Get(); }
public void SetCallbacks(IMenusActions instance)
{
if (m_Wrapper.m_MenusActionsCallbackInterface != null)
{
@MoveSelection.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnMoveSelection;
@MoveSelection.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnMoveSelection;
@MoveSelection.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnMoveSelection;
@Confirm.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnConfirm;
@Confirm.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnConfirm;
@Confirm.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnConfirm;
@Cancel.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnCancel;
@Cancel.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnCancel;
@Cancel.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnCancel;
@MouseMove.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnMouseMove;
@MouseMove.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnMouseMove;
@MouseMove.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnMouseMove;
@Unpause.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnUnpause;
@Unpause.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnUnpause;
@Unpause.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnUnpause;
@ChangeTab.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnChangeTab;
@ChangeTab.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnChangeTab;
@ChangeTab.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnChangeTab;
@InventoryActionButton.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnInventoryActionButton;
@InventoryActionButton.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnInventoryActionButton;
@InventoryActionButton.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnInventoryActionButton;
}
m_Wrapper.m_MenusActionsCallbackInterface = instance;
if (instance != null)
{
@MoveSelection.started += instance.OnMoveSelection;
@MoveSelection.performed += instance.OnMoveSelection;
@MoveSelection.canceled += instance.OnMoveSelection;
@Confirm.started += instance.OnConfirm;
@Confirm.performed += instance.OnConfirm;
@Confirm.canceled += instance.OnConfirm;
@Cancel.started += instance.OnCancel;
@Cancel.performed += instance.OnCancel;
@Cancel.canceled += instance.OnCancel;
@MouseMove.started += instance.OnMouseMove;
@MouseMove.performed += instance.OnMouseMove;
@MouseMove.canceled += instance.OnMouseMove;
@Unpause.started += instance.OnUnpause;
@Unpause.performed += instance.OnUnpause;
@Unpause.canceled += instance.OnUnpause;
@ChangeTab.started += instance.OnChangeTab;
@ChangeTab.performed += instance.OnChangeTab;
@ChangeTab.canceled += instance.OnChangeTab;
@InventoryActionButton.started += instance.OnInventoryActionButton;
@InventoryActionButton.performed += instance.OnInventoryActionButton;
@InventoryActionButton.canceled += instance.OnInventoryActionButton;
}
}
}
public MenusActions @Menus => new MenusActions(this);
// Dialogues
private readonly InputActionMap m_Dialogues;
private IDialoguesActions m_DialoguesActionsCallbackInterface;
private readonly InputAction m_Dialogues_MoveSelection;
private readonly InputAction m_Dialogues_AdvanceDialogue;
public struct DialoguesActions
{
private @GameInput m_Wrapper;
public DialoguesActions(@GameInput wrapper) { m_Wrapper = wrapper; }
public InputAction @MoveSelection => m_Wrapper.m_Dialogues_MoveSelection;
public InputAction @AdvanceDialogue => m_Wrapper.m_Dialogues_AdvanceDialogue;
public InputActionMap Get() { return m_Wrapper.m_Dialogues; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(DialoguesActions set) { return set.Get(); }
public void SetCallbacks(IDialoguesActions instance)
{
if (m_Wrapper.m_DialoguesActionsCallbackInterface != null)
{
@MoveSelection.started -= m_Wrapper.m_DialoguesActionsCallbackInterface.OnMoveSelection;
@MoveSelection.performed -= m_Wrapper.m_DialoguesActionsCallbackInterface.OnMoveSelection;
@MoveSelection.canceled -= m_Wrapper.m_DialoguesActionsCallbackInterface.OnMoveSelection;
@AdvanceDialogue.started -= m_Wrapper.m_DialoguesActionsCallbackInterface.OnAdvanceDialogue;
@AdvanceDialogue.performed -= m_Wrapper.m_DialoguesActionsCallbackInterface.OnAdvanceDialogue;
@AdvanceDialogue.canceled -= m_Wrapper.m_DialoguesActionsCallbackInterface.OnAdvanceDialogue;
}
m_Wrapper.m_DialoguesActionsCallbackInterface = instance;
if (instance != null)
{
@MoveSelection.started += instance.OnMoveSelection;
@MoveSelection.performed += instance.OnMoveSelection;
@MoveSelection.canceled += instance.OnMoveSelection;
@AdvanceDialogue.started += instance.OnAdvanceDialogue;
@AdvanceDialogue.performed += instance.OnAdvanceDialogue;
@AdvanceDialogue.canceled += instance.OnAdvanceDialogue;
}
}
}
public DialoguesActions @Dialogues => new DialoguesActions(this);
private int m_KeyboardOrGamepadSchemeIndex = -1;
public InputControlScheme KeyboardOrGamepadScheme
{
get
{
if (m_KeyboardOrGamepadSchemeIndex == -1)
m_KeyboardOrGamepadSchemeIndex = asset.FindControlSchemeIndex("KeyboardOrGamepad");
return asset.controlSchemes[m_KeyboardOrGamepadSchemeIndex];
}
}
public interface IGameplayActions
{
void OnMove(InputAction.CallbackContext context);
void OnJump(InputAction.CallbackContext context);
void OnAttack(InputAction.CallbackContext context);
void OnInteract(InputAction.CallbackContext context);
void OnPause(InputAction.CallbackContext context);
void OnOpenInventory(InputAction.CallbackContext context);
void OnRotateCamera(InputAction.CallbackContext context);
void OnMouseControlCamera(InputAction.CallbackContext context);
void OnRun(InputAction.CallbackContext context);
}
public interface IMenusActions
{
void OnMoveSelection(InputAction.CallbackContext context);
void OnConfirm(InputAction.CallbackContext context);
void OnCancel(InputAction.CallbackContext context);
void OnMouseMove(InputAction.CallbackContext context);
void OnUnpause(InputAction.CallbackContext context);
}
public interface IDialoguesActions
{
void OnMoveSelection(InputAction.CallbackContext context);
void OnAdvanceDialogue(InputAction.CallbackContext context);
}
// Dialogues
private readonly InputActionMap m_Dialogues;
private IDialoguesActions m_DialoguesActionsCallbackInterface;
private readonly InputAction m_Dialogues_MoveSelection;
private readonly InputAction m_Dialogues_AdvanceDialogue;
public struct DialoguesActions
{
private @GameInput m_Wrapper;
public DialoguesActions(@GameInput wrapper) { m_Wrapper = wrapper; }
public InputAction @MoveSelection => m_Wrapper.m_Dialogues_MoveSelection;
public InputAction @AdvanceDialogue => m_Wrapper.m_Dialogues_AdvanceDialogue;
public InputActionMap Get() { return m_Wrapper.m_Dialogues; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(DialoguesActions set) { return set.Get(); }
public void SetCallbacks(IDialoguesActions instance)
{
if (m_Wrapper.m_DialoguesActionsCallbackInterface != null)
{
@MoveSelection.started -= m_Wrapper.m_DialoguesActionsCallbackInterface.OnMoveSelection;
@MoveSelection.performed -= m_Wrapper.m_DialoguesActionsCallbackInterface.OnMoveSelection;
@MoveSelection.canceled -= m_Wrapper.m_DialoguesActionsCallbackInterface.OnMoveSelection;
@AdvanceDialogue.started -= m_Wrapper.m_DialoguesActionsCallbackInterface.OnAdvanceDialogue;
@AdvanceDialogue.performed -= m_Wrapper.m_DialoguesActionsCallbackInterface.OnAdvanceDialogue;
@AdvanceDialogue.canceled -= m_Wrapper.m_DialoguesActionsCallbackInterface.OnAdvanceDialogue;
}
m_Wrapper.m_DialoguesActionsCallbackInterface = instance;
if (instance != null)
{
@MoveSelection.started += instance.OnMoveSelection;
@MoveSelection.performed += instance.OnMoveSelection;
@MoveSelection.canceled += instance.OnMoveSelection;
@AdvanceDialogue.started += instance.OnAdvanceDialogue;
@AdvanceDialogue.performed += instance.OnAdvanceDialogue;
@AdvanceDialogue.canceled += instance.OnAdvanceDialogue;
}
}
}
public DialoguesActions @Dialogues => new DialoguesActions(this);
private int m_KeyboardOrGamepadSchemeIndex = -1;
public InputControlScheme KeyboardOrGamepadScheme
{
get
{
if (m_KeyboardOrGamepadSchemeIndex == -1) m_KeyboardOrGamepadSchemeIndex = asset.FindControlSchemeIndex("KeyboardOrGamepad");
return asset.controlSchemes[m_KeyboardOrGamepadSchemeIndex];
}
}
public interface IGameplayActions
{
void OnMove(InputAction.CallbackContext context);
void OnJump(InputAction.CallbackContext context);
void OnAttack(InputAction.CallbackContext context);
void OnInteract(InputAction.CallbackContext context);
void OnPause(InputAction.CallbackContext context);
void OnOpenInventory(InputAction.CallbackContext context);
void OnRotateCamera(InputAction.CallbackContext context);
void OnMouseControlCamera(InputAction.CallbackContext context);
void OnRun(InputAction.CallbackContext context);
}
public interface IMenusActions
{
void OnMoveSelection(InputAction.CallbackContext context);
void OnConfirm(InputAction.CallbackContext context);
void OnCancel(InputAction.CallbackContext context);
void OnMouseMove(InputAction.CallbackContext context);
void OnUnpause(InputAction.CallbackContext context);
void OnChangeTab(InputAction.CallbackContext context);
void OnInventoryActionButton(InputAction.CallbackContext context);
}
public interface IDialoguesActions
{
void OnMoveSelection(InputAction.CallbackContext context);
void OnAdvanceDialogue(InputAction.CallbackContext context);
}
}

33
UOP1_Project/Assets/Scripts/Input/InputReader.cs


public event UnityAction attackCanceledEvent = delegate { };
public event UnityAction interactEvent = delegate { }; // Used to talk, pickup objects, interact with tools like the cooking cauldron
public event UnityAction openInventoryEvent = delegate { }; // Used to bring up the inventory
public event UnityAction closeInventoryEvent = delegate { };// Used to bring up the inventory
public event UnityAction inventoryActionButtonEvent = delegate { };
public event UnityAction pauseEvent = delegate { };
public event UnityAction<Vector2> moveEvent = delegate { };
public event UnityAction<Vector2, bool> cameraMoveEvent = delegate { };

public event UnityAction menuConfirmEvent = delegate { };
public event UnityAction menuCancelEvent = delegate { };
public event UnityAction menuUnpauseEvent = delegate { };
public event UnityAction<float> menuSwitchTab = delegate { };
private GameInput gameInput;

{
if (context.phase == InputActionPhase.Performed)
openInventoryEvent.Invoke();
}
public void OnCancel(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
closeInventoryEvent.Invoke();
}
public void OnInventoryActionButton(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
inventoryActionButtonEvent.Invoke();
}
public void OnInteract(InputAction.CallbackContext context)

menuConfirmEvent();
}
public void OnCancel(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
menuCancelEvent();
}
/* public void OnCancel(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
menuCancelEvent();
}*/
public void OnMouseMove(InputAction.CallbackContext context)
{

gameInput.Gameplay.Disable();
gameInput.Menus.Disable();
gameInput.Dialogues.Disable();
}
public void OnChangeTab(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
menuSwitchTab.Invoke(context.ReadValue<float>());
}
public bool LeftMouseDown() => Mouse.current.leftButton.isPressed;

2
UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs


if (_onObjectPickUp != null)
{
Item currentItem = itemObject.GetComponent<CollectibleItem>().GetItem();
Item currentItem = itemObject.GetComponent<CollectableItem>().GetItem();
_onObjectPickUp.RaiseEvent(currentItem);
}

58
UOP1_Project/Assets/Scripts/Inventory/InventoryItemFiller.cs


public class InventoryItemFiller : MonoBehaviour
{
[SerializeField] private Image _itemPreviewImage = default;
[SerializeField] private LocalizeStringEvent _itemTitle = default;
[SerializeField] private TextMeshProUGUI _itemCount = default;
[SerializeField] private Image _bgImage = default;
[SerializeField] private Image _imgHover = default;

[SerializeField] private Image _bgInactiveImage = default;
ItemEventChannelSO _currentItemEvent;
[SerializeField] private LocalizeSpriteEvent _bgLocalizedImage = default;
_itemPreviewImage.gameObject.SetActive(true);
_itemCount.gameObject.SetActive(true);
_bgImage.gameObject.SetActive(true);
_imgHover.gameObject.SetActive(true);
_imgSelected.gameObject.SetActive(true);
_itemButton.gameObject.SetActive(true);
_bgInactiveImage.gameObject.SetActive(false);
_currentItemEvent = selectItemEvent;
_itemPreviewImage.sprite = itemStack.Item.PreviewImage;
_itemTitle.StringReference = itemStack.Item.Name;
if (itemStack.Item.IsLocalized)
{
_bgLocalizedImage.enabled = true;
_bgLocalizedImage.AssetReference = itemStack.Item.LocalizePreviewImage;
}
else
{
_bgLocalizedImage.enabled = false;
_itemPreviewImage.sprite = itemStack.Item.PreviewImage;
}
_itemButton.onClick.RemoveAllListeners();
}
public void SetInactiveItem()
{
UnhoverItem();
_itemPreviewImage.gameObject.SetActive(false);
_itemCount.gameObject.SetActive(false);
_bgImage.gameObject.SetActive(false);
_imgHover.gameObject.SetActive(false);
_imgSelected.gameObject.SetActive(false);
_itemButton.gameObject.SetActive(false);
_bgInactiveImage.gameObject.SetActive(true);
_itemButton.onClick.AddListener(() =>
{
SelectItem();
UnhoverItem();
selectItemEvent.RaiseEvent(_currentItem.Item);
}
});
public void SelectFirstElement()
{
_itemButton.Select();
SelectItem();
public void HoverItem()
{

}
public void SelectItem()
_currentItemEvent.RaiseEvent(_currentItem.Item);
_imgSelected.gameObject.SetActive(false);
}

5
UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/InventoryTabType.cs


[SerializeField]
private LocalizedString _tabName = default;
[Tooltip("The tab Picture that will be displayed in the inventory")]
[SerializeField]
private Sprite _tabIcon = default;
public Sprite TabIcon => _tabIcon;
public TabType TabType => _tabType;
}

10
UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/Item.cs


[SerializeField]
private Item _resultingDish = default;
[Tooltip("a checkbox for localized asset")]
[SerializeField]
private bool _isLocalized = default;
[Tooltip("A localized preview image for the item")]
[SerializeField]
private LocalizedSprite _localizePreviewImage = default;
public LocalizedString Name => _name;
public Sprite PreviewImage => _previewImage;

public List<ItemStack> IngredientsList => _ingredientsList;
public Item ResultingDish => _resultingDish;
public bool IsLocalized => _isLocalized;
public LocalizedSprite LocalizePreviewImage => _localizePreviewImage;
}

106
UOP1_Project/Assets/Scripts/Inventory/UIInventoryManager.cs


List<InventoryTabType> tabTypesList = new List<InventoryTabType>();
private int selectedItemId = -1;
private List<InventoryItemFiller> instantiatedGameObjects = default;
[SerializeField]
private List<InventoryItemFiller> _instanciatedItems = default;
[SerializeField]

[SerializeField]
private VoidEventChannelSO OnInteractionEndedEvent = default;
[SerializeField]
private InputReader _inputReader = default;
private void OnEnable()
{

{
OnInteractionEndedEvent.OnEventRaised += InteractionEnded;
}
if(_inputReader)
_inputReader.menuSwitchTab += SwitchTab;
}
private void OnDisable()

}
}
public void SwitchTab(float orientation)
{
if(orientation!=0)
{
bool isLeft = orientation < 0;
int initialIndex = tabTypesList.FindIndex(o => o == selectedTab);
if (initialIndex != -1)
{
if (isLeft)
{
initialIndex--;
}
else
{
initialIndex++;
}
initialIndex= Mathf.Clamp(initialIndex, 0, tabTypesList.Count-1);
}
ChangeTabEventRaised(tabTypesList[initialIndex]);
}
}
bool isNearPot = false;
public void FillInventory(TabType _selectedTabType = TabType.none, bool _isNearPot = false)

if (selectedTab != null)
{
FillTypeTabs(tabTypesList, selectedTab);
List<ItemStack> listItemsToShow = currentInventory.Items.FindAll(o => o.Item.ItemType.TabType == selectedTab);
List<ItemStack> listItemsToShow = new List<ItemStack>();
listItemsToShow = currentInventory.Items.FindAll(o => o.Item.ItemType.TabType == selectedTab);
FillItems(listItemsToShow);
}
else

void FillItems(List<ItemStack> listItemsToShow)
{
if (instantiatedGameObjects == null)
instantiatedGameObjects = new List<InventoryItemFiller>();
if (_instanciatedItems == null)
_instanciatedItems = new List<InventoryItemFiller>();
int maxCount = Mathf.Max(listItemsToShow.Count, instantiatedGameObjects.Count);
int maxCount = Mathf.Max(listItemsToShow.Count, _instanciatedItems.Count);
if (i >= instantiatedGameObjects.Count)
if (i >= _instanciatedItems.Count)
instantiatedGameObjects.Add(instantiatedPrefab);
_instanciatedItems.Add(instantiatedPrefab);
instantiatedGameObjects[i].SetItem(listItemsToShow[i], isSelected, SelectItemEvent);
instantiatedGameObjects[i].gameObject.SetActive(true);
_instanciatedItems[i].SetItem(listItemsToShow[i], isSelected, SelectItemEvent);
else if (i < instantiatedGameObjects.Count)
else if (i < _instanciatedItems.Count)
instantiatedGameObjects[i].gameObject.SetActive(false);
_instanciatedItems[i].SetInactiveItem();
}
}

UnselectItem(selectedItemId);
selectedItemId = -1;
}
//hover First Element
if (_instanciatedItems.Count > 0)
{
_instanciatedItems[0].SelectFirstElement();
}
if (instantiatedGameObjects == null)
instantiatedGameObjects = new List<InventoryItemFiller>();
if (_instanciatedItems == null)
_instanciatedItems = new List<InventoryItemFiller>();
if (instantiatedGameObjects.Exists(o => o._currentItem == itemToUpdate))
if (_instanciatedItems.Exists(o => o._currentItem == itemToUpdate))
int index = instantiatedGameObjects.FindIndex(o => o._currentItem == itemToUpdate);
instantiatedGameObjects[index].gameObject.SetActive(false);
int index = _instanciatedItems.FindIndex(o => o._currentItem == itemToUpdate);
_instanciatedItems[index].SetInactiveItem();
}

int index = 0;
//if the item has already been created
if (instantiatedGameObjects.Exists(o => o._currentItem == itemToUpdate))
if (_instanciatedItems.Exists(o => o._currentItem == itemToUpdate))
index = instantiatedGameObjects.FindIndex(o => o._currentItem == itemToUpdate);
index = _instanciatedItems.FindIndex(o => o._currentItem == itemToUpdate);
}

//if the new item needs to be instantiated
if (currentInventory.Items.Count > instantiatedGameObjects.Count)
if (currentInventory.Items.Count > _instanciatedItems.Count)
instantiatedGameObjects.Add(instantiatedPrefab);
_instanciatedItems.Add(instantiatedPrefab);
}

//set item
bool isSelected = selectedItemId == index;
instantiatedGameObjects[index].SetItem(itemToUpdate, isSelected, SelectItemEvent);
_instanciatedItems[index].SetItem(itemToUpdate, isSelected, SelectItemEvent);
instantiatedGameObjects[index].gameObject.SetActive(true);
}

public void InspectItem(Item itemToInspect)
{
if (instantiatedGameObjects.Exists(o => o._currentItem.Item == itemToInspect))
if (_instanciatedItems.Exists(o => o._currentItem.Item == itemToInspect))
int itemIndex = instantiatedGameObjects.FindIndex(o => o._currentItem.Item == itemToInspect);
int itemIndex = _instanciatedItems.FindIndex(o => o._currentItem.Item == itemToInspect);
//unselect selected Item

//check if interactable
bool isInteractable = true;
buttonFiller.gameObject.SetActive(true);
isInteractable = currentInventory.hasIngredients(itemToInspect.IngredientsList) && isNearPot
;
isInteractable = currentInventory.hasIngredients(itemToInspect.IngredientsList) && isNearPot;
buttonFiller.gameObject.SetActive(false);
}

}
void HideItemInformation()
{
buttonFiller.gameObject.SetActive(false);
inspectorFiller.HideItemInspector();
}

{
if (instantiatedGameObjects.Count > itemIndex)
if (_instanciatedItems.Count > itemIndex)
instantiatedGameObjects[itemIndex].UnselectItem();
_instanciatedItems[itemIndex].UnselectItem();
}
}

if (ActionButtonClicked != null)
{
//find the selected Item
if (instantiatedGameObjects.Count > selectedItemId && selectedItemId > -1)
if (_instanciatedItems.Count > selectedItemId && selectedItemId > -1)
itemToActOn = instantiatedGameObjects[selectedItemId]._currentItem.Item;
itemToActOn = _instanciatedItems[selectedItemId]._currentItem.Item;
//check the selected Item type
//call action function depending on the itemType

26
UOP1_Project/Assets/Scripts/Inventory/CollectableItem.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CollectibleItem : MonoBehaviour
using DG.Tweening;
public class CollectableItem : MonoBehaviour
[SerializeField] private SpriteRenderer[] _itemImages = default;
[SerializeField] private GameObject _itemGO = default;
if (_itemImages != null)
SetCubeItem();
}
public void PickedItem()
{
AnimateItem();
}
public Item GetItem()

_currentItem = item;
}
//this function is only for testing
public void SetCubeItem()
public void AnimateItem()
for (int i = 0; i < _itemImages.Length; i++)
if(_itemGO!=null)
_itemImages[i].sprite = _currentItem.PreviewImage;
_itemGO.transform.DORotate(Vector3.one * 180, 5, RotateMode.Fast).SetLoops(-1,LoopType.Incremental);
}
}

18
UOP1_Project/Assets/Scripts/Quests/StepController.cs


[Header("Data")]
[SerializeField] private ActorSO _actor = default;
[SerializeField] private DialogueDataSO _defaultDialogue = default;
[SerializeField] private QuestAncorSO _questAnchor = default;
[SerializeField] private QuestManagerSO _questData = default;
//[SerializeField] private StepChannelSO _startStepEvent = default;
//[SerializeField] private DialogueDataChannelSO _endDialogueEvent = default;
//[SerializeField] private DialogueActorChannelSO _PlayDefaultEvent = default;
//[SerializeField] private VoidEventChannelSO _continueWithStep = default;
//[SerializeField] private VoidEventChannelSO _endStepEvent = default;
//[SerializeField] private VoidEventChannelSO _checkStepValidityEvent = default;
[SerializeField] private DialogueDataChannelSO _startDialogueEvent = default;
//check if character is actif. An actif character is the character concerned by the step.

public void InteractWithCharacter()
{
DialogueDataSO displayDialogue = _questAnchor.InteractWithCharacter(_actor, false, false);
DialogueDataSO displayDialogue = _questData.InteractWithCharacter(_actor, false, false);
Debug.Log("dialogue " + displayDialogue + "actor" + _actor);
if (displayDialogue != null)
{

}
void PlayLoseDialogue()
{
if (_questAnchor != null)
if (_questData != null)
DialogueDataSO displayDialogue = _questAnchor.InteractWithCharacter(_actor, true, false);
DialogueDataSO displayDialogue = _questData.InteractWithCharacter(_actor, true, false);
if (displayDialogue != null)
{
_currentDialogue = displayDialogue;

}
void PlayWinDialogue()
{
if (_questAnchor != null)
if (_questData != null)
DialogueDataSO displayDialogue = _questAnchor.InteractWithCharacter(_actor, true, true);
DialogueDataSO displayDialogue = _questData.InteractWithCharacter(_actor, true, true);
if (displayDialogue != null)
{
_currentDialogue = displayDialogue;

8
UOP1_Project/Assets/Scripts/Quests/QuestManagerSO.cs


using UnityEngine;
using UnityEngine.Serialization;
[CreateAssetMenu(fileName = "QuestAnchor", menuName = "Quests/QuestAnchor", order = 51)]
public class QuestAncorSO : ScriptableObject
//[CreateAssetMenu(fileName = "QuestManager", menuName = "Quests/QuestManager", order = 51)]
public class QuestManagerSO : ScriptableObject
{
[Header("Data")]
[SerializeField] private List<QuestlineSO> _questlines = default;

}
public DialogueDataSO InteractWithCharacter(ActorSO actor, bool isCheckValidity, bool isValid)
{
Debug.Log("current quest" + _currentQuest);
if (_currentQuest == null)
{ if (_currentQuest == null)
{
if (CheckQuestlineForQuestWithActor(actor))
{

2
UOP1_Project/Assets/Scripts/Quests/QuestManager.asset


m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: bcc67b9fd1ae89449a1734139485f3b2, type: 3}
m_Name: QuestAnchor
m_Name: QuestManager
m_EditorClassIdentifier:
_questlines:
- {fileID: 11400000, guid: 7b43c62a4fa974bbc82d5af43cc173ca, type: 2}

2
UOP1_Project/Assets/Scripts/SaveSystem/FileManager.cs


}
catch (Exception e)
{
Debug.LogError($"Failed to move file from {fullPath} to {newFullPath} with exception {e}");
//Debug.LogError($"Failed to move file from {fullPath} to {newFullPath} with exception {e}");
return false;
}

2
UOP1_Project/Assets/Scripts/SaveSystem/SaveSystem.cs


saveData._itemStacks.Clear();
foreach (var itemStack in _playerInventory.Items)
{
saveData._itemStacks.Add(new SerializedItemStack(itemStack.Item.Guid, itemStack.Amount));
// saveData._itemStacks.Add(new SerializedItemStack(itemStack.Item.Guid, itemStack.Amount));
}
if (FileManager.MoveFile(saveFilename, backupSaveFilename))

45
UOP1_Project/Assets/Scripts/UI/IngredientFiller.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Localization;
public class IngredientFiller : MonoBehaviour
{

[SerializeField]
private LocalizeStringEvent _ingredientName = default;
private GameObject _availableCheckMark = default;
[SerializeField]
private GameObject _unavailableCheckMark = default;
[SerializeField]
private GameObject _tooltip = default;
[SerializeField]
private LocalizeStringEvent _tooltipMessage = default;
[SerializeField]
private Image _ingredientIcon = default;
private GameObject _checkMark = default;
private Color _textColorAvailable = default;
[SerializeField]
private Color _textColorUnavailable = default;
if (isAvailable)
{
_ingredientAmount.color = _textColorAvailable;
}
else
{
_ingredientAmount.color = _textColorUnavailable;
}
_ingredientName.StringReference = ingredient.Item.Name;
_checkMark.SetActive(isAvailable);
_tooltipMessage.StringReference = ingredient.Item.Name;
_tooltipMessage.StringReference.Arguments = new[] { new { Amount = ingredient.Amount } };
_ingredientIcon.sprite = ingredient.Item.PreviewImage;
_availableCheckMark.SetActive(isAvailable);
_unavailableCheckMark.SetActive(!isAvailable);
}
public void HoveredItem()
{
_tooltip.SetActive(true);
}
public void UnHoveredItem()
{
_tooltip.SetActive(false);
}
}

9
UOP1_Project/Assets/Scripts/UI/InspectorDescriptionFiller.cs


public void FillDescription(Item itemToInspect)
{
_textName.StringReference = itemToInspect.Name;
_textName.StringReference.Arguments = new[] { new { Purpose = 0, Amount = 1 } };
_textDescription.StringReference = itemToInspect.Description;
_textName.StringReference = itemToInspect.Name;
_textDescription.StringReference = itemToInspect.Description;
}

22
UOP1_Project/Assets/Scripts/UI/InspectorFiller.cs


public class InspectorFiller : MonoBehaviour
{
[SerializeField] private SimpleInventoryInspectorFiller _simpleInventoryInspector = default;
[SerializeField] private CookingInventoryInspectorFiller _cookingInventoryInspector = default;
[SerializeField] private InventoryInspectorFiller _inventoryInspector = default;
bool isForCooking = (itemToInspect.ItemType.ActionType == ItemInventoryActionType.cook);
_simpleInventoryInspector.gameObject.SetActive(!isForCooking);
_cookingInventoryInspector.gameObject.SetActive(isForCooking);
if (!isForCooking)
{
bool isForCooking = (itemToInspect.ItemType.ActionType == ItemInventoryActionType.cook);
_simpleInventoryInspector.FillItemInspector(itemToInspect);
}
else
{
_cookingInventoryInspector.FillItemInspector(itemToInspect, availabilityArray);
}
_inventoryInspector.gameObject.SetActive(true);
_inventoryInspector.FillItemInspector(itemToInspect, isForCooking, availabilityArray);
}

_simpleInventoryInspector.gameObject.SetActive(false);
_cookingInventoryInspector.gameObject.SetActive(false);
_inventoryInspector.gameObject.SetActive(false);
}

44
UOP1_Project/Assets/Scripts/UI/InventoryButtonFiller.cs


[SerializeField]
private Button _buttonAction = default;
[SerializeField]
UIButtonPromptSetter buttonPromptSetter = default;
public void FillInventoryButtons(ItemType itemType, bool isInteractable = true)
{
[SerializeField]
InputReader _inputReader = default;
[SerializeField]
VoidEventChannelSO _inventoryActionEvent = default;
bool hasEvent = false;
_buttonAction.interactable = isInteractable;
public void FillInventoryButtons(ItemType itemType, bool isInteractable = true)
{
_buttonAction.interactable = isInteractable;
//bool isKeyboard = !(Input.GetJoystickNames() != null && Input.GetJoystickNames().Length > 0);
bool isKeyboard =true;
buttonPromptSetter.SetButtonPrompt(isKeyboard);
if (isInteractable)
{
if (_inputReader != null)
{
hasEvent = true;
_inputReader.inventoryActionButtonEvent += ActionButtonEventRaised;
}
}
else
{
if (_inputReader != null)
if (hasEvent )
_inputReader.inventoryActionButtonEvent -= ActionButtonEventRaised;
}
}
public void ActionButtonEventRaised()
{
if(_inventoryActionEvent!=null)
{
_inventoryActionEvent.RaiseEvent();
}
private void OnDisable()
{
if (_inputReader != null)
if (hasEvent)
_inputReader.inventoryActionButtonEvent -= ActionButtonEventRaised;
}
}

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


public class InventoryTypeTabFiller : MonoBehaviour
{
[SerializeField] private LocalizeStringEvent _tabName = default;
[SerializeField] private Image _tabImage = default;
public void fillTab(InventoryTabType tabType, bool isSelected, TabEventChannelSO changeTabEvent)
[SerializeField] private Color _selectedIconColor = default;
[SerializeField] private Color _deselectedIconColor = default;
public void fillTab(InventoryTabType tabType, bool isSelected)
_tabName.StringReference = tabType.TabName;
_tabImage.sprite = tabType.TabIcon;
_actionButton.onClick.RemoveAllListeners();
_actionButton.onClick.AddListener(() => changeTabEvent.RaiseEvent(tabType));
}
if (isSelected)
{
_tabImage.color = _selectedIconColor;
}
else
{
_tabImage.color = _deselectedIconColor;
}
/* _actionButton.onClick.RemoveAllListeners();
_actionButton.onClick.AddListener(() => changeTabEvent.RaiseEvent(tabType));*/
}
}

2
UOP1_Project/Assets/Scripts/UI/InventoryTypeTabsFiller.cs


}
bool isSelected = typesList[i] == selectedType;
//fill
instantiatedGameObjects[i].fillTab(typesList[i], isSelected, changeTabEvent);
instantiatedGameObjects[i].fillTab(typesList[i], isSelected);
instantiatedGameObjects[i].gameObject.SetActive(true);
}

13
UOP1_Project/Assets/Scripts/UI/RecipeIngredientsFiller.cs


public void FillIngredients(List<ItemStack> listofIngredients, bool[] availabilityArray)
{
if (gameObject.GetComponent<VerticalLayoutGroup>() != null)
gameObject.GetComponent<VerticalLayoutGroup>().enabled = true;
int maxCount = Mathf.Max(listofIngredients.Count, instantiatedGameObjects.Count);
for (int i = 0; i < maxCount; i++)

}
StartCoroutine(waitBeforeDesactiveLayout());
IEnumerator waitBeforeDesactiveLayout()
{
yield return new WaitForSeconds(1);
//disable layout group after layout calculation
if (gameObject.GetComponent<VerticalLayoutGroup>() != null)
gameObject.GetComponent<VerticalLayoutGroup>().enabled = false;
}
}

8
UOP1_Project/Assets/Scripts/UI/UIDialogueChoiceFiller.cs


using UnityEngine;
using TMPro;
using UnityEngine.Localization.Components;
using UnityEngine.UI;
public class UIDialogueChoiceFiller : MonoBehaviour
{

[SerializeField] private Button _actionButton = default;
Choice currentChoice;

{
if (_makeAChoiceEvent != null)
_makeAChoiceEvent.RaiseEvent(currentChoice);
}
public void SetSelected()
{
if (_actionButton != null)
_actionButton.Select();
}
}

5
UOP1_Project/Assets/Scripts/UI/UIDialogueChoicesManager.cs


}
}
if (choices.Count > 0)
{
listChoiceButtons[0].SetSelected();
}
}

13
UOP1_Project/Assets/Scripts/UI/UIInteractionItemFiller.cs


using UnityEngine;
using UnityEngine.Localization.Components;
using TMPro;
using UnityEngine.UI;
[SerializeField] TextMeshProUGUI _interactionKeyButton = default;
[SerializeField]
UIButtonPromptSetter buttonPromptSetter = default;
_interactionKeyButton.text = KeyCode.E.ToString(); // this keycode will be modified later on
bool isKeyboard = true;
// bool isKeyboard = !(Input.GetJoystickNames() != null && Input.GetJoystickNames().Length > 0);
buttonPromptSetter.SetButtonPrompt(isKeyboard);
}

57
UOP1_Project/Assets/Scripts/UI/UIManager.cs


public class UIManager : MonoBehaviour
{
[SerializeField]
private UIDialogueManager _dialogueController = default;
[SerializeField]
private UIInventoryManager _inventoryPanel = default;
[SerializeField]
private UIInteractionManager _interactionPanel = default;
[SerializeField] private InputReader _inputReader = default;
[SerializeField] private VoidEventChannelSO _onSceneReady = default;
[Header("Dialogue Events")]
[SerializeField] private DialogueLineChannelSO _openUIDialogueEvent = default;
[SerializeField] private VoidEventChannelSO _closeUIDialogueEvent = default;

{
_setInteractionEvent.OnEventRaised += SetInteractionPanel;
}
if (_onSceneReady != null)
{
_onSceneReady.OnEventRaised += ResetUI;
}
}
void ResetUI()
{
CloseInventoryScreen();
SetInteractionPanel(false, InteractionType.None);
[SerializeField]
private UIDialogueManager dialogueController = default;
[SerializeField]
private UIInventoryManager inventoryPanel = default;
[SerializeField]
private UIInteractionManager interactionPanel = default;
dialogueController.SetDialogue(dialogueLine, actor);
dialogueController.gameObject.SetActive(true);
_dialogueController.SetDialogue(dialogueLine, actor);
_dialogueController.gameObject.SetActive(true);
dialogueController.gameObject.SetActive(false);
_dialogueController.gameObject.SetActive(false);
}
public void SetInventoryScreenForCooking()

bool isForCooking = false;
void OpenInventoryScreen()
{
inventoryPanel.gameObject.SetActive(true);
_inventoryPanel.gameObject.SetActive(true);
_inputReader.EnableMenuInput();
_inputReader.closeInventoryEvent += CloseInventoryScreen;
inventoryPanel.FillInventory(TabType.recipe, true);
_inventoryPanel.FillInventory(TabType.recipe, true);
inventoryPanel.FillInventory();
_inventoryPanel.FillInventory();
}
}

{
inventoryPanel.gameObject.SetActive(false);
_inventoryPanel.gameObject.SetActive(false);
_inputReader.EnableGameplayInput();
_inputReader.closeInventoryEvent -= CloseInventoryScreen;
}
public void SetInteractionPanel(bool isOpenEvent, InteractionType interactionType)

interactionPanel.FillInteractionPanel(interactionType);
_interactionPanel.FillInteractionPanel(interactionType);
interactionPanel.gameObject.SetActive(isOpenEvent);
_interactionPanel.gameObject.SetActive(isOpenEvent);
}
}

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106
UOP1_Project/Assets/Settings/Input/GameInput.inputactions


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