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Error message when can't cook

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uChema 3 年前
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2e7057c0
共有 9 个文件被更改,包括 318 次插入62 次删除
  1. 4
      UOP1_Project/Assets/LocalizationFiles/AssetTables/UI/UI Misc Shared Data.asset
  2. 4
      UOP1_Project/Assets/LocalizationFiles/AssetTables/UI/UI Misc_en.asset
  3. 328
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Inventory/InventoryScreen.prefab
  4. 26
      UOP1_Project/Assets/ScriptableObjects/Inventory/PlayerInventory.asset
  5. 4
      UOP1_Project/Assets/Scripts/Cutscenes/TimelineBinder.cs
  6. 2
      UOP1_Project/Assets/Scripts/Input/InputReader.cs
  7. 5
      UOP1_Project/Assets/Scripts/Menu/MultiInputSelectableElement.cs
  8. 5
      UOP1_Project/Assets/Scripts/UI/Inventory/UIInventory.cs
  9. 2
      UOP1_Project/ProjectSettings/QualitySettings.asset

4
UOP1_Project/Assets/LocalizationFiles/AssetTables/UI/UI Misc Shared Data.asset


m_Key: Language
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m_Key: Error_Pot
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4
UOP1_Project/Assets/LocalizationFiles/AssetTables/UI/UI Misc_en.asset


m_Localized: Music Volume
m_Metadata:
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- m_Id: 35779435768438784
m_Localized: '*You need to be near a pot to cook'
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version: 1

328
UOP1_Project/Assets/Prefabs/UI/GameplayScene/Inventory/InventoryScreen.prefab


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- _item: {fileID: 11400000, guid: be909baf705d4fa49910776bc707ce1b, type: 2}
Amount: 1
- _item: {fileID: 11400000, guid: 42396f680e5649c4b91e2b29ff34f811, type: 2}
Amount: 20
- _item: {fileID: 11400000, guid: 1c53a3bee1a484bc2ab70d7f4f1f0aa4, type: 2}
Amount: 20
- _item: {fileID: 11400000, guid: 7a6557abb46da48458da1572c9022163, type: 2}
Amount: 20
- _item: {fileID: 11400000, guid: f14caff5e16bd4a48b45e4a2c5a0fc86, type: 2}
Amount: 20
- _item: {fileID: 11400000, guid: 3e353820f321eb9469633db094e0c048, type: 2}
Amount: 1

4
UOP1_Project/Assets/Scripts/Cutscenes/TimelineBinder.cs


private void BindObjects(Transform playerTransform)
{
_objectsToBind = new GameObject[objectsToBindTags.Length];
for (int i=0; i< objectsToBindTags.Length; ++i)
for (int i = 0; i < objectsToBindTags.Length; ++i)
Debug.Log(objectsToBindTags[i]);
// Debug.Log(objectsToBindTags[i]);
}
foreach (var playableAssetOutput in _playableDirector.playableAsset.outputs)

2
UOP1_Project/Assets/Scripts/Input/InputReader.cs


public void OnAdvanceDialogue(InputAction.CallbackContext context)
{
Debug.Log("AdvanceDialogue");
if (context.phase == InputActionPhase.Performed)
advanceDialogueEvent.Invoke();
}

5
UOP1_Project/Assets/Scripts/Menu/MultiInputSelectableElement.cs


public class MultiInputSelectableElement : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, ISelectHandler
{
private MenuSelectionHandler _menuSelectionHandler;
public bool isSelected = false;
private void Awake()
{
_menuSelectionHandler = transform.root.gameObject.GetComponentInChildren<MenuSelectionHandler>();

public void OnPointerExit(PointerEventData eventData)
{
isSelected = true;
}

5
UOP1_Project/Assets/Scripts/UI/Inventory/UIInventory.cs


[SerializeField]
private GameObject _contentParent = default;
[SerializeField]
private GameObject _errorPotMessage = default;
[FormerlySerializedAs("_inspectorFiller")]
[SerializeField]

//check if interactable
bool isInteractable = true;
_actionButton.gameObject.SetActive(true);
_errorPotMessage.SetActive(false);
_errorPotMessage.SetActive(!isInteractable);
}
else if (itemToInspect.ItemType.ActionType == ItemInventoryActionType.DoNothing)
{

2
UOP1_Project/ProjectSettings/QualitySettings.asset


skinWeights: 4
textureQuality: 0
anisotropicTextures: 1
antiAliasing: 0
antiAliasing: 2
softParticles: 0
softVegetation: 1
realtimeReflectionProbes: 1

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