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Merge branch 'main' into whiteboxing

/main
Ciro Continisio 3 年前
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350159af
共有 105 个文件被更改,包括 3507 次插入555 次删除
  1. 664
      UOP1_Project/Assets/Art/Characters/BardHare/Animation/BardHare.controller
  2. 776
      UOP1_Project/Assets/Art/Characters/Townsfolk_M/Animation/Townsfolk_M.controller
  3. 34
      UOP1_Project/Assets/Prefabs/Characters/BardHare.prefab
  4. 138
      UOP1_Project/Assets/Prefabs/Characters/Townsfolk_F.prefab
  5. 2
      UOP1_Project/Assets/Prefabs/Characters/Townsfolk_F.prefab.meta
  6. 106
      UOP1_Project/Assets/Prefabs/Characters/Townsfolk_M.prefab
  7. 2
      UOP1_Project/Assets/Prefabs/Characters/Townsfolk_M.prefab.meta
  8. 869
      UOP1_Project/Assets/Scenes/WIP/TestingGround.unity
  9. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/IsTalking_False_OnExit.asset
  10. 31
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/PigChef_TransitionTable.asset
  11. 8
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/FaceProtagonistSO.cs
  12. 10
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/MovementActions/PathwayMovementAction.cs
  13. 6
      UOP1_Project/Assets/Scripts/Gameplay/GameStateSO.cs
  14. 63
      UOP1_Project/Assets/Scripts/Quests/StepController.cs
  15. 55
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk.asset
  16. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk.asset.meta
  17. 45
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk2.asset
  18. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk2.asset.meta
  19. 46
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk3.asset
  20. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk3.asset.meta
  21. 36
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolkSmall.asset
  22. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolkSmall.asset.meta
  23. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/TownsfolkEventChannel.asset
  24. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/TownsfolkEventChannel.asset.meta
  25. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC.meta
  26. 22
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Listen.asset
  27. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Listen.asset.meta
  28. 12
      UOP1_Project/Assets/Scripts/Characters/NPC.cs
  29. 11
      UOP1_Project/Assets/Scripts/Characters/NPC.cs.meta
  30. 38
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/HasReachedWaypointSO.cs
  31. 33
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCIdleSO.cs
  32. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCIdleSO.cs.meta
  33. 31
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCInDialogueSO.cs
  34. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCInDialogueSO.cs.meta
  35. 60
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCSayingTheLineSO.cs
  36. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCSayingTheLineSO.cs.meta
  37. 31
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCTalkingSO.cs
  38. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCTalkingSO.cs.meta
  39. 31
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCWalkingSO.cs
  40. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCWalkingSO.cs.meta
  41. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Actions.meta
  42. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions.meta
  43. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/IsNPCSayingTheLine.asset
  44. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/IsNPCSayingTheLine.asset.meta
  45. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/IsNPCIdle.asset.meta
  46. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/IsNPCInDialogue.asset.meta
  47. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/IsNPCTalking.asset.meta
  48. 14
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/IsNPCIdle.asset
  49. 14
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/IsNPCInDialogue.asset
  50. 14
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/IsNPCTalking.asset
  51. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/StopTalking_TimeElapsed.asset.meta
  52. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/StopTalking_TimeElapsed.asset
  53. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/States.meta
  54. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk.meta
  55. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare.meta
  56. 81
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/BardHare_TransitionTable.asset
  57. 8
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  58. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Actions/FaceProtagonist.asset
  59. 8
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  60. 20
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  61. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Actions/IsTalking_True_OnEnter.asset.meta
  62. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Actions/IsTalking_False_OnExit.asset.meta
  63. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Actions/IsTalking_False_OnExit.asset
  64. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/States/Idle.asset.meta
  65. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/States/Talk.asset.meta
  66. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/States/TalkToProtagonist.asset.meta
  67. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/States/ListenToProtagonist.asset.meta
  68. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/States/Idle.asset
  69. 17
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/States/ListenToProtagonist.asset
  70. 18
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/States/Talk.asset
  71. 19
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/States/TalkToProtagonist.asset
  72. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Actions.meta
  73. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Actions/IsMoving_True_OnEnter.asset
  74. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Actions/IsMoving_True_OnEnter.asset.meta
  75. 14
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Actions/NPCMoveToNextDestination.asset
  76. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Actions/NPCMoveToNextDestination.asset.meta
  77. 14
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Actions/StopAgent.asset
  78. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Actions/StopAgent.asset.meta
  79. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Actions/IsMoving_False_OnExit.asset.meta
  80. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Actions/IsMoving_False_OnExit.asset
  81. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Conditions.meta
  82. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Conditions/HasReachedRoamingWaypoint.asset
  83. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Conditions/HasReachedRoamingWaypoint.asset.meta
  84. 14
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Conditions/IsNPCWalking.asset
  85. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Conditions/IsNPCWalking.asset.meta
  86. 14
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Conditions/NPCMovementStopElapsed.asset
  87. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Conditions/NPCMovementStopElapsed.asset.meta
  88. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Conditions/Timer_TownsfolkRoamingStopDuration.asset
  89. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Conditions/Timer_TownsfolkRoamingStopDuration.asset.meta
  90. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Townsfolk_TransitionTable.asset.meta
  91. 129
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Townsfolk_TransitionTable.asset
  92. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/States.meta

664
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UOP1_Project/Assets/Scenes/WIP/TestingGround.unity
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UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/FaceProtagonistSO.cs


{
TransformAnchor _protagonist;
Transform _actor;
Quaternion rotationOnEnter;
rotationOnEnter = _actor.rotation;
}
public override void OnUpdate()

public override void OnStateEnter()
{
}
public override void OnStateExit()
{
_actor.rotation = rotationOnEnter;
}
}

10
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/MovementActions/PathwayMovementAction.cs


{
_agent = agent;
_isActiveAgent = _agent != null && _agent.isActiveAndEnabled && _agent.isOnNavMesh;
_wayPointIndex = 0;
_wayPointIndex = - 1; //Initialized to -1 so we don't skip the first element from the waypoint list
_roamingSpeed = config.Speed;
_wayppoints = config.Waypoints;
}

private Vector3 GetNextDestination()
{
Vector3 result = _agent.transform.position;
Vector3 nextDestination = _agent.transform.position;
//We check the modulo so when we reach the end of the array we go back to the first element
result = _wayppoints[_wayPointIndex].waypoint;
nextDestination = _wayppoints[_wayPointIndex].waypoint;
return result;
//Debug.Log("the next destination index = " +_wayPointIndex + "value = " + nextDestination);
return nextDestination;
}
}

6
UOP1_Project/Assets/Scripts/Gameplay/GameStateSO.cs


//[CreateAssetMenu(fileName = "GameState", menuName = "Gameplay/GameState", order = 51)]
public class GameStateSO : ScriptableObject
{
private GameState _currentGameState = default;
private GameState _previousGameState = default;
public GameState CurrentGameState => CurrentGameState;
private GameState _currentGameState = default;
private GameState _previousGameState = default;
public GameState CurrentGameState => _currentGameState;
public void UpdateGameState(GameState newGameState)
{

63
UOP1_Project/Assets/Scripts/Quests/StepController.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
//this script needs to be put on the actor, and takes care of the current step to accomplish.
//the step contains a dialogue and maybe an event.

[SerializeField] private DialogueActorChannelSO _interactionEvent = default;
[SerializeField] private VoidEventChannelSO _winDialogueEvent = default;
[SerializeField] private VoidEventChannelSO _loseDialogueEvent = default;
//[SerializeField]
public VoidEventChannelSO _endDialogueEvent = default;
[SerializeField] private DialogueDataChannelSO _startDialogueEvent = default;
[Header("Listening to")]
[SerializeField] private VoidEventChannelSO _endDialogueEvent = default;
//[SerializeField]
public DialogueDataChannelSO _startDialogueEvent = default;
public bool IsInDialogue = false;
private void Start()
{
_winDialogueEvent.OnEventRaised += PlayWinDialogue;
_loseDialogueEvent.OnEventRaised += PlayLoseDialogue;
public bool isInDialogue; //Consumed by the state machine
private void Start()
{
}

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

void StartDialogue()
{
IsInDialogue = true;
StopConversation();
_winDialogueEvent.OnEventRaised += PlayWinDialogue;
_loseDialogueEvent.OnEventRaised += PlayLoseDialogue;
isInDialogue = true;
IsInDialogue = false;
_winDialogueEvent.OnEventRaised -= PlayWinDialogue;
_loseDialogueEvent.OnEventRaised -= PlayLoseDialogue;
ResumeConversation();
isInDialogue = false;
}
void PlayLoseDialogue()

{
_currentDialogue = displayDialogue;
StartDialogue();
}
}
void PlayWinDialogue()
{
if (_questData != null)

_currentDialogue = displayDialogue;
StartDialogue();
}
}
}
private void StopConversation()
{
GameObject[] talkingTo = gameObject.GetComponent<NPC>().talkingTo;
if (talkingTo != null)
{
for (int i = 0; i < talkingTo.Length; ++i)
{
talkingTo[i].GetComponent<NPC>().npcState = NPCState.Idle;
}
private void ResumeConversation()
{
GameObject[] talkingTo = GetComponent<NPC>().talkingTo;
if (talkingTo != null)
{
for (int i = 0; i < talkingTo.Length; ++i)
{
talkingTo[i].GetComponent<NPC>().npcState = NPCState.Talk;
}
}
}
}

55
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UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk3.asset


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


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


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Listen.asset


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UOP1_Project/Assets/Scripts/Characters/NPC.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum NPCState { Idle = 0, Walk, Talk, Eat };
public class NPC : MonoBehaviour
{
public NPCState npcState; //This is checked by conditions in the StateMachine
public GameObject[] talkingTo;
}

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UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/HasReachedWaypointSO.cs


using UnityEngine;
using UnityEngine.AI;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(fileName = "HasReachedRoamingDestination", menuName = "State Machines/Conditions/Has Reached Waypoint")]
public class HasReachedWaypointSO : StateConditionSO
{
protected override Condition CreateCondition() => new HasReachedWaypoint();
}
public class HasReachedWaypoint : Condition
{
private NavMeshAgent _agent;
public override void Awake(StateMachine stateMachine)
{
_agent = stateMachine.gameObject.GetComponent<NavMeshAgent>();
}
protected override bool Statement()
{
if (!_agent.pathPending)
{
//set the stop distance to 0.1 if it is set to 0 in the inspector
if (_agent.stoppingDistance == 0) _agent.stoppingDistance = 0.1f;
if (_agent.remainingDistance <= _agent.stoppingDistance)
{
if (!_agent.hasPath || _agent.velocity.sqrMagnitude == 0f)
{
return true;
}
}
}
return false;
}
}

33
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCIdleSO.cs


using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(fileName = "IsNPCIdle", menuName = "State Machines/Conditions/Is NPC Idle")]
public class IsNPCIdleSO : StateConditionSO<IsNPCIdleCondition>
{
}
public class IsNPCIdleCondition : Condition
{
//Component references
private NPC _npcScript;
public override void Awake(StateMachine stateMachine)
{
_npcScript = stateMachine.GetComponent<NPC>();
}
protected override bool Statement()
{
if (_npcScript.npcState == NPCState.Idle)
{
// We don't want to consume it because we want the townsfolk to stay idle
return true;
}
else
{
return false;
}
}
}

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UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCInDialogueSO.cs


using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(menuName = "State Machines/Conditions/Is NPC In Dialogue")]
public class IsNPCInDialogueSO : StateConditionSO<IsNPCDialogueCondition> { }
public class IsNPCDialogueCondition : Condition
{
//Component references
private StepController _stepControllerScript;
public override void Awake(StateMachine stateMachine)
{
_stepControllerScript = stateMachine.GetComponent<StepController>();
}
protected override bool Statement()
{
if (_stepControllerScript.isInDialogue)
{
return true;
}
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{
return false;
}
}
}

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UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCSayingTheLineSO.cs


using UnityEngine;
using UnityEngine.Localization;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(fileName = "IsNPCSayingTheLine", menuName = "State Machines/Conditions/Is NPC Saying The Line")]
public class IsNPCSayingTheLineSO : StateConditionSO {
[SerializeField] private DialogueLineChannelSO _onLineDisplayed = default;
[SerializeField] private ActorSO _protagonistActor;
protected override Condition CreateCondition() => new IsNPCSayingTheLineCondition(_onLineDisplayed, _protagonistActor);
}
public class IsNPCSayingTheLineCondition : Condition
{
private DialogueLineChannelSO _sayLineEvent;
private ActorSO _protagonistActor;
private bool _isNPCSayingTheLine = false;
public IsNPCSayingTheLineCondition(DialogueLineChannelSO sayLineEvent, ActorSO protagonistActor)
{
_sayLineEvent = sayLineEvent;
_protagonistActor = protagonistActor;
}
protected override bool Statement()
{
return _isNPCSayingTheLine;
}
public override void OnStateEnter()
{
if (_sayLineEvent != null)
{
_sayLineEvent.OnEventRaised += OnLineDisplayed;
}
}
public override void OnStateExit()
{
if (_sayLineEvent != null)
{
_sayLineEvent.OnEventRaised -= OnLineDisplayed;
}
}
private void OnLineDisplayed(LocalizedString line, ActorSO actor)
{
if (actor.ActorName == _protagonistActor.ActorName)
{
_isNPCSayingTheLine = false;
}
else
{
_isNPCSayingTheLine = true;
}
}
}

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UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCTalkingSO.cs


using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(menuName = "State Machines/Conditions/Is NPC Talking")]
public class IsNPCTalkingSO : StateConditionSO<IsNPCTalkingCondition> { }
public class IsNPCTalkingCondition : Condition
{
//Component references
private NPC _npcScript;
public override void Awake(StateMachine stateMachine)
{
_npcScript = stateMachine.GetComponent<NPC>();
}
protected override bool Statement()
{
if (_npcScript.npcState == NPCState.Talk)
{
return true;
}
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{
return false;
}
}
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UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsNPCWalkingSO.cs


using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(menuName = "State Machines/Conditions/Is NPC Walking")]
public class IsNPCWalkingSO : StateConditionSO<IsNPCWalkingCondition> { }
public class IsNPCWalkingCondition : Condition
{
//Component references
private NPC _npcScript;
public override void Awake(StateMachine stateMachine)
{
_npcScript = stateMachine.GetComponent<NPC>();
}
protected override bool Statement()
{
if (_npcScript.npcState == NPCState.Walk)
{
return true;
}
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{
return false;
}
}
}

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8
UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/States.meta


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