Chema Damak
4 年前
当前提交
3aaa37cc
共有 289 个文件被更改,包括 4792 次插入 和 640 次删除
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42UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-Assets-Shared.asset
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98UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-StringTables.asset
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8UOP1_Project/Assets/Inventory/ScriptableObjects/PlayerInventory.asset
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13UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab
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638UOP1_Project/Assets/Scenes/Examples/CutsceneExample.unity
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7UOP1_Project/Assets/Scenes/Examples/Cutscenes.unity
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932UOP1_Project/Assets/Scenes/TestingGround.unity
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17UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/CharacterCustomization.asset
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17UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Dish.asset
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17UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Ingredient.asset
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17UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Utensil.asset
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4UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
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46UOP1_Project/Assets/Scripts/UI/UIManager.cs
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1UOP1_Project/Packages/manifest.json
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6UOP1_Project/Packages/packages-lock.json
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4UOP1_Project/ProjectSettings/EditorBuildSettings.asset
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2UOP1_Project/Assets/Scripts/Inventory/ItemInstance.cs
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8UOP1_Project/Assets/Art/UI.meta
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8UOP1_Project/Assets/Inventory.meta
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8UOP1_Project/Assets/Inventory/ScriptableObjects.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Buttons.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Dialogue System.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Inventory.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Recipes.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Scene Names.meta
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8UOP1_Project/Assets/Prefabs/UI.meta
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8UOP1_Project/Assets/Samples.meta
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1001UOP1_Project/Assets/Scenes/Examples/Inventory scene.unity
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7UOP1_Project/Assets/Scenes/Examples/Inventory scene.unity.meta
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927UOP1_Project/Assets/Scenes/UI Scene.unity
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7UOP1_Project/Assets/Scenes/UI Scene.unity.meta
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8UOP1_Project/Assets/ScriptableObjects/Events/UI.meta
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30UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Recipe.asset
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8UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Recipe.asset.meta
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8UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects.meta
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8UOP1_Project/Assets/ScriptableObjects/Inventory/tabType.meta
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8UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI.meta
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8UOP1_Project/Assets/Scripts/Inventory.meta
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26UOP1_Project/Assets/Scripts/UI/CookingInventoryInspectorFiller.cs
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11UOP1_Project/Assets/Scripts/UI/CookingInventoryInspectorFiller.cs.meta
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24UOP1_Project/Assets/Scripts/UI/IngredientFiller.cs
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11UOP1_Project/Assets/Scripts/UI/IngredientFiller.cs.meta
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26UOP1_Project/Assets/Scripts/UI/InspectorDescriptionFiller.cs
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11UOP1_Project/Assets/Scripts/UI/InspectorDescriptionFiller.cs.meta
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41UOP1_Project/Assets/Scripts/UI/InspectorFiller.cs
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11UOP1_Project/Assets/Scripts/UI/InspectorFiller.cs.meta
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21UOP1_Project/Assets/Scripts/UI/InspectorPreviewFiller.cs
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11UOP1_Project/Assets/Scripts/UI/InspectorPreviewFiller.cs.meta
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34UOP1_Project/Assets/Scripts/UI/InventoryButtonFiller.cs
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11UOP1_Project/Assets/Scripts/UI/InventoryButtonFiller.cs.meta
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27UOP1_Project/Assets/Scripts/UI/InventoryTypeTabFiller.cs
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11UOP1_Project/Assets/Scripts/UI/InventoryTypeTabFiller.cs.meta
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59UOP1_Project/Assets/Scripts/UI/InventoryTypeTabsFiller.cs
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11UOP1_Project/Assets/Scripts/UI/InventoryTypeTabsFiller.cs.meta
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58UOP1_Project/Assets/Scripts/UI/RecipeIngredientsFiller.cs
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11UOP1_Project/Assets/Scripts/UI/RecipeIngredientsFiller.cs.meta
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25UOP1_Project/Assets/Scripts/UI/SimpleInventoryInspectorFiller.cs
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11UOP1_Project/Assets/Scripts/UI/SimpleInventoryInspectorFiller.cs.meta
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15UOP1_Project/Assets/Art/UI/Rounded BG.png
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92UOP1_Project/Assets/Art/UI/Rounded BG.png.meta
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9UOP1_Project/Assets/Art/UI/Rounded Filled BG.png
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92UOP1_Project/Assets/Art/UI/Rounded Filled BG.png.meta
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4UOP1_Project/Assets/Art/UI/Rounded Filled Scroll Horizontal.png
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92UOP1_Project/Assets/Art/UI/Rounded Filled Scroll Horizontal.png.meta
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3UOP1_Project/Assets/Art/UI/Rounded Filled Scroll Vertical.png
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92UOP1_Project/Assets/Art/UI/Rounded Filled Scroll Vertical.png.meta
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20UOP1_Project/Assets/Art/UI/Rounded thick border BG for Tab.png
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116UOP1_Project/Assets/Art/UI/Rounded thick border BG for Tab.png.meta
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13UOP1_Project/Assets/Art/UI/Rounded thick border BG.png
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116UOP1_Project/Assets/Art/UI/Rounded thick border BG.png.meta
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8UOP1_Project/Assets/Art/UI/Slightly Rounded Filled BG.png
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116UOP1_Project/Assets/Art/UI/Slightly Rounded Filled BG.png.meta
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32UOP1_Project/Assets/Localization Files/Asset Tables/Buttons/Buttons Shared Data.asset
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8UOP1_Project/Assets/Localization Files/Asset Tables/Buttons/Buttons Shared Data.asset.meta
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22UOP1_Project/Assets/Localization Files/Asset Tables/Buttons/Buttons.asset
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8UOP1_Project/Assets/Localization Files/Asset Tables/Buttons/Buttons.asset.meta
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26UOP1_Project/Assets/Localization Files/Asset Tables/Buttons/Buttons_en.asset
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8UOP1_Project/Assets/Localization Files/Asset Tables/Buttons/Buttons_en.asset.meta
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26UOP1_Project/Assets/Localization Files/Asset Tables/Buttons/Buttons_fr.asset
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8UOP1_Project/Assets/Localization Files/Asset Tables/Buttons/Buttons_fr.asset.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Dialogue System/Actors.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Dialogue System/Dialogues.meta
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40UOP1_Project/Assets/Localization Files/Asset Tables/Inventory/Inventory Item Action Shared Data.asset
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8UOP1_Project/Assets/Localization Files/Asset Tables/Inventory/Inventory Item Action Shared Data.asset.meta
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22UOP1_Project/Assets/Localization Files/Asset Tables/Inventory/Inventory Item Action.asset
932
UOP1_Project/Assets/Scenes/TestingGround.unity
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UOP1_Project/Assets/Scenes/Examples/Inventory scene.unity
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
|||
|
|||
public class CookingInventoryInspectorFiller : MonoBehaviour |
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{ |
|||
[SerializeField] |
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private InspectorPreviewFiller inspectorPreviewFiller; |
|||
|
|||
[SerializeField] |
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private InspectorDescriptionFiller inspectorDescriptionFiller; |
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|
|||
[SerializeField] |
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private RecipeIngredientsFiller recipeIngredientsFiller; |
|||
|
|||
|
|||
|
|||
public void FillItemInspector(Item itemToInspect, bool[] availabilityArray) |
|||
{ |
|||
|
|||
inspectorPreviewFiller.FillPreview(itemToInspect); |
|||
inspectorDescriptionFiller.FillDescription(itemToInspect); |
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recipeIngredientsFiller.FillIngredients(itemToInspect.IngredientsList, availabilityArray); |
|||
|
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} |
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} |
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using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.Localization.Components; |
|||
using TMPro; |
|||
public class IngredientFiller : MonoBehaviour |
|||
{ |
|||
|
|||
[SerializeField] |
|||
private TextMeshProUGUI ingredientAmount; |
|||
[SerializeField] |
|||
private LocalizeStringEvent ingredientName; |
|||
[SerializeField] |
|||
private GameObject checkMark; |
|||
|
|||
public void FillIngredient(ItemStack ingredient, bool isAvailable) |
|||
{ |
|||
|
|||
ingredientAmount.text = ingredient.Amount.ToString(); |
|||
ingredientName.StringReference = ingredient.Item.Name; |
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checkMark.SetActive(isAvailable); |
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|
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} |
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} |
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|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
using UnityEngine.Localization.Components; |
|||
|
|||
public class InspectorDescriptionFiller : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
private LocalizeStringEvent textDescription; |
|||
|
|||
[SerializeField] |
|||
private LocalizeStringEvent textName; |
|||
|
|||
public void FillDescription(Item itemToInspect) |
|||
{ |
|||
textName.gameObject.SetActive(true); |
|||
textDescription.gameObject.SetActive(true); |
|||
|
|||
|
|||
textName.StringReference = itemToInspect.Name; |
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textDescription.StringReference = itemToInspect.Description; |
|||
|
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} |
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|
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} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class InspectorFiller : MonoBehaviour |
|||
{ |
|||
|
|||
[SerializeField] |
|||
private SimpleInventoryInspectorFiller simpleInventoryInspector; |
|||
|
|||
[SerializeField] |
|||
private CookingInventoryInspectorFiller cookingInventoryInspector; |
|||
|
|||
public void FillItemInspector(Item itemToInspect, bool[] availabilityArray =null) |
|||
{ |
|||
bool isForCooking = (itemToInspect.ItemType.ActionType == ItemInventoryActionType.cook); |
|||
|
|||
simpleInventoryInspector.gameObject.SetActive(!isForCooking); |
|||
cookingInventoryInspector.gameObject.SetActive(isForCooking); |
|||
|
|||
if (!isForCooking) |
|||
{ |
|||
|
|||
simpleInventoryInspector.FillItemInspector(itemToInspect); |
|||
} |
|||
else |
|||
{ |
|||
cookingInventoryInspector.FillItemInspector(itemToInspect, availabilityArray); |
|||
} |
|||
|
|||
|
|||
} |
|||
|
|||
public void HideItemInspector() { |
|||
simpleInventoryInspector.gameObject.SetActive(false); |
|||
cookingInventoryInspector.gameObject.SetActive(false); |
|||
|
|||
|
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assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
|
|||
public class InspectorPreviewFiller : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
private Image previewImage; |
|||
|
|||
|
|||
public void FillPreview(Item ItemToInspect) { |
|||
|
|||
previewImage.gameObject.SetActive(true); |
|||
previewImage.sprite = ItemToInspect.PreviewImage; |
|||
|
|||
} |
|||
|
|||
|
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 7560ea8f7855a448fa1ac2ca4a6fac1c |
|||
MonoImporter: |
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externalObjects: {} |
|||
serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
using UnityEngine.Localization.Components; |
|||
|
|||
public class InventoryButtonFiller : MonoBehaviour |
|||
{ |
|||
|
|||
[SerializeField] |
|||
private LocalizeStringEvent buttonActionText ; |
|||
|
|||
[SerializeField] |
|||
private Button buttonAction; |
|||
|
|||
|
|||
public void FillInventoryButtons(ItemType itemType, bool isInteractable=true) { |
|||
|
|||
|
|||
|
|||
buttonAction.interactable = isInteractable; |
|||
|
|||
buttonActionText.StringReference = itemType.ActionName; |
|||
|
|||
|
|||
|
|||
|
|||
|
|||
|
|||
} |
|||
|
|||
|
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
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guid: 119e513d415dc4333a7550d7500c1662 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
using UnityEngine.Localization.Components; |
|||
using UnityEngine.UI; |
|||
public class InventoryTypeTabFiller : MonoBehaviour |
|||
{ |
|||
|
|||
[SerializeField] |
|||
private LocalizeStringEvent tabName; |
|||
|
|||
[SerializeField] |
|||
private Button actionButton; |
|||
|
|||
public void fillTab(InventoryTabType tabType, bool isSelected, TabTypeEvent changeTabEvent) |
|||
{ |
|||
|
|||
tabName.StringReference = tabType.TabName; |
|||
actionButton.interactable = !isSelected; |
|||
actionButton.onClick.RemoveAllListeners(); |
|||
actionButton.onClick.AddListener(() => changeTabEvent.Raise(tabType)); |
|||
|
|||
} |
|||
|
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 93dbe2b925cf041d1bab6ad1cc9ef1c0 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
|
|||
public class InventoryTypeTabsFiller : MonoBehaviour |
|||
{ |
|||
|
|||
|
|||
[SerializeField] |
|||
private List<InventoryTypeTabFiller> instantiatedGameObjects; |
|||
|
|||
public void FillTabs(List<InventoryTabType> typesList, InventoryTabType selectedType, TabTypeEvent changeTabEvent) |
|||
{ |
|||
|
|||
if (instantiatedGameObjects == null) |
|||
instantiatedGameObjects = new List<InventoryTypeTabFiller>(); |
|||
|
|||
if (gameObject.GetComponent<VerticalLayoutGroup>() != null) |
|||
gameObject.GetComponent<VerticalLayoutGroup>().enabled = true; |
|||
|
|||
|
|||
int maxCount = Mathf.Max(typesList.Count, instantiatedGameObjects.Count); |
|||
|
|||
for (int i = 0; i < maxCount; i++) |
|||
{ |
|||
if (i < typesList.Count) |
|||
{ |
|||
if (i >= instantiatedGameObjects.Count) |
|||
{ |
|||
Debug.Log("Maximum tabs reached"); |
|||
} |
|||
bool isSelected = typesList[i] == selectedType; |
|||
//fill
|
|||
instantiatedGameObjects[i].fillTab(typesList[i], isSelected, changeTabEvent); |
|||
instantiatedGameObjects[i].gameObject.SetActive(true); |
|||
|
|||
} |
|||
else if (i < instantiatedGameObjects.Count) |
|||
{ |
|||
//Desactive
|
|||
instantiatedGameObjects[i].gameObject.SetActive(false); |
|||
} |
|||
|
|||
} |
|||
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; |
|||
} |
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: bc36e47bfdc5e408c8333ffb7d567725 |
|||
MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
public class RecipeIngredientsFiller : MonoBehaviour |
|||
{ |
|||
|
|||
[SerializeField] |
|||
private List<IngredientFiller> instantiatedGameObjects = new List<IngredientFiller>(); |
|||
|
|||
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++) |
|||
{ |
|||
if (i < listofIngredients.Count) |
|||
{ |
|||
if (i >= instantiatedGameObjects.Count) |
|||
{ |
|||
//Do nothing, maximum ingredients for a recipe reached
|
|||
Debug.Log("Maximum ingredients reached"); |
|||
} |
|||
else |
|||
{ |
|||
//fill
|
|||
bool isAvailable = availabilityArray[i]; |
|||
instantiatedGameObjects[i].FillIngredient(listofIngredients[i], isAvailable); |
|||
|
|||
instantiatedGameObjects[i].gameObject.SetActive(true); |
|||
} |
|||
|
|||
} |
|||
else if (i < instantiatedGameObjects.Count) |
|||
{ |
|||
//Desactive
|
|||
instantiatedGameObjects[i].gameObject.SetActive(false); |
|||
} |
|||
|
|||
} |
|||
|
|||
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; |
|||
} |
|||
} |
|
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fileFormatVersion: 2 |
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guid: 99dc2aebf96a646ec9238b432dbaeb70 |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class SimpleInventoryInspectorFiller : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
private InspectorPreviewFiller inspectorPreviewFiller; |
|||
|
|||
[SerializeField] |
|||
private InspectorDescriptionFiller inspectorDescriptionFiller; |
|||
|
|||
|
|||
public void FillItemInspector(Item itemToInspect) |
|||
{ |
|||
|
|||
inspectorPreviewFiller.FillPreview(itemToInspect); |
|||
inspectorDescriptionFiller.FillDescription(itemToInspect); |
|||
|
|||
|
|||
|
|||
} |
|||
|
|||
} |
|||
|
|
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