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Add UI system, Inventory UI and update Inventory System

/main
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640 次删除
  1. 42
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-Assets-Shared.asset
  2. 98
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-StringTables.asset
  3. 8
      UOP1_Project/Assets/Inventory/ScriptableObjects/PlayerInventory.asset
  4. 13
      UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab
  5. 638
      UOP1_Project/Assets/Scenes/Examples/CutsceneExample.unity
  6. 7
      UOP1_Project/Assets/Scenes/Examples/Cutscenes.unity
  7. 932
      UOP1_Project/Assets/Scenes/TestingGround.unity
  8. 17
      UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/CharacterCustomization.asset
  9. 17
      UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Dish.asset
  10. 17
      UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Ingredient.asset
  11. 17
      UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Utensil.asset
  12. 4
      UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
  13. 46
      UOP1_Project/Assets/Scripts/UI/UIManager.cs
  14. 1
      UOP1_Project/Packages/manifest.json
  15. 6
      UOP1_Project/Packages/packages-lock.json
  16. 4
      UOP1_Project/ProjectSettings/EditorBuildSettings.asset
  17. 2
      UOP1_Project/Assets/Scripts/Inventory/ItemInstance.cs
  18. 8
      UOP1_Project/Assets/Art/UI.meta
  19. 8
      UOP1_Project/Assets/Inventory.meta
  20. 8
      UOP1_Project/Assets/Inventory/ScriptableObjects.meta
  21. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Buttons.meta
  22. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Dialogue System.meta
  23. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Inventory.meta
  24. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Recipes.meta
  25. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Scene Names.meta
  26. 8
      UOP1_Project/Assets/Prefabs/UI.meta
  27. 8
      UOP1_Project/Assets/Samples.meta
  28. 1001
      UOP1_Project/Assets/Scenes/Examples/Inventory scene.unity
  29. 7
      UOP1_Project/Assets/Scenes/Examples/Inventory scene.unity.meta
  30. 927
      UOP1_Project/Assets/Scenes/UI Scene.unity
  31. 7
      UOP1_Project/Assets/Scenes/UI Scene.unity.meta
  32. 8
      UOP1_Project/Assets/ScriptableObjects/Events/UI.meta
  33. 30
      UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Recipe.asset
  34. 8
      UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Recipe.asset.meta
  35. 8
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects.meta
  36. 8
      UOP1_Project/Assets/ScriptableObjects/Inventory/tabType.meta
  37. 8
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI.meta
  38. 8
      UOP1_Project/Assets/Scripts/Inventory.meta
  39. 26
      UOP1_Project/Assets/Scripts/UI/CookingInventoryInspectorFiller.cs
  40. 11
      UOP1_Project/Assets/Scripts/UI/CookingInventoryInspectorFiller.cs.meta
  41. 24
      UOP1_Project/Assets/Scripts/UI/IngredientFiller.cs
  42. 11
      UOP1_Project/Assets/Scripts/UI/IngredientFiller.cs.meta
  43. 26
      UOP1_Project/Assets/Scripts/UI/InspectorDescriptionFiller.cs
  44. 11
      UOP1_Project/Assets/Scripts/UI/InspectorDescriptionFiller.cs.meta
  45. 41
      UOP1_Project/Assets/Scripts/UI/InspectorFiller.cs
  46. 11
      UOP1_Project/Assets/Scripts/UI/InspectorFiller.cs.meta
  47. 21
      UOP1_Project/Assets/Scripts/UI/InspectorPreviewFiller.cs
  48. 11
      UOP1_Project/Assets/Scripts/UI/InspectorPreviewFiller.cs.meta
  49. 34
      UOP1_Project/Assets/Scripts/UI/InventoryButtonFiller.cs
  50. 11
      UOP1_Project/Assets/Scripts/UI/InventoryButtonFiller.cs.meta
  51. 27
      UOP1_Project/Assets/Scripts/UI/InventoryTypeTabFiller.cs
  52. 11
      UOP1_Project/Assets/Scripts/UI/InventoryTypeTabFiller.cs.meta
  53. 59
      UOP1_Project/Assets/Scripts/UI/InventoryTypeTabsFiller.cs
  54. 11
      UOP1_Project/Assets/Scripts/UI/InventoryTypeTabsFiller.cs.meta
  55. 58
      UOP1_Project/Assets/Scripts/UI/RecipeIngredientsFiller.cs
  56. 11
      UOP1_Project/Assets/Scripts/UI/RecipeIngredientsFiller.cs.meta
  57. 25
      UOP1_Project/Assets/Scripts/UI/SimpleInventoryInspectorFiller.cs
  58. 11
      UOP1_Project/Assets/Scripts/UI/SimpleInventoryInspectorFiller.cs.meta
  59. 15
      UOP1_Project/Assets/Art/UI/Rounded BG.png
  60. 92
      UOP1_Project/Assets/Art/UI/Rounded BG.png.meta
  61. 9
      UOP1_Project/Assets/Art/UI/Rounded Filled BG.png
  62. 92
      UOP1_Project/Assets/Art/UI/Rounded Filled BG.png.meta
  63. 4
      UOP1_Project/Assets/Art/UI/Rounded Filled Scroll Horizontal.png
  64. 92
      UOP1_Project/Assets/Art/UI/Rounded Filled Scroll Horizontal.png.meta
  65. 3
      UOP1_Project/Assets/Art/UI/Rounded Filled Scroll Vertical.png
  66. 92
      UOP1_Project/Assets/Art/UI/Rounded Filled Scroll Vertical.png.meta
  67. 20
      UOP1_Project/Assets/Art/UI/Rounded thick border BG for Tab.png
  68. 116
      UOP1_Project/Assets/Art/UI/Rounded thick border BG for Tab.png.meta
  69. 13
      UOP1_Project/Assets/Art/UI/Rounded thick border BG.png
  70. 116
      UOP1_Project/Assets/Art/UI/Rounded thick border BG.png.meta
  71. 8
      UOP1_Project/Assets/Art/UI/Slightly Rounded Filled BG.png
  72. 116
      UOP1_Project/Assets/Art/UI/Slightly Rounded Filled BG.png.meta
  73. 32
      UOP1_Project/Assets/Localization Files/Asset Tables/Buttons/Buttons Shared Data.asset
  74. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Buttons/Buttons Shared Data.asset.meta
  75. 22
      UOP1_Project/Assets/Localization Files/Asset Tables/Buttons/Buttons.asset
  76. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Buttons/Buttons.asset.meta
  77. 26
      UOP1_Project/Assets/Localization Files/Asset Tables/Buttons/Buttons_en.asset
  78. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Buttons/Buttons_en.asset.meta
  79. 26
      UOP1_Project/Assets/Localization Files/Asset Tables/Buttons/Buttons_fr.asset
  80. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Buttons/Buttons_fr.asset.meta
  81. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Dialogue System/Actors.meta
  82. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Dialogue System/Dialogues.meta
  83. 40
      UOP1_Project/Assets/Localization Files/Asset Tables/Inventory/Inventory Item Action Shared Data.asset
  84. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Inventory/Inventory Item Action Shared Data.asset.meta
  85. 22
      UOP1_Project/Assets/Localization Files/Asset Tables/Inventory/Inventory Item Action.asset

42
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UOP1_Project/Assets/Inventory/ScriptableObjects/PlayerInventory.asset


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638
UOP1_Project/Assets/Scenes/Examples/CutsceneExample.unity


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7
UOP1_Project/Assets/Scenes/Examples/Cutscenes.unity


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932
UOP1_Project/Assets/Scenes/TestingGround.unity
文件差异内容过多而无法显示
查看文件

17
UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/CharacterCustomization.asset


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17
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17
UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Utensil.asset


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4
UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs


public class DialogueManager : MonoBehaviour
{
[SerializeField] private InputReader _inputReader = default;
[SerializeField] DialogueLineEvent dialogueLineEvent;
/// <summary>
/// Called to begin a dialogue, i.e. a sequence of lines that require the player's input to move forward.
/// </summary>

{
//TODO: Interface with a UIManager to allow displayal of the line of dialogue in the UI
//Debug.Log("A line of dialogue has been spoken: \"" + dialogueLine.Sentence + "\" by " + dialogueLine.Actor.ActorName);
UIManager.Instance.OpenUIDialogue(dialogueLine);
dialogueLineEvent.Raise(dialogueLine);
}
}

46
UOP1_Project/Assets/Scripts/UI/UIManager.cs


public class UIManager : MonoBehaviour
{
public static UIManager Instance;
public DialogueLineEvent OpenUIDialogueEvent;
public VoidGameEvent CloseUIDialogueEvent;
public VoidGameEvent OpenInventoryScreenEvent;
public VoidGameEvent CloseInventoryScreenEvent;
private void OnEnable()
{
//Check if the event exists to avoid errors
if (OpenUIDialogueEvent != null)
{
OpenUIDialogueEvent.eventRaised += OpenUIDialogue;
}
if (CloseUIDialogueEvent != null)
{
CloseUIDialogueEvent.eventRaised += CloseUIDialogue;
}
if (OpenInventoryScreenEvent != null)
{
OpenInventoryScreenEvent.eventRaised += OpenInventoryScreen;
}
if (CloseInventoryScreenEvent != null)
{
CloseInventoryScreenEvent.eventRaised += CloseInventoryScreen;
}
}
Instance = this;
CloseUIDialogue();
}

[SerializeField]
InventoryFiller inventoryPanel;
public void OpenUIDialogue(DialogueLineSO dialogueLine)
{
dialogueController.SetDialogue(dialogueLine);

{
dialogueController.gameObject.SetActive(false);
}
public void OpenInventoryScreen() {
inventoryPanel.gameObject.SetActive(true);
inventoryPanel.FillInventory();
}
public void CloseInventoryScreen()
{
inventoryPanel.gameObject.SetActive(false);
}
}

1
UOP1_Project/Packages/manifest.json


{
"dependencies": {
"com.unity.2d.sprite": "1.0.0",
"com.unity.addressables": "1.8.5",
"com.unity.animation.rigging": "0.2.7-preview",
"com.unity.cinemachine": "2.6.3",

6
UOP1_Project/Packages/packages-lock.json


{
"dependencies": {
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查看文件

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UOP1_Project/Assets/Scripts/UI/CookingInventoryInspectorFiller.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CookingInventoryInspectorFiller : MonoBehaviour
{
[SerializeField]
private InspectorPreviewFiller inspectorPreviewFiller;
[SerializeField]
private InspectorDescriptionFiller inspectorDescriptionFiller;
[SerializeField]
private RecipeIngredientsFiller recipeIngredientsFiller;
public void FillItemInspector(Item itemToInspect, bool[] availabilityArray)
{
inspectorPreviewFiller.FillPreview(itemToInspect);
inspectorDescriptionFiller.FillDescription(itemToInspect);
recipeIngredientsFiller.FillIngredients(itemToInspect.IngredientsList, availabilityArray);
}
}

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UOP1_Project/Assets/Scripts/UI/IngredientFiller.cs


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;
checkMark.SetActive(isAvailable);
}
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UOP1_Project/Assets/Scripts/UI/InspectorDescriptionFiller.cs


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;
textDescription.StringReference = itemToInspect.Description;
}
}

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UOP1_Project/Assets/Scripts/UI/InspectorFiller.cs


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);
}
}

11
UOP1_Project/Assets/Scripts/UI/InspectorFiller.cs.meta


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21
UOP1_Project/Assets/Scripts/UI/InspectorPreviewFiller.cs


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;
}
}

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34
UOP1_Project/Assets/Scripts/UI/InventoryButtonFiller.cs


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;
}
}

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27
UOP1_Project/Assets/Scripts/UI/InventoryTypeTabFiller.cs


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));
}
}

11
UOP1_Project/Assets/Scripts/UI/InventoryTypeTabFiller.cs.meta


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59
UOP1_Project/Assets/Scripts/UI/InventoryTypeTabsFiller.cs


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;
}
}

11
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58
UOP1_Project/Assets/Scripts/UI/RecipeIngredientsFiller.cs


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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25
UOP1_Project/Assets/Scripts/UI/SimpleInventoryInspectorFiller.cs


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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UOP1_Project/Assets/Art/UI/Rounded BG.png

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UOP1_Project/Assets/Art/UI/Rounded Filled BG.png

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UOP1_Project/Assets/Art/UI/Rounded Filled Scroll Horizontal.png

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UOP1_Project/Assets/Art/UI/Rounded Filled Scroll Vertical.png

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UOP1_Project/Assets/Art/UI/Rounded thick border BG for Tab.png

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UOP1_Project/Assets/Art/UI/Rounded thick border BG.png

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UOP1_Project/Assets/Art/UI/Slightly Rounded Filled BG.png

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