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Connected almost all scenes

Missing TownMarket and TownUpper
/main
Ciro Continisio 3 年前
当前提交
42b7725e
共有 67 个文件被更改,包括 3020 次插入4076 次删除
  1. 42
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset
  2. 32
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/LocationScenes.asset
  3. 10
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/WIPScenes.asset
  4. 1
      UOP1_Project/Assets/Prefabs/Gameplay/EditorInitializer.prefab
  5. 2
      UOP1_Project/Assets/Prefabs/Gameplay/SpawnSystem.prefab
  6. 2
      UOP1_Project/Assets/Prefabs/Gameplay/LocationEntrance.prefab
  7. 165
      UOP1_Project/Assets/Prefabs/Props/Boat.prefab
  8. 2
      UOP1_Project/Assets/Prefabs/_SceneChunks/Landmasses/Beach_Landmass.prefab
  9. 2
      UOP1_Project/Assets/Prefabs/_SceneChunks/Landmasses/Farms_Landmass.prefab
  10. 2
      UOP1_Project/Assets/Prefabs/_SceneChunks/Landmasses/ForestEntrance_Landmass.prefab
  11. 2
      UOP1_Project/Assets/Prefabs/_SceneChunks/Landmasses/Forest_Landmass.prefab
  12. 2
      UOP1_Project/Assets/Prefabs/_SceneChunks/Landmasses/RockyPath_Landmass.prefab
  13. 2
      UOP1_Project/Assets/Prefabs/_SceneChunks/Landmasses/TownEntrance_Landmass.prefab
  14. 2
      UOP1_Project/Assets/Prefabs/_SceneChunks/Landmasses/TownInner_Landmass.prefab
  15. 2
      UOP1_Project/Assets/Prefabs/_SceneChunks/Landmasses/TownToRockyPath_Landmass.prefab
  16. 4
      UOP1_Project/Assets/Prefabs/_SceneChunks/Landmasses/Hill_Landmass.prefab
  17. 584
      UOP1_Project/Assets/Scenes/Locations/Beach.unity
  18. 866
      UOP1_Project/Assets/Scenes/Locations/Field_Farms.unity
  19. 883
      UOP1_Project/Assets/Scenes/Locations/Field_Hill.unity
  20. 962
      UOP1_Project/Assets/Scenes/Locations/Forest.unity
  21. 931
      UOP1_Project/Assets/Scenes/Locations/Forest_Entrance.unity
  22. 923
      UOP1_Project/Assets/Scenes/Locations/Mountain.unity
  23. 910
      UOP1_Project/Assets/Scenes/Locations/Town_Inner.unity
  24. 127
      UOP1_Project/Assets/Scenes/Locations/Town_Market.unity
  25. 2
      UOP1_Project/Assets/ScriptableObjects/Paths/Beach_FieldsHill.asset
  26. 2
      UOP1_Project/Assets/ScriptableObjects/Paths/FieldsFarms_TownMarket.asset
  27. 2
      UOP1_Project/Assets/ScriptableObjects/Paths/FieldsHill_FieldsFarms.asset
  28. 78
      UOP1_Project/Assets/Scripts/Gameplay/SpawnSystem.cs
  29. 16
      UOP1_Project/Assets/Scripts/SceneManagement/EditorColdStartup.cs
  30. 1
      UOP1_Project/Assets/Scripts/SceneManagement/EditorColdStartup.cs.meta
  31. 1
      UOP1_Project/Assets/Scripts/SceneManagement/LocationEntrance.cs
  32. 18
      UOP1_Project/Assets/Scripts/SceneManagement/LocationExit.cs
  33. 6
      UOP1_Project/Assets/Scripts/SceneManagement/LocationExit.cs.meta
  34. 3
      UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/PathSO.cs
  35. 4
      UOP1_Project/Assets/Settings/LightBakingSettings/Locations.lighting
  36. 126
      UOP1_Project/Assets/Art/Nature/Ground/Sand.mat
  37. 8
      UOP1_Project/Assets/Art/Nature/Ground/Sand.mat.meta
  38. 160
      UOP1_Project/Assets/Prefabs/Gameplay/LocationExit.prefab
  39. 7
      UOP1_Project/Assets/Prefabs/Gameplay/LocationExit.prefab.meta
  40. 19
      UOP1_Project/Assets/ScriptableObjects/Gameplay/PathTaken.asset
  41. 14
      UOP1_Project/Assets/ScriptableObjects/Paths/ForestEntrance_Forest.asset
  42. 8
      UOP1_Project/Assets/ScriptableObjects/Paths/ForestEntrance_Forest.asset.meta
  43. 14
      UOP1_Project/Assets/ScriptableObjects/Paths/InnerTown_ForestEntrance.asset
  44. 8
      UOP1_Project/Assets/ScriptableObjects/Paths/InnerTown_ForestEntrance.asset.meta
  45. 14
      UOP1_Project/Assets/ScriptableObjects/Paths/InnerTown_UpperTown_Slope.asset
  46. 8
      UOP1_Project/Assets/ScriptableObjects/Paths/InnerTown_UpperTown_Slope.asset.meta
  47. 14
      UOP1_Project/Assets/ScriptableObjects/Paths/TownMarket_InnerTown_BackSide.asset
  48. 8
      UOP1_Project/Assets/ScriptableObjects/Paths/TownMarket_InnerTown_BackSide.asset.meta
  49. 14
      UOP1_Project/Assets/ScriptableObjects/Paths/TownMarket_InnerTown_Riverside.asset
  50. 8
      UOP1_Project/Assets/ScriptableObjects/Paths/TownMarket_InnerTown_Riverside.asset.meta
  51. 14
      UOP1_Project/Assets/ScriptableObjects/Paths/TownMarket_Mountain.asset
  52. 8
      UOP1_Project/Assets/ScriptableObjects/Paths/TownMarket_Mountain.asset.meta
  53. 10
      UOP1_Project/Assets/Scripts/RuntimeAnchors/PathStorageSO.cs
  54. 17
      UOP1_Project/Assets/ScriptableObjects/RuntimeAnchors/PathTaken.asset
  55. 24
      UOP1_Project/Assets/Scripts/RuntimeAnchors/PathAnchor.cs
  56. 0
      /UOP1_Project/Assets/Prefabs/Gameplay/LocationEntrance.prefab.meta
  57. 0
      /UOP1_Project/Assets/Prefabs/Gameplay/LocationEntrance.prefab
  58. 0
      /UOP1_Project/Assets/Prefabs/_SceneChunks/Landmasses/Hill_Landmass.prefab.meta
  59. 0
      /UOP1_Project/Assets/Prefabs/_SceneChunks/Landmasses/Hill_Landmass.prefab
  60. 0
      /UOP1_Project/Assets/ScriptableObjects/Paths/FieldsHill_FieldsFarms.asset.meta
  61. 0
      /UOP1_Project/Assets/ScriptableObjects/Paths/Beach_FieldsHill.asset.meta
  62. 0
      /UOP1_Project/Assets/ScriptableObjects/Paths/FieldsFarms_TownMarket.asset.meta
  63. 0
      /UOP1_Project/Assets/ScriptableObjects/Paths/Beach_FieldsHill.asset
  64. 0
      /UOP1_Project/Assets/ScriptableObjects/Paths/FieldsFarms_TownMarket.asset
  65. 0
      /UOP1_Project/Assets/ScriptableObjects/Paths/FieldsHill_FieldsFarms.asset
  66. 0
      /UOP1_Project/Assets/Scripts/RuntimeAnchors/PathStorageSO.cs.meta
  67. 0
      /UOP1_Project/Assets/ScriptableObjects/Gameplay/PathTaken.asset.meta

42
UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset


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32
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10
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1
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UOP1_Project/Assets/Prefabs/Props/Boat.prefab


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584
UOP1_Project/Assets/Scenes/Locations/Beach.unity
文件差异内容过多而无法显示
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866
UOP1_Project/Assets/Scenes/Locations/Field_Farms.unity
文件差异内容过多而无法显示
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883
UOP1_Project/Assets/Scenes/Locations/Field_Hill.unity
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962
UOP1_Project/Assets/Scenes/Locations/Forest.unity
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931
UOP1_Project/Assets/Scenes/Locations/Forest_Entrance.unity
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923
UOP1_Project/Assets/Scenes/Locations/Mountain.unity
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910
UOP1_Project/Assets/Scenes/Locations/Town_Inner.unity
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127
UOP1_Project/Assets/Scenes/Locations/Town_Market.unity
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2
UOP1_Project/Assets/ScriptableObjects/Paths/Beach_FieldsHill.asset


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UOP1_Project/Assets/ScriptableObjects/Paths/FieldsFarms_TownMarket.asset


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UOP1_Project/Assets/ScriptableObjects/Paths/FieldsHill_FieldsFarms.asset


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78
UOP1_Project/Assets/Scripts/Gameplay/SpawnSystem.cs


public class SpawnSystem : MonoBehaviour
{
[Header("Settings")]
[SerializeField] private int _defaultSpawnIndex = 0;
[SerializeField] private PathAnchor _pathTaken = default;
[SerializeField] private PathStorageSO _pathTaken = default;
private Transform[] _spawnLocations;
private LocationEntrance[] _spawnLocations;
private Transform _defaultSpawnPoint;
private void OnEnable()
private void Awake()
_spawnLocations = GameObject.FindObjectsOfType<LocationEntrance>();
_defaultSpawnPoint = transform.GetChild(0);
}
private void OnEnable()
{
GameObject[] spawnLocationsGO = GameObject.FindGameObjectsWithTag("SpawnLocation");
_spawnLocations = new Transform[spawnLocationsGO.Length];
for (int i = 0; i < spawnLocationsGO.Length; ++i)
{
_spawnLocations[i] = spawnLocationsGO[i].transform;
}
Spawn(FindSpawnIndex(_pathTaken?.Path ?? null));
}
void Reset()
{
AutoFill();
}
/// <summary>
/// This function tries to autofill some of the parameters of the component, so it's easy to drop in a new scene
/// </summary>
[ContextMenu("Attempt Auto Fill")]
private void AutoFill()
{
if (_spawnLocations == null || _spawnLocations.Length == 0)
_spawnLocations = transform.GetComponentsInChildren<Transform>(true)
.Where(t => t != this.transform)
.ToArray();
}
private void Spawn(int spawnIndex)
{
Transform spawnLocation = GetSpawnLocation(spawnIndex, _spawnLocations);
Protagonist playerInstance = InstantiatePlayer(_playerPrefab, spawnLocation);
Protagonist playerInstance = InstantiatePlayer(_playerPrefab, GetSpawnLocation());
private Transform GetSpawnLocation(int index, Transform[] spawnLocations)
private Transform GetSpawnLocation()
if (spawnLocations == null || spawnLocations.Length == 0)
throw new Exception("No spawn locations set.");
if (_pathTaken == null)
return _defaultSpawnPoint;
index = Mathf.Clamp(index, 0, spawnLocations.Length - 1);
return spawnLocations[index];
}
//Look for the element in the available LocationEntries that matches tha last PathSO taken
int entranceIndex = Array.FindIndex(_spawnLocations, element =>
element.EntrancePath == _pathTaken.lastPathTaken );
private int FindSpawnIndex(PathSO pathTaken)
{
if (pathTaken == null)
return _defaultSpawnIndex;
int index = Array.FindIndex(_spawnLocations, element =>
element?.GetComponent<LocationEntrance>()?.EntrancePath == pathTaken
);
return (index < 0) ? _defaultSpawnIndex : index;
if (entranceIndex == -1)
{
Debug.LogWarning("The player tried to spawn in an LocationEntry that doesn't exist, returning the default one.");
return _defaultSpawnPoint;
}
else
return _spawnLocations[entranceIndex].transform;
}
private Protagonist InstantiatePlayer(Protagonist playerPrefab, Transform spawnLocation)

16
UOP1_Project/Assets/Scripts/SceneManagement/EditorColdStartup.cs


[SerializeField] private GameSceneSO _persistentManagersSO = default;
[SerializeField] private AssetReference _notifyColdStartupChannel = default;
[SerializeField] private VoidEventChannelSO _onSceneReadyChannel = default;
[SerializeField] private PathStorageSO _pathStorage = default;
private void Start()
private bool isColdStart = false;
private void Awake()
{
isColdStart = true;
//Reset the path taken, so the character will spawn in this location's default spawn point
_pathStorage.lastPathTaken = null;
}
}
private void Start()
{
if (isColdStart)
{
_persistentManagersSO.sceneReference.LoadSceneAsync(LoadSceneMode.Additive, true).Completed += LoadEventChannel;
}

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UOP1_Project/Assets/Scripts/SceneManagement/LocationEntrance.cs


public class LocationEntrance : MonoBehaviour
{
[Header("Asset References")]
[SerializeField] private PathSO _entrancePath;
public PathSO EntrancePath => _entrancePath;

18
UOP1_Project/Assets/Scripts/SceneManagement/LocationExit.cs


public class LocationExit : MonoBehaviour
{
[Header("Loading settings")]
[SerializeField] private bool _showLoadScreen = default;
[SerializeField] private PathAnchor _pathTaken = default;
[SerializeField] private PathSO _exitPath = default;
[SerializeField] private PathSO _leadsToPath = default;
[SerializeField] private PathStorageSO _pathStorage = default; //This is where the last path taken will be stored
[Header("Broadcasting on")]
[SerializeField] private LoadEventChannelSO _locationExitLoadChannel = default;

if (other.CompareTag("Player"))
{
UpdatePathTaken();
_locationExitLoadChannel.RaiseEvent(_locationToLoad, _showLoadScreen);
}
}
if (_pathStorage != null)
_pathStorage.lastPathTaken = _leadsToPath;
private void UpdatePathTaken()
{
if (_pathTaken != null)
_pathTaken.Path = _exitPath;
_locationExitLoadChannel.RaiseEvent(_locationToLoad);
}
}
}

6
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UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/PathSO.cs


using UnityEngine;
/// <summary>
/// Paths are used to determine the connecting entrances and exits between Locations
/// Paths are used to determine the connecting entrances and exits between Locations.
/// They don't have a direction, so the same path SO can be reused both ways, by referencing it in the appropriate <c>LocationEntrance</c> and <c>LocationExit</c> scripts in the scene.
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4
UOP1_Project/Assets/Settings/LightBakingSettings/Locations.lighting


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UOP1_Project/Assets/ScriptableObjects/Paths/TownMarket_InnerTown_Riverside.asset


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UOP1_Project/Assets/ScriptableObjects/Paths/TownMarket_InnerTown_Riverside.asset.meta


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UOP1_Project/Assets/ScriptableObjects/Paths/TownMarket_Mountain.asset


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10
UOP1_Project/Assets/Scripts/RuntimeAnchors/PathStorageSO.cs


using UnityEngine;
/// <summary>
/// This one of a kind SO stores, during gameplay, the path that was
/// </summary>
//[CreateAssetMenu(fileName = "PathStorage", menuName = "Gameplay/Path Storage")]
public class PathStorageSO : DescriptionBaseSO
{
[HideInInspector] public PathSO lastPathTaken;
}

17
UOP1_Project/Assets/ScriptableObjects/RuntimeAnchors/PathTaken.asset


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description: Contains the Path taken by the player, which is set by the LocationExit.
It can be used by the SpawnSystem to determine the LocationEntrance.
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24
UOP1_Project/Assets/Scripts/RuntimeAnchors/PathAnchor.cs


using UnityEngine;
[CreateAssetMenu(fileName = "New PathAnchor", menuName = "Runtime Anchors/Path")]
public class PathAnchor : RuntimeAnchorBase
{
[HideInInspector] public bool isSet = false; // Any script can check if the transform is null before using it, by just checking this bool
private PathSO _Path;
public PathSO Path
{
get { return _Path; }
set
{
_Path = value;
isSet = _Path != null;
}
}
public void OnDisable()
{
_Path = null;
isSet = false;
}
}

/UOP1_Project/Assets/Prefabs/Gameplay/Entrance.prefab.meta → /UOP1_Project/Assets/Prefabs/Gameplay/LocationEntrance.prefab.meta

/UOP1_Project/Assets/Prefabs/Gameplay/Entrance.prefab → /UOP1_Project/Assets/Prefabs/Gameplay/LocationEntrance.prefab

/UOP1_Project/Assets/Prefabs/_SceneChunks/Landmasses/Glade_Landmass.prefab.meta → /UOP1_Project/Assets/Prefabs/_SceneChunks/Landmasses/Hill_Landmass.prefab.meta

/UOP1_Project/Assets/Prefabs/_SceneChunks/Landmasses/Glade_Landmass.prefab → /UOP1_Project/Assets/Prefabs/_SceneChunks/Landmasses/Hill_Landmass.prefab

/UOP1_Project/Assets/ScriptableObjects/Paths/BetweenBeachAndForest.asset.meta → /UOP1_Project/Assets/ScriptableObjects/Paths/FieldsHill_FieldsFarms.asset.meta

/UOP1_Project/Assets/ScriptableObjects/Paths/BetweenBeachAndGlade.asset.meta → /UOP1_Project/Assets/ScriptableObjects/Paths/Beach_FieldsHill.asset.meta

/UOP1_Project/Assets/ScriptableObjects/Paths/BetweenBeachAndTestingGround.asset.meta → /UOP1_Project/Assets/ScriptableObjects/Paths/FieldsFarms_TownMarket.asset.meta

/UOP1_Project/Assets/ScriptableObjects/Paths/BetweenBeachAndForest.asset → /UOP1_Project/Assets/ScriptableObjects/Paths/Beach_FieldsHill.asset

/UOP1_Project/Assets/ScriptableObjects/Paths/BetweenBeachAndGlade.asset → /UOP1_Project/Assets/ScriptableObjects/Paths/FieldsFarms_TownMarket.asset

/UOP1_Project/Assets/ScriptableObjects/Paths/BetweenBeachAndTestingGround.asset → /UOP1_Project/Assets/ScriptableObjects/Paths/FieldsHill_FieldsFarms.asset

/UOP1_Project/Assets/Scripts/RuntimeAnchors/PathAnchor.cs.meta → /UOP1_Project/Assets/Scripts/RuntimeAnchors/PathStorageSO.cs.meta

/UOP1_Project/Assets/ScriptableObjects/RuntimeAnchors/PathTaken.asset.meta → /UOP1_Project/Assets/ScriptableObjects/Gameplay/PathTaken.asset.meta

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