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added null check before event raise on interaction

/main
Amel 4 年前
当前提交
5418926e
共有 9 个文件被更改,包括 780 次插入904 次删除
  1. 6
      UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab
  2. 146
      UOP1_Project/Assets/Scenes/Examples/InteractionExample.unity
  3. 950
      UOP1_Project/Assets/Scenes/Examples/Inventory scene.unity
  4. 74
      UOP1_Project/Assets/Scenes/UI Scene.unity
  5. 49
      UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs
  6. 2
      UOP1_Project/Assets/Scripts/Inventory/CollectibleItem.cs
  7. 442
      UOP1_Project/Assets/Prefabs/Props/Collectible Item.prefab
  8. 7
      UOP1_Project/Assets/Prefabs/Props/Collectible Item.prefab.meta
  9. 8
      UOP1_Project/Assets/Inventory/Scripts.meta

6
UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab


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146
UOP1_Project/Assets/Scenes/Examples/InteractionExample.unity


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950
UOP1_Project/Assets/Scenes/Examples/Inventory scene.unity
文件差异内容过多而无法显示
查看文件

74
UOP1_Project/Assets/Scenes/UI Scene.unity


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49
UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs


case Interaction.PickUp:
if (_currentInteractableObject != null)
{
//raise an event with an item as parameter (to add object to inventory)
Item currentItem = _currentInteractableObject.GetComponent<CollectibleItem>().GetItem();
_onObjectPickUp.RaiseEvent(currentItem);
Debug.Log("PickUp event raised");
//set current interaction for state machine
currentInteraction = Interaction.PickUp;
if(_onObjectPickUp != null)
{
//raise an event with an item as parameter (to add object to inventory)
Item currentItem = _currentInteractableObject.GetComponent<CollectibleItem>().GetItem();
_onObjectPickUp.RaiseEvent(currentItem);
Debug.Log("PickUp event raised");
//set current interaction for state machine
currentInteraction = Interaction.PickUp;
}
_onCookingStart.RaiseEvent();
Debug.Log("Cooking event raised");
//Change the action map
_inputReader.EnableUIInput();
//set current interaction for state machine
currentInteraction = Interaction.Cook;
if (_onCookingStart != null)
{
_onCookingStart.RaiseEvent();
Debug.Log("Cooking event raised");
//Change the action map
_inputReader.EnableUIInput();
//set current interaction for state machine
currentInteraction = Interaction.Cook;
}
//raise an event with an actor as parameter
//Actor currentActor = currentInteractableObject.GetComponent<Dialogue>().GetActor();
//_startTalking.RaiseEvent(currentActor);
Debug.Log("talk event raised");
//Change the action map
_inputReader.EnableDialogueInput();
//set current interaction for state machine
currentInteraction = Interaction.Talk;
if (_onCookingStart != null)
{
//raise an event with an actor as parameter
//Actor currentActor = currentInteractableObject.GetComponent<Dialogue>().GetActor();
//_startTalking.RaiseEvent(currentActor);
Debug.Log("talk event raised");
//Change the action map
_inputReader.EnableDialogueInput();
//set current interaction for state machine
currentInteraction = Interaction.Talk;
}
}
break;
default:

2
UOP1_Project/Assets/Scripts/Inventory/CollectibleItem.cs


public Item GetItem()
{
Debug.Log("current item " + currentItem);
}
//this function is only for testing

442
UOP1_Project/Assets/Prefabs/Props/Collectible Item.prefab


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