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Mega code cleanup

/main
Ciro Continisio 3 年前
当前提交
6b104b55
共有 180 个文件被更改,包括 807 次插入924 次删除
  1. 6
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset
  2. 4
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/ExcludedFromBuild.asset
  3. 273
      UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab
  4. 1
      UOP1_Project/Assets/Prefabs/Managers/CutsceneManager.prefab
  5. 71
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Canvas-Gameplay.prefab
  6. 4
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Dialogue/ButtonChoice.prefab
  7. 24
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Dialogue/DialoguePanel.prefab
  8. 10
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Health System/Heart.prefab
  9. 4
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Health System/UIHealthDisplay.prefab
  10. 12
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Inventory/InventoryItem.prefab
  11. 128
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Inventory/InventoryScreen.prefab
  12. 38
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Pause_Screen.prefab
  13. 202
      UOP1_Project/Assets/Prefabs/UI/Shared/Settings/Settings_Panel.prefab
  14. 6
      UOP1_Project/Assets/Prefabs/UI/WIP/Credits_Panel.prefab
  15. 13
      UOP1_Project/Assets/Scenes/Managers/Gameplay.unity
  16. 5
      UOP1_Project/Assets/Scenes/Managers/PersistentManagers.unity
  17. 2
      UOP1_Project/Assets/ScriptableObjects/Configs/Attacks/BasicAttack.asset
  18. 2
      UOP1_Project/Assets/ScriptableObjects/Configs/Attacks/EliteAttack.asset
  19. 2
      UOP1_Project/Assets/ScriptableObjects/Configs/Health/PlayerHealth.asset
  20. 2
      UOP1_Project/Assets/ScriptableObjects/EventChannels/UI/CombatStateEvent.asset
  21. 5
      UOP1_Project/Assets/ScriptableObjects/Gameplay/GameState.asset
  22. 5
      UOP1_Project/Assets/ScriptableObjects/Input/InputReader.asset
  23. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/PlantCritter/States/Alert.asset
  24. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/PlantCritter/States/Fighting.asset
  25. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/SlimeRockCritter/States/Alert.asset
  26. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/SlimeRockCritter/States/Fighting.asset
  27. 1
      UOP1_Project/Assets/Scripts/Audio/AudioConfigApplier.cs
  28. 1
      UOP1_Project/Assets/Scripts/Audio/AudioCue.cs
  29. 1
      UOP1_Project/Assets/Scripts/Audio/AudioCueOnTriggerEnter.cs
  30. 11
      UOP1_Project/Assets/Scripts/Audio/AudioManager.cs
  31. 3
      UOP1_Project/Assets/Scripts/Audio/MusicPlayer.cs
  32. 3
      UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterPoolSO.cs
  33. 12
      UOP1_Project/Assets/Scripts/Camera/CameraManager.cs
  34. 4
      UOP1_Project/Assets/Scripts/Characters/Attack.cs
  35. 1
      UOP1_Project/Assets/Scripts/Characters/CharacterAudio.cs
  36. 7
      UOP1_Project/Assets/Scripts/Characters/Config/AttackConfigSO.cs
  37. 13
      UOP1_Project/Assets/Scripts/Characters/Config/DroppableRewardConfigSO.cs
  38. 14
      UOP1_Project/Assets/Scripts/Characters/Config/GetHitEffectConfigSO.cs
  39. 6
      UOP1_Project/Assets/Scripts/Characters/Config/HealthConfigSO.cs
  40. 7
      UOP1_Project/Assets/Scripts/Characters/Config/NPCMovementConfigSO.cs
  41. 5
      UOP1_Project/Assets/Scripts/Characters/Config/RoamingAroundCenterConfigSO.cs
  42. 11
      UOP1_Project/Assets/Scripts/Characters/Config/SpecialDroppableRewardConfigSO.cs
  43. 6
      UOP1_Project/Assets/Scripts/Characters/Critter.cs
  44. 2
      UOP1_Project/Assets/Scripts/Characters/CritterAudio.cs
  45. 46
      UOP1_Project/Assets/Scripts/Characters/Damageable.cs
  46. 7
      UOP1_Project/Assets/Scripts/Characters/DropGroup.cs
  47. 7
      UOP1_Project/Assets/Scripts/Characters/DropItem.cs
  48. 3
      UOP1_Project/Assets/Scripts/Characters/HealthSO.cs
  49. 19
      UOP1_Project/Assets/Scripts/Characters/MovingCritterAttackController.cs
  50. 7
      UOP1_Project/Assets/Scripts/Characters/NPC.cs
  51. 2
      UOP1_Project/Assets/Scripts/Characters/NPCAudio.cs
  52. 3
      UOP1_Project/Assets/Scripts/Characters/NPCMovement.cs
  53. 24
      UOP1_Project/Assets/Scripts/Characters/Protagonist.cs
  54. 25
      UOP1_Project/Assets/Scripts/Characters/ProtagonistAudio.cs
  55. 30
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/ChangeGameStateActionSO.cs
  56. 1
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsAttackReloadedConditionSO.cs
  57. 1
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsPickingUpSO.cs
  58. 9
      UOP1_Project/Assets/Scripts/Characters/ZoneTriggerController.cs
  59. 2
      UOP1_Project/Assets/Scripts/Cutscenes/CutsceneAudioConfigSetter.cs
  60. 17
      UOP1_Project/Assets/Scripts/Cutscenes/CutsceneManager.cs
  61. 6
      UOP1_Project/Assets/Scripts/Cutscenes/CutsceneTrigger.cs
  62. 3
      UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueBehaviour.cs
  63. 2
      UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueClip.cs
  64. 2
      UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueTrack.cs
  65. 4
      UOP1_Project/Assets/Scripts/Cutscenes/TimelineBinder.cs
  66. 18
      UOP1_Project/Assets/Scripts/Dialogues/ActorSO.cs
  67. 58
      UOP1_Project/Assets/Scripts/Dialogues/DialogueDataSO.cs
  68. 94
      UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
  69. 1
      UOP1_Project/Assets/Scripts/Effects/DissolveHelper.cs
  70. 4
      UOP1_Project/Assets/Scripts/Effects/FireLight.cs
  71. 2
      UOP1_Project/Assets/Scripts/Effects/PlayerEffectController.cs
  72. 2
      UOP1_Project/Assets/Scripts/Effects/Watermill.cs
  73. 2
      UOP1_Project/Assets/Scripts/Events/NPCMovementSwitcher.cs
  74. 5
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/AudioCueEventChannelSO.cs
  75. 18
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs
  76. 3
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/DialogueActorChannelSO.cs
  77. 3
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/DialogueDataChannelSO.cs
  78. 4
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/FloatEventChannelSO.cs
  79. 3
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/GameObjectEventChannelSO.cs
  80. 3
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/IntEventChannelSO.cs
  81. 4
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/InteractionUIEventChannelSO.cs
  82. 3
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/ItemEventChannelSO.cs
  83. 3
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/ItemStackEventChannelSO.cs
  84. 2
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/LoadEventChannelSO.cs
  85. 2
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/NPCMovementEventChannelSO.cs
  86. 2
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/TransformEventChannelSO.cs
  87. 4
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/DialogueChoiceChannelSO.cs
  88. 6
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/DialogueChoicesChannelSO.cs
  89. 7
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/DialogueLineChannelSO.cs
  90. 2
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/FadeChannelSO.cs
  91. 7
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/PlayableDirectorChannelSO.cs
  92. 7
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/StepChannelSO.cs
  93. 7
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/TabEventChannelSO.cs
  94. 2
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/VoidEventChannelSO.cs
  95. 10
      UOP1_Project/Assets/Scripts/Gameplay/GameManager.cs
  96. 94
      UOP1_Project/Assets/Scripts/Gameplay/GameStateSO.cs
  97. 173
      UOP1_Project/Assets/Scripts/Input/InputReader.cs
  98. 11
      UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs
  99. 14
      UOP1_Project/Assets/Scripts/Inventory/CollectableItem.cs

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1
UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/PlantCritter/States/Fighting.asset


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1
UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/SlimeRockCritter/States/Alert.asset


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1
UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/SlimeRockCritter/States/Fighting.asset


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1
UOP1_Project/Assets/Scripts/Audio/AudioConfigApplier.cs


using UnityEngine;
using System.Collections;
/// <summary>
/// Helper component, to quickly apply the settings from an <c>AudioConfigurationSO</c> SO to an <c>AudioSource</c>.

1
UOP1_Project/Assets/Scripts/Audio/AudioCue.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>

1
UOP1_Project/Assets/Scripts/Audio/AudioCueOnTriggerEnter.cs


public class AudioCueOnTriggerEnter : MonoBehaviour
{
[SerializeField] private string _tagToDetect = "Player";
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag(_tagToDetect))

11
UOP1_Project/Assets/Scripts/Audio/AudioManager.cs


using System.Collections;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
using System;
[SerializeField] private SoundEmitterFactorySO _factory = default;
[SerializeField] private SoundEmitterPoolSO _pool = default;
[SerializeField] private int _initialSize = 10;

}
/// <summary>
/// Only used by the timeline to stop the gameplay music during the final cutscene
/// Only used by the timeline to stop the gameplay music during cutscenes.
/// Called by the SignalReceiver present on this same GameObject.
/// <returns></returns>
public void TimelineInterruptsMusic()
{
StopMusic(AudioCueKey.Invalid);

3
UOP1_Project/Assets/Scripts/Audio/MusicPlayer.cs


[SerializeField] private AudioCueEventChannelSO _playMusicOn = default;
[SerializeField] private GameSceneSO _thisSceneSO = default;
[SerializeField] private AudioConfigurationSO _audioConfig = default;
[Header("Pause music configuration")]
[Header("Pause menu music")]
[SerializeField] private AudioCueSO _pauseMusic = default;
[SerializeField] private BoolEventChannelSO _onPauseOpened = default;

3
UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterPoolSO.cs


[CreateAssetMenu(fileName = "NewSoundEmitterPool", menuName = "Pool/SoundEmitter Pool")]
public class SoundEmitterPoolSO : ComponentPoolSO<SoundEmitter>
{
[SerializeField]
private SoundEmitterFactorySO _factory;
[SerializeField] private SoundEmitterFactorySO _factory;
public override IFactory<SoundEmitter> Factory
{

12
UOP1_Project/Assets/Scripts/Camera/CameraManager.cs


private void OnEnable()
{
inputReader.cameraMoveEvent += OnCameraMove;
inputReader.enableMouseControlCameraEvent += OnEnableMouseControlCamera;
inputReader.disableMouseControlCameraEvent += OnDisableMouseControlCamera;
inputReader.CameraMoveEvent += OnCameraMove;
inputReader.EnableMouseControlCameraEvent += OnEnableMouseControlCamera;
inputReader.DisableMouseControlCameraEvent += OnDisableMouseControlCamera;
_protagonistTransformAnchor.OnAnchorProvided += SetupProtagonistVirtualCamera;
_camShakeEvent.OnEventRaised += impulseSource.GenerateImpulse;

private void OnDisable()
{
inputReader.cameraMoveEvent -= OnCameraMove;
inputReader.enableMouseControlCameraEvent -= OnEnableMouseControlCamera;
inputReader.disableMouseControlCameraEvent -= OnDisableMouseControlCamera;
inputReader.CameraMoveEvent -= OnCameraMove;
inputReader.EnableMouseControlCameraEvent -= OnEnableMouseControlCamera;
inputReader.DisableMouseControlCameraEvent -= OnDisableMouseControlCamera;
_protagonistTransformAnchor.OnAnchorProvided -= SetupProtagonistVirtualCamera;
_camShakeEvent.OnEventRaised -= impulseSource.GenerateImpulse;

4
UOP1_Project/Assets/Scripts/Characters/Attack.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
public class Attack : MonoBehaviour
{

1
UOP1_Project/Assets/Scripts/Characters/CharacterAudio.cs


[SerializeField] protected AudioCueEventChannelSO _sfxEventChannel = default;
[SerializeField] protected AudioConfigurationSO _audioConfig = default;
[SerializeField] protected GameStateSO _gameState = default;
protected void PlayAudio(AudioCueSO audioCue, AudioConfigurationSO audioConfiguration, Vector3 positionInSpace = default)
{
if (_gameState.CurrentGameState != GameState.Cutscene)

7
UOP1_Project/Assets/Scripts/Characters/Config/AttackConfigSO.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine;
[Tooltip("Character attack strength")]
[Tooltip("Character attack reload duration (in second).")]
[SerializeField] private float _attackReloadDuration;
public int AttackStrength => _attackStrength;

13
UOP1_Project/Assets/Scripts/Characters/Config/DroppableRewardConfigSO.cs


public class DroppableRewardConfigSO : ScriptableObject
{
[Tooltip("Item scattering distance from the source of dropping.")]
[SerializeField]
private float _scatteringDistance = default;
[SerializeField] private float _scatteringDistance = default;
[SerializeField]
private List<DropGroup> _dropGroups = new List<DropGroup>();
[SerializeField] private List<DropGroup> _dropGroups = new List<DropGroup>();
}
}

14
UOP1_Project/Assets/Scripts/Characters/Config/GetHitEffectConfigSO.cs


[CreateAssetMenu(fileName = "GetHitEffectConfig", menuName = "EntityConfig/Get Hit Effect Config")]
public class GetHitEffectConfigSO : ScriptableObject
{
[Tooltip("Flashing effect color applied when getting hit.")]
[SerializeField]
private Color _getHitFlashingColor = default;
[Tooltip("Flashing effect duration (in seconds).")]
[SerializeField]
private float _getHitFlashingDuration = 0.5f;
[Tooltip("Flashing effect speed (number of flashings during the duration).")]
[SerializeField]
private float _getHitFlashingSpeed = 3.0f;
[SerializeField] private Color _getHitFlashingColor = default;
[SerializeField] private float _getHitFlashingDuration = 0.5f;
[SerializeField] private float _getHitFlashingSpeed = 3.0f;
public Color GetHitFlashingColor => _getHitFlashingColor;
public float GetHitFlashingDuration => _getHitFlashingDuration;

6
UOP1_Project/Assets/Scripts/Characters/Config/HealthConfigSO.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
[Tooltip("Initial health")]
[SerializeField][UnityEngine.Serialization.FormerlySerializedAs("_maxHealth")] private int _initialHealth;
[SerializeField] private int _initialHealth;
public int InitialHealth => _initialHealth;

7
UOP1_Project/Assets/Scripts/Characters/Config/NPCMovementConfigSO.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine;
[Tooltip("Waypoint stop duration")]
[Tooltip("Roaming speed")]
[SerializeField] private float _speed;
public float Speed => _speed;

5
UOP1_Project/Assets/Scripts/Characters/Config/RoamingAroundCenterConfigSO.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
[CreateAssetMenu(fileName = "RoamingAroundCenter", menuName = "EntityConfig/Roaming Around Center")]
public class RoamingAroundCenterConfigSO : NPCMovementConfigSO

[Tooltip("Roaming distance from center")]
[SerializeField] private float _radius;

11
UOP1_Project/Assets/Scripts/Characters/Config/SpecialDroppableRewardConfigSO.cs


public class SpecialDroppableRewardConfigSO : DroppableRewardConfigSO
{
[Tooltip("Current count of dropped items")]
[SerializeField]
private int _specialDroppableCurrentCount = 0;
[SerializeField] private int _specialDroppableCurrentCount = 0;
[SerializeField]
private int _specialDroppableMaxCount = 0;
[Tooltip("The special item to drop")]
[SerializeField]
private DropGroup _specialItem = new DropGroup();
[SerializeField] private int _specialDroppableMaxCount = 0;
[SerializeField] private DropGroup _specialItem = new DropGroup();
public override DropGroup DropSpecialItem()
{
_specialDroppableCurrentCount++;

6
UOP1_Project/Assets/Scripts/Characters/Critter.cs


using System;
using UnityEngine;
using UnityEngine;
public Damageable currentTarget; //The StateMachine evaluates its health when needed
[ReadOnly] public Damageable currentTarget; //The StateMachine evaluates its health when needed
public void OnAlertTriggerChange(bool entered, GameObject who)
{

2
UOP1_Project/Assets/Scripts/Characters/CritterAudio.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CritterAudio : CharacterAudio

46
UOP1_Project/Assets/Scripts/Characters/Damageable.cs


[SerializeField] private Renderer _mainMeshRenderer;
[SerializeField] private DroppableRewardConfigSO _droppableRewardSO;
[Header("Broadcasting On")]
[SerializeField] private VoidEventChannelSO _updateHealthEvent = default;
[SerializeField] private VoidEventChannelSO _deathEvent = default;

public GetHitEffectConfigSO GetHitEffectConfig => _getHitEffectSO;
public Renderer MainMeshRenderer => _mainMeshRenderer;
public UnityAction OnDie;
public event UnityAction OnDie;
//If the HealthSO hasn't been provided in the Inspector (as it's the case for the player),
//we create a new SO unique to this instance of the component. This is typical for NPCs.
{
_currentHealthSO.SetMaxHealth(_healthConfigSO.InitialHealth);
_currentHealthSO.SetCurrentHealth(_healthConfigSO.InitialHealth);
}
_currentHealthSO.SetMaxHealth(_healthConfigSO.InitialHealth);
_currentHealthSO.SetCurrentHealth(_healthConfigSO.InitialHealth);
{
}
if (_restoreHealth != null)
{
_restoreHealth.OnEventRaised += restoreHealth;
}
_restoreHealth.OnEventRaised += RestoreHealth;
if (_restoreHealth != null)
{
_restoreHealth.OnEventRaised -= restoreHealth;
}
_restoreHealth.OnEventRaised -= RestoreHealth;
}
public void Kill()

return;
_currentHealthSO.InflictDamage(damage);
{
}
GetHit = true;

/// <summary>
/// Called by the StateMachine action RestoreHealth. Used to revive the stone critter.
/// </summary>
{
}
public void restoreHealth(int healthToAdd)
private void RestoreHealth(int healthToAdd)
{
}
}
}

7
UOP1_Project/Assets/Scripts/Characters/DropGroup.cs


[Serializable]
public class DropGroup
{
[SerializeField]
List<DropItem> _drops;
[SerializeField]
float _dropRate;
[SerializeField] List<DropItem> _drops;
[SerializeField] float _dropRate;
public List<DropItem> Drops => _drops;
public float DropRate => _dropRate;

7
UOP1_Project/Assets/Scripts/Characters/DropItem.cs


[Serializable]
public class DropItem
{
[SerializeField]
ItemSO _item;
[SerializeField]
float _itemDropRate;
[SerializeField] ItemSO _item;
[SerializeField] float _itemDropRate;
public ItemSO Item => _item;
public float ItemDropRate => _itemDropRate;

3
UOP1_Project/Assets/Scripts/Characters/HealthSO.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
/// <summary>
/// An instance of the health of a character, be it the player or an NPC.

19
UOP1_Project/Assets/Scripts/Characters/MovingCritterAttackController.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
// Reference of the player transform to compute the propel target position
[SerializeField]
private TransformAnchor _playerTransform;
// Propel factor is the proportion of the distance between the critter and the player crossed by the critter during the propel animation
[SerializeField]
private float _propelFactor = 1.0f;
// Duration of the propel section of the animation.
[SerializeField]
private float _propelDuration = 0.2f;
[SerializeField] private TransformAnchor _playerTransform;
[SerializeField] private float _propelFactor = 1.0f; // Propel factor is the proportion of the distance between the critter and the player crossed by the critter during the propel animation
[SerializeField] private float _propelDuration = 0.2f;
private float _innerTime = 0.0f;
private Vector3 _propelTargetVector = default;

_innerTime = _propelDuration;
}
// Update is called once per frame
void Update()
{
if (_innerTime > 0)

7
UOP1_Project/Assets/Scripts/Characters/NPC.cs


using System.Collections;
using UnityEngine;
public enum NPCState { Idle = 0, Walk, Talk};
public enum NPCState
{
Idle = 0,
Walk,
Talk
};
public class NPC : MonoBehaviour
{

2
UOP1_Project/Assets/Scripts/Characters/NPCAudio.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NPCAudio : CharacterAudio

3
UOP1_Project/Assets/Scripts/Characters/NPCMovement.cs


using UnityEngine;
using System.Collections;
[SerializeField] NPCMovementEventChannelSO _channel;
public NPCMovementConfigSO NPCMovementConfig => _npcMovementConfig;

{
_npcMovementConfig = value;
}
}

24
UOP1_Project/Assets/Scripts/Characters/Protagonist.cs


//Adds listeners for events being triggered in the InputReader script
private void OnEnable()
{
_inputReader.jumpEvent += OnJumpInitiated;
_inputReader.jumpCanceledEvent += OnJumpCanceled;
_inputReader.moveEvent += OnMove;
_inputReader.startedRunning += OnStartedRunning;
_inputReader.stoppedRunning += OnStoppedRunning;
_inputReader.attackEvent += OnStartedAttack;
_inputReader.JumpEvent += OnJumpInitiated;
_inputReader.JumpCanceledEvent += OnJumpCanceled;
_inputReader.MoveEvent += OnMove;
_inputReader.StartedRunning += OnStartedRunning;
_inputReader.StoppedRunning += OnStoppedRunning;
_inputReader.AttackEvent += OnStartedAttack;
//...
}

_inputReader.jumpEvent -= OnJumpInitiated;
_inputReader.jumpCanceledEvent -= OnJumpCanceled;
_inputReader.moveEvent -= OnMove;
_inputReader.startedRunning -= OnStartedRunning;
_inputReader.stoppedRunning -= OnStoppedRunning;
_inputReader.attackEvent -= OnStartedAttack;
_inputReader.JumpEvent -= OnJumpInitiated;
_inputReader.JumpCanceledEvent -= OnJumpCanceled;
_inputReader.MoveEvent -= OnMove;
_inputReader.StartedRunning -= OnStartedRunning;
_inputReader.StoppedRunning -= OnStoppedRunning;
_inputReader.AttackEvent -= OnStartedAttack;
//...
}

25
UOP1_Project/Assets/Scripts/Characters/ProtagonistAudio.cs


public class ProtagonistAudio : CharacterAudio
{
[SerializeField] private AudioCueSO caneSwing, liftoff, land, objectPickup, footstep, getHit, die, talk;
[SerializeField] private AudioCueSO _caneSwing;
[SerializeField] private AudioCueSO _liftoff;
[SerializeField] private AudioCueSO _land;
[SerializeField] private AudioCueSO _objectPickup;
[SerializeField] private AudioCueSO _footsteps;
[SerializeField] private AudioCueSO _getHit;
[SerializeField] private AudioCueSO _die;
[SerializeField] private AudioCueSO _talk;
public void PlayFootstep() => PlayAudio(footstep, _audioConfig, transform.position);
public void PlayJumpLiftoff() => PlayAudio(liftoff, _audioConfig, transform.position);
public void PlayJumpLand() => PlayAudio(land, _audioConfig, transform.position);
public void PlayCaneSwing() => PlayAudio(caneSwing, _audioConfig, transform.position);
public void PlayObjectPickup() => PlayAudio(objectPickup, _audioConfig, transform.position);
public void PlayGetHit() => PlayAudio(getHit, _audioConfig, transform.position);
public void PlayDie() => PlayAudio(die, _audioConfig, transform.position);
public void PlayTalk() => PlayAudio(talk, _audioConfig, transform.position);
public void PlayFootstep() => PlayAudio(_footsteps, _audioConfig, transform.position);
public void PlayJumpLiftoff() => PlayAudio(_liftoff, _audioConfig, transform.position);
public void PlayJumpLand() => PlayAudio(_land, _audioConfig, transform.position);
public void PlayCaneSwing() => PlayAudio(_caneSwing, _audioConfig, transform.position);
public void PlayObjectPickup() => PlayAudio(_objectPickup, _audioConfig, transform.position);
public void PlayGetHit() => PlayAudio(_getHit, _audioConfig, transform.position);
public void PlayDie() => PlayAudio(_die, _audioConfig, transform.position);
public void PlayTalk() => PlayAudio(_talk, _audioConfig, transform.position);
}

30
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/ChangeGameStateActionSO.cs


[CreateAssetMenu(fileName = "ChangeGameState", menuName = "State Machines/Actions/Change GameState")]
public class ChangeGameStateActionSO : StateActionSO
{
public GameState NewGameState => _newGameState;
[Tooltip("GameState to change to")]
public ChangeGameStateAction()
{
private Transform _transform = default;
}
public ChangeGameStateAction(GameState newGameState, GameStateSO gameStateSO, Moment whenToRun)
{
_newGameState = newGameState;

Transform _transform = default;
_gameStateSO.ChangeStateToCombat(_transform);
_gameStateSO.AddAlertEnemy(_transform);
_gameStateSO.ChangeStateFromCombat(_transform);
_gameStateSO.RemoveAlertEnemy(_transform);
}
}
public override void OnStateExit()
{
if (_whenToRun == Moment.OnStateExit)

public override void OnUpdate()
{
}
public override void OnUpdate(){ }
}

1
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsAttackReloadedConditionSO.cs


using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(fileName = "IsAttackReloadedCondition", menuName = "State Machines/Conditions/Is Attack Reloaded")]
public class IsAttackReloadedConditionSO : StateConditionSO
{

1
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsPickingUpSO.cs


{
// Consume it
_interactScript.currentInteractionType = InteractionType.None;
return true;
}
else

9
UOP1_Project/Assets/Scripts/Characters/ZoneTriggerController.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
public class BoolEvent : UnityEvent<bool, GameObject>
{
}
public class BoolEvent : UnityEvent<bool, GameObject> { }
/// <summary>
/// A generic class for a "zone", that is a trigger collider that can detect if an object of a certain type (layer) entered or exited it.

2
UOP1_Project/Assets/Scripts/Cutscenes/CutsceneAudioConfigSetter.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CutsceneAudioConfigSetter : MonoBehaviour

17
UOP1_Project/Assets/Scripts/Cutscenes/CutsceneManager.cs


public class CutsceneManager : MonoBehaviour
{
[Header("Gameplay Components")]
[Header("Listening to channels")]
[Header("Listening on")]
[SerializeField] public VoidEventChannelSO _onLineEndedEvent = default;
private PlayableDirector _activePlayableDirector;

private void OnEnable()
{
_inputReader.advanceDialogueEvent += OnAdvance;
_inputReader.AdvanceDialogueEvent += OnAdvance;
_inputReader.advanceDialogueEvent -= OnAdvance;
_inputReader.AdvanceDialogueEvent -= OnAdvance;
private void Start()
{
_playCutsceneEvent.OnEventRaised += PlayCutscene;

void PlayCutscene(PlayableDirector activePlayableDirector)
{
_inputReader.EnableDialogueInput();

void CutsceneEnded()
{
if (_activePlayableDirector != null)
_activePlayableDirector.stopped -= HandleDirectorStopped;

public void LineEnded()
{
_dialogueManager.CutsceneDialogueEnded();
}
private void HandleDirectorStopped(PlayableDirector director) => CutsceneEnded();

6
UOP1_Project/Assets/Scripts/Cutscenes/CutsceneTrigger.cs


/// </summary>
public class CutsceneTrigger : MonoBehaviour
{
private PlayableDirector _playableDirector = default;
[Header("Listening to channels")]
[Header("Listening to")]
[Header("Broadcasting on channels")]
[Header("Broadcasting on")]
private PlayableDirector _playableDirector = default;
private void Start()
{

3
UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueBehaviour.cs


{
[SerializeField] private LocalizedString _dialogueLine = default;
[SerializeField] private ActorSO _actor = default;
[SerializeField] public VoidEventChannelSO LineEndedEvent;
[SerializeField] public VoidEventChannelSO LineEndedEvent;
private bool _dialoguePlayed;

2
UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueClip.cs


{
[SerializeField] private DialogueBehaviour _template = default;
// Having ClipCaps set to None makes sure that the clips can't be blended, extrapolated, looped, etc.
public ClipCaps clipCaps
{

2
UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueTrack.cs


{
[SerializeField] public DialogueLineChannelSO PlayDialogueEvent;
[SerializeField] public VoidEventChannelSO PauseTimelineEvent;
foreach (TimelineClip clip in GetClips())
{
DialogueClip dialogueControlClip = clip.asset as DialogueClip;

4
UOP1_Project/Assets/Scripts/Cutscenes/TimelineBinder.cs


{
[SerializeField] private PlayableDirector _playableDirector;
[SerializeField] private GameObject[] _objectsToBind;
[SerializeField] private TransformEventChannelSO _playerInstantiatedChannel = default;
private void OnEnable()

private void OnDisable()
{
_playerInstantiatedChannel.OnEventRaised -= BindObjects;

for (int i = 0; i < objectsToBindTags.Length; ++i)
{
_objectsToBind[i] = GameObject.FindGameObjectWithTag(objectsToBindTags[i]);
// Debug.Log(objectsToBindTags[i]);
}
foreach (var playableAssetOutput in _playableDirector.playableAsset.outputs)

18
UOP1_Project/Assets/Scripts/Dialogues/ActorSO.cs


using System;
using UnityEngine;
using UnityEngine;
using UnityEngine.Localization.Metadata;
/// <summary>
/// Scriptable Object that represents an "Actor", that is the protagonist of a Dialogue
/// </summary>
public enum ActorID
{
BH, // Bard hare

T, // terra
LC,//Legendary chef
LC, //Legendary chef
/// <summary>
/// Scriptable Object that represents an "Actor", that is the protagonist of a Dialogue
/// </summary>
}

58
UOP1_Project/Assets/Scripts/Dialogues/DialogueDataSO.cs


using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Localization.Settings;
using UnityEngine.Localization.Metadata;
using UnityEngine.Localization;

CompletionDialogue,
IncompletionDialogue,
DefaultDialogue,
public enum ChoiceActionType
{
DoNothing,

IncompleteStep
/// <summary>
/// A Dialogue is a list of consecutive DialogueLines. They play in sequence using the input of the player to skip forward.
/// In future versions it might contain support for branching conversations.

{
public List<Line> _Lines => _lines;
public List<Line> Lines => _lines;
public DialogueType DialogueType
{

public void SetActor(ActorSO newActor)
{
//_actor = newActor;
}
public DialogueDataSO()
{
}
public DialogueDataSO(DialogueDataSO dialogue)
{
/* _actor = dialogue.Actor;
_dialogueLines = new List<LocalizedString>(dialogue.DialogueLines);
_choices = new List<Choice>();
_endOfDialogueEvent = dialogue.EndOfDialogueEvent;
if (dialogue.Choices != null)
for (int i = 0; i < dialogue.Choices.Count; i++)
{
_choices.Add(new Choice(dialogue.Choices[i]));
}
_dialogueType = dialogue.DialogueType;
*/
}
public void FinishDialogue()
{
if (EndOfDialogueEvent != null)

return AssetDatabase.GetAssetPath(this);
}
#endif
[Serializable]
public class Choice

[SerializeField] private ChoiceActionType _actionType = default;
public Choice()
{
}
public Choice(Choice choice)
{
_response = choice.Response;

[Serializable]
public class Line
{

public ActorID Actor => _actorID;
public List<LocalizedString> TextList => _textList;
public List<Choice> Choices => _choices;
#if UNITY_EDITOR
public Line(string _name)
{

Choice choice = null;
do
{
choiceIndex++;
string key = "C" + choiceIndex + "-" + _name;

{
choice = null;
}
}

94
UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs


using System;
using System.Collections.Generic;
using TMPro;
using System.Collections.Generic;
using UnityEngine.Serialization;
using UnityEngine.UI;
/// <summary>
/// Takes care of all things dialogue, whether they are coming from within a Timeline or just from the interaction with a character, or by any other mean.

{
// [SerializeField] private ChoiceBox _choiceBox; // TODO: Demonstration purpose only. Remove or adjust later.
[SerializeField]
private List<ActorSO> _actorsList = default;
[SerializeField] private List<ActorSO> _actorsList = default;
private int _counterDialogue;
private int _counterLine;
private bool _reachedEndOfDialogue { get => _counterDialogue >= _currentDialogue._Lines.Count; }
private bool _reachedEndOfLine { get => _counterLine >= _currentDialogue._Lines[_counterDialogue].TextList.Count; }
[SerializeField] private GameStateSO _gameState = default;
[Header("Listening on channels")]
[Header("Listening on")]
[Header("BoradCasting on channels")]
[Header("Broadcasting on")]
[SerializeField] private DialogueLineChannelSO _openUIDialogueEvent = default;
[SerializeField] private DialogueChoicesChannelSO _showChoicesUIEvent = default;
[SerializeField] private IntEventChannelSO _endDialogueWithTypeEvent = default;

[SerializeField] private VoidEventChannelSO _makeLosingChoice = default;
[Header("Gameplay Components")]
[SerializeField]
private GameStateSO _gameState = default;
private int _counterDialogue;
private int _counterLine;
private bool _reachedEndOfDialogue { get => _counterDialogue >= _currentDialogue.Lines.Count; }
private bool _reachedEndOfLine { get => _counterLine >= _currentDialogue.Lines[_counterDialogue].TextList.Count; }
/// <param name="dialogueDataSO"></param>
_inputReader.advanceDialogueEvent += OnAdvance;
_inputReader.AdvanceDialogueEvent += OnAdvance;
if (_currentDialogue._Lines != null)
if (_currentDialogue.Lines != null)
ActorSO currentActor = _actorsList.Find(o => o.ActorId == _currentDialogue._Lines[_counterDialogue].Actor); // we don't add a controle, because we need a null reference exeption if the actor is not in the list
DisplayDialogueLine(_currentDialogue._Lines[_counterDialogue].TextList[_counterLine], currentActor);
ActorSO currentActor = _actorsList.Find(o => o.ActorId == _currentDialogue.Lines[_counterDialogue].Actor); // we don't add a controle, because we need a null reference exeption if the actor is not in the list
DisplayDialogueLine(_currentDialogue.Lines[_counterDialogue].TextList[_counterLine], currentActor);
//TODO : Check if there's no dependencies, and remove this function if none
/// <summary>
/// Prepare DialogueManager when first time displaying DialogueData.
/// <param name="dialogueDataSO"></param>
private void BeginDialogue(DialogueDataSO dialogueDataSO)
{
_counterDialogue = 0;
_inputReader.EnableDialogueInput();
_inputReader.advanceDialogueEvent += OnAdvance;
_currentDialogue = dialogueDataSO;
}
/// <summary>
/// Displays a line of dialogue in the UI, by requesting it to the <c>DialogueManager</c>.

{
_openUIDialogueEvent.RaiseEvent(dialogueLine, actor);
}
private void OnAdvance()
{

ActorSO currentActor = _actorsList.Find(o => o.ActorId == _currentDialogue._Lines[_counterDialogue].Actor); // we don't add a controle, because we need a null reference exeption if the actor is not in the list
DisplayDialogueLine(_currentDialogue._Lines[_counterDialogue].TextList[_counterLine], currentActor);
//do
ActorSO currentActor = _actorsList.Find(o => o.ActorId == _currentDialogue.Lines[_counterDialogue].Actor); // we don't add a controle, because we need a null reference exeption if the actor is not in the list
DisplayDialogueLine(_currentDialogue.Lines[_counterDialogue].TextList[_counterLine], currentActor);
else if (_currentDialogue._Lines[_counterDialogue].Choices != null && _currentDialogue._Lines[_counterDialogue].Choices.Count > 0)
else if (_currentDialogue.Lines[_counterDialogue].Choices != null
&& _currentDialogue.Lines[_counterDialogue].Choices.Count > 0)
if (_currentDialogue._Lines[_counterDialogue].Choices.Count > 0)
if (_currentDialogue.Lines[_counterDialogue].Choices.Count > 0)
DisplayChoices(_currentDialogue._Lines[_counterDialogue].Choices);
DisplayChoices(_currentDialogue.Lines[_counterDialogue].Choices);
}
}
else

{
_counterLine = 0;
ActorSO currentActor = _actorsList.Find(o => o.ActorId == _currentDialogue._Lines[_counterDialogue].Actor); // we don't add a controle, because we need a null reference exeption if the actor is not in the list
DisplayDialogueLine(_currentDialogue._Lines[_counterDialogue].TextList[_counterLine], currentActor);
ActorSO currentActor = _actorsList.Find(o => o.ActorId == _currentDialogue.Lines[_counterDialogue].Actor); // we don't add a controle, because we need a null reference exeption if the actor is not in the list
DisplayDialogueLine(_currentDialogue.Lines[_counterDialogue].TextList[_counterLine], currentActor);
}
else
{

private void DisplayChoices(List<Choice> choices)
{
_inputReader.advanceDialogueEvent -= OnAdvance;
_inputReader.AdvanceDialogueEvent -= OnAdvance;
}
private void MakeDialogueChoice(Choice choice)

if (choice.NextDialogue != null)
DisplayDialogueData(choice.NextDialogue);
break;
case ChoiceActionType.DoNothing:
if (choice.NextDialogue != null)
DisplayDialogueData(choice.NextDialogue);

case ChoiceActionType.IncompleteStep:
if (_playIncompleteDialogue != null)
_playIncompleteDialogue.RaiseEvent();

}
public void CutsceneDialogueEnded()

}
void DialogueEndedAndCloseDialogueUI()
private void DialogueEndedAndCloseDialogueUI()
{
//raise the special event for end of dialogue if any
_currentDialogue.FinishDialogue();

_endDialogueWithTypeEvent.RaiseEvent((int)_currentDialogue.DialogueType);
_inputReader.advanceDialogueEvent -= OnAdvance;
_inputReader.AdvanceDialogueEvent -= OnAdvance;
if (_gameState.CurrentGameState == GameState.Gameplay || _gameState.CurrentGameState == GameState.Combat)
if (_gameState.CurrentGameState == GameState.Gameplay
|| _gameState.CurrentGameState == GameState.Combat)
}
}

1
UOP1_Project/Assets/Scripts/Effects/DissolveHelper.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DissolveHelper : MonoBehaviour

4
UOP1_Project/Assets/Scripts/Effects/FireLight.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
public class FireLight : MonoBehaviour
{

2
UOP1_Project/Assets/Scripts/Effects/PlayerEffectController.cs


using System.Collections;
using System.Collections.Generic;
using UOP1.StateMachine;
/// <summary>
/// Controls playback of particles connected to movement. Methods invoked by the StateMachine StateActions

2
UOP1_Project/Assets/Scripts/Effects/Watermill.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Watermill : MonoBehaviour

2
UOP1_Project/Assets/Scripts/Events/NPCMovementSwitcher.cs


using UnityEngine;
using System.Collections;
[SerializeField] private NPCMovementConfigSO _movementConfig;
[ContextMenu("Trigger NPC Movement switch")]

5
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/AudioCueEventChannelSO.cs


using UnityEngine;
using System.Collections;
using UnityEngine.Events;
using System.Collections.Generic;
public class AudioCueEventChannelSO : EventChannelBaseSO
public class AudioCueEventChannelSO : DescriptionBaseSO
{
public AudioCuePlayAction OnAudioCuePlayRequested;
public AudioCueStopAction OnAudioCueStopRequested;

18
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs


/// </summary>
[CreateAssetMenu(menuName = "Events/Bool Event Channel")]
public class BoolEventChannelSO : ScriptableObject
public class BoolEventChannelSO : DescriptionBaseSO
}
public void UnsubscribeAll()
{
if (OnEventRaised != null)
{
if (OnEventRaised.GetInvocationList() != null)
foreach (System.Delegate d in OnEventRaised.GetInvocationList())
{
OnEventRaised -= d as UnityAction<bool>;
}
}
}
}

3
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/DialogueActorChannelSO.cs


/// </summary>
[CreateAssetMenu(menuName = "Events/Dialogue Actor Channel")]
public class DialogueActorChannelSO : ScriptableObject
public class DialogueActorChannelSO : DescriptionBaseSO
public void RaiseEvent(ActorSO actor)
{
if (OnEventRaised != null)

3
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/DialogueDataChannelSO.cs


/// </summary>
[CreateAssetMenu(menuName = "Events/Dialogue Data Channel")]
public class DialogueDataChannelSO : ScriptableObject
public class DialogueDataChannelSO : DescriptionBaseSO
public void RaiseEvent(DialogueDataSO dialogue)
{
if (OnEventRaised != null)

4
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/FloatEventChannelSO.cs


/// This class is used for Events that have one int argument.
/// Example: An Achievement unlock event, where the int is the Achievement ID.
/// </summary>
public class FloatEventChannelSO : EventChannelBaseSO
public class FloatEventChannelSO : DescriptionBaseSO
public void RaiseEvent(float value)
{
if (OnEventRaised != null)

3
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/GameObjectEventChannelSO.cs


/// </summary>
[CreateAssetMenu(menuName = "Events/GameObject Event Channel")]
public class GameObjectEventChannelSO : ScriptableObject
public class GameObjectEventChannelSO : DescriptionBaseSO
public void RaiseEvent(GameObject value)
{
if (OnEventRaised != null)

3
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/IntEventChannelSO.cs


/// </summary>
[CreateAssetMenu(menuName = "Events/Int Event Channel")]
public class IntEventChannelSO : EventChannelBaseSO
public class IntEventChannelSO : DescriptionBaseSO
public void RaiseEvent(int value)
{
if (OnEventRaised != null)

4
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/InteractionUIEventChannelSO.cs


/// </summary>
[CreateAssetMenu(menuName = "Events/Toogle Interaction UI Event Channel")]
public class InteractionUIEventChannelSO : ScriptableObject
public class InteractionUIEventChannelSO : DescriptionBaseSO
}

3
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/ItemEventChannelSO.cs


/// </summary>
[CreateAssetMenu(menuName = "Events/UI/Item Event Channel")]
public class ItemEventChannelSO : ScriptableObject
public class ItemEventChannelSO : DescriptionBaseSO
public void RaiseEvent(ItemSO item)
{
if (OnEventRaised != null)

3
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/ItemStackEventChannelSO.cs


/// </summary>
[CreateAssetMenu(menuName = "Events/UI/Item stack Event Channel")]
public class ItemStackEventChannelSO : ScriptableObject
public class ItemStackEventChannelSO : DescriptionBaseSO
public void RaiseEvent(ItemStack item)
{
if (OnEventRaised != null)

2
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/LoadEventChannelSO.cs


/// Takes a GameSceneSO of the location or menu that needs to be loaded, and a bool to specify if a loading screen needs to display.
/// </summary>
[CreateAssetMenu(menuName = "Events/Load Event Channel")]
public class LoadEventChannelSO : EventChannelBaseSO
public class LoadEventChannelSO : DescriptionBaseSO
{
public UnityAction<GameSceneSO, bool, bool> OnLoadingRequested;

2
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/NPCMovementEventChannelSO.cs


/// </summary>
[CreateAssetMenu(menuName = "Events/NPC Movement Event Channel")]
public class NPCMovementEventChannelSO : EventChannelBaseSO
public class NPCMovementEventChannelSO : DescriptionBaseSO
{
public UnityAction<NPCMovementConfigSO> OnEventRaised;

2
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/TransformEventChannelSO.cs


/// </summary>
[CreateAssetMenu(menuName = "Events/Transform Event Channel")]
public class TransformEventChannelSO : EventChannelBaseSO
public class TransformEventChannelSO : DescriptionBaseSO
{
public UnityAction<Transform> OnEventRaised;

4
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/DialogueChoiceChannelSO.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
using UnityEngine.Events;
[CreateAssetMenu(menuName = "Events/UI/Dialogue Choice Channel")]

6
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/DialogueChoicesChannelSO.cs


using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
public class DialogueChoicesChannelSO : ScriptableObject
public class DialogueChoicesChannelSO : DescriptionBaseSO
public void RaiseEvent(List<Choice> choices)
{
if (OnEventRaised != null)

7
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/DialogueLineChannelSO.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
public class DialogueLineChannelSO : ScriptableObject
public class DialogueLineChannelSO : DescriptionBaseSO
public void RaiseEvent(LocalizedString line, ActorSO actor)
{
if (OnEventRaised != null)

2
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/FadeChannelSO.cs


using UnityEngine.Events;
[CreateAssetMenu(menuName = "Events/UI/Fade Channel")]
public class FadeChannelSO : ScriptableObject
public class FadeChannelSO : DescriptionBaseSO
{
public UnityAction<bool, float, Color> OnEventRaised;

7
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/PlayableDirectorChannelSO.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
public class PlayableDirectorChannelSO : ScriptableObject
public class PlayableDirectorChannelSO : DescriptionBaseSO
public void RaiseEvent(PlayableDirector playable)
{
if (OnEventRaised != null)

7
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/StepChannelSO.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
public class StepChannelSO : ScriptableObject
public class StepChannelSO : DescriptionBaseSO
public void RaiseEvent(StepSO step)
{
if (OnEventRaised != null)

7
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/TabEventChannelSO.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
public class TabEventChannelSO : ScriptableObject
public class TabEventChannelSO : DescriptionBaseSO
public void RaiseEvent(InventoryTabSO item)
{
if (OnEventRaised != null)

2
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/VoidEventChannelSO.cs


/// </summary>
[CreateAssetMenu(menuName = "Events/Void Event Channel")]
public class VoidEventChannelSO : EventChannelBaseSO
public class VoidEventChannelSO : DescriptionBaseSO
{
public UnityAction OnEventRaised;

10
UOP1_Project/Assets/Scripts/Gameplay/GameManager.cs


[SerializeField] private QuestManagerSO _questManager = default;
[SerializeField] private GameStateSO _gameState = default;
[SerializeField] private VoidEventChannelSO _addRockCandyRecipeEvent = default;
[SerializeField] private VoidEventChannelSO _cerisesMemoryEvent = default;
[SerializeField] private VoidEventChannelSO _decideOnDishesEvent = default;
[Header("Inventory")]
[Header("Broadcasting on")]
[SerializeField] private VoidEventChannelSO _addRockCandyRecipeEvent = default;
[SerializeField] private VoidEventChannelSO _cerisesMemoryEvent = default;
[SerializeField] private VoidEventChannelSO _decideOnDishesEvent = default;
private void Start()
{

94
UOP1_Project/Assets/Scripts/Gameplay/GameStateSO.cs


using System.Collections;
Gameplay,// regular state: player moves, attacks, can perform actions
Pause,// pause menu is opened, the whole game world is frozen
Gameplay, //regular state: player moves, attacks, can perform actions
Pause, //pause menu is opened, the whole game world is frozen
LocationTransition,// when the character steps into LocationExit trigger, fade to black begins and control is removed from the player
Combat,//enemy is nearby and alert, player can't open Inventory or initiate dialogues, but can pause the game
LocationTransition, //when the character steps into LocationExit trigger, fade to black begins and control is removed from the player
Combat, //enemy is nearby and alert, player can't open Inventory or initiate dialogues, but can pause the game
public class GameStateSO : ScriptableObject
public class GameStateSO : DescriptionBaseSO
private GameState _currentGameState = default;
private GameState _previousGameState = default;
public GameState CurrentGameState => _currentGameState;
[Header("Game states")]
[SerializeField][ReadOnly] private GameState _currentGameState = default;
[SerializeField][ReadOnly] private GameState _previousGameState = default;
[SerializeField] BoolEventChannelSO _setAggroEvent = default;
public GameState CurrentGameState => _currentGameState;
List<Transform> _enemiesInCombat = new List<Transform>();
[Header("Broadcasting on")]
[SerializeField] private BoolEventChannelSO _onCombatStateEvent = default;
private List<Transform> _alertEnemies;
private void OnEnable()
private void Start()
_enemiesInCombat = new List<Transform>();
_alertEnemies = new List<Transform>();
public void ChangeStateToCombat(Transform enemy)
public void AddAlertEnemy(Transform enemy)
if (!_enemiesInCombat.Exists(o => o == enemy))
if (!_alertEnemies.Contains(enemy))
_enemiesInCombat.Add(enemy);
_alertEnemies.Add(enemy);
public void ChangeStateFromCombat(Transform enemy)
public void RemoveAlertEnemy(Transform enemy)
if (_enemiesInCombat.Exists(o => o == enemy))
if (_alertEnemies.Contains(enemy))
_enemiesInCombat.Remove(enemy);
_alertEnemies.Remove(enemy);
if (_enemiesInCombat.Count > 0)
{
UpdateGameState(GameState.Combat);
}
else
if (_alertEnemies.Count == 0)
{
UpdateGameState(GameState.Gameplay);
}

public void UpdateGameState(GameState newGameState)
{
if (newGameState == CurrentGameState)
return;
if (newGameState != CurrentGameState)
if (newGameState == GameState.Combat)
if (newGameState == GameState.Combat) // if new game state is combat : switch to aggro
{
_setAggroEvent.RaiseEvent(true);
}
else
{
_setAggroEvent.RaiseEvent(false);
}
_onCombatStateEvent.RaiseEvent(true);
}
else
{
_onCombatStateEvent.RaiseEvent(false);
}
_previousGameState = _currentGameState;
_currentGameState = newGameState;
}
_previousGameState = _currentGameState;
_currentGameState = newGameState;
return;
if (_previousGameState == GameState.Combat)
if (_previousGameState == GameState.Combat) // if new game state is combat : switch to aggro
{
_setAggroEvent.RaiseEvent(true);
}
else if (CurrentGameState == GameState.Combat) // if current game state is combat then switch out of aggro
{
_setAggroEvent.RaiseEvent(false);
}
_currentGameState = _previousGameState;
_onCombatStateEvent.RaiseEvent(false);
}
else if (CurrentGameState == GameState.Combat)
{
_onCombatStateEvent.RaiseEvent(true);
_currentGameState = _previousGameState;
}

173
UOP1_Project/Assets/Scripts/Input/InputReader.cs


using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Events;
using System;
public class InputReader : ScriptableObject, GameInput.IGameplayActions, GameInput.IDialoguesActions, GameInput.IMenusActions
public class InputReader : DescriptionBaseSO, GameInput.IGameplayActions, GameInput.IDialoguesActions, GameInput.IMenusActions
[Space]
[SerializeField] private GameStateSO _gameStateManager;
public event UnityAction jumpEvent = delegate { };
public event UnityAction jumpCanceledEvent = delegate { };
public event UnityAction attackEvent = delegate { };
public event UnityAction attackCanceledEvent = delegate { };
public event UnityAction interactEvent = delegate { }; // Used to talk, pickup objects, interact with tools like the cooking cauldron
public event UnityAction inventoryActionButtonEvent = delegate { };
public event UnityAction saveActionButtonEvent = delegate { };
public event UnityAction resetActionButtonEvent = delegate { };
public event UnityAction<Vector2> moveEvent = delegate { };
public event UnityAction<Vector2, bool> cameraMoveEvent = delegate { };
public event UnityAction enableMouseControlCameraEvent = delegate { };
public event UnityAction disableMouseControlCameraEvent = delegate { };
public event UnityAction startedRunning = delegate { };
public event UnityAction stoppedRunning = delegate { };
public event UnityAction JumpEvent = delegate { };
public event UnityAction JumpCanceledEvent = delegate { };
public event UnityAction AttackEvent = delegate { };
public event UnityAction AttackCanceledEvent = delegate { };
public event UnityAction InteractEvent = delegate { }; // Used to talk, pickup objects, interact with tools like the cooking cauldron
public event UnityAction InventoryActionButtonEvent = delegate { };
public event UnityAction SaveActionButtonEvent = delegate { };
public event UnityAction ResetActionButtonEvent = delegate { };
public event UnityAction<Vector2> MoveEvent = delegate { };
public event UnityAction<Vector2, bool> CameraMoveEvent = delegate { };
public event UnityAction EnableMouseControlCameraEvent = delegate { };
public event UnityAction DisableMouseControlCameraEvent = delegate { };
public event UnityAction StartedRunning = delegate { };
public event UnityAction StoppedRunning = delegate { };
public event UnityAction moveSelectionEvent = delegate { };
public event UnityAction MoveSelectionEvent = delegate { };
public event UnityAction advanceDialogueEvent = delegate { };
public event UnityAction AdvanceDialogueEvent = delegate { };
public event UnityAction menuMouseMoveEvent = delegate { };
public event UnityAction menuClickButtonEvent = delegate { };
public event UnityAction menuUnpauseEvent = delegate { };
public event UnityAction menuPauseEvent = delegate { };
public event UnityAction menuCloseEvent = delegate { };
public event UnityAction openInventoryEvent = delegate { }; // Used to bring up the inventory
public event UnityAction closeInventoryEvent = delegate { }; // Used to bring up the inventory
public event UnityAction MenuMouseMoveEvent = delegate { };
public event UnityAction MenuClickButtonEvent = delegate { };
public event UnityAction MenuUnpauseEvent = delegate { };
public event UnityAction MenuPauseEvent = delegate { };
public event UnityAction MenuCloseEvent = delegate { };
public event UnityAction OpenInventoryEvent = delegate { }; // Used to bring up the inventory
public event UnityAction CloseInventoryEvent = delegate { }; // Used to bring up the inventory
private GameInput gameInput;
public GameStateSO gameStateManager;
private GameInput _gameInput;
if (gameInput == null)
if (_gameInput == null)
gameInput = new GameInput();
gameInput.Menus.SetCallbacks(this);
gameInput.Gameplay.SetCallbacks(this);
gameInput.Dialogues.SetCallbacks(this);
_gameInput = new GameInput();
_gameInput.Menus.SetCallbacks(this);
_gameInput.Gameplay.SetCallbacks(this);
_gameInput.Dialogues.SetCallbacks(this);
}
}

switch (context.phase)
{
case InputActionPhase.Performed:
attackEvent.Invoke();
AttackEvent.Invoke();
attackCanceledEvent.Invoke();
AttackCanceledEvent.Invoke();
break;
}
}

{
openInventoryEvent.Invoke();
}
OpenInventoryEvent.Invoke();
{
menuCloseEvent.Invoke();
}
MenuCloseEvent.Invoke();
inventoryActionButtonEvent.Invoke();
InventoryActionButtonEvent.Invoke();
}
}
saveActionButtonEvent.Invoke();
SaveActionButtonEvent.Invoke();
}
}
resetActionButtonEvent.Invoke();
ResetActionButtonEvent.Invoke();
}
}
if ((context.phase == InputActionPhase.Performed) && (gameStateManager.CurrentGameState == GameState.Gameplay)) // Interaction is only possible when in gameplay GameState
interactEvent.Invoke();
if ((context.phase == InputActionPhase.Performed)
&& (_gameStateManager.CurrentGameState == GameState.Gameplay)) // Interaction is only possible when in gameplay GameState
InteractEvent.Invoke();
jumpEvent.Invoke();
JumpEvent.Invoke();
jumpCanceledEvent.Invoke();
JumpCanceledEvent.Invoke();
moveEvent.Invoke(context.ReadValue<Vector2>());
MoveEvent.Invoke(context.ReadValue<Vector2>());
}
public void OnRun(InputAction.CallbackContext context)

case InputActionPhase.Performed:
startedRunning.Invoke();
StartedRunning.Invoke();
stoppedRunning.Invoke();
StoppedRunning.Invoke();
break;
}
}

if (context.phase == InputActionPhase.Performed)
{
menuPauseEvent.Invoke();
}
MenuPauseEvent.Invoke();
cameraMoveEvent.Invoke(context.ReadValue<Vector2>(), IsDeviceMouse(context));
CameraMoveEvent.Invoke(context.ReadValue<Vector2>(), IsDeviceMouse(context));
enableMouseControlCameraEvent.Invoke();
EnableMouseControlCameraEvent.Invoke();
disableMouseControlCameraEvent.Invoke();
DisableMouseControlCameraEvent.Invoke();
}
private bool IsDeviceMouse(InputAction.CallbackContext context) => context.control.device.name == "Mouse";

if (context.phase == InputActionPhase.Performed)
moveSelectionEvent.Invoke();
MoveSelectionEvent.Invoke();
}
public void OnAdvanceDialogue(InputAction.CallbackContext context)

advanceDialogueEvent.Invoke();
AdvanceDialogueEvent.Invoke();
menuClickButtonEvent.Invoke();
MenuClickButtonEvent.Invoke();
}

menuMouseMoveEvent.Invoke();
MenuMouseMoveEvent.Invoke();
{
menuUnpauseEvent.Invoke();
}
MenuUnpauseEvent.Invoke();
gameInput.Menus.Enable();
gameInput.Gameplay.Disable();
gameInput.Dialogues.Enable();
_gameInput.Menus.Enable();
_gameInput.Gameplay.Disable();
_gameInput.Dialogues.Enable();
gameInput.Menus.Disable();
gameInput.Dialogues.Disable();
gameInput.Gameplay.Enable();
_gameInput.Menus.Disable();
_gameInput.Dialogues.Disable();
_gameInput.Gameplay.Enable();
gameInput.Dialogues.Disable();
gameInput.Gameplay.Disable();
_gameInput.Dialogues.Disable();
_gameInput.Gameplay.Disable();
gameInput.Menus.Enable();
_gameInput.Menus.Enable();
gameInput.Gameplay.Disable();
gameInput.Menus.Disable();
gameInput.Dialogues.Disable();
_gameInput.Gameplay.Disable();
_gameInput.Menus.Disable();
_gameInput.Dialogues.Disable();
closeInventoryEvent.Invoke();
CloseInventoryEvent.Invoke();
}
}

11
UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs


public class InteractionManager : MonoBehaviour
{
[HideInInspector] public InteractionType currentInteractionType; //This is checked by conditions in the StateMachine
//To store the object we are currently interacting with
private LinkedList<Interaction> _potentialInteractions = new LinkedList<Interaction>();
//Events for the different interaction types
[Header("Broadcasting on")]

//UI event
[ReadOnly] public InteractionType currentInteractionType; //This is checked/consumed by conditions in the StateMachine
private LinkedList<Interaction> _potentialInteractions = new LinkedList<Interaction>(); //To store the objects we the player could potentially interact with
_inputReader.interactEvent += OnInteractionButtonPress;
_inputReader.InteractEvent += OnInteractionButtonPress;
_onInteractionEnded.OnEventRaised += OnInteractionEnd;
_onCutsceneStart.OnEventRaised += ResetPotentialInteractions;
}

_inputReader.interactEvent -= OnInteractionButtonPress;
_inputReader.InteractEvent -= OnInteractionButtonPress;
_onInteractionEnded.OnEventRaised -= OnInteractionEnd;
_onCutsceneStart.OnEventRaised -= ResetPotentialInteractions;
}

14
UOP1_Project/Assets/Scripts/Inventory/CollectableItem.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
[SerializeField] private ItemSO _currentItem = default;
[SerializeField] private GameObject _itemGO = default;

public ItemSO GetItem()
{
}

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