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Merge branch 'main' into worldbuilding

/main
Ciro Continisio 3 年前
当前提交
709521fa
共有 100 个文件被更改,包括 1269 次插入172 次删除
  1. 4
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description Shared Data.asset
  2. 4
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description_en.asset
  3. 8
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name Shared Data.asset
  4. 8
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name_en.asset
  5. 64
      UOP1_Project/Assets/LocalizationFiles/AssetTables/QuestSystem/Questline Dialogue Shared Data.asset
  6. 76
      UOP1_Project/Assets/LocalizationFiles/AssetTables/QuestSystem/Questline Dialogue_en.asset
  7. 4
      UOP1_Project/Assets/LocalizationFiles/GoogleSheetService_ChopChop.asset
  8. 2
      UOP1_Project/Assets/Prefabs/Managers/DialogueManager.prefab
  9. 2
      UOP1_Project/Assets/Scenes/Menus/MainMenu.unity
  10. 7
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/CakeWithRockCandy-Dish.asset
  11. 5
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/RockCandy.asset
  12. 5
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SaltyDough.asset
  13. 5
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SpicySauce-Dish.asset
  14. 5
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SweetCream-Dish.asset
  15. 3
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline1/Quest1/Step2/ID-S2-Q1-QL1.asset
  16. 7
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline1/Quest1/Step2/SD-S2-Q1-QL1.asset
  17. 13
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline1/Quest1/Step5/SD-S5-Q1-QL1.asset
  18. 6
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline1/Quest1/Step3/SD-S3-Q1-QL1.asset
  19. 1
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline1/Quest1/Step3/CD-S3-Q1-QL1.asset
  20. 20
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline2/Quest1/Step2/SD-S2-Q1-QL2.asset
  21. 5
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline2/Quest1/Step3/SD-S3-Q1-QL2.asset
  22. 6
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline2/Quest1/Step4/SD-S4-Q1-QL2.asset
  23. 7
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline2/Quest2/Step1/SD-S1-Q2-QL2.asset
  24. 3
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline2/Quest2/Step2/CD-S2-Q2-QL2.asset
  25. 3
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline2/Quest2/Step2/ID-S2-Q2-QL2.asset
  26. 11
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline2/Quest2/Step2/SD-S2-Q2-QL2.asset
  27. 6
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline2/Quest2/Step3/SD-S3-Q2-QL2.asset
  28. 5
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline3/Quest1/Step1/SD-S1-Q1-QL3.asset
  29. 29
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline3/Quest1/Step2/SD-S2-Q1-QL3.asset
  30. 18
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline4/Quest1/Step1/SD-S1-Q1-QL4.asset
  31. 18
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline4/Quest1/Step2/SD-S2-Q1-QL4.asset
  32. 11
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline4/Quest1/Step5/CD-S5-Q1-QL4.asset
  33. 11
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline4/Quest1/Step5/ID-S5-Q1-QL4.asset
  34. 9
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline4/Quest1/Step5/SD-S5-Q1-QL4.asset
  35. 7
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline4/Quest1/Step6/SD-S6-Q1-QL4.asset
  36. 6
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline4/Quest1/Step3/CD-S3-Q1-QL4.asset
  37. 1
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline4/Quest1/Step3/ID-S3-Q1-QL4.asset
  38. 5
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline4/Quest1/Step3/SD-S3-Q1-QL4.asset
  39. 11
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline5/Quest1/Step1/SD-S1-Q1-QL5.asset
  40. 3
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline5/Quest1/Step2/CD-S2-Q1-QL5.asset
  41. 3
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline5/Quest1/Step2/ID-S2-Q1-QL5.asset
  42. 11
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline5/Quest1/Step2/S2-Q1-QL5.asset
  43. 11
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline5/Quest1/Step2/SD-S2-Q1-QL5.asset
  44. 2
      UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitter.cs
  45. 37
      UOP1_Project/Assets/Scripts/Dialogues/DialogueDataSO.cs
  46. 46
      UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
  47. 3
      UOP1_Project/Assets/Scripts/Menu/MultiInputButton.cs
  48. 80
      UOP1_Project/Assets/Scripts/Quests/Editor/QuestEditorWindow.cs
  49. 8
      UOP1_Project/Assets/Scripts/Quests/QuestManager.asset
  50. 131
      UOP1_Project/Assets/Scripts/Quests/QuestManagerSO.cs
  51. 8
      UOP1_Project/Assets/Scripts/Quests/ScriptableObjects/QuestSO.cs
  52. 8
      UOP1_Project/Assets/Scripts/Quests/ScriptableObjects/QuestlineSO.cs
  53. 12
      UOP1_Project/Assets/Scripts/Quests/ScriptableObjects/StepSO.cs
  54. 4
      UOP1_Project/Assets/Scripts/Quests/StepController.cs.meta
  55. 2
      UOP1_Project/Assets/Scripts/SaveSystem/Save.cs
  56. 30
      UOP1_Project/Assets/Scripts/SaveSystem/SaveSystem.cs
  57. 8
      UOP1_Project/Assets/Scripts/SceneManagement/StartGame.cs
  58. 7
      UOP1_Project/Assets/Scripts/UI/Dialogue/UIDialogueManager.cs
  59. 8
      UOP1_Project/Packages/manifest.json
  60. 16
      UOP1_Project/Packages/packages-lock.json
  61. 15
      UOP1_Project/Assets/ScriptableObjects/Events/Quests/PlayLoseQuestEvent.asset
  62. 8
      UOP1_Project/Assets/ScriptableObjects/Events/Quests/PlayLoseQuestEvent.asset.meta
  63. 15
      UOP1_Project/Assets/ScriptableObjects/Events/Quests/PlayWinningQuestEvent.asset
  64. 8
      UOP1_Project/Assets/ScriptableObjects/Events/Quests/PlayWinningQuestEvent.asset.meta
  65. 45
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SaltyCakeWithPepper-Dish.asset
  66. 8
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SaltyCakeWithPepper-Dish.asset.meta
  67. 51
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SaltyCakeWithPepper-Recipe.asset
  68. 8
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SaltyCakeWithPepper-Recipe.asset.meta
  69. 8
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline6.meta
  70. 20
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline6/QL6.asset
  71. 8
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline6/QL6.asset.meta
  72. 8
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline6/Quest1.meta
  73. 19
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  74. 8
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline6/Quest1/Q1-QL6.asset.meta
  75. 8
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline6/Quest1/Step1.meta
  76. 25
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline6/Quest1/Step1/CD-S1-Q1-QL6.asset
  77. 8
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  78. 25
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  79. 8
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  80. 24
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  81. 8
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  82. 45
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline6/Quest1/Step1/SD-S1-Q1-QL6.asset
  83. 8
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline6/Quest1/Step1/SD-S1-Q1-QL6.asset.meta
  84. 8
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline6/Quest2.meta
  85. 19
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline6/Quest2/Q2-QL6.asset
  86. 8
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline6/Quest2/Q2-QL6.asset.meta
  87. 8
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline6/Quest2/Step1.meta
  88. 25
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline6/Quest2/Step1/CD-S1-Q2-QL6.asset
  89. 8
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline6/Quest2/Step1/CD-S1-Q2-QL6.asset.meta
  90. 25
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  91. 8
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  92. 24
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline6/Quest2/Step1/S1-Q2-QL6.asset
  93. 8
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  94. 45
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4
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description Shared Data.asset


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4
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description_en.asset


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m_Localized: This is a spicy sauce dish
m_Localized: This is a cake with rock candy
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m_Localized: This is a recipe for a cake with rock candy
m_Localized: This is a recipe for a salty cake with Pepper
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8
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name Shared Data.asset


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UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name_en.asset


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m_Localized: Salty cake with pepper
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64
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76
UOP1_Project/Assets/LocalizationFiles/AssetTables/QuestSystem/Questline Dialogue_en.asset


m_Metadata:
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- m_Id: 47099758912593920
m_Localized: hum... good but not perfect
m_Localized: 'hum... Show me that ! '
m_Localized: Hum !! That's fantastic
m_Localized: 'Oh ! Show me that! '
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m_Localized: 'Perfect ! I know you''re going to win ! '
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m_Localized: 'Do you have the sweet cake ? '
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m_Localized: 'This is delicious ! '
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m_Localized: 'Ok Come back when you have it. '
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m_Localized: 'Do you have the salty cake ? '
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m_Localized: 'Hum.... Thank you '
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- m_Id: 49978189513875456
m_Localized: 'Ok Come back when you have it. '
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m_Localized: 'Do you have the sweet dish to show me ? '
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m_Localized: This is delicious ! You win !
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m_Localized: Oh ok ! Come back later then !
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m_Localized: 'Do you have the salty dish to show me ? '
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m_Localized: 'It''s good, but I wanted something new '
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m_Localized: Ok come back later
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m_Localized: 'Do you have the sweet dish ? '
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m_Localized: That's amaizing ! you win the competition
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m_Localized: Ok come back when you have it
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m_Localized: 'Do you have the salty dish ? '
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m_Localized: It's good but I'm looking for another dish
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m_Localized: Ok come back when you have it
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4
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UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitter.cs


if (startTime <= _audioSource.clip.length)
_audioSource.time = startTime;
_audioSource.DOFade(1f, duration);
_audioSource.DOFade(settings.Volume, duration);
}
public float FadeMusicOut(float duration)

37
UOP1_Project/Assets/Scripts/Dialogues/DialogueDataSO.cs


public enum ChoiceActionType
{
doNothing,
continueWithStep
continueWithStep,
winningChoice,
losingChoice,
}
/// <summary>

[SerializeField] private List<LocalizedString> _dialogueLines = default;
[SerializeField] private List<Choice> _choices = default;
[SerializeField] private DialogueType _dialogueType = default;
public ActorSO Actor => _actor;
public List<LocalizedString> DialogueLines => _dialogueLines;
public List<Choice> Choices => _choices;

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>();
if(dialogue.Choices!=null)
for (int i=0; i<dialogue.Choices.Count; i++)
{
_choices.Add(new Choice(dialogue.Choices[i]));
}
_dialogueType = dialogue.DialogueType;
}
#if UNITY_EDITOR

public void SetNextDialogue(DialogueDataSO dialogue)
{
_nextDialogue = dialogue;
}
public Choice()
{
}
public Choice(Choice choice)
{
_response = choice.Response;
_nextDialogue = choice.NextDialogue;
_actionType = ActionType;
}
}

46
UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs


[SerializeField] private DialogueChoicesChannelSO _showChoicesUIEvent = default;
[SerializeField] private DialogueDataChannelSO _endDialogue = default;
[SerializeField] private VoidEventChannelSO _continueWithStep = default;
[SerializeField] private VoidEventChannelSO _playWinningQuest = default;
[SerializeField] private VoidEventChannelSO _playLosingQuest = default;
[SerializeField] private VoidEventChannelSO _closeDialogueUIEvent = default;
[Header("Gameplay Components")]

if (_gameState.CurrentGameState != GameState.Cutscene)
_gameState.UpdateGameState(GameState.Dialogue);
BeginDialogueData(dialogueDataSO);
if(_currentDialogue.DialogueLines!=null)
else
{
Debug.LogError("Check Dialogue");
}
}
/// <summary>

private void MakeDialogueChoice(Choice choice)
{
_makeDialogueChoiceEvent.OnEventRaised -= MakeDialogueChoice;
if (choice.ActionType == ChoiceActionType.continueWithStep)
_makeDialogueChoiceEvent.OnEventRaised -= MakeDialogueChoice;
switch (choice.ActionType)
case ChoiceActionType.continueWithStep:
}
else
{
break;
case ChoiceActionType.winningChoice:
if (_playWinningQuest != null)
_playWinningQuest.RaiseEvent();
if (choice.NextDialogue != null)
DisplayDialogueData(choice.NextDialogue);
else
DialogueEndedAndCloseDialogueUI();
break;
case ChoiceActionType.losingChoice:
if (_playLosingQuest != null)
_playLosingQuest.RaiseEvent();
if (choice.NextDialogue != null)
DisplayDialogueData(choice.NextDialogue);
else
DialogueEndedAndCloseDialogueUI();
break;
case ChoiceActionType.doNothing:
break;
void DialogueEnded()
{
if (_endDialogue != null)

3
UOP1_Project/Assets/Scripts/Menu/MultiInputButton.cs


public override void OnSelect(BaseEventData eventData)
{
Debug.Log("Onselect ");
IsSelected = true;
_menuSelectionHandler.UpdateSelection(gameObject);
base.OnSelect(eventData);

{
if (_menuSelectionHandler == null)
_menuSelectionHandler = transform.root.gameObject.GetComponentInChildren<MenuSelectionHandler>();
Debug.Log("UpdateSelected");
_menuSelectionHandler.UpdateSelection(gameObject);
}

80
UOP1_Project/Assets/Scripts/Quests/Editor/QuestEditorWindow.cs


}
public class QuestEditorWindow : EditorWindow
{
private StepSO _currentSeletedStep=default;
private StepSO _currentSelectedStep=default;
private QuestSO _currentSeletedQuest=default;
private QuestlineSO _currentSelectedQuestLine=default;
private int _idQuestlineSelected = default;

allStepsListView.onSelectionChange += (stepEnumerable) =>
{
_idStepSelected = allStepsListView.selectedIndex;
_currentSeletedStep = GetDataFromListViewItem<StepSO>(stepEnumerable);
DisplayAllProperties(_currentSeletedStep, "step-info-scroll");
_currentSelectedStep = GetDataFromListViewItem<StepSO>(stepEnumerable);
DisplayAllProperties(_currentSelectedStep, "step-info-scroll");
FindAllDialogueInStep(_currentSeletedStep, out DialogueDataSO[] dialogueDataSOs);
FindAllDialogueInStep(_currentSelectedStep, out DialogueDataSO[] dialogueDataSOs);
if (dialogueDataSOs != null)
{

{
DialogueDataSO dialogueData = GetDataFromListViewItem<DialogueDataSO>(dialogueEnumerable);
DialogueDataSO dialogueData = GetDataFromListViewItem<DialogueDataSO>(dialogueEnumerable);
DisplayAllProperties(dialogueData, "dialogue-info-scroll");
};
}

}
};
}
private void OnDisable()
{
AssetDatabase.SaveAssets();
}
private T GetDataFromListViewItem<T>(IEnumerable<object> enumberable) where T : ScriptableObject
{
T data = default;

private void SetAddDialogueButtonsForStep(out VisualElement ButtonsPanel)
{
ButtonsPanel = new VisualElement();
if (_currentSeletedStep != null)
if (_currentSelectedStep != null)
if (_currentSeletedStep.DialogueBeforeStep == null)
if (_currentSelectedStep.DialogueBeforeStep == null)
{
Button AddDialogueBeforeStepButton = new Button();
AddDialogueBeforeStepButton.text = "Add Dialogue Before Step";

if (_currentSeletedStep.CompleteDialogue == null)
if (_currentSelectedStep.CompleteDialogue == null)
{
Button AddCompletionDialogueButton = new Button();
AddCompletionDialogueButton.text = "Add Completion Dialogue";

}
if (_currentSeletedStep.IncompleteDialogue == null)
if (_currentSelectedStep.IncompleteDialogue == null)
{
Button AddIncompletionDialogueButton = new Button();

}
private void AddDialogueBeforeStep()
{
DialogueDataSO asset = ScriptableObject.CreateInstance<DialogueDataSO>();
int questlineId = 0;
questlineId = _currentSelectedQuestLine.IdQuestline;

stepId = _currentSeletedQuest.Steps.FindIndex(o=>o==_currentSeletedStep)+1;
stepId = _currentSeletedQuest.Steps.FindIndex(o=>o==_currentSelectedStep)+1;
EditorUtility.SetDirty(asset);
EditorUtility.SetDirty(_currentSeletedQuest);
_currentSeletedStep.DialogueBeforeStep=asset;
_currentSelectedStep.DialogueBeforeStep=asset;
asset.DialogueType = DialogueType.startDialogue;
asset.CreateLine();
rootVisualElement.Q<VisualElement>("steps-list").Q<ListView>().SetSelection(_idStepSelected);

int questId = 0;
questId = _currentSeletedQuest.IdQuest;
int stepId = 0;
stepId = _currentSeletedQuest.Steps.FindIndex(o => o == _currentSeletedStep)+1;
stepId = _currentSeletedQuest.Steps.FindIndex(o => o == _currentSelectedStep)+1;
AssetDatabase.SaveAssets();
_currentSeletedStep.CompleteDialogue = asset;
_currentSelectedStep.CompleteDialogue = asset;
EditorUtility.SetDirty(asset);
EditorUtility.SetDirty(_currentSeletedQuest);
AssetDatabase.SaveAssets();
rootVisualElement.Q<VisualElement>("steps-list").Q<ListView>().SetSelection(_idStepSelected);
}
private void AddIncompletionDialogue()

int questId = 0;
questId = _currentSeletedQuest.IdQuest;
int stepId = 0;
stepId = _currentSeletedQuest.Steps.FindIndex(o => o == _currentSeletedStep)+1;
stepId = _currentSeletedQuest.Steps.FindIndex(o => o == _currentSelectedStep)+1;
AssetDatabase.SaveAssets();
_currentSeletedStep.IncompleteDialogue = asset;
_currentSelectedStep.IncompleteDialogue = asset;
EditorUtility.SetDirty(asset);
EditorUtility.SetDirty(_currentSeletedQuest);
AssetDatabase.SaveAssets();
rootVisualElement.Q<VisualElement>("steps-list").Q<ListView>().SetSelection(_idStepSelected);
}

if (!AssetDatabase.IsValidFolder("Assets/ScriptableObjects/Quests/Questline" + id))
AssetDatabase.CreateFolder("Assets/ScriptableObjects/Quests", "Questline" + id);
AssetDatabase.CreateAsset(asset, "Assets/ScriptableObjects/Quests/Questline" + id + "/QL" + id + ".asset");
EditorUtility.SetDirty(asset);
//refresh
LoadAllQuestsData();
}

}
void AddQuest()
{
QuestSO asset = ScriptableObject.CreateInstance<QuestSO>();
QuestSO asset = CreateInstance<QuestSO>();
EditorUtility.SetDirty(asset);
EditorUtility.SetDirty(_currentSelectedQuestLine);
AssetDatabase.SaveAssets();
//refresh
rootVisualElement.Q<VisualElement>("questlines-list").Q<ListView>().SetSelection(_idQuestlineSelected);

AssetDatabase.CreateFolder("Assets/ScriptableObjects/Quests/Questline" + questlineId + "/Quest" + questId, "Step" + stepId);
AssetDatabase.CreateAsset(asset, "Assets/ScriptableObjects/Quests/Questline" + questlineId + "/Quest" + questId + "/Step" + stepId + "/S" + stepId + "-Q" + questId + "-QL" + questlineId + ".asset");
_currentSeletedQuest.Steps.Add(asset);
EditorUtility.SetDirty(asset);
EditorUtility.SetDirty(_currentSeletedQuest);
AssetDatabase.SaveAssets();
//refresh
rootVisualElement.Q<VisualElement>("quests-list").Q<ListView>().SetSelection(_idQuestSelected);

void RemoveStep()
{
if (_currentSeletedStep == null)
if (_currentSelectedStep == null)
if (_currentSeletedQuest.Steps.Exists(o => o == _currentSeletedStep))
_currentSeletedQuest.Steps.Remove(_currentSeletedQuest.Steps.Find(o => o == _currentSeletedStep));
if (_currentSeletedQuest.Steps.Exists(o => o == _currentSelectedStep))
_currentSeletedQuest.Steps.Remove(_currentSeletedQuest.Steps.Find(o => o == _currentSelectedStep));
if (_currentSeletedStep.DialogueBeforeStep!=null)
if (_currentSelectedStep.DialogueBeforeStep!=null)
RemoveDialogue(_currentSeletedStep.DialogueBeforeStep);
RemoveDialogue(_currentSelectedStep.DialogueBeforeStep);
if (_currentSeletedStep.CompleteDialogue != null)
if (_currentSelectedStep.CompleteDialogue != null)
RemoveDialogue(_currentSeletedStep.CompleteDialogue);
RemoveDialogue(_currentSelectedStep.CompleteDialogue);
if (_currentSeletedStep.IncompleteDialogue != null)
if (_currentSelectedStep.IncompleteDialogue != null)
RemoveDialogue(_currentSeletedStep.IncompleteDialogue);
RemoveDialogue(_currentSelectedStep.IncompleteDialogue);
AssetDatabase.DeleteAsset(_currentSeletedStep.GetPath());
AssetDatabase.DeleteAsset(_currentSelectedStep.GetPath());
_idStepSelected = -1;
//refresh List
rootVisualElement.Q<VisualElement>("quests-list").Q<ListView>().SetSelection(_idQuestSelected);

8
UOP1_Project/Assets/Scripts/Quests/QuestManager.asset


m_Name: QuestManager
m_EditorClassIdentifier:
_questlines:
- {fileID: 11400000, guid: 7b43c62a4fa974bbc82d5af43cc173ca, type: 2}
- {fileID: 11400000, guid: cff82743d25f94a4ab7ae60dcc0b25a9, type: 2}
- {fileID: 11400000, guid: 2a7356cec2e1bfa419e9adadf891d5a8, type: 2}
- {fileID: 11400000, guid: e53837a78a301d641bdd95eff3e7d220, type: 2}
_playWinningQuest: {fileID: 11400000, guid: cf85098764f74134e80c631a1a1a1709, type: 2}
_playLosingQuest: {fileID: 11400000, guid: 1668df705c9a7a1408c4668ece6b5302, type: 2}
_winningQuest: {fileID: 11400000, guid: ef802e831ba510e41b1dec2b86e047f8, type: 2}
_losingQuest: {fileID: 11400000, guid: 7400f0647438a484986828f524980855, type: 2}
_checkStepValidityEvent: {fileID: 11400000, guid: 6711182c372e2e94a8bd3fd1868223ec,
type: 2}
_endDialogueEvent: {fileID: 11400000, guid: b8f14d59bc3b10e4f9bdf1e65c3c6280, type: 2}

131
UOP1_Project/Assets/Scripts/Quests/QuestManagerSO.cs


[SerializeField] private Inventory _inventory = default;
[SerializeField] private VoidEventChannelSO _playWinningQuest = default;
[SerializeField] private VoidEventChannelSO _playLosingQuest = default;
[SerializeField] private QuestSO _winningQuest = default;
[SerializeField] private QuestSO _losingQuest = default;
[Header("Linstening to channels")]
[SerializeField] private VoidEventChannelSO _checkStepValidityEvent = default;

private int _currentQuestIndex = 0;
private int _currentQuestlineIndex = 0;
private int _currentStepIndex = 0;
public void OnDisable()
{
_checkStepValidityEvent.OnEventRaised -= CheckStepValidity;
_endDialogueEvent.OnEventRaised -= EndDialogue;
_playWinningQuest.OnEventRaised -= SetWinningSteps;
_playLosingQuest.OnEventRaised -= SetLosingSteps;
}
{//Add code for saved information
{
//Add code for saved information
_playWinningQuest.OnEventRaised += SetWinningSteps;
_playLosingQuest.OnEventRaised += SetLosingSteps;
StartQuestline();
}
void StartQuestline()

if (_questlines.Exists(o => !o.IsDone))
{
_currentQuestlineIndex = _questlines.FindIndex(o => !o.IsDone);
if (_currentQuestlineIndex >= 0)
_currentQuestline = _questlines.Find(o => !o.IsDone);
}

//start Step
_currentStepIndex = 0;
_currentStepIndex = _currentQuest.Steps.FindIndex(o => o.IsDone == false);
Debug.Log("Step " + _currentStepIndex);
Debug.Log("Step done" + _currentQuest.Steps.FindIndex(o => o.IsDone));
if (_currentStepIndex >= 0)
StartStep();
}

void SetWinningSteps()
{
for (int i = 0; i < _winningQuest.Steps.Count; i++)
_currentQuest.Steps.Add(_winningQuest.Steps[i]);
}
void SetLosingSteps()
{
for (int i = 0; i < _losingQuest.Steps.Count; i++)
_currentQuest.Steps.Add(_losingQuest.Steps[i]);
}
Debug.Log("StartStep");
if (_currentQuest.Steps != null)
if (_currentQuest.Steps.Count > _currentStepIndex)
{

//dialogue has already been played
if (_currentStep.CompleteDialogue != null)
{
_completeDialogueEvent.RaiseEvent();
}
else

}
void EndStep()
{
if (_currentQuest != null)
if (_currentQuest.Steps.Count > _currentStepIndex)
{

_currentStepIndex++;
StartStep();
}
else
{

}
public List<string> GetFinishedQuestlineItemsGUIds()
{
List<string> finishedItemsGUIds = new List<string>();
foreach (var questline in _questlines)
{
if (questline.IsDone)
{
finishedItemsGUIds.Add(questline.Guid);
}
foreach (var quest in questline.Quests)
{
if (quest.IsDone)
{
finishedItemsGUIds.Add(quest.Guid);
}
foreach (var step in quest.Steps)
{
if (step.IsDone)
{
finishedItemsGUIds.Add(step.Guid);
}
}
}
}
return finishedItemsGUIds;
}
public void SetFinishedQuestlineItemsFromSave(List<string> finishedItemsGUIds)
{
foreach (var questline in _questlines)
{
questline.IsDone = finishedItemsGUIds.Exists(o => o == questline.Guid);
foreach (var quest in questline.Quests)
{
quest.IsDone = finishedItemsGUIds.Exists(o => o == quest.Guid);
foreach (var step in quest.Steps)
{
step.IsDone = finishedItemsGUIds.Exists(o => o == step.Guid);
}
}
}
//Start Questline with the new data
StartQuestline();
}
public void ResetQuestlines()
{
foreach (var questline in _questlines)
{
questline.IsDone = false;
foreach (var quest in questline.Quests)
{
quest.IsDone = false;
foreach (var step in quest.Steps)
{
step.IsDone = false;
}
}
}
_currentQuest = null;
_currentQuestline = null;
_currentStep = null;
_currentQuestIndex = 0;
_currentQuestlineIndex = 0;
_currentStepIndex = 0;
//Start Questline with the new data
StartQuestline();
}
}

8
UOP1_Project/Assets/Scripts/Quests/ScriptableObjects/QuestSO.cs


using UnityEngine;
[CreateAssetMenu(fileName = "Quest", menuName = "Quests/Quest", order = 51)]
public class QuestSO : ScriptableObject
public class QuestSO : SerializableScriptableObject
{
[SerializeField]
private int _idQuest = 0;

public int IdQuest => _idQuest;
public List<StepSO> Steps => _steps;
public bool IsDone => _isDone;
public bool IsDone
{
get => _isDone;
set => _isDone = value;
}
public VoidEventChannelSO EndQuestEvent => _endQuestEvent;
public void FinishQuest()
{

8
UOP1_Project/Assets/Scripts/Quests/ScriptableObjects/QuestlineSO.cs


using UnityEngine;
[CreateAssetMenu(fileName = "Questline", menuName = "Quests/Questline", order = 51)]
public class QuestlineSO : ScriptableObject
public class QuestlineSO : SerializableScriptableObject
{
[SerializeField]
private int _idQuestLine = 0;

public List<QuestSO> Quests => _quests;
public VoidEventChannelSO EndQuestlineEvent => _endQuestlineEvent;
public bool IsDone => _isDone;
public bool IsDone
{
get => _isDone;
set => _isDone = value;
}
public void FinishQuestline()
{
if(_endQuestlineEvent!=null)

12
UOP1_Project/Assets/Scripts/Quests/ScriptableObjects/StepSO.cs


RewardItem
}
[CreateAssetMenu(fileName = "step", menuName = "Quests/step", order = 51)]
public class StepSO : ScriptableObject
public class StepSO : SerializableScriptableObject
{
[Tooltip("The Character this mission will need interaction with")]

public VoidEventChannelSO EndStepEvent => _endStepEvent;
public StepType Type => _type;
public bool IsDone => _isDone;
public bool IsDone
{
get => _isDone;
set => _isDone = value;
}
public ActorSO Actor => _actor;
public void FinishStep()

_isDone = true;
}
dialogueData = DialogueBeforeStep;
dialogueData = new DialogueDataSO(DialogueBeforeStep);
if (DialogueBeforeStep.Choices != null)
{
if (CompleteDialogue != null)

4
UOP1_Project/Assets/Scripts/Quests/StepController.cs.meta


- _interactionEvent: {instanceID: 0}
- _winDialogueEvent: {instanceID: 0}
- _loseDialogueEvent: {instanceID: 0}
- _endDialogueEvent: {instanceID: 0}
- _endDialogueEvent: {fileID: 11400000, guid: 53a7f1f01ef364704b1d45d01f2421ae,
type: 2}
- dialogueShot: {instanceID: 0}
executionOrder: 0
icon: {instanceID: 0}
userData:

2
UOP1_Project/Assets/Scripts/SaveSystem/Save.cs


// The variables need to be public, else we would have to write trivial getter/setter functions.
public string _locationId;
public List<SerializedItemStack> _itemStacks = new List<SerializedItemStack>();
public List<string> _finishedQuestlineItemsGUIds = new List<string>();
public string ToJson()
{
return JsonUtility.ToJson(this);

30
UOP1_Project/Assets/Scripts/SaveSystem/SaveSystem.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;

[SerializeField] private LoadEventChannelSO _loadLocation = default;
[SerializeField] private Inventory _playerInventory;
public string saveFilename = "save.chop";
[SerializeField] private Inventory _playerInventory=default;
[SerializeField]
private QuestManagerSO _questManagerSO = default;
public string saveFilename = "save.chop";
public string backupSaveFilename = "save.chop.bak";
public Save saveData = new Save();

}
}
}
public void LoadSavedQuestlineStatus()
{
_questManagerSO.SetFinishedQuestlineItemsFromSave(saveData._finishedQuestlineItemsGUIds);
}
public void SaveDataToDisk()
{

// saveData._itemStacks.Add(new SerializedItemStack(itemStack.Item.Guid, itemStack.Amount));
saveData._itemStacks.Add(new SerializedItemStack(itemStack.Item.Guid, itemStack.Amount));
saveData._finishedQuestlineItemsGUIds.Clear();
foreach (var item in _questManagerSO.GetFinishedQuestlineItemsGUIds())
{
saveData._finishedQuestlineItemsGUIds.Add(item);
}
if (FileManager.MoveFile(saveFilename, backupSaveFilename))
{
if (FileManager.WriteToFile(saveFilename, saveData.ToJson()))

public void WriteEmptySaveFile()
{
FileManager.WriteToFile(saveFilename, "");
}
public void SetNewGameData()
{
FileManager.WriteToFile(saveFilename, "");
_playerInventory.Items.Clear();
_questManagerSO.ResetQuestlines();
SaveDataToDisk();
}
}

8
UOP1_Project/Assets/Scripts/SceneManagement/StartGame.cs


void StartNewGame()
{
_hasSaveData = false;
_saveSystem.WriteEmptySaveFile();
//Start new game
_saveSystem. WriteEmptySaveFile();
_saveSystem.SetNewGameData();
//Start new game
_startGameEvent.RaiseEvent(_locationsToLoad, _showLoadScreen);

IEnumerator LoadSaveGame()
{
yield return StartCoroutine(_saveSystem.LoadSavedInventory());
_saveSystem.LoadSavedQuestlineStatus();
var locationGuid = _saveSystem.saveData._locationId;
var asyncOperationHandle = Addressables.LoadAssetAsync<LocationSO>(locationGuid);
yield return asyncOperationHandle;

7
UOP1_Project/Assets/Scripts/UI/Dialogue/UIDialogueManager.cs


[SerializeField] private UIDialogueChoicesManager _choicesManager = default;
[SerializeField] private DialogueChoicesChannelSO _showChoicesEvent = default;
private void Start()
private void OnEnable ()
}
private void OnDisable()
{
_showChoicesEvent.OnEventRaised -= ShowChoices;
}
public void SetDialogue(LocalizedString dialogueLine, ActorSO actor)

8
UOP1_Project/Packages/manifest.json


"dependencies": {
"com.unity.2d.sprite": "1.0.0",
"com.unity.addressables": "1.18.9",
"com.unity.animation.rigging": "1.1.0",
"com.unity.animation.rigging": "1.0.3",
"com.unity.ide.visualstudio": "2.0.9",
"com.unity.ide.visualstudio": "2.0.8",
"com.unity.polybrush": "1.1.2",
"com.unity.probuilder": "5.0.3",
"com.unity.polybrush": "1.0.2",
"com.unity.probuilder": "4.5.0",
"com.unity.recorder": "2.5.5",
"com.unity.render-pipelines.universal": "10.5.0",
"com.unity.scriptablebuildpipeline": "1.16.1",

16
UOP1_Project/Packages/packages-lock.json


"url": "https://packages.unity.com"
},
"com.unity.animation.rigging": {
"version": "1.1.0",
"version": "1.0.3",
"com.unity.burst": "1.4.1",
"com.unity.test-framework": "1.1.24"
"com.unity.burst": "1.3.4",
"com.unity.test-framework": "1.1.14"
},
"url": "https://packages.unity.com"
},

"url": "https://packages.unity.com"
},
"com.unity.ide.visualstudio": {
"version": "2.0.9",
"version": "2.0.8",
"depth": 0,
"source": "registry",
"dependencies": {

"url": "https://packages.unity.com"
},
"com.unity.polybrush": {
"version": "1.1.2",
"version": "1.0.2",
"depth": 0,
"source": "registry",
"dependencies": {

},
"com.unity.probuilder": {
"version": "5.0.3",
"version": "4.5.0",
"com.unity.settings-manager": "1.0.3",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.imgui": "1.0.0"
"com.unity.settings-manager": "1.0.3"
},
"url": "https://packages.unity.com"
},

15
UOP1_Project/Assets/ScriptableObjects/Events/Quests/PlayLoseQuestEvent.asset


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8
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UOP1_Project/Assets/ScriptableObjects/Events/Quests/PlayWinningQuestEvent.asset


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45
UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SaltyCakeWithPepper-Dish.asset


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