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UI Integration (WIP)

/UI
uChema 4 年前
当前提交
7321e9d0
共有 193 个文件被更改,包括 10190 次插入1922 次删除
  1. 7
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-StringTables.asset
  2. 3
      UOP1_Project/Assets/Art/.DS_Store
  3. 12
      UOP1_Project/Assets/Inventory/ScriptableObjects/PlayerInventory.asset
  4. 24
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description Shared Data.asset
  5. 1
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description.asset
  6. 24
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description_en.asset
  7. 24
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description_fr.asset
  8. 24
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name Shared Data.asset
  9. 24
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name_en.asset
  10. 24
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name_fr.asset
  11. 8
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Recipes/Recipes Shared Data.asset
  12. 8
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Recipes/Recipes_en.asset
  13. 8
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Recipes/Recipes_fr.asset
  14. 2
      UOP1_Project/Assets/Prefabs/Food/Lemon.prefab
  15. 6
      UOP1_Project/Assets/Prefabs/UI/Button.prefab
  16. 9
      UOP1_Project/Assets/Prefabs/UI/ButtonChoice.prefab
  17. 242
      UOP1_Project/Assets/Prefabs/UI/DialoguePanel.prefab
  18. 468
      UOP1_Project/Assets/Prefabs/UI/GameScreen.prefab
  19. 137
      UOP1_Project/Assets/Prefabs/UI/IngredientForRecipe.prefab
  20. 256
      UOP1_Project/Assets/Prefabs/UI/IngredientTypeTab.prefab
  21. 10
      UOP1_Project/Assets/Prefabs/UI/InteractionItem.prefab
  22. 137
      UOP1_Project/Assets/Prefabs/UI/InventoryItem.prefab
  23. 933
      UOP1_Project/Assets/Prefabs/UI/InventoryScreen.prefab
  24. 928
      UOP1_Project/Assets/Scenes/Managers/Gameplay.unity
  25. 7
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/Knife.asset
  26. 2
      UOP1_Project/Assets/ScriptableObjects/Inventory/tabType/RecipeTab.asset
  27. 4
      UOP1_Project/Assets/ScriptableObjects/Inventory/tabType/IngredientsTab.asset
  28. 4
      UOP1_Project/Assets/ScriptableObjects/Inventory/tabType/CustomizationTab.asset
  29. 21
      UOP1_Project/Assets/Scripts/Inventory/InventoryItemFiller.cs
  30. 5
      UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/InventoryTabType.cs
  31. 54
      UOP1_Project/Assets/Scripts/Inventory/UIInventoryManager.cs
  32. 10
      UOP1_Project/Assets/Scripts/UI/IngredientFiller.cs
  33. 24
      UOP1_Project/Assets/Scripts/UI/InspectorFiller.cs
  34. 10
      UOP1_Project/Assets/Scripts/UI/InventoryButtonFiller.cs
  35. 22
      UOP1_Project/Assets/Scripts/UI/InventoryTypeTabFiller.cs
  36. 2
      UOP1_Project/Assets/InventoryListFiller.cs.meta
  37. 8
      UOP1_Project/Assets/Art/Font.meta
  38. 8
      UOP1_Project/Assets/Art/Props/Food/Lemons/Materials.meta
  39. 8
      UOP1_Project/Assets/Art/UI/Final UI.meta
  40. 8
      UOP1_Project/Assets/Art/UI/PlaceHolders.meta
  41. 8
      UOP1_Project/Assets/Art/UI/UI Proposition.meta
  42. 18
      UOP1_Project/Assets/InventoryListFiller.cs
  43. 22
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description_it.asset
  44. 8
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description_it.asset.meta
  45. 583
      UOP1_Project/Assets/Prefabs/UI/LineInventoryItem.prefab
  46. 7
      UOP1_Project/Assets/Prefabs/UI/LineInventoryItem.prefab.meta
  47. 431
      UOP1_Project/Assets/Prefabs/UI/Panel Description.prefab
  48. 7
      UOP1_Project/Assets/Prefabs/UI/Panel Description.prefab.meta
  49. 901
      UOP1_Project/Assets/Prefabs/UI/Panel Ingredients.prefab
  50. 7
      UOP1_Project/Assets/Prefabs/UI/Panel Ingredients.prefab.meta
  51. 92
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Icons/Icon_Ginger.png
  52. 116
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Icons/Icon_Ginger.png.meta
  53. 45
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Icons/Icon_Hammer.png
  54. 116
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Icons/Icon_Hammer.png.meta
  55. 28
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Icons/Icon_Knife.png
  56. 116
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Icons/Icon_Knife.png.meta
  57. 48
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Icons/Icon_Lemon.png
  58. 116
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Icons/Icon_Lemon.png.meta
  59. 67
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Icons/Icon_Lobster.png
  60. 116
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Icons/Icon_Lobster.png.meta
  61. 60
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Icons/Icon_SlimeCritterEgg.png
  62. 116
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Icons/Icon_SlimeCritterEgg.png.meta
  63. 34
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/Ginger.asset
  64. 8
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/Ginger.asset.meta
  65. 34
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/Hammer.asset
  66. 8
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/Hammer.asset.meta
  67. 34
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/Lemon.asset
  68. 8
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/Lemon.asset.meta
  69. 34
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/Lemonade.asset
  70. 8
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/Lemonade.asset.meta
  71. 34
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/Lobster.asset
  72. 8
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/Lobster.asset.meta
  73. 38
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/Recipe For Lemonade.asset
  74. 8
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/Recipe For Lemonade.asset.meta
  75. 34
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/Slime Critter Egg.asset
  76. 8
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/Slime Critter Egg.asset.meta
  77. 1
      UOP1_Project/Assets/Scripts/.DS_Store
  78. 27
      UOP1_Project/Assets/Scripts/UI/InventoryInspectorFiller.cs
  79. 8
      UOP1_Project/Assets/Art/Font/Baloo_Tammudu_2.meta
  80. 8
      UOP1_Project/Assets/Art/Font/Baloo_Tammudu_2/BalooTammudu2-Bold SDF.asset.meta
  81. 8
      UOP1_Project/Assets/Art/Font/Baloo_Tammudu_2/BalooTammudu2-Bold.asset.meta
  82. 1001
      UOP1_Project/Assets/Art/Font/Baloo_Tammudu_2/BalooTammudu2-Bold.ttf
  83. 24
      UOP1_Project/Assets/Art/Font/Baloo_Tammudu_2/BalooTammudu2-Bold.ttf.meta
  84. 1001
      UOP1_Project/Assets/Art/Font/Baloo_Tammudu_2/BalooTammudu2-ExtraBold.ttf
  85. 23
      UOP1_Project/Assets/Art/Font/Baloo_Tammudu_2/BalooTammudu2-ExtraBold.ttf.meta
  86. 1001
      UOP1_Project/Assets/Art/Font/Baloo_Tammudu_2/BalooTammudu2-Medium.ttf
  87. 22
      UOP1_Project/Assets/Art/Font/Baloo_Tammudu_2/BalooTammudu2-Medium.ttf.meta
  88. 1001
      UOP1_Project/Assets/Art/Font/Baloo_Tammudu_2/BalooTammudu2-Regular.ttf
  89. 26
      UOP1_Project/Assets/Art/Font/Baloo_Tammudu_2/BalooTammudu2-Regular.ttf.meta
  90. 1001
      UOP1_Project/Assets/Art/Font/Baloo_Tammudu_2/BalooTammudu2-SemiBold.ttf
  91. 25
      UOP1_Project/Assets/Art/Font/Baloo_Tammudu_2/BalooTammudu2-SemiBold.ttf.meta
  92. 93
      UOP1_Project/Assets/Art/Font/Baloo_Tammudu_2/OFL.txt

7
UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-StringTables.asset


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3
UOP1_Project/Assets/Art/.DS_Store
文件差异内容过多而无法显示
查看文件

12
UOP1_Project/Assets/Inventory/ScriptableObjects/PlayerInventory.asset


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24
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description Shared Data.asset


m_Key: TomatoSoup
m_Metadata:
m_Items: []
- m_Id: 38479410477654016
m_Key: Hammer
m_Metadata:
m_Items: []
- m_Id: 38480203641511936
m_Key: Lemon
m_Metadata:
m_Items: []
- m_Id: 38489264286064640
m_Key: Lobster
m_Metadata:
m_Items: []
- m_Id: 38489896376066048
m_Key: Slime critter egg
m_Metadata:
m_Items: []
- m_Id: 38490832171425792
m_Key: Ginger
m_Metadata:
m_Items: []
- m_Id: 38492819038396416
m_Key: Lemonade
m_Metadata:
m_Items: []
m_Metadata:
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1
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description.asset


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24
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description_en.asset


m_Localized: This is a Tomato soup
m_Metadata:
m_Items: []
- m_Id: 38479410477654016
m_Localized: This is a hammer
m_Metadata:
m_Items: []
- m_Id: 38480203641511936
m_Localized: This is a Lemon
m_Metadata:
m_Items: []
- m_Id: 38489264286064640
m_Localized: This is a lobster
m_Metadata:
m_Items: []
- m_Id: 38489896376066048
m_Localized: This is a Slime critter egg
m_Metadata:
m_Items: []
- m_Id: 38490832171425792
m_Localized: This is ginger
m_Metadata:
m_Items: []
- m_Id: 38492819038396416
m_Localized: This is a lemonade
m_Metadata:
m_Items: []
references:
version: 1

24
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description_fr.asset


m_Localized: Ceci est une soupe de tomate
m_Metadata:
m_Items: []
- m_Id: 38479410477654016
m_Localized: Ceci est un marteau
m_Metadata:
m_Items: []
- m_Id: 38480203641511936
m_Localized: Ceci est un citron
m_Metadata:
m_Items: []
- m_Id: 38489264286064640
m_Localized: 'Ceci est un homard '
m_Metadata:
m_Items: []
- m_Id: 38489896376066048
m_Localized: "Ceci est un oeuf d'une cr\xE9ature de vase"
m_Metadata:
m_Items: []
- m_Id: 38490832171425792
m_Localized: Ceci est du gingembre
m_Metadata:
m_Items: []
- m_Id: 38492819038396416
m_Localized: Ceci est une citronnade
m_Metadata:
m_Items: []
references:
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24
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name Shared Data.asset


m_Key: TomatoSoup
m_Metadata:
m_Items: []
- m_Id: 38495894931234816
m_Key: Hammer
m_Metadata:
m_Items: []
- m_Id: 38496307243900928
m_Key: Lemon
m_Metadata:
m_Items: []
- m_Id: 38497147220385792
m_Key: Lobster
m_Metadata:
m_Items: []
- m_Id: 38505775163760640
m_Key: Slime critter egg
m_Metadata:
m_Items: []
- m_Id: 38507295636709376
m_Key: Ginger
m_Metadata:
m_Items: []
- m_Id: 38508915711795200
m_Key: Lemonade
m_Metadata:
m_Items: []
m_Metadata:
m_Items: []
m_KeyGenerator:

24
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name_en.asset


m_Localized: Tomato soup
m_Metadata:
m_Items: []
- m_Id: 38495894931234816
m_Localized: Hammer
m_Metadata:
m_Items: []
- m_Id: 38496307243900928
m_Localized: Lemon
m_Metadata:
m_Items: []
- m_Id: 38497147220385792
m_Localized: Lobster
m_Metadata:
m_Items: []
- m_Id: 38505775163760640
m_Localized: Slime critter egg
m_Metadata:
m_Items: []
- m_Id: 38507295636709376
m_Localized: Ginger
m_Metadata:
m_Items: []
- m_Id: 38508915711795200
m_Localized: Lemonade
m_Metadata:
m_Items: []
references:
version: 1
00000000:

24
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name_fr.asset


m_Localized: Soupe de tomate
m_Metadata:
m_Items: []
- m_Id: 38495894931234816
m_Localized: Marteau
m_Metadata:
m_Items: []
- m_Id: 38496307243900928
m_Localized: Citron
m_Metadata:
m_Items: []
- m_Id: 38497147220385792
m_Localized: Homard
m_Metadata:
m_Items: []
- m_Id: 38505775163760640
m_Localized: Oeuf d'une creature de vase
m_Metadata:
m_Items: []
- m_Id: 38507295636709376
m_Localized: Gingembre
m_Metadata:
m_Items: []
- m_Id: 38508915711795200
m_Localized: Citronnade
m_Metadata:
m_Items: []
references:
version: 1
00000000:

8
UOP1_Project/Assets/LocalizationFiles/AssetTables/Recipes/Recipes Shared Data.asset


m_Key: TomatoSoup_Description
m_Metadata:
m_Items: []
- m_Id: 33351951813959680
m_Key: Lemonade_Title
m_Metadata:
m_Items: []
- m_Id: 33352082349088768
m_Key: Lemonade_Description
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8
UOP1_Project/Assets/LocalizationFiles/AssetTables/Recipes/Recipes_en.asset


m_Localized: This is a recipe to create a tomato soup
m_Metadata:
m_Items: []
- m_Id: 33351951813959680
m_Localized: Lemonade
m_Metadata:
m_Items: []
- m_Id: 33352082349088768
m_Localized: This is a lemonade recipe
m_Metadata:
m_Items: []
references:
version: 1

8
UOP1_Project/Assets/LocalizationFiles/AssetTables/Recipes/Recipes_fr.asset


m_Localized: "Ceci est une recette pour pr\xE9parer une soupe de tomate"
m_Metadata:
m_Items: []
- m_Id: 33351951813959680
m_Localized: Citronnade
m_Metadata:
m_Items: []
- m_Id: 33352082349088768
m_Localized: "Ceci est une recette pour pr\xE9parer une citronnade"
m_Metadata:
m_Items: []
references:
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2
UOP1_Project/Assets/Prefabs/Food/Lemon.prefab


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UOP1_Project/Assets/Prefabs/UI/ButtonChoice.prefab


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933
UOP1_Project/Assets/Prefabs/UI/InventoryScreen.prefab
文件差异内容过多而无法显示
查看文件

928
UOP1_Project/Assets/Scenes/Managers/Gameplay.unity
文件差异内容过多而无法显示
查看文件

7
UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/Knife.asset


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2
UOP1_Project/Assets/ScriptableObjects/Inventory/tabType/RecipeTab.asset


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4
UOP1_Project/Assets/ScriptableObjects/Inventory/tabType/IngredientsTab.asset


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4
UOP1_Project/Assets/ScriptableObjects/Inventory/tabType/CustomizationTab.asset


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21
UOP1_Project/Assets/Scripts/Inventory/InventoryItemFiller.cs


public class InventoryItemFiller : MonoBehaviour
{
[SerializeField] private Image _itemPreviewImage = default;
[SerializeField] private LocalizeStringEvent _itemTitle = default;
[SerializeField] private TextMeshProUGUI _itemCount = default;
[SerializeField] private Image _bgImage = default;
[SerializeField] private Image _imgHover = default;

[SerializeField] private Image _bgInactiveImage = default;
_itemPreviewImage.gameObject.SetActive(true);
_itemCount.gameObject.SetActive(true);
_bgImage.gameObject.SetActive(true);
_imgHover.gameObject.SetActive(true);
_imgSelected.gameObject.SetActive(true);
_itemButton.gameObject.SetActive(true);
_bgInactiveImage.gameObject.SetActive(false);
UnhoverItem();

_itemPreviewImage.sprite = itemStack.Item.PreviewImage;
_itemTitle.StringReference = itemStack.Item.Name;
_itemCount.text = itemStack.Amount.ToString();
_bgImage.color = itemStack.Item.ItemType.TypeColor;

});
}
public void SetInactiveItem() {
UnhoverItem();
_itemPreviewImage.gameObject.SetActive(false);
_itemCount.gameObject.SetActive(false);
_bgImage.gameObject.SetActive(false);
_imgHover.gameObject.SetActive(false);
_imgSelected.gameObject.SetActive(false);
_itemButton.gameObject.SetActive(false);
_bgInactiveImage.gameObject.SetActive(true);
}
public void HoverItem()
{

5
UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/InventoryTabType.cs


[SerializeField]
private LocalizedString _tabName = default;
[Tooltip("The tab Picture that will be displayed in the inventory")]
[SerializeField]
private Sprite _tabIcon = default;
public Sprite TabIcon => _tabIcon;
public TabType TabType => _tabType;
}

54
UOP1_Project/Assets/Scripts/Inventory/UIInventoryManager.cs


private int selectedItemId = -1;
private List<InventoryItemFiller> instantiatedGameObjects = default;
[SerializeField]
private List<InventoryItemFiller> _instanciatedItems = default;
[SerializeField]

void FillItems(List<ItemStack> listItemsToShow)
{
if (instantiatedGameObjects == null)
instantiatedGameObjects = new List<InventoryItemFiller>();
if (_instanciatedItems == null)
_instanciatedItems = new List<InventoryItemFiller>();
int maxCount = Mathf.Max(listItemsToShow.Count, instantiatedGameObjects.Count);
int maxCount = Mathf.Max(listItemsToShow.Count, _instanciatedItems.Count);
if (i >= instantiatedGameObjects.Count)
if (i >= _instanciatedItems.Count)
instantiatedGameObjects.Add(instantiatedPrefab);
_instanciatedItems.Add(instantiatedPrefab);
instantiatedGameObjects[i].SetItem(listItemsToShow[i], isSelected, SelectItemEvent);
instantiatedGameObjects[i].gameObject.SetActive(true);
_instanciatedItems[i].SetItem(listItemsToShow[i], isSelected, SelectItemEvent);
else if (i < instantiatedGameObjects.Count)
else if (i < _instanciatedItems.Count)
instantiatedGameObjects[i].gameObject.SetActive(false);
_instanciatedItems[i].SetInactiveItem();
}
}

}
public void UpdateOnItemInInventory(ItemStack itemToUpdate, bool removeItem)
{
if (instantiatedGameObjects == null)
instantiatedGameObjects = new List<InventoryItemFiller>();
if (_instanciatedItems == null)
_instanciatedItems = new List<InventoryItemFiller>();
if (instantiatedGameObjects.Exists(o => o._currentItem == itemToUpdate))
if (_instanciatedItems.Exists(o => o._currentItem == itemToUpdate))
int index = instantiatedGameObjects.FindIndex(o => o._currentItem == itemToUpdate);
instantiatedGameObjects[index].gameObject.SetActive(false);
int index = _instanciatedItems.FindIndex(o => o._currentItem == itemToUpdate);
_instanciatedItems[index].SetInactiveItem();
}

int index = 0;
//if the item has already been created
if (instantiatedGameObjects.Exists(o => o._currentItem == itemToUpdate))
if (_instanciatedItems.Exists(o => o._currentItem == itemToUpdate))
index = instantiatedGameObjects.FindIndex(o => o._currentItem == itemToUpdate);
index = _instanciatedItems.FindIndex(o => o._currentItem == itemToUpdate);
}

//if the new item needs to be instantiated
if (currentInventory.Items.Count > instantiatedGameObjects.Count)
if (currentInventory.Items.Count > _instanciatedItems.Count)
instantiatedGameObjects.Add(instantiatedPrefab);
_instanciatedItems.Add(instantiatedPrefab);
}

//set item
bool isSelected = selectedItemId == index;
instantiatedGameObjects[index].SetItem(itemToUpdate, isSelected, SelectItemEvent);
_instanciatedItems[index].SetItem(itemToUpdate, isSelected, SelectItemEvent);
instantiatedGameObjects[index].gameObject.SetActive(true);
}

public void InspectItem(Item itemToInspect)
{
if (instantiatedGameObjects.Exists(o => o._currentItem.Item == itemToInspect))
if (_instanciatedItems.Exists(o => o._currentItem.Item == itemToInspect))
int itemIndex = instantiatedGameObjects.FindIndex(o => o._currentItem.Item == itemToInspect);
int itemIndex = _instanciatedItems.FindIndex(o => o._currentItem.Item == itemToInspect);
//unselect selected Item

void UnselectItem(int itemIndex)
{
if (instantiatedGameObjects.Count > itemIndex)
if (_instanciatedItems.Count > itemIndex)
instantiatedGameObjects[itemIndex].UnselectItem();
_instanciatedItems[itemIndex].UnselectItem();
}
}

if (ActionButtonClicked != null)
{
//find the selected Item
if (instantiatedGameObjects.Count > selectedItemId && selectedItemId > -1)
if (_instanciatedItems.Count > selectedItemId && selectedItemId > -1)
itemToActOn = instantiatedGameObjects[selectedItemId]._currentItem.Item;
itemToActOn = _instanciatedItems[selectedItemId]._currentItem.Item;
//check the selected Item type
//call action function depending on the itemType

10
UOP1_Project/Assets/Scripts/UI/IngredientFiller.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Localization.Components;
using TMPro;

private TextMeshProUGUI _ingredientAmount = default;
[SerializeField]
private LocalizeStringEvent _ingredientName = default;
private GameObject _checkMark = default;
private GameObject _checkMark = default;
private Image _ingredientIcon = default;
_ingredientName.StringReference = ingredient.Item.Name;
_checkMark.SetActive(isAvailable);
_ingredientAmount.gameObject.SetActive(isAvailable);
_ingredientIcon.sprite = ingredient.Item.PreviewImage;
_checkMark.SetActive(!isAvailable);
}
}

24
UOP1_Project/Assets/Scripts/UI/InspectorFiller.cs


public class InspectorFiller : MonoBehaviour
{
[SerializeField] private SimpleInventoryInspectorFiller _simpleInventoryInspector = default;
[SerializeField] private CookingInventoryInspectorFiller _cookingInventoryInspector = default;
[SerializeField] private InventoryInspectorFiller _inventoryInspector = default;
bool isForCooking = (itemToInspect.ItemType.ActionType == ItemInventoryActionType.cook);
_simpleInventoryInspector.gameObject.SetActive(!isForCooking);
_cookingInventoryInspector.gameObject.SetActive(isForCooking);
if (!isForCooking)
{
_simpleInventoryInspector.FillItemInspector(itemToInspect);
}
else
{
_cookingInventoryInspector.FillItemInspector(itemToInspect, availabilityArray);
}
bool isForCooking = (itemToInspect.ItemType.ActionType == ItemInventoryActionType.cook);
_inventoryInspector.gameObject.SetActive(true);
_inventoryInspector.FillItemInspector(itemToInspect,isForCooking, availabilityArray);
_simpleInventoryInspector.gameObject.SetActive(false);
_cookingInventoryInspector.gameObject.SetActive(false);
_inventoryInspector.gameObject.SetActive(false);
}

10
UOP1_Project/Assets/Scripts/UI/InventoryButtonFiller.cs


public void FillInventoryButtons(ItemType itemType, bool isInteractable = true)
{
}

22
UOP1_Project/Assets/Scripts/UI/InventoryTypeTabFiller.cs


public class InventoryTypeTabFiller : MonoBehaviour
{
[SerializeField] private LocalizeStringEvent _tabName = default;
[SerializeField] private Image _tabImage = default;
[SerializeField] private Color _selectedIconColor = default;
[SerializeField] private Color _deselectedIconColor = default;
_tabImage.sprite = tabType.TabIcon;
_actionButton.interactable = !isSelected;
_tabName.StringReference = tabType.TabName;
_actionButton.interactable = !isSelected;
if(isSelected)
{
_tabImage.color = _selectedIconColor;
}
else
{
_tabImage.color = _deselectedIconColor;
}
}

2
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18
UOP1_Project/Assets/InventoryListFiller.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InventoryListFiller : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

22
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description_it.asset


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UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Icons/Icon_Lobster.png

之前 之后
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UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Icons/Icon_SlimeCritterEgg.png

之前 之后
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UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/Slime Critter Egg.asset


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UOP1_Project/Assets/Scripts/.DS_Store
文件差异内容过多而无法显示
查看文件

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


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InventoryInspectorFiller : MonoBehaviour
{
[SerializeField] private InspectorDescriptionFiller _inspectorDescriptionFiller = default;
[SerializeField] private RecipeIngredientsFiller _recipeIngredientsFiller = default;
public void FillItemInspector(Item itemToInspect, bool isCookingInventory, bool[] availabilityArray=null)
{
_inspectorDescriptionFiller.FillDescription(itemToInspect);
if (isCookingInventory)
{
_recipeIngredientsFiller.gameObject.SetActive(true);
_recipeIngredientsFiller.FillIngredients(itemToInspect.IngredientsList, availabilityArray);
}
else
_recipeIngredientsFiller.gameObject.SetActive(false);
}
}

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UOP1_Project/Assets/Art/Font/Baloo_Tammudu_2/OFL.txt


Copyright (c) 2015 Ek Type (www.ektype.in)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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