uChema 4 年前
当前提交
75076141
共有 40 个文件被更改,包括 967 次插入198 次删除
  1. 489
      UOP1_Project/Assets/Art/Characters/BardHare/Animation/BardHare.controller
  2. 2
      UOP1_Project/Assets/Prefabs/Characters/BardHare.prefab
  3. 122
      UOP1_Project/Assets/Scenes/WIP/TestingGround.unity
  4. 66
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/BardHare_TransitionTable.asset
  5. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/BardHare_TransitionTable.asset.meta
  6. 36
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Townsfolk_TransitionTable.asset
  7. 45
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk4.asset
  8. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/NPCPathwayConfigTownsfolk4.asset.meta
  9. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/Actions.meta
  10. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/Conditions.meta
  11. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/States.meta
  12. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/IsANewLineDisplayed.asset
  13. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/IsANewLineDisplayed.asset.meta
  14. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/StartTalking_RandomTimerElapsed.asset
  15. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/StartTalking_RandomTimerElapsed.asset.meta
  16. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/StopTalkingToProtagonist_RandomTimerElapsed.asset
  17. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/StopTalkingToProtagonist_RandomTimerElapsed.asset.meta
  18. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/StopTalking_RandomTimerElapsed.asset
  19. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/StopTalking_RandomTimerElapsed.asset.meta
  20. 52
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsANewLineDisplayedSO.cs
  21. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsANewLineDisplayedSO.cs.meta
  22. 25
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/TimeElapsedRandomConditionSO.cs
  23. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/TimeElapsedRandomConditionSO.cs.meta
  24. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/Actions/JumpDownTrigger_OnEnter.asset
  25. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/Actions/JumpDownTrigger_OnEnter.asset.meta
  26. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/Actions/JumpUpTrigger_OnEnter.asset
  27. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/Actions/JumpUpTrigger_OnEnter.asset.meta
  28. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/Conditions/Timer_JumpDownAnimation.asset
  29. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/Conditions/Timer_JumpDownAnimation.asset.meta
  30. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/Conditions/Timer_JumpUpAnimation.asset
  31. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/Conditions/Timer_JumpUpAnimation.asset.meta
  32. 18
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/States/EndConversation.asset
  33. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/States/EndConversation.asset.meta
  34. 18
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/States/StartConversation.asset
  35. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/BardHare/States/StartConversation.asset.meta
  36. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/StopTalking_TimeElapsed.asset.meta
  37. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/StopTalking_TimeElapsed.asset

489
UOP1_Project/Assets/Art/Characters/BardHare/Animation/BardHare.controller


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

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UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/StartTalking_RandomTimerElapsed.asset


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52
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsANewLineDisplayedSO.cs


using UnityEngine;
using UnityEngine.Localization;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(fileName = "IsANewLineDisplayed", menuName = "State Machines/Conditions/Is A New Line Displayed")]
public class IsANewLineDisplayedSO : StateConditionSO {
[SerializeField] private DialogueLineChannelSO _onLineDisplayed = default;
protected override Condition CreateCondition() => new IsANewLineDisplayedCondition(_onLineDisplayed);
}
public class IsANewLineDisplayedCondition : Condition
{
private DialogueLineChannelSO _sayLineEvent;
private bool _isAnewLineDisplayed = false;
public IsANewLineDisplayedCondition(DialogueLineChannelSO sayLineEvent)
{
_sayLineEvent = sayLineEvent;
}
protected override bool Statement()
{
return _isAnewLineDisplayed;
}
public override void OnStateEnter()
{
if (_sayLineEvent != null)
{
_sayLineEvent.OnEventRaised += OnLineDisplayed;
}
}
public override void OnStateExit()
{
if (_sayLineEvent != null)
{
_sayLineEvent.OnEventRaised -= OnLineDisplayed;
}
_isAnewLineDisplayed = false;
}
private void OnLineDisplayed(LocalizedString line, ActorSO actor)
{
_isAnewLineDisplayed = true;
}
}

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25
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/TimeElapsedRandomConditionSO.cs


using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(menuName = "State Machines/Conditions/Time elapsed random")]
public class TimeElapsedRandomConditionSO : StateConditionSO<TimeElapsedRandomCondition>
{
public float minTimerLength = .5f;
public float maxTimerLength = .5f;
}
public class TimeElapsedRandomCondition : Condition
{
private float _startTime;
private float timerLength = .5f;
private TimeElapsedRandomConditionSO _originSO => (TimeElapsedRandomConditionSO)base.OriginSO; // The SO this Condition spawned from
public override void OnStateEnter()
{
_startTime = Time.time;
timerLength = Random.Range(_originSO.minTimerLength, _originSO.maxTimerLength);
}
protected override bool Statement() => Time.time >= _startTime + timerLength;
}

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