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Merge branch 'main' into state-machine-improvements

# Conflicts:
#	UOP1_Project/Assets/Prefabs/Pig.prefab
/main
Ciro Continisio 4 年前
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共有 693 个文件被更改,包括 8747 次插入1771 次删除
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      README.md
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16
README.md


![Unity Open Projects](https://imgur.com/Y0svl0w.png)
# Unity Open Project #1
# Unity Open Project #1: Chop Chop
Welcome! This is the repository for the first Unity **Open Project**, an initiative where Unity and the community collaborate together to create **a small game**, in an open source way. As of now the game is still unnamed so we just refer to it as *Open Project #1*.
Welcome! This is the repository for the first Unity **Open Project**, an initiative where Unity and the community collaborate together to create a small **open-source game demo**.
The first game, which is currently under development, is an action-adventure titled _Chop Chop_ ([more info](https://open.codecks.io/unity-open-project-1/decks/32/card/126-what-is-this)).
![OP1 WIP Screenshot](https://imgur.com/eK7l8TG.png)
_A work in progress screenshot of the main character_
The [dedicated sub-forum](https://forum.unity.com/forums/open-projects.531/) on the Unity Forums is where the Unity team and the whole community discuss and brainstorm ideas.
The [public roadmap](https://open.codecks.io/unity-open-project-1) is the central location to know what's coming to the game. Also a great way to find something to contribute on!
The [#open-projects channel](https://discord.gg/EZBXA4V) on the Official Unity Discord is where collaborators can meet for quick feedback and non-threaded discussion.
✍🏻 The [dedicated sub-forum](https://forum.unity.com/forums/open-projects.531/) on the Unity forums is where the Unity team and the whole community discuss and brainstorm ideas.
🗺 The [roadmap](https://open.codecks.io/unity-open-project-1) is the central location to know what's coming to the game. Also a great way to find tasks to contribute on!
🎬 The Unity team does bi-weekly livestreams on Unity's [YouTube channel](https://www.youtube.com/c/unity/) (subscribe to be notified). Find the past ones [in this playlist](https://www.youtube.com/playlist?list=PLX2vGYjWbI0S6CnkDm0AwVgA6E6L_vJNf).
💬 The [#open-projects channel](https://discord.gg/EZBXA4V) on the Official Unity Discord is where collaborators can meet for a quick chat and non-threaded discussion.
## Contribute
We would love to get your contributions into the game! Whether you create code, art, narrative, sounds; whether you feel you are experienced enough or not; there is probably something you can add to it.

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UOP1_Project/Assets/Scenes/Locations/Beach.unity
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UOP1_Project/Assets/Scenes/Locations/Forest.unity
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58
UOP1_Project/Assets/Scripts/ClickToPlaceHelper.cs


using UnityEditor;
using UnityEngine;
using UnityEngine;
[ExecuteInEditMode]
[AddComponentMenu("UOP1/Tools/Click to Place")]

[SerializeField] float _verticalOffset = 0.1f;
[SerializeField] private float _verticalOffset = 0.1f;
private Vector3 _spawnPosition;
private bool _displaySpawnPosition = false;
private Vector3 _targetPosition;
private delegate void ButtonAction();
private ButtonAction myButtonAction;
public bool IsTargeting { get; private set; }
if (_displaySpawnPosition)
if (IsTargeting)
Gizmos.DrawCube(_spawnPosition, Vector3.one * 0.3f);
Gizmos.DrawCube(_targetPosition, Vector3.one * 0.3f);
void OnMouseClick(SceneView scene)
public void BeginTargeting()
Event currentGUIEvent = Event.current;
Vector3 mousePos = currentGUIEvent.mousePosition;
float pixelsPerPoint = EditorGUIUtility.pixelsPerPoint;
mousePos.y = scene.camera.pixelHeight - mousePos.y * pixelsPerPoint;
mousePos.x *= pixelsPerPoint;
Ray ray = scene.camera.ScreenPointToRay(mousePos);
if (Physics.Raycast(ray, out RaycastHit hit))
{
_spawnPosition = hit.point + Vector3.up * _verticalOffset;
if (currentGUIEvent.type == EventType.MouseDown
&& currentGUIEvent.button == 0) // Wait for Left mouse button down
{
myButtonAction();
SceneView.duringSceneGui -= OnMouseClick;
_displaySpawnPosition = false;
currentGUIEvent.Use(); // This consumes the event, so that other controls/buttons won't be able to use it
}
}
IsTargeting = true;
_targetPosition = transform.position;
public void SetSpawnLocationAtCursor()
public void UpdateTargeting(Vector3 spawnPosition)
Debug.Log("Use the LMB to position this object");
myButtonAction = SetTransform;
_displaySpawnPosition = true;
SceneView.duringSceneGui += OnMouseClick;
_targetPosition = spawnPosition + Vector3.up * _verticalOffset;
/// <summary>
/// The delegate called when the mouse is clicked in the viewport
/// </summary>
private void SetTransform()
public void EndTargeting()
transform.position = _spawnPosition;
Debug.Log("Object moved to " + _spawnPosition);
IsTargeting = false;
transform.position = _targetPosition;
}
}

30
UOP1_Project/Assets/Scripts/Cutscenes/CutsceneManager.cs


using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Playables;
public class CutsceneManager : MonoBehaviour

private void OnEnable()
{
_inputReader.gameInput.Dialogues.AdvanceDialogue.performed += ctx => OnAdvance();
_inputReader.advanceDialogueEvent += OnAdvance;
_inputReader.gameInput.Dialogues.AdvanceDialogue.performed -= ctx => OnAdvance();
_inputReader.advanceDialogueEvent -= OnAdvance;
_inputReader.EnableDialogueInput();
_activePlayableDirector.stopped += ctx => CutsceneEnded();
EnableDialogueInput();
_activePlayableDirector.stopped += HandleDirectorStopped;
EnableGameplayInput();
if (_activePlayableDirector != null)
_activePlayableDirector.stopped -= HandleDirectorStopped;
_inputReader.EnableGameplayInput();
private void HandleDirectorStopped(PlayableDirector director) => CutsceneEnded();
public void PlayDialogueFromClip(DialogueLineSO dialogueLine)
{

{
_isPaused = false;
_activePlayableDirector.playableGraph.GetRootPlayable(0).SetSpeed(1);
}
private void EnableDialogueInput()
{
_inputReader.gameInput.Dialogues.Enable();
_inputReader.gameInput.Gameplay.Disable();
}
private void EnableGameplayInput()
{
_inputReader.gameInput.Gameplay.Enable();
_inputReader.gameInput.Dialogues.Disable();
}
}

30
UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueBehaviour.cs


private bool _dialoguePlayed;
/// <summary>
/// Displays a line of dialogue on screen by interfacing with the <c>CutsceneManager</c>. This happens as soon as the playhead reaches the clip.
/// Displays a line of dialogue on screen by interfacing with the <c>CutsceneManager</c>.
public override void OnBehaviourPlay(Playable playable, FrameData info)
public override void ProcessFrame(Playable playable, FrameData info, object playerData)
// Need to ask the CutsceneManager if the cutscene is playing, since the graph is not actually stopped/paused: it's just going at speed 0
// This check is needed because when two clips are side by side and the first one stops the cutscene,
// the OnBehaviourPlay of the second clip is still called and thus its dialogueLine is played (prematurely). This check makes sure it's not.
if (playable.GetGraph().IsPlaying()
&& cutsceneManager.IsCutscenePlaying)
if (Application.isPlaying) //TODO: Find a way to "play" dialogue lines even when scrubbing the Timeline not in Play Mode
//TODO: Find a way to "play" dialogue lines even when scrubbing the Timeline not in Play Mode
if (_dialogueLine != null)
{
cutsceneManager.PlayDialogueFromClip(_dialogueLine);
_dialoguePlayed = true;
}
else
// Need to ask the CutsceneManager if the cutscene is playing, since the graph is not actually stopped/paused: it's just going at speed 0.
if (playable.GetGraph().IsPlaying()
&& cutsceneManager.IsCutscenePlaying)
Debug.LogWarning("This clip contains no DialogueLine");
if (_dialogueLine != null)
{
cutsceneManager.PlayDialogueFromClip(_dialogueLine);
_dialoguePlayed = true;
}
else
{
Debug.LogWarning("This clip contains no DialogueLine");
}
}
}
}

2
UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs


/// <param name="firstLine"></param>
public void BeginDialogue(DialogueLineSO firstLine)
{
_inputReader.gameInput.Dialogues.Enable();
_inputReader.EnableDialogueInput();
DisplayDialogueLine(firstLine);
}

39
UOP1_Project/Assets/Scripts/Editor/SpawnLocationEditor.cs


[CustomEditor(typeof(ClickToPlaceHelper))]
public class ClickToPlaceHelperEditor : Editor
{
private ClickToPlaceHelper _clickHelper => target as ClickToPlaceHelper;
ClickToPlaceHelper myTarget = target as ClickToPlaceHelper;
if (GUILayout.Button("Place at Mouse cursor") && !_clickHelper.IsTargeting)
{
_clickHelper.BeginTargeting();
SceneView.duringSceneGui += DuringSceneGui;
}
}
private void DuringSceneGui(SceneView sceneView)
{
Event currentGUIEvent = Event.current;
Vector3 mousePos = currentGUIEvent.mousePosition;
float pixelsPerPoint = EditorGUIUtility.pixelsPerPoint;
mousePos.y = sceneView.camera.pixelHeight - mousePos.y * pixelsPerPoint;
mousePos.x *= pixelsPerPoint;
Ray ray = sceneView.camera.ScreenPointToRay(mousePos);
if (Physics.Raycast(ray, out RaycastHit hit))
{
_clickHelper.UpdateTargeting(hit.point);
}
if (GUILayout.Button("Place at Mouse cursor"))
switch (currentGUIEvent.type)
myTarget.SetSpawnLocationAtCursor();
case EventType.MouseMove:
HandleUtility.Repaint();
break;
case EventType.MouseDown:
if (currentGUIEvent.button == 0) // Wait for Left mouse button down
{
_clickHelper.EndTargeting();
SceneView.duringSceneGui -= DuringSceneGui;
currentGUIEvent.Use(); // This consumes the event, so that other controls/buttons won't be able to use it
}
break;
}
}
}

45
UOP1_Project/Assets/Scripts/Input/InputReader.cs


using UnityEngine.Events;
[CreateAssetMenu(fileName = "InputReader", menuName = "Game/Input Reader")]
public class InputReader : ScriptableObject, GameInput.IGameplayActions
public class InputReader : ScriptableObject, GameInput.IGameplayActions, GameInput.IDialoguesActions
// gameplay
public event UnityAction jumpEvent;
public event UnityAction jumpCanceledEvent;
public event UnityAction attackEvent;

public event UnityAction enableMouseControlCameraEvent;
public event UnityAction disableMouseControlCameraEvent;
public GameInput gameInput;
// Dialogue
public event UnityAction advanceDialogueEvent = delegate { };
public event UnityAction onMoveSelectionEvent = delegate { };
private GameInput gameInput;
private void OnEnable()
{

gameInput.Gameplay.SetCallbacks(this);
gameInput.Dialogues.SetCallbacks(this);
gameInput.Gameplay.Enable();
EnableGameplayInput();
gameInput.Gameplay.Disable();
DisableAllInput();
}
public void OnAttack(InputAction.CallbackContext context)

if (context.phase == InputActionPhase.Canceled)
disableMouseControlCameraEvent?.Invoke();
}
private bool IsDeviceMouse(InputAction.CallbackContext context) => context.control.device.name == "Mouse";
public void OnMoveSelection(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
onMoveSelectionEvent();
private bool IsDeviceMouse(InputAction.CallbackContext context) => context.control.device.name == "Mouse";
public void OnAdvanceDialogue(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
advanceDialogueEvent();
}
public void EnableDialogueInput()
{
gameInput.Dialogues.Enable();
gameInput.Gameplay.Disable();
}
public void EnableGameplayInput()
{
gameInput.Gameplay.Enable();
gameInput.Dialogues.Disable();
}
public void DisableAllInput()
{
gameInput.Gameplay.Disable();
gameInput.Dialogues.Disable();
}
}

21
UOP1_Project/Assets/Settings/Graphics/UniversalRP-HighQuality.asset


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7
UOP1_Project/Packages/manifest.json


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44
UOP1_Project/Packages/packages-lock.json


},
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},
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8
UOP1_Project/ProjectSettings/EditorBuildSettings.asset


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UOP1_Project/ProjectSettings/Packages/com.unity.probuilder/Settings.json


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UOP1_Project/ProjectSettings/PresetManager.asset


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UOP1_Project/ProjectSettings/ProjectVersion.txt


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- UI
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1001
UOP1_Project/Assets/Scenes/TestingGround/ReflectionProbe-0.exr
文件差异内容过多而无法显示
查看文件

50
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UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/AnimatorBoolActionSO.cs


using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(fileName = "SetAnimatorBoolAction", menuName = "State Machines/Actions/Set Animator Bool")]
public class AnimatorBoolActionSO : StateActionSO
{
[SerializeField] private string _parameterName = default;
[SerializeField] private bool _newValue = default;
protected override StateAction CreateAction() => new AnimatorParameterAction(_parameterName, _newValue);
}
public class AnimatorParameterAction : StateAction
{
//Component references
private Animator _animator;
private int _parameterHash;
private bool _newValue;
public AnimatorParameterAction(string parameterName, bool newValue)
{
_parameterHash = Animator.StringToHash(parameterName);
_newValue = newValue;
}
public override void Awake(StateMachine stateMachine)
{
_animator = stateMachine.GetComponent<Animator>();
}
public override void OnStateEnter()
{
_animator.SetBool(_parameterHash, _newValue);
}
public override void OnUpdate() { }
}

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UOP1_Project/Assets/Scripts/Events/ScriptableObjects/AudioCueEventSO.cs


using UnityEngine;
using System.Collections;
using UnityEngine.Events;
/// <summary>
/// Event on which <c>AudioCue</c> components send a message to play SFX and music. <c>AudioManager</c> listens on these events, and actually plays the sound.
/// </summary>
[CreateAssetMenu(menuName = "Game Event/Audio Cue")]
public class AudioCueEventSO : ScriptableObject
{
public UnityAction<AudioCueSO, AudioConfigurationSO, Vector3> eventRaised;
public void Raise(AudioCueSO audioCue, AudioConfigurationSO audioConfiguration, Vector3 positionInSpace)
{
eventRaised.Invoke(audioCue, audioConfiguration, positionInSpace);
}
}

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