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Merge branch 'main' of github.com:UnityTechnologies/open-project-1 into main
Merge branch 'main' of github.com:UnityTechnologies/open-project-1 into main
# Conflicts: # UOP1_Project/Assets/Scenes/TestingGround.unity/main
Ciro Continisio
4 年前
当前提交
77242d26
共有 391 个文件被更改,包括 6499 次插入 和 674 次删除
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48UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-Assets-Shared.asset
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112UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-StringTables.asset
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2UOP1_Project/Assets/Art/Accessories/EarCurls/earCurls.mat
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2UOP1_Project/Assets/Art/Accessories/Moustache/moustache.mat
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67UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef.controller
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28UOP1_Project/Assets/Prefabs/Characters/BardHare.prefab
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88UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab
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21UOP1_Project/Assets/Prefabs/Props/PotOverFire.prefab
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632UOP1_Project/Assets/Scenes/Examples/CutsceneExample.unity
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2UOP1_Project/Assets/ScriptableObjects/EventChannels/OnInteractionEnded_Channel.asset
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17UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/CharacterCustomization.asset
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17UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Dish.asset
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17UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Ingredient.asset
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17UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Utensil.asset
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12UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/PigChef_TransitionTable.asset
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5UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
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2UOP1_Project/Assets/Scripts/Input/GameInput.cs
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9UOP1_Project/Assets/Scripts/Input/InputReader.cs
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2UOP1_Project/Assets/Scripts/Inventory/ItemInstance.cs
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19UOP1_Project/Assets/Scripts/Inventory/ItemStack.cs
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31UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/Inventory.cs
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32UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/Item.cs
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46UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/ItemType.cs
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104UOP1_Project/Assets/Scripts/UI/UIManager.cs
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2UOP1_Project/Assets/Scripts/UI/UIDialogueManager.cs
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2UOP1_Project/Assets/Settings/Input/GameInput.inputactions
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1UOP1_Project/Packages/manifest.json
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6UOP1_Project/Packages/packages-lock.json
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2UOP1_Project/ProjectSettings/EditorBuildSettings.asset
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5UOP1_Project/ProjectSettings/TagManager.asset
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8UOP1_Project/Assets/Art/UI.meta
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8UOP1_Project/Assets/Inventory.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Buttons.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Dialogue System.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Interaction.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Inventory.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Recipes.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Scene Names.meta
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8UOP1_Project/Assets/Prefabs/Characters/Pig.meta
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109UOP1_Project/Assets/Prefabs/Items/Salad.prefab
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7UOP1_Project/Assets/Prefabs/Items/Salad.prefab.meta
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8UOP1_Project/Assets/Prefabs/Managers.meta
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442UOP1_Project/Assets/Prefabs/Props/Collectible Item.prefab
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7UOP1_Project/Assets/Prefabs/Props/Collectible Item.prefab.meta
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8UOP1_Project/Assets/Prefabs/UI.meta
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8UOP1_Project/Assets/Samples.meta
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911UOP1_Project/Assets/Scenes/Examples/Cutscenes.unity
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7UOP1_Project/Assets/Scenes/Examples/Cutscenes.unity.meta
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8UOP1_Project/Assets/Scenes/Examples/InteractionExample.meta
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1001UOP1_Project/Assets/Scenes/Examples/InteractionExample.unity
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7UOP1_Project/Assets/Scenes/Examples/InteractionExample.unity.meta
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1001UOP1_Project/Assets/Scenes/Examples/Inventory scene.unity
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7UOP1_Project/Assets/Scenes/Examples/Inventory scene.unity.meta
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873UOP1_Project/Assets/Scenes/Gameplay.unity
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7UOP1_Project/Assets/Scenes/Gameplay.unity.meta
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1001UOP1_Project/Assets/Scenes/New Interaction Example.unity
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7UOP1_Project/Assets/Scenes/New Interaction Example.unity.meta
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19UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_1_PickUp.asset
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8UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_1_PickUp.asset.meta
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8UOP1_Project/Assets/ScriptableObjects/Events.meta
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8UOP1_Project/Assets/ScriptableObjects/Interaction.meta
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30UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Recipe.asset
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8UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Recipe.asset.meta
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8UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects.meta
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8UOP1_Project/Assets/ScriptableObjects/Inventory/tabType.meta
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20UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/PickUpTrigger.asset
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8UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/PickUpTrigger.asset.meta
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18UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/PlayPickUpSound.asset
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8UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/PlayPickUpSound.asset.meta
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15UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/IsPickingUp.asset
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8UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/IsPickingUp.asset.meta
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16UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/Timer_PickUpAnimation.asset
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8UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/Timer_PickUpAnimation.asset.meta
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17UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/PickUp.asset
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8UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/PickUp.asset.meta
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8UOP1_Project/Assets/ScriptableObjects/UI.meta
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32UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsPickingUpSO.cs
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11UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsPickingUpSO.cs.meta
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17UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs
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11UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs.meta
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19UOP1_Project/Assets/Scripts/Events/ScriptableObjects/DialogueEventChannelSo.cs
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11UOP1_Project/Assets/Scripts/Events/ScriptableObjects/DialogueEventChannelSo.cs.meta
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public class ItemStack |
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using System; |
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using UnityEngine; |
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[Serializable] |
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public class ItemStack |
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public Item Item { get; } |
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[SerializeField] |
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private Item _item; |
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public int Amount { get; set; } |
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public Item Item => _item; |
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public int Amount; |
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public ItemStack() |
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{ |
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_item = null; |
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Amount = 0; |
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} |
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Item = item; |
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_item = item; |
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Amount = amount; |
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} |
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} |
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using UnityEngine; |
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using UnityEngine.Localization; |
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public enum itemInventoryType |
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{ |
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recipe, |
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utensil, |
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ingredient, |
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customisation, |
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dish, |
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} |
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public enum ItemInventoryActionType |
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{ |
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cook, |
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use, |
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equip, |
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doNothing |
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} |
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private string _actionName = default; |
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private LocalizedString _actionName; |
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public string ActionName => _actionName; |
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[Tooltip("The action associated with the item type")] |
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[SerializeField] |
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private LocalizedString _typeName; |
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[Tooltip("The Item's background color in the UI")] |
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[SerializeField] private Color _typeColor; |
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[Tooltip("The Item's type")] |
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[SerializeField] private itemInventoryType _type; |
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[Tooltip("The Item's action type")] |
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[SerializeField] private ItemInventoryActionType _actionType; |
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[Tooltip("The tab type under which the item will be added")] |
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[SerializeField] private InventoryTabType _tabType; |
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public LocalizedString ActionName => _actionName; |
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public LocalizedString TypeName => _typeName; |
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public Color TypeColor => _typeColor; |
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public ItemInventoryActionType ActionType => _actionType; |
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public itemInventoryType Type => _type; |
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public InventoryTabType TabType => _tabType; |
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} |
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UOP1_Project/Assets/Scenes/Examples/InteractionExample.unity
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UOP1_Project/Assets/Scenes/Examples/Inventory scene.unity
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using UnityEngine; |
|||
using UOP1.StateMachine; |
|||
using UOP1.StateMachine.ScriptableObjects; |
|||
|
|||
[CreateAssetMenu(menuName = "State Machines/Conditions/Is Picking Up")] |
|||
public class IsPickingUpSO : StateConditionSO<IsPickingUpCondition> { } |
|||
|
|||
public class IsPickingUpCondition : Condition |
|||
{ |
|||
//Component references
|
|||
private InteractionManager _interactScript; |
|||
|
|||
public override void Awake(StateMachine stateMachine) |
|||
{ |
|||
_interactScript = stateMachine.GetComponentInChildren<InteractionManager>(); |
|||
} |
|||
|
|||
protected override bool Statement() |
|||
{ |
|||
if (_interactScript.currentInteraction == InteractionType.PickUp) |
|||
{ |
|||
// Consume the input
|
|||
_interactScript.currentInteraction = InteractionType.None; |
|||
|
|||
return true; |
|||
} |
|||
else |
|||
{ |
|||
return false; |
|||
} |
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} |
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} |
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|
|||
using UnityEngine.Events; |
|||
using UnityEngine; |
|||
|
|||
/// <summary>
|
|||
/// This class is used for Events that have one int argument.
|
|||
/// Example: An Achievement unlock event, where the int is the Achievement ID.
|
|||
/// </summary>
|
|||
|
|||
[CreateAssetMenu(menuName = "Events/Bool Event Channel")] |
|||
public class BoolEventChannelSO : ScriptableObject |
|||
{ |
|||
public UnityAction<bool> OnEventRaised; |
|||
public void RaiseEvent(bool value) |
|||
{ |
|||
OnEventRaised.Invoke(value); |
|||
} |
|||
} |
|
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|
|||
using UnityEngine.Events; |
|||
using UnityEngine; |
|||
|
|||
/// <summary>
|
|||
/// This class is used for talk interaction events.
|
|||
/// Example: start talking to an actor passed as paramater
|
|||
/// </summary>
|
|||
|
|||
[CreateAssetMenu(menuName = "Events/Dialogue Event Channel")] |
|||
public class DialogueEventChannelSo : ScriptableObject |
|||
{ |
|||
public UnityAction<ActorSO> OnEventRaised; |
|||
public void RaiseEvent(ActorSO actor) |
|||
{ |
|||
if (OnEventRaised != null) |
|||
OnEventRaised.Invoke(actor); |
|||
} |
|||
} |
|||
|
|
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