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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674 次删除
  1. 48
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-Assets-Shared.asset
  2. 112
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-StringTables.asset
  3. 2
      UOP1_Project/Assets/Art/Accessories/EarCurls/earCurls.mat
  4. 2
      UOP1_Project/Assets/Art/Accessories/Moustache/moustache.mat
  5. 67
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef.controller
  6. 28
      UOP1_Project/Assets/Prefabs/Characters/BardHare.prefab
  7. 88
      UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab
  8. 21
      UOP1_Project/Assets/Prefabs/Props/PotOverFire.prefab
  9. 632
      UOP1_Project/Assets/Scenes/Examples/CutsceneExample.unity
  10. 2
      UOP1_Project/Assets/ScriptableObjects/EventChannels/OnInteractionEnded_Channel.asset
  11. 17
      UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/CharacterCustomization.asset
  12. 17
      UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Dish.asset
  13. 17
      UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Ingredient.asset
  14. 17
      UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Utensil.asset
  15. 12
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/PigChef_TransitionTable.asset
  16. 5
      UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
  17. 2
      UOP1_Project/Assets/Scripts/Input/GameInput.cs
  18. 9
      UOP1_Project/Assets/Scripts/Input/InputReader.cs
  19. 2
      UOP1_Project/Assets/Scripts/Inventory/ItemInstance.cs
  20. 19
      UOP1_Project/Assets/Scripts/Inventory/ItemStack.cs
  21. 31
      UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/Inventory.cs
  22. 32
      UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/Item.cs
  23. 46
      UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/ItemType.cs
  24. 104
      UOP1_Project/Assets/Scripts/UI/UIManager.cs
  25. 2
      UOP1_Project/Assets/Scripts/UI/UIDialogueManager.cs
  26. 2
      UOP1_Project/Assets/Settings/Input/GameInput.inputactions
  27. 1
      UOP1_Project/Packages/manifest.json
  28. 6
      UOP1_Project/Packages/packages-lock.json
  29. 2
      UOP1_Project/ProjectSettings/EditorBuildSettings.asset
  30. 5
      UOP1_Project/ProjectSettings/TagManager.asset
  31. 8
      UOP1_Project/Assets/Art/UI.meta
  32. 8
      UOP1_Project/Assets/Inventory.meta
  33. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Buttons.meta
  34. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Dialogue System.meta
  35. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Interaction.meta
  36. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Inventory.meta
  37. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Recipes.meta
  38. 8
      UOP1_Project/Assets/Localization Files/Asset Tables/Scene Names.meta
  39. 8
      UOP1_Project/Assets/Prefabs/Characters/Pig.meta
  40. 109
      UOP1_Project/Assets/Prefabs/Items/Salad.prefab
  41. 7
      UOP1_Project/Assets/Prefabs/Items/Salad.prefab.meta
  42. 8
      UOP1_Project/Assets/Prefabs/Managers.meta
  43. 442
      UOP1_Project/Assets/Prefabs/Props/Collectible Item.prefab
  44. 7
      UOP1_Project/Assets/Prefabs/Props/Collectible Item.prefab.meta
  45. 8
      UOP1_Project/Assets/Prefabs/UI.meta
  46. 8
      UOP1_Project/Assets/Samples.meta
  47. 911
      UOP1_Project/Assets/Scenes/Examples/Cutscenes.unity
  48. 7
      UOP1_Project/Assets/Scenes/Examples/Cutscenes.unity.meta
  49. 8
      UOP1_Project/Assets/Scenes/Examples/InteractionExample.meta
  50. 1001
      UOP1_Project/Assets/Scenes/Examples/InteractionExample.unity
  51. 7
      UOP1_Project/Assets/Scenes/Examples/InteractionExample.unity.meta
  52. 1001
      UOP1_Project/Assets/Scenes/Examples/Inventory scene.unity
  53. 7
      UOP1_Project/Assets/Scenes/Examples/Inventory scene.unity.meta
  54. 873
      UOP1_Project/Assets/Scenes/Gameplay.unity
  55. 7
      UOP1_Project/Assets/Scenes/Gameplay.unity.meta
  56. 1001
      UOP1_Project/Assets/Scenes/New Interaction Example.unity
  57. 7
      UOP1_Project/Assets/Scenes/New Interaction Example.unity.meta
  58. 19
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_1_PickUp.asset
  59. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_1_PickUp.asset.meta
  60. 8
      UOP1_Project/Assets/ScriptableObjects/Events.meta
  61. 8
      UOP1_Project/Assets/ScriptableObjects/Interaction.meta
  62. 30
      UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Recipe.asset
  63. 8
      UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Recipe.asset.meta
  64. 8
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects.meta
  65. 8
      UOP1_Project/Assets/ScriptableObjects/Inventory/tabType.meta
  66. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/PickUpTrigger.asset
  67. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/PickUpTrigger.asset.meta
  68. 18
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  69. 8
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  70. 15
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  71. 8
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  72. 16
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  73. 8
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  74. 17
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  75. 8
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  76. 8
      UOP1_Project/Assets/ScriptableObjects/UI.meta
  77. 32
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsPickingUpSO.cs
  78. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsPickingUpSO.cs.meta
  79. 17
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs
  80. 11
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs.meta
  81. 19
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/DialogueEventChannelSo.cs
  82. 11
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UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs


public class DialogueManager : MonoBehaviour
{
[SerializeField] private InputReader _inputReader = default;
[SerializeField] DialogueLineChannelSO dialogueLineEvent;
/// <summary>
/// Called to begin a dialogue, i.e. a sequence of lines that require the player's input to move forward.
/// </summary>

{
//TODO: Interface with a UIManager to allow displayal of the line of dialogue in the UI
//Debug.Log("A line of dialogue has been spoken: \"" + dialogueLine.Sentence + "\" by " + dialogueLine.Actor.ActorName);
UIManager.Instance.OpenUIDialogue(dialogueLine);
if (dialogueLineEvent != null)
dialogueLineEvent.OnEventRaised(dialogueLine);
}
}

2
UOP1_Project/Assets/Scripts/Input/GameInput.cs


{
""name"": """",
""id"": ""433e8393-e1b1-484a-af51-d084849fe7c3"",
""path"": ""<Keyboard>/k"",
""path"": ""<Keyboard>/e"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",

9
UOP1_Project/Assets/Scripts/Input/InputReader.cs


{
gameInput.Dialogues.Enable();
gameInput.Gameplay.Disable();
gameInput.Menus.Disable();
}
public void EnableGameplayInput()

gameInput.Menus.Disable();
}
public void EnableUIInput()
{
gameInput.Gameplay.Disable();
gameInput.Dialogues.Disable();
gameInput.Menus.Enable();
}
public void DisableAllInput()

2
UOP1_Project/Assets/Scripts/Inventory/ItemInstance.cs


public class ItemInstance : MonoBehaviour
{
[SerializeField]
private Item _item = default;
private Item _item;
public Item Item => _item;
}

19
UOP1_Project/Assets/Scripts/Inventory/ItemStack.cs


public class ItemStack
using System;
using UnityEngine;
[Serializable]
public class ItemStack
public Item Item { get; }
[SerializeField]
private Item _item;
public int Amount { get; set; }
public Item Item => _item;
public int Amount;
public ItemStack()
{
_item = null;
Amount = 0;
}
Item = item;
_item = item;
Amount = amount;
}
}

31
UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/Inventory.cs


ItemStack currentItemStack = _items[i];
if (item == currentItemStack.Item)
{
currentItemStack.Amount += count;
//only add to the amount if the item is usable
if (currentItemStack.Item.ItemType.ActionType == ItemInventoryActionType.use)
{
currentItemStack.Amount += count;
}
return;
}
}

}
return 0;
}
public bool[] IngredietsAvailability(List<ItemStack> ingredients)
{
bool[] availabilityArray = new bool[ingredients.Count];
for (int i = 0; i < ingredients.Count; i++)
{
availabilityArray[i] = _items.Exists(o => o.Item == ingredients[i].Item && o.Amount >= ingredients[i].Amount);
}
return availabilityArray;
}
public bool hasIngredients(List<ItemStack> ingredients)
{
bool hasIngredients = !ingredients.Exists(j => !_items.Exists(o => o.Item == j.Item && o.Amount >= j.Amount));
return hasIngredients;
}
}

32
UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/Item.cs


using UnityEngine;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Localization;
// Created with collaboration from:
// https://forum.unity.com/threads/inventory-system.980646/
[CreateAssetMenu(fileName = "Item", menuName = "Inventory/Item", order = 51)]

[SerializeField]
private string _name = default;
private LocalizedString _name;
private Sprite _previewImage = default;
private Sprite _previewImage;
[Multiline]
private string _description = default;
private LocalizedString _description;
private ItemType _itemType = default;
private ItemType _itemType;
private GameObject _prefab = default;
private GameObject _prefab;
public string Name => _name;
[Tooltip("The list of the ingredients necessary to the recipe")]
[SerializeField]
private List<ItemStack> _ingredientsList = new List<ItemStack>();
[Tooltip("The resulting dish to the recipe")]
[SerializeField]
private Item _resultingDish;
public LocalizedString Name => _name;
public string Description => _description;
public LocalizedString Description => _description;
public List<ItemStack> IngredientsList => _ingredientsList;
public Item ResultingDish => _resultingDish;
}

46
UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/ItemType.cs


using UnityEngine;
using UnityEngine.Localization;
public enum itemInventoryType
{
recipe,
utensil,
ingredient,
customisation,
dish,
}
public enum ItemInventoryActionType
{
cook,
use,
equip,
doNothing
}
private string _actionName = default;
private LocalizedString _actionName;
public string ActionName => _actionName;
[Tooltip("The action associated with the item type")]
[SerializeField]
private LocalizedString _typeName;
[Tooltip("The Item's background color in the UI")]
[SerializeField] private Color _typeColor;
[Tooltip("The Item's type")]
[SerializeField] private itemInventoryType _type;
[Tooltip("The Item's action type")]
[SerializeField] private ItemInventoryActionType _actionType;
[Tooltip("The tab type under which the item will be added")]
[SerializeField] private InventoryTabType _tabType;
public LocalizedString ActionName => _actionName;
public LocalizedString TypeName => _typeName;
public Color TypeColor => _typeColor;
public ItemInventoryActionType ActionType => _actionType;
public itemInventoryType Type => _type;
public InventoryTabType TabType => _tabType;
}

104
UOP1_Project/Assets/Scripts/UI/UIManager.cs


public class UIManager : MonoBehaviour
{
//TODO: Remove Singleton
public static UIManager Instance;
public DialogueLineChannelSO OpenUIDialogueEvent;
public VoidEventChannelSO CloseUIDialogueEvent;
public VoidEventChannelSO OpenInventoryScreenEvent;
public VoidEventChannelSO OpenInventoryScreenForCookingEvent;
public VoidEventChannelSO CloseInventoryScreenEvent;
public VoidEventChannelSO OnInteractionEndedEvent;
public InteractionUIEventChannelSO SetInteractionEvent;
private void OnEnable()
{
//Check if the event exists to avoid errors
if (OpenUIDialogueEvent != null)
{
OpenUIDialogueEvent.OnEventRaised += OpenUIDialogue;
}
if (CloseUIDialogueEvent != null)
{
CloseUIDialogueEvent.OnEventRaised += CloseUIDialogue;
}
if (OpenInventoryScreenForCookingEvent != null)
{
OpenInventoryScreenForCookingEvent.OnEventRaised += SetInventoryScreenForCooking;
}
if (OpenInventoryScreenEvent != null)
{
OpenInventoryScreenEvent.OnEventRaised += SetInventoryScreen;
}
if (CloseInventoryScreenEvent != null)
{
CloseInventoryScreenEvent.OnEventRaised += CloseInventoryScreen;
}
if (SetInteractionEvent != null)
{
SetInteractionEvent.OnEventRaised += SetInteractionPanel;
}
}
Instance = this;
[SerializeField] DialogueUIController dialogueController = default;
[SerializeField]
UIDialogueManager dialogueController = default;
[SerializeField]
UIInventoryManager inventoryPanel;
[SerializeField]
UIInteractionManager interactionPanel;
public void OpenUIDialogue(DialogueLineSO dialogueLine)
{

public void CloseUIDialogue()
{
dialogueController.gameObject.SetActive(false);
}
public void SetInventoryScreenForCooking()
{
isForCooking = true;
OpenInventoryScreen();
}
public void SetInventoryScreen()
{
isForCooking = false;
OpenInventoryScreen();
}
bool isForCooking = false;
void OpenInventoryScreen()
{
inventoryPanel.gameObject.SetActive(true);
if (isForCooking)
{
inventoryPanel.FillInventory(TabType.recipe, true);
}
else
{
inventoryPanel.FillInventory();
}
}
public void CloseInventoryScreen()
{
inventoryPanel.gameObject.SetActive(false);
if (isForCooking)
{
OnInteractionEndedEvent.RaiseEvent();
}
}
public void SetInteractionPanel(bool isOpenEvent, InteractionType interactionType)
{
if (isOpenEvent)
{
interactionPanel.FillInteractionPanel(interactionType);
}
interactionPanel.gameObject.SetActive(isOpenEvent);
}
}

2
UOP1_Project/Assets/Scripts/UI/UIDialogueManager.cs


using UnityEngine;
using TMPro;
using UnityEngine.Localization.Components;
public class DialogueUIController : MonoBehaviour
public class UIDialogueManager : MonoBehaviour
{
[SerializeField] LocalizeStringEvent lineText = default;

2
UOP1_Project/Assets/Settings/Input/GameInput.inputactions


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1
UOP1_Project/Packages/manifest.json


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6
UOP1_Project/Packages/packages-lock.json


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UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsPickingUpSO.cs


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;
}
}
}

11
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsPickingUpSO.cs.meta


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17
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs


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);
}
}

11
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs.meta


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19
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/DialogueEventChannelSo.cs


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);
}
}

11
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/DialogueEventChannelSo.cs.meta


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