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Merge branch 'main' into UI

/UI
uChema 4 年前
当前提交
84d13891
共有 30 个文件被更改,包括 1079 次插入288 次删除
  1. 615
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef.controller
  2. 83
      UOP1_Project/Assets/Scenes/Menus/MainMenu.unity
  3. 189
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/PigChef_TransitionTable.asset
  4. 3
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/GettingHit.asset
  5. 3
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Idle.asset
  6. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/JumpAscending.asset
  7. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/JumpDescending.asset
  8. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Walking.asset
  9. 2
      UOP1_Project/Assets/Scripts/Characters/Damageable.cs
  10. 10
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DropRewardSO.cs
  11. 13
      UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs
  12. 191
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef attack avatar mask.mask
  13. 8
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef attack avatar mask.mask.meta
  14. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/IsSurprised_False_OnEnter.asset
  15. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/IsSurprised_True_OnEnter.asset
  16. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/IsSurprised_True_OnEnter.asset.meta
  17. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/ReceiveHitTrigger_OnEnter.asset
  18. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/ReceiveHitTrigger_OnEnter.asset.meta
  19. 21
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/IdleAttacking.asset
  20. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/IdleAttacking.asset.meta
  21. 25
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/JumpAscendingAttacking.asset
  22. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/JumpAscendingAttacking.asset.meta
  23. 22
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/JumpDescendingAttacking.asset
  24. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/JumpDescendingAttacking.asset.meta
  25. 25
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/WalkAttacking.asset
  26. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/WalkAttacking.asset.meta
  27. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/SurprisedTrigger.asset
  28. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Attack.asset.meta
  29. 17
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Attack.asset
  30. 0
      /UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/IsSurprised_False_OnEnter.asset.meta

615
UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef.controller


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UOP1_Project/Assets/Scripts/Characters/Damageable.cs


[SerializeField] private GetHitEffectConfigSO _getHitEffectSO;
[SerializeField] private Renderer _mainMeshRenderer;
[SerializeField] private DroppableRewardConfigSO _droppableRewardSO;
public DroppableRewardConfigSO DropableRewardConfig => _droppableRewardSO;
public DroppableRewardConfigSO DroppableRewardConfig => _droppableRewardSO;
private int _currentHealth = default;

10
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DropRewardSO.cs


public override void Awake(StateMachine stateMachine)
{
_dropRewardConfig = stateMachine.GetComponent<Damageable>().DropableRewardConfig;
_dropRewardConfig = stateMachine.GetComponent<Damageable>().DroppableRewardConfig;
_currentTransform = stateMachine.transform;
}

DropAllRewards(_currentTransform.position);
}
private void DropAllRewards(Vector3 postion)
private void DropAllRewards(Vector3 position)
{
// Drop items
foreach (DropGroup dropGroup in _dropRewardConfig.DropGroups)

{
DropOneReward(dropGroup, postion);
DropOneReward(dropGroup, position);
}
else
{

}
private void DropOneReward(DropGroup dropGroup, Vector3 postion)
private void DropOneReward(DropGroup dropGroup, Vector3 position)
{
float dropDice = Random.value;
float _currentRate = 0.0f;

float randAngle = Random.value * Mathf.PI * 2;
GameObject collectibleItem = GameObject.Instantiate(itemPrefab,
postion + itemPrefab.transform.localPosition +
position + itemPrefab.transform.localPosition +
_dropRewardConfig.ScatteringDistance * (Mathf.Cos(randAngle) * Vector3.forward + Mathf.Sin(randAngle) * Vector3.right),
Quaternion.identity);
collectibleItem.GetComponent<CollectibleItem>().SetItem(item);

13
UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs


{
_currentlyLoadedScene = currentlyOpenedLocation;
//Gameplay managers is loaded synchronously
_gameplayManagerLoadingOpHandle = _gameplayScene.sceneReference.LoadSceneAsync(LoadSceneMode.Additive, true);
_gameplayManagerLoadingOpHandle.WaitForCompletion();
_gameplayManagerSceneInstance = _gameplayManagerLoadingOpHandle.Result;
if(_currentlyLoadedScene.sceneType == GameSceneSO.GameSceneType.Location)
{
//Gameplay managers is loaded synchronously
_gameplayManagerLoadingOpHandle = _gameplayScene.sceneReference.LoadSceneAsync(LoadSceneMode.Additive, true);
_gameplayManagerLoadingOpHandle.WaitForCompletion();
_gameplayManagerSceneInstance = _gameplayManagerLoadingOpHandle.Result;
StartGameplay();
StartGameplay();
}
}
#endif

191
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