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Rename Quest Data to quest manager + Add Game Manager

/UI
uChema 4 年前
当前提交
86db6931
共有 20 个文件被更改,包括 76 次插入101 次删除
  1. 8
      UOP1_Project/Assets/Scripts/Quests/StepController.cs
  2. 2
      UOP1_Project/Assets/Scripts/Quests/QuestManager.asset
  3. 4
      UOP1_Project/Assets/Scripts/Quests/QuestManagerSO.cs
  4. 2
      UOP1_Project/Assets/GameManager.cs.meta
  5. 25
      UOP1_Project/Assets/GameManager.cs
  6. 46
      UOP1_Project/Assets/Prefabs/Managers/GameManager.prefab
  7. 46
      UOP1_Project/Assets/Prefabs/Managers/QuestManager.prefab
  8. 8
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline3.meta
  9. 8
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline4.meta
  10. 8
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline5.meta
  11. 20
      UOP1_Project/Assets/Scripts/QuestManager.cs
  12. 0
      /UOP1_Project/Assets/Prefabs/Managers/GameManager.prefab.meta
  13. 0
      /UOP1_Project/Assets/Scripts/Quests/QuestManager.asset.meta
  14. 0
      /UOP1_Project/Assets/Scripts/Quests/QuestManagerSO.cs.meta
  15. 0
      /UOP1_Project/Assets/Scripts/Quests/QuestManager.asset
  16. 0
      /UOP1_Project/Assets/Scripts/Quests/QuestManagerSO.cs
  17. 0
      /UOP1_Project/Assets/GameManager.cs.meta

8
UOP1_Project/Assets/Scripts/Quests/StepController.cs


[Header("Data")]
[SerializeField] private ActorSO _actor = default;
[SerializeField] private DialogueDataSO _defaultDialogue = default;
[SerializeField] private QuestDataSO _questData = default;
[SerializeField] private QuestManagerSO _questData = default;
//[SerializeField] private StepChannelSO _startStepEvent = default;
//[SerializeField] private DialogueDataChannelSO _endDialogueEvent = default;
//[SerializeField] private DialogueActorChannelSO _PlayDefaultEvent = default;
//[SerializeField] private VoidEventChannelSO _continueWithStep = default;
//[SerializeField] private VoidEventChannelSO _endStepEvent = default;
//[SerializeField] private VoidEventChannelSO _checkStepValidityEvent = default;
[SerializeField] private DialogueDataChannelSO _startDialogueEvent = default;
//check if character is actif. An actif character is the character concerned by the step.

2
UOP1_Project/Assets/Scripts/Quests/QuestManager.asset


m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: bcc67b9fd1ae89449a1734139485f3b2, type: 3}
m_Name: QuestData
m_Name: QuestManager
m_EditorClassIdentifier:
_questlines:
- {fileID: 11400000, guid: 7b43c62a4fa974bbc82d5af43cc173ca, type: 2}

4
UOP1_Project/Assets/Scripts/Quests/QuestManagerSO.cs


using UnityEngine;
using UnityEngine.Serialization;
[CreateAssetMenu(fileName = "QuestAnchor", menuName = "Quests/QuestAnchor", order = 51)]
public class QuestDataSO : ScriptableObject
//[CreateAssetMenu(fileName = "QuestManager", menuName = "Quests/QuestManager", order = 51)]
public class QuestManagerSO : ScriptableObject
{
[Header("Data")]
[SerializeField] private List<QuestlineSO> _questlines = default;

2
UOP1_Project/Assets/GameManager.cs.meta


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guid: 2b355aa909bbc4b9a9b9864fb40b06f2
MonoImporter:
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25
UOP1_Project/Assets/GameManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
[SerializeField]
private QuestManagerSO _questManager = default;
private void Start()
{
StartGame();
}
// Start is called before the first frame update
void StartGame()
{
_questManager.StartGame();
}
// Update is called once per frame
void Update()
{
}
}

46
UOP1_Project/Assets/Prefabs/Managers/GameManager.prefab


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46
UOP1_Project/Assets/Prefabs/Managers/QuestManager.prefab


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m_Script: {fileID: 11500000, guid: d3b99813ebb688d4ea1c24c7ac430cdc, type: 3}
m_Name:
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_questData: {fileID: 11400000, guid: dacb138678b7c2344b59c68de5dc18db, type: 2}

8
UOP1_Project/Assets/ScriptableObjects/Quests/Questline3.meta


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8
UOP1_Project/Assets/ScriptableObjects/Quests/Questline4.meta


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8
UOP1_Project/Assets/ScriptableObjects/Quests/Questline5.meta


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20
UOP1_Project/Assets/Scripts/QuestManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class QuestManager : MonoBehaviour
{
[SerializeField] private QuestDataSO _questData = default;
// Start is called before the first frame update
void Start()
{
_questData.StartGame();
}
// Update is called once per frame
void Update()
{
}
}

/UOP1_Project/Assets/Prefabs/Managers/QuestManager.prefab.meta → /UOP1_Project/Assets/Prefabs/Managers/GameManager.prefab.meta

/UOP1_Project/Assets/Scripts/Quests/QuestData.asset.meta → /UOP1_Project/Assets/Scripts/Quests/QuestManager.asset.meta

/UOP1_Project/Assets/Scripts/Quests/QuestDataSO.cs.meta → /UOP1_Project/Assets/Scripts/Quests/QuestManagerSO.cs.meta

/UOP1_Project/Assets/Scripts/Quests/QuestData.asset → /UOP1_Project/Assets/Scripts/Quests/QuestManager.asset

/UOP1_Project/Assets/Scripts/Quests/QuestDataSO.cs → /UOP1_Project/Assets/Scripts/Quests/QuestManagerSO.cs

/UOP1_Project/Assets/Scripts/QuestManager.cs.meta → /UOP1_Project/Assets/GameManager.cs.meta

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