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hot fixes - Questline integration

/main
uChema 3 年前
当前提交
ad52a32a
共有 12 个文件被更改,包括 392 次插入59 次删除
  1. 50
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Canvas-Gameplay.prefab
  2. 330
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Dialogue/DialoguePanel.prefab
  3. 1
      UOP1_Project/Assets/Scenes/Managers/Gameplay.unity
  4. 1
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline2/Quest2/Q2-QL2.asset
  5. 18
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/PigChef_TransitionTable.asset
  6. 6
      UOP1_Project/Assets/Scripts/Characters/Protagonist.cs
  7. 7
      UOP1_Project/Assets/Scripts/Gameplay/GameStateSO.cs
  8. 4
      UOP1_Project/Assets/Scripts/Input/InputReader.cs
  9. 21
      UOP1_Project/Assets/Scripts/UI/Dialogue/UIDialogueManager.cs
  10. 5
      UOP1_Project/Assets/Scripts/UI/UIManager.cs
  11. 8
      UOP1_Project/Assets/ScriptableObjects/Quests/Questline2/Quest2/Step3.meta

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6
UOP1_Project/Assets/Scripts/Characters/Protagonist.cs


[SerializeField] private InputReader _inputReader = default;
public TransformAnchor gameplayCameraTransform;
[SerializeField] private VoidEventChannelSO _openInventoryChannel = default;
private Vector2 _inputVector;
private float _previousSpeed;

private void GroundCheck()
{
}
private void RecalculateMovement()

private void OnMove(Vector2 movement)
{
Debug.Log("Move " + movement);
_inputVector = movement;
}

7
UOP1_Project/Assets/Scripts/Gameplay/GameStateSO.cs


public void UpdateGameState(GameState newGameState)
{
_previousGameState = _currentGameState;
_currentGameState = newGameState;
if (newGameState != CurrentGameState)
{
_previousGameState = _currentGameState;
_currentGameState = newGameState;
}
}
public void ResetToPreviousGameState()

4
UOP1_Project/Assets/Scripts/Input/InputReader.cs


public void EnableDialogueInput()
{
Debug.Log("EnableDialogueInput");
gameInput.Menus.Enable();
gameInput.Gameplay.Disable();
gameInput.Dialogues.Enable();

{
Debug.Log("EnableGameplayInput");
gameInput.Menus.Disable();
gameInput.Dialogues.Disable();
gameInput.Gameplay.Enable();

{
Debug.Log("EnableMenuInput");
gameInput.Dialogues.Disable();
gameInput.Gameplay.Disable();

public void DisableAllInput()
{
Debug.Log("DisableAllInput");
gameInput.Gameplay.Disable();
gameInput.Menus.Disable();
gameInput.Dialogues.Disable();

21
UOP1_Project/Assets/Scripts/UI/Dialogue/UIDialogueManager.cs


[SerializeField] private LocalizeStringEvent _actorNameText = default;
[SerializeField] private LocalizeStringEvent _mainProtagonistNameText = default;
[SerializeField] private GameObject _actorNamePanel = default;
[SerializeField] private GameObject _mainProtagonistNamePanel = default;
[SerializeField] private UIDialogueChoicesManager _choicesManager = default;
[SerializeField] private DialogueChoicesChannelSO _showChoicesEvent = default;

_showChoicesEvent.OnEventRaised -= ShowChoices;
}
public void SetDialogue(LocalizedString dialogueLine, ActorSO actor)
public void SetDialogue(LocalizedString dialogueLine, ActorSO actor, bool isMainProtagonist)
_actorNameText.StringReference = actor.ActorName;
_actorNamePanel.SetActive(!isMainProtagonist);
_mainProtagonistNamePanel.SetActive(isMainProtagonist);
if (!isMainProtagonist)
{
_actorNameText.StringReference = actor.ActorName;
}
else
{
_mainProtagonistNameText.StringReference = actor.ActorName;
}
void ShowChoices(List<Choice> choices)
{

5
UOP1_Project/Assets/Scripts/UI/UIManager.cs


[SerializeField] private VoidEventChannelSO _onInteractionEndedEvent = default;
[SerializeField] private ActorSO _mainProtagonist = default;
bool isForCooking = false;
private void Start()

Time.timeScale = 1;
}
_dialogueController.SetDialogue(dialogueLine, actor);
bool isProtagonistTalking = (actor == _mainProtagonist);
_dialogueController.SetDialogue(dialogueLine, actor, isProtagonistTalking);
_dialogueController.gameObject.SetActive(true);
}
void CloseUIDialogue(int dialogueType)

8
UOP1_Project/Assets/ScriptableObjects/Quests/Questline2/Quest2/Step3.meta


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