Unknown
4 年前
当前提交
af2ab922
共有 69 个文件被更改,包括 4783 次插入 和 3 次删除
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2UOP1_Project/Assets/Prefabs/Pig.prefab
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13UOP1_Project/ProjectSettings/EditorBuildSettings.asset
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5UOP1_Project/ProjectSettings/Packages/com.unity.probuilder/Settings.json
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96UOP1_Project/Assets/Materials/Debug_Semitransparent.mat
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8UOP1_Project/Assets/Materials/Debug_Semitransparent.mat.meta
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90UOP1_Project/Assets/Materials/Obstacles_Blue.mat
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8UOP1_Project/Assets/Materials/Obstacles_Blue.mat.meta
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3UOP1_Project/Assets/Materials/Square.png
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148UOP1_Project/Assets/Materials/Square.png.meta
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8UOP1_Project/Assets/Scenes/LoadingTest.meta
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1001UOP1_Project/Assets/Scenes/MainMenu.unity
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7UOP1_Project/Assets/Scenes/MainMenu.unity.meta
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559UOP1_Project/Assets/Scenes/ScenesLoader.unity
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7UOP1_Project/Assets/Scenes/ScenesLoader.unity.meta
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8UOP1_Project/Assets/ScriptableObjects/Events.meta
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8UOP1_Project/Assets/ScriptableObjects/Locations.meta
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8UOP1_Project/Assets/ScriptableObjects/Menus.meta
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8UOP1_Project/Assets/Scripts/Editor.meta
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8UOP1_Project/Assets/Scripts/Event Listeners.meta
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19UOP1_Project/Assets/Scripts/LevelEnd.cs
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11UOP1_Project/Assets/Scripts/LevelEnd.cs.meta
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174UOP1_Project/Assets/Scripts/LocationLoader.cs
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11UOP1_Project/Assets/Scripts/LocationLoader.cs.meta
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8UOP1_Project/Assets/Scripts/Scriptable Objects.meta
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17UOP1_Project/Assets/Scripts/StartGame.cs
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11UOP1_Project/Assets/Scripts/StartGame.cs.meta
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7UOP1_Project/Assets/Scenes/LoadingTest/Beach.unity.meta
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7UOP1_Project/Assets/Scenes/LoadingTest/Forest.unity.meta
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1001UOP1_Project/Assets/Scenes/LoadingTest/Beach.unity
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1001UOP1_Project/Assets/Scenes/LoadingTest/Forest.unity
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14UOP1_Project/Assets/ScriptableObjects/Events/GameEvent_Exit.asset
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8UOP1_Project/Assets/ScriptableObjects/Events/GameEvent_Exit.asset.meta
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14UOP1_Project/Assets/ScriptableObjects/Events/LoadLocationEvent.asset
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8UOP1_Project/Assets/ScriptableObjects/Events/LoadLocationEvent.asset.meta
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19UOP1_Project/Assets/ScriptableObjects/Locations/Beach.asset
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19UOP1_Project/Assets/ScriptableObjects/Locations/Forest.asset
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8UOP1_Project/Assets/ScriptableObjects/Locations/Beach.asset.meta
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8UOP1_Project/Assets/ScriptableObjects/Locations/Forest.asset.meta
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19UOP1_Project/Assets/ScriptableObjects/Menus/MainMenu.asset
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8UOP1_Project/Assets/ScriptableObjects/Menus/MainMenu.asset.meta
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11UOP1_Project/Assets/Scripts/Editor/GameSceneEditor.cs.meta
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95UOP1_Project/Assets/Scripts/Editor/GameSceneEditor.cs
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11UOP1_Project/Assets/Scripts/Event Listeners/VoidEventListener.cs.meta
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11UOP1_Project/Assets/Scripts/Event Listeners/IntEventListener.cs.meta
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47UOP1_Project/Assets/Scripts/Event Listeners/IntEventListener.cs
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40UOP1_Project/Assets/Scripts/Event Listeners/VoidEventListener.cs
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8UOP1_Project/Assets/Scripts/Scriptable Objects/Events.meta
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8UOP1_Project/Assets/Scripts/Scriptable Objects/SceneManagement.meta
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16UOP1_Project/Assets/Scripts/Scriptable Objects/Events/IntGameEvent.cs
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11UOP1_Project/Assets/Scripts/Scriptable Objects/Events/VoidGameEvent.cs.meta
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11UOP1_Project/Assets/Scripts/Scriptable Objects/Events/IntGameEvent.cs.meta
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11UOP1_Project/Assets/Scripts/Scriptable Objects/Events/LoadEvent.cs.meta
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19UOP1_Project/Assets/Scripts/Scriptable Objects/Events/LoadEvent.cs
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19UOP1_Project/Assets/Scripts/Scriptable Objects/Events/VoidGameEvent.cs
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11UOP1_Project/Assets/Scripts/Scriptable Objects/SceneManagement/GameScene.cs.meta
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11UOP1_Project/Assets/Scripts/Scriptable Objects/SceneManagement/Menu.cs.meta
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11UOP1_Project/Assets/Scripts/Scriptable Objects/SceneManagement/Location.cs.meta
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18UOP1_Project/Assets/Scripts/Scriptable Objects/SceneManagement/GameScene.cs
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12UOP1_Project/Assets/Scripts/Scriptable Objects/SceneManagement/Location.cs
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18UOP1_Project/Assets/Scripts/Scriptable Objects/SceneManagement/Menu.cs
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1001
UOP1_Project/Assets/Scenes/MainMenu.unity
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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|||
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|||
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|||
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|||
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|
|||
using UnityEngine; |
|||
|
|||
/// <summary>
|
|||
/// This class detecs when the level(Location) ends
|
|||
/// </summary>
|
|||
|
|||
public class LevelEnd : MonoBehaviour |
|||
{ |
|||
public LoadEvent onLevelEnd; |
|||
public GameScene[] locationsToLoad; |
|||
public bool showLoadScreen; |
|||
private void OnTriggerEnter(Collider other) |
|||
{ |
|||
if (other.CompareTag("Player")) |
|||
{ |
|||
onLevelEnd.Raise(locationsToLoad, showLoadScreen); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 02e6b73898a4a52438d630a7ba29da77 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System; |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.SceneManagement; |
|||
using UnityEngine.UI; |
|||
|
|||
/// <summary>
|
|||
/// This class manages the scenes loading and unloading
|
|||
/// </summary>
|
|||
|
|||
public class LocationLoader : MonoBehaviour |
|||
{ |
|||
public GameScene[] mainMenuScenes; |
|||
[Header("Loading Screen")] |
|||
public GameObject loadingInterface; |
|||
public Image loadingProgressBar; |
|||
|
|||
[Header("Load Event")] |
|||
//The load event we are listening to
|
|||
[SerializeField] private LoadEvent _loadEvent = default; |
|||
|
|||
//List of the scenes to load and track progress
|
|||
private List<AsyncOperation> _scenesToLoadAsyncOperations = new List<AsyncOperation>(); |
|||
//List of scenes to unload
|
|||
private List<Scene> _ScenesToUnload = new List<Scene>(); |
|||
//Keep track of the scene we want to set as active (for lighting/skybox)
|
|||
private GameScene _activeScene; |
|||
|
|||
private void OnEnable() |
|||
{ |
|||
_loadEvent.loadEvent += LoadScenes; |
|||
} |
|||
|
|||
private void OnDisable() |
|||
{ |
|||
_loadEvent.loadEvent -= LoadScenes; |
|||
} |
|||
|
|||
private void Start() |
|||
{ |
|||
LoadMainMenu(); |
|||
} |
|||
|
|||
private void LoadMainMenu() |
|||
{ |
|||
LoadScenes(mainMenuScenes, false); |
|||
} |
|||
|
|||
/// <summary> This function loads the scenes passed as array parameter </summary>
|
|||
public void LoadScenes(GameScene[] locationsToLoad, bool showLoadingScreen) |
|||
{ |
|||
//Add all current open scenes to unload list
|
|||
AddScenesToUnload(); |
|||
|
|||
_activeScene = locationsToLoad[0]; |
|||
|
|||
for (int i = 0; i < locationsToLoad.Length; ++i) |
|||
{ |
|||
String currentSceneName = locationsToLoad[i].sceneName; |
|||
if (!CheckLoadState(currentSceneName)) |
|||
{ |
|||
//Add the scene to the list of scenes to load asynchronously in the background
|
|||
_scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(currentSceneName, LoadSceneMode.Additive)); |
|||
} |
|||
} |
|||
_scenesToLoadAsyncOperations[0].completed += SetActiveScene; |
|||
if (showLoadingScreen) |
|||
{ |
|||
//Show the progress bar and track progress if loadScreen is true
|
|||
StartCoroutine(TrackLoadingProgress()); |
|||
} |
|||
else |
|||
{ |
|||
//Clear the scenes to load
|
|||
_scenesToLoadAsyncOperations.Clear(); |
|||
} |
|||
|
|||
//Unload the scenes
|
|||
UnloadScenes(); |
|||
} |
|||
|
|||
private void SetActiveScene(AsyncOperation asyncOp) |
|||
{ |
|||
SceneManager.SetActiveScene(SceneManager.GetSceneByName(_activeScene.sceneName)); |
|||
} |
|||
public void AddScenesToUnload() |
|||
{ |
|||
if (SceneManager.sceneCount > 0) |
|||
{ |
|||
for (int i = 0; i < SceneManager.sceneCount; ++i) |
|||
{ |
|||
Scene scene = SceneManager.GetSceneAt(i); |
|||
if (scene.name != "ScenesLoader") |
|||
{ |
|||
Debug.Log("Added scene to unload = " + scene.name); |
|||
//Add the scene to the list of the scenes to unload
|
|||
_ScenesToUnload.Add(scene); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
|
|||
public void UnloadScenes() |
|||
{ |
|||
if (_ScenesToUnload != null) |
|||
{ |
|||
for (int i = 0; i < _ScenesToUnload.Count; ++i) |
|||
{ |
|||
//Unload the scene asynchronously in the background
|
|||
SceneManager.UnloadSceneAsync(_ScenesToUnload[i]); |
|||
} |
|||
} |
|||
_ScenesToUnload.Clear(); |
|||
} |
|||
|
|||
/// <summary> This function checks if a scene is already loaded </summary>
|
|||
|
|||
public bool CheckLoadState(String sceneName) |
|||
{ |
|||
if (SceneManager.sceneCount > 0) |
|||
{ |
|||
for (int i = 0; i < SceneManager.sceneCount; ++i) |
|||
{ |
|||
Scene scene = SceneManager.GetSceneAt(i); |
|||
if (scene.name == sceneName) |
|||
{ |
|||
return true; |
|||
} |
|||
} |
|||
} |
|||
return false; |
|||
} |
|||
|
|||
/// <summary> This function update loading progress </summary>
|
|||
|
|||
IEnumerator TrackLoadingProgress() |
|||
{ |
|||
float totalProgress = 0; |
|||
//When the scene reaches 0.9f, it means that it is loaded
|
|||
//The remaining 0.1f are for the integration
|
|||
while (totalProgress <= 0.9f) |
|||
{ |
|||
|
|||
//Reset the progress for the new values
|
|||
totalProgress = 0; |
|||
//Iterate through all the scenes to load
|
|||
for (int i = 0; i < _scenesToLoadAsyncOperations.Count; ++i) |
|||
{ |
|||
Debug.Log("Scene" + i + " :" + _scenesToLoadAsyncOperations[i].isDone + "progress = " + _scenesToLoadAsyncOperations[i].progress); |
|||
//Adding the scene progress to the total progress
|
|||
totalProgress += _scenesToLoadAsyncOperations[i].progress; |
|||
} |
|||
//the fillAmount for all scenes, so we devide the progress by the number of scenes to load
|
|||
loadingProgressBar.fillAmount = totalProgress / _scenesToLoadAsyncOperations.Count; |
|||
Debug.Log("progress bar" + loadingProgressBar.fillAmount + "and value =" + totalProgress / _scenesToLoadAsyncOperations.Count); |
|||
|
|||
yield return null; |
|||
} |
|||
|
|||
//Clear the scenes to load
|
|||
_scenesToLoadAsyncOperations.Clear(); |
|||
|
|||
//Hide progress bar when loading is done
|
|||
loadingInterface.SetActive(false); |
|||
} |
|||
|
|||
public void ExitGame() |
|||
{ |
|||
Application.Quit(); |
|||
Debug.Log("Exit!"); |
|||
} |
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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fileFormatVersion: 2 |
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guid: b4f5547b1a196dc46a6947f2cf617e0b |
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|||
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externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
|
|||
/// <summary>
|
|||
/// This class contains the function to call when play button is pressed
|
|||
/// </summary>
|
|||
|
|||
public class StartGame : MonoBehaviour |
|||
{ |
|||
public LoadEvent onPlayButtonPress; |
|||
public GameScene[] locationsToLoad; |
|||
public bool showLoadScreen; |
|||
|
|||
public void OnPlayButtonPress() |
|||
{ |
|||
onPlayButtonPress.Raise(locationsToLoad, showLoadScreen); |
|||
} |
|||
} |
|
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fileFormatVersion: 2 |
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1001
UOP1_Project/Assets/Scenes/LoadingTest/Beach.unity
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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1001
UOP1_Project/Assets/Scenes/LoadingTest/Forest.unity
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
查看文件
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|||
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|||
sceneName: Beach |
|||
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|||
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|||
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|
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|||
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|||
sceneName: Forest |
|||
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|||
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|
|||
using System.IO; |
|||
using System.Linq; |
|||
using UnityEditor; |
|||
using UnityEditor.SceneManagement; |
|||
using UnityEngine; |
|||
using UnityEngine.SceneManagement; |
|||
|
|||
[CustomEditor(typeof(GameScene), true)] |
|||
public class GameSceneEditor : Editor |
|||
{ |
|||
#region UI_Warnings
|
|||
|
|||
private const string noScenesWarning = "There are no scenes set for this level yet! Add a new scene with the dropdown below"; |
|||
|
|||
#endregion
|
|||
|
|||
#region GUI_Styles
|
|||
|
|||
private GUIStyle headerLabelStyle; |
|||
|
|||
#endregion
|
|||
|
|||
// it holds a list of properties to hide from basic inspector
|
|||
private static readonly string[] ExcludedProperties = { "m_Script", "sceneName" }; |
|||
|
|||
private string[] sceneList; |
|||
private GameScene gameSceneTarget; |
|||
|
|||
private void OnEnable() |
|||
{ |
|||
gameSceneTarget = target as GameScene; |
|||
PopulateScenePicker(); |
|||
InitializeGuiStyles(); |
|||
} |
|||
|
|||
public override void OnInspectorGUI() |
|||
{ |
|||
EditorGUILayout.LabelField("Scene information", headerLabelStyle); |
|||
EditorGUILayout.Space(); |
|||
DrawScenePicker(); |
|||
DrawPropertiesExcluding(serializedObject, ExcludedProperties); |
|||
} |
|||
|
|||
private void DrawScenePicker() |
|||
{ |
|||
var sceneName = gameSceneTarget.sceneName; |
|||
EditorGUI.BeginChangeCheck(); |
|||
var selectedScene = sceneList.ToList().IndexOf(sceneName); |
|||
|
|||
if (selectedScene < 0) |
|||
{ |
|||
EditorGUILayout.HelpBox(noScenesWarning, MessageType.Warning); |
|||
} |
|||
|
|||
selectedScene = EditorGUILayout.Popup("Scene", selectedScene, sceneList); |
|||
if (EditorGUI.EndChangeCheck()) |
|||
{ |
|||
Undo.RecordObject(target, "Changed selected scene"); |
|||
gameSceneTarget.sceneName = sceneList[selectedScene]; |
|||
MarkAllDirty(); |
|||
} |
|||
} |
|||
|
|||
private void InitializeGuiStyles() |
|||
{ |
|||
headerLabelStyle = new GUIStyle(EditorStyles.largeLabel) |
|||
{ |
|||
fontStyle = FontStyle.Bold, |
|||
fontSize = 18, |
|||
fixedHeight = 70.0f |
|||
}; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Populates the scene picker with scenes included in the game's build index
|
|||
/// </summary>
|
|||
private void PopulateScenePicker() |
|||
{ |
|||
var sceneCount = SceneManager.sceneCountInBuildSettings; |
|||
sceneList = new string[sceneCount]; |
|||
for (int i = 0; i < sceneCount; i++) |
|||
{ |
|||
sceneList[i] = Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(i)); |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Marks scenes as dirty so data can be saved
|
|||
/// </summary>
|
|||
private void MarkAllDirty() |
|||
{ |
|||
EditorUtility.SetDirty(target); |
|||
EditorSceneManager.MarkAllScenesDirty(); |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UnityEngine.Events; |
|||
|
|||
/// <summary>
|
|||
/// To use a generic UnityEvent type you must override the class type
|
|||
/// </summary>
|
|||
[System.Serializable] |
|||
public class IntEvent : UnityEvent<int> |
|||
{ |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// This class is listener for Int Events
|
|||
/// </summary>
|
|||
public class IntEventListener : MonoBehaviour |
|||
{ |
|||
public IntGameEvent intGameEvent; |
|||
public IntEvent OnEventRaised; |
|||
|
|||
private void OnEnable() |
|||
{ |
|||
//Check if the event exists to avoid errors
|
|||
if (intGameEvent == null) |
|||
{ |
|||
return; |
|||
} |
|||
intGameEvent.eventRaised += Respond; |
|||
} |
|||
|
|||
private void OnDisable() |
|||
{ |
|||
if (intGameEvent == null) |
|||
{ |
|||
return; |
|||
} |
|||
intGameEvent.eventRaised -= Respond; |
|||
} |
|||
|
|||
public void Respond(int value) |
|||
{ |
|||
if (OnEventRaised == null) |
|||
{ |
|||
return; |
|||
} |
|||
OnEventRaised.Invoke(value); |
|||
} |
|||
} |
|
|||
using UnityEngine; |
|||
using UnityEngine.Events; |
|||
|
|||
/// <summary>
|
|||
/// This class is listener for Void Events
|
|||
/// </summary>
|
|||
|
|||
public class VoidEventListener : MonoBehaviour |
|||
{ |
|||
public VoidGameEvent voidGameEvent; |
|||
public UnityEvent OnEventRaised; |
|||
|
|||
private void OnEnable() |
|||
{ |
|||
//Check if the event exists to avoid errors
|
|||
if (voidGameEvent == null) |
|||
{ |
|||
return; |
|||
} |
|||
voidGameEvent.eventRaised += Respond; |
|||
} |
|||
|
|||
private void OnDisable() |
|||
{ |
|||
if (voidGameEvent == null) |
|||
{ |
|||
return; |
|||
} |
|||
voidGameEvent.eventRaised -= Respond; |
|||
} |
|||
|
|||
public void Respond() |
|||
{ |
|||
if (OnEventRaised == null) |
|||
{ |
|||
return; |
|||
} |
|||
OnEventRaised.Invoke(); |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 39e6bddc8d2c1a3488856d3243fc2eb4 |
|||
folderAsset: yes |
|||
DefaultImporter: |
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externalObjects: {} |
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userData: |
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fileFormatVersion: 2 |
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|
|||
using UnityEngine.Events; |
|||
using UnityEngine; |
|||
|
|||
/// <summary>
|
|||
/// This class is used for Events that have one Int argument (Example: Achievement Unlock Event)
|
|||
/// </summary>
|
|||
|
|||
[CreateAssetMenu(fileName = "IntGameEvent", menuName = "Game Event/Int")] |
|||
public class IntGameEvent : ScriptableObject |
|||
{ |
|||
public UnityAction<int> eventRaised; |
|||
public void Raise(int value) |
|||
{ |
|||
eventRaised.Invoke(value); |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 04ea2f19feb15654cb31bb60f7f50855 |
|||
MonoImporter: |
|||
externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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|||
fileFormatVersion: 2 |
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guid: 696142ab7e0adf0478f66a5c9e06a168 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UnityEngine.Events; |
|||
|
|||
/// <summary>
|
|||
/// This class is a used for scene loading Events
|
|||
/// Takes an array of the scenes we want to load
|
|||
/// and a bool to specify if we want to show a loading screen
|
|||
/// </summary>
|
|||
|
|||
[CreateAssetMenu(fileName = "LoadGameEvent", menuName = "Game Event/Load")] |
|||
public class LoadEvent : ScriptableObject |
|||
{ |
|||
public UnityAction<GameScene[], bool> loadEvent; |
|||
public void Raise(GameScene[] locationsToLoad, bool showLoadingScreen) |
|||
{ |
|||
if (loadEvent != null) |
|||
loadEvent.Invoke(locationsToLoad, showLoadingScreen); |
|||
} |
|||
} |
|
|||
using UnityEngine; |
|||
using UnityEngine.Events; |
|||
|
|||
/// <summary>
|
|||
/// This class is used for Events that have no arguments (Example: Exit game event)
|
|||
/// </summary>
|
|||
|
|||
[CreateAssetMenu(fileName = "VoidGameEvent", menuName = "Game Event/Void")] |
|||
public class VoidGameEvent : ScriptableObject |
|||
{ |
|||
public UnityAction eventRaised; |
|||
public void Raise() |
|||
{ |
|||
if (eventRaised != null) |
|||
eventRaised.Invoke(); |
|||
} |
|||
} |
|||
|
|||
|
|
|||
fileFormatVersion: 2 |
|||
guid: 07a92b7477be8164091bdd3d81cec587 |
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defaultReferences: [] |
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guid: 8db63739a6674d74e8e232347422172f |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
|||
assetBundleName: |
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assetBundleVariant: |
|
|||
using UnityEngine; |
|||
|
|||
/// <summary>
|
|||
/// This class is a base class which contains what is commun for all game scenes (Locations or Menus)
|
|||
/// </summary>
|
|||
|
|||
public class GameScene : ScriptableObject |
|||
{ |
|||
[Header("Information")] |
|||
public string sceneName; |
|||
public string shortDescription; |
|||
|
|||
[Header("Sounds")] |
|||
public AudioClip music; |
|||
[Range(0.0f, 1.0f)] |
|||
public float musicVolume; |
|||
|
|||
} |
|
|||
using UnityEngine; |
|||
|
|||
/// <summary>
|
|||
/// This class contains Settings specific to Locations only
|
|||
/// </summary>
|
|||
|
|||
[CreateAssetMenu(fileName = "NewLocation", menuName = "Scene Data/Location")] |
|||
public class Location : GameScene |
|||
{ |
|||
[Header("Location specific")] |
|||
public int enemiesCount; |
|||
} |
|
|||
using UnityEngine; |
|||
|
|||
/// <summary>
|
|||
/// This class contains Settings specific to Menus only
|
|||
/// </summary>
|
|||
|
|||
public enum Type |
|||
{ |
|||
Main_Menu, |
|||
Pause_Menu |
|||
} |
|||
|
|||
[CreateAssetMenu(fileName = "NewMenu", menuName = "Scene Data/Menu")] |
|||
public class Menu : GameScene |
|||
{ |
|||
[Header("Menu specific")] |
|||
public Type type; |
|||
} |
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