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Merge pull request #7 from UnityTechnologies/main

Updating my local repository
/release
GitHub 3 年前
当前提交
b5417125
共有 576 个文件被更改,包括 4567 次插入2111 次删除
  1. 2
      UOP1_Project/Assets/AddressableAssetsData/AddressableAssetSettings.asset
  2. 14
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-AssetTables.asset
  3. 10
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-Assets-Shared.asset
  4. 7
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-Locales.asset
  5. 17
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-StringTables.asset
  6. 142
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef.controller
  7. 38
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef_CaneHit2.fbx.meta
  8. 7
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef_Collect.fbx.meta
  9. 2
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef_Jump.fbx.meta
  10. 971
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef_Walk.fbx
  11. 13
      UOP1_Project/Assets/Art/Characters/PlantCritter/Animation/PlantCritter.controller
  12. 14
      UOP1_Project/Assets/Art/Characters/SlimeCritter/Animation/Attack.anim
  13. 2
      UOP1_Project/Assets/Art/Nature/Flowers.meta
  14. 114
      UOP1_Project/Assets/Cutscenes/ExampleCutscene.playable
  15. 6
      UOP1_Project/Assets/Inventory/ScriptableObjects/PlayerInventory.asset
  16. 32
      UOP1_Project/Assets/Prefabs/Characters/BardHare.prefab
  17. 618
      UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab
  18. 761
      UOP1_Project/Assets/Prefabs/Characters/PlantCritter.prefab
  19. 164
      UOP1_Project/Assets/Prefabs/Characters/SlimeCritter_Base.prefab
  20. 2
      UOP1_Project/Assets/Prefabs/Effects/DustParticles/LandingParticle.prefab
  21. 1
      UOP1_Project/Assets/Prefabs/GameplayEssentials/SceneLoader.prefab
  22. 41
      UOP1_Project/Assets/Prefabs/Items/WalkingCane.prefab
  23. 14
      UOP1_Project/Assets/Prefabs/Managers/InventoryManager.prefab
  24. 16
      UOP1_Project/Assets/Prefabs/Managers/UIManager.prefab
  25. 2
      UOP1_Project/Assets/Prefabs/Props/Collectible Item.prefab
  26. 399
      UOP1_Project/Assets/Prefabs/UI/DialoguePanel.prefab
  27. 164
      UOP1_Project/Assets/Prefabs/UI/Game Screen.prefab
  28. 5
      UOP1_Project/Assets/Prefabs/UI/Ingredient Type tab.prefab
  29. 7
      UOP1_Project/Assets/Prefabs/UI/IngredientForRecipe.prefab
  30. 5
      UOP1_Project/Assets/Prefabs/UI/InteractionItem.prefab
  31. 16
      UOP1_Project/Assets/Prefabs/UI/Inventory Item.prefab
  32. 814
      UOP1_Project/Assets/Prefabs/UI/InventoryScreen.prefab
  33. 155
      UOP1_Project/Assets/Scenes/Examples/CutsceneExample.unity
  34. 31
      UOP1_Project/Assets/Scenes/Examples/InteractionExample.unity
  35. 500
      UOP1_Project/Assets/Scenes/Gameplay.unity
  36. 140
      UOP1_Project/Assets/Scenes/PersistentManagers.unity
  37. 486
      UOP1_Project/Assets/Scenes/WIP/TestingGround.unity
  38. 2
      UOP1_Project/Assets/Scenes/Whiteboxing/GeneralMapReduced/Materials/WhiteboxingReduced.mat
  39. 2
      UOP1_Project/Assets/ScriptableObjects/Events/UI/ChangeTabInventoryUIEvent.asset
  40. 2
      UOP1_Project/Assets/ScriptableObjects/Interaction/OnObjectPickup.asset
  41. 2
      UOP1_Project/Assets/ScriptableObjects/Interaction/OnObjectPickup.asset.meta
  42. 2
      UOP1_Project/Assets/ScriptableObjects/Narrative/Actors/Townsfolk.asset
  43. 2
      UOP1_Project/Assets/ScriptableObjects/SceneData.meta
  44. 2
      UOP1_Project/Assets/ScriptableObjects/SceneData/Locations.meta
  45. 2
      UOP1_Project/Assets/ScriptableObjects/SceneData/Menus.meta
  46. 21
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/BasicHealth.asset
  47. 21
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/EliteHealth.asset
  48. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/PlayerHealthConfig.asset
  49. 3
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/Conditions/IsAttackReloaded.asset
  50. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/PlantCritter/PlantCritter_TransitionTable.asset
  51. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/PlantCritter/States/Killed.asset
  52. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/SlimeRockCritter/Conditions/Timer_SlimeAttackDuration.asset
  53. 12
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/SlimeRockCritter/SlimeRockCritter_TransitionTable.asset
  54. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/SlimeRockCritter/States/Idle.asset
  55. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/SlimeRockCritter/States/Killed.asset
  56. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist.meta
  57. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions.meta
  58. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/IsTalking_False_OnExit.asset
  59. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/Rotate.asset
  60. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/PickUpTrigger_OnEnter.asset
  61. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions.meta
  62. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/Timer_AttackAnimation.asset
  63. 3
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/IsHoldingAttack.asset
  64. 54
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/PigChef_TransitionTable.asset
  65. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States.meta
  66. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Attack.asset
  67. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Idle.asset
  68. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/JumpAscending.asset
  69. 3
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Walking.asset
  70. 3
      UOP1_Project/Assets/Scripts/CameraManager.cs
  71. 23
      UOP1_Project/Assets/Scripts/Characters/Attack.cs
  72. 38
      UOP1_Project/Assets/Scripts/Characters/Critter.cs
  73. 49
      UOP1_Project/Assets/Scripts/Characters/Damageable.cs
  74. 8
      UOP1_Project/Assets/Scripts/Characters/Protagonist.cs
  75. 2
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/ClearInputCache_OnEnterSO.cs
  76. 2
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DropRewardSO.cs
  77. 2
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/ResetGetHitStateSO.cs
  78. 4
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsAttackReloadedConditionSO.cs
  79. 2
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsEntityGettingHitSO.cs
  80. 12
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsHoldingAttackActionConditionSO.cs
  81. 6
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsHoldingExtraActionConditionSO.cs
  82. 8
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsPickingUpSO.cs
  83. 6
      UOP1_Project/Assets/Scripts/Characters/ZoneTriggerController.cs
  84. 42
      UOP1_Project/Assets/Scripts/Cutscenes/CutsceneManager.cs
  85. 9
      UOP1_Project/Assets/Scripts/Cutscenes/CutsceneTrigger.cs
  86. 22
      UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueBehaviour.cs
  87. 8
      UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueClip.cs
  88. 7
      UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueTrack.cs
  89. 77
      UOP1_Project/Assets/Scripts/Dialogues/DialogueDataSO.cs
  90. 139
      UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
  91. 2
      UOP1_Project/Assets/Scripts/Effects/DissolveHelper.cs
  92. 2
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/ItemEventChannelSo.cs
  93. 7
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/DialogueLineChannelSO.cs
  94. 2
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/TabEventChannelSo.cs
  95. 12
      UOP1_Project/Assets/Scripts/Input/InputReader.cs
  96. 12
      UOP1_Project/Assets/Scripts/Interaction/Interaction.cs
  97. 165
      UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs
  98. 2
      UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs.meta
  99. 37
      UOP1_Project/Assets/Scripts/Inventory/CollectibleItem.cs
  100. 60
      UOP1_Project/Assets/Scripts/Inventory/InventoryItemFiller.cs

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文件差异内容过多而无法显示
查看文件

13
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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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UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/JumpAscending.asset


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3
UOP1_Project/Assets/Scripts/CameraManager.cs


private bool _isRMBPressed;
[SerializeField, Range(.5f, 3f)]
private float _speedMultiplier = 1f; //TODO: make this modifiable in the game settings
private float _speedMultiplier = 1f; //TODO: make this modifiable in the game settings
[SerializeField] private TransformAnchor _cameraTransformAnchor = default;
[Header("Listening on channels")]

{
freeLookVCam.Follow = target;
freeLookVCam.LookAt = target;
freeLookVCam.OnTargetObjectWarped(target, target.position - freeLookVCam.transform.position - Vector3.forward);
}
private void OnEnable()

23
UOP1_Project/Assets/Scripts/Characters/Attack.cs


public class Attack : MonoBehaviour
{
[SerializeField]
private AttackConfigSO _attackConfigSO;
private bool _enable = false;
public bool Enable { get; set; }
[SerializeField] private AttackConfigSO _attackConfigSO;
private void Awake()
{
gameObject.SetActive(false);
}
private void OnTriggerEnter(Collider other)
{
// Avoid friendly fire!
if (!other.CompareTag(gameObject.tag))
{
if (other.TryGetComponent(out Damageable damageableComp))
{
if (!damageableComp.GetHit)
damageableComp.ReceiveAnAttack(_attackConfigSO.AttackStrength);
}
}
}
}

38
UOP1_Project/Assets/Scripts/Characters/Critter.cs


using UnityEngine;
using System;
using UnityEngine;
public bool isPlayerInAlertZone { get; set; }
public bool isPlayerInAttackZone { get; set; }
[HideInInspector] public bool isPlayerInAlertZone;
[HideInInspector] public bool isPlayerInAttackZone;
public Damageable currentTarget; //The StateMachine evaluates its health when needed
public void OnAlertTriggerChange(bool entered, GameObject who)
{
isPlayerInAlertZone = entered;
if (entered && who.TryGetComponent(out Damageable d))
{
currentTarget = d;
currentTarget.OnDie += OnTargetDead;
}
else
{
currentTarget = null;
}
}
public void OnAttackTriggerChange(bool entered, GameObject who)
{
isPlayerInAttackZone = entered;
//No need to set the target. If we did, we would get currentTarget to null even if
//a target exited the Attack zone (inner) but stayed in the Alert zone (outer).
}
private void OnTargetDead()
{
currentTarget = null;
isPlayerInAlertZone = false;
isPlayerInAttackZone = false;
}
}

49
UOP1_Project/Assets/Scripts/Characters/Damageable.cs


using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Events;
[SerializeField]
private HealthConfigSO _healthConfigSO;
[SerializeField]
private GetHitEffectConfigSO _getHitEffectSO;
[SerializeField]
private Renderer _mainMeshRenderer;
[SerializeField]
private DroppableRewardConfigSO _droppableRewardSO;
[SerializeField] private HealthConfigSO _healthConfigSO;
[SerializeField] private GetHitEffectConfigSO _getHitEffectSO;
[SerializeField] private Renderer _mainMeshRenderer;
[SerializeField] private DroppableRewardConfigSO _droppableRewardSO;
public bool getHit { get; set; }
public bool isDead { get; set; }
public bool GetHit { get; set; }
public bool IsDead { get; set; }
public int CurrentHealth => _currentHealth;
public UnityAction OnDie;
private void ReceiveAnAttack(int damange)
public void ReceiveAnAttack(int damage)
_currentHealth -= damange;
getHit = true;
_currentHealth -= damage;
GetHit = true;
isDead = true;
}
}
private void OnTriggerEnter(Collider other)
{
// Avoid friendly fire!
if (!other.tag.Equals(gameObject.tag))
{
Attack attack = other.GetComponent<Attack>();
if (!getHit && attack != null && attack.Enable)
{
ReceiveAnAttack(attack.AttackConfig.AttackStrength);
}
IsDead = true;
if (OnDie != null)
OnDie.Invoke();
}
}
}

8
UOP1_Project/Assets/Scripts/Characters/Protagonist.cs


_inputReader.openInventoryEvent += OnOpenInventory;
_inputReader.startedRunning += OnStartedRunning;
_inputReader.stoppedRunning += OnStoppedRunning;
_inputReader.attackEvent += OnAttack;
_inputReader.attackEvent += OnStartedAttack;
_inputReader.attackCanceledEvent += OnStoppedAttack;
//...
}

_inputReader.openInventoryEvent -= OnOpenInventory;
_inputReader.startedRunning -= OnStartedRunning;
_inputReader.stoppedRunning -= OnStoppedRunning;
_inputReader.attackEvent -= OnStartedAttack;
_inputReader.attackCanceledEvent -= OnStoppedAttack;
//...
}

_openInventoryChannel.RaiseEvent();
}
private void OnAttack() => attackInput = true;
private void OnStartedAttack() => attackInput = true;
private void OnStoppedAttack() => attackInput = false;
}

2
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/ClearInputCache_OnEnterSO.cs


{
_protagonist.jumpInput = false;
_protagonist.attackInput = false;
_interactionManager.currentInteraction = InteractionType.None;
_interactionManager.currentInteractionType = InteractionType.None;
}
}

2
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DropRewardSO.cs


postion + itemPrefab.transform.localPosition +
_dropRewardConfig.ScatteringDistance * (Mathf.Cos(randAngle) * Vector3.forward + Mathf.Sin(randAngle) * Vector3.right),
Quaternion.identity);
collectibleItem.GetComponent<CollectibleItem>().CurrentItem = item;
collectibleItem.GetComponent<CollectibleItem>().SetItem(item);
}
}

2
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/ResetGetHitStateSO.cs


public override void OnStateExit()
{
_damageableEntity.getHit = false;
_damageableEntity.GetHit = false;
}
}

4
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsAttackReloadedConditionSO.cs


public override void Awake(StateMachine stateMachine)
{
_reloadDuration = stateMachine.GetComponent<Attack>().AttackConfig.AttackReloadDuration;
//TODO: Remove this. We don't need to rely on a timer hidden in the attack config of the weapon,
//since our attacks depend on the lenght of the animation anyway
_reloadDuration = stateMachine.gameObject.GetComponentInChildren<Attack>(true).AttackConfig.AttackReloadDuration;
}
public override void OnStateEnter()

2
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsEntityGettingHitSO.cs


bool result = false;
if (_damageableEntity != null)
{
result = _damageableEntity.getHit;
result = _damageableEntity.GetHit;
}
return result;
}

12
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsHoldingAttackActionConditionSO.cs


protected override bool Statement()
{
if (_protagonistScript.attackInput)
{
// Consume the input
_protagonistScript.attackInput = false;
return true;
}
else
{
return false;
}
return _protagonistScript.attackInput;
}
}

6
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsHoldingExtraActionConditionSO.cs


using UnityEngine;
/* Unused. Kept for reference
using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;

}
}
}
*/

8
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsPickingUpSO.cs


public override void Awake(StateMachine stateMachine)
{
_interactScript = stateMachine.GetComponentInChildren<InteractionManager>();
_interactScript = stateMachine.GetComponent<InteractionManager>();
if (_interactScript.currentInteraction == InteractionType.PickUp)
if (_interactScript.currentInteractionType == InteractionType.PickUp)
// Consume the input
_interactScript.currentInteraction = InteractionType.None;
// Consume it
_interactScript.currentInteractionType = InteractionType.None;
return true;
}

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


using UnityEngine.Events;
[System.Serializable]
public class BoolEvent : UnityEvent<bool>
public class BoolEvent : UnityEvent<bool, GameObject>
{
}

{
if ((1 << other.gameObject.layer & _layers) != 0)
{
_enterZone.Invoke(true);
_enterZone.Invoke(true, other.gameObject);
}
}

{
_enterZone.Invoke(false);
_enterZone.Invoke(false, other.gameObject);
}
}
}

42
UOP1_Project/Assets/Scripts/Cutscenes/CutsceneManager.cs


using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Localization;
using UnityEngine.Playables;
public class CutsceneManager : MonoBehaviour

[SerializeField] private DialogueManager _dialogueManager = default;
[SerializeField] private PlayableDirectorChannelSO _playCutsceneEvent = default;
[SerializeField] public DialogueLineChannelSO _playDialogueEvent = default;
[SerializeField] public VoidEventChannelSO _pauseTimelineEvent = default;
public bool IsCutscenePlaying => _activePlayableDirector.playableGraph.GetRootPlayable(0).GetSpeed() != 0d;
bool IsCutscenePlaying => _activePlayableDirector.playableGraph.GetRootPlayable(0).GetSpeed() != 0d;
private void OnEnable()
{

{
_inputReader.advanceDialogueEvent -= OnAdvance;
}
private void Start()
{
if (_playCutsceneEvent != null)
{
public void PlayCutscene(PlayableDirector activePlayableDirector)
_playCutsceneEvent.OnEventRaised += PlayCutscene;
}
if (_playDialogueEvent != null)
{
_playDialogueEvent.OnEventRaised += PlayDialogueFromClip;
}
if (_pauseTimelineEvent != null)
{
_pauseTimelineEvent.OnEventRaised += PauseTimeline;
}
}
void PlayCutscene(PlayableDirector activePlayableDirector)
{
_inputReader.EnableDialogueInput();

_activePlayableDirector.stopped += HandleDirectorStopped;
}
public void CutsceneEnded()
void CutsceneEnded()
_dialogueManager.DialogueEndedAndCloseDialogueUI();
public void PlayDialogueFromClip(DialogueLineSO dialogueLine)
void PlayDialogueFromClip(LocalizedString dialogueLine, ActorSO actor)
_dialogueManager.DisplayDialogueLine(dialogueLine);
_dialogueManager.DisplayDialogueLine(dialogueLine, actor);
}
/// <summary>

/// <summary>
/// Called by <c>DialogueControlClip</c> on the Timeline.
/// </summary>
public void PauseTimeline()
void PauseTimeline()
public void ResumeTimeline()
void ResumeTimeline()
{
_isPaused = false;
_activePlayableDirector.playableGraph.GetRootPlayable(0).SetSpeed(1);

9
UOP1_Project/Assets/Scripts/Cutscenes/CutsceneTrigger.cs


public class CutsceneTrigger : MonoBehaviour
{
[SerializeField] private CutsceneManager _cutsceneManager = default;
[SerializeField] private PlayableDirectorChannelSO _playCutsceneEvent = default;
_cutsceneManager.PlayCutscene(_playableDirector);
if (_playCutsceneEvent != null)
_playCutsceneEvent.RaiseEvent(_playableDirector);
_cutsceneManager.PlayCutscene(_playableDirector);
if (_playCutsceneEvent != null)
_playCutsceneEvent.RaiseEvent(_playableDirector);
if (_playOnce)
Destroy(this);

22
UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueBehaviour.cs


using System;
using UnityEngine;
using UnityEngine.Localization;
[SerializeField] private DialogueLineSO _dialogueLine = default;
[SerializeField] private LocalizedString _dialogueLine = default;
[SerializeField] private ActorSO _actor = default;
[HideInInspector] public CutsceneManager cutsceneManager;
[HideInInspector] public DialogueLineChannelSO PlayDialogueEvent;
[HideInInspector] public VoidEventChannelSO PauseTimelineEvent;
private bool _dialoguePlayed;

if (Application.isPlaying) //TODO: Find a way to "play" dialogue lines even when scrubbing the Timeline not in Play Mode
{
// Need to ask the CutsceneManager if the cutscene is playing, since the graph is not actually stopped/paused: it's just going at speed 0.
if (playable.GetGraph().IsPlaying()
&& cutsceneManager.IsCutscenePlaying)
if (playable.GetGraph().IsPlaying())
//&& cutsceneManager.IsCutscenePlaying) Need to find an alternative to this
if (_dialogueLine != null)
if (_dialogueLine != null && _actor != null)
cutsceneManager.PlayDialogueFromClip(_dialogueLine);
if (PlayDialogueEvent != null)
PlayDialogueEvent.RaiseEvent(_dialogueLine, _actor);
_dialoguePlayed = true;
}
else

&& _dialoguePlayed)
{
if (_pauseWhenClipEnds)
cutsceneManager.PauseTimeline();
if (PauseTimelineEvent != null)
{
PauseTimelineEvent.OnEventRaised();
}
}
}
}

8
UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueClip.cs


public class DialogueClip : PlayableAsset, ITimelineClipAsset
{
[SerializeField] private DialogueBehaviour _template = default;
[HideInInspector] public CutsceneManager cutsceneManager;
[HideInInspector] public DialogueLineChannelSO PlayDialogueEvent;
[HideInInspector] public VoidEventChannelSO PauseTimelineEvent;
// Having ClipCaps set to None makes sure that the clips can't be blended, extrapolated, looped, etc.
public ClipCaps clipCaps
{

public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
{
_template.cutsceneManager = cutsceneManager;
_template.PlayDialogueEvent = PlayDialogueEvent;
_template.PauseTimelineEvent = PauseTimelineEvent;
return playable;
}

7
UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueTrack.cs


using UnityEngine.Playables;
using UnityEngine.Timeline;
[TrackBindingType(typeof(CutsceneManager))]
[SerializeField] public DialogueLineChannelSO PlayDialogueEvent;
[SerializeField] public VoidEventChannelSO PauseTimelineEvent;
CutsceneManager cutsceneManagerRef = go.GetComponent<PlayableDirector>().GetGenericBinding(this) as CutsceneManager;
dialogueControlClip.cutsceneManager = cutsceneManagerRef;
dialogueControlClip.PauseTimelineEvent = PauseTimelineEvent;
dialogueControlClip.PlayDialogueEvent = PlayDialogueEvent;
}
return base.CreateTrackMixer(graph, go, inputCount);

77
UOP1_Project/Assets/Scripts/Dialogues/DialogueDataSO.cs


using System.Collections.Generic;
using System;
using System.Collections.Generic;
using UnityEngine.Localization;
using UnityEditor.Localization;
public enum DialogueType
{
startDialogue,
winDialogue,
loseDialogue,
defaultDialogue,
}
public enum ChoiceActionType
{
doNothing,
continueWithStep
}
[CreateAssetMenu(fileName = "newDialogue", menuName = "CutsceneSystem/Dialogue Data")]
[CreateAssetMenu(fileName = "newDialogue", menuName = "Dialogues/Dialogue Data")]
public List<DialogueLineSO> dialogueLines;
[SerializeField] private ActorSO _actor = default;
[SerializeField] private List<LocalizedString> _dialogueLines = default;
[SerializeField] private List<Choice> _choices = default;
[SerializeField] private DialogueType _dialogueType = default;
public ActorSO Actor => _actor;
public List<LocalizedString> DialogueLines => _dialogueLines;
public List<Choice> Choices => _choices;
public DialogueType DialogueType => _dialogueType;
private void OnEnable()
{
SetDialogueLines();
}
void SetDialogueLines()
{
_dialogueLines.Clear();
StringTableCollection collection = LocalizationEditorSettings.GetStringTableCollection("Questline Dialogue");
if (collection != null)
{
int index = 0;
LocalizedString _dialogueLine = null;
do
{
index++;
string key = "L" + index + "-" + this.name;
if (collection.SharedData.Contains(key))
{
_dialogueLine = new LocalizedString() { TableReference = "Questline Dialogue", TableEntryReference = key };
_dialogueLines.Add(_dialogueLine);
}
else
{
_dialogueLine = null;
}
} while (_dialogueLine != null);
}
}
}
[Serializable]
public class Choice
{
[SerializeField] private LocalizedString _response = default;
[SerializeField] private DialogueDataSO _nextDialogue = default;
[SerializeField] private ChoiceActionType _actionType = default;
public LocalizedString Response => _response;
public DialogueDataSO NextDialogue => _nextDialogue;
public ChoiceActionType ActionType => _actionType;
}

139
UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs


using System.Collections;
using System;
using TMPro;
using UnityEngine.Localization;
using UnityEngine.Serialization;
using UnityEngine.UI;
/// <summary>
/// Takes care of all things dialogue, whether they are coming from within a Timeline or just from the interaction with a character, or by any other mean.

{
// [SerializeField] private ChoiceBox _choiceBox; // TODO: Demonstration purpose only. Remove or adjust later.
[SerializeField] DialogueLineChannelSO dialogueLineEvent;
private int _counter;
private bool _reachedEndOfDialogue { get => _counter >= _currentDialogue.DialogueLines.Count; }
[Header("Listening on channels")]
[SerializeField] private DialogueDataChannelSO _startDialogue = default;
[SerializeField] private DialogueChoiceChannelSO _makeDialogueChoiceEvent = default;
[Header("BoradCasting on channels")]
[SerializeField] private DialogueLineChannelSO _openUIDialogueEvent = default;
[SerializeField] private DialogueChoicesChannelSO _showChoicesUIEvent = default;
[SerializeField] private DialogueDataChannelSO _endDialogue = default;
[SerializeField] private VoidEventChannelSO _continueWithStep = default;
[SerializeField] private VoidEventChannelSO _closeDialogueUIEvent = default;
private DialogueDataSO _currentDialogue = default;
private void Start()
{
if (_startDialogue != null)
{
_startDialogue.OnEventRaised += DisplayDialogueData;
}
}
/// Called to begin a dialogue, i.e. a sequence of lines that require the player's input to move forward.
/// Displays DialogueData in the UI, one by one.
/// <param name="firstLine"></param>
public void BeginDialogue(DialogueLineSO firstLine)
/// <param name="dialogueDataSO"></param>
public void DisplayDialogueData(DialogueDataSO dialogueDataSO)
BeginDialogueData(dialogueDataSO);
DisplayDialogueLine(_currentDialogue.DialogueLines[_counter], dialogueDataSO.Actor);
}
/// <summary>
/// Prepare DialogueManager when first time displaying DialogueData.
/// <param name="dialogueDataSO"></param>
private void BeginDialogueData(DialogueDataSO dialogueDataSO)
{
_counter = 0;
DisplayDialogueLine(firstLine);
_inputReader.advanceDialogueEvent += OnAdvance;
_currentDialogue = dialogueDataSO;
}
/// <summary>

/// <param name="dialogueLine"></param>
public void DisplayDialogueLine(DialogueLineSO dialogueLine)
public void DisplayDialogueLine(LocalizedString dialogueLine, ActorSO actor)
{
if (_openUIDialogueEvent != null)
{
_openUIDialogueEvent.RaiseEvent(dialogueLine, actor);
}
}
private void OnAdvance()
{
_counter++;
if (!_reachedEndOfDialogue)
{
DisplayDialogueLine(_currentDialogue.DialogueLines[_counter], _currentDialogue.Actor);
}
else
{
if (_currentDialogue.Choices.Count > 0)
{
DisplayChoices(_currentDialogue.Choices);
}
else
{
DialogueEndedAndCloseDialogueUI();
}
}
}
private void DisplayChoices(List<Choice> choices)
{
_inputReader.advanceDialogueEvent -= OnAdvance;
if (_makeDialogueChoiceEvent != null)
{
_makeDialogueChoiceEvent.OnEventRaised += MakeDialogueChoice;
}
if (_showChoicesUIEvent != null)
{
_showChoicesUIEvent.RaiseEvent(choices);
}
}
private void MakeDialogueChoice(Choice choice)
{
if (_makeDialogueChoiceEvent != null)
{
_makeDialogueChoiceEvent.OnEventRaised -= MakeDialogueChoice;
}
if (choice.ActionType == ChoiceActionType.continueWithStep)
{
if (_continueWithStep != null)
_continueWithStep.RaiseEvent();
if (choice.NextDialogue != null)
DisplayDialogueData(choice.NextDialogue);
}
else
{
if (choice.NextDialogue != null)
DisplayDialogueData(choice.NextDialogue);
else
DialogueEndedAndCloseDialogueUI();
}
}
void DialogueEnded()
//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);
if (dialogueLineEvent != null)
dialogueLineEvent.OnEventRaised(dialogueLine);
if (_endDialogue != null)
_endDialogue.RaiseEvent(_currentDialogue);
}
public void DialogueEndedAndCloseDialogueUI()
{
if (_endDialogue != null)
_endDialogue.RaiseEvent(_currentDialogue);
if (_closeDialogueUIEvent != null)
_closeDialogueUIEvent.RaiseEvent();
_inputReader.advanceDialogueEvent -= OnAdvance;
_inputReader.EnableGameplayInput();

2
UOP1_Project/Assets/Scripts/Effects/DissolveHelper.cs


public class DissolveHelper : MonoBehaviour
{
[SerializeField] ParticleSystem _dissolveParticlesPrefab;
[SerializeField] ParticleSystem _dissolveParticlesPrefab = default;
[SerializeField] float _dissolveDuration = 1f;
private MeshRenderer _renderer;

2
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/ItemEventChannelSo.cs


/// </summary>
[CreateAssetMenu(menuName = "Events/UI/Item Event Channel")]
public class ItemEventChannelSo : ScriptableObject
public class ItemEventChannelSO : ScriptableObject
{
public UnityAction<Item> OnEventRaised;
public void RaiseEvent(Item item)

7
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/DialogueLineChannelSO.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Localization;
public UnityAction<DialogueLineSO> OnEventRaised;
public void RaiseEvent(DialogueLineSO line)
public UnityAction<LocalizedString, ActorSO> OnEventRaised;
public void RaiseEvent(LocalizedString line, ActorSO actor)
OnEventRaised.Invoke(line);
OnEventRaised.Invoke(line, actor);
}
}

2
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/TabEventChannelSo.cs


using UnityEngine.Events;
[CreateAssetMenu(menuName = "Events/UI/Inventory Tab Event Channel")]
public class TabEventChannelSo : ScriptableObject
public class TabEventChannelSO : ScriptableObject
{
public UnityAction<InventoryTabType> OnEventRaised;
public void RaiseEvent(InventoryTabType item)

12
UOP1_Project/Assets/Scripts/Input/InputReader.cs


public event UnityAction jumpEvent = delegate { };
public event UnityAction jumpCanceledEvent = delegate { };
public event UnityAction attackEvent = delegate { };
public event UnityAction attackCanceledEvent = delegate { };
public event UnityAction interactEvent = delegate { }; // Used to talk, pickup objects, interact with tools like the cooking cauldron
public event UnityAction openInventoryEvent = delegate { }; // Used to bring up the inventory
public event UnityAction pauseEvent = delegate { };

public void OnAttack(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
attackEvent.Invoke();
switch (context.phase)
{
case InputActionPhase.Performed:
attackEvent.Invoke();
break;
case InputActionPhase.Canceled:
attackCanceledEvent.Invoke();
break;
}
}
public void OnOpenInventory(InputAction.CallbackContext context)

12
UOP1_Project/Assets/Scripts/Interaction/Interaction.cs


public class Interaction
{
public static Interaction NONE = new Interaction(InteractionType.None, null);
public InteractionType Type;
public GameObject InteractableObject;
public InteractionType type;
public GameObject interactableObject;
public Interaction(InteractionType type, GameObject obj)
public Interaction(InteractionType t, GameObject obj)
this.Type = type;
this.InteractableObject = obj;
type = t;
interactableObject = obj;
}
}

165
UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs


public class InteractionManager : MonoBehaviour
{
[HideInInspector] public InteractionType currentInteraction;
[HideInInspector] public InteractionType currentInteractionType; //This is checked by conditions in the StateMachine
private LinkedList<Interaction> _ongoingInteractions = new LinkedList<Interaction>();
private LinkedList<Interaction> _potentialInteractions = new LinkedList<Interaction>();
[SerializeField] private ItemEventChannelSo _onObjectPickUp = default;
[SerializeField] private ItemEventChannelSO _onObjectPickUp = default;
[SerializeField] private DialogueEventChannelSo _startTalking = default;
[SerializeField] private DialogueActorChannelSO _startTalking = default;
//Check if the interaction ended
[SerializeField] private VoidEventChannelSO _onInteractionEnded = default;
private void OnEnable()

_onInteractionEnded.OnEventRaised -= OnInteractionEnd;
}
//When the interaction ends, we still want to display the interaction UI if we are still in the trigger zone
void OnInteractionEnd()
// Called mid-way through the AnimationClip of collecting
private void Collect()
_inputReader.EnableGameplayInput();
Interaction onGoingInteraction = _ongoingInteractions.First.Value;
switch (onGoingInteraction.Type)
GameObject itemObject = _potentialInteractions.First.Value.interactableObject;
_potentialInteractions.RemoveFirst();
if (_onObjectPickUp != null)
//we show it after cooking or talking, in case player want to interact again
case InteractionType.Cook:
case InteractionType.Talk:
_toggleInteractionUI.RaiseEvent(true, onGoingInteraction.Type);
Debug.Log("Display interaction UI");
break;
default:
break;
Item currentItem = itemObject.GetComponent<CollectibleItem>().GetItem();
_onObjectPickUp.RaiseEvent(currentItem);
Destroy(itemObject); //TODO: maybe move this destruction in a more general manger, to implement a removal SFX
RequestUpdateUI(false);
void OnInteractionButtonPress()
private void OnInteractionButtonPress()
//remove interaction after press
Interaction onGoingInteraction = _ongoingInteractions.Count > 0 ?
_ongoingInteractions.First.Value : Interaction.NONE;
_toggleInteractionUI.RaiseEvent(false, onGoingInteraction.Type);
switch (onGoingInteraction.Type)
if (_potentialInteractions.Count == 0)
return;
currentInteractionType = _potentialInteractions.First.Value.type;
switch (_potentialInteractions.First.Value.type)
case InteractionType.None:
return;
case InteractionType.PickUp:
GameObject itemObject = onGoingInteraction.InteractableObject;
_ongoingInteractions.RemoveFirst();
if (_onObjectPickUp != null)
{
//raise an event with an item as parameter (to add object to inventory)
Item currentItem = itemObject.GetComponent<CollectibleItem>().GetItem();
_onObjectPickUp.RaiseEvent(currentItem);
//Debug.Log("PickUp event raised");
//set current interaction for state machine
currentInteraction = InteractionType.PickUp;
}
//destroy the GO
Destroy(itemObject);
break;
//Debug.Log("Cooking event raised");
//Change the action map
//set current interaction for state machine
currentInteraction = InteractionType.Cook;
if (_onCookingStart != null)
if (_startTalking != null)
//raise an event with an actor as parameter
//Actor currentActor = currentInteractableObject.GetComponent<Dialogue>().GetActor();
//_startTalking.RaiseEvent(currentActor);
//Debug.Log("talk event raised");
//Change the action map
_potentialInteractions.First.Value.interactableObject.GetComponent<StepController>().InteractWithCharacter();
//set current interaction for state machine
currentInteraction = InteractionType.Talk;
default:
break;
//No need to do anything for Pickup type, the StateMachine will transition to the state
//and then the AnimationClip will call Collect()
private void OnTriggerEnter(Collider other)
//Called by the Event on the trigger collider on the child GO called "InteractionDetector"
public void OnTriggerChangeDetected(bool entered, GameObject obj)
{
if (entered)
AddPotentialInteraction(obj);
else
RemovePotentialInteraction(obj);
}
private void AddPotentialInteraction(GameObject obj)
InteractionType ongoingInteractionType = InteractionType.None;
Interaction newPotentialInteraction = new Interaction(InteractionType.None, obj);
if (other.CompareTag("Pickable"))
if (obj.CompareTag("Pickable"))
ongoingInteractionType = InteractionType.PickUp;
//Debug.Log("I triggered a pickable object!");
newPotentialInteraction.type = InteractionType.PickUp;
else if (other.CompareTag("CookingPot"))
else if (obj.CompareTag("CookingPot"))
ongoingInteractionType = InteractionType.Cook;
//Debug.Log("I triggered a cooking pot!");
newPotentialInteraction.type = InteractionType.Cook;
else if (other.CompareTag("NPC"))
else if (obj.CompareTag("NPC"))
ongoingInteractionType = InteractionType.Talk;
//Debug.Log("I triggered an NPC!");
newPotentialInteraction.type = InteractionType.Talk;
if (ongoingInteractionType != InteractionType.None)
if (newPotentialInteraction.type != InteractionType.None)
_ongoingInteractions.AddFirst(new Interaction(ongoingInteractionType, other.gameObject));
DisplayInteractionUI();
_potentialInteractions.AddFirst(newPotentialInteraction);
RequestUpdateUI(true);
private void DisplayInteractionUI()
{
//Raise event to display UI
Interaction onGoingInteraction = _ongoingInteractions.First.Value;
_toggleInteractionUI.RaiseEvent(true, onGoingInteraction.Type);
}
private void OnTriggerExit(Collider other)
private void RemovePotentialInteraction(GameObject obj)
ResetInteraction(other.gameObject);
}
private void ResetInteraction(GameObject obj)
{
LinkedListNode<Interaction> currentNode = _ongoingInteractions.First;
LinkedListNode<Interaction> currentNode = _potentialInteractions.First;
if (currentNode.Value.InteractableObject == obj)
if (currentNode.Value.interactableObject == obj)
_ongoingInteractions.Remove(currentNode);
_potentialInteractions.Remove(currentNode);
if (_ongoingInteractions.Count > 0)
{
_toggleInteractionUI.RaiseEvent(true, _ongoingInteractions.First.Value.Type);
}
RequestUpdateUI(_potentialInteractions.Count > 0);
}
private void RequestUpdateUI(bool visible)
{
if (visible)
_toggleInteractionUI.RaiseEvent(true, _potentialInteractions.First.Value.type);
{
}
private void OnInteractionEnd()
{
switch (currentInteractionType)
{
case InteractionType.Cook:
case InteractionType.Talk:
//We show the UI after cooking or talking, in case player wants to interact again
RequestUpdateUI(true);
break;
_inputReader.EnableGameplayInput();
}
}

2
UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs.meta


type: 2}
- _onInteractionEnded: {fileID: 11400000, guid: c499d87f35465124f8fb2751b150430d,
type: 2}
- _oninteractResponsed: {fileID: 11400000, guid: cc6333f29e3561040b0420b725091f63,
type: 2}
executionOrder: 0
icon: {instanceID: 0}
userData:

37
UOP1_Project/Assets/Scripts/Inventory/CollectibleItem.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[SerializeField] private Item _currentItem;
[SerializeField] private SpriteRenderer[] _itemImages;
public Item CurrentItem
{
set => _currentItem = value;
}
[SerializeField] private Item _currentItem = default;
[SerializeField] private SpriteRenderer[] _itemImages = default;
SetItem();
if (_itemImages != null)
SetCubeItem();
Debug.Log("current item " + _currentItem);
public void SetItem(Item item)
{
_currentItem = item;
// TODO: This function is only for testing
public void SetItem()
}
//this function is only for testing
public void SetCubeItem()
}
public void OnTriggerEnter(Collider other)
{
if (other.tag == "Player")
{
if (other.gameObject.TryGetComponent<ItemPicker>(out ItemPicker itemPickerComp))
{
}
itemPickerComp.PickItem(_currentItem);
}
}
}
}

60
UOP1_Project/Assets/Scripts/Inventory/InventoryItemFiller.cs


using System.Collections;
using System.Collections;
[SerializeField]
private Image itemPreviewImage;
[SerializeField]
private LocalizeStringEvent itemTitle;
[SerializeField]
private TextMeshProUGUI itemCount;
[SerializeField]
private Image bgImage;
[SerializeField]
private Image imgHover;
[SerializeField]
private Image imgSelected;
public ItemStack currentItem;
[SerializeField]
private Button itemButton;
[SerializeField] private Image _itemPreviewImage = default;
[SerializeField] private LocalizeStringEvent _itemTitle = default;
[SerializeField] private TextMeshProUGUI _itemCount = default;
[SerializeField] private Image _bgImage = default;
[SerializeField] private Image _imgHover = default;
[SerializeField] private Image _imgSelected = default;
[HideInInspector] public ItemStack _currentItem = default;
[SerializeField] private Button _itemButton = default;
public void SetItem(ItemStack itemStack, bool isSelected, ItemEventChannelSo selectItemEvent)
public void SetItem(ItemStack itemStack, bool isSelected, ItemEventChannelSO selectItemEvent)
currentItem = itemStack;
_currentItem = itemStack;
imgSelected.gameObject.SetActive(isSelected);
_imgSelected.gameObject.SetActive(isSelected);
itemPreviewImage.sprite = itemStack.Item.PreviewImage;
itemTitle.StringReference = itemStack.Item.Name;
itemCount.text = itemStack.Amount.ToString();
bgImage.color = itemStack.Item.ItemType.TypeColor;
_itemPreviewImage.sprite = itemStack.Item.PreviewImage;
_itemTitle.StringReference = itemStack.Item.Name;
_itemCount.text = itemStack.Amount.ToString();
_bgImage.color = itemStack.Item.ItemType.TypeColor;
itemButton.onClick.RemoveAllListeners();
_itemButton.onClick.RemoveAllListeners();
itemButton.onClick.AddListener(() =>
_itemButton.onClick.AddListener(() =>
selectItemEvent.RaiseEvent(currentItem.Item);
selectItemEvent.RaiseEvent(_currentItem.Item);
});
}

{
imgHover.gameObject.SetActive(true);
_imgHover.gameObject.SetActive(true);
}

imgHover.gameObject.SetActive(false);
_imgHover.gameObject.SetActive(false);
}

imgSelected.gameObject.SetActive(true);
_imgSelected.gameObject.SetActive(true);
}

imgSelected.gameObject.SetActive(false);
_imgSelected.gameObject.SetActive(false);
}

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