uChema
4 年前
当前提交
c128feff
共有 46 个文件被更改,包括 1370 次插入 和 44 次删除
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10UOP1_Project/Assets/Cutscenes/ExampleCutscene.playable
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16UOP1_Project/Assets/Localization Files/Asset Tables/Dialogue System/Dialogues/Dialogue Shared Data.asset
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16UOP1_Project/Assets/Localization Files/Asset Tables/Dialogue System/Dialogues/Dialogue_en.asset
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16UOP1_Project/Assets/Localization Files/Asset Tables/Dialogue System/Dialogues/Dialogue_fr.asset
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399UOP1_Project/Assets/Prefabs/UI/DialoguePanel.prefab
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53UOP1_Project/Assets/Scenes/Gameplay.unity
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2UOP1_Project/Assets/Scripts/Dialogues/DialogueDataSO.cs
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1UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
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2UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs
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32UOP1_Project/Assets/Scripts/UI/UIDialogueManager.cs
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22UOP1_Project/Assets/Scripts/UI/UIManager.cs
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464UOP1_Project/Assets/Prefabs/UI/ButtonChoice.prefab
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7UOP1_Project/Assets/Prefabs/UI/ButtonChoice.prefab.meta
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8UOP1_Project/Assets/ScriptableObjects/Dialogue.meta
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8UOP1_Project/Assets/ScriptableObjects/Events/Cutscene.meta
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19UOP1_Project/Assets/Scripts/Events/ScriptableObjects/DialogueActorChannelSo.cs
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19UOP1_Project/Assets/Scripts/Events/ScriptableObjects/DialogueDataChannelSo.cs
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11UOP1_Project/Assets/Scripts/Events/ScriptableObjects/DialogueDataChannelSo.cs.meta
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26UOP1_Project/Assets/UIDialogueChoiceFiller.cs
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11UOP1_Project/Assets/UIDialogueChoiceFiller.cs.meta
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47UOP1_Project/Assets/UIDialogueChoicesManager.cs
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11UOP1_Project/Assets/UIDialogueChoicesManager.cs.meta
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20UOP1_Project/Assets/ScriptableObjects/Dialogue/Choice No.asset
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8UOP1_Project/Assets/ScriptableObjects/Dialogue/Choice No.asset.meta
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20UOP1_Project/Assets/ScriptableObjects/Dialogue/Choice Yes.asset
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8UOP1_Project/Assets/ScriptableObjects/Dialogue/Choice Yes.asset.meta
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23UOP1_Project/Assets/ScriptableObjects/Dialogue/DialogueTest.asset
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8UOP1_Project/Assets/ScriptableObjects/Dialogue/DialogueTest.asset.meta
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20UOP1_Project/Assets/ScriptableObjects/Dialogue/LineTestNo.asset
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8UOP1_Project/Assets/ScriptableObjects/Dialogue/LineTestNo.asset.meta
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20UOP1_Project/Assets/ScriptableObjects/Dialogue/LineTestYes.asset
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8UOP1_Project/Assets/ScriptableObjects/Dialogue/LineTestYes.asset.meta
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18UOP1_Project/Assets/ScriptableObjects/Dialogue/SecondaryDialogueNo.asset
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8UOP1_Project/Assets/ScriptableObjects/Dialogue/SecondaryDialogueNo.asset.meta
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18UOP1_Project/Assets/ScriptableObjects/Dialogue/SecondaryDialogueYes.asset
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8UOP1_Project/Assets/ScriptableObjects/Dialogue/SecondaryDialogueYes.asset.meta
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19UOP1_Project/Assets/Scripts/Events/ScriptableObjects/DialogueEventChannelSo.cs
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0/UOP1_Project/Assets/Scripts/Events/ScriptableObjects/DialogueActorChannelSo.cs.meta
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0/UOP1_Project/Assets/ScriptableObjects/Events/Cutscene/PauseTimelineEvent.asset
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0/UOP1_Project/Assets/ScriptableObjects/Events/Cutscene/PauseTimelineEvent.asset.meta
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0/UOP1_Project/Assets/ScriptableObjects/Events/Cutscene/PlayCutsceneEvent.asset
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0/UOP1_Project/Assets/ScriptableObjects/Events/Cutscene/PlayCutsceneEvent.asset.meta
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0/UOP1_Project/Assets/ScriptableObjects/Events/Cutscene/PlayDialogueEvent.asset
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0/UOP1_Project/Assets/ScriptableObjects/Events/Cutscene/PlayDialogueEvent.asset.meta
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|||
using UnityEngine.Events; |
|||
using UnityEngine; |
|||
|
|||
/// <summary>
|
|||
/// This class is used for talk interaction events.
|
|||
/// Example: start talking to an actor passed as paramater
|
|||
/// </summary>
|
|||
|
|||
[CreateAssetMenu(menuName = "Events/Dialogue Actor Channel")] |
|||
public class DialogueActorChannelSo : ScriptableObject |
|||
{ |
|||
public UnityAction<ActorSO> OnEventRaised; |
|||
public void RaiseEvent(ActorSO actor) |
|||
{ |
|||
if (OnEventRaised != null) |
|||
OnEventRaised.Invoke(actor); |
|||
} |
|||
} |
|||
|
|
|||
using UnityEngine.Events; |
|||
using UnityEngine; |
|||
|
|||
/// <summary>
|
|||
/// This class is used for talk interaction events.
|
|||
/// Example: start talking to an actor passed as paramater
|
|||
/// </summary>
|
|||
|
|||
[CreateAssetMenu(menuName = "Events/Dialogue Data Channel")] |
|||
public class DialogueDataChannelSo : ScriptableObject |
|||
{ |
|||
public UnityAction<DialogueDataSO> OnEventRaised; |
|||
public void RaiseEvent(DialogueDataSO dialogue) |
|||
{ |
|||
if (OnEventRaised != null) |
|||
OnEventRaised.Invoke(dialogue); |
|||
} |
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} |
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|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using TMPro; |
|||
using UnityEngine.Localization.Components; |
|||
public class UIDialogueChoiceFiller : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
LocalizeStringEvent choiceText; |
|||
[SerializeField] |
|||
DialogueChoiceChannelSO MakeAChoiceEvent; |
|||
|
|||
Choice currentChoice; |
|||
|
|||
public void FillChoice(Choice choiceToFill) |
|||
{ |
|||
currentChoice = choiceToFill; |
|||
choiceText.StringReference = choiceToFill.Response.Sentence; |
|||
} |
|||
|
|||
public void ButtonClicked() |
|||
{ |
|||
if(MakeAChoiceEvent!=null) |
|||
MakeAChoiceEvent.RaiseEvent(currentChoice); |
|||
} |
|||
} |
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userData: |
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assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class UIDialogueChoicesManager : MonoBehaviour |
|||
{ |
|||
public UIDialogueChoiceFiller[] listChoiceButtons; |
|||
|
|||
public void FillChoices(List<Choice> choices) |
|||
{ |
|||
|
|||
if(choices !=null) |
|||
{ |
|||
int maxCount = Mathf.Max(choices.Count, listChoiceButtons.Length); |
|||
|
|||
for (int i = 0; i < maxCount; i++) |
|||
{ |
|||
if (i < listChoiceButtons.Length) |
|||
{ |
|||
if (i < choices.Count) |
|||
{ |
|||
listChoiceButtons[i].FillChoice(choices[i]); |
|||
listChoiceButtons[i].gameObject.SetActive(true); |
|||
|
|||
} |
|||
else |
|||
{ |
|||
|
|||
listChoiceButtons[i].gameObject.SetActive(false); |
|||
|
|||
} |
|||
} |
|||
else |
|||
{ |
|||
|
|||
Debug.LogError("There are more choices than buttons"); |
|||
|
|||
} |
|||
|
|||
} |
|||
|
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} |
|||
|
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|
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} |
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} |
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|
|||
using UnityEngine.Events; |
|||
using UnityEngine; |
|||
|
|||
/// <summary>
|
|||
/// This class is used for talk interaction events.
|
|||
/// Example: start talking to an actor passed as paramater
|
|||
/// </summary>
|
|||
|
|||
[CreateAssetMenu(menuName = "Events/Dialogue Event Channel")] |
|||
public class DialogueEventChannelSo : ScriptableObject |
|||
{ |
|||
public UnityAction<ActorSO> OnEventRaised; |
|||
public void RaiseEvent(ActorSO actor) |
|||
{ |
|||
if (OnEventRaised != null) |
|||
OnEventRaised.Invoke(actor); |
|||
} |
|||
} |
|||
|
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