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Merge branch 'main' into QuestSystem

/main
uChema 4 年前
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c28d9833
共有 464 个文件被更改,包括 7832 次插入3565 次删除
  1. 5
      UOP1_Project/.gitignore
  2. 9
      UOP1_Project/Assets/Art/Characters/BardHare/Animation/BardHare_idle.fbx.meta
  3. 9
      UOP1_Project/Assets/Art/Characters/BardHare/Animation/BardHare_talk.fbx.meta
  4. 87
      UOP1_Project/Assets/Art/Characters/FryKing/Animation/FryKing.controller
  5. 214
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef.controller
  6. 13
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef_CaneHit.fbx.meta
  7. 40
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef_Collect.fbx.meta
  8. 2
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef_Idle.fbx.meta
  9. 40
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef_Jump.fbx.meta
  10. 2
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef_Walk.fbx.meta
  11. 4
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef_faint.fbx.meta
  12. 20
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef_run.fbx.meta
  13. 87
      UOP1_Project/Assets/Art/Characters/PlantCritter/Animation/PlantCritter.controller
  14. 134
      UOP1_Project/Assets/Art/Characters/RockCritter/Animation/RockCritter.controller
  15. 4
      UOP1_Project/Assets/Art/Characters/RockCritter/Animation/RockCritter_Attack.fbx.meta
  16. 4
      UOP1_Project/Assets/Art/Characters/RockCritter/Animation/RockCritter_Walk.fbx.meta
  17. 4
      UOP1_Project/Assets/Art/Characters/RockCritter/RockCritter.fbx.meta
  18. 4
      UOP1_Project/Assets/Art/Characters/SlimeCritter/Animation/SlimeCritter.fbx.meta
  19. 999
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  20. 999
      UOP1_Project/Assets/Art/Nature/Bush/ThickBush3_Albedo.png
  21. 989
      UOP1_Project/Assets/Prefabs/Characters/BardHare.prefab
  22. 2
      UOP1_Project/Assets/Prefabs/Characters/FryKing.prefab
  23. 614
      UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab
  24. 219
      UOP1_Project/Assets/Prefabs/Characters/PlantCritter.prefab
  25. 58
      UOP1_Project/Assets/Prefabs/Characters/SlimeCritter_Base.prefab
  26. 2
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  27. 2
      UOP1_Project/Assets/Prefabs/Effects/DustParticles/JumpParticle.prefab
  28. 8
      UOP1_Project/Assets/Prefabs/Effects/DustParticles/LandingParticle.prefab
  29. 22
      UOP1_Project/Assets/Prefabs/Effects/DustParticles/WalkingParticle.prefab
  30. 5
      UOP1_Project/Assets/Prefabs/Furniture/LinenRoundChair.prefab
  31. 5
      UOP1_Project/Assets/Prefabs/Furniture/RoundTable.prefab
  32. 5
      UOP1_Project/Assets/Prefabs/Furniture/WoodenChair.prefab
  33. 5
      UOP1_Project/Assets/Prefabs/Furniture/WoodenTable.prefab
  34. 16
      UOP1_Project/Assets/Prefabs/GameplayEssentials/CameraSystem.prefab
  35. 8
      UOP1_Project/Assets/Prefabs/GameplayEssentials/SpawnSystem.prefab
  36. 8
      UOP1_Project/Assets/Prefabs/GameplayEssentials/MenuEditorInitializer.prefab
  37. 20
      UOP1_Project/Assets/Prefabs/Items/WalkingCane.prefab
  38. 50
      UOP1_Project/Assets/Prefabs/Nature/Trees/Tree.prefab
  39. 77
      UOP1_Project/Assets/Prefabs/Nature/Trees/Tree2.prefab
  40. 119
      UOP1_Project/Assets/Prefabs/Nature/Trees/TreeBig.prefab
  41. 98
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  42. 54
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  43. 102
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  44. 6
      UOP1_Project/Assets/Prefabs/Props/Collectible Item.prefab
  45. 45
      UOP1_Project/Assets/Prefabs/Props/FryingPan.prefab
  46. 32
      UOP1_Project/Assets/Prefabs/Props/PotOverFire.prefab
  47. 863
      UOP1_Project/Assets/Scenes/ArtShowcase.unity
  48. 37
      UOP1_Project/Assets/Scenes/ArtShowcase/LightingData.asset
  49. 1001
      UOP1_Project/Assets/Scenes/ArtShowcase/Lightmap-0_comp_light.exr
  50. 386
      UOP1_Project/Assets/Scenes/Initialization.unity
  51. 229
      UOP1_Project/Assets/Scenes/Locations/Beach.unity
  52. 157
      UOP1_Project/Assets/Scenes/Locations/Forest.unity
  53. 144
      UOP1_Project/Assets/Scenes/Menus/MainMenu.unity
  54. 757
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  55. 4
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  56. 7
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  57. 2
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  58. 3
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  59. 3
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  60. 3
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  61. 6
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  62. 2
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  63. 2
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  64. 30
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  65. 1
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  66. 1
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  67. 9
      UOP1_Project/Assets/Scripts/Audio/AudioCue.cs
  68. 1
      UOP1_Project/Assets/Scripts/CameraManager.cs
  69. 15
      UOP1_Project/Assets/Scripts/Characters/Protagonist.cs
  70. 17
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/PlayLandParticlesActionSO.cs
  71. 14
      UOP1_Project/Assets/Scripts/Editor/ReplaceTool.cs
  72. 8
      UOP1_Project/Assets/Scripts/EditorTools/ClickToPlaceHelper.cs
  73. 35
      UOP1_Project/Assets/Scripts/Effects/DustParticlesController.cs
  74. 7
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs
  75. 142
      UOP1_Project/Assets/Scripts/Input/GameInput.cs
  76. 130
      UOP1_Project/Assets/Scripts/Input/InputReader.cs
  77. 2
      UOP1_Project/Assets/Scripts/Inventory/UIInventoryManager.cs
  78. 25
      UOP1_Project/Assets/Scripts/SceneManagement/EditorInitialisationLoader.cs
  79. 9
      UOP1_Project/Assets/Scripts/SceneManagement/LocationExit.cs
  80. 11
      UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/GameSceneSO.cs
  81. 1
      UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/LocationSO.cs
  82. 218
      UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs
  83. 47
      UOP1_Project/Assets/Scripts/SpawnSystem.cs
  84. 2
      UOP1_Project/Assets/Scripts/StateMachine/Editor/TransitionTableEditorWindow.cs
  85. 102
      UOP1_Project/Assets/Settings/Input/GameInput.inputactions
  86. 4
      UOP1_Project/Packages/manifest.json
  87. 16
      UOP1_Project/Packages/packages-lock.json
  88. 2
      UOP1_Project/ProjectSettings/DynamicsManager.asset
  89. 11
      UOP1_Project/ProjectSettings/EditorBuildSettings.asset
  90. 8
      UOP1_Project/ProjectSettings/ProjectSettings.asset
  91. 3
      UOP1_Project/ProjectSettings/TagManager.asset
  92. 2
      UOP1_Project/ProjectSettings/UnityConnectSettings.asset
  93. 2
      UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/GameSceneSOEditor.cs.meta
  94. 2
      UOP1_Project/Assets/Scripts/Editor/SceneSelector/SceneSelector.ColorSelectorWindow.cs.meta
  95. 2
      UOP1_Project/Assets/Scripts/Editor/SceneSelector/SceneSelector.Data.cs.meta
  96. 177
      Docs/WikiImages/TransitionTable_PigChef.png
  97. 228
      Docs/WikiImages/TransitionTable_PigChef_Actions.png
  98. 247
      UOP1_Project/Assets/Art/Characters/BardHare/Animation/BardHare.controller
  99. 8
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  100. 1001
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5
UOP1_Project/.gitignore


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229
UOP1_Project/Assets/Scenes/Locations/Beach.unity
文件差异内容过多而无法显示
查看文件

157
UOP1_Project/Assets/Scenes/Locations/Forest.unity


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757
UOP1_Project/Assets/Scenes/TestingGround.unity
文件差异内容过多而无法显示
查看文件

4
UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/SFX_Fire_looping.asset


m_EditorClassIdentifier:
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UOP1_Project/Assets/ScriptableObjects/SceneData/Initialization.asset


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scenePath: Assets/Scenes/Initialization.unity
shortDescription: The scene from where the game starts and it is responsible for
loading PersistentManagers scene and raises the event to load the main menu.
musicVolume: 0

2
UOP1_Project/Assets/ScriptableObjects/SceneData/Initialization.asset.meta


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UOP1_Project/Assets/ScriptableObjects/SceneData/Locations/Beach.asset


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UOP1_Project/Assets/ScriptableObjects/SceneData/Locations/Forest.asset


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UOP1_Project/Assets/ScriptableObjects/SceneData/Locations/TestingGround.asset


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UOP1_Project/Assets/ScriptableObjects/SceneData/Menus/MainMenu.asset


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/PlaySound_PickUp.asset


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9
UOP1_Project/Assets/Scripts/Audio/AudioCue.cs


private void Start()
{
if (_playOnStart)
PlayAudioCue();
StartCoroutine(PlayDelayed());
}
private IEnumerator PlayDelayed()
{
yield return new WaitForSeconds(.1f);
PlayAudioCue();
}
public void PlayAudioCue()

1
UOP1_Project/Assets/Scripts/CameraManager.cs


private void OnCameraMove(Vector2 cameraMovement, bool isDeviceMouse)
{
if (_cameraMovementLock)
return;

15
UOP1_Project/Assets/Scripts/Characters/Protagonist.cs


[SerializeField] private InputReader _inputReader = default;
public TransformAnchor gameplayCameraTransform;
[SerializeField] private VoidEventChannelSO _openInventoryChannel = default;
[HideInInspector] public bool attackInput;
[HideInInspector] public Vector3 movementInput; //Initial input coming from the Protagonist script
[HideInInspector] public Vector3 movementVector; //Final movement vector, manipulated by the StateMachine actions
[HideInInspector] public ControllerColliderHit lastHit;

_inputReader.jumpEvent += OnJumpInitiated;
_inputReader.jumpCanceledEvent += OnJumpCanceled;
_inputReader.moveEvent += OnMove;
_inputReader.extraActionEvent += OnExtraAction;
_inputReader.openInventoryEvent += OnOpenInventory;
_inputReader.attackEvent += OnAttack;
//...
}

_inputReader.jumpEvent -= OnJumpInitiated;
_inputReader.jumpCanceledEvent -= OnJumpCanceled;
_inputReader.moveEvent -= OnMove;
_inputReader.extraActionEvent -= OnExtraAction;
_inputReader.openInventoryEvent -= OnOpenInventory;
_inputReader.startedRunning -= OnStartedRunning;
_inputReader.stoppedRunning -= OnStoppedRunning;
//...

private void OnStartedRunning() => isRunning = true;
// This handler is just used for debug, for now
private void OnExtraAction()
private void OnOpenInventory()
extraActionInput = true;
_openInventoryChannel.RaiseEvent();
private void OnAttack() => attackInput = true;
}

17
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/PlayLandParticlesActionSO.cs


{
//Component references
private DustParticlesController _dustController;
private Transform _transform;
private float _fallStartY = 0f;
private float _fallEndY = 0f;
private float _maxFallDistance = 4f; //Used to adjust particle emission intensity
_transform = stateMachine.transform;
}
public override void OnStateEnter()
{
_fallStartY = _transform.position.y;
_fallEndY = _transform.position.y;
float dY = Mathf.Abs(_fallStartY - _fallEndY);
float fallIntensity = Mathf.InverseLerp(0, _maxFallDistance, dY);
_dustController.PlayLandParticles();
_dustController.PlayLandParticles(fallIntensity);
t = Time.time;
}
}

14
UOP1_Project/Assets/Scripts/Editor/ReplaceTool.cs


/// <param name="replaceObject">Prefab that will be instantiated in place of the objects to replace.</param>
internal static void ReplaceSelectedObjects(GameObject[] objectToReplace, GameObject replaceObject)
{
//Debug.Log("[Replace Tool] Replace process");
var newInstances = new int[objectToReplace.Length];
var sibling = go.transform.GetSiblingIndex();
newInstances[i] = inst.GetInstanceID();
inst.transform.SetSiblingIndex(sibling);
Undo.RegisterCreatedObjectUndo(inst, "Replacement creation.");
foreach (Transform child in go.transform)
{

}
//Debug.LogFormat("[Replace Tool] {0} objects replaced on scene with {1}", objectToReplace.Length, replaceObject.name);
Selection.instanceIDs = newInstances;
}
}

8
UOP1_Project/Assets/Scripts/EditorTools/ClickToPlaceHelper.cs


using UnityEngine;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
[ExecuteInEditMode]
[AddComponentMenu("UOP1/Tools/Click to Place")]

public void EndTargeting()
{
IsTargeting = false;
#if UNITY_EDITOR
Undo.RecordObject(transform, $"{gameObject.name} moved by ClickToPlaceHelper");
#endif
transform.position = _targetPosition;
}
}

35
UOP1_Project/Assets/Scripts/Effects/DustParticlesController.cs


{
_landParticles.Play();
}
public void PlayLandParticles(float intensity)
{
// make sure intensity is always between 0 and 1
intensity = Mathf.Clamp01(intensity);
ParticleSystem.MainModule main = _landParticles.main;
ParticleSystem.MinMaxCurve origCurve = main.startSize; //save original curve to be assigned back to particle system
ParticleSystem.MinMaxCurve newCurve = main.startSize; //Make a new minMax curve and make our changes to the new copy
float minSize = newCurve.constantMin;
float maxSize = newCurve.constantMax;
// use the intensity to change the maximum size of the particle curve
newCurve.constantMax = Mathf.Lerp(minSize, maxSize, intensity);
main.startSize = newCurve;
_landParticles.Play();
// Put the original startSize back where you found it
StartCoroutine(ResetMinMaxCurve(_landParticles, origCurve));
// Note: We don't necessarily need to reset the curve, as it will be overridden
}
private IEnumerator ResetMinMaxCurve(ParticleSystem ps, ParticleSystem.MinMaxCurve curve)
{
while (ps.isEmitting)
{
yield return null;
}
ParticleSystem.MainModule main = ps.main;
main.startSize = curve;
}
}

7
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs


using UnityEngine;
/// <summary>
/// This class is used for Events that have one int argument.
/// Example: An Achievement unlock event, where the int is the Achievement ID.
/// This class is used for Events that have a bool argument.
/// Example: An event to toggle a UI interface
/// </summary>
[CreateAssetMenu(menuName = "Events/Bool Event Channel")]

public void RaiseEvent(bool value)
{
OnEventRaised.Invoke(value);
if (OnEventRaised != null)
OnEventRaised.Invoke(value);
}
}

142
UOP1_Project/Assets/Scripts/Input/GameInput.cs


""interactions"": """"
},
{
""name"": ""ExtraAction"",
""name"": ""OpenInventory"",
""type"": ""Button"",
""id"": ""1b6ae4df-f5e6-42fc-92b6-3dcc2e126563"",
""expectedControlType"": ""Button"",

{
""name"": """",
""id"": ""91ce58d8-88e1-4ade-945b-59c4f0939828"",
""path"": ""<Keyboard>/j"",
""path"": ""<Keyboard>/f"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",
""action"": ""Attack"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""4c248131-d3fe-4545-b4dc-ba0690c01312"",
""path"": ""<Mouse>/leftButton"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",

{
""name"": """",
""id"": ""937b421c-9467-4b47-a1fd-445b9b44d5c9"",
""path"": ""<Keyboard>/l"",
""path"": ""<Keyboard>/q"",
""action"": ""ExtraAction"",
""action"": ""OpenInventory"",
""isComposite"": false,
""isPartOfComposite"": false
},

""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",
""action"": ""ExtraAction"",
""action"": ""OpenInventory"",
""isComposite"": false,
""isPartOfComposite"": false
},

""isPartOfComposite"": false
},
{
""name"": ""Keyboard TFGH"",
""name"": ""Keyboard IJKL"",
""id"": ""8e17360e-f036-4963-93f6-05d14787dfb5"",
""path"": ""2DVector(mode=1)"",
""interactions"": """",

{
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""id"": ""9a4ec3f5-78bf-4f42-b7d7-f1edd7ce12dc"",
""path"": ""<Keyboard>/t"",
""path"": ""<Keyboard>/i"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",

{
""name"": ""down"",
""id"": ""5d82874e-55d8-4d54-84f5-c4d59dc3b39c"",
""path"": ""<Keyboard>/g"",
""path"": ""<Keyboard>/k"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",

{
""name"": ""left"",
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{
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""processors"": """",
""groups"": ""KeyboardOrGamepad"",
""action"": ""RotateCamera"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
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""path"": ""<Keyboard>/l"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",

""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """"
},
{
""name"": ""MouseMove"",
""type"": ""PassThrough"",
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""expectedControlType"": ""Vector2"",
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},
{
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""expectedControlType"": ""Button"",
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}
],
""bindings"": [

""name"": """",
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""interactions"": """",
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},
{
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""processors"": """",
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""action"": ""Cancel"",
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""isPartOfComposite"": false
},
{
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""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",
""action"": ""Unpause"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""b8857ec1-9a5c-4cd2-af29-276683c9151e"",
""path"": ""<Keyboard>/escape"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",
""action"": ""Unpause"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""23583bb1-6dd5-4287-94bd-3028199fc088"",
""path"": ""<Mouse>/position"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard&Mouse;KeyboardOrGamepad"",
""action"": ""MouseMove"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
},

m_Gameplay_Attack = m_Gameplay.FindAction("Attack", throwIfNotFound: true);
m_Gameplay_Interact = m_Gameplay.FindAction("Interact", throwIfNotFound: true);
m_Gameplay_Pause = m_Gameplay.FindAction("Pause", throwIfNotFound: true);
m_Gameplay_ExtraAction = m_Gameplay.FindAction("ExtraAction", throwIfNotFound: true);
m_Gameplay_OpenInventory = m_Gameplay.FindAction("OpenInventory", throwIfNotFound: true);
m_Gameplay_RotateCamera = m_Gameplay.FindAction("RotateCamera", throwIfNotFound: true);
m_Gameplay_MouseControlCamera = m_Gameplay.FindAction("MouseControlCamera", throwIfNotFound: true);
m_Gameplay_Run = m_Gameplay.FindAction("Run", throwIfNotFound: true);

m_Menus_Confirm = m_Menus.FindAction("Confirm", throwIfNotFound: true);
m_Menus_Cancel = m_Menus.FindAction("Cancel", throwIfNotFound: true);
m_Menus_MouseMove = m_Menus.FindAction("MouseMove", throwIfNotFound: true);
m_Menus_Unpause = m_Menus.FindAction("Unpause", throwIfNotFound: true);
// Dialogues
m_Dialogues = asset.FindActionMap("Dialogues", throwIfNotFound: true);
m_Dialogues_MoveSelection = m_Dialogues.FindAction("MoveSelection", throwIfNotFound: true);

private readonly InputAction m_Gameplay_Attack;
private readonly InputAction m_Gameplay_Interact;
private readonly InputAction m_Gameplay_Pause;
private readonly InputAction m_Gameplay_ExtraAction;
private readonly InputAction m_Gameplay_OpenInventory;
private readonly InputAction m_Gameplay_RotateCamera;
private readonly InputAction m_Gameplay_MouseControlCamera;
private readonly InputAction m_Gameplay_Run;

public InputAction @Attack => m_Wrapper.m_Gameplay_Attack;
public InputAction @Interact => m_Wrapper.m_Gameplay_Interact;
public InputAction @Pause => m_Wrapper.m_Gameplay_Pause;
public InputAction @ExtraAction => m_Wrapper.m_Gameplay_ExtraAction;
public InputAction @OpenInventory => m_Wrapper.m_Gameplay_OpenInventory;
public InputAction @RotateCamera => m_Wrapper.m_Gameplay_RotateCamera;
public InputAction @MouseControlCamera => m_Wrapper.m_Gameplay_MouseControlCamera;
public InputAction @Run => m_Wrapper.m_Gameplay_Run;

@Pause.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnPause;
@Pause.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnPause;
@Pause.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnPause;
@ExtraAction.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnExtraAction;
@ExtraAction.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnExtraAction;
@ExtraAction.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnExtraAction;
@OpenInventory.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnOpenInventory;
@OpenInventory.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnOpenInventory;
@OpenInventory.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnOpenInventory;
@RotateCamera.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnRotateCamera;
@RotateCamera.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnRotateCamera;
@RotateCamera.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnRotateCamera;

@Pause.started += instance.OnPause;
@Pause.performed += instance.OnPause;
@Pause.canceled += instance.OnPause;
@ExtraAction.started += instance.OnExtraAction;
@ExtraAction.performed += instance.OnExtraAction;
@ExtraAction.canceled += instance.OnExtraAction;
@OpenInventory.started += instance.OnOpenInventory;
@OpenInventory.performed += instance.OnOpenInventory;
@OpenInventory.canceled += instance.OnOpenInventory;
@RotateCamera.started += instance.OnRotateCamera;
@RotateCamera.performed += instance.OnRotateCamera;
@RotateCamera.canceled += instance.OnRotateCamera;

private readonly InputAction m_Menus_MoveSelection;
private readonly InputAction m_Menus_Confirm;
private readonly InputAction m_Menus_Cancel;
private readonly InputAction m_Menus_MouseMove;
private readonly InputAction m_Menus_Unpause;
public struct MenusActions
{
private @GameInput m_Wrapper;

public InputAction @Cancel => m_Wrapper.m_Menus_Cancel;
public InputAction @MouseMove => m_Wrapper.m_Menus_MouseMove;
public InputAction @Unpause => m_Wrapper.m_Menus_Unpause;
public InputActionMap Get() { return m_Wrapper.m_Menus; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }

@Cancel.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnCancel;
@Cancel.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnCancel;
@Cancel.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnCancel;
@MouseMove.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnMouseMove;
@MouseMove.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnMouseMove;
@MouseMove.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnMouseMove;
@Unpause.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnUnpause;
@Unpause.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnUnpause;
@Unpause.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnUnpause;
}
m_Wrapper.m_MenusActionsCallbackInterface = instance;
if (instance != null)

@Cancel.started += instance.OnCancel;
@Cancel.performed += instance.OnCancel;
@Cancel.canceled += instance.OnCancel;
@MouseMove.started += instance.OnMouseMove;
@MouseMove.performed += instance.OnMouseMove;
@MouseMove.canceled += instance.OnMouseMove;
@Unpause.started += instance.OnUnpause;
@Unpause.performed += instance.OnUnpause;
@Unpause.canceled += instance.OnUnpause;
}
}
}

void OnAttack(InputAction.CallbackContext context);
void OnInteract(InputAction.CallbackContext context);
void OnPause(InputAction.CallbackContext context);
void OnExtraAction(InputAction.CallbackContext context);
void OnOpenInventory(InputAction.CallbackContext context);
void OnRotateCamera(InputAction.CallbackContext context);
void OnMouseControlCamera(InputAction.CallbackContext context);
void OnRun(InputAction.CallbackContext context);

void OnMoveSelection(InputAction.CallbackContext context);
void OnConfirm(InputAction.CallbackContext context);
void OnCancel(InputAction.CallbackContext context);
void OnMouseMove(InputAction.CallbackContext context);
void OnUnpause(InputAction.CallbackContext context);
}
public interface IDialoguesActions
{

130
UOP1_Project/Assets/Scripts/Input/InputReader.cs


using UnityEngine.Events;
[CreateAssetMenu(fileName = "InputReader", menuName = "Game/Input Reader")]
public class InputReader : ScriptableObject, GameInput.IGameplayActions, GameInput.IDialoguesActions
public class InputReader : ScriptableObject, GameInput.IGameplayActions, GameInput.IDialoguesActions, GameInput.IMenusActions
// Assign delegate{} to events to initialise them with an empty delegate
// so we can skip the null check when we use them
public event UnityAction jumpEvent;
public event UnityAction jumpCanceledEvent;
public event UnityAction attackEvent;
public event UnityAction interactEvent; // Used to talk, pickup objects, interact with tools like the cooking cauldron
public event UnityAction extraActionEvent; // Used to bring up the inventory
public event UnityAction pauseEvent;
public event UnityAction<Vector2> moveEvent;
public event UnityAction<Vector2, bool> cameraMoveEvent;
public event UnityAction enableMouseControlCameraEvent;
public event UnityAction disableMouseControlCameraEvent;
public event UnityAction startedRunning;
public event UnityAction stoppedRunning;
public event UnityAction jumpEvent = delegate { };
public event UnityAction jumpCanceledEvent = delegate { };
public event UnityAction attackEvent = 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 event UnityAction<Vector2> moveEvent = delegate { };
public event UnityAction<Vector2, bool> cameraMoveEvent = delegate { };
public event UnityAction enableMouseControlCameraEvent = delegate { };
public event UnityAction disableMouseControlCameraEvent = delegate { };
public event UnityAction startedRunning = delegate { };
public event UnityAction stoppedRunning = delegate { };
// Shared between menus and dialogues
public event UnityAction moveSelectionEvent = delegate { };
// Dialogues
public event UnityAction advanceDialogueEvent = delegate { };
// Menus
public event UnityAction menuMouseMoveEvent = delegate { };
public event UnityAction menuConfirmEvent = delegate { };
public event UnityAction menuCancelEvent = delegate { };
public event UnityAction menuUnpauseEvent = delegate { };
// Dialogue
public event UnityAction advanceDialogueEvent;
public event UnityAction onMoveSelectionEvent;
private GameInput gameInput;

{
gameInput = new GameInput();
gameInput.Menus.SetCallbacks(this);
gameInput.Gameplay.SetCallbacks(this);
gameInput.Dialogues.SetCallbacks(this);
}

public void OnAttack(InputAction.CallbackContext context)
{
if (attackEvent != null
&& context.phase == InputActionPhase.Performed)
if (context.phase == InputActionPhase.Performed)
public void OnExtraAction(InputAction.CallbackContext context)
public void OnOpenInventory(InputAction.CallbackContext context)
if (extraActionEvent != null
&& context.phase == InputActionPhase.Performed)
extraActionEvent.Invoke();
if (context.phase == InputActionPhase.Performed)
openInventoryEvent.Invoke();
if (interactEvent != null
&& context.phase == InputActionPhase.Performed)
if (context.phase == InputActionPhase.Performed)
if (jumpEvent != null
&& context.phase == InputActionPhase.Performed)
if (context.phase == InputActionPhase.Performed)
if (jumpCanceledEvent != null
&& context.phase == InputActionPhase.Canceled)
if (context.phase == InputActionPhase.Canceled)
if (moveEvent != null)
{
moveEvent.Invoke(context.ReadValue<Vector2>());
}
moveEvent.Invoke(context.ReadValue<Vector2>());
}
public void OnRun(InputAction.CallbackContext context)

case InputActionPhase.Performed:
startedRunning?.Invoke();
startedRunning.Invoke();
stoppedRunning?.Invoke();
stoppedRunning.Invoke();
break;
}
}

if (pauseEvent != null
&& context.phase == InputActionPhase.Performed)
if (context.phase == InputActionPhase.Performed)
if (cameraMoveEvent != null)
{
cameraMoveEvent.Invoke(context.ReadValue<Vector2>(), IsDeviceMouse(context));
}
cameraMoveEvent.Invoke(context.ReadValue<Vector2>(), IsDeviceMouse(context));
enableMouseControlCameraEvent?.Invoke();
enableMouseControlCameraEvent.Invoke();
disableMouseControlCameraEvent?.Invoke();
disableMouseControlCameraEvent.Invoke();
}
private bool IsDeviceMouse(InputAction.CallbackContext context) => context.control.device.name == "Mouse";

if (context.phase == InputActionPhase.Performed)
onMoveSelectionEvent?.Invoke();
moveSelectionEvent();
advanceDialogueEvent?.Invoke();
advanceDialogueEvent();
}
public void OnConfirm(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
menuConfirmEvent();
}
public void OnCancel(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
menuCancelEvent();
public void OnMouseMove(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
menuMouseMoveEvent();
}
public void OnUnpause(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
menuUnpauseEvent();
}
gameInput.Dialogues.Enable();
gameInput.Gameplay.Disable();
gameInput.Gameplay.Disable();
gameInput.Dialogues.Enable();
gameInput.Gameplay.Enable();
gameInput.Dialogues.Disable();
gameInput.Dialogues.Disable();
gameInput.Gameplay.Enable();
public void EnableUIInput()
public void EnableMenuInput()
gameInput.Gameplay.Disable();
gameInput.Gameplay.Disable();
gameInput.Menus.Enable();
}

gameInput.Menus.Disable();
public bool LeftMouseDown() => Mouse.current.leftButton.isPressed;
}

2
UOP1_Project/Assets/Scripts/Inventory/UIInventoryManager.cs


if (ActionButtonClicked != null)
{
//find the selected Item
if (instantiatedGameObjects.Count > selectedItemId)
if (instantiatedGameObjects.Count > selectedItemId && selectedItemId > -1)
{
//find the item
Item itemToActOn = new Item();

25
UOP1_Project/Assets/Scripts/SceneManagement/EditorInitialisationLoader.cs


using UnityEngine.SceneManagement;
/// <summary>
/// This script loads the initial Scene, to allow to start the game from any gameplay Scene
/// This script loads the persistent managers and gameplay Scenes, to allow to start the game from any gameplay Scene
/// It can also be used for menu scene by just adding the persistent managers scene on the inspector
public GameSceneSO initializationScene;
public GameSceneSO[] scenesToLoad;
//bool to know if we are coming from editor initializer mode
[HideInInspector] public bool _isEditorInitializerMode=false;
private void Awake()
private void Start()
{
Application.targetFrameRate = targetFramerate; // For debugging purposes

if (scene.name == initializationScene.sceneName)
{
return;
}
for (int j = 0; j < scenesToLoad.Length; ++j)
if (scene.path == scenesToLoad[j].scenePath)
{
return;
}
else
{
SceneManager.LoadSceneAsync(scenesToLoad[j].scenePath, LoadSceneMode.Additive);
//Inform that we are pressing play from a location or menu
_isEditorInitializerMode = true;
}
SceneManager.LoadSceneAsync(initializationScene.sceneName, LoadSceneMode.Additive);
}
#endif
}

9
UOP1_Project/Assets/Scripts/SceneManagement/LocationExit.cs


[Header("Loading settings")]
[SerializeField] private GameSceneSO[] _locationsToLoad = default;
[SerializeField] private bool _showLoadScreen = default;
[SerializeField] private PathAnchor _pathTaken = default;
[SerializeField] private PathSO _exitPath = default;
[Header("Broadcasting on")]
[SerializeField] private LoadEventChannelSO _locationExitLoadChannel = default;

if (other.CompareTag("Player"))
{
UpdatePathTaken();
}
private void UpdatePathTaken()
{
if (_pathTaken != null)
_pathTaken.Path = _exitPath;
}
}

11
UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/GameSceneSO.cs


/// This class is a base class which contains what is common to all game scenes (Locations or Menus)
/// </summary>
public class GameSceneSO : ScriptableObject
public abstract partial class GameSceneSO : ScriptableObject
public string sceneName;
public string shortDescription;
#if UNITY_EDITOR // See GameSceneSOEditor.cs
public UnityEditor.SceneAsset sceneAsset;
#endif
[HideInInspector]
public string scenePath;
[TextArea] public string shortDescription;
}

1
UOP1_Project/Assets/Scripts/SceneManagement/ScriptableObjects/LocationSO.cs


using UnityEngine;
using UnityEngine.Localization;
/// <summary>
/// This class contains Settings specific to Locations only

218
UOP1_Project/Assets/Scripts/SceneManagement/SceneLoader.cs


using System;
using System.Collections;
using System.Collections;
using UnityEngine.UI;
/// Heavy on comments right now because it is still being worked on.
public class LocationLoader : MonoBehaviour
public class SceneLoader : MonoBehaviour
[Header("Initialization Scene")]
[SerializeField] private GameSceneSO _initializationScene = default;
[Header("Persistent Manager Scene")]
[SerializeField] private GameSceneSO _persistentManagersScene = default;
[Header("Load on start")]
[SerializeField] private GameSceneSO[] _mainMenuScenes = default;
[Header("Gameplay Scene")]
[SerializeField] private GameSceneSO _gameplayScene = default;
[Header("Loading Screen")]
[SerializeField] private GameObject _loadingInterface = default;
[SerializeField] private Image _loadingProgressBar = default;
[Header("Load Events")]
//The location load event we are listening to
[SerializeField] private LoadEventChannelSO _loadLocation = default;
//The menu load event we are listening to
[SerializeField] private LoadEventChannelSO _loadMenu = default;
[Header("Load Event")]
//The load event we are listening to
[SerializeField] private LoadEventChannelSO _loadEventChannel = default;
[Header("Broadcasting on")]
[SerializeField] private BoolEventChannelSO _ToggleLoadingScreen = default;
[SerializeField] private VoidEventChannelSO _OnSceneReady = default;
private Coroutine runningLoader = null;
private List<GameSceneSO> _persistentScenes = new List<GameSceneSO>(); //Scenes to keep loaded when a load event is raised
_loadEventChannel.OnLoadingRequested += LoadScenes;
if (_loadLocation != null)
{
_loadLocation.OnLoadingRequested += LoadLocation;
}
if (_loadMenu != null)
{
_loadMenu.OnLoadingRequested += LoadMenu;
}
_loadEventChannel.OnLoadingRequested -= LoadScenes;
}
private void Start()
{
if (SceneManager.GetActiveScene().name == _initializationScene.sceneName)
if (_loadLocation != null)
{
_loadLocation.OnLoadingRequested -= LoadLocation;
}
if (_loadMenu != null)
LoadMainMenu();
_loadMenu.OnLoadingRequested -= LoadMenu;
private void LoadMainMenu()
/// <summary>
/// This function loads the location scenes passed as array parameter
/// </summary>
/// <param name="locationsToLoad"></param>
/// <param name="showLoadingScreen"></param>
private void LoadLocation(GameSceneSO[] locationsToLoad, bool showLoadingScreen)
LoadScenes(_mainMenuScenes, false);
//When loading a location, we want to keep the persistent managers and gameplay scenes loaded
_persistentScenes.Add(_persistentManagersScene);
_persistentScenes.Add(_gameplayScene);
AddScenesToUnload(_persistentScenes);
LoadScenes(locationsToLoad, showLoadingScreen);
/// This function loads the scenes passed as array parameter
/// This function loads the menu scenes passed as array parameter
/// <param name="locationsToLoad"></param>
/// <param name="MenuToLoad"></param>
private void LoadMenu(GameSceneSO[] MenuToLoad, bool showLoadingScreen)
{
//When loading a menu, we only want to keep the persistent managers scene loaded
_persistentScenes.Add(_persistentManagersScene);
AddScenesToUnload(_persistentScenes);
LoadScenes(MenuToLoad, showLoadingScreen);
}
//Take the first scene in the array as the scene we want to set active
AddScenesToUnload();
_loadingInterface.SetActive(true);
_ToggleLoadingScreen.RaiseEvent(true);
}
if (_scenesToLoadAsyncOperations.Count == 0)

string currentSceneName = locationsToLoad[i].sceneName;
if (IsSceneLoaded(currentSceneName) == false)
{
if (runningLoader == null)
{
_scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(currentSceneName, LoadSceneMode.Additive));
_scenesToLoadAsyncOperations[i].completed += SetActiveScene;
// TODO: Run a coroutine for each scene loading that updates a combined value
// for the progress bar. This way, as each scene completes loading, we will
// know what scene it is. Then decide if it activates right away or not.
// runningLoader = StartCoroutine(TrackLoadingProgress(locationsToLoad[i]));
}
}
string currentScenePath = locationsToLoad[i].scenePath;
_scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(currentScenePath, LoadSceneMode.Additive));
}
if (_scenesToLoadAsyncOperations.Count > 0)
//Checks if any of the persistent scenes is not loaded yet and load it if unloaded
//This is especially useful when we go from main menu to first location
for (int i = 0; i < _persistentScenes.Count; ++i)
{
if (IsSceneLoaded(_persistentScenes[i].scenePath) == false)
// TODO: locationsToLoad[0] is a place holder right now.
runningLoader = StartCoroutine(TrackLoadingProgress(locationsToLoad[0]));
_scenesToLoadAsyncOperations.Add(SceneManager.LoadSceneAsync(_persistentScenes[i].scenePath, LoadSceneMode.Additive));
StartCoroutine(WaitForLoading(showLoadingScreen));
}
private IEnumerator WaitForLoading(bool showLoadingScreen)
{
bool _loadingDone = false;
// Wait until all scenes are loaded
while (!_loadingDone)
{
for (int i = 0; i < _scenesToLoadAsyncOperations.Count; ++i)
{
if (!_scenesToLoadAsyncOperations[i].isDone)
{
break;
}
else
{
_loadingDone = true;
_scenesToLoadAsyncOperations.Clear();
_persistentScenes.Clear();
}
}
yield return null;
}
//Set the active scene
SetActiveScene();
if (showLoadingScreen)
{
//Raise event to disable loading screen
_ToggleLoadingScreen.RaiseEvent(false);
}
/// SetActiveScene(AsyncOperation asyncOp) is called by AsyncOperation.complete event.
/// This function is called when all the scenes have been loaded
/// <param name="asyncOp"></param>
private void SetActiveScene(AsyncOperation asyncOp)
private void SetActiveScene()
// TODO: As each event completes, decide if it needs to activate right away.
SceneManager.SetActiveScene(SceneManager.GetSceneByName(_activeScene.sceneName));
SceneManager.SetActiveScene(SceneManager.GetSceneByPath(_activeScene.scenePath));
// Will reconstruct LightProbe tetrahedrons to include the probes from the newly-loaded scene
LightProbes.TetrahedralizeAsync();
//Raise the event to inform that the scene is loaded and set active
_OnSceneReady.RaiseEvent();
private void AddScenesToUnload()
private void AddScenesToUnload(List<GameSceneSO> persistentScenes)
for (int i = 0; i < SceneManager.sceneCount; i++)
for (int i = 0; i < SceneManager.sceneCount; ++i)
if (scene.name != _initializationScene.sceneName && scene.name != _activeScene.name)
string scenePath = scene.path;
for (int j = 0; j < persistentScenes.Count; ++j)
Debug.Log("Added scene to unload = " + scene.name);
_scenesToUnload.Add(scene);
if (scenePath != persistentScenes[j].scenePath)
{
//Check if we reached the last persistent scenes check
if (j == persistentScenes.Count - 1)
{
//If the scene is not one of the persistent scenes, we add it to the scenes to unload
_scenesToUnload.Add(scene);
}
}
else
{
//We move the next scene check as soon as we find that the scene is one of the persistent scenes
break;
}
}
}
}

if (_scenesToUnload != null)
{
for (int i = 0; i < _scenesToUnload.Count; i++)
for (int i = 0; i < _scenesToUnload.Count; ++i)
{
SceneManager.UnloadSceneAsync(_scenesToUnload[i]);
}

/// <summary>
/// This function checks if a scene is already loaded
/// </summary>
/// <param name="sceneName"></param>
/// <param name="scenePath"></param>
private bool IsSceneLoaded(string sceneName)
private bool IsSceneLoaded(string scenePath)
if (scene.name == sceneName)
if (scene.path == scenePath)
}
/// <summary>
/// This function updates the loading progress once per frame until loading is complete
/// </summary>
/// <param name="sceneReference">This is a place holder for the moment</param>
/// <returns>IEnumerator</returns>
private IEnumerator TrackLoadingProgress(GameSceneSO sceneReference)
{
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)
{
totalProgress = 0;
for (int i = 0; i < _scenesToLoadAsyncOperations.Count; ++i)
{
Debug.Log("Scene " + i + " :" + _scenesToLoadAsyncOperations[i].isDone + " progress = " + _scenesToLoadAsyncOperations[i].progress);
totalProgress += _scenesToLoadAsyncOperations[i].progress;
}
//The fillAmount is for all scenes, so we divide 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;
}
_scenesToLoadAsyncOperations.Clear();
runningLoader = null;
//Hide progress bar when loading is done
_loadingInterface.SetActive(false);
}
private void ExitGame()

47
UOP1_Project/Assets/Scripts/SpawnSystem.cs


using System;
using System.Linq;
using UnityEngine;
using UnityEngine.Serialization;
public class SpawnSystem : MonoBehaviour
{

[Header("Asset References")]
[SerializeField] private Protagonist _playerPrefab = default;
[SerializeField] private TransformAnchor _playerTransformAnchor = default;
[SerializeField] private PathAnchor _pathTaken = default;
[SerializeField] private Transform[] _spawnLocations;
private Transform[] _spawnLocations;
[Header("Scene Ready Event")]
[SerializeField] private VoidEventChannelSO _OnSceneReady = default; //Raised when the scene is loaded and set active
private void OnEnable()
{
if (_OnSceneReady != null)
{
_OnSceneReady.OnEventRaised += SpawnPlayer;
}
}
private void OnDisable()
{
if (_OnSceneReady != null)
{
_OnSceneReady.OnEventRaised -= SpawnPlayer;
}
}
void Start()
private void SpawnPlayer()
Spawn(_defaultSpawnIndex);
GameObject[] spawnLocationsGO = GameObject.FindGameObjectsWithTag("SpawnLocation");
_spawnLocations = new Transform[spawnLocationsGO.Length];
for (int i = 0; i < spawnLocationsGO.Length; ++i)
{
_spawnLocations[i] = spawnLocationsGO[i].transform;
}
Spawn(FindSpawnIndex(_pathTaken?.Path ?? null));
}
void Reset()

Protagonist playerInstance = InstantiatePlayer(_playerPrefab, spawnLocation);
_playerInstantiatedChannel.RaiseEvent(playerInstance.transform); // The CameraSystem will pick this up to frame the player
_playerTransformAnchor.Transform = playerInstance.transform;
}
private Transform GetSpawnLocation(int index, Transform[] spawnLocations)

index = Mathf.Clamp(index, 0, spawnLocations.Length - 1);
return spawnLocations[index];
}
private int FindSpawnIndex(PathSO pathTaken)
{
if (pathTaken == null)
return _defaultSpawnIndex;
int index = Array.FindIndex(_spawnLocations, element =>
element?.GetComponent<LocationEntrance>()?.EntrancePath == pathTaken
);
return (index < 0) ? _defaultSpawnIndex : index;
}
private Protagonist InstantiatePlayer(Protagonist playerPrefab, Transform spawnLocation)

2
UOP1_Project/Assets/Scripts/StateMachine/Editor/TransitionTableEditorWindow.cs


private UnityEditor.Editor _transitionTableEditor;
[MenuItem("Transition Table Editor", menuItem = "ChopChop/State Machine/Transition Table Editor")]
[MenuItem("Transition Table Editor", menuItem = "ChopChop/Transition Table Editor")]
internal static void Display()
{
if (_window == null)

102
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