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Merge branch 'pr-bash' into whiteboxing

# Conflicts:
#	UOP1_Project/Assets/Samples.meta
/release
Ciro Continisio 3 年前
当前提交
c691552b
共有 579 个文件被更改,包括 6216 次插入3461 次删除
  1. 5
      UOP1_Project/.gitignore
  2. 6
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-Assets-Shared.asset
  3. 14
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-StringTables.asset
  4. 9
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  5. 9
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  6. 87
      UOP1_Project/Assets/Art/Characters/FryKing/Animation/FryKing.controller
  7. 266
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef.controller
  8. 13
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  9. 40
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef_Collect.fbx.meta
  10. 2
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  11. 40
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  12. 2
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  13. 4
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  14. 20
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  15. 93
      UOP1_Project/Assets/Art/Characters/PlantCritter/Animation/PlantCritter.controller
  16. 134
      UOP1_Project/Assets/Art/Characters/RockCritter/Animation/RockCritter.controller
  17. 4
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  18. 4
      UOP1_Project/Assets/Art/Characters/RockCritter/Animation/RockCritter_Walk.fbx.meta
  19. 4
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  20. 4
      UOP1_Project/Assets/Art/Characters/SlimeCritter/Animation/SlimeCritter.fbx.meta
  21. 999
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  22. 999
      UOP1_Project/Assets/Art/Nature/Bush/ThickBush3_Albedo.png
  23. 6
      UOP1_Project/Assets/Art/Nature/FlatTree/FlatTree.mat
  24. 2
      UOP1_Project/Assets/Art/Nature/Grass/Grass.mat
  25. 8
      UOP1_Project/Assets/Art/Nature/Tree/Tree.mat
  26. 2
      UOP1_Project/Assets/Art/Nature/Tree/Tree2.mat
  27. 995
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  28. 2
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  29. 2
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  30. 614
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  31. 236
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  32. 326
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  33. 2
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  34. 2
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  35. 8
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  36. 22
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  37. 5
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  38. 5
      UOP1_Project/Assets/Prefabs/Furniture/RoundTable.prefab
  39. 5
      UOP1_Project/Assets/Prefabs/Furniture/WoodenChair.prefab
  40. 5
      UOP1_Project/Assets/Prefabs/Furniture/WoodenTable.prefab
  41. 16
      UOP1_Project/Assets/Prefabs/GameplayEssentials/CameraSystem.prefab
  42. 8
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  43. 8
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  44. 20
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  45. 30
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  46. 112
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  47. 77
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  48. 119
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  49. 131
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  50. 54
      UOP1_Project/Assets/Prefabs/Nature/Trees/Tree_Mushroom.prefab
  51. 102
      UOP1_Project/Assets/Prefabs/Nature/Trees/Tree_Swirl.prefab
  52. 8
      UOP1_Project/Assets/Prefabs/Props/Collectible Item.prefab
  53. 45
      UOP1_Project/Assets/Prefabs/Props/FryingPan.prefab
  54. 32
      UOP1_Project/Assets/Prefabs/Props/PotOverFire.prefab
  55. 706
      UOP1_Project/Assets/Scenes/ArtShowcase.unity
  56. 33
      UOP1_Project/Assets/Scenes/ArtShowcase/LightingData.asset
  57. 1001
      UOP1_Project/Assets/Scenes/ArtShowcase/Lightmap-0_comp_light.exr
  58. 49
      UOP1_Project/Assets/Scenes/Examples/InteractionExample.unity
  59. 386
      UOP1_Project/Assets/Scenes/Initialization.unity
  60. 229
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  61. 157
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  62. 144
      UOP1_Project/Assets/Scenes/Menus/MainMenu.unity
  63. 497
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  64. 4
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  65. 7
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  66. 2
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  67. 3
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  68. 3
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  69. 3
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  70. 6
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  71. 2
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  72. 2
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  73. 138
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/PigChef_TransitionTable.asset
  74. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Idle.asset
  75. 2
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  76. 2
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  77. 1
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  78. 1
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  79. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Walking.asset
  80. 9
      UOP1_Project/Assets/Scripts/Audio/AudioCue.cs
  81. 2
      UOP1_Project/Assets/Scripts/CameraManager.cs
  82. 34
      UOP1_Project/Assets/Scripts/Characters/Protagonist.cs
  83. 1
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/ApplyMovementVectorActionSO.cs
  84. 9
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/AscendActionSO.cs
  85. 7
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DescendActionSO.cs
  86. 17
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/PlayLandParticlesActionSO.cs
  87. 28
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/SlideActionSO.cs
  88. 5
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsMovingConditionSO.cs
  89. 14
      UOP1_Project/Assets/Scripts/Editor/ReplaceTool.cs
  90. 8
      UOP1_Project/Assets/Scripts/EditorTools/ClickToPlaceHelper.cs
  91. 35
      UOP1_Project/Assets/Scripts/Effects/DustParticlesController.cs
  92. 7
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs
  93. 142
      UOP1_Project/Assets/Scripts/Input/GameInput.cs
  94. 128
      UOP1_Project/Assets/Scripts/Input/InputReader.cs
  95. 10
      UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs
  96. 30
      UOP1_Project/Assets/Scripts/Inventory/CollectibleItem.cs
  97. 8
      UOP1_Project/Assets/Scripts/Inventory/ItemPicker.cs
  98. 2
      UOP1_Project/Assets/Scripts/Inventory/UIInventoryManager.cs
  99. 25
      UOP1_Project/Assets/Scripts/SceneManagement/EditorInitialisationLoader.cs
  100. 9
      UOP1_Project/Assets/Scripts/SceneManagement/LocationExit.cs

5
UOP1_Project/.gitignore


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Operator: 0
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Operator: 0
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ToState: {fileID: 11400000, guid: ff92a93d8a8694247b507d811c88e402, type: 2}
Conditions:
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Operator: 0
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Operator: 0

1
UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Idle.asset


m_EditorClassIdentifier:
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2
UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/JumpAscending.asset


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2
UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/JumpDescending.asset


m_Name: JumpDescending
m_EditorClassIdentifier:
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1
UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/PickUp.asset


m_Name: PickUp
m_EditorClassIdentifier:
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1
UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Sliding.asset


_actions:
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1
UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Walking.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()

2
UOP1_Project/Assets/Scripts/CameraManager.cs


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

34
UOP1_Project/Assets/Scripts/Characters/Protagonist.cs


[SerializeField] private InputReader _inputReader = default;
public TransformAnchor gameplayCameraTransform;
[SerializeField] private VoidEventChannelSO _openInventoryChannel = default;
[HideInInspector] public bool jumpInput;
[HideInInspector] public bool extraActionInput;
[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;
[HideInInspector] public bool isRunning; // Used when using the keyboard to run, brings the normalised speed to 1
[NonSerialized] public bool jumpInput;
[NonSerialized] public bool extraActionInput;
[NonSerialized] public bool attackInput;
[NonSerialized] public Vector3 movementInput; //Initial input coming from the Protagonist script
[NonSerialized] public Vector3 movementVector; //Final movement vector, manipulated by the StateMachine actions
[NonSerialized] public ControllerColliderHit lastHit;
[NonSerialized] public bool isRunning; // Used when using the keyboard to run, brings the normalised speed to 1
public const float GRAVITY_MULTIPLIER = 5f;
public const float MAX_FALL_SPEED = -50f;
public const float MAX_RISE_SPEED = 100f;
public const float GRAVITY_COMEBACK_MULTIPLIER = .03f;
public const float GRAVITY_DIVIDER = .6f;
public const float AIR_RESISTANCE = 5f;
private void OnControllerColliderHit(ControllerColliderHit hit)
{

_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;
}

1
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/ApplyMovementVectorActionSO.cs


public override void OnUpdate()
{
_characterController.Move(_protagonistScript.movementVector * Time.deltaTime);
_protagonistScript.movementVector = _characterController.velocity;
}
}

9
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/AscendActionSO.cs


private float _verticalMovement;
private float _gravityContributionMultiplier;
private const float GRAVITY_COMEBACK_MULTIPLIER = .03f;
private const float GRAVITY_DIVIDER = .6f;
private const float GRAVITY_MULTIPLIER = 5f;
private AscendActionSO _originSO => (AscendActionSO)base.OriginSO; // The SO this StateAction spawned from
public override void Awake(StateMachine stateMachine)

public override void OnUpdate()
{
_gravityContributionMultiplier += GRAVITY_COMEBACK_MULTIPLIER;
_gravityContributionMultiplier *= GRAVITY_DIVIDER; //Reduce the gravity effect
_verticalMovement += Physics.gravity.y * GRAVITY_MULTIPLIER * Time.deltaTime * _gravityContributionMultiplier;
_gravityContributionMultiplier += Protagonist.GRAVITY_COMEBACK_MULTIPLIER;
_gravityContributionMultiplier *= Protagonist.GRAVITY_DIVIDER; //Reduce the gravity effect
_verticalMovement += Physics.gravity.y * Protagonist.GRAVITY_MULTIPLIER * Time.deltaTime * _gravityContributionMultiplier;
//Note that even if it's added, the above value is negative due to Physics.gravity.y
_protagonistScript.movementVector.y = _verticalMovement;

7
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DescendActionSO.cs


private Protagonist _protagonistScript;
private float _verticalMovement;
private const float GRAVITY_MULTIPLIER = 5f;
private const float MAX_FALL_SPEED = -50f;
private const float MAX_RISE_SPEED = 100f;
public override void Awake(StateMachine stateMachine)
{

public override void OnUpdate()
{
_verticalMovement += Physics.gravity.y * GRAVITY_MULTIPLIER * Time.deltaTime;
_verticalMovement += Physics.gravity.y * Protagonist.GRAVITY_MULTIPLIER * Time.deltaTime;
_verticalMovement = Mathf.Clamp(_verticalMovement, MAX_FALL_SPEED, MAX_RISE_SPEED);
_verticalMovement = Mathf.Clamp(_verticalMovement, Protagonist.MAX_FALL_SPEED, Protagonist.MAX_RISE_SPEED);
_protagonistScript.movementVector.y = _verticalMovement;
}

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;
}
}

28
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/SlideActionSO.cs


using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(fileName = "SlideAction", menuName = "State Machines/Actions/Slide")]
public class SlideActionSO : StateActionSO<SlideAction>
{
[Tooltip("Sliding speed on the XZ plane.")]
public float slideSpeed = 10f;
}
public class SlideActionSO : StateActionSO<SlideAction> { }
//Component references
private SlideActionSO _originSO => (SlideActionSO)base.OriginSO; // The SO this StateAction spawned from
public override void Awake(StateMachine stateMachine)
{

public override void OnUpdate()
{
Vector3 velocity = _protagonistScript.movementVector;
float speed = -Physics.gravity.y * Protagonist.GRAVITY_MULTIPLIER * Time.deltaTime;
_protagonistScript.movementVector.x = (1f - hitNormal.y) * hitNormal.x * _originSO.slideSpeed;
_protagonistScript.movementVector.z = (1f - hitNormal.y) * hitNormal.z * _originSO.slideSpeed;
}
var vector = new Vector3(hitNormal.x, -hitNormal.y, hitNormal.z);
Vector3.OrthoNormalize(ref hitNormal, ref vector);
public override void OnStateExit()
{
_protagonistScript.movementVector = Vector3.zero;
// Cheap way to avoid overshooting the character, which causes it to move away from the slope
if (Mathf.Sign(vector.x) == Mathf.Sign(velocity.x))
vector.x *= 0.5f;
if (Mathf.Sign(vector.z) == Mathf.Sign(velocity.z))
vector.z *= 0.5f;
velocity += vector * speed;
_protagonistScript.movementVector = velocity;
}
}

5
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsMovingConditionSO.cs


movementVector.y = 0f;
return movementVector.sqrMagnitude > _originSO.treshold;
}
public override void OnStateExit()
{
_protagonistScript.movementVector = Vector3.zero;
}
}

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"": """",

{
""name"": ""up"",
""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"",
""id"": ""13a13bd5-f4ec-4f5b-9a8e-ef1165cc9f5f"",
""path"": ""<Keyboard>/f"",
""path"": ""<Keyboard>/j"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",

{
""name"": ""right"",
""id"": ""78626b57-196b-4f24-9a3f-af2477d3633b"",
""path"": ""<Keyboard>/h"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",
""action"": ""RotateCamera"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""up"",
""id"": ""4e483eb2-4460-4dc1-af9f-9bcb31ebe837"",
""path"": ""<Gamepad>/rightStick/up"",
""path"": ""<Keyboard>/l"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",

""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """"
},
{
""name"": ""MouseMove"",
""type"": ""PassThrough"",
""id"": ""df62b304-145b-43af-9a21-8cfd14f72fdb"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """"
},
{
""name"": ""Unpause"",
""type"": ""Button"",
""id"": ""a33f8309-65f3-4f8a-8671-c7cb90ef798e"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """"
}
],
""bindings"": [

""name"": """",
""id"": ""77bc3cae-36d6-4cda-bbf3-5f245a50eca2"",
""path"": ""<Keyboard>/enter"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",
""action"": ""Confirm"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""b03f649e-d5ec-4fad-8614-6a69620c5345"",
""path"": ""<Mouse>/leftButton"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",

""action"": ""Cancel"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""10a96123-fa2f-43f5-b596-4ed4c93fd4b3"",
""path"": ""<Gamepad>/start"",
""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
{

128
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 { };
// Dialogue
public event UnityAction advanceDialogueEvent;
public event UnityAction onMoveSelectionEvent;
// 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 { };
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();
moveSelectionEvent();
}
public void OnAdvanceDialogue(InputAction.CallbackContext context)

}
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;
}

10
UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs


_onCookingStart.RaiseEvent();
Debug.Log("Cooking event raised");
//Change the action map
_inputReader.EnableUIInput();
_inputReader.EnableMenuInput();
//set current interaction for state machine
currentInteraction = InteractionType.Cook;
}

if (other.CompareTag("Pickable"))
{
_potentialInteraction = InteractionType.PickUp;
Debug.Log("I triggered a pickable object!");
//Debug.Log("I triggered a pickable object!");
Debug.Log("I triggered a cooking pot!");
//Debug.Log("I triggered a cooking pot!");
Debug.Log("I triggered an NPC!");
//Debug.Log("I triggered an NPC!");
DisplayInteractionUI();
}
_currentInteractableObject = other.gameObject;

private void OnTriggerExit(Collider other)
{
ResetInteraction();
}

30
UOP1_Project/Assets/Scripts/Inventory/CollectibleItem.cs


using UnityEngine;
public class CollectibleItem : MonoBehaviour
{
[SerializeField] private Item _currentItem;
[SerializeField] private SpriteRenderer[] _itemImages;
[SerializeField]
private Item currentItem;
public Item CurrentItem
{
set => _currentItem = value;
}
[SerializeField]
private SpriteRenderer[] itemImages;
private void Start()
{
SetItem();

{
Debug.Log("current item " + currentItem);
return currentItem;
Debug.Log("current item " + _currentItem);
return _currentItem;
//this function is only for testing
// TODO: This function is only for testing
for (int i = 0; i < itemImages.Length; i++)
for (int i = 0; i < _itemImages.Length; i++)
itemImages[i].sprite = currentItem.PreviewImage;
_itemImages[i].sprite = _currentItem.PreviewImage;
}
}
if (other.gameObject.GetComponent<ItemPicker>())
if (other.gameObject.TryGetComponent<ItemPicker>(out ItemPicker itemPickerComp))
other.gameObject.GetComponent<ItemPicker>().PickItem(currentItem);
itemPickerComp.PickItem(_currentItem);
}
}
}

8
UOP1_Project/Assets/Scripts/Inventory/ItemPicker.cs


public class ItemPicker : MonoBehaviour
{
[SerializeField]
ItemEventChannelSo AddItemEvent;
[SerializeField] private ItemEventChannelSo _addItemEvent;
if (AddItemEvent != null)
AddItemEvent.RaiseEvent(item);
if (_addItemEvent != null)
_addItemEvent.RaiseEvent(item);
}
}

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;
}
}

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