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Merge remote-tracking branch 'origin/main' into main

/main
Amel Negra 4 年前
当前提交
c7f86452
共有 57 个文件被更改,包括 3792 次插入2352 次删除
  1. 18
      UOP1_Project/Assets/LocalizationFiles/AssetTables/UI/UI Misc Shared Data.asset
  2. 16
      UOP1_Project/Assets/LocalizationFiles/AssetTables/UI/UI Misc_en.asset
  3. 16
      UOP1_Project/Assets/LocalizationFiles/AssetTables/UI/UI Misc_fr.asset
  4. 1
      UOP1_Project/Assets/Prefabs/LocationChunks/Meshes/BeachLeft.asset
  5. 5
      UOP1_Project/Assets/Prefabs/Managers/UIManager.prefab
  6. 13
      UOP1_Project/Assets/Prefabs/UI/ButtonChoice.prefab
  7. 13
      UOP1_Project/Assets/Prefabs/UI/ButtonMenu.prefab
  8. 32
      UOP1_Project/Assets/Prefabs/UI/Canvas-MainMenu.prefab
  9. 13
      UOP1_Project/Assets/Prefabs/UI/InventoryItem.prefab
  10. 50
      UOP1_Project/Assets/Prefabs/UI/Pause_Screen.prefab
  11. 56
      UOP1_Project/Assets/Prefabs/UI/Popup/Confirmation_Popup.prefab
  12. 13
      UOP1_Project/Assets/Prefabs/UI/Popup/PopupButton.prefab
  13. 19
      UOP1_Project/Assets/Prefabs/UI/UnpauseButton.prefab
  14. 481
      UOP1_Project/Assets/Prefabs/UI/WIP/Credits_Panel.prefab
  15. 172
      UOP1_Project/Assets/Prefabs/UI/WIP/Settings/Settings_Panel.prefab
  16. 423
      UOP1_Project/Assets/Scenes/Managers/Gameplay.unity
  17. 69
      UOP1_Project/Assets/Scenes/Managers/PersistentManagers.unity
  18. 652
      UOP1_Project/Assets/Scenes/Menus/MainMenu.unity
  19. 776
      UOP1_Project/Assets/Scenes/WIP/TestingGround.unity
  20. 3
      UOP1_Project/Assets/ScriptableObjects/Events/.DS_Store
  21. 14
      UOP1_Project/Assets/ScriptableObjects/Inventory/PlayerInventory.asset
  22. 2
      UOP1_Project/Assets/Scripts/.DS_Store
  23. 19
      UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
  24. 15
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs
  25. 43
      UOP1_Project/Assets/Scripts/Gameplay/GameManager.cs
  26. 35
      UOP1_Project/Assets/Scripts/Gameplay/GameStateSO.cs
  27. 968
      UOP1_Project/Assets/Scripts/Input/GameInput.cs
  28. 76
      UOP1_Project/Assets/Scripts/Input/InputReader.cs
  29. 1
      UOP1_Project/Assets/Scripts/Inventory/InventoryItemFiller.cs
  30. 48
      UOP1_Project/Assets/Scripts/Inventory/UIInventoryManager.cs
  31. 8
      UOP1_Project/Assets/Scripts/Menu/MenuController.cs
  32. 30
      UOP1_Project/Assets/Scripts/Menu/MenuSelectionHandler.cs
  33. 1
      UOP1_Project/Assets/Scripts/Menu/MultiInputButton.cs
  34. 6
      UOP1_Project/Assets/Scripts/SceneManagement/StartGame.cs
  35. 24
      UOP1_Project/Assets/Scripts/UI/InventoryTypeTabsFiller.cs
  36. 7
      UOP1_Project/Assets/Scripts/UI/UIButtonSetter.cs
  37. 251
      UOP1_Project/Assets/Scripts/UI/UIManager.cs
  38. 43
      UOP1_Project/Assets/Scripts/UI/UIMenuManager.cs
  39. 3
      UOP1_Project/Assets/Scripts/UI/UIPaginationFiller.cs
  40. 14
      UOP1_Project/Assets/Scripts/UI/UIPauseScreenSetter.cs
  41. 1
      UOP1_Project/Assets/Scripts/UI/UIPopupButtonSetter.cs
  42. 25
      UOP1_Project/Assets/Scripts/UI/UIPopupSetter.cs
  43. 24
      UOP1_Project/Assets/Scripts/UI/UISettingFieldsFiller.cs
  44. 4
      UOP1_Project/Assets/Scripts/UI/UISettingItemFiller.cs
  45. 10
      UOP1_Project/Assets/Scripts/UI/UISettingManager.cs
  46. 348
      UOP1_Project/Assets/Settings/Input/GameInput.inputactions
  47. 18
      UOP1_Project/UserSettings/EditorUserSettings.asset
  48. 85
      UOP1_Project/Assets/Prefabs/UI/EventSystem.prefab
  49. 7
      UOP1_Project/Assets/Prefabs/UI/EventSystem.prefab.meta
  50. 8
      UOP1_Project/Assets/WIP/UI.meta
  51. 611
      UOP1_Project/Assets/WIP/UI/UIHealtDisplay.prefab
  52. 78
      UOP1_Project/Assets/WIP/UI/UIHealthBarManager.cs
  53. 394
      UOP1_Project/Assets/Prefabs/UI/WIP/UIHealthbar.prefab
  54. 82
      UOP1_Project/Assets/Scripts/UI/UIHealthBarManager.cs
  55. 0
      /UOP1_Project/Assets/WIP/UI/UIHealtDisplay.prefab.meta
  56. 0
      /UOP1_Project/Assets/WIP/UI/UIHealthBarManager.cs.meta

18
UOP1_Project/Assets/LocalizationFiles/AssetTables/UI/UI Misc Shared Data.asset


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m_Key: Back To Menu
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16
UOP1_Project/Assets/LocalizationFiles/AssetTables/UI/UI Misc_en.asset


m_Localized: Back to Menu
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m_Localized: Already?
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16
UOP1_Project/Assets/LocalizationFiles/AssetTables/UI/UI Misc_fr.asset


m_Localized: Retour au menu
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m_Localized: "D\xE9j\xE0 ?"
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m_Localized: "\xCAtes vous sur de vouloir revenir au menu principale ? "
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m_Localized: Oui
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1
UOP1_Project/Assets/Prefabs/LocationChunks/Meshes/BeachLeft.asset
文件差异内容过多而无法显示
查看文件

5
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776
UOP1_Project/Assets/Scenes/WIP/TestingGround.unity
文件差异内容过多而无法显示
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3
UOP1_Project/Assets/ScriptableObjects/Events/.DS_Store
文件差异内容过多而无法显示
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14
UOP1_Project/Assets/ScriptableObjects/Inventory/PlayerInventory.asset


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2
UOP1_Project/Assets/Scripts/.DS_Store
文件差异内容过多而无法显示
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19
UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs


/// <param name="dialogueLine"></param>
public void DisplayDialogueLine(LocalizedString dialogueLine, ActorSO actor)
{
private void OnAdvance()
{

private void DisplayChoices(List<Choice> choices)
{
_inputReader.advanceDialogueEvent -= OnAdvance;
_makeDialogueChoiceEvent.OnEventRaised += MakeDialogueChoice;
_showChoicesUIEvent.RaiseEvent(choices);
_makeDialogueChoiceEvent.OnEventRaised += MakeDialogueChoice;
_showChoicesUIEvent.RaiseEvent(choices);
_makeDialogueChoiceEvent.OnEventRaised -= MakeDialogueChoice;
_makeDialogueChoiceEvent.OnEventRaised -= MakeDialogueChoice;
if (choice.ActionType == ChoiceActionType.continueWithStep)
{
if (_continueWithStep != null)

}
public void DialogueEndedAndCloseDialogueUI()
{
_gameState.ResetToPreviousGameState();
_gameState.ResetToPreviousGameState();
_inputReader.advanceDialogueEvent -= OnAdvance;
_inputReader.EnableGameplayInput();

15
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/BoolEventChannelSO.cs


if (OnEventRaised != null)
OnEventRaised.Invoke(value);
}
public void UnsubscribeAll()
{
if (OnEventRaised != null)
{
if (OnEventRaised.GetInvocationList() != null)
foreach (System.Delegate d in OnEventRaised.GetInvocationList())
{
OnEventRaised -= d as UnityAction<bool>;
}
}
}
}

43
UOP1_Project/Assets/Scripts/Gameplay/GameManager.cs


public class GameManager : MonoBehaviour
{
[SerializeField]
private QuestManagerSO _questManager = default;
[SerializeField]
private QuestManagerSO _questManager = default;
[SerializeField]
private GameStateSO _gameState = default;
[SerializeField]
private InputReader _inputReader = default;
private void Start()
{
StartGame();
[SerializeField]
private GameStateSO _gameState = default;
// [SerializeField]
// private InputReader _inputReader = default;
_inputReader.pauseEvent += PauseGame;
private void Start()
{
StartGame();
}
}
{
_gameState.UpdateGameState(GameState.Gameplay);
_questManager.StartGame();
}
public void PauseGame()
_gameState.UpdateGameState(GameState.Gameplay);
_questManager.StartGame();
}
public void PauseGame()
{
_gameState.UpdateGameState(GameState.Pause);
}
public void UnauseGame()
{
_gameState.ResetToPreviousGameState();
}
}
public void UnpauseGame()
{
_gameState.ResetToPreviousGameState();
}
}

35
UOP1_Project/Assets/Scripts/Gameplay/GameStateSO.cs


using UnityEngine;
public enum GameState
{
Gameplay,// regular state: player moves, attacks, can perform actions
Pause,// pause menu is opened, the whole game world is frozen
Inventory, //when inventory UI or cooking UI are open
Dialogue,
Cutscene,
LocationTransition,// when the character steps into LocationExit trigger, fade to black begins and control is removed from the player
Combat,//enemy is nearby and alert, player can't open Inventory or initiate dialogues, but can pause the game
Gameplay,// regular state: player moves, attacks, can perform actions
Pause,// pause menu is opened, the whole game world is frozen
Inventory, //when inventory UI or cooking UI are open
Dialogue,
Cutscene,
LocationTransition,// when the character steps into LocationExit trigger, fade to black begins and control is removed from the player
Combat,//enemy is nearby and alert, player can't open Inventory or initiate dialogues, but can pause the game
public class GameStateSO : ScriptableObject
public class GameStateSO : ScriptableObject
public GameState CurrentGameState => _currentGameState;
public GameState CurrentGameState => CurrentGameState;
public void UpdateGameState(GameState newGameState)
public void UpdateGameState( GameState newGameState)
_previousGameState = _currentGameState;
_currentGameState = newGameState;
_previousGameState = _currentGameState;
_currentGameState = newGameState;
}
public void ResetToPreviousGameState()
{
_currentGameState = _previousGameState;
}
public void ResetToPreviousGameState()
{
_currentGameState = _previousGameState;
}
}
}

968
UOP1_Project/Assets/Scripts/Input/GameInput.cs
文件差异内容过多而无法显示
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76
UOP1_Project/Assets/Scripts/Input/InputReader.cs


using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Events;
using System;
[CreateAssetMenu(fileName = "InputReader", menuName = "Game/Input Reader")]
public class InputReader : ScriptableObject, GameInput.IGameplayActions, GameInput.IDialoguesActions, GameInput.IMenusActions

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

// Menus
public event UnityAction menuMouseMoveEvent = delegate { };
public event UnityAction menuConfirmEvent = delegate { };
public event UnityAction menuCancelEvent = delegate { };
public event UnityAction menuClickButtonEvent = delegate { };
public event UnityAction closePopupEvent = delegate { };
public event UnityAction menuPauseEvent = delegate { };
public event UnityAction menuCloseEvent = delegate { };
public event UnityAction openInventoryEvent = delegate { }; // Used to bring up the inventory
public event UnityAction<float> menuSwitchTab = delegate { };

EnableGameplayInput();
}
private void OnDisable()
{
DisableAllInput();

public void OnOpenInventory(InputAction.CallbackContext context)
{
{
}
closeInventoryEvent.Invoke();
{ menuCloseEvent.Invoke();
}
public void OnInventoryActionButton(InputAction.CallbackContext context)
{

interactEvent.Invoke();
}
public void OnClosePopupEvent(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
closePopupEvent.Invoke();
}
public void OnJump(InputAction.CallbackContext context)
{

public void OnPause(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
pauseEvent.Invoke();
{ menuPauseEvent.Invoke();
}
public void OnRotateCamera(InputAction.CallbackContext context)
{

public void OnMoveSelection(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
moveSelectionEvent();
moveSelectionEvent.Invoke();
advanceDialogueEvent();
advanceDialogueEvent.Invoke();
menuConfirmEvent();
menuClickButtonEvent.Invoke();
/* public void OnCancel(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
menuCancelEvent();
}*/
menuMouseMoveEvent();
menuMouseMoveEvent.Invoke();
menuUnpauseEvent();
{
menuUnpauseEvent.Invoke();
}
public void EnableDialogueInput()
{

public void OnChangeTab(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
menuSwitchTab.Invoke(context.ReadValue<float>());
menuSwitchTab.Invoke(context.ReadValue<float>());
public void OnClick(InputAction.CallbackContext context)
{
}
public void OnSubmit(InputAction.CallbackContext context)
{
}
public void OnPoint(InputAction.CallbackContext context)
{
}
public void OnRightClick(InputAction.CallbackContext context)
{
}
public void OnNavigate(InputAction.CallbackContext context)
{
}
}

1
UOP1_Project/Assets/Scripts/Inventory/InventoryItemFiller.cs


public void SelectItem()
{
_imgSelected.gameObject.SetActive(true);
if(_currentItemEvent!=null && _currentItem.Item!=null )
_currentItemEvent.RaiseEvent(_currentItem.Item);
}

48
UOP1_Project/Assets/Scripts/Inventory/UIInventoryManager.cs


private VoidEventChannelSO _onInteractionEndedEvent = default;
[SerializeField]
private InputReader _inputReader = default;
private InputReader _inputReader = default;
_actionButtonClicked.OnEventRaised += ActionButtonEventRaised;
_changeTabEvent.OnEventRaised += ChangeTabEventRaised;
_selectItemEvent.OnEventRaised += InspectItem;
_onInteractionEndedEvent.OnEventRaised += InteractionEnded;
_actionButtonClicked.OnEventRaised += ActionButtonEventRaised;
_changeTabEvent.OnEventRaised += ChangeTabEventRaised;
_selectItemEvent.OnEventRaised += InspectItem;
_onInteractionEndedEvent.OnEventRaised += InteractionEnded;
_actionButtonClicked.OnEventRaised -= ActionButtonEventRaised;
_changeTabEvent.OnEventRaised -= ChangeTabEventRaised;
_selectItemEvent.OnEventRaised -= InspectItem;
_actionButtonClicked.OnEventRaised -= ActionButtonEventRaised;
_changeTabEvent.OnEventRaised -= ChangeTabEventRaised;
_selectItemEvent.OnEventRaised -= InspectItem;
if (orientation != 0)
if(orientation!=0)
{
bool isLeft = orientation < 0;
int initialIndex = _tabTypesList.FindIndex(o => o == _selectedTab);

initialIndex++;
}
initialIndex = Mathf.Clamp(initialIndex, 0, _tabTypesList.Count - 1);
initialIndex= Mathf.Clamp(initialIndex, 0, _tabTypesList.Count-1);
ChangeTabEventRaised(_tabTypesList[initialIndex]);
ChangeTabEventRaised(_tabTypesList[initialIndex]);
}

FillTypeTabs(_tabTypesList, _selectedTab);
List<ItemStack> listItemsToShow = new List<ItemStack>();
listItemsToShow = _currentInventory.Items.FindAll(o => o.Item.ItemType.TabType == _selectedTab);
FillItems(listItemsToShow);
}
else

{
_instanciatedItems[0].SelectFirstElement();
}
}
public void UpdateOnItemInInventory(ItemStack itemToUpdate, bool removeItem)
{

8
UOP1_Project/Assets/Scripts/Menu/MenuController.cs


private void OnEnable()
{
_inputReader.pauseEvent += OpenMenu;
_inputReader.menuUnpauseEvent += UnpauseMenu;
//_inputReader.menuPauseEvent += OpenMenu;
//_inputReader.menuUnpauseEvent += UnpauseMenu;
_inputReader.pauseEvent -= OpenMenu;
_inputReader.menuUnpauseEvent -= UnpauseMenu;
//_inputReader.menuPauseEvent -= OpenMenu;
//_inputReader.menuUnpauseEvent -= UnpauseMenu;
}
private void OpenMenu()

30
UOP1_Project/Assets/Scripts/Menu/MenuSelectionHandler.cs


EventSystem.current.SetSelectedGameObject(_defaultSelection);
}
/// <summary>
/// Fired by keyboard and gamepad inputs. Current selected UI element will be the ui Element that was selected
/// when the event was fired. The _currentSelection is updated later on, after the EventSystem moves to the

{
Cursor.visible = false;
// Handle case where no UI element is selected because mouse left selectable bounds
if (EventSystem.current.currentSelectedGameObject == null)
EventSystem.current.SetSelectedGameObject(currentSelection);

public void HandleMouseExit(GameObject UIElement)
{
{
}
// deselect UI element if mouse moves away from it
// keep selecting the last thing the mouse has selected
EventSystem.current.SetSelectedGameObject(null);
EventSystem.current.SetSelectedGameObject(currentSelection);
}
/// <summary>

public bool AllowsSubmit()
{
// if LMB is not down, there is no edge case to handle, allow the event to continue
return !_inputReader.LeftMouseDown()
// if we know mouse & keyboard are on different elements, do not allow interaction to continue

/// Fired by gamepad or keyboard navigation inputs
/// </summary>
/// <param name="UIElement"></param>
public void UpdateSelection(GameObject UIElement) => currentSelection = UIElement;
public void UpdateSelection(GameObject UIElement)
{
if (UIElement.GetComponent<MultiInputSelectableElement>() != null)
{
mouseSelection = UIElement;
currentSelection = UIElement;
}
}
// Debug
// private void OnGUI()

// }
private void Update()
{
if ((EventSystem.current!=null)&& (currentSelection != null)&&(EventSystem.current.currentSelectedGameObject!=currentSelection) )
{
EventSystem.current.SetSelectedGameObject(currentSelection);
}
}
}

1
UOP1_Project/Assets/Scripts/Menu/MultiInputButton.cs


if (_menuSelectionHandler.AllowsSubmit())
base.OnSubmit(eventData);
}
}

6
UOP1_Project/Assets/Scripts/SceneManagement/StartGame.cs


_startNewGameEvent.OnEventRaised += StartNewGame;
_continueGameEvent.OnEventRaised += ContinuePreviousGame;
}
private void OnDestroy()
{
_startNewGameEvent.OnEventRaised -= StartNewGame;
_continueGameEvent.OnEventRaised -= ContinuePreviousGame;
}
void StartNewGame()
{
_hasSaveData = false;

24
UOP1_Project/Assets/Scripts/UI/InventoryTypeTabsFiller.cs


[SerializeField]
private List<InventoryTypeTabFiller> instantiatedGameObjects;
bool canDisableLayout = false;
public void FillTabs(List<InventoryTabType> typesList, InventoryTabType selectedType, TabEventChannelSO changeTabEvent)
{

}
}
StartCoroutine(waitBeforeDesactiveLayout());
if (isActiveAndEnabled) // check if the game object is active and enabled so that we could start the coroutine.
{
StartCoroutine(waitBeforeDesactiveLayout());
}
else // if the game object is inactive, disabling the layout will happen on onEnable
{
canDisableLayout = true;
}
}
IEnumerator waitBeforeDesactiveLayout()

yield return new WaitForSeconds(1);
//disable layout group after layout calculation
if (gameObject.GetComponent<VerticalLayoutGroup>() != null)
{
canDisableLayout = false;
}
}
private void OnEnable()
{
if ((gameObject.GetComponent<VerticalLayoutGroup>() != null) && canDisableLayout)
{
gameObject.GetComponent<VerticalLayoutGroup>().enabled = false;
canDisableLayout = false;
}
}
}

7
UOP1_Project/Assets/Scripts/UI/UIButtonSetter.cs


public void SetButton(VoidEventChannelSO buttonEvent, bool select)
{
_buttonClickedEvent = buttonEvent;
_button.onClick.RemoveAllListeners();
_button.onClick.AddListener(()=>{ Debug.Log("Button"); _buttonClickedEvent.RaiseEvent();});
}
public void Click()
{
_buttonClickedEvent.RaiseEvent();
}
}

251
UOP1_Project/Assets/Scripts/UI/UIManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
[SerializeField]
private UIDialogueManager _dialogueController = default;
[Header("Scene UI")]
[SerializeField] private UIPopupSetter _popupPanel = default;
[SerializeField]
private UIInventoryManager _inventoryPanel = default;
[SerializeField]private UIDialogueManager _dialogueController = default;
[SerializeField]
private UIInteractionManager _interactionPanel = default;
[SerializeField]private UIInventoryManager _inventoryPanel = default;
[Header("Pause Screen")]
[SerializeField]private UIInteractionManager _interactionPanel = default;
[Header("Pause Screen")]
[SerializeField]
private GameStateSO _gameState = default;
[SerializeField] private GameStateSO _gameState = default;
[SerializeField] private MenuSO _mainMenu = default;
[SerializeField] private VoidEventChannelSO _closeUIInventoryEvent = default;
[SerializeField] private VoidEventChannelSO _closeUIInventoryEvent = default;
[SerializeField] private VoidEventChannelSO _onInteractionEndedEvent = default;
[Header("Pause Events")]
[SerializeField] private VoidEventChannelSO _clickUnpauseEvent = default;
[SerializeField] private VoidEventChannelSO _clickBackToMenuEvent = default;

[Header("Popup Events")]
[SerializeField] private VoidEventChannelSO _closePopupEvent = default;
[SerializeField] private BoolEventChannelSO _confirmPopupEvent = default;
private void OnEnable()
[Header("Broadcasting on ")]
[SerializeField] private LoadEventChannelSO _loadMenuEvent = default;
[SerializeField] private VoidEventChannelSO _onInteractionEndedEvent = default;
bool isForCooking = false;
private void Start()
//Check if the event exists to avoid errors
_inputReader.openInventoryEvent += SetInventoryScreen;
_onSceneReady.OnEventRaised += ResetUI;
_closeUIDialogueEvent.OnEventRaised += CloseUIDialogue;
_inputReader.menuPauseEvent += OpenUIPause; // subscription to open Pause UI event happens in OnEnabled, but the close Event is only subscribed to when the popup is open
_inputReader.openInventoryEvent += SetInventoryScreen;
_onSceneReady.OnEventRaised += ResetUI;
_inputReader.pauseEvent += OpenUIPause;
_inputReader.menuUnpauseEvent += CloseUIPause;
}
void ResetUI()
{
_dialogueController.gameObject.SetActive(false);
_clickUnpauseEvent.OnEventRaised += CloseUIPause;
_openSettingEvent.OnEventRaised += OpenSettingScreen;
_clickBackToMenuEvent.OnEventRaised += BackToMenu;
_closeSettingScreenEvent.OnEventRaised += CloseSettingScreen;
_inventoryPanel.gameObject.SetActive(false);
_pauseScreen.gameObject.SetActive(false);
_interactionPanel.gameObject.SetActive(false);
_inputReader.EnableGameplayInput();
Time.timeScale = 1;
}
void OpenUIDialogue(LocalizedString dialogueLine, ActorSO actor)
{
_dialogueController.SetDialogue(dialogueLine, actor);
_dialogueController.gameObject.SetActive(true);
}
void CloseUIDialogue()
{
_dialogueController.gameObject.SetActive(false);
_onSceneReady.OnEventRaised -= ResetUI;
_closeUIInventoryEvent.OnEventRaised -= CloseInventoryScreen;
_inputReader.menuPauseEvent -= OpenUIPause;
_setInteractionEvent.OnEventRaised -= SetInteractionPanel;
_setInteractionEvent.OnEventRaised -= SetInteractionPanel;
}
void OpenUIPause()
{
_onSceneReady.OnEventRaised -= ResetUI;
Time.timeScale = 0; // Pause time
_inputReader.pauseEvent -= OpenUIPause;
_inputReader.menuPauseEvent -= OpenUIPause; // you cant open the UI Pause again once it's open
_inputReader.menuUnpauseEvent += CloseUIPause; // you can close the UI Pause popup if it's open
_inputReader.menuUnpauseEvent -= CloseUIPause;
_closeUIDialogueEvent.OnEventRaised -= CloseUIDialogue;
_clickUnpauseEvent.OnEventRaised -= CloseUIPause;
_openSettingEvent.OnEventRaised -= OpenSettingScreen;
_clickBackToMenuEvent.OnEventRaised -= BackToMenu;
_closeSettingScreenEvent.OnEventRaised -= CloseSettingScreen;
_openSettingEvent.OnEventRaised += OpenSettingScreen;//once the UI Pause popup is open, listen to open Settings
_clickBackToMenuEvent.OnEventRaised += ShowBackToMenuConfirmationPopup;//once the UI Pause popup is open, listen to back to menu button
_clickUnpauseEvent.OnEventRaised += CloseUIPause;//once the UI Pause popup is open, listen to unpause event
_pauseScreen.gameObject.SetActive(true);
_pauseScreen.SetPauseScreen();
}
void BackToMenu()
{
Debug.Log("Back to Menu ");
}
void OpenUIPause()
{
Time.timeScale = 0;
_inputReader.pauseEvent -= OpenUIPause;
_inputReader.pauseEvent += CloseUIPause;
_pauseScreen.gameObject.SetActive(true);
_pauseScreen.SetPauseScreen();
_gameState.UpdateGameState(GameState.Pause);
Time.timeScale = 1;
_inputReader.pauseEvent += OpenUIPause;
_inputReader.pauseEvent -= CloseUIPause;
Time.timeScale = 1; // unpause time
_inputReader.menuPauseEvent += OpenUIPause; // you can open UI pause menu again, if it's closed
_inputReader.menuUnpauseEvent -= CloseUIPause; // you can't close a closed popup
// once the popup is closed, you can't listen to the following events
_openSettingEvent.OnEventRaised -= OpenSettingScreen;
_clickBackToMenuEvent.OnEventRaised -= ShowBackToMenuConfirmationPopup;
_clickUnpauseEvent.OnEventRaised -= CloseUIPause;
_gameState.ResetToPreviousGameState();
CloseUIPause();
_inputReader.EnableMenuInput();
_inputReader.pauseEvent += CloseSettingScreen;
_settingScreen.gameObject.SetActive(true);
_clickUnpauseEvent.OnEventRaised -= CloseUIPause; // unsub from clause pause popup since it's inactive
_inputReader.menuCloseEvent += CloseSettingScreen; // sub to close setting event from input reader
_closeSettingScreenEvent.OnEventRaised += CloseSettingScreen; // sub to close setting event with event
_pauseScreen.gameObject.SetActive(false); // Set pause screen to inactive
_settingScreen.gameObject.SetActive(true);// set pause screen to active
// time is still set to 0 and Input is still set to menuInput
_inputReader.EnableGameplayInput();
_inputReader.pauseEvent -= CloseSettingScreen;
//unsub from close setting events
_inputReader.menuCloseEvent -= CloseSettingScreen;
_closeSettingScreenEvent.OnEventRaised -= CloseSettingScreen;
_pauseScreen.gameObject.SetActive(true); // Set pause screen to inactive
_clickUnpauseEvent.OnEventRaised += CloseUIPause; // unsub from clause pause popup since it's inactive
// time is still set to 0 and Input is still set to menuInput
//going out from setting screen gets us back to the pause screen
void ResetUI()
void ShowBackToMenuConfirmationPopup()
CloseUIDialogue();
CloseInventoryScreen();
SetInteractionPanel(false, InteractionType.None);
_pauseScreen.gameObject.SetActive(false); // Set pause screen to inactive
_clickUnpauseEvent.OnEventRaised -= CloseUIPause; // unsub from clause pause popup since it's inactive
_inputReader.menuCloseEvent += HideBackToMenuConfirmationPopup;
_closePopupEvent.OnEventRaised += HideBackToMenuConfirmationPopup;
_confirmPopupEvent.OnEventRaised += BackToMainMenu;
_inputReader.EnableMenuInput();
_popupPanel.gameObject.SetActive(true);
_popupPanel.SetPopup(PopupType.BackToMenu);
public void OpenUIDialogue(LocalizedString dialogueLine, ActorSO actor)
void BackToMainMenu(bool confirm)
_dialogueController.SetDialogue(dialogueLine, actor);
_dialogueController.gameObject.SetActive(true);
_confirmPopupEvent.OnEventRaised -= BackToMainMenu;
HideBackToMenuConfirmationPopup();// hide confirmation screen, show close UI pause,
if (confirm)
{
CloseUIPause();//close ui pause to unsub from all events
_loadMenuEvent.RaiseEvent(_mainMenu, false); //load main menu
}
public void CloseUIDialogue()
void HideBackToMenuConfirmationPopup()
_dialogueController.gameObject.SetActive(false);
_inputReader.menuCloseEvent -= HideBackToMenuConfirmationPopup;
_closePopupEvent.OnEventRaised -= HideBackToMenuConfirmationPopup;
_pauseScreen.gameObject.SetActive(true); // Set pause screen to inactive
_clickUnpauseEvent.OnEventRaised += CloseUIPause; // unsub from clause pause popup since it's inactive
_popupPanel.gameObject.SetActive(false);
// time is still set to 0 and Input is still set to menuInput
//going out from confirmaiton popup screen gets us back to the pause screen
public void SetInventoryScreenForCooking()
void SetInventoryScreenForCooking()
public void SetInventoryScreen()
void SetInventoryScreen()
bool isForCooking = false;
_inventoryPanel.gameObject.SetActive(true);
_inputReader.EnableMenuInput();
_inputReader.closeInventoryEvent += CloseInventoryScreen;
_inputReader.menuPauseEvent -= OpenUIPause; // you cant open the UI Pause again when you are in inventory
_inputReader.menuUnpauseEvent -= CloseUIPause; // you can close the UI Pause popup when you are in inventory
_gameState.UpdateGameState(GameState.Inventory);
_inputReader.menuCloseEvent += CloseInventoryScreen;
if (isForCooking)
{

{
_inventoryPanel.FillInventory();
}
_inventoryPanel.gameObject.SetActive(true);
_inputReader.EnableMenuInput();
_gameState.UpdateGameState(GameState.Inventory);
void CloseInventoryScreen()
{
_inputReader.menuPauseEvent += OpenUIPause; // you cant open the UI Pause again when you are in inventory
_inputReader.menuCloseEvent -= CloseInventoryScreen;
void CloseInventoryScreen()
{
_inputReader.EnableGameplayInput();
if (isForCooking)
{
_onInteractionEndedEvent.RaiseEvent();

_inputReader.EnableGameplayInput();
}
_inputReader.closeInventoryEvent -= CloseInventoryScreen;
}
public void SetInteractionPanel(bool isOpenEvent, InteractionType interactionType)
void SetInteractionPanel(bool isOpenEvent, InteractionType interactionType)
{
if (isOpenEvent)
{

43
UOP1_Project/Assets/Scripts/UI/UIMenuManager.cs


private VoidEventChannelSO _closeSettingsEvent = default;
[SerializeField]
private VoidEventChannelSO _closeCreditsEvent = default;
[SerializeField]
private VoidEventChannelSO _onGameExitEvent = default;

[SerializeField] private InputReader _inputReader = default;
private void Start()
private IEnumerator Start()
_closePopupEvent.OnEventRaised += HidePopup;
_closeSettingsEvent.OnEventRaised += CloseSettingsScreen;
_closeCreditsEvent.OnEventRaised += CloseCreditsScreen;
yield return new WaitForSeconds(0.4f); //waiting time for all scenes to be loaded
SetMenuScreen();
}
void SetMenuScreen()

if(_hasSaveData)
{
_continueButton.Select();
_continueButton.Select();
{ _NewGameButton.Select(); }
{
_NewGameButton.Select();
}
}

void ShowStartNewGameConfirmationPopup()
{
_confirmPopupEvent.OnEventRaised += StartNewGamePopupResponse;
_closePopupEvent.OnEventRaised += HidePopup;
_popupPanel.gameObject.SetActive(true);
_popupPanel.SetPopup(PopupType.NewGame);

{
_closePopupEvent.OnEventRaised -= HidePopup;
_popupPanel.gameObject.SetActive(false);
if(startNewGameConfirmed)

void HidePopup()
{
_closePopupEvent.OnEventRaised -= HidePopup;
_confirmPopupEvent.UnsubscribeAll();
_inputReader.closePopupEvent += CloseSettingsScreen;
_inputReader.menuCloseEvent += CloseSettingsScreen;
_closeSettingsEvent.OnEventRaised += CloseSettingsScreen;
_inputReader.closePopupEvent -= CloseSettingsScreen;
_inputReader.menuCloseEvent -= CloseSettingsScreen;
_closeSettingsEvent.OnEventRaised -= CloseSettingsScreen;
_settingsPanel.SetActive(false);
SetMenuScreen();

_creditsPanel.SetActive(true);
_inputReader.closePopupEvent += CloseCreditsScreen;
_inputReader.menuCloseEvent += CloseCreditsScreen;
_closeCreditsEvent.OnEventRaised += CloseCreditsScreen;
_inputReader.closePopupEvent -= CloseCreditsScreen;
_inputReader.menuCloseEvent -= CloseCreditsScreen;
_closeCreditsEvent.OnEventRaised -= CloseCreditsScreen;
_creditsPanel.SetActive(false);
SetMenuScreen();

3
UOP1_Project/Assets/Scripts/UI/UIPaginationFiller.cs


}
public void SetPagination(int paginationCount, int selectedPaginationIndex)
{
if (_instantiatedImages == null)
_instantiatedImages = new List<Image>();
Debug.Log(maxCount);
if (maxCount > 0)
{
for (int i = 0; i < maxCount; i++)

14
UOP1_Project/Assets/Scripts/UI/UIPauseScreenSetter.cs


[SerializeField] private InputReader _inputReader = default;
private void Start()
private void OnEnable()
_closeButton.onClick.RemoveAllListeners();
_closeButton.onClick.AddListener(() => { _clickUnpauseEvent.RaiseEvent(); });
_inputReader.closePopupEvent += _clickUnpauseEvent.RaiseEvent;
_inputReader.menuCloseEvent += _clickUnpauseEvent.RaiseEvent;
private void OnDestroy()
{
_inputReader.menuCloseEvent -= _clickUnpauseEvent.RaiseEvent;
}
_closeButton.onClick.RemoveAllListeners();
_closeButton.onClick.AddListener(() => { _clickUnpauseEvent.RaiseEvent(); });
_unpauseButton.SetButton(_clickUnpauseEvent, true);
_settingsButton.SetButton(_clickSettingsEvent, false);

1
UOP1_Project/Assets/Scripts/UI/UIPopupButtonSetter.cs


public void ButtonClicked()
{
int idType = (int)_currentType;
Debug.Log(idType);
_buttonClickedEvent.RaiseEvent(idType);
}
}

25
UOP1_Project/Assets/Scripts/UI/UIPopupSetter.cs


public enum PopupType
{
Quit,
NewGame,
NewGame,
BackToMenu,
}
public class UIPopupSetter : MonoBehaviour
{

_popupButton2.SetButton(PopupButtonType.Cancel, actualType);
hasExitButton = true;
break;
case PopupType.BackToMenu:
isConfirmation = true;
_popupButton1.SetButton(PopupButtonType.Confirm, actualType);
_popupButton2.SetButton(PopupButtonType.Cancel, actualType);
hasExitButton = true;
break;
case PopupType.Quit:
isConfirmation = true;
_popupButton1.SetButton(PopupButtonType.Confirm, actualType);

if (hasExitButton) // can exit : Has to take the decision or aknowledge the information
{
_inputReader.closePopupEvent += _closePopupEvent.RaiseEvent;
_inputReader.menuCloseEvent += _closePopupEvent.RaiseEvent;
private void OnDestroy()
{
_inputReader.menuCloseEvent -= _closePopupEvent.RaiseEvent;
}
public void ButtonClicked(int buttonTypeIndex)
{

{
case PopupButtonType.Cancel:
_confirmPopupEvent.RaiseEvent(false);
break;
case PopupButtonType.Cancel:
_confirmPopupEvent.RaiseEvent(false);
break;
_confirmPopupEvent.RaiseEvent(true);
_confirmPopupEvent.RaiseEvent(true);
break;
default:
Debug.Log("Default");

24
UOP1_Project/Assets/Scripts/UI/UISettingFieldsFiller.cs


{
[SerializeField]
private UISettingItemFiller[] _settingfieldsList = default;
[SerializeField]
private InputReader _inputReader = default;
if(i< settingItems.Count)
if(i < settingItems.Count)
{
SetField(settingItems[i], _settingfieldsList[i]);
_settingfieldsList[i].gameObject.SetActive(true);

public void SelectFields(SettingTabType tabType)
{
}
public void SetField(SettingField field, UISettingItemFiller uiField)
{

}
uiField.SetSettingField(paginationCount, selectedPaginationIndex, selectedOption, fieldTitle, fieldType);
uiField.FillSettingField(paginationCount, selectedPaginationIndex, selectedOption, fieldTitle, fieldType);
}

{
return 1;
}
}
int _selectedFieldIndex;
void NextField()
{
}
void PreviousField()
{
}
}

4
UOP1_Project/Assets/Scripts/UI/UISettingItemFiller.cs


public event UnityAction _nextOption = delegate { };
public event UnityAction _previousOption = delegate { };
public void SetSettingField(int paginationCount, int selectedPaginationIndex, string selectedOption, LocalizedString fieldTitle, SettingFieldType fieldType)
public void FillSettingField(int paginationCount, int selectedPaginationIndex, string selectedOption, LocalizedString fieldTitle, SettingFieldType fieldType)
{
_fieldType = fieldType;
_pagination.SetPagination(paginationCount, selectedPaginationIndex);

public void SetSettingNewOption(int selectedPaginationIndex, string selectedOption)
public void FillSettingNewOption(int selectedPaginationIndex, string selectedOption)
{
_pagination.SetCurrentPagination(selectedPaginationIndex);
_currentSelectedOption.text = selectedOption;

10
UOP1_Project/Assets/Scripts/UI/UISettingManager.cs


private UISettingFieldsFiller _settingFieldsFiller = default;
private void Start()
{
SetTabs();
SetFields(SettingTabType.Graphics);
if (settingTabsList.Count > 0)
{
SetTabs();
SettingTabType defaultTabType = settingTabsList[0].settingTabsType;
SelectTab(defaultTabType);
}
}
public void SetTabs()

public void SelectTab(SettingTabType selectedTab)
{
_settingTabFiller.SelectTab(selectedTab);
SetFields(selectedTab);
}
public void SetFields(SettingTabType selectedTab)

348
UOP1_Project/Assets/Settings/Input/GameInput.inputactions


"interactions": ""
},
{
"name": "Navigate",
"type": "Value",
"id": "41e1a9d3-6a1b-4ad8-83e5-bc91b00776d6",
"expectedControlType": "Vector2",
"processors": "",
"interactions": ""
},
{
"name": "Submit",
"type": "Button",
"id": "b81d85ab-f624-432d-89ce-ad8ba0ccf287",
"expectedControlType": "Button",
"processors": "",
"interactions": ""
},
{
"name": "Confirm",
"type": "Button",
"id": "96e1d616-4de6-46d2-9e46-9ba5a4430ff2",

"interactions": ""
},
{
"name": "ClosePopupEvent",
"name": "ChangeTab",
"id": "efe86ed9-53ac-4a9f-8894-0936a1bc3319",
"id": "abff37db-1fb3-4f26-bceb-8ecdfc99fdef",
"name": "ChangeTab",
"name": "InventoryActionButton",
"id": "abff37db-1fb3-4f26-bceb-8ecdfc99fdef",
"id": "60a66e41-5063-4c5c-b8db-de7aa1aaa1de",
"name": "InventoryActionButton",
"type": "Button",
"id": "60a66e41-5063-4c5c-b8db-de7aa1aaa1de",
"name": "Click",
"type": "PassThrough",
"id": "3c44a1cc-f827-4160-814f-7ac94e688aa5",
"processors": "",
"interactions": ""
},
{
"name": "Point",
"type": "PassThrough",
"id": "554c5350-fb4a-4799-b522-67713993518b",
"expectedControlType": "Vector2",
"processors": "",
"interactions": ""
},
{
"name": "RightClick",
"type": "PassThrough",
"id": "7f6dfbfa-5b44-4a95-bde3-feb4d1958c1e",
"expectedControlType": "",
"processors": "",
"interactions": ""
}

},
{
"name": "",
"id": "8de239c2-a886-4c69-8890-06ba68d86a9a",
"path": "<Gamepad>/buttonEast",
"id": "35b2621b-540f-4596-b465-01509aeb1abd",
"path": "<Mouse>/leftButton",
"interactions": "",
"processors": "",
"groups": ";Keyboard&Mouse",
"action": "Click",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "d31f29a9-70b0-46a6-a95a-8392785e17db",
"path": "<Mouse>/position",
"groups": "KeyboardOrGamepad",
"action": "ClosePopupEvent",
"groups": "Keyboard&Mouse",
"action": "Point",
"id": "fb9d51ec-83a8-43f2-ae0c-2872920cbbc9",
"path": "<Keyboard>/escape",
"id": "f0675aa2-5361-4e06-a931-2cdce6ca9082",
"path": "<Mouse>/rightButton",
"interactions": "",
"processors": "",
"groups": ";Keyboard&Mouse",
"action": "RightClick",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "40812b22-b3cc-47df-9ce6-cafe7aa75194",
"path": "*/{Submit}",
"interactions": "",
"processors": "",
"groups": "",
"action": "Submit",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "Gamepad",
"id": "67ae7bfe-3e5d-4cd5-a72f-9885cfeb5531",
"path": "2DVector",
"interactions": "",
"processors": "",
"groups": "",
"action": "Navigate",
"isComposite": true,
"isPartOfComposite": false
},
{
"name": "up",
"id": "cb286e5c-9df3-47b6-bd47-ddf8793ba74d",
"path": "<Gamepad>/leftStick/up",
"interactions": "",
"processors": "",
"groups": ";Gamepad",
"action": "Navigate",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "up",
"id": "b7f48bc3-fe32-4ea1-9c3c-f56a1c44ed88",
"path": "<Gamepad>/rightStick/up",
"interactions": "",
"processors": "",
"groups": ";Gamepad",
"action": "Navigate",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "down",
"id": "ff94cc15-e60b-43c5-97f9-24649f412fe1",
"path": "<Gamepad>/leftStick/down",
"interactions": "",
"processors": "",
"groups": ";Gamepad",
"action": "Navigate",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "down",
"id": "e11acd3a-2071-4874-856a-7244781e5f5c",
"path": "<Gamepad>/rightStick/down",
"interactions": "",
"processors": "",
"groups": ";Gamepad",
"action": "Navigate",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "left",
"id": "ccfeaf5d-d0d9-4a01-8e61-df4e13790407",
"path": "<Gamepad>/leftStick/left",
"interactions": "",
"processors": "",
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78
UOP1_Project/Assets/WIP/UI/UIHealthBarManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UIHealthBarManager : MonoBehaviour
{
Transform target;
int maxHealth=0;
int currentHealth=0;
[SerializeField] private Image[] _heartImages = default;
[SerializeField] private Text healthText = default;
[Header("Listening to")]
[SerializeField] private IntEventChannelSO _setHealthBar = default;
[SerializeField] private IntEventChannelSO _inflictDamage = default;
[SerializeField] private IntEventChannelSO _restoreHealth = default;
private void OnEnable()
{
_setHealthBar.OnEventRaised += SetHealthBar;
_inflictDamage.OnEventRaised += InflictDamage;
_restoreHealth.OnEventRaised += RestoreHealth;
}
private void OnDestroy()
{
_setHealthBar.OnEventRaised -= SetHealthBar;
_inflictDamage.OnEventRaised -= InflictDamage;
_restoreHealth.OnEventRaised -= RestoreHealth;
}
public void SetHealthBar(int _maxHealth)
{
maxHealth = _maxHealth;
currentHealth = _maxHealth;
setHeartImages();
}
public void InflictDamage(int _damage)
{
currentHealth -= _damage;
setHeartImages();
}
public void RestoreHealth(int _healthToAdd)
{
currentHealth += _healthToAdd;
setHeartImages();
}
void setHeartImages()
{
//clamp current value
currentHealth = Mathf.Clamp(currentHealth, 0, maxHealth);
healthText.text = currentHealth + "/" + maxHealth;
//find max heart index
int heartIndex = Mathf.CeilToInt( ((float)currentHealth / (float)maxHealth) * _heartImages.Length);
for (int i = 0; i < _heartImages.Length; i++)
{
_heartImages[i].color = Color.red;
if (_heartImages.Length > heartIndex)
{
_heartImages[i].gameObject.SetActive(i <= heartIndex);
}
}
}
}

394
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82
UOP1_Project/Assets/Scripts/UI/UIHealthBarManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UIHealthBarManager : MonoBehaviour
{
Transform target;
int maxHealth = 0;
int currentHealth = 0;
[SerializeField] private Slider _healthBar = default;
[Header("Listening to")]
[SerializeField] private IntEventChannelSO _setHealthBar = default;
[SerializeField] private IntEventChannelSO _inflictDamage = default;
[SerializeField] private IntEventChannelSO _restoreHealth = default;
private void OnEnable()
{
if ((GetComponent<Canvas>() != null) && (Camera.main != null))
{
GetComponent<Canvas>().worldCamera = Camera.main;
target = Camera.main.transform;
}
}
private void Start()
{
_setHealthBar.OnEventRaised += SetHealthBar;
_inflictDamage.OnEventRaised += InflictDamage;
_restoreHealth.OnEventRaised += RestoreHealth;
}
private void OnDestroy()
{
_setHealthBar.OnEventRaised -= SetHealthBar;
_inflictDamage.OnEventRaised -= InflictDamage;
_restoreHealth.OnEventRaised -= RestoreHealth;
}
public void SetHealthBar(int _maxHealth)
{
maxHealth = _maxHealth;
currentHealth = _maxHealth;
setSlider();
}
public void InflictDamage(int _damage)
{
currentHealth -= _damage;
setSlider();
}
public void RestoreHealth(int _healthToAdd)
{
currentHealth += _healthToAdd;
setSlider();
}
void setSlider()
{
//clamp current value
currentHealth = Mathf.Clamp(currentHealth, 0, maxHealth);
//find new slider value
float sliderValue = 0;
sliderValue = currentHealth / maxHealth;
_healthBar.value = sliderValue;
}
private void Update()
{
if (target != null)
transform.LookAt(target, Vector3.down);
}
}

/UOP1_Project/Assets/Prefabs/UI/WIP/UIHealthbar.prefab.meta → /UOP1_Project/Assets/WIP/UI/UIHealtDisplay.prefab.meta

/UOP1_Project/Assets/Scripts/UI/UIHealthBarManager.cs.meta → /UOP1_Project/Assets/WIP/UI/UIHealthBarManager.cs.meta

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