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Fry king in scene, Loading tweaks

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Ciro Continisio 4 年前
当前提交
ce5b07db
共有 15 个文件被更改,包括 316 次插入38 次删除
  1. 2
      UOP1_Project/Assets/Art/Characters/FryKing/FryKing.fbx.meta
  2. 4
      UOP1_Project/Assets/Art/Characters/FryKing/FryKing.mat
  3. 81
      UOP1_Project/Assets/Scenes/ArtShowcase.unity
  4. 175
      UOP1_Project/Assets/Scenes/Locations/Beach.unity
  5. 11
      UOP1_Project/Assets/Scenes/Locations/Forest.unity
  6. 10
      UOP1_Project/Assets/Scenes/TestingGround.unity
  7. 6
      UOP1_Project/Assets/Scripts/Audio/AudioData/AudioCue.cs
  8. 11
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/AudioCueEventChannelSO.cs
  9. 8
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/LoadEventChannelSO.cs
  10. 2
      UOP1_Project/Assets/Scripts/SceneManagement/EditorInitialisationLoader.cs
  11. 2
      UOP1_Project/Assets/Scripts/SceneManagement/EditorInitialisationLoader.cs.meta
  12. 7
      UOP1_Project/Assets/Scripts/SceneManagement/LocationExit.cs
  13. 3
      UOP1_Project/ProjectSettings/EditorBuildSettings.asset
  14. 24
      UOP1_Project/Assets/ScriptableObjects/SceneData/Locations/TestingGround.asset
  15. 8
      UOP1_Project/Assets/ScriptableObjects/SceneData/Locations/TestingGround.asset.meta

2
UOP1_Project/Assets/Art/Characters/FryKing/FryKing.fbx.meta


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4
UOP1_Project/Assets/Art/Characters/FryKing/FryKing.mat


- _LightProbeContribution: 3.5
- _Metallic: 0
- _OcclusionStrength: 1
- _OutlineDepthSensitivity: 0.4
- _OutlineNormalsSensitivity: 0.54
- _OutlineDepthSensitivity: 0.3
- _OutlineNormalsSensitivity: 0.6
- _OutlineThickness: 3
- _QueueOffset: 0
- _ReceiveShadows: 1

81
UOP1_Project/Assets/Scenes/ArtShowcase.unity


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175
UOP1_Project/Assets/Scenes/Locations/Beach.unity
文件差异内容过多而无法显示
查看文件

11
UOP1_Project/Assets/Scenes/Locations/Forest.unity


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m_Name:
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_playOnStart: 0
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10
UOP1_Project/Assets/Scenes/TestingGround.unity
文件差异内容过多而无法显示
查看文件

6
UOP1_Project/Assets/Scripts/Audio/AudioData/AudioCue.cs


{
[Header("Sound definition")]
[SerializeField] private AudioCueSO _audioCue = default;
[SerializeField] private bool _playOnAwake = false;
[SerializeField] private bool _playOnStart = false;
private void Awake()
private void Start()
if (_playOnAwake)
if (_playOnStart)
PlayAudioCue();
}

11
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/AudioCueEventChannelSO.cs


public void RaiseEvent(AudioCueSO audioCue, AudioConfigurationSO audioConfiguration, Vector3 positionInSpace)
{
OnAudioCueRequested.Invoke(audioCue, audioConfiguration, positionInSpace);
if(OnAudioCueRequested != null)
{
OnAudioCueRequested.Invoke(audioCue, audioConfiguration, positionInSpace);
}
else
{
Debug.LogWarning("An AudioCue was requested, but nobody picked it up." +
"Check why there is no AudioManager already loaded, " +
"and make sure it's listening on this AudioCue Event channel.");
}
}
}

8
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/LoadEventChannelSO.cs


public void RaiseEvent(GameSceneSO[] locationsToLoad, bool showLoadingScreen)
{
if (OnLoadingRequested != null)
{
}
else
{
Debug.LogWarning("A Scene loading was requested, but nobody picked it up." +
"Check why there is no SceneLoader already present, " +
"and make sure it's listening on this Load Event channel.");
}
}
}

2
UOP1_Project/Assets/Scripts/SceneManagement/EditorInitialisationLoader.cs


#if UNITY_EDITOR
public GameSceneSO initializationScene;
void Start()
private void Awake()
{
for (int i = 0; i < SceneManager.sceneCount; ++i)
{

2
UOP1_Project/Assets/Scripts/SceneManagement/EditorInitialisationLoader.cs.meta


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7
UOP1_Project/Assets/Scripts/SceneManagement/LocationExit.cs


public class LocationExit : MonoBehaviour
{
[SerializeField] private LoadEventChannelSO _onLocationExit = default;
[Header("Loading settings")]
[Header("Broadcasting on")]
[SerializeField] private LoadEventChannelSO _locationExitLoadChannel = default;
_onLocationExit.RaiseEvent(_locationsToLoad, _showLoadScreen);
_locationExitLoadChannel.RaiseEvent(_locationsToLoad, _showLoadScreen);
}
}
}

3
UOP1_Project/ProjectSettings/EditorBuildSettings.asset


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24
UOP1_Project/Assets/ScriptableObjects/SceneData/Locations/TestingGround.asset


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