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WIP Settings menu

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uChema 4 年前
当前提交
cf9b5d2c
共有 80 个文件被更改,包括 7111 次插入182 次删除
  1. 17
      UOP1_Project/Assets/Art/UI/FinalUI/_Settings/BtnArrowLeftDisabled.png
  2. 13
      UOP1_Project/Assets/Art/UI/FinalUI/_Settings/BtnArrowLeftNormal.png
  3. 14
      UOP1_Project/Assets/Art/UI/FinalUI/_Settings/BtnArrowRightNormal.png
  4. 40
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/InventoryMisc Shared Data.asset
  5. 40
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/InventoryMisc_en.asset
  6. 40
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/InventoryMisc_fr.asset
  7. 3
      UOP1_Project/Assets/Prefabs/Managers/CutsceneManager.prefab
  8. 1
      UOP1_Project/Assets/Prefabs/Managers/DialogueManager.prefab
  9. 2
      UOP1_Project/Assets/Prefabs/Managers/GameManager.prefab
  10. 7
      UOP1_Project/Assets/Prefabs/Managers/UIManager.prefab
  11. 974
      UOP1_Project/Assets/Scenes/Managers/Gameplay.unity
  12. 11
      UOP1_Project/Assets/Scripts/Characters/Protagonist.cs
  13. 18
      UOP1_Project/Assets/Scripts/Cutscenes/CutsceneManager.cs
  14. 16
      UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
  15. 2
      UOP1_Project/Assets/Scripts/Input/GameInput.cs
  16. 20
      UOP1_Project/Assets/Scripts/Quests/StepController.cs
  17. 11
      UOP1_Project/Assets/Scripts/Quests/StepController.cs.meta
  18. 63
      UOP1_Project/Assets/Scripts/UI/UIManager.cs
  19. 2
      UOP1_Project/Assets/Settings/Input/GameInput.inputactions
  20. 20
      UOP1_Project/UserSettings/EditorUserSettings.asset
  21. 2
      UOP1_Project/Assets/Art/UI/FinalUI/BG_Unselected.png.meta
  22. 2
      UOP1_Project/Assets/Art/UI/FinalUI/.DS_Store
  23. 8
      UOP1_Project/Assets/Art/UI/FinalUI/BG_Unselected.png
  24. 8
      UOP1_Project/Assets/Prefabs/UI/Settings.meta
  25. 8
      UOP1_Project/Assets/Samples/Localization/0.11.1-preview.meta
  26. 8
      UOP1_Project/Assets/ScriptableObjects/Gameplay.meta
  27. 1
      UOP1_Project/Assets/Scripts/.DS_Store
  28. 8
      UOP1_Project/Assets/Scripts/Gameplay.meta
  29. 71
      UOP1_Project/Assets/UIPaginationFiller.cs
  30. 11
      UOP1_Project/Assets/UIPaginationFiller.cs.meta
  31. 132
      UOP1_Project/Assets/UISettingFieldsFiller.cs
  32. 11
      UOP1_Project/Assets/UISettingFieldsFiller.cs.meta
  33. 71
      UOP1_Project/Assets/UISettingItemFiller.cs
  34. 11
      UOP1_Project/Assets/UISettingItemFiller.cs.meta
  35. 104
      UOP1_Project/Assets/UISettingManager.cs
  36. 11
      UOP1_Project/Assets/UISettingManager.cs.meta
  37. 44
      UOP1_Project/Assets/UISettingTabFiller.cs
  38. 11
      UOP1_Project/Assets/UISettingTabFiller.cs.meta
  39. 25
      UOP1_Project/Assets/UISettingTabsFiller.cs
  40. 11
      UOP1_Project/Assets/UISettingTabsFiller.cs.meta
  41. 77
      UOP1_Project/Assets/Prefabs/UI/Settings/ImagePagination.prefab
  42. 7
      UOP1_Project/Assets/Prefabs/UI/Settings/ImagePagination.prefab.meta
  43. 852
      UOP1_Project/Assets/Prefabs/UI/Settings/Setting_Item.prefab
  44. 7
      UOP1_Project/Assets/Prefabs/UI/Settings/Setting_Item.prefab.meta
  45. 1001
      UOP1_Project/Assets/Prefabs/UI/Settings/Settings_Panel.prefab
  46. 7
      UOP1_Project/Assets/Prefabs/UI/Settings/Settings_Panel.prefab.meta
  47. 311
      UOP1_Project/Assets/Prefabs/UI/Settings/Tab_Item.prefab
  48. 7
      UOP1_Project/Assets/Prefabs/UI/Settings/Tab_Item.prefab.meta
  49. 8
      UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI).meta
  50. 5
      UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/.sample.json
  51. 1001
      UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/Language Menu - Dropdown.prefab
  52. 7
      UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/Language Menu - Dropdown.prefab.meta
  53. 639
      UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/Language Menu - List.prefab
  54. 7
      UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/Language Menu - List.prefab.meta
  55. 797
      UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/Language Selection UGUI.unity
  56. 7
      UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/Language Selection UGUI.unity.meta
  57. 281
      UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/Language Toggle.prefab
  58. 7
      UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/Language Toggle.prefab.meta
  59. 93
      UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/LanguageSelectionMenuUGUIDropdown.cs
  60. 11
      UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/LanguageSelectionMenuUGUIDropdown.cs.meta
  61. 84
      UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/LanguageSelectionMenuUGUIToggleList.cs
  62. 11
      UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/LanguageSelectionMenuUGUIToggleList.cs.meta
  63. 14
      UOP1_Project/Assets/ScriptableObjects/Gameplay/GameState.asset
  64. 8
      UOP1_Project/Assets/ScriptableObjects/Gameplay/GameState.asset.meta
  65. 38
      UOP1_Project/Assets/Scripts/Gameplay/GameManager.cs
  66. 35
      UOP1_Project/Assets/Scripts/Gameplay/GameStateSO.cs
  67. 11
      UOP1_Project/Assets/Scripts/Gameplay/GameStateSO.cs.meta
  68. 17
      UOP1_Project/Assets/Art/UI/FinalUI/_Settings/BtnArrowLeftDisabled copy.png
  69. 15
      UOP1_Project/Assets/ScriptableObjects/Events/UI/CloseInventoryUIEvent.asset
  70. 15
      UOP1_Project/Assets/ScriptableObjects/Events/UI/OpenInventoryUIEvent.asset
  71. 8
      UOP1_Project/Assets/ScriptableObjects/Events/UI/OpenInventoryUIEvent.asset.meta
  72. 8
      UOP1_Project/Assets/ScriptableObjects/Events/UI/CloseInventoryUIEvent.asset.meta
  73. 25
      UOP1_Project/Assets/Scripts/GameManager.cs
  74. 0
      /UOP1_Project/Assets/Art/UI/FinalUI/BG_Unselected.png.meta
  75. 0
      /UOP1_Project/Assets/Scripts/Gameplay/GameManager.cs.meta

17
UOP1_Project/Assets/Art/UI/FinalUI/_Settings/BtnArrowLeftDisabled.png

之前 之后
宽度: 37  |  高度: 51  |  大小: 5.4 KiB

13
UOP1_Project/Assets/Art/UI/FinalUI/_Settings/BtnArrowLeftNormal.png

之前 之后
宽度: 37  |  高度: 51  |  大小: 5.4 KiB

14
UOP1_Project/Assets/Art/UI/FinalUI/_Settings/BtnArrowRightNormal.png

之前 之后
宽度: 37  |  高度: 51  |  大小: 5.4 KiB

40
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/InventoryMisc Shared Data.asset


m_Key: Eat
m_Metadata:
m_Items: []
- m_Id: 4343019200307200
m_Key: Audio
m_Metadata:
m_Items: []
- m_Id: 4343061285953536
m_Key: Language
m_Metadata:
m_Items: []
- m_Id: 4343120337559552
m_Key: Graphics
m_Metadata:
m_Items: []
- m_Id: 4365754475470848
m_Key: SFX
m_Metadata:
m_Items: []
- m_Id: 4365955084836864
m_Key: Resolution
m_Metadata:
m_Items: []
- m_Id: 4366250359644160
m_Key: Fullscreen
m_Metadata:
m_Items: []
- m_Id: 4366384514457600
m_Key: Graphic_Quality
m_Metadata:
m_Items: []
- m_Id: 4366556778717184
m_Key: Anti_Aliasing
m_Metadata:
m_Items: []
- m_Id: 4366706561507328
m_Key: Shadow
m_Metadata:
m_Items: []
- m_Id: 4389053741916160
m_Key: Music
m_Metadata:
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m_Metadata:
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m_KeyGenerator:

40
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/InventoryMisc_en.asset


m_Localized: Eat
m_Metadata:
m_Items: []
- m_Id: 4343019200307200
m_Localized: Audio
m_Metadata:
m_Items: []
- m_Id: 4343061285953536
m_Localized: Language
m_Metadata:
m_Items: []
- m_Id: 4343120337559552
m_Localized: Graphics
m_Metadata:
m_Items: []
- m_Id: 4365754475470848
m_Localized: SFX Volume
m_Metadata:
m_Items: []
- m_Id: 4365955084836864
m_Localized: Resolution
m_Metadata:
m_Items: []
- m_Id: 4366250359644160
m_Localized: Fullscreen
m_Metadata:
m_Items: []
- m_Id: 4366384514457600
m_Localized: Graphic quality
m_Metadata:
m_Items: []
- m_Id: 4366556778717184
m_Localized: Anti Aliasing
m_Metadata:
m_Items: []
- m_Id: 4366706561507328
m_Localized: Shadow
m_Metadata:
m_Items: []
- m_Id: 4389053741916160
m_Localized: Music Volume
m_Metadata:
m_Items: []
references:
version: 1

40
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/InventoryMisc_fr.asset


m_Localized: Manger
m_Metadata:
m_Items: []
- m_Id: 4343019200307200
m_Localized: Audio
m_Metadata:
m_Items: []
- m_Id: 4343061285953536
m_Localized: Langue
m_Metadata:
m_Items: []
- m_Id: 4343120337559552
m_Localized: Graphique
m_Metadata:
m_Items: []
- m_Id: 4365754475470848
m_Localized: SFX Volume
m_Metadata:
m_Items: []
- m_Id: 4365955084836864
m_Localized: Resolution
m_Metadata:
m_Items: []
- m_Id: 4366250359644160
m_Localized: "Plein \xE9cran"
m_Metadata:
m_Items: []
- m_Id: 4366384514457600
m_Localized: "Qualit\xE9 graphique"
m_Metadata:
m_Items: []
- m_Id: 4366556778717184
m_Localized: Anti Aliasing
m_Metadata:
m_Items: []
- m_Id: 4366706561507328
m_Localized: Ombres
m_Metadata:
m_Items: []
- m_Id: 4389053741916160
m_Localized: Volume de la musique
m_Metadata:
m_Items: []
references:
version: 1

3
UOP1_Project/Assets/Prefabs/Managers/CutsceneManager.prefab


m_Script: {fileID: 11500000, guid: 51755885c3e549b6b9c0a42acba7a0e8, type: 3}
m_Name:
m_EditorClassIdentifier:
_dialogueManager: {fileID: 0}
_dialogueManager: {fileID: 0}
_gameState: {fileID: 11400000, guid: 159f9c22d98e249ceb08f2c5de2311a4, type: 2}
_playCutsceneEvent: {fileID: 11400000, guid: 9397b637ea93a3a4fb144834511eb199, type: 2}
_playDialogueEvent: {fileID: 11400000, guid: f235c0e2f24681044aa448291b13aaac, type: 2}
_pauseTimelineEvent: {fileID: 11400000, guid: 9b0fb5f181adc6b4ca020743fed6c020,

1
UOP1_Project/Assets/Prefabs/Managers/DialogueManager.prefab


_continueWithStep: {fileID: 11400000, guid: 6711182c372e2e94a8bd3fd1868223ec, type: 2}
_closeDialogueUIEvent: {fileID: 11400000, guid: 53a7f1f01ef364704b1d45d01f2421ae,
type: 2}
_gameState: {fileID: 11400000, guid: 159f9c22d98e249ceb08f2c5de2311a4, type: 2}

2
UOP1_Project/Assets/Prefabs/Managers/GameManager.prefab


m_Name:
m_EditorClassIdentifier:
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_gameState: {fileID: 11400000, guid: 159f9c22d98e249ceb08f2c5de2311a4, type: 2}
_inputReader: {fileID: 11400000, guid: 945ec0365077176418488737deed54be, type: 2}

7
UOP1_Project/Assets/Prefabs/Managers/UIManager.prefab


m_GameObject: {fileID: 8313085416397863410}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 553.7176, y: 111.36853, z: 61.93091}
m_LocalScale: {x: 1, y: 1, z: 1}
m_LocalScale: {x: 2.030888, y: 2.030888, z: 2.030888}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 0

m_EditorClassIdentifier:
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_inventoryPanel: {fileID: 0}
_gameState: {fileID: 11400000, guid: 159f9c22d98e249ceb08f2c5de2311a4, type: 2}
_interactionPanel: {fileID: 0}
_inputReader: {fileID: 11400000, guid: 945ec0365077176418488737deed54be, type: 2}
_onSceneReady: {fileID: 11400000, guid: b729e40fc41dd8b4ea7aaf5c857f7186, type: 2}

type: 2}
_openInventoryScreenEvent: {fileID: 11400000, guid: 30f6db2122a30480b996908173e1c7d7,
type: 2}
type: 2}
_closeInventoryScreenEvent: {fileID: 11400000, guid: f6f7aad2f09f04ebf8d89aa6f52a6102,
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_onInteractionEndedEvent: {fileID: 11400000, guid: c499d87f35465124f8fb2751b150430d,
type: 2}

974
UOP1_Project/Assets/Scenes/Managers/Gameplay.unity
文件差异内容过多而无法显示
查看文件

11
UOP1_Project/Assets/Scripts/Characters/Protagonist.cs


_inputReader.jumpEvent += OnJumpInitiated;
_inputReader.jumpCanceledEvent += OnJumpCanceled;
_inputReader.moveEvent += OnMove;
_inputReader.openInventoryEvent += OnOpenInventory;
_inputReader.startedRunning += OnStartedRunning;
_inputReader.stoppedRunning += OnStoppedRunning;
_inputReader.attackEvent += OnStartedAttack;

_inputReader.jumpEvent -= OnJumpInitiated;
_inputReader.jumpCanceledEvent -= OnJumpCanceled;
_inputReader.moveEvent -= OnMove;
_inputReader.openInventoryEvent -= OnOpenInventory;
_inputReader.startedRunning -= OnStartedRunning;
_inputReader.stoppedRunning -= OnStoppedRunning;
_inputReader.attackEvent -= OnStartedAttack;

private void OnStartedRunning() => isRunning = true;
private void OnOpenInventory()
{
_openInventoryChannel.RaiseEvent();
}
private void OnStartedAttack() => attackInput = true;
// Triggered from Animation Event

18
UOP1_Project/Assets/Scripts/Cutscenes/CutsceneManager.cs


public class CutsceneManager : MonoBehaviour
{
[SerializeField] private DialogueManager _dialogueManager = default;
[Header("Gameplay Components")]
[SerializeField] private DialogueManager _dialogueManager = default;
[SerializeField] private GameStateSO _gameState = default;
[Header("Listening to channels")]
[SerializeField] private PlayableDirectorChannelSO _playCutsceneEvent = default;
[SerializeField] public DialogueLineChannelSO _playDialogueEvent = default;

}
private void Start()
{
_gameState.UpdateGameState(GameState.Cutscene);
_activePlayableDirector = activePlayableDirector;
_isPaused = false;

void CutsceneEnded()
{
_gameState.ResetToPreviousGameState();
if (_activePlayableDirector != null)
_activePlayableDirector.stopped -= HandleDirectorStopped;

16
UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs


[SerializeField] private VoidEventChannelSO _continueWithStep = default;
[SerializeField] private VoidEventChannelSO _closeDialogueUIEvent = default;
[Header("Gameplay Components")]
[SerializeField]
private GameStateSO _gameState = default;
}
/// <summary>

public void DisplayDialogueData(DialogueDataSO dialogueDataSO)
{
if(_gameState.CurrentGameState != GameState.Cutscene)
_gameState.UpdateGameState(GameState.Dialogue);
BeginDialogueData(dialogueDataSO);
DisplayDialogueLine(_currentDialogue.DialogueLines[_counter], dialogueDataSO.Actor);
}

_inputReader.advanceDialogueEvent -= OnAdvance;
_makeDialogueChoiceEvent.OnEventRaised += MakeDialogueChoice;
_showChoicesUIEvent.RaiseEvent(choices);
}

_makeDialogueChoiceEvent.OnEventRaised -= MakeDialogueChoice;
if (choice.ActionType == ChoiceActionType.continueWithStep)

{
if (_endDialogue != null)
_endDialogue.RaiseEvent(_currentDialogue);
_gameState.ResetToPreviousGameState();
_gameState.ResetToPreviousGameState();
_inputReader.advanceDialogueEvent -= OnAdvance;
_inputReader.EnableGameplayInput();

2
UOP1_Project/Assets/Scripts/Input/GameInput.cs


{
""name"": """",
""id"": ""4306a7b2-67e8-4e85-9264-99218bea9eb4"",
""path"": ""<Keyboard>/a"",
""path"": ""<Keyboard>/q"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",

20
UOP1_Project/Assets/Scripts/Quests/StepController.cs


[Header("Broadcasting on channels")]
[SerializeField] private DialogueDataChannelSO _startDialogueEvent = default;
[Header("Listening to")]
[SerializeField] private VoidEventChannelSO _endDialogueEvent = default;
public bool IsInDialogue = false;
private void Start()
{

void StartDialogue()
{
_startDialogueEvent.RaiseEvent(_currentDialogue);
_startDialogueEvent.RaiseEvent(_currentDialogue);
IsInDialogue = true;
_endDialogueEvent.OnEventRaised += EndDialogue;
void PlayLoseDialogue()
void EndDialogue()
{
IsInDialogue = false;
_endDialogueEvent.OnEventRaised -= EndDialogue;
}
void PlayLoseDialogue()
{
if (_questData != null)
{

11
UOP1_Project/Assets/Scripts/Quests/StepController.cs.meta


MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
defaultReferences:
- _actor: {instanceID: 0}
- _defaultDialogue: {instanceID: 0}
- _questData: {instanceID: 0}
- _interactionEvent: {instanceID: 0}
- _winDialogueEvent: {instanceID: 0}
- _loseDialogueEvent: {instanceID: 0}
- _startDialogueEvent: {instanceID: 0}
- _endDialogueEvent: {fileID: 11400000, guid: 53a7f1f01ef364704b1d45d01f2421ae,
type: 2}
executionOrder: 0
icon: {instanceID: 0}
userData:

63
UOP1_Project/Assets/Scripts/UI/UIManager.cs


[SerializeField]
private UIInteractionManager _interactionPanel = default;
[SerializeField]
private GameObject _pausePanel = default;
[Header("Gameplay Components")]
[SerializeField]
private GameStateSO _gameState = default;
[SerializeField] private InputReader _inputReader = default;
[Header("Listening on channels")]

[SerializeField] private VoidEventChannelSO _closeUIDialogueEvent = default;
[Header("Inventory Events")]
[SerializeField] private VoidEventChannelSO _openInventoryScreenEvent = default;
[SerializeField] private VoidEventChannelSO _closeInventoryScreenEvent = default;
[Header("Interaction Events")]
[SerializeField] private VoidEventChannelSO _onInteractionEndedEvent = default;

{
//Check if the event exists to avoid errors
_openUIDialogueEvent.OnEventRaised += OpenUIDialogue;
_closeUIDialogueEvent.OnEventRaised += CloseUIDialogue;
_openInventoryScreenForCookingEvent.OnEventRaised += SetInventoryScreenForCooking;
_openInventoryScreenEvent.OnEventRaised += SetInventoryScreen;
_closeInventoryScreenEvent.OnEventRaised += CloseInventoryScreen;
_setInteractionEvent.OnEventRaised += SetInteractionPanel;
_onSceneReady.OnEventRaised += ResetUI;
_inputReader.openInventoryEvent += SetInventoryScreen;
_openUIDialogueEvent.OnEventRaised += OpenUIDialogue;
_closeUIDialogueEvent.OnEventRaised += CloseUIDialogue;
_openInventoryScreenForCookingEvent.OnEventRaised += SetInventoryScreenForCooking;
_setInteractionEvent.OnEventRaised += SetInteractionPanel;
_onSceneReady.OnEventRaised += ResetUI;
_inputReader.pauseEvent += OpenUIPause;
_inputReader.menuUnpauseEvent += CloseUIPause;
}
private void OnDestroy()
{

_openInventoryScreenForCookingEvent.OnEventRaised -= SetInventoryScreenForCooking;
_openInventoryScreenEvent.OnEventRaised -= SetInventoryScreen;
_closeInventoryScreenEvent.OnEventRaised -= CloseInventoryScreen;
_inputReader.openInventoryEvent -= SetInventoryScreen;
_inputReader.pauseEvent -= OpenUIPause;
_inputReader.menuUnpauseEvent -= CloseUIPause;
private void Start()
void OpenUIPause()
_pausePanel.SetActive(true);
void CloseUIPause()
{
_pausePanel.SetActive(false);
}
void ResetUI()
{
CloseUIDialogue();

_inputReader.EnableMenuInput();
_inputReader.closeInventoryEvent += CloseInventoryScreen;
_gameState.UpdateGameState(GameState.Inventory);
if (isForCooking)
{
_inventoryPanel.FillInventory(TabType.recipe, true);

_onInteractionEndedEvent.RaiseEvent();
}
_gameState.ResetToPreviousGameState();
_inputReader.closeInventoryEvent -= CloseInventoryScreen;
}

2
UOP1_Project/Assets/Settings/Input/GameInput.inputactions


{
"name": "",
"id": "4306a7b2-67e8-4e85-9264-99218bea9eb4",
"path": "<Keyboard>/a",
"path": "<Keyboard>/q",
"interactions": "",
"processors": "",
"groups": "KeyboardOrGamepad",

20
UOP1_Project/UserSettings/EditorUserSettings.asset


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UOP1_Project/Assets/Art/UI/FinalUI/.DS_Store
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UOP1_Project/Assets/Art/UI/FinalUI/BG_Unselected.png

之前 之后
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UOP1_Project/Assets/Prefabs/UI/Settings.meta


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UOP1_Project/Assets/ScriptableObjects/Gameplay.meta


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UOP1_Project/Assets/Scripts/.DS_Store
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UOP1_Project/Assets/Scripts/Gameplay.meta


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UOP1_Project/Assets/UIPaginationFiller.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UIPaginationFiller : MonoBehaviour
{
[SerializeField] private Image _imagePaginationPrefab= default;
[SerializeField] private Transform _parentPagination = default;
[SerializeField] private Sprite _emptyPagination = default;
[SerializeField] private Sprite _filledPagination = default;
private List<Image> _instantiatedImages = default;
private void Start()
{
_instantiatedImages = new List<Image>();
}
public void SetPagination(int paginationCount, int selectedPaginationIndex)
{
//instanciate pagination images from the prefab
int maxCount = Mathf.Max(paginationCount, _instantiatedImages.Count);
Debug.Log(maxCount);
if (maxCount > 0)
{
for (int i = 0; i < maxCount; i++)
{
if (i >= _instantiatedImages.Count)
{
Image instantiatedImage = Instantiate(_imagePaginationPrefab, _parentPagination);
_instantiatedImages.Add(instantiatedImage);
}
if (i < paginationCount)
{
_instantiatedImages[i].gameObject.SetActive(true);
}
else
{
_instantiatedImages[i].gameObject.SetActive(false);
}
}
SetCurrentPagination(selectedPaginationIndex);
}
}
public void SetCurrentPagination(int selectedPaginationIndex)
{
if (_instantiatedImages.Count > selectedPaginationIndex)
for (int i = 0; i < _instantiatedImages.Count; i++)
{
if (i == selectedPaginationIndex)
{
_instantiatedImages[i].sprite = _filledPagination;
}
else
{
_instantiatedImages[i].sprite = _emptyPagination;
}
}
else
Debug.LogError("Error in pagination number");
}
}

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UOP1_Project/Assets/UIPaginationFiller.cs.meta


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132
UOP1_Project/Assets/UISettingFieldsFiller.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Localization.Settings;
public class UISettingFieldsFiller : MonoBehaviour
{
[SerializeField]
private UISettingItemFiller[] _settingfieldsList = default;
public void FillFields(List<settingField> settingItems)
{
for (int i = 0; i < _settingfieldsList.Length; i++)
{
if(i< settingItems.Count)
{
SetField(settingItems[i], _settingfieldsList[i]);
_settingfieldsList[i].gameObject.SetActive(true);
}
else
{
_settingfieldsList[i].gameObject.SetActive(false);
}
}
}
public void SelectFields(settingTabType tabType)
{
}
public void SetField(settingField field, UISettingItemFiller uiField)
{
int paginationCount=0;
int selectedPaginationIndex=0;
string selectedOption=default;
LocalizedString fieldTitle=field.title;
settingFieldType fieldType= field.settingFieldType;
switch (field.settingFieldType)
{
case settingFieldType.Language:
paginationCount = LocalizationSettings.AvailableLocales.Locales.Count;
selectedPaginationIndex = LocalizationSettings.AvailableLocales.Locales.FindIndex(o => o == LocalizationSettings.SelectedLocale);
selectedOption = LocalizationSettings.SelectedLocale.LocaleName;
break;
case settingFieldType.AntiAliasing:
break;
case settingFieldType.FullScreen:
selectedPaginationIndex = IsFullscreen();
paginationCount = 2;
if (Screen.fullScreen)
selectedOption = "On";
else
selectedOption = "Off";
break;
case settingFieldType.GraphicQuality:
selectedPaginationIndex = QualitySettings.GetQualityLevel();
paginationCount = 6;
selectedOption = QualitySettings.names[QualitySettings.GetQualityLevel()];
break;
case settingFieldType.Resolution:
break;
case settingFieldType.Shadow:
break;
case settingFieldType.Volume_Music:
case settingFieldType.Volume_SFx:
paginationCount = 10;
selectedPaginationIndex = 5;
selectedOption = "5";
break;
}
uiField.SetSettingField(paginationCount, selectedPaginationIndex, selectedOption, fieldTitle, fieldType);
}
string GetQualityLevelTitle()
{
string title = "";
switch (QualitySettings.GetQualityLevel())
{
case (int) QualityLevel.Beautiful:
title = QualityLevel.Beautiful.ToString();
break;
case (int)QualityLevel.Fantastic:
title = QualityLevel.Fantastic.ToString();
break;
case (int)QualityLevel.Fast:
title = QualityLevel.Fast.ToString();
break;
case (int)QualityLevel.Fastest:
title = QualityLevel.Fastest.ToString();
break;
case (int)QualityLevel.Good:
title = QualityLevel.Good.ToString();
break;
case (int)QualityLevel.Simple:
title = QualityLevel.Simple.ToString();
break;
}
return title;
}
int IsFullscreen()
{
if(Screen.fullScreen)
{
return 0;
}else
{
return 1;
}
}
}

11
UOP1_Project/Assets/UISettingFieldsFiller.cs.meta


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71
UOP1_Project/Assets/UISettingItemFiller.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using UnityEngine.Localization.Components;
using UnityEngine.Localization;
using UnityEngine.Events;
public class UISettingItemFiller : MonoBehaviour
{
[SerializeField] private UIPaginationFiller _pagination = default;
[SerializeField] private TextMeshProUGUI _currentSelectedOption = default;
[SerializeField] private Image _bg = default;
[SerializeField] private LocalizeStringEvent _title = default;
[SerializeField] private Color _colorSelected = default;
[SerializeField] private Color _colorUnselected = default;
[SerializeField] private Sprite _bgSelected = default;
[SerializeField] private Sprite _bgUnselected = default;
private settingFieldType _fieldType = default;
public event UnityAction _nextOption = delegate { };
public event UnityAction _previousOption = delegate { };
public void SetSettingField(int paginationCount, int selectedPaginationIndex, string selectedOption, LocalizedString fieldTitle, settingFieldType fieldType)
{
_fieldType = fieldType;
_pagination.SetPagination(paginationCount, selectedPaginationIndex);
_currentSelectedOption.text = selectedOption;
_title.StringReference= fieldTitle;
}
public void SetSettingNewOption(int selectedPaginationIndex, string selectedOption)
{
_pagination.SetCurrentPagination(selectedPaginationIndex);
_currentSelectedOption.text = selectedOption;
}
public void SelectItem()
{
_bg.sprite = _bgSelected;
_title.GetComponent<TextMeshProUGUI>().color = _colorSelected;
_currentSelectedOption.color = _colorSelected;
}
public void UnselectItem()
{
_bg.sprite = _bgUnselected;
_title.GetComponent<TextMeshProUGUI>().color = _colorUnselected;
_currentSelectedOption.color = _colorUnselected;
}
public void NextOption()
{
_nextOption.Invoke();
}
public void PreviousOption()
{
_previousOption.Invoke();
}
}

11
UOP1_Project/Assets/UISettingItemFiller.cs.meta


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104
UOP1_Project/Assets/UISettingManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Serialization;
[System.Serializable]
public enum settingTabType
{
Language,
Audio,
Graphics
}
[System.Serializable]
public enum settingFieldType
{
Language,
Volume_SFx,
Volume_Music,
Resolution,
FullScreen,
GraphicQuality,
AntiAliasing,
Shadow,
}
[System.Serializable]
public class settingTab
{
public settingTabType settingTabsType;
public LocalizedString title;
}
[System.Serializable]
public class settingField
{
public settingTabType settingTabsType;
public settingFieldType settingFieldType;
public LocalizedString title;
}
public class UISettingManager : MonoBehaviour
{
public List<settingTab> settingTabsList = new List<settingTab>();
[SerializeField]
private UISettingTabsFiller _settingTabFiller = default;
[SerializeField]
private List<settingField> _settingFieldsList = default;
[SerializeField]
private UISettingFieldsFiller _settingFieldsFiller = default;
private void Start()
{
SetTabs();
SetFields(settingTabType.Graphics);
}
public void SetTabs()
{
_settingTabFiller.FillTabs(settingTabsList);
}
public void SelectTab(settingTabType selectedTab)
{
_settingTabFiller.SelectTab(selectedTab);
}
public void SetFields(settingTabType selectedTab)
{
List<settingField> fields= _settingFieldsList.FindAll(o => o.settingTabsType == selectedTab);
_settingFieldsFiller.FillFields(fields);
}
public void SelectField()
{
}
public void UnselectField()
{
}
public void NextOption()
{
}
public void PreviousOption()
{
}
public void OpenValidateChoicesPrompt()
{
}
public void ValidateChoices()
{
}
}

11
UOP1_Project/Assets/UISettingManager.cs.meta


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UOP1_Project/Assets/UISettingTabFiller.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Localization.Components;
using UnityEngine.UI;
using TMPro;
public class UISettingTabFiller : MonoBehaviour
{
[SerializeField] private LocalizeStringEvent _localizedTabTitle;
[SerializeField] private Image _bgSelectedTab;
[SerializeField] private Color _colorSelectedTab;
[SerializeField] private Color _colorUnselectedTab;
settingTabType _currentTabType;
public void SetTab(settingTab settingTab, bool isSelected)
{
_localizedTabTitle.StringReference = settingTab.title;
_currentTabType = settingTab.settingTabsType;
if (isSelected)
{ SelectTab(); }
else
{ UnselectTab(); }
}
public void SetTab(settingTabType tabType)
{
bool isSelected = (_currentTabType == tabType);
if (isSelected)
{ SelectTab(); }
else
{ UnselectTab(); }
}
void SelectTab()
{
_bgSelectedTab.enabled=true;
_localizedTabTitle.GetComponent<TextMeshProUGUI>().color = _colorSelectedTab;
}
void UnselectTab()
{
_bgSelectedTab.enabled = false;
_localizedTabTitle.GetComponent<TextMeshProUGUI>().color = _colorUnselectedTab;
}
}

11
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UOP1_Project/Assets/UISettingTabsFiller.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UISettingTabsFiller : MonoBehaviour
{
[SerializeField]
private UISettingTabFiller [] _settingTabsList = default;
public void FillTabs(List<settingTab> settingTabs)
{
for (int i = 0; i < settingTabs.Count; i++)
{
_settingTabsList[i].SetTab(settingTabs[i], i == 0);
}
}
public void SelectTab(settingTabType tabType)
{
for (int i = 0; i < _settingTabsList.Length; i++)
{
_settingTabsList[i].SetTab(tabType);
}
}
}

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UOP1_Project/Assets/Prefabs/UI/Settings/ImagePagination.prefab


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7
UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/Language Toggle.prefab.meta


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93
UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/LanguageSelectionMenuUGUIDropdown.cs


using System.Collections.Generic;
using UnityEngine.Localization.Settings;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.UI;
namespace UnityEngine.Localization.Samples
{
/// <summary>
/// This example shows how a language selection menu can be implemented using UGUI.
/// </summary>
[RequireComponent(typeof(Dropdown))]
public class LanguageSelectionMenuUGUIDropdown : MonoBehaviour
{
Dropdown m_Dropdown;
AsyncOperationHandle m_InitializeOperation;
void Start()
{
// First we setup the dropdown component.
m_Dropdown = GetComponent<Dropdown>();
m_Dropdown.onValueChanged.AddListener(OnSelectionChanged);
// Clear the options an add a loading message while we wait for the localization system to initialize.
m_Dropdown.ClearOptions();
m_Dropdown.options.Add(new Dropdown.OptionData("Loading..."));
m_Dropdown.interactable = false;
// SelectedLocaleAsync will ensure that the locales have been initialized and a locale has been selected.
m_InitializeOperation = LocalizationSettings.SelectedLocaleAsync;
if (m_InitializeOperation.IsDone)
{
InitializeCompleted(m_InitializeOperation);
}
else
{
m_InitializeOperation.Completed += InitializeCompleted;
}
}
void InitializeCompleted(AsyncOperationHandle obj)
{
// Create an option in the dropdown for each Locale
var options = new List<string>();
int selectedOption = 0;
var locales = LocalizationSettings.AvailableLocales.Locales;
for (int i = 0; i < locales.Count; ++i)
{
var locale = locales[i];
if (LocalizationSettings.SelectedLocale == locale)
selectedOption = i;
var displayName = locales[i].Identifier.CultureInfo != null ? locales[i].Identifier.CultureInfo.NativeName : locales[i].ToString();
options.Add(displayName);
}
// If we have no Locales then something may have gone wrong.
if (options.Count == 0)
{
options.Add("No Locales Available");
m_Dropdown.interactable = false;
}
else
{
m_Dropdown.interactable = true;
}
m_Dropdown.ClearOptions();
m_Dropdown.AddOptions(options);
m_Dropdown.SetValueWithoutNotify(selectedOption);
LocalizationSettings.SelectedLocaleChanged += LocalizationSettings_SelectedLocaleChanged;
}
void OnSelectionChanged(int index)
{
// Unsubscribe from SelectedLocaleChanged so we don't get an unnecessary callback from the change we are about to make.
LocalizationSettings.SelectedLocaleChanged -= LocalizationSettings_SelectedLocaleChanged;
var locale = LocalizationSettings.AvailableLocales.Locales[index];
LocalizationSettings.SelectedLocale = locale;
// Resubscribe to SelectedLocaleChanged so that we can stay in sync with changes that may be made by other scripts.
LocalizationSettings.SelectedLocaleChanged += LocalizationSettings_SelectedLocaleChanged;
}
void LocalizationSettings_SelectedLocaleChanged(Locale locale)
{
// We need to update the dropdown selection to match.
var selectedIndex = LocalizationSettings.AvailableLocales.Locales.IndexOf(locale);
m_Dropdown.SetValueWithoutNotify(selectedIndex);
}
}
}

11
UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/LanguageSelectionMenuUGUIDropdown.cs.meta


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84
UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/LanguageSelectionMenuUGUIToggleList.cs


using System.Collections.Generic;
using UnityEngine.Localization.Settings;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.UI;
namespace UnityEngine.Localization.Samples
{
/// <summary>
/// This example shows how a language selection menu can be implemented using UGUI toggles.
/// </summary>
public class LanguageSelectionMenuUGUIToggleList : MonoBehaviour
{
public Transform container;
public GameObject languageTogglePrefab;
AsyncOperationHandle m_InitializeOperation;
Dictionary<Locale, Toggle> m_Toggles = new Dictionary<Locale, Toggle>();
ToggleGroup m_ToggleGroup;
void Start()
{
// SelectedLocaleAsync will ensure that the locales have been initialized and a locale has been selected.
m_InitializeOperation = LocalizationSettings.SelectedLocaleAsync;
if (m_InitializeOperation.IsDone)
{
InitializeCompleted(m_InitializeOperation);
}
else
{
m_InitializeOperation.Completed += InitializeCompleted;
}
}
void InitializeCompleted(AsyncOperationHandle obj)
{
LocalizationSettings.SelectedLocaleChanged += LocalizationSettings_SelectedLocaleChanged;
// The toggle group will ensure that only 1 language is selected at a time.
m_ToggleGroup = container.gameObject.AddComponent<ToggleGroup>();
// Create an option in the dropdown for each Locale
var locales = LocalizationSettings.AvailableLocales.Locales;
for (int i = 0; i < locales.Count; ++i)
{
var locale = locales[i];
var languageToggle = Instantiate(languageTogglePrefab, container);
languageToggle.name = locale.Identifier.CultureInfo != null ? locale.Identifier.CultureInfo.NativeName : locale.ToString();
var label = languageToggle.GetComponentInChildren<Text>();
label.text = languageToggle.name;
var toggle = languageToggle.GetComponent<Toggle>();
toggle.SetIsOnWithoutNotify(LocalizationSettings.SelectedLocale == locale);
// We use a dictionary of the toggles so we can quickly update the selected locale if it is changed by another script.
m_Toggles[locale] = toggle;
toggle.onValueChanged.AddListener(val =>
{
if (val)
{
// Unsubscribe from SelectedLocaleChanged so we don't get an unnecessary callback from the change we are about to make.
LocalizationSettings.SelectedLocaleChanged -= LocalizationSettings_SelectedLocaleChanged;
LocalizationSettings.SelectedLocale = locale;
// Resubscribe to SelectedLocaleChanged so that we can stay in sync with changes that may be made by other scripts.
LocalizationSettings.SelectedLocaleChanged += LocalizationSettings_SelectedLocaleChanged;
}
});
toggle.group = m_ToggleGroup;
}
}
void LocalizationSettings_SelectedLocaleChanged(Locale locale)
{
if (m_Toggles.TryGetValue(locale, out var toggle))
{
toggle.SetIsOnWithoutNotify(true);
}
}
}
}

11
UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/LanguageSelectionMenuUGUIToggleList.cs.meta


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14
UOP1_Project/Assets/ScriptableObjects/Gameplay/GameState.asset


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38
UOP1_Project/Assets/Scripts/Gameplay/GameManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
[SerializeField]
private QuestManagerSO _questManager = default;
[SerializeField]
private GameStateSO _gameState = default;
[SerializeField]
private InputReader _inputReader = default;
private void Start()
{
StartGame();
_inputReader.pauseEvent += PauseGame;
}
// Start is called before the first frame update
void StartGame()
{
_gameState.UpdateGameState(GameState.Gameplay);
_questManager.StartGame();
}
public void PauseGame()
{
_gameState.UpdateGameState(GameState.Pause);
}
public void UnauseGame()
{
_gameState.ResetToPreviousGameState();
}
}

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


using System.Collections;
using System.Collections.Generic;
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
}
//[CreateAssetMenu(fileName = "GameState", menuName = "Gameplay/GameState", order = 51)]
public class GameStateSO : ScriptableObject
{
private GameState _currentGameState = default;
private GameState _previousGameState = default;
public GameState CurrentGameState => CurrentGameState;
public void UpdateGameState( GameState newGameState)
{
_previousGameState = _currentGameState;
_currentGameState = newGameState;
}
public void ResetToPreviousGameState()
{
_currentGameState = _previousGameState;
}
}

11
UOP1_Project/Assets/Scripts/Gameplay/GameStateSO.cs.meta


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17
UOP1_Project/Assets/Art/UI/FinalUI/_Settings/BtnArrowLeftDisabled copy.png

之前 之后

15
UOP1_Project/Assets/ScriptableObjects/Events/UI/CloseInventoryUIEvent.asset


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15
UOP1_Project/Assets/ScriptableObjects/Events/UI/OpenInventoryUIEvent.asset


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8
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UOP1_Project/Assets/ScriptableObjects/Events/UI/CloseInventoryUIEvent.asset.meta


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25
UOP1_Project/Assets/Scripts/GameManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
[SerializeField]
private QuestManagerSO _questManager = default;
private void Start()
{
StartGame();
}
// Start is called before the first frame update
void StartGame()
{
_questManager.StartGame();
}
// Update is called once per frame
void Update()
{
}
}

/UOP1_Project/Assets/Art/UI/FinalUI/_Settings/BtnArrowLeftDisabled copy.png.meta → /UOP1_Project/Assets/Art/UI/FinalUI/BG_Unselected.png.meta

/UOP1_Project/Assets/Scripts/GameManager.cs.meta → /UOP1_Project/Assets/Scripts/Gameplay/GameManager.cs.meta

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