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Merge pull request #1 from UnityTechnologies/main

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/UI
GitHub 4 年前
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d07ee56f
共有 434 个文件被更改,包括 3433 次插入1333 次删除
  1. 2
      UOP1_Project/Assets/AddressableAssetsData/AddressableAssetSettings.asset
  2. 14
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-AssetTables.asset
  3. 10
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-Assets-Shared.asset
  4. 7
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-Locales.asset
  5. 17
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-StringTables.asset
  6. 2
      UOP1_Project/Assets/Art/Nature/Flowers.meta
  7. 114
      UOP1_Project/Assets/Cutscenes/ExampleCutscene.playable
  8. 6
      UOP1_Project/Assets/Inventory/ScriptableObjects/PlayerInventory.asset
  9. 32
      UOP1_Project/Assets/Prefabs/Characters/BardHare.prefab
  10. 233
      UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab
  11. 14
      UOP1_Project/Assets/Prefabs/Managers/InventoryManager.prefab
  12. 16
      UOP1_Project/Assets/Prefabs/Managers/UIManager.prefab
  13. 2
      UOP1_Project/Assets/Prefabs/Props/Collectible Item.prefab
  14. 399
      UOP1_Project/Assets/Prefabs/UI/DialoguePanel.prefab
  15. 164
      UOP1_Project/Assets/Prefabs/UI/Game Screen.prefab
  16. 5
      UOP1_Project/Assets/Prefabs/UI/Ingredient Type tab.prefab
  17. 7
      UOP1_Project/Assets/Prefabs/UI/IngredientForRecipe.prefab
  18. 5
      UOP1_Project/Assets/Prefabs/UI/InteractionItem.prefab
  19. 16
      UOP1_Project/Assets/Prefabs/UI/Inventory Item.prefab
  20. 814
      UOP1_Project/Assets/Prefabs/UI/InventoryScreen.prefab
  21. 155
      UOP1_Project/Assets/Scenes/Examples/CutsceneExample.unity
  22. 31
      UOP1_Project/Assets/Scenes/Examples/InteractionExample.unity
  23. 500
      UOP1_Project/Assets/Scenes/Gameplay.unity
  24. 450
      UOP1_Project/Assets/Scenes/WIP/TestingGround.unity
  25. 2
      UOP1_Project/Assets/Scenes/Whiteboxing/GeneralMapReduced/Materials/WhiteboxingReduced.mat
  26. 2
      UOP1_Project/Assets/ScriptableObjects/Events/UI/ChangeTabInventoryUIEvent.asset
  27. 2
      UOP1_Project/Assets/ScriptableObjects/Narrative/Actors/Townsfolk.asset
  28. 2
      UOP1_Project/Assets/ScriptableObjects/SceneData.meta
  29. 2
      UOP1_Project/Assets/ScriptableObjects/SceneData/Locations.meta
  30. 2
      UOP1_Project/Assets/ScriptableObjects/SceneData/Menus.meta
  31. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist.meta
  32. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions.meta
  33. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions.meta
  34. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States.meta
  35. 2
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DropRewardSO.cs
  36. 42
      UOP1_Project/Assets/Scripts/Cutscenes/CutsceneManager.cs
  37. 9
      UOP1_Project/Assets/Scripts/Cutscenes/CutsceneTrigger.cs
  38. 22
      UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueBehaviour.cs
  39. 8
      UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueClip.cs
  40. 7
      UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueTrack.cs
  41. 77
      UOP1_Project/Assets/Scripts/Dialogues/DialogueDataSO.cs
  42. 139
      UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
  43. 2
      UOP1_Project/Assets/Scripts/Effects/DissolveHelper.cs
  44. 7
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/DialogueLineChannelSO.cs
  45. 2
      UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/TabEventChannelSo.cs
  46. 7
      UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs
  47. 37
      UOP1_Project/Assets/Scripts/Inventory/CollectibleItem.cs
  48. 58
      UOP1_Project/Assets/Scripts/Inventory/InventoryItemFiller.cs
  49. 97
      UOP1_Project/Assets/Scripts/Inventory/InventoryManager.cs
  50. 2
      UOP1_Project/Assets/Scripts/Inventory/ItemInstance.cs
  51. 3
      UOP1_Project/Assets/Scripts/Inventory/ItemPicker.cs
  52. 4
      UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/InventoryTabType.cs
  53. 13
      UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/Item.cs
  54. 12
      UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/ItemType.cs
  55. 52
      UOP1_Project/Assets/Scripts/Inventory/UIInventoryManager.cs
  56. 16
      UOP1_Project/Assets/Scripts/UI/CookingInventoryInspectorFiller.cs
  57. 15
      UOP1_Project/Assets/Scripts/UI/IngredientFiller.cs
  58. 15
      UOP1_Project/Assets/Scripts/UI/InspectorDescriptionFiller.cs
  59. 18
      UOP1_Project/Assets/Scripts/UI/InspectorFiller.cs
  60. 6
      UOP1_Project/Assets/Scripts/UI/InspectorPreviewFiller.cs
  61. 8
      UOP1_Project/Assets/Scripts/UI/InventoryButtonFiller.cs
  62. 16
      UOP1_Project/Assets/Scripts/UI/InventoryTypeTabFiller.cs
  63. 2
      UOP1_Project/Assets/Scripts/UI/InventoryTypeTabsFiller.cs
  64. 4
      UOP1_Project/Assets/Scripts/UI/ScriptableObject/InteractionSO.cs
  65. 10
      UOP1_Project/Assets/Scripts/UI/SimpleInventoryInspectorFiller.cs
  66. 34
      UOP1_Project/Assets/Scripts/UI/UIDialogueManager.cs
  67. 11
      UOP1_Project/Assets/Scripts/UI/UIInteractionItemFiller.cs
  68. 11
      UOP1_Project/Assets/Scripts/UI/UIInteractionManager.cs
  69. 59
      UOP1_Project/Assets/Scripts/UI/UIManager.cs
  70. 2
      UOP1_Project/Assets/LocalizationFiles/LocalizationSettings.asset
  71. 8
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Recipes/Recipes_fr.asset
  72. 8
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Recipes/Recipes_en.asset
  73. 8
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Recipes/Recipes Shared Data.asset
  74. 16
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name_fr.asset
  75. 16
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name_en.asset
  76. 16
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name Shared Data.asset
  77. 16
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description_fr.asset
  78. 16
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description_en.asset
  79. 18
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description Shared Data.asset
  80. 6
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Dialogue System/Actors/Actors_fr.asset
  81. 6
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Dialogue System/Actors/Actors_en.asset
  82. 10
      UOP1_Project/Assets/LocalizationFiles/AssetTables/Dialogue System/Actors/Actors Shared Data.asset
  83. 8
      UOP1_Project/Assets/Inventory/Scripts.meta
  84. 8
      UOP1_Project/Assets/LocalizationFiles.meta
  85. 51
      UOP1_Project/Assets/Prefabs/Managers/CutsceneManager.prefab
  86. 7
      UOP1_Project/Assets/Prefabs/Managers/CutsceneManager.prefab.meta
  87. 57
      UOP1_Project/Assets/Prefabs/Managers/DialogueManager.prefab
  88. 7
      UOP1_Project/Assets/Prefabs/Managers/DialogueManager.prefab.meta
  89. 57
      UOP1_Project/Assets/Prefabs/Managers/QuestManager.prefab
  90. 7
      UOP1_Project/Assets/Prefabs/Managers/QuestManager.prefab.meta
  91. 54
      UOP1_Project/Assets/Prefabs/Managers/StepController.prefab
  92. 7
      UOP1_Project/Assets/Prefabs/Managers/StepController.prefab.meta
  93. 464
      UOP1_Project/Assets/Prefabs/UI/ButtonChoice.prefab
  94. 7
      UOP1_Project/Assets/Prefabs/UI/ButtonChoice.prefab.meta
  95. 8
      UOP1_Project/Assets/Samples/Localization.meta
  96. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples.meta
  97. 8
      UOP1_Project/Assets/ScriptableObjects/Dialogue.meta

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

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UOP1_Project/Assets/Scenes/Whiteboxing/GeneralMapReduced/Materials/WhiteboxingReduced.mat


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2
UOP1_Project/Assets/ScriptableObjects/Events/UI/ChangeTabInventoryUIEvent.asset


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2
UOP1_Project/Assets/ScriptableObjects/Narrative/Actors/Townsfolk.asset


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UOP1_Project/Assets/ScriptableObjects/SceneData/Menus.meta


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist.meta


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions.meta


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2
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DropRewardSO.cs


postion + itemPrefab.transform.localPosition +
_dropRewardConfig.ScatteringDistance * (Mathf.Cos(randAngle) * Vector3.forward + Mathf.Sin(randAngle) * Vector3.right),
Quaternion.identity);
collectibleItem.GetComponent<CollectibleItem>().CurrentItem = item;
collectibleItem.GetComponent<CollectibleItem>().SetItem(item);
}
}

42
UOP1_Project/Assets/Scripts/Cutscenes/CutsceneManager.cs


using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Localization;
using UnityEngine.Playables;
public class CutsceneManager : MonoBehaviour

[SerializeField] private DialogueManager _dialogueManager = default;
[SerializeField] private PlayableDirectorChannelSO _playCutsceneEvent = default;
[SerializeField] public DialogueLineChannelSO _playDialogueEvent = default;
[SerializeField] public VoidEventChannelSO _pauseTimelineEvent = default;
public bool IsCutscenePlaying => _activePlayableDirector.playableGraph.GetRootPlayable(0).GetSpeed() != 0d;
bool IsCutscenePlaying => _activePlayableDirector.playableGraph.GetRootPlayable(0).GetSpeed() != 0d;
private void OnEnable()
{

{
_inputReader.advanceDialogueEvent -= OnAdvance;
}
private void Start()
{
if (_playCutsceneEvent != null)
{
public void PlayCutscene(PlayableDirector activePlayableDirector)
_playCutsceneEvent.OnEventRaised += PlayCutscene;
}
if (_playDialogueEvent != null)
{
_playDialogueEvent.OnEventRaised += PlayDialogueFromClip;
}
if (_pauseTimelineEvent != null)
{
_pauseTimelineEvent.OnEventRaised += PauseTimeline;
}
}
void PlayCutscene(PlayableDirector activePlayableDirector)
{
_inputReader.EnableDialogueInput();

_activePlayableDirector.stopped += HandleDirectorStopped;
}
public void CutsceneEnded()
void CutsceneEnded()
_dialogueManager.DialogueEndedAndCloseDialogueUI();
public void PlayDialogueFromClip(DialogueLineSO dialogueLine)
void PlayDialogueFromClip(LocalizedString dialogueLine, ActorSO actor)
_dialogueManager.DisplayDialogueLine(dialogueLine);
_dialogueManager.DisplayDialogueLine(dialogueLine, actor);
}
/// <summary>

/// <summary>
/// Called by <c>DialogueControlClip</c> on the Timeline.
/// </summary>
public void PauseTimeline()
void PauseTimeline()
public void ResumeTimeline()
void ResumeTimeline()
{
_isPaused = false;
_activePlayableDirector.playableGraph.GetRootPlayable(0).SetSpeed(1);

9
UOP1_Project/Assets/Scripts/Cutscenes/CutsceneTrigger.cs


public class CutsceneTrigger : MonoBehaviour
{
[SerializeField] private CutsceneManager _cutsceneManager = default;
[SerializeField] private PlayableDirectorChannelSO _playCutsceneEvent = default;
_cutsceneManager.PlayCutscene(_playableDirector);
if (_playCutsceneEvent != null)
_playCutsceneEvent.RaiseEvent(_playableDirector);
_cutsceneManager.PlayCutscene(_playableDirector);
if (_playCutsceneEvent != null)
_playCutsceneEvent.RaiseEvent(_playableDirector);
if (_playOnce)
Destroy(this);

22
UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueBehaviour.cs


using System;
using UnityEngine;
using UnityEngine.Localization;
[SerializeField] private DialogueLineSO _dialogueLine = default;
[SerializeField] private LocalizedString _dialogueLine = default;
[SerializeField] private ActorSO _actor = default;
[HideInInspector] public CutsceneManager cutsceneManager;
[HideInInspector] public DialogueLineChannelSO PlayDialogueEvent;
[HideInInspector] public VoidEventChannelSO PauseTimelineEvent;
private bool _dialoguePlayed;

if (Application.isPlaying) //TODO: Find a way to "play" dialogue lines even when scrubbing the Timeline not in Play Mode
{
// Need to ask the CutsceneManager if the cutscene is playing, since the graph is not actually stopped/paused: it's just going at speed 0.
if (playable.GetGraph().IsPlaying()
&& cutsceneManager.IsCutscenePlaying)
if (playable.GetGraph().IsPlaying())
//&& cutsceneManager.IsCutscenePlaying) Need to find an alternative to this
if (_dialogueLine != null)
if (_dialogueLine != null && _actor != null)
cutsceneManager.PlayDialogueFromClip(_dialogueLine);
if (PlayDialogueEvent != null)
PlayDialogueEvent.RaiseEvent(_dialogueLine, _actor);
_dialoguePlayed = true;
}
else

&& _dialoguePlayed)
{
if (_pauseWhenClipEnds)
cutsceneManager.PauseTimeline();
if (PauseTimelineEvent != null)
{
PauseTimelineEvent.OnEventRaised();
}
}
}
}

8
UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueClip.cs


public class DialogueClip : PlayableAsset, ITimelineClipAsset
{
[SerializeField] private DialogueBehaviour _template = default;
[HideInInspector] public CutsceneManager cutsceneManager;
[HideInInspector] public DialogueLineChannelSO PlayDialogueEvent;
[HideInInspector] public VoidEventChannelSO PauseTimelineEvent;
// Having ClipCaps set to None makes sure that the clips can't be blended, extrapolated, looped, etc.
public ClipCaps clipCaps
{

public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
{
_template.cutsceneManager = cutsceneManager;
_template.PlayDialogueEvent = PlayDialogueEvent;
_template.PauseTimelineEvent = PauseTimelineEvent;
return playable;
}

7
UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueTrack.cs


using UnityEngine.Playables;
using UnityEngine.Timeline;
[TrackBindingType(typeof(CutsceneManager))]
[SerializeField] public DialogueLineChannelSO PlayDialogueEvent;
[SerializeField] public VoidEventChannelSO PauseTimelineEvent;
CutsceneManager cutsceneManagerRef = go.GetComponent<PlayableDirector>().GetGenericBinding(this) as CutsceneManager;
dialogueControlClip.cutsceneManager = cutsceneManagerRef;
dialogueControlClip.PauseTimelineEvent = PauseTimelineEvent;
dialogueControlClip.PlayDialogueEvent = PlayDialogueEvent;
}
return base.CreateTrackMixer(graph, go, inputCount);

77
UOP1_Project/Assets/Scripts/Dialogues/DialogueDataSO.cs


using System.Collections.Generic;
using System;
using System.Collections.Generic;
using UnityEngine.Localization;
using UnityEditor.Localization;
public enum DialogueType
{
startDialogue,
winDialogue,
loseDialogue,
defaultDialogue,
}
public enum ChoiceActionType
{
doNothing,
continueWithStep
}
[CreateAssetMenu(fileName = "newDialogue", menuName = "CutsceneSystem/Dialogue Data")]
[CreateAssetMenu(fileName = "newDialogue", menuName = "Dialogues/Dialogue Data")]
public List<DialogueLineSO> dialogueLines;
[SerializeField] private ActorSO _actor = default;
[SerializeField] private List<LocalizedString> _dialogueLines = default;
[SerializeField] private List<Choice> _choices = default;
[SerializeField] private DialogueType _dialogueType = default;
public ActorSO Actor => _actor;
public List<LocalizedString> DialogueLines => _dialogueLines;
public List<Choice> Choices => _choices;
public DialogueType DialogueType => _dialogueType;
private void OnEnable()
{
SetDialogueLines();
}
void SetDialogueLines()
{
_dialogueLines.Clear();
StringTableCollection collection = LocalizationEditorSettings.GetStringTableCollection("Questline Dialogue");
if (collection != null)
{
int index = 0;
LocalizedString _dialogueLine = null;
do
{
index++;
string key = "L" + index + "-" + this.name;
if (collection.SharedData.Contains(key))
{
_dialogueLine = new LocalizedString() { TableReference = "Questline Dialogue", TableEntryReference = key };
_dialogueLines.Add(_dialogueLine);
}
else
{
_dialogueLine = null;
}
} while (_dialogueLine != null);
}
}
}
[Serializable]
public class Choice
{
[SerializeField] private LocalizedString _response = default;
[SerializeField] private DialogueDataSO _nextDialogue = default;
[SerializeField] private ChoiceActionType _actionType = default;
public LocalizedString Response => _response;
public DialogueDataSO NextDialogue => _nextDialogue;
public ChoiceActionType ActionType => _actionType;
}

139
UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs


using System.Collections;
using System;
using TMPro;
using UnityEngine.Localization;
using UnityEngine.Serialization;
using UnityEngine.UI;
/// <summary>
/// Takes care of all things dialogue, whether they are coming from within a Timeline or just from the interaction with a character, or by any other mean.

{
// [SerializeField] private ChoiceBox _choiceBox; // TODO: Demonstration purpose only. Remove or adjust later.
[SerializeField] DialogueLineChannelSO dialogueLineEvent;
private int _counter;
private bool _reachedEndOfDialogue { get => _counter >= _currentDialogue.DialogueLines.Count; }
[Header("Listening on channels")]
[SerializeField] private DialogueDataChannelSO _startDialogue = default;
[SerializeField] private DialogueChoiceChannelSO _makeDialogueChoiceEvent = default;
[Header("BoradCasting on channels")]
[SerializeField] private DialogueLineChannelSO _openUIDialogueEvent = default;
[SerializeField] private DialogueChoicesChannelSO _showChoicesUIEvent = default;
[SerializeField] private DialogueDataChannelSO _endDialogue = default;
[SerializeField] private VoidEventChannelSO _continueWithStep = default;
[SerializeField] private VoidEventChannelSO _closeDialogueUIEvent = default;
private DialogueDataSO _currentDialogue = default;
private void Start()
{
if (_startDialogue != null)
{
_startDialogue.OnEventRaised += DisplayDialogueData;
}
}
/// Called to begin a dialogue, i.e. a sequence of lines that require the player's input to move forward.
/// Displays DialogueData in the UI, one by one.
/// <param name="firstLine"></param>
public void BeginDialogue(DialogueLineSO firstLine)
/// <param name="dialogueDataSO"></param>
public void DisplayDialogueData(DialogueDataSO dialogueDataSO)
BeginDialogueData(dialogueDataSO);
DisplayDialogueLine(_currentDialogue.DialogueLines[_counter], dialogueDataSO.Actor);
}
/// <summary>
/// Prepare DialogueManager when first time displaying DialogueData.
/// <param name="dialogueDataSO"></param>
private void BeginDialogueData(DialogueDataSO dialogueDataSO)
{
_counter = 0;
DisplayDialogueLine(firstLine);
_inputReader.advanceDialogueEvent += OnAdvance;
_currentDialogue = dialogueDataSO;
}
/// <summary>

/// <param name="dialogueLine"></param>
public void DisplayDialogueLine(DialogueLineSO dialogueLine)
public void DisplayDialogueLine(LocalizedString dialogueLine, ActorSO actor)
{
if (_openUIDialogueEvent != null)
{
_openUIDialogueEvent.RaiseEvent(dialogueLine, actor);
}
}
private void OnAdvance()
{
_counter++;
if (!_reachedEndOfDialogue)
{
DisplayDialogueLine(_currentDialogue.DialogueLines[_counter], _currentDialogue.Actor);
}
else
{
if (_currentDialogue.Choices.Count > 0)
{
DisplayChoices(_currentDialogue.Choices);
}
else
{
DialogueEndedAndCloseDialogueUI();
}
}
}
private void DisplayChoices(List<Choice> choices)
{
_inputReader.advanceDialogueEvent -= OnAdvance;
if (_makeDialogueChoiceEvent != null)
{
_makeDialogueChoiceEvent.OnEventRaised += MakeDialogueChoice;
}
if (_showChoicesUIEvent != null)
{
_showChoicesUIEvent.RaiseEvent(choices);
}
}
private void MakeDialogueChoice(Choice choice)
{
if (_makeDialogueChoiceEvent != null)
{
_makeDialogueChoiceEvent.OnEventRaised -= MakeDialogueChoice;
}
if (choice.ActionType == ChoiceActionType.continueWithStep)
{
if (_continueWithStep != null)
_continueWithStep.RaiseEvent();
if (choice.NextDialogue != null)
DisplayDialogueData(choice.NextDialogue);
}
else
{
if (choice.NextDialogue != null)
DisplayDialogueData(choice.NextDialogue);
else
DialogueEndedAndCloseDialogueUI();
}
}
void DialogueEnded()
//TODO: Interface with a UIManager to allow displayal of the line of dialogue in the UI
//Debug.Log("A line of dialogue has been spoken: \"" + dialogueLine.Sentence + "\" by " + dialogueLine.Actor.ActorName);
if (dialogueLineEvent != null)
dialogueLineEvent.OnEventRaised(dialogueLine);
if (_endDialogue != null)
_endDialogue.RaiseEvent(_currentDialogue);
}
public void DialogueEndedAndCloseDialogueUI()
{
if (_endDialogue != null)
_endDialogue.RaiseEvent(_currentDialogue);
if (_closeDialogueUIEvent != null)
_closeDialogueUIEvent.RaiseEvent();
_inputReader.advanceDialogueEvent -= OnAdvance;
_inputReader.EnableGameplayInput();

2
UOP1_Project/Assets/Scripts/Effects/DissolveHelper.cs


public class DissolveHelper : MonoBehaviour
{
[SerializeField] ParticleSystem _dissolveParticlesPrefab;
[SerializeField] ParticleSystem _dissolveParticlesPrefab = default;
[SerializeField] float _dissolveDuration = 1f;
private MeshRenderer _renderer;

7
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/DialogueLineChannelSO.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Localization;
public UnityAction<DialogueLineSO> OnEventRaised;
public void RaiseEvent(DialogueLineSO line)
public UnityAction<LocalizedString, ActorSO> OnEventRaised;
public void RaiseEvent(LocalizedString line, ActorSO actor)
OnEventRaised.Invoke(line);
OnEventRaised.Invoke(line, actor);
}
}

2
UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI/TabEventChannelSo.cs


using UnityEngine.Events;
[CreateAssetMenu(menuName = "Events/UI/Inventory Tab Event Channel")]
public class TabEventChannelSo : ScriptableObject
public class TabEventChannelSO : ScriptableObject
{
public UnityAction<InventoryTabType> OnEventRaised;
public void RaiseEvent(InventoryTabType item)

7
UOP1_Project/Assets/Scripts/Interaction/InteractionManager.cs


[Header("Broadcasting on")]
[SerializeField] private ItemEventChannelSO _onObjectPickUp = default;
[SerializeField] private VoidEventChannelSO _onCookingStart = default;
[SerializeField] private DialogueEventChannelSO _startTalking = default;
[SerializeField] private DialogueActorChannelSO _startTalking = default;
//UI event
[SerializeField] private InteractionUIEventChannelSO _toggleInteractionUI = default;
[Header("Listening to")]

case InteractionType.Talk:
if (_startTalking != null)
{
//TODO:
//Actor currentActor = currentInteractableObject.GetComponent<Dialogue>().GetActor();
//_startTalking.RaiseEvent(currentActor);
_potentialInteractions.First.Value.interactableObject.GetComponent<StepController>().InteractWithCharacter();
_inputReader.EnableDialogueInput();
}
break;

37
UOP1_Project/Assets/Scripts/Inventory/CollectibleItem.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[SerializeField] private Item _currentItem;
[SerializeField] private SpriteRenderer[] _itemImages;
public Item CurrentItem
{
set => _currentItem = value;
}
[SerializeField] private Item _currentItem = default;
[SerializeField] private SpriteRenderer[] _itemImages = default;
SetItem();
if (_itemImages != null)
SetCubeItem();
Debug.Log("current item " + _currentItem);
public void SetItem(Item item)
{
_currentItem = item;
// TODO: This function is only for testing
public void SetItem()
}
//this function is only for testing
public void SetCubeItem()
}
public void OnTriggerEnter(Collider other)
{
if (other.tag == "Player")
{
if (other.gameObject.TryGetComponent<ItemPicker>(out ItemPicker itemPickerComp))
{
}
itemPickerComp.PickItem(_currentItem);
}
}
}
}

58
UOP1_Project/Assets/Scripts/Inventory/InventoryItemFiller.cs


using System.Collections;
using System.Collections;
[SerializeField]
private Image itemPreviewImage;
[SerializeField]
private LocalizeStringEvent itemTitle;
[SerializeField]
private TextMeshProUGUI itemCount;
[SerializeField]
private Image bgImage;
[SerializeField]
private Image imgHover;
[SerializeField]
private Image imgSelected;
public ItemStack currentItem;
[SerializeField]
private Button itemButton;
[SerializeField] private Image _itemPreviewImage = default;
[SerializeField] private LocalizeStringEvent _itemTitle = default;
[SerializeField] private TextMeshProUGUI _itemCount = default;
[SerializeField] private Image _bgImage = default;
[SerializeField] private Image _imgHover = default;
[SerializeField] private Image _imgSelected = default;
[HideInInspector] public ItemStack _currentItem = default;
[SerializeField] private Button _itemButton = default;
public void SetItem(ItemStack itemStack, bool isSelected, ItemEventChannelSO selectItemEvent)
{

currentItem = itemStack;
_currentItem = itemStack;
imgSelected.gameObject.SetActive(isSelected);
_imgSelected.gameObject.SetActive(isSelected);
itemPreviewImage.sprite = itemStack.Item.PreviewImage;
itemTitle.StringReference = itemStack.Item.Name;
itemCount.text = itemStack.Amount.ToString();
bgImage.color = itemStack.Item.ItemType.TypeColor;
_itemPreviewImage.sprite = itemStack.Item.PreviewImage;
_itemTitle.StringReference = itemStack.Item.Name;
_itemCount.text = itemStack.Amount.ToString();
_bgImage.color = itemStack.Item.ItemType.TypeColor;
itemButton.onClick.RemoveAllListeners();
_itemButton.onClick.RemoveAllListeners();
itemButton.onClick.AddListener(() =>
_itemButton.onClick.AddListener(() =>
selectItemEvent.RaiseEvent(currentItem.Item);
selectItemEvent.RaiseEvent(_currentItem.Item);
});
}

{
imgHover.gameObject.SetActive(true);
_imgHover.gameObject.SetActive(true);
}

imgHover.gameObject.SetActive(false);
_imgHover.gameObject.SetActive(false);
}

imgSelected.gameObject.SetActive(true);
_imgSelected.gameObject.SetActive(true);
}

imgSelected.gameObject.SetActive(false);
_imgSelected.gameObject.SetActive(false);
}

97
UOP1_Project/Assets/Scripts/Inventory/InventoryManager.cs


public class InventoryManager : MonoBehaviour
{
[SerializeField]
private Inventory currentInventory;
[SerializeField]
private ItemEventChannelSO CookRecipeEvent;
[SerializeField]
private ItemEventChannelSO UseItemEvent;
[SerializeField]
private ItemEventChannelSO EquipItemEvent;
[SerializeField]
ItemEventChannelSO AddItemEvent;
[SerializeField]
ItemEventChannelSO RemoveItemEvent;
[SerializeField] private Inventory _currentInventory = default;
[SerializeField] private ItemEventChannelSO _cookRecipeEvent = default;
[SerializeField] private ItemEventChannelSO _useItemEvent = default;
[SerializeField] private ItemEventChannelSO _equipItemEvent = default;
[SerializeField] private ItemEventChannelSO _rewardItemEvent = default;
[SerializeField] private ItemEventChannelSO _giveItemEvent = default;
[SerializeField] ItemEventChannelSO _addItemEvent = default;
[SerializeField] ItemEventChannelSO _removeItemEvent = default;
if (CookRecipeEvent != null)
if (_cookRecipeEvent != null)
{
_cookRecipeEvent.OnEventRaised += CookRecipeEventRaised;
}
if (_useItemEvent != null)
CookRecipeEvent.OnEventRaised += CookRecipeEventRaised;
_useItemEvent.OnEventRaised += UseItemEventRaised;
if (UseItemEvent != null)
if (_equipItemEvent != null)
UseItemEvent.OnEventRaised += UseItemEventRaised;
_equipItemEvent.OnEventRaised += EquipItemEventRaised;
if (EquipItemEvent != null)
if (_addItemEvent != null)
EquipItemEvent.OnEventRaised += EquipItemEventRaised;
_addItemEvent.OnEventRaised += AddItem;
if (AddItemEvent != null)
if (_removeItemEvent != null)
AddItemEvent.OnEventRaised += AddItem;
_removeItemEvent.OnEventRaised += RemoveItem;
if (RemoveItemEvent != null)
if (_rewardItemEvent != null)
{
_rewardItemEvent.OnEventRaised += AddItem;
}
if (_giveItemEvent != null)
RemoveItemEvent.OnEventRaised += RemoveItem;
_giveItemEvent.OnEventRaised += RemoveItem;
if (CookRecipeEvent != null)
if (_cookRecipeEvent != null)
CookRecipeEvent.OnEventRaised -= CookRecipeEventRaised;
_cookRecipeEvent.OnEventRaised -= CookRecipeEventRaised;
if (UseItemEvent != null)
if (_useItemEvent != null)
UseItemEvent.OnEventRaised -= UseItemEventRaised;
_useItemEvent.OnEventRaised -= UseItemEventRaised;
if (EquipItemEvent != null)
if (_equipItemEvent != null)
EquipItemEvent.OnEventRaised -= EquipItemEventRaised;
_equipItemEvent.OnEventRaised -= EquipItemEventRaised;
if (AddItemEvent != null)
if (_addItemEvent != null)
AddItemEvent.OnEventRaised -= AddItem;
_addItemEvent.OnEventRaised -= AddItem;
if (RemoveItemEvent != null)
if (_removeItemEvent != null)
RemoveItemEvent.OnEventRaised -= RemoveItem;
_removeItemEvent.OnEventRaised -= RemoveItem;
}
}

void AddItemWithUIUpdate(Item item)
{
currentInventory.Add(item);
if (currentInventory.Contains(item))
_currentInventory.Add(item);
if (_currentInventory.Contains(item))
ItemStack itemToUpdate = currentInventory.Items.Find(o => o.Item == item);
ItemStack itemToUpdate = _currentInventory.Items.Find(o => o.Item == item);
// UIManager.Instance.UpdateInventoryScreen(itemToUpdate, false);
}
}

ItemStack itemToUpdate = new ItemStack();
if (currentInventory.Contains(item))
if (_currentInventory.Contains(item))
itemToUpdate = currentInventory.Items.Find(o => o.Item == item);
itemToUpdate = _currentInventory.Items.Find(o => o.Item == item);
currentInventory.Remove(item);
_currentInventory.Remove(item);
bool removeItem = currentInventory.Contains(item);
bool removeItem = _currentInventory.Contains(item);
currentInventory.Add(item);
_currentInventory.Add(item);
currentInventory.Remove(item);
_currentInventory.Remove(item);
}

//find recipe
if (currentInventory.Contains(recipe))
if (_currentInventory.Contains(recipe))
if (currentInventory.hasIngredients(ingredients))
if (_currentInventory.hasIngredients(ingredients))
currentInventory.Remove(ingredients[i].Item, ingredients[i].Amount);
_currentInventory.Remove(ingredients[i].Item, ingredients[i].Amount);
currentInventory.Add(recipe.ResultingDish);
_currentInventory.Add(recipe.ResultingDish);
}
}

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


public class ItemInstance : MonoBehaviour
{
[SerializeField]
private Item _item;
private Item _item = default;
public Item Item => _item;
}

3
UOP1_Project/Assets/Scripts/Inventory/ItemPicker.cs


public class ItemPicker : MonoBehaviour
{
[SerializeField] private ItemEventChannelSO _addItemEvent;
[SerializeField] ItemEventChannelSO _addItemEvent = default;
Debug.Log("Pick Item");
if (_addItemEvent != null)
_addItemEvent.RaiseEvent(item);
}

4
UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/InventoryTabType.cs


{
[Tooltip("The tab Name that will be displayed in the inventory")]
[SerializeField]
private LocalizedString _tabName;
private LocalizedString _tabName = default;
[SerializeField] private TabType _tabType;
[SerializeField] private TabType _tabType = default;
public LocalizedString TabName => _tabName;
public TabType TabType => _tabType;

13
UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/Item.cs


public class Item : ScriptableObject
{
[Tooltip("The name of the item")]
[SerializeField]
private LocalizedString _name;
[SerializeField] private LocalizedString _name = default;
private Sprite _previewImage;
private Sprite _previewImage = default;
private LocalizedString _description;
private LocalizedString _description = default;
private ItemType _itemType;
private ItemType _itemType = default;
private GameObject _prefab;
private GameObject _prefab = default;
[Tooltip("The list of the ingredients necessary to the recipe")]
[SerializeField]

[SerializeField]
private Item _resultingDish;
private Item _resultingDish = default;

12
UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/ItemType.cs


{
[Tooltip("The action associated with the item type")]
[SerializeField]
private LocalizedString _actionName;
private LocalizedString _actionName = default;
private LocalizedString _typeName;
private LocalizedString _typeName = default;
[SerializeField] private Color _typeColor;
[SerializeField] private Color _typeColor = default;
[SerializeField] private itemInventoryType _type;
[SerializeField] private itemInventoryType _type = default;
[SerializeField] private ItemInventoryActionType _actionType;
[SerializeField] private ItemInventoryActionType _actionType = default;
[SerializeField] private InventoryTabType _tabType;
[SerializeField] private InventoryTabType _tabType = default;
public LocalizedString ActionName => _actionName;
public LocalizedString TypeName => _typeName;

52
UOP1_Project/Assets/Scripts/Inventory/UIInventoryManager.cs


public class UIInventoryManager : MonoBehaviour
{
private Inventory currentInventory;
private Inventory currentInventory = default;
private InventoryItemFiller itemPrefab;
private InventoryItemFiller itemPrefab = default;
private GameObject contentParent;
private GameObject contentParent = default;
private InspectorFiller inspectorFiller;
private InspectorFiller inspectorFiller = default;
private InventoryTypeTabsFiller tabFiller;
private InventoryTypeTabsFiller tabFiller = default;
private InventoryButtonFiller buttonFiller;
private InventoryButtonFiller buttonFiller = default;
InventoryTabType selectedTab;
InventoryTabType selectedTab = default;
private List<InventoryItemFiller> instantiatedGameObjects;
private List<InventoryItemFiller> instantiatedGameObjects = default;
public ItemEventChannelSO CookRecipeEvent;
public ItemEventChannelSO UseItemEvent;
public ItemEventChannelSO EquipItemEvent;
[SerializeField]
private ItemEventChannelSO CookRecipeEvent = default;
[SerializeField]
private ItemEventChannelSO UseItemEvent = default;
[SerializeField]
private ItemEventChannelSO EquipItemEvent = default;
public TabEventChannelSo ChangeTabEvent;
[SerializeField]
private TabEventChannelSO ChangeTabEvent = default;
public ItemEventChannelSO SelectItemEvent;
[SerializeField]
private ItemEventChannelSO SelectItemEvent = default;
public VoidEventChannelSO ActionButtonClicked;
[SerializeField]
private VoidEventChannelSO ActionButtonClicked = default;
public VoidEventChannelSO OnInteractionEndedEvent;
[SerializeField]
private VoidEventChannelSO OnInteractionEndedEvent = default;
private void OnEnable()
{

if (removeItem)
{
if (instantiatedGameObjects.Exists(o => o.currentItem == itemToUpdate))
if (instantiatedGameObjects.Exists(o => o._currentItem == itemToUpdate))
int index = instantiatedGameObjects.FindIndex(o => o.currentItem == itemToUpdate);
int index = instantiatedGameObjects.FindIndex(o => o._currentItem == itemToUpdate);
instantiatedGameObjects[index].gameObject.SetActive(false);
}

{
int index = 0;
//if the item has already been created
if (instantiatedGameObjects.Exists(o => o.currentItem == itemToUpdate))
if (instantiatedGameObjects.Exists(o => o._currentItem == itemToUpdate))
index = instantiatedGameObjects.FindIndex(o => o.currentItem == itemToUpdate);
index = instantiatedGameObjects.FindIndex(o => o._currentItem == itemToUpdate);
}

public void InspectItem(Item itemToInspect)
{
if (instantiatedGameObjects.Exists(o => o.currentItem.Item == itemToInspect))
if (instantiatedGameObjects.Exists(o => o._currentItem.Item == itemToInspect))
int itemIndex = instantiatedGameObjects.FindIndex(o => o.currentItem.Item == itemToInspect);
int itemIndex = instantiatedGameObjects.FindIndex(o => o._currentItem.Item == itemToInspect);
//unselect selected Item

{
//find the item
Item itemToActOn = new Item();
itemToActOn = instantiatedGameObjects[selectedItemId].currentItem.Item;
itemToActOn = instantiatedGameObjects[selectedItemId]._currentItem.Item;
//check the selected Item type
//call action function depending on the itemType

16
UOP1_Project/Assets/Scripts/UI/CookingInventoryInspectorFiller.cs


public class CookingInventoryInspectorFiller : MonoBehaviour
{
[SerializeField]
private InspectorPreviewFiller inspectorPreviewFiller;
[SerializeField]
private InspectorDescriptionFiller inspectorDescriptionFiller;
[SerializeField] private InspectorPreviewFiller _inspectorPreviewFiller = default;
[SerializeField]
private RecipeIngredientsFiller recipeIngredientsFiller;
[SerializeField] private InspectorDescriptionFiller _inspectorDescriptionFiller = default;
[SerializeField] private RecipeIngredientsFiller _recipeIngredientsFiller = default;

inspectorPreviewFiller.FillPreview(itemToInspect);
inspectorDescriptionFiller.FillDescription(itemToInspect);
recipeIngredientsFiller.FillIngredients(itemToInspect.IngredientsList, availabilityArray);
_inspectorPreviewFiller.FillPreview(itemToInspect);
_inspectorDescriptionFiller.FillDescription(itemToInspect);
_recipeIngredientsFiller.FillIngredients(itemToInspect.IngredientsList, availabilityArray);
}
}

15
UOP1_Project/Assets/Scripts/UI/IngredientFiller.cs


using UnityEngine;
using UnityEngine.Localization.Components;
using TMPro;
private TextMeshProUGUI ingredientAmount;
private TextMeshProUGUI _ingredientAmount = default;
private LocalizeStringEvent ingredientName;
private LocalizeStringEvent _ingredientName = default;
private GameObject checkMark;
private GameObject _checkMark = default;
ingredientAmount.text = ingredient.Amount.ToString();
ingredientName.StringReference = ingredient.Item.Name;
checkMark.SetActive(isAvailable);
_ingredientAmount.text = ingredient.Amount.ToString();
_ingredientName.StringReference = ingredient.Item.Name;
_checkMark.SetActive(isAvailable);
}
}

15
UOP1_Project/Assets/Scripts/UI/InspectorDescriptionFiller.cs


using UnityEngine.Localization.Components;
[SerializeField]
private LocalizeStringEvent textDescription;
[SerializeField] private LocalizeStringEvent _textDescription = default;
[SerializeField]
private LocalizeStringEvent textName;
[SerializeField] private LocalizeStringEvent _textName = default;
textName.gameObject.SetActive(true);
textDescription.gameObject.SetActive(true);
_textName.gameObject.SetActive(true);
_textDescription.gameObject.SetActive(true);
textName.StringReference = itemToInspect.Name;
textDescription.StringReference = itemToInspect.Description;
_textName.StringReference = itemToInspect.Name;
_textDescription.StringReference = itemToInspect.Description;
}

18
UOP1_Project/Assets/Scripts/UI/InspectorFiller.cs


public class InspectorFiller : MonoBehaviour
{
[SerializeField]
private SimpleInventoryInspectorFiller simpleInventoryInspector;
[SerializeField] private SimpleInventoryInspectorFiller _simpleInventoryInspector = default;
[SerializeField]
private CookingInventoryInspectorFiller cookingInventoryInspector;
[SerializeField] private CookingInventoryInspectorFiller _cookingInventoryInspector = default;
simpleInventoryInspector.gameObject.SetActive(!isForCooking);
cookingInventoryInspector.gameObject.SetActive(isForCooking);
_simpleInventoryInspector.gameObject.SetActive(!isForCooking);
_cookingInventoryInspector.gameObject.SetActive(isForCooking);
simpleInventoryInspector.FillItemInspector(itemToInspect);
_simpleInventoryInspector.FillItemInspector(itemToInspect);
cookingInventoryInspector.FillItemInspector(itemToInspect, availabilityArray);
_cookingInventoryInspector.FillItemInspector(itemToInspect, availabilityArray);
}

{
simpleInventoryInspector.gameObject.SetActive(false);
cookingInventoryInspector.gameObject.SetActive(false);
_simpleInventoryInspector.gameObject.SetActive(false);
_cookingInventoryInspector.gameObject.SetActive(false);
}

6
UOP1_Project/Assets/Scripts/UI/InspectorPreviewFiller.cs


public class InspectorPreviewFiller : MonoBehaviour
{
[SerializeField]
private Image previewImage;
private Image _previewImage = default;
previewImage.gameObject.SetActive(true);
previewImage.sprite = ItemToInspect.PreviewImage;
_previewImage.gameObject.SetActive(true);
_previewImage.sprite = ItemToInspect.PreviewImage;
}

8
UOP1_Project/Assets/Scripts/UI/InventoryButtonFiller.cs


{
[SerializeField]
private LocalizeStringEvent buttonActionText;
private LocalizeStringEvent _buttonActionText = default;
private Button buttonAction;
private Button _buttonAction = default;
public void FillInventoryButtons(ItemType itemType, bool isInteractable = true)

buttonAction.interactable = isInteractable;
_buttonAction.interactable = isInteractable;
buttonActionText.StringReference = itemType.ActionName;
_buttonActionText.StringReference = itemType.ActionName;

16
UOP1_Project/Assets/Scripts/UI/InventoryTypeTabFiller.cs


public class InventoryTypeTabFiller : MonoBehaviour
{
[SerializeField]
private LocalizeStringEvent tabName;
[SerializeField] private LocalizeStringEvent _tabName = default;
[SerializeField]
private Button actionButton;
[SerializeField] private Button _actionButton = default;
public void fillTab(InventoryTabType tabType, bool isSelected, TabEventChannelSo changeTabEvent)
public void fillTab(InventoryTabType tabType, bool isSelected, TabEventChannelSO changeTabEvent)
tabName.StringReference = tabType.TabName;
actionButton.interactable = !isSelected;
actionButton.onClick.RemoveAllListeners();
actionButton.onClick.AddListener(() => changeTabEvent.RaiseEvent(tabType));
_tabName.StringReference = tabType.TabName;
_actionButton.interactable = !isSelected;
_actionButton.onClick.RemoveAllListeners();
_actionButton.onClick.AddListener(() => changeTabEvent.RaiseEvent(tabType));
}

2
UOP1_Project/Assets/Scripts/UI/InventoryTypeTabsFiller.cs


[SerializeField]
private List<InventoryTypeTabFiller> instantiatedGameObjects;
public void FillTabs(List<InventoryTabType> typesList, InventoryTabType selectedType, TabEventChannelSo changeTabEvent)
public void FillTabs(List<InventoryTabType> typesList, InventoryTabType selectedType, TabEventChannelSO changeTabEvent)
{
if (instantiatedGameObjects == null)

4
UOP1_Project/Assets/Scripts/UI/ScriptableObject/InteractionSO.cs


{
[Tooltip("The interaction name")]
[SerializeField]
private LocalizedString _interactionName;
private LocalizedString _interactionName = default;
private InteractionType _interactionType;
private InteractionType _interactionType = default;

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


public class SimpleInventoryInspectorFiller : MonoBehaviour
{
[SerializeField]
private InspectorPreviewFiller inspectorPreviewFiller;
[SerializeField] private InspectorPreviewFiller _inspectorPreviewFiller = default;
[SerializeField]
private InspectorDescriptionFiller inspectorDescriptionFiller;
[SerializeField] private InspectorDescriptionFiller _inspectorDescriptionFiller = default;
inspectorPreviewFiller.FillPreview(itemToInspect);
inspectorDescriptionFiller.FillDescription(itemToInspect);
_inspectorPreviewFiller.FillPreview(itemToInspect);
_inspectorDescriptionFiller.FillDescription(itemToInspect);

34
UOP1_Project/Assets/Scripts/UI/UIDialogueManager.cs


using UnityEngine;
using TMPro;
using UnityEngine.Localization.Components;
using UnityEngine.Localization;
[SerializeField] LocalizeStringEvent lineText = default;
[SerializeField] private LocalizeStringEvent _lineText = default;
[SerializeField] private LocalizeStringEvent _actorNameText = default;
[SerializeField] private UIDialogueChoicesManager _choicesManager = default;
[SerializeField] LocalizeStringEvent actorNameText = default;
public void SetDialogue(DialogueLineSO dialogueLine)
[SerializeField] private DialogueChoicesChannelSO _showChoicesEvent = default;
private void Start()
if (_showChoicesEvent != null)
{
_showChoicesEvent.OnEventRaised += ShowChoices;
}
}
public void SetDialogue(LocalizedString dialogueLine, ActorSO actor)
{
_choicesManager.gameObject.SetActive(false);
_lineText.StringReference = dialogueLine;
_actorNameText.StringReference = actor.ActorName;
lineText.StringReference = dialogueLine.Sentence;
actorNameText.StringReference = dialogueLine.Actor.ActorName;
}
void ShowChoices(List<Choice> choices)
{
_choicesManager.FillChoices(choices);
_choicesManager.gameObject.SetActive(true);
}
void HideChoices()
{
_choicesManager.gameObject.SetActive(false);
}
}

11
UOP1_Project/Assets/Scripts/UI/UIInteractionItemFiller.cs


public class UIInteractionItemFiller : MonoBehaviour
{
[SerializeField] LocalizeStringEvent _interactionName = default;
[SerializeField]
LocalizeStringEvent interactionName;
[SerializeField]
TextMeshProUGUI interactionKeyButton;
[SerializeField] TextMeshProUGUI _interactionKeyButton = default;
interactionName.StringReference = interactionItem.InteractionName;
interactionKeyButton.text = KeyCode.E.ToString(); // this keycode will be modified later on
_interactionName.StringReference = interactionItem.InteractionName;
_interactionKeyButton.text = KeyCode.E.ToString(); // this keycode will be modified later on
}
}

11
UOP1_Project/Assets/Scripts/UI/UIInteractionManager.cs


public class UIInteractionManager : MonoBehaviour
{
[SerializeField]
private List<InteractionSO> listInteractions;
private List<InteractionSO> _listInteractions = default;
private UIInteractionItemFiller interactionItem;
private UIInteractionItemFiller _interactionItem = default;
if ((listInteractions != null) && (interactionItem != null))
if (listInteractions.Exists(o => o.InteractionType == interactionType))
if ((_listInteractions != null) && (_interactionItem != null))
if (_listInteractions.Exists(o => o.InteractionType == interactionType))
interactionItem.FillInteractionPanel(listInteractions.Find(o => o.InteractionType == interactionType));
_interactionItem.FillInteractionPanel(_listInteractions.Find(o => o.InteractionType == interactionType));
}
}

59
UOP1_Project/Assets/Scripts/UI/UIManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Localization;
[Header("Listening on channels")]
[Header("Dialogue Events")]
[SerializeField] private DialogueLineChannelSO _openUIDialogueEvent = default;
[SerializeField] private VoidEventChannelSO _closeUIDialogueEvent = default;
public DialogueLineChannelSO OpenUIDialogueEvent;
public VoidEventChannelSO CloseUIDialogueEvent;
public VoidEventChannelSO OpenInventoryScreenEvent;
public VoidEventChannelSO OpenInventoryScreenForCookingEvent;
public VoidEventChannelSO CloseInventoryScreenEvent;
public VoidEventChannelSO OnInteractionEndedEvent;
[Header("Inventory Events")]
[SerializeField] private VoidEventChannelSO _openInventoryScreenEvent = default;
[SerializeField] private VoidEventChannelSO _openInventoryScreenForCookingEvent = default;
[SerializeField] private VoidEventChannelSO _closeInventoryScreenEvent = default;
public InteractionUIEventChannelSO SetInteractionEvent;
[Header("Interaction Events")]
[SerializeField] private VoidEventChannelSO _onInteractionEndedEvent = default;
[SerializeField] private InteractionUIEventChannelSO _setInteractionEvent = default;
if (OpenUIDialogueEvent != null)
if (_openUIDialogueEvent != null)
OpenUIDialogueEvent.OnEventRaised += OpenUIDialogue;
_openUIDialogueEvent.OnEventRaised += OpenUIDialogue;
if (CloseUIDialogueEvent != null)
if (_closeUIDialogueEvent != null)
CloseUIDialogueEvent.OnEventRaised += CloseUIDialogue;
_closeUIDialogueEvent.OnEventRaised += CloseUIDialogue;
if (OpenInventoryScreenForCookingEvent != null)
if (_openInventoryScreenForCookingEvent != null)
OpenInventoryScreenForCookingEvent.OnEventRaised += SetInventoryScreenForCooking;
_openInventoryScreenForCookingEvent.OnEventRaised += SetInventoryScreenForCooking;
if (OpenInventoryScreenEvent != null)
if (_openInventoryScreenEvent != null)
OpenInventoryScreenEvent.OnEventRaised += SetInventoryScreen;
_openInventoryScreenEvent.OnEventRaised += SetInventoryScreen;
if (CloseInventoryScreenEvent != null)
if (_closeInventoryScreenEvent != null)
CloseInventoryScreenEvent.OnEventRaised += CloseInventoryScreen;
_closeInventoryScreenEvent.OnEventRaised += CloseInventoryScreen;
if (SetInteractionEvent != null)
if (_setInteractionEvent != null)
SetInteractionEvent.OnEventRaised += SetInteractionPanel;
_setInteractionEvent.OnEventRaised += SetInteractionPanel;
}
}

}
[SerializeField]
UIDialogueManager dialogueController = default;
private UIDialogueManager dialogueController = default;
UIInventoryManager inventoryPanel;
private UIInventoryManager inventoryPanel = default;
UIInteractionManager interactionPanel;
private UIInteractionManager interactionPanel = default;
public void OpenUIDialogue(DialogueLineSO dialogueLine)
public void OpenUIDialogue(LocalizedString dialogueLine, ActorSO actor)
dialogueController.SetDialogue(dialogueLine);
dialogueController.SetDialogue(dialogueLine, actor);
dialogueController.gameObject.SetActive(false);
}

if (isForCooking)
{
OnInteractionEndedEvent.RaiseEvent();
_onInteractionEndedEvent.RaiseEvent();
}
}

2
UOP1_Project/Assets/LocalizationFiles/LocalizationSettings.asset


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UOP1_Project/Assets/LocalizationFiles/AssetTables/Recipes/Recipes_fr.asset


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UOP1_Project/Assets/LocalizationFiles/AssetTables/Recipes/Recipes_en.asset


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UOP1_Project/Assets/LocalizationFiles/AssetTables/Recipes/Recipes Shared Data.asset


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16
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name_fr.asset


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UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name_en.asset


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UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Name Shared Data.asset


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16
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description_fr.asset


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16
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description_en.asset


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m_Metadata:
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m_Localized: This is the bard hare's Sitar
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18
UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/Inventory Item Description Shared Data.asset


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6
UOP1_Project/Assets/LocalizationFiles/AssetTables/Dialogue System/Actors/Actors_fr.asset


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UOP1_Project/Assets/LocalizationFiles/AssetTables/Dialogue System/Actors/Actors Shared Data.asset


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