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Merge branch 'pr/195' into QuestSystem

/main
uChema 4 年前
当前提交
d5f3635f
共有 49 个文件被更改,包括 1750 次插入13 次删除
  1. 14
      UOP1_Project/Assets/Scripts/Dialogues/DialogueDataSO.cs
  2. 114
      UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
  3. 4
      UOP1_Project/Assets/Scripts/Input/InputReader.cs
  4. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples.meta
  5. 12
      UOP1_Project/Assets/Scripts/Dialogues/DialogueTrigger.cs
  6. 11
      UOP1_Project/Assets/Scripts/Dialogues/DialogueTrigger.cs.meta
  7. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1.meta
  8. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Branch/No.meta
  9. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Branch/No/Dialogue Lines.meta
  10. 18
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Branch/No/Dialogue Lines/DL 1.asset
  11. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Branch/No/Dialogue Lines/DL 1.asset.meta
  12. 21
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Branch/No/No.asset
  13. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Branch/No/No.asset.meta
  14. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Branch/Yes.meta
  15. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Branch/Yes/Dialogue Lines.meta
  16. 16
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Branch/Yes/Dialogue Lines/DL 1.asset
  17. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Branch/Yes/Dialogue Lines/DL 1.asset.meta
  18. 16
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Branch/Yes/Dialogue Lines/DL 2.asset
  19. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Branch/Yes/Dialogue Lines/DL 2.asset.meta
  20. 16
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Branch/Yes/Dialogue Lines/DL 3.asset
  21. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Branch/Yes/Dialogue Lines/DL 3.asset.meta
  22. 19
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Branch/Yes/Yes.asset
  23. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Branch/Yes/Yes.asset.meta
  24. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Dialogue Lines.meta
  25. 16
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Dialogue Lines/DL 1.asset
  26. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Dialogue Lines/DL 1.asset.meta
  27. 16
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Dialogue Lines/DL 2.asset
  28. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Dialogue Lines/DL 2.asset.meta
  29. 16
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Dialogue Lines/DL 3.asset
  30. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Dialogue Lines/DL 3.asset.meta
  31. 23
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Quest 1.asset
  32. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Quest 1.asset.meta
  33. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data/Quest 1/Branch.meta
  34. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Dialogue Data.meta
  35. 8
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Prefabs.meta
  36. 256
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Prefabs/DialogueChoiceButton.prefab
  37. 7
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/Prefabs/DialogueChoiceButton.prefab.meta
  38. 7
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/BranchingExamples.unity.meta
  39. 1001
      UOP1_Project/Assets/Scenes/Examples/Branching Examples/BranchingExamples.unity

14
UOP1_Project/Assets/Scripts/Dialogues/DialogueDataSO.cs


using System.Collections.Generic;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Timeline;

public class DialogueDataSO : ScriptableObject
{
public List<DialogueLineSO> dialogueLines;
public List<Choice> Choices;
[Serializable]
public class Choice
{
[SerializeField] private string _optionName;
[SerializeField] private DialogueDataSO _response;
public string OptionName { get => _optionName; }
public DialogueDataSO Response { get => _response; }
}

114
UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs


using System.Collections;
using System;
using TMPro;
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 DialogueDataSO _currentDialogueDataSO;
private int _counter;
private bool _reachedEndOfDialogue { get => _counter >= _currentDialogueDataSO.dialogueLines.Count; }
/// 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(_currentDialogueDataSO.dialogueLines[_counter]);
}
/// <summary>
/// Prepare DialogueManager when first time displaying DialogueData.
/// <param name="dialogueDataSO"></param>
private void BeginDialogueData(DialogueDataSO dialogueDataSO)
_counter = 0;
DisplayDialogueLine(firstLine);
_inputReader.advanceDialogueEvent += OnAdvance;
_currentDialogueDataSO = dialogueDataSO;
}
/// <summary>

public void DisplayDialogueLine(DialogueLineSO dialogueLine)
{
//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);
Debug.Log("A line of dialogue has been spoken: \"" + dialogueLine.Sentence + "\" by " + dialogueLine.Actor.ActorName);
}
private void OnAdvance()
{
_counter++;
if (!_reachedEndOfDialogue)
{
DisplayDialogueLine(_currentDialogueDataSO.dialogueLines[_counter]);
}
else
{
if(_currentDialogueDataSO.Choices.Count > 0)
{
DisplayChoices(_currentDialogueDataSO.Choices);
}
else
{
DialogueEnded();
}
}
}
private void DisplayChoices(List<Choice> choices)
{
_inputReader.advanceDialogueEvent -= OnAdvance;
// TODO: Demonstration purpose only. Remove or adjust later.
_choiceBox.Show(_currentDialogueDataSO.Choices, this);
}
public void DialogueEnded()
{
// TODO: Disable dialogue box.
Debug.Log("Dialogue Ended");
_inputReader.advanceDialogueEvent -= OnAdvance;
_inputReader.EnableGameplayInput();
}
}
// TODO: Demonstration purpose only. Remove or adjust later.
[Serializable]
public class ChoiceBox
{
[SerializeField] private GameObject _gameObject;
[SerializeField] private Transform _contentTrans;
[SerializeField] private GameObject _buttonPrefab;
public void Show(List<Choice> choices, DialogueManager dialogueManager)
{
_gameObject.SetActive(true);
// Refresh choice box
foreach(Transform child in _contentTrans)
{
GameObject.Destroy(child.gameObject);
}
for(int i = 0; i < choices.Count; i++)
{
Button choiceButton = GameObject.Instantiate<Button>(_buttonPrefab.GetComponent<Button>(), _contentTrans);
choiceButton.GetComponentInChildren<TMP_Text>().text = choices[i].OptionName;
int index = i;
choiceButton.onClick.AddListener(() => OnChoiceButtonClick(choices[index], dialogueManager));
}
}
private void OnChoiceButtonClick(Choice choice, DialogueManager dialogueManager)
{
if (choice.Response != null)
dialogueManager.DisplayDialogueData(choice.Response);
else
dialogueManager.DialogueEnded();
_gameObject.SetActive(false);
}
}

4
UOP1_Project/Assets/Scripts/Input/InputReader.cs


public void OnMoveSelection(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
onMoveSelectionEvent();
onMoveSelectionEvent?.Invoke();
advanceDialogueEvent();
advanceDialogueEvent?.Invoke();
}

8
UOP1_Project/Assets/Scenes/Examples/Branching Examples.meta


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12
UOP1_Project/Assets/Scripts/Dialogues/DialogueTrigger.cs


using UnityEngine;
public class DialogueTrigger : MonoBehaviour
{
[SerializeField] private DialogueManager _dialogueManager;
[SerializeField] private DialogueDataSO _dialogueData;
private void OnTriggerEnter(Collider other)
{
_dialogueManager.DisplayDialogueData(_dialogueData);
}
}

11
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_sentence: 'Are you sure?
There''s a great reward waiting for you.'

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_sentence: But actually we don't have any quest yet.

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_sentence: I need you to coock me something

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