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Rework on questline naming

/main
uChema 3 年前
当前提交
e022f2ee
共有 35 个文件被更改,包括 93 次插入144 次删除
  1. 5
      UOP1_Project/Assets/Prefabs/Characters/InGameNPCs/BardHare.prefab
  2. 5
      UOP1_Project/Assets/Prefabs/Characters/InGameNPCs/FryKing.prefab
  3. 2
      UOP1_Project/Assets/Prefabs/Characters/Townsfolk_F.prefab
  4. 2
      UOP1_Project/Assets/Prefabs/Characters/Townsfolk_M.prefab
  5. 4
      UOP1_Project/Assets/Prefabs/Managers/DialogueManager.prefab
  6. 6
      UOP1_Project/Assets/Scenes/Managers/Gameplay.unity
  7. 4
      UOP1_Project/Assets/ScriptableObjects/Events/Quests/ContinueStepEvent.asset
  8. 2
      UOP1_Project/Assets/ScriptableObjects/Events/Quests/PlayCompletionDialogueEvent.asset
  9. 2
      UOP1_Project/Assets/ScriptableObjects/Events/Quests/PlayIncompleteDialogue.asset
  10. 3
      UOP1_Project/Assets/ScriptableObjects/Quests/Events/Questline1Over-AddRockCandyRecipe.asset
  11. 3
      UOP1_Project/Assets/ScriptableObjects/Quests/Events/Questline2Over-OpenTown.asset
  12. 5
      UOP1_Project/Assets/ScriptableObjects/Quests/Events/StartCinematic-RockCandyDiscovery.asset
  13. 2
      UOP1_Project/Assets/ScriptableObjects/Quests/Events/StartCinematic-SaltyDishTasting.asset
  14. 3
      UOP1_Project/Assets/ScriptableObjects/Quests/Events/StartCinematic-SlimeCrittersAttack.asset
  15. 2
      UOP1_Project/Assets/ScriptableObjects/Quests/Events/StartCinematic-SweetDishTasting.asset
  16. 2
      UOP1_Project/Assets/ScriptableObjects/Quests/Events/StartCinematic-TownIntroScene.asset
  17. 34
      UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
  18. 6
      UOP1_Project/Assets/Scripts/Quests/QuestManager.asset
  19. 39
      UOP1_Project/Assets/Scripts/Quests/QuestManagerSO.cs
  20. 10
      UOP1_Project/Assets/Scripts/Quests/StepController.cs
  21. 4
      UOP1_Project/Assets/Scripts/UI/UIManager.cs
  22. 16
      UOP1_Project/Assets/ScriptableObjects/Events/Dialogue/EndDialogueEventWithType.asset
  23. 8
      UOP1_Project/Assets/ScriptableObjects/Events/Dialogue/EndDialogueEventWithType.asset.meta
  24. 8
      UOP1_Project/Assets/ScriptableObjects/Events/Quests/CheckStepValidityEvent.asset.meta
  25. 8
      UOP1_Project/Assets/ScriptableObjects/Events/Quests/StartStepEvent.asset.meta
  26. 15
      UOP1_Project/Assets/ScriptableObjects/Events/Quests/CheckStepValidityEvent.asset
  27. 14
      UOP1_Project/Assets/ScriptableObjects/Events/Quests/StartStepEvent.asset
  28. 15
      UOP1_Project/Assets/ScriptableObjects/Events/Quests/EndStepEvent.asset
  29. 8
      UOP1_Project/Assets/ScriptableObjects/Events/Quests/EndStepEvent.asset.meta
  30. 0
      /UOP1_Project/Assets/ScriptableObjects/Events/Quests/PlayIncompleteDialogue.asset.meta
  31. 0
      /UOP1_Project/Assets/ScriptableObjects/Events/Quests/PlayCompletionDialogueEvent.asset.meta
  32. 0
      /UOP1_Project/Assets/ScriptableObjects/Events/Quests/PlayCompletionDialogueEvent.asset
  33. 0
      /UOP1_Project/Assets/ScriptableObjects/Events/Quests/PlayIncompleteDialogue.asset
  34. 0
      /UOP1_Project/Assets/Prefabs/Characters/InGameNPCs/Critter.meta
  35. 0
      /UOP1_Project/Assets/Prefabs/Characters/InGameNPCs/Critter

5
UOP1_Project/Assets/Prefabs/Characters/InGameNPCs/BardHare.prefab


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_defaultDialogue: {fileID: 11400000, guid: f7ead55387bac6d4a9ba9bf10c5c3ee5, type: 2}
_questData: {fileID: 11400000, guid: dacb138678b7c2344b59c68de5dc18db, type: 2}
_interactionEvent: {fileID: 11400000, guid: 5f20ccd3e97527a44a6bf34644f85011, type: 2}
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_closeDialogueUIEvent: {fileID: 11400000, guid: 53a7f1f01ef364704b1d45d01f2421ae,
type: 2}
_endDialogueEvent: {fileID: 11400000, guid: 42c4c250df06bf84b97d11a23c36d47c, type: 2}
_startDialogueEvent: {fileID: 11400000, guid: 5cfe626f5482b914a9e46ebbe35ea1a8,
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dialogueShot: {fileID: 6750458696709992708}

5
UOP1_Project/Assets/Prefabs/Characters/InGameNPCs/FryKing.prefab


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_defaultDialogue: {fileID: 11400000, guid: de0c5f70bf8e19743a163583c1b560f1, type: 2}
_questData: {fileID: 11400000, guid: dacb138678b7c2344b59c68de5dc18db, type: 2}
_immediateInteractionEvent: {fileID: 11400000, guid: 1e813178cd4f39c48a023e2901da5ab5,
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_interactionEvent: {fileID: 11400000, guid: 5f20ccd3e97527a44a6bf34644f85011, type: 2}
_endDialogueEvent: {fileID: 11400000, guid: 53a7f1f01ef364704b1d45d01f2421ae, type: 2}
_endDialogueEvent: {fileID: 11400000, guid: 42c4c250df06bf84b97d11a23c36d47c, type: 2}
_startDialogueEvent: {fileID: 11400000, guid: 5cfe626f5482b914a9e46ebbe35ea1a8,
type: 2}
dialogueShot: {fileID: 254623157318905803}

2
UOP1_Project/Assets/Prefabs/Characters/Townsfolk_F.prefab


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_winDialogueEvent: {fileID: 11400000, guid: dc2da1754c28ab9499cb6c7d72465e69, type: 2}
_loseDialogueEvent: {fileID: 11400000, guid: fcc99784052e5cc469b8c22c0674b051, type: 2}
_endDialogueEvent: {fileID: 11400000, guid: 53a7f1f01ef364704b1d45d01f2421ae, type: 2}
_endDialogueEvent: {fileID: 11400000, guid: 42c4c250df06bf84b97d11a23c36d47c, type: 2}
_startDialogueEvent: {fileID: 11400000, guid: 5cfe626f5482b914a9e46ebbe35ea1a8,
type: 2}
dialogueShot: {fileID: 4147769428160019637}

2
UOP1_Project/Assets/Prefabs/Characters/Townsfolk_M.prefab


_interactionEvent: {fileID: 11400000, guid: 5f20ccd3e97527a44a6bf34644f85011, type: 2}
_winDialogueEvent: {fileID: 11400000, guid: dc2da1754c28ab9499cb6c7d72465e69, type: 2}
_loseDialogueEvent: {fileID: 11400000, guid: fcc99784052e5cc469b8c22c0674b051, type: 2}
_endDialogueEvent: {fileID: 11400000, guid: 53a7f1f01ef364704b1d45d01f2421ae, type: 2}
_endDialogueEvent: {fileID: 11400000, guid: 42c4c250df06bf84b97d11a23c36d47c, type: 2}
_startDialogueEvent: {fileID: 11400000, guid: 5cfe626f5482b914a9e46ebbe35ea1a8,
type: 2}
dialogueShot: {fileID: 4621968594439007087}

4
UOP1_Project/Assets/Prefabs/Managers/DialogueManager.prefab


type: 2}
_showChoicesUIEvent: {fileID: 11400000, guid: a4e5e48a0f3430c4197b317e650727c6,
type: 2}
_endDialogue: {fileID: 11400000, guid: b8f14d59bc3b10e4f9bdf1e65c3c6280, type: 2}
_endDialogueEvent: {fileID: 11400000, guid: 42c4c250df06bf84b97d11a23c36d47c, type: 2}
_closeDialogueUIEvent: {fileID: 11400000, guid: 53a7f1f01ef364704b1d45d01f2421ae,
type: 2}
_gameState: {fileID: 11400000, guid: 159f9c22d98e249ceb08f2c5de2311a4, type: 2}

6
UOP1_Project/Assets/Scenes/Managers/Gameplay.unity


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_onSceneReady: {fileID: 11400000, guid: b729e40fc41dd8b4ea7aaf5c857f7186, type: 2}
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type: 2}
_closeUIDialogueEvent: {fileID: 11400000, guid: 53a7f1f01ef364704b1d45d01f2421ae,
_closeUIDialogueEvent: {fileID: 11400000, guid: 42c4c250df06bf84b97d11a23c36d47c,
type: 2}
_openInventoryScreenForCookingEvent: {fileID: 11400000, guid: 146c579dca5c2f248a607ef66a36d765,
type: 2}

- target: {fileID: 8957403575277752759, guid: 021ad8df909ac4147aa545c01f5ad8db,
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propertyPath: m_Name
value: QuestManager
value: GameManager
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m_RemovedComponents: []
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4
UOP1_Project/Assets/ScriptableObjects/Events/Quests/ContinueStepEvent.asset


m_Script: {fileID: 11500000, guid: 7fafac715ff920c4383fed91a38a351e, type: 3}
m_Name: ContinueStepEvent
m_EditorClassIdentifier:
description:
description: "Event called when a choice button is clicked with the action \"Continue
step\" \nThis event tells the Quest manager to check for for the validity of
the step. "

2
UOP1_Project/Assets/ScriptableObjects/Events/Quests/PlayCompletionDialogueEvent.asset


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m_Name: LoseDialogueEvent
m_Name: PlayCompletionDialogueEvent
m_EditorClassIdentifier:
description:

2
UOP1_Project/Assets/ScriptableObjects/Events/Quests/PlayIncompleteDialogue.asset


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m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 7fafac715ff920c4383fed91a38a351e, type: 3}
m_Name: WinDialogueEvent
m_Name: PlayIncompleteDialogue
m_EditorClassIdentifier:
description:

3
UOP1_Project/Assets/ScriptableObjects/Quests/Events/Questline1Over-AddRockCandyRecipe.asset


m_Script: {fileID: 11500000, guid: 7fafac715ff920c4383fed91a38a351e, type: 3}
m_Name: Questline1Over-AddRockCandyRecipe
m_EditorClassIdentifier:
description:
description: "At the end of questline 1 a special recipe needs to be added to the
inventory. \nThe Game Manager listens to this event. "

3
UOP1_Project/Assets/ScriptableObjects/Quests/Events/Questline2Over-OpenTown.asset


m_Script: {fileID: 11500000, guid: 7fafac715ff920c4383fed91a38a351e, type: 3}
m_Name: Questline2Over-OpenTown
m_EditorClassIdentifier:
description:
description: 'At the end of questline 2 the doors to town that were closed until
that point, open. '

5
UOP1_Project/Assets/ScriptableObjects/Quests/Events/StartCinematic-RockCandyDiscovery.asset


m_Script: {fileID: 11500000, guid: 7fafac715ff920c4383fed91a38a351e, type: 3}
m_Name: StartCinematic-RockCandyDiscovery
m_EditorClassIdentifier:
description: 'Start the cinematic for Rock candy discovery
This event also
needs to add a recipe to the Pig Chef''s inventory'
description: Start the cinematic for Rock candy discovery

2
UOP1_Project/Assets/ScriptableObjects/Quests/Events/StartCinematic-SaltyDishTasting.asset


m_Script: {fileID: 11500000, guid: 7fafac715ff920c4383fed91a38a351e, type: 3}
m_Name: StartCinematic-SaltyDishTasting
m_EditorClassIdentifier:
description:
description: 'Start the cinematic for Salty dish tasting by the fry king. '

3
UOP1_Project/Assets/ScriptableObjects/Quests/Events/StartCinematic-SlimeCrittersAttack.asset


m_Script: {fileID: 11500000, guid: 7fafac715ff920c4383fed91a38a351e, type: 3}
m_Name: StartCinematic-SlimeCrittersAttack
m_EditorClassIdentifier:
description:
description: Start the cinematic for the slime critters attack in farmland when
interacting with Townsfolk1

2
UOP1_Project/Assets/ScriptableObjects/Quests/Events/StartCinematic-SweetDishTasting.asset


m_Script: {fileID: 11500000, guid: 7fafac715ff920c4383fed91a38a351e, type: 3}
m_Name: StartCinematic-SweetDishTasting
m_EditorClassIdentifier:
description:
description: 'Start the cinematic for sweet dish tasting by the fry king. '

2
UOP1_Project/Assets/ScriptableObjects/Quests/Events/StartCinematic-TownIntroScene.asset


m_Script: {fileID: 11500000, guid: 7fafac715ff920c4383fed91a38a351e, type: 3}
m_Name: StartCinematic-TownIntroScene
m_EditorClassIdentifier:
description:
description: 'Start the cinematic intro in town. '

34
UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs


[Header("BoradCasting on channels")]
[SerializeField] private DialogueLineChannelSO _openUIDialogueEvent = default;
[SerializeField] private DialogueChoicesChannelSO _showChoicesUIEvent = default;
[SerializeField] private DialogueDataChannelSO _endDialogue = default;
[SerializeField] private IntEventChannelSO _endDialogueEvent = default;
[SerializeField] private VoidEventChannelSO _closeDialogueUIEvent = default;
[Header("Gameplay Components")]
[SerializeField]

{
if (_gameState.CurrentGameState != GameState.Cutscene)
_gameState.UpdateGameState(GameState.Dialogue);
BeginDialogueData(dialogueDataSO);
_counter = 0;
_inputReader.EnableDialogueInput();
_inputReader.advanceDialogueEvent += OnAdvance;
_currentDialogue = dialogueDataSO;
if (_currentDialogue.DialogueLines != null)
DisplayDialogueLine(_currentDialogue.DialogueLines[_counter], dialogueDataSO.Actor);
else

}
//TODO : Check if there's no dependencies, and remove this function if none
private void BeginDialogueData(DialogueDataSO dialogueDataSO)
private void BeginDialogue(DialogueDataSO dialogueDataSO)
{
_counter = 0;
_inputReader.EnableDialogueInput();

switch (choice.ActionType)
{
case ChoiceActionType.continueWithStep:
if (_continueWithStep != null)
_continueWithStep.RaiseEvent();
if (choice.NextDialogue != null)

if (_playWinningQuest != null)
_playWinningQuest.RaiseEvent();
if (choice.NextDialogue != null)

if (_playLosingQuest != null)
_playLosingQuest.RaiseEvent();
if (choice.NextDialogue != null)

break;
case ChoiceActionType.doNothing
:
case ChoiceActionType.doNothing:
if (choice.NextDialogue != null)
DisplayDialogueData(choice.NextDialogue);
else

}
void DialogueEnded()
{
if (_endDialogue != null)
_endDialogue.RaiseEvent(_currentDialogue);
_gameState.ResetToPreviousGameState();
}
if (_endDialogue != null)
_endDialogue.RaiseEvent(_currentDialogue);
//closes dialogue UI
if (_closeDialogueUIEvent != null)
_closeDialogueUIEvent.RaiseEvent();
if (_endDialogueEvent != null)
_endDialogueEvent.RaiseEvent((int)_currentDialogue.DialogueType);
_gameState.ResetToPreviousGameState();
_inputReader.advanceDialogueEvent -= OnAdvance;
_inputReader.EnableGameplayInput();

6
UOP1_Project/Assets/Scripts/Quests/QuestManager.asset


- {fileID: 11400000, guid: e53837a78a301d641bdd95eff3e7d220, type: 2}
- {fileID: 11400000, guid: 4056d228b0cfae143948cd1185e918f8, type: 2}
_inventory: {fileID: 11400000, guid: 59c84467f7726dc4587a8373b0936f03, type: 2}
_playWinningQuest: {fileID: 11400000, guid: cf85098764f74134e80c631a1a1a1709, type: 2}
_playLosingQuest: {fileID: 11400000, guid: 1668df705c9a7a1408c4668ece6b5302, type: 2}
_endDialogueEvent: {fileID: 11400000, guid: b8f14d59bc3b10e4f9bdf1e65c3c6280, type: 2}
_endDialogueEvent: {fileID: 11400000, guid: 42c4c250df06bf84b97d11a23c36d47c, type: 2}
_playWinningQuest: {fileID: 11400000, guid: cf85098764f74134e80c631a1a1a1709, type: 2}
_playLosingQuest: {fileID: 11400000, guid: 1668df705c9a7a1408c4668ece6b5302, type: 2}
_completeDialogueEvent: {fileID: 11400000, guid: dc2da1754c28ab9499cb6c7d72465e69,
type: 2}
_incompleteDialogueEvent: {fileID: 11400000, guid: fcc99784052e5cc469b8c22c0674b051,

39
UOP1_Project/Assets/Scripts/Quests/QuestManagerSO.cs


[SerializeField] private InventorySO _inventory = default;
[SerializeField] private VoidEventChannelSO _playWinningQuest = default;
[SerializeField] private VoidEventChannelSO _playLosingQuest = default;
[SerializeField] private VoidEventChannelSO _checkStepValidityEvent = default;
[SerializeField] private DialogueDataChannelSO _endDialogueEvent = default;
[FormerlySerializedAs("_checkStepValidityEvent")]
[SerializeField] private VoidEventChannelSO _continueWithStepEvent = default;
[SerializeField] private IntEventChannelSO _endDialogueEvent = default;
[SerializeField] private VoidEventChannelSO _playWinningQuest = default;
[SerializeField] private VoidEventChannelSO _playLosingQuest = default;
[SerializeField] private VoidEventChannelSO _completeDialogueEvent = default;
[SerializeField] private VoidEventChannelSO _incompleteDialogueEvent = default;
[FormerlySerializedAs("_completeDialogueEvent")]
[SerializeField] private VoidEventChannelSO _playCompletionDialogueEvent = default;
[FormerlySerializedAs("_incompleteDialogueEvent")]
[SerializeField] private VoidEventChannelSO _playIncompleteDialogueEvent = default;
[SerializeField] private SaveSystem saveSystem = default;
[SerializeField] private SaveSystem saveSystem = default;
private QuestSO _currentQuest = null;
private QuestlineSO _currentQuestline;
private StepSO _currentStep;

public void OnDisable()
{
_checkStepValidityEvent.OnEventRaised -= CheckStepValidity;
_continueWithStepEvent.OnEventRaised -= CheckStepValidity;
_endDialogueEvent.OnEventRaised -= EndDialogue;
_playWinningQuest.OnEventRaised -= SetWinningSteps;
_playLosingQuest.OnEventRaised -= SetLosingSteps;

//Add code for saved information
_checkStepValidityEvent.OnEventRaised += CheckStepValidity;
_continueWithStepEvent.OnEventRaised += CheckStepValidity;
_endDialogueEvent.OnEventRaised += EndDialogue;
_playWinningQuest.OnEventRaised += SetWinningSteps;

{
_inventory.Contains(_currentStep.Item);
//Trigger win dialogue
_completeDialogueEvent.RaiseEvent();
_playCompletionDialogueEvent.RaiseEvent();
_incompleteDialogueEvent.RaiseEvent();
_playIncompleteDialogueEvent.RaiseEvent();
}
break;
case StepType.GiveItem:

_completeDialogueEvent.RaiseEvent();
_playCompletionDialogueEvent.RaiseEvent();
_incompleteDialogueEvent.RaiseEvent();
_playIncompleteDialogueEvent.RaiseEvent();
}
break;

if (_currentStep.CompleteDialogue != null)
{
_completeDialogueEvent.RaiseEvent();
_playCompletionDialogueEvent.RaiseEvent();
}
else
{

//dialogue has already been played
if (_currentStep.CompleteDialogue != null)
{
_completeDialogueEvent.RaiseEvent();
_playCompletionDialogueEvent.RaiseEvent();
}
else
{

}
}
}
void EndDialogue(DialogueDataSO dialogue)
void EndDialogue(int dialogueType)
switch (dialogue.DialogueType)
switch ((DialogueType)dialogueType)
{
case DialogueType.winDialogue:
EndStep();

}
}
}
void EndQuest()

10
UOP1_Project/Assets/Scripts/Quests/StepController.cs


[SerializeField] private VoidEventChannelSO _winDialogueEvent = default;
[SerializeField] private VoidEventChannelSO _loseDialogueEvent = default;
//[SerializeField]
public VoidEventChannelSO _endDialogueEvent = default;
public IntEventChannelSO _endDialogueEvent = default;
[Header("Broadcasting on channels")]
//[SerializeField]
public DialogueDataChannelSO _startDialogueEvent = default;

_winDialogueEvent.OnEventRaised += PlayWinDialogue;
_loseDialogueEvent.OnEventRaised += PlayLoseDialogue;
isInDialogue = true;
if (dialogueShot) dialogueShot.SetActive(true);
if (dialogueShot)
dialogueShot.SetActive(true);
void EndDialogue()
void EndDialogue(int dialogueType)
{
_endDialogueEvent.OnEventRaised -= EndDialogue;
_winDialogueEvent.OnEventRaised -= PlayWinDialogue;

if (dialogueShot) dialogueShot.SetActive(false);
if (dialogueShot)
dialogueShot.SetActive(false);
}
void PlayLoseDialogue()

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


[Header("Dialogue Events")]
[SerializeField] private DialogueLineChannelSO _openUIDialogueEvent = default;
[SerializeField] private VoidEventChannelSO _closeUIDialogueEvent = default;
[SerializeField] private IntEventChannelSO _closeUIDialogueEvent = default;
[Header("Inventory Events")]
[SerializeField] private VoidEventChannelSO _openInventoryScreenForCookingEvent = default;

_dialogueController.SetDialogue(dialogueLine, actor);
_dialogueController.gameObject.SetActive(true);
}
void CloseUIDialogue()
void CloseUIDialogue(int dialogueType)
{
_selectionHandler.Unselect();
_dialogueController.gameObject.SetActive(false);

16
UOP1_Project/Assets/ScriptableObjects/Events/Dialogue/EndDialogueEventWithType.asset


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UOP1_Project/Assets/ScriptableObjects/Events/Quests/CheckStepValidityEvent.asset


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UOP1_Project/Assets/ScriptableObjects/Events/Quests/StartStepEvent.asset


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