浏览代码

Added Teleporter cheat menu

Press C key to activate, only in the editor
/main
Ciro Continisio 3 年前
当前提交
f1c2b9e1
共有 18 个文件被更改,包括 1721 次插入1 次删除
  1. 149
      UOP1_Project/Assets/Scenes/Managers/Gameplay.unity
  2. 89
      UOP1_Project/Assets/Scripts/Input/GameInput.cs
  3. 16
      UOP1_Project/Assets/Scripts/Input/InputReader.cs
  4. 49
      UOP1_Project/Assets/Settings/Input/GameInput.inputactions
  5. 8
      UOP1_Project/Assets/Prefabs/EditorTools.meta
  6. 39
      UOP1_Project/Assets/Scripts/EditorTools/MonoBehaviours/EditorTeleporter.cs
  7. 11
      UOP1_Project/Assets/Scripts/EditorTools/MonoBehaviours/EditorTeleporter.cs.meta
  8. 29
      UOP1_Project/Assets/Scripts/EditorTools/MonoBehaviours/LocationTeleporterButton.cs
  9. 11
      UOP1_Project/Assets/Scripts/EditorTools/MonoBehaviours/LocationTeleporterButton.cs.meta
  10. 1001
      UOP1_Project/Assets/Prefabs/EditorTools/EditorTeleporter.prefab
  11. 7
      UOP1_Project/Assets/Prefabs/EditorTools/EditorTeleporter.prefab.meta
  12. 306
      UOP1_Project/Assets/Prefabs/EditorTools/LocationButton.prefab
  13. 7
      UOP1_Project/Assets/Prefabs/EditorTools/LocationButton.prefab.meta
  14. 0
      /UOP1_Project/Assets/Prefabs/EditorTools/EditorInitializer.prefab.meta
  15. 0
      /UOP1_Project/Assets/Prefabs/EditorTools/EditorInitializer.prefab
  16. 0
      /UOP1_Project/Assets/Scripts/EditorTools/MonoBehaviours/EditorColdStartup.cs.meta
  17. 0
      /UOP1_Project/Assets/Scripts/EditorTools/MonoBehaviours/EditorColdStartup.cs

149
UOP1_Project/Assets/Scenes/Managers/Gameplay.unity


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89
UOP1_Project/Assets/Scripts/Input/GameInput.cs


""isPartOfComposite"": true
}
]
},
{
""name"": ""Cheats"",
""id"": ""a58ec1e7-2c80-488a-a58c-690c816dd1f7"",
""actions"": [
{
""name"": ""OpenCheatMenu"",
""type"": ""Button"",
""id"": ""92c80776-a34c-4bc5-896a-36fddfe5c93d"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """"
}
],
""bindings"": [
{
""name"": """",
""id"": ""c1aafc6a-35bc-409b-a9e6-7ab5681ea9f8"",
""path"": ""<Gamepad>/rightTrigger"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",
""action"": ""OpenCheatMenu"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""df4ce7ca-8bf4-4389-b9e6-2988b8aa1963"",
""path"": ""<Gamepad>/leftTrigger"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",
""action"": ""OpenCheatMenu"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""8e8b3a36-9a8d-4480-a51d-66e7fa933cf1"",
""path"": ""<Keyboard>/c"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",
""action"": ""OpenCheatMenu"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": [

m_Dialogues = asset.FindActionMap("Dialogues", throwIfNotFound: true);
m_Dialogues_MoveSelection = m_Dialogues.FindAction("MoveSelection", throwIfNotFound: true);
m_Dialogues_AdvanceDialogue = m_Dialogues.FindAction("AdvanceDialogue", throwIfNotFound: true);
// Cheats
m_Cheats = asset.FindActionMap("Cheats", throwIfNotFound: true);
m_Cheats_OpenCheatMenu = m_Cheats.FindAction("OpenCheatMenu", throwIfNotFound: true);
}
public void Dispose()

}
}
public DialoguesActions @Dialogues => new DialoguesActions(this);
// Cheats
private readonly InputActionMap m_Cheats;
private ICheatsActions m_CheatsActionsCallbackInterface;
private readonly InputAction m_Cheats_OpenCheatMenu;
public struct CheatsActions
{
private @GameInput m_Wrapper;
public CheatsActions(@GameInput wrapper) { m_Wrapper = wrapper; }
public InputAction @OpenCheatMenu => m_Wrapper.m_Cheats_OpenCheatMenu;
public InputActionMap Get() { return m_Wrapper.m_Cheats; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(CheatsActions set) { return set.Get(); }
public void SetCallbacks(ICheatsActions instance)
{
if (m_Wrapper.m_CheatsActionsCallbackInterface != null)
{
@OpenCheatMenu.started -= m_Wrapper.m_CheatsActionsCallbackInterface.OnOpenCheatMenu;
@OpenCheatMenu.performed -= m_Wrapper.m_CheatsActionsCallbackInterface.OnOpenCheatMenu;
@OpenCheatMenu.canceled -= m_Wrapper.m_CheatsActionsCallbackInterface.OnOpenCheatMenu;
}
m_Wrapper.m_CheatsActionsCallbackInterface = instance;
if (instance != null)
{
@OpenCheatMenu.started += instance.OnOpenCheatMenu;
@OpenCheatMenu.performed += instance.OnOpenCheatMenu;
@OpenCheatMenu.canceled += instance.OnOpenCheatMenu;
}
}
}
public CheatsActions @Cheats => new CheatsActions(this);
private int m_KeyboardOrGamepadSchemeIndex = -1;
public InputControlScheme KeyboardOrGamepadScheme
{

{
void OnMoveSelection(InputAction.CallbackContext context);
void OnAdvanceDialogue(InputAction.CallbackContext context);
}
public interface ICheatsActions
{
void OnOpenCheatMenu(InputAction.CallbackContext context);
}
}

16
UOP1_Project/Assets/Scripts/Input/InputReader.cs


using UnityEngine.Events;
[CreateAssetMenu(fileName = "InputReader", menuName = "Game/Input Reader")]
public class InputReader : DescriptionBaseSO, GameInput.IGameplayActions, GameInput.IDialoguesActions, GameInput.IMenusActions
public class InputReader : DescriptionBaseSO, GameInput.IGameplayActions, GameInput.IDialoguesActions, GameInput.IMenusActions, GameInput.ICheatsActions
{
[Space]
[SerializeField] private GameStateSO _gameStateManager;

public event UnityAction CloseInventoryEvent = delegate { }; // Used to bring up the inventory
public event UnityAction<float> TabSwitched = delegate { };
// Cheats (has effect only in the Editor)
public event UnityAction CheatMenuEvent = delegate { };
private GameInput _gameInput;
private void OnEnable()

_gameInput.Menus.SetCallbacks(this);
_gameInput.Gameplay.SetCallbacks(this);
_gameInput.Dialogues.SetCallbacks(this);
_gameInput.Cheats.SetCallbacks(this);
#if UNITY_EDITOR
_gameInput.Cheats.Enable();
#endif
}
private void OnDisable()

{
if (context.phase == InputActionPhase.Performed)
MenuUnpauseEvent.Invoke();
}
public void OnOpenCheatMenu(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
CheatMenuEvent.Invoke();
}
public void EnableDialogueInput()

49
UOP1_Project/Assets/Settings/Input/GameInput.inputactions


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}
]
},
{
"name": "Cheats",
"id": "a58ec1e7-2c80-488a-a58c-690c816dd1f7",
"actions": [
{
"name": "OpenCheatMenu",
"type": "Button",
"id": "92c80776-a34c-4bc5-896a-36fddfe5c93d",
"expectedControlType": "Button",
"processors": "",
"interactions": ""
}
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"bindings": [
{
"name": "",
"id": "c1aafc6a-35bc-409b-a9e6-7ab5681ea9f8",
"path": "<Gamepad>/rightTrigger",
"interactions": "",
"processors": "",
"groups": "KeyboardOrGamepad",
"action": "OpenCheatMenu",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "df4ce7ca-8bf4-4389-b9e6-2988b8aa1963",
"path": "<Gamepad>/leftTrigger",
"interactions": "",
"processors": "",
"groups": "KeyboardOrGamepad",
"action": "OpenCheatMenu",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "8e8b3a36-9a8d-4480-a51d-66e7fa933cf1",
"path": "<Keyboard>/c",
"interactions": "",
"processors": "",
"groups": "KeyboardOrGamepad",
"action": "OpenCheatMenu",
"isComposite": false,
"isPartOfComposite": false
}
]
}
],
"controlSchemes": [

8
UOP1_Project/Assets/Prefabs/EditorTools.meta


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39
UOP1_Project/Assets/Scripts/EditorTools/MonoBehaviours/EditorTeleporter.cs


using System;
using UnityEngine;
public class EditorTeleporter : MonoBehaviour
{
[SerializeField] private InputReader _inputReader;
[SerializeField] private GameObject _cheatMenu;
[SerializeField] private PathStorageSO _path;
[Header("Broadcast on")]
[SerializeField] private LoadEventChannelSO _loadLocationRequest;
private LocationSO _lastLocationTeleportedTo = default;
private void OnEnable() => _inputReader.CheatMenuEvent += ToggleCheatMenu;
private void OnDisable() => _inputReader.CheatMenuEvent -= ToggleCheatMenu;
private void Start()
{
_cheatMenu.SetActive(false);
}
private void ToggleCheatMenu()
{
_cheatMenu.SetActive(!_cheatMenu.activeInHierarchy);
}
public void Teleport(LocationSO where, PathSO whichEntrance)
{
//Avoid reloading the same Location, which would result in an error
if(where == _lastLocationTeleportedTo)
return;
_path.lastPathTaken = whichEntrance;
_lastLocationTeleportedTo = where;
_loadLocationRequest.RaiseEvent(where);
}
}

11
UOP1_Project/Assets/Scripts/EditorTools/MonoBehaviours/EditorTeleporter.cs.meta


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29
UOP1_Project/Assets/Scripts/EditorTools/MonoBehaviours/LocationTeleporterButton.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class LocationTeleporterButton : MonoBehaviour
{
[SerializeField] private LocationSO _location;
[SerializeField] private PathSO _path;
[SerializeField] private TextMeshProUGUI label;
private EditorTeleporter _teleporter;
private void Awake()
{
_teleporter = GetComponentInParent<EditorTeleporter>();
}
private void Start()
{
label.text = _location.name + " via " + _path.name;
}
//Called by the UI button's UnityEvent
public void IssueTeleport()
{
_teleporter.Teleport(_location, _path);
}
}

11
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文件差异内容过多而无法显示
查看文件

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7
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/UOP1_Project/Assets/Prefabs/Gameplay/EditorInitializer.prefab.meta → /UOP1_Project/Assets/Prefabs/EditorTools/EditorInitializer.prefab.meta

/UOP1_Project/Assets/Prefabs/Gameplay/EditorInitializer.prefab → /UOP1_Project/Assets/Prefabs/EditorTools/EditorInitializer.prefab

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/UOP1_Project/Assets/Scripts/SceneManagement/EditorColdStartup.cs → /UOP1_Project/Assets/Scripts/EditorTools/MonoBehaviours/EditorColdStartup.cs

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