Add quests panel

This commit is contained in:
kabix09 2022-06-11 23:12:52 +02:00
parent c976919977
commit bf6e28ee45
41 changed files with 4108 additions and 224 deletions

View File

@ -2,7 +2,7 @@
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@ -52,6 +52,7 @@
<Compile Include="Assets\Scripts\UI\ISlot.cs" />
<Compile Include="Assets\Scripts\Enemies&apos; Scprits\Enemy.cs" />
<Compile Include="Assets\Scripts\Inventory\InventorySlot.cs" />
<Compile Include="Assets\Scripts\Task\TaskPanelController.cs" />
<Compile Include="Assets\Scripts\QuitGame.cs" />
<Compile Include="Assets\NewGame.cs" />
<Compile Include="Assets\Scripts\Inventory\InventoryManager.cs" />
@ -66,10 +67,12 @@
<Compile Include="Assets\Scripts\Equipment\EquipmentSlot.cs" />
<Compile Include="Assets\Scripts\SaveSoundSettings.cs" />
<Compile Include="Assets\Scripts\MenuGUI.cs" />
<Compile Include="Assets\Scripts\Task\Task.cs" />
<Compile Include="Assets\Scripts\FloatValue.cs" />
<Compile Include="Assets\Scripts\Item\EquippableItem.cs" />
<Compile Include="Assets\PlayerName.cs" />
<Compile Include="Assets\breakable.cs" />
<Compile Include="Assets\Scripts\Task\TaskBox.cs" />
<Compile Include="Assets\Scripts\UI\BasePanelController.cs" />
<Compile Include="Assets\Scripts\Equipment\EquipmentManager.cs" />
<Compile Include="Assets\ParticleDisable.cs" />
@ -108,661 +111,661 @@
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8
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum TaskHardship {
Easy,
Normal,
Classic,
Medium,
Hard,
Impossible
}
public class Task : MonoBehaviour
{
[SerializeField]
public int id;
public int Id
{
get { return id; }
set { id = value; }
}
[SerializeField]
public string title;
public string Title
{
get { return title; }
set { title = value; }
}
[SerializeField]
public string description;
public string Description
{
get { return description; }
set { description = value; }
}
[SerializeField]
public TaskHardship hardnessLevel;
public Task(int _id)
{
id = _id;
}
public Task(int _id, string _title, string _description, TaskHardship _hardnessLevel)
{
this.id = _id;
this.title = _title;
this.description = _description;
this.hardnessLevel = _hardnessLevel;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TaskBox : MonoBehaviour
{
[Header("Task Box Template")]
[SerializeField] private GameObject taskBox_header;
[SerializeField] private GameObject taskBox_body;
[Header("Task Box Content")]
[SerializeField] private GameObject title;
[SerializeField] private GameObject content;
[SerializeField] public Task task;
public void Start()
{
}
public void Update()
{
RectTransform rt = gameObject.GetComponent<RectTransform>();
//rt.sizeDelta = new Vector2(100, 100);
if(taskBox_body.active)
{
rt.sizeDelta = new Vector2(rt.sizeDelta.x, taskBox_header.GetComponent<RectTransform>().sizeDelta.y + taskBox_body.GetComponent<RectTransform>().sizeDelta.y);
}
if(!taskBox_body.active)
{
rt.sizeDelta = new Vector2(rt.sizeDelta.x, taskBox_header.GetComponent<RectTransform>().sizeDelta.y);
}
}
public void SetTask(Task _task)
{
this.task = _task;
this.SetTitle(_task.Title);
this.SetContent(_task.Description);
}
private void SetTitle(string _title)
{
this.title.GetComponent<TMPro.TextMeshProUGUI>().text = _title;
}
private void SetContent(string _content)
{
this.content.GetComponent<TMPro.TextMeshProUGUI>().text = _content;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class TaskManager : MonoBehaviour
{
public static TaskManager Instance;
[SerializeField] public GameObject _panel_template;
protected GameObject dynamicPanel;
public bool isOpen = false;
[Header("Tasks list")]
[SerializeField] List<Task> taskList;
private void Awake()
{
if(Instance == null)
{
Instance = this;
}else if (Instance != this)
{
Destroy(gameObject);
}
}
public void Update()
{
if (Input.GetKeyDown(KeyCode.Q))
{
if (this._panel_template && !this.isOpen)
{
this.OpenPanel();
} else
{
this.ClosePanel();
}
}
}
/// <summary>
// Function which opne Task Panel if its close
//
// Create new Task Panel object instance on scene
/// </summary>
public void OpenPanel()
{
GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
if(globalGUI)
{
this.dynamicPanel = Instantiate(_panel_template, _panel_template.transform.position, Quaternion.identity, globalGUI.transform); // 4'th arg allow set object as child
this.dynamicPanel.transform.localPosition = _panel_template.transform.position; // prevent overwritten position by... environment???
this.SetupPanel(); // bind pandel to current chest
isOpen = true;
} else {
Debug.Log("Can't find global GUI object!!!");
}
}
/// <summary>
// Function which close Task Panel if its open
/// </summary>
public virtual void ClosePanel()
{
Destroy(dynamicPanel);
isOpen = false;
}
/// <summary>
// Function which allow to add new task to manager list of tasks
//
// Task Panel use this list during setup process
/// </summary>
public void AddTask(Task _task)
{
taskList.Add(_task);
}
private void SetupPanel()
{
if(this.dynamicPanel)
{
this.dynamicPanel.GetComponent<TaskPanelController>().Setup(taskList);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
public class TaskPanelController : MonoBehaviour
{
[Header("Panel Information")]
[SerializeField] protected GameObject _panelContent;
[SerializeField] private TaskBox taskbox_template;
[SerializeField] private List<TaskBox> taskBox_list;
protected void InitPanelBoxes(List<Task> _tasks)
{
if(_panelContent)
{
for(int i = 0; i < _tasks.Count; i++)
{
this.AddTask(_tasks[i]);
}
}
}
protected TaskBox SetupTaskBox(Task _task)
{
TaskBox _newTaskBox = Instantiate(taskbox_template, _panelContent.transform.position, Quaternion.identity).GetComponent<TaskBox>();
_newTaskBox.transform.SetParent(_panelContent.transform);
_newTaskBox.transform.localScale = new Vector3(2.5f, 2.5f, 1.0f);
_newTaskBox.SetTask(_task);
return _newTaskBox;
}
public void Setup(List<Task> _tasks)
{
this.InitPanelBoxes(_tasks);
}
public void AddTask(Task _task)
{
// update TaskManager main list of task
TaskManager.Instance.AddTask(_task);
// add task to local panel contant
TaskBox newTaskBox = SetupTaskBox(_task);
// Set new Slot instance
taskBox_list.Add(newTaskBox);
}
}

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