Merge remote-tracking branch 'origin/master'
This commit is contained in:
commit
dee01d65e6
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<DefineConstants>DEBUG;TRACE;UNITY_2020_3_32;UNITY_2020_3;UNITY_2020;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;UNITY_2019_3_OR_NEWER;UNITY_2019_4_OR_NEWER;UNITY_2020_1_OR_NEWER;UNITY_2020_2_OR_NEWER;UNITY_2020_3_OR_NEWER;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;USE_SEARCH_ENGINE_API;SCENE_TEMPLATE_MODULE;ENABLE_AR;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_EVENT_QUEUE;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_VIRTUALTEXTURING;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_UNITYWEBREQUEST;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;ENABLE_MANAGED_UNITYTLS;INCLUDE_DYNAMIC_GI;ENABLE_MONO_BDWGC;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;PLATFORM_STANDALONE;PLATFORM_STANDALONE_WIN;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;PLATFORM_UPDATES_TIME_OUTSIDE_OF_PLAYER_LOOP;GFXDEVICE_WAITFOREVENT_MESSAGEPUMP;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_STANDARD_2_0;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoWarn>0169</NoWarn>
|
||||
<NoWarn></NoWarn>
|
||||
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
|
||||
<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
@ -36,8 +40,9 @@
|
||||
<OutputPath>Temp\bin\Release\</OutputPath>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoWarn>0169</NoWarn>
|
||||
<NoWarn></NoWarn>
|
||||
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
|
||||
<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<NoConfig>true</NoConfig>
|
||||
@ -48,11 +53,13 @@
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestWrapper.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\Mission\MissionStatusEnum.cs" />
|
||||
<Compile Include="Assets\Scripts\RespawnScript.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\NPC\NpcDialogueManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Equipment\EquipmentDataListManager.cs" />
|
||||
<Compile Include="Assets\LetterText.cs" />
|
||||
<Compile Include="Assets\_\Stuff\GridPathfinding\UnitMovement.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\Dialogue\MissionDialogueData.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Shop\ShopData.cs" />
|
||||
<Compile Include="Assets\_\Stuff\GridPathfinding\PathNode.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\Calculator\PlayerPramCalcullator.cs" />
|
||||
@ -62,9 +69,13 @@
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\NpcMissionManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\Calculator\HealthCalcullator.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Shared\ModelData.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Save\MultiDialogue\MultiDialogueDataManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Inventory\InventoryDataListManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\Condition\KillMissionConditionData.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\Step\MissionStepData.cs" />
|
||||
<Compile Include="Assets\Scripts\Pathfinding\NodeMap.cs" />
|
||||
<Compile Include="Assets\Scripts\SceneManager\MainCharacter\MainCharacterManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\EventManager\EventManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Chest\ChestContentUIManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\Enum\PanelButtonEnum.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ISlot.cs" />
|
||||
@ -77,6 +88,7 @@
|
||||
<Compile Include="Assets\Scripts\Objects\GoldOre.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\PanelTypeEnum.cs" />
|
||||
<Compile Include="Assets\Scripts\ProceduralGeneration\Graph.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Manager\ConditionManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\SystemLanguageEnum.cs" />
|
||||
<Compile Include="Assets\Scripts\SceneManager\NPC\NPCManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\TaskDifficultyEnum.cs" />
|
||||
@ -90,6 +102,7 @@
|
||||
<Compile Include="Assets\closePossibleButtonInfo.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\Calculator\DefenseCalculattor.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\Item.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Save\MultiDialogue\MultiDialogueDataListManager.cs" />
|
||||
<Compile Include="Assets\Scripts\ProceduralGeneration\FloodFill.cs" />
|
||||
<Compile Include="Assets\BreakOre.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\ShopPanelController.cs" />
|
||||
@ -109,47 +122,57 @@
|
||||
<Compile Include="Assets\Scripts\QuitGame.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\DataListManager.cs" />
|
||||
<Compile Include="Assets\DisplayLvl.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\Condition\SaveMissionConditionManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Task\SaveTaskManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Save\MissionDialogue\SaveMissionDialogueManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItemData.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Dialogue\DialogueData.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Shop\Shop.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\PathBuilder.cs" />
|
||||
<Compile Include="Assets\NewGame.cs" />
|
||||
<Compile Include="Assets\Scripts\SceneManager\SaveDynamicObjects.cs" />
|
||||
<Compile Include="Assets\Scripts\Knockback.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\MissionStatusEnum.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Chest\SaveChestManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneBaseDataManager.cs" />
|
||||
<Compile Include="Assets\Scripts\DialogueNpcTest.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\PanelController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestPrefabAssetData.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\ItemData.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Save\Dialogue\SaveDialogueManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ItemSlot.cs" />
|
||||
<Compile Include="Assets\HardLight2D\Scripts\LightFollow.cs" />
|
||||
<Compile Include="Assets\healthText.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Event\CollectItemEvent.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\MissionDataLoader.cs" />
|
||||
<Compile Include="Assets\Animations\Chests\ChestAnimation.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItem.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\WarehousePanel\WarehousePanelController.cs" />
|
||||
<Compile Include="Assets\Scripts\PlayerPosition.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\Draggable\DraggablePanelInterface.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Condition\KillMissionCondition.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\Condition\MissionConditionDataListManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\Chest.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ChestSlot.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shop\ShopItemCardKeeper.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\PanelControllerInterface.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Model\DialogueModel.cs" />
|
||||
<Compile Include="Assets\LevelUpPopUp.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\Condition\MissionConditionDataLoader.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\AccountBalance\AccountBalanceManager.cs" />
|
||||
<Compile Include="Assets\ChangeLanguageToEnglish.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\PanelHeaderController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\UISlotPanelManager.cs" />
|
||||
<Compile Include="Assets\Scripts\CamerFollow.cs" />
|
||||
<Compile Include="Assets\CloseIfQuestPanel.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\Condition\MissionConditionDataManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\Calculator\AttackCalcullator.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Skills\SkillsUIManager.cs" />
|
||||
<Compile Include="Assets\Scripts\NPCs' Scripts\NPCFollowing.cs" />
|
||||
<Compile Include="Assets\TreeParticleEffect.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\MissionDataManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\RequiredSubject\CollectRequiredSubjectData.cs" />
|
||||
<Compile Include="Assets\SaveMusicSettings.cs" />
|
||||
<Compile Include="Assets\_\Stuff\GridPathfinding\PathRoute.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\MissionStepStatusEnum.cs" />
|
||||
<Compile Include="Assets\DisplayHealthStatus.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\EquipmentTypeEnum.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\Calculator\SpeedCalcullator.cs" />
|
||||
@ -157,17 +180,21 @@
|
||||
<Compile Include="Assets\Scripts\ProceduralGeneration\TileMapGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneDataLoaderInterface.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\EquipmentSlot.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Condition\Subject\RequiredSubject.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\IDialogue.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneDataListManagerInterface.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneDataListManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Manager\DialogueManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Equipment\EquipmentDataLoader.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\Draggable\DraggedSlotController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\Mission\MissionStepStatusEnum.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Inventory\SceneInventoryDataManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Equipment\SaveEquipmentManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Mission.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\MissionReward.cs" />
|
||||
<Compile Include="Assets\Scripts\Pathfinding\TileData.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Save\MultiDialogue\SaveMultiDialogueManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Dialogue\MultiDialogueData.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\SkillsPointsManger.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Dialogue.cs" />
|
||||
<Compile Include="Assets\Scripts\DealDamage.cs" />
|
||||
@ -186,6 +213,7 @@
|
||||
<Compile Include="Assets\HardLight2D\Demo\DemoScripts\Speen.cs" />
|
||||
<Compile Include="Assets\Scripts\SceneManager\OnMapAppearanceMethod.cs" />
|
||||
<Compile Include="Assets\Scripts\NPCs' Scripts\NPCQuest.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Save\Dialogue\SceneDialogueDataLoader.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\Factory\PanelComponentFactory.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItemPrefabAssetData.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Task\Task.cs" />
|
||||
@ -199,7 +227,9 @@
|
||||
<Compile Include="Assets\Scripts\SceneManager\SaveItem\SaveEquitableItemSystem.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Mapper\IModelMapper.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ShopSlot.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Condition\CollectMissionCondition.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Event\UseItemEvent.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\RequiredSubject\RequiredSubjectData.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Shop\SceneShopDataManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Chest\ChestController.cs" />
|
||||
<Compile Include="Assets\Scripts\DoorBehaviour.cs" />
|
||||
@ -215,15 +245,19 @@
|
||||
<Compile Include="Assets\TranslateMeshText.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\SkillsPanelController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\EquipmentPanelController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Save\MultiDialogue\MultiDialogueDataLoader.cs" />
|
||||
<Compile Include="Assets\ParticleDisable.cs" />
|
||||
<Compile Include="Assets\HardLight2D\Demo\DemoScripts\PolyWobbler.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Shared\PrefabAssetModel.cs" />
|
||||
<Compile Include="Assets\Scripts\Door\DetectionZone.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\MissionDataListManager.cs" />
|
||||
<Compile Include="Assets\NPCType.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Enum\MissionTypeEnum.cs" />
|
||||
<Compile Include="Assets\Scripts\Enemies' Scprits\FollowingEnemy.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\EquipmentPanelSlotsTypeEnum.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\AbstractPanel.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Item\Effects\PotionEffectsManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Condition\MissionCondition.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestPrefabAsset.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Controller\DialogueController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneBaseDataLoader.cs" />
|
||||
@ -235,26 +269,35 @@
|
||||
<Compile Include="Assets\Scripts\Item\PickableController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Chest\SceneChestBuilder.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Buildable\SceneObjectBuilder.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\SaveMissionManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\Condition\CollectMissionConditionData.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Task\SceneTaskDataLoader.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\ChestPanelController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\Condition\MissionConditionData.cs" />
|
||||
<Compile Include="Assets\_\Stuff\GridPathfinding\MapPos.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\Panel.cs" />
|
||||
<Compile Include="Assets\_\Stuff\GridPathfinding\PathQueue.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Condition\Subject\KillRequiredSubject.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Shop\SaveShopManager.cs" />
|
||||
<Compile Include="Assets\Scripts\ProceduralGeneration\Map.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Shop\ShopDataListManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItemPrefabAsset.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\ItemEffectsEnum.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Condition\Subject\CollectRequiredSubject.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\MissionData.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Model\MissionStepModel.cs" />
|
||||
<Compile Include="Assets\Scripts\Enemies' Scprits\PatrollingEnemy.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\NPC\NPC.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Story\Thugs\ThugNPCFollowing.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Tools\CounterRespowner.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Shop\ShopBuildModel.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\SceneElementTypeEnum.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Chest\SceneChestDataManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Event\KillEnemyEvent.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\SaveSystem\SaveModelSystem.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Tools\RespownTrigger.cs" />
|
||||
<Compile Include="Assets\TakingDamage.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\RequiredSubject\KillRequiredSubjectData.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Chest\ChestDataListManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Story\WizardHouse\ResetPlayer.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Shop\ShopContentUIManager.cs" />
|
||||
@ -267,6 +310,7 @@
|
||||
<Compile Include="Assets\Scripts\Enemies' Scprits\Cave\BossThug.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Inventory\SaveInventoryManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\NPC\NpcShopManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Dialogue\DialogueStepData.cs" />
|
||||
<Compile Include="Assets\Scripts\ChangeScene.cs" />
|
||||
<Compile Include="Assets\OpenPanelOnCollision.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestData.cs" />
|
||||
@ -274,6 +318,7 @@
|
||||
<Compile Include="Assets\Scripts\SaveController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Inventory\SceneInventoryDataLoader.cs" />
|
||||
<Compile Include="Assets\Scripts\NPCs' Scripts\NPCDialogue.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\MissionDialogue.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\TaskPanelController.cs" />
|
||||
<Compile Include="Assets\Scripts\Player.cs" />
|
||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
|
||||
@ -522,7 +567,7 @@
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/Managed/UnityEngine/UnityEditor.UnityConnectModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="HardLight2D">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Assets/HardLight2D/Scripts/HardLight2D.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Assets/HardLight2D/Scripts/HardLight2D.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="netstandard">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/NetStandard/ref/2.0.0/netstandard.dll</HintPath>
|
||||
@ -870,94 +915,94 @@
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.Xml.Serialization.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.Animation.Editor">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Editor.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.InternalAPIEngineBridge.001">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEngineBridge.001.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEngineBridge.001.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.VSCode.Editor">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.VSCode.Editor.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.VSCode.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.PixelPerfect">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.2D.PixelPerfect.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.PixelPerfect.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.Tilemap.Editor">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.2D.Tilemap.Editor.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Tilemap.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PsdPlugin">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/PsdPlugin.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/PsdPlugin.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.TextMeshPro.Editor">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.Editor.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.VisualStudio.Editor">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.VisualStudio.Editor.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.VisualStudio.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Timeline">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.Timeline.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Timeline.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.TextMeshPro">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.IK.Editor">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Editor.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.Sprite.Editor">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.Psdimporter.Editor">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.2D.Psdimporter.Editor.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Psdimporter.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.Path.Editor">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.2D.Path.Editor.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Path.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.InternalAPIEditorBridge.001">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEditorBridge.001.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEditorBridge.001.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEditor.UI">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.PlasticSCM.Editor">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.PlasticSCM.Editor.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.PlasticSCM.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Rider.Editor">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.Rider.Editor.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Rider.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UI">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/UnityEngine.UI.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/UnityEngine.UI.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Mathematics">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.Mathematics.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Mathematics.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.IK.Runtime">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Runtime.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.Animation.Triangle.Runtime">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Triangle.Runtime.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Triangle.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.Animation.Runtime">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Runtime.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.PixelPerfect.Editor">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.2D.PixelPerfect.Editor.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.PixelPerfect.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Timeline.Editor">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Mathematics.Editor">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.Mathematics.Editor.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Mathematics.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.Common.Runtime">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Runtime.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.SpriteShape.Editor">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Editor.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.Common.Editor">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Editor.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.SpriteShape.Runtime">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/test/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Runtime.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
@ -12,10 +12,10 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 06201cadd951bcc4db5fccaa01783060, type: 3}
|
||||
m_Name: BossThugDialPl
|
||||
m_EditorClassIdentifier:
|
||||
SpeakerName: Boss Thug
|
||||
SpeakerName:
|
||||
CurrentStep: 0
|
||||
DialogueSteps:
|
||||
- Header: Boss Thug
|
||||
- Header:
|
||||
WasDisplayed: 0
|
||||
ListOfSentences:
|
||||
- Sentence: Who are you? How did you get past my guards?!
|
||||
@ -25,10 +25,10 @@ MonoBehaviour:
|
||||
EndOfDialogueStepAction:
|
||||
m_PersistentCalls:
|
||||
m_Calls:
|
||||
- m_Target: {fileID: 5598884596044988526, guid: df6c42c9616028a4badca81953f003ab, type: 3}
|
||||
m_TargetAssemblyTypeName: NpcDialogueManager, Assembly-CSharp
|
||||
m_MethodName: DialogueEndAction
|
||||
m_Mode: 3
|
||||
- m_Target: {fileID: 0}
|
||||
m_TargetAssemblyTypeName: BossThug, Assembly-CSharp
|
||||
m_MethodName: ChanegStatusToAttack
|
||||
m_Mode: 1
|
||||
m_Arguments:
|
||||
m_ObjectArgument: {fileID: 0}
|
||||
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
|
||||
|
@ -12,7 +12,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 06201cadd951bcc4db5fccaa01783060, type: 3}
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||||
m_Name: BarryDialENG 1
|
||||
m_EditorClassIdentifier:
|
||||
SpeakerName:
|
||||
SpeakerName: Barry
|
||||
CurrentStep: 0
|
||||
DialogueSteps:
|
||||
- Header: Barry
|
||||
|
@ -12,19 +12,14 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 06201cadd951bcc4db5fccaa01783060, type: 3}
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m_Name: BarryDialENG
|
||||
m_EditorClassIdentifier:
|
||||
SpeakerName: ThePlayer(Clone)
|
||||
SpeakerName: Barry
|
||||
CurrentStep: 0
|
||||
DialogueSteps:
|
||||
- Header: ThePlayer(Clone)
|
||||
- Header: Barry
|
||||
WasDisplayed: 0
|
||||
ListOfSentences:
|
||||
- Sentence: Hiya, do you have any spare change? Friend?
|
||||
Buttons:
|
||||
- ButtonName: Can't do, you drunk.
|
||||
Type: 1
|
||||
ButtonActions:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
- ButtonName: Sure thing friend.
|
||||
Type: 1
|
||||
ButtonActions:
|
||||
@ -32,7 +27,7 @@ MonoBehaviour:
|
||||
m_Calls:
|
||||
- m_Target: {fileID: 11400000}
|
||||
m_TargetAssemblyTypeName: Dialogue, Assembly-CSharp
|
||||
m_MethodName: GoToNextSentence
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||||
m_MethodName: FinishDialogue
|
||||
m_Mode: 1
|
||||
m_Arguments:
|
||||
m_ObjectArgument: {fileID: 0}
|
||||
@ -42,12 +37,17 @@ MonoBehaviour:
|
||||
m_StringArgument:
|
||||
m_BoolArgument: 0
|
||||
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|
||||
- ButtonName: Can't do, you drunk.
|
||||
Type: 1
|
||||
ButtonActions:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
EndOfDialogueStepAction:
|
||||
m_PersistentCalls:
|
||||
m_Calls:
|
||||
- m_Target: {fileID: 11400000, guid: 9696f03c8b09aaa47b9a8fe810886ea3, type: 2}
|
||||
m_TargetAssemblyTypeName: MultiDialogue, Assembly-CSharp
|
||||
m_MethodName: GoToNextDialogue
|
||||
m_MethodName: GoToNextDialogueWithoutFinalAction
|
||||
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|
||||
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m_ObjectArgument: {fileID: 0}
|
||||
|
@ -12,7 +12,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 45b41589283138641ba006c2243b0637, type: 3}
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m_Name: BarryMultiDialENG
|
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m_EditorClassIdentifier:
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SpeakerName:
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||||
SpeakerName: Barry
|
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Dialogues:
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||||
- Key: 0
|
||||
|
8
Assets/Resources/Enemies.meta
Normal file
8
Assets/Resources/Enemies.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8b7a095bfcd133f46892cca58366a179
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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externalObjects: {}
|
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userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
219
Assets/Resources/Enemies/Bat_0.prefab
Normal file
219
Assets/Resources/Enemies/Bat_0.prefab
Normal file
@ -0,0 +1,219 @@
|
||||
%YAML 1.1
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||||
%TAG !u! tag:unity3d.com,2011:
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- component: {fileID: 8184504007427166054}
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- component: {fileID: 8184504007427166055}
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||||
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--- !u!1 &372127218
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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--- !u!114 &949853993
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@ -29016,6 +29125,8 @@ Transform:
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- {fileID: 100013501}
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- {fileID: 1565604591}
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- {fileID: 1426744691}
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- {fileID: 369915899}
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@ -31558,6 +31669,50 @@ SpriteRenderer:
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m_SpriteSortPoint: 0
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--- !u!1 &1426744690
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m_PrefabAsset: {fileID: 0}
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- component: {fileID: 1426744691}
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- component: {fileID: 1426744692}
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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--- !u!4 &1426744691
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 1144548810}
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m_RootOrder: 6
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &1426744692
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_Script: {fileID: 11500000, guid: 1ebc89f7b8b469d448c3787923ceb966, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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MultiDialogueDataList: []
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--- !u!1 &1444357769
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GameObject:
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m_ObjectHideFlags: 0
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@ -32523,9 +32678,9 @@ Animator:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1594888881}
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m_Avatar: {fileID: 0}
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m_Controller: {fileID: 9100000, guid: 4e408ead2b862ca4685d5ace7011f083, type: 2}
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m_Controller: {fileID: 9100000, guid: 7d09ffbc6c0aa7c409b8da27c69433bd, type: 2}
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m_CullingMode: 0
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m_UpdateMode: 0
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m_ApplyRootMotion: 0
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@ -38063,6 +38218,42 @@ MonoBehaviour:
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m_StringArgument:
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- m_Target: {fileID: 1868257117}
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m_TargetAssemblyTypeName: SaveController, Assembly-CSharp
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m_MethodName: SaveDialogues
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- m_Target: {fileID: 1868257117}
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m_TargetAssemblyTypeName: SaveController, Assembly-CSharp
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m_MethodName: SaveChests
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m_Mode: 1
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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- m_Target: {fileID: 1868257117}
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m_TargetAssemblyTypeName: SaveController, Assembly-CSharp
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m_MethodName: SaveMissions
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m_Mode: 1
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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--- !u!114 &1868257120
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -39458,13 +39649,17 @@ PrefabInstance:
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m_Modification:
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m_TransformParent: {fileID: 1393757793}
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m_Modifications:
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- target: {fileID: -7576677615092044163, guid: 417d111e604a8124cb960805d809e513, type: 3}
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propertyPath: isChasing
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: -7576677615092044163, guid: 417d111e604a8124cb960805d809e513, type: 3}
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propertyPath: m_Enabled
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objectReference: {fileID: 0}
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- target: {fileID: -7576677615092044163, guid: 417d111e604a8124cb960805d809e513, type: 3}
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propertyPath: currentPosition.walkable
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value: 0
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 4759712171538235748, guid: 417d111e604a8124cb960805d809e513, type: 3}
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propertyPath: m_Mass
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|
@ -67,6 +67,9 @@ public class AnimatedDoorBehaviour : TriggerDoor
|
||||
|
||||
SaveController.GetComponent<SaveController>().SaveChests();
|
||||
SaveController.GetComponent<SaveController>().SaveShops();
|
||||
SaveController.GetComponent<SaveController>().SaveDialogues();
|
||||
SaveController.GetComponent<SaveController>().SaveMissions();
|
||||
|
||||
|
||||
// 2. Change scene
|
||||
SceneManager.LoadScene(gateway.nextMapName);
|
||||
|
@ -48,6 +48,8 @@ public class DoorBehaviour : MonoBehaviour
|
||||
|
||||
SaveController.GetComponent<SaveController>().SaveChests();
|
||||
SaveController.GetComponent<SaveController>().SaveShops();
|
||||
SaveController.GetComponent<SaveController>().SaveDialogues();
|
||||
SaveController.GetComponent<SaveController>().SaveMissions();
|
||||
|
||||
// 2. Change scene
|
||||
SceneManager.LoadScene(gateway.nextMapName);
|
||||
|
@ -52,8 +52,8 @@ public class BossThug : MonoBehaviour
|
||||
void Update()
|
||||
{
|
||||
if (
|
||||
(npc1.GetComponent<FollowingEnemy>().health <= 0 && npc1.GetComponent<FollowingEnemy>().isKilled == 1) &&
|
||||
(npc2.GetComponent<FollowingEnemy>().health <= 0 && npc2.GetComponent<FollowingEnemy>().isKilled == 1) &&
|
||||
(npc1.GetComponent<Enemy>().health <= 0 && npc1.GetComponent<Enemy>().isKilled == 1) &&
|
||||
(npc2.GetComponent<Enemy>().health <= 0 && npc2.GetComponent<Enemy>().isKilled == 1) &&
|
||||
state == BossThugEnum.Pending)
|
||||
{
|
||||
state = BossThugEnum.Talking; // UZUPELNIC DIALOG
|
||||
@ -110,7 +110,6 @@ public class BossThug : MonoBehaviour
|
||||
{
|
||||
if (other.tag == "Player" && state == BossThugEnum.Talking && !isAfterConversation && !isDuringConversation)
|
||||
{
|
||||
Debug.Log("OnTriggerEnter2D");
|
||||
//gameObject.GetComponent<CircleCollider2D>().enabled = false;
|
||||
//gameObject.GetComponent<CircleCollider2D>().radius = 2f;
|
||||
|
||||
|
@ -5,14 +5,18 @@ using UnityEngine;
|
||||
public class Enemy : MonoBehaviour
|
||||
{
|
||||
public float moveSpeed;
|
||||
public string enemyName;
|
||||
public string enemyName; // var for name (must be unique (playerPrefs.set/get string "enemyName - s")
|
||||
public FloatValue maxHealth;
|
||||
public float health;
|
||||
public float baseAttack;
|
||||
|
||||
public int isKilled;
|
||||
|
||||
public string MinionName; // var used for multiplied name - for mission poroggress (kill condition)
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
health = maxHealth.initialValue;
|
||||
health = maxHealth.initialValue;
|
||||
}
|
||||
|
||||
|
||||
@ -31,4 +35,10 @@ public class Enemy : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void SaveCheckpoint()
|
||||
{
|
||||
PlayerPrefs.SetInt(enemyName + "-S", isKilled);
|
||||
PlayerPrefs.SetFloat(enemyName + "-S.health", health);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -35,7 +35,6 @@ public class FollowingEnemy : Enemy
|
||||
public float thrust;
|
||||
public float knockTime;
|
||||
|
||||
public int isKilled;
|
||||
//isKilled = 0 - mob ALIVE
|
||||
//isKilled = 1 - mob DEAD
|
||||
|
||||
@ -191,6 +190,8 @@ public class FollowingEnemy : Enemy
|
||||
|
||||
if (collision.tag == "AttackHitbox")
|
||||
{
|
||||
Debug.Log("Hit in - TriggerEnter2D");
|
||||
|
||||
hit = true;
|
||||
}
|
||||
}
|
||||
@ -220,6 +221,10 @@ public class FollowingEnemy : Enemy
|
||||
gameObject.SetActive(false);
|
||||
isKilled = 1;
|
||||
other.GetComponent<Player>().GetExp(expValue);
|
||||
|
||||
// pass info about killing assigned enemy to mission manager listener
|
||||
// pass enemy name from script NOT object name (thats allow to have many different objects variantsa with this same aggregate key (private name - not preffab name) )
|
||||
ConditionManager.Instance.UpdateKillCondition(gameObject.GetComponent<Enemy>().MinionName);
|
||||
}
|
||||
}
|
||||
|
||||
@ -246,10 +251,4 @@ public class FollowingEnemy : Enemy
|
||||
enemy.isKinematic = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void SaveCheckpoint()
|
||||
{
|
||||
PlayerPrefs.SetInt(enemyName + "-S", isKilled);
|
||||
PlayerPrefs.SetFloat(enemyName + "-S.health", health);
|
||||
}
|
||||
}
|
||||
|
@ -34,7 +34,6 @@ public class FollowingPatrollingEnemy : Enemy
|
||||
public float thrust;
|
||||
public float knockTime;
|
||||
|
||||
public int isKilled;
|
||||
//isKilled = 0 - mob ALIVE
|
||||
//isKilled = 1 - mob DEAD
|
||||
|
||||
@ -146,7 +145,6 @@ public class FollowingPatrollingEnemy : Enemy
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Change");
|
||||
changeGoal();
|
||||
}
|
||||
}
|
||||
@ -198,6 +196,10 @@ public class FollowingPatrollingEnemy : Enemy
|
||||
gameObject.SetActive(false);
|
||||
isKilled = 1;
|
||||
other.GetComponent<Player>().GetExp(expValue);
|
||||
|
||||
// pass info about killing assigned enemy to mission manager listener
|
||||
// pass enemy name from script NOT object name (thats allow to have many different objects variantsa with this same aggregate key (private name - not preffab name) )
|
||||
ConditionManager.Instance.UpdateKillCondition(gameObject.GetComponent<Enemy>().MinionName);
|
||||
}
|
||||
}
|
||||
|
||||
@ -225,14 +227,8 @@ public class FollowingPatrollingEnemy : Enemy
|
||||
}
|
||||
}
|
||||
|
||||
public void SaveCheckpoint()
|
||||
{
|
||||
PlayerPrefs.SetInt(enemyName + "-S", isKilled);
|
||||
}
|
||||
|
||||
private void changeGoal()
|
||||
{
|
||||
Debug.Log("changeGoal Goal");
|
||||
if (currentPoint == path.Length - 1)
|
||||
{
|
||||
currentPoint = 0;
|
||||
@ -243,6 +239,5 @@ public class FollowingPatrollingEnemy : Enemy
|
||||
currentPoint++;
|
||||
currentGoal = path[currentPoint];
|
||||
}
|
||||
Debug.Log(currentPoint);
|
||||
}
|
||||
}
|
||||
|
@ -54,7 +54,9 @@ public class KeyBindScript : MonoBehaviour
|
||||
void Update()
|
||||
{
|
||||
//Simulates movement and usage of the keys
|
||||
if (Input.GetKeyDown(keys["Up"]))
|
||||
if (
|
||||
|
||||
)
|
||||
{
|
||||
//Do a move action
|
||||
Debug.Log("Up");
|
||||
|
@ -142,6 +142,10 @@ public class NPCFollowing : MonoBehaviour
|
||||
{
|
||||
break;
|
||||
}
|
||||
case NPCStateEnum.Attacking:
|
||||
{
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
Debug.Log("fancy text nie wiem co zrobic");
|
||||
|
@ -12,6 +12,9 @@ public class AStarPathfindingAgent : MonoBehaviour
|
||||
public bool isChasing;
|
||||
private Animator myAnim;
|
||||
|
||||
private float moveX;
|
||||
private float moveY;
|
||||
|
||||
public Vector3 point;
|
||||
|
||||
public List<Node> path;
|
||||
@ -74,16 +77,21 @@ public class AStarPathfindingAgent : MonoBehaviour
|
||||
{
|
||||
targetIndex++;
|
||||
bool reachedPosition = targetIndex >= path.Count;
|
||||
Debug.Log( targetIndex >= path.Count);
|
||||
if (reachedPosition)
|
||||
{
|
||||
//myAnim.SetBool("isRunning", false);
|
||||
myAnim.SetBool("isChasing", false);
|
||||
yield break;
|
||||
}
|
||||
currentWaypoint = path[targetIndex];
|
||||
|
||||
|
||||
}
|
||||
|
||||
Vector3 current = transform.position;
|
||||
Vector3 target = currentWaypoint.worldPosition;
|
||||
|
||||
if (point.x < current.x)
|
||||
{
|
||||
myAnim.SetBool("Left", true);
|
||||
@ -92,6 +100,39 @@ public class AStarPathfindingAgent : MonoBehaviour
|
||||
{
|
||||
myAnim.SetBool("Left", false);
|
||||
}
|
||||
|
||||
moveX = point.x - current.x;
|
||||
moveY = point.y - current.y;
|
||||
myAnim.SetFloat("Yinfo", moveY);
|
||||
myAnim.SetFloat("Xinfo", moveX);
|
||||
|
||||
|
||||
|
||||
|
||||
/*if (point.y < current.y)
|
||||
{
|
||||
myAnim.SetFloat("Yinfo", -1);
|
||||
if (point.x >= current.x)
|
||||
{
|
||||
myAnim.SetFloat("Xinfo", -1);
|
||||
}
|
||||
if (point.x < current.x)
|
||||
{
|
||||
myAnim.SetFloat("Xinfo", 1);
|
||||
}
|
||||
}
|
||||
if (point.y >= current.y)
|
||||
{
|
||||
myAnim.SetFloat("Yinfo", 1);
|
||||
if (point.x >= current.x)
|
||||
{
|
||||
myAnim.SetFloat("Xinfo", -1);
|
||||
}
|
||||
if (point.x < current.x)
|
||||
{
|
||||
myAnim.SetFloat("Xinfo", 1);
|
||||
}
|
||||
}*/
|
||||
transform.position = Vector3.MoveTowards(current, target, speed * Time.deltaTime);
|
||||
yield return null;
|
||||
}
|
||||
|
@ -160,12 +160,12 @@ public class Player : MonoBehaviour
|
||||
|
||||
defensePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS);
|
||||
|
||||
Debug.Log($"Minion Damage: {damage}; \nDefense: {PlayerPrefs.GetFloat("defenseValue")}");
|
||||
Debug.Log($"Minion Damage: {damage}; \n\tDefense: {PlayerPrefs.GetFloat("defenseValue")}");
|
||||
|
||||
damage = damage - PlayerPrefs.GetFloat("defenseValue");
|
||||
damage = damage < 0 ? 0 : damage;
|
||||
|
||||
Debug.Log($"RealDamage: {damage}");
|
||||
Debug.Log($"\tRealDamage: {damage}");
|
||||
|
||||
currentHealth = PlayerPrefs.GetFloat("health");
|
||||
currentHealth = currentHealth - damage;
|
||||
|
@ -26,6 +26,8 @@ public class PlayerPosition : MonoBehaviour
|
||||
return new Vector3(x, y, z);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// ONE BIG SHIT
|
||||
///
|
||||
|
@ -66,8 +66,7 @@ public class DialogueController
|
||||
{
|
||||
if (listOfDialogue.Count == 0)
|
||||
{
|
||||
CloseCurrentPanel(parentDialController);
|
||||
FinishDialoguStep();
|
||||
FinishCurrentDialogue(parentDialController);
|
||||
|
||||
return false;
|
||||
}
|
||||
@ -83,6 +82,17 @@ public class DialogueController
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function to close currently opened panel
|
||||
/// And invoke final actions
|
||||
/// </summary>
|
||||
/// <param name="parentDialController"></param>
|
||||
public void FinishCurrentDialogue(DialogueController parentDialController)
|
||||
{
|
||||
CloseCurrentPanel(parentDialController);
|
||||
FinishDialoguStep();
|
||||
}
|
||||
|
||||
public void CloseCurrentPanel(DialogueController parentDialController)
|
||||
{
|
||||
MonoBehaviour.Destroy(parentDialController.CurrentPanel);
|
||||
|
@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
@ -12,7 +13,7 @@ public class Dialogue : ScriptableObject, IDialogue
|
||||
public string SpeakerName;
|
||||
|
||||
[SerializeField]
|
||||
int CurrentStep = 0;
|
||||
public int CurrentStep = 0;
|
||||
|
||||
[SerializeField]
|
||||
public List<DialogueStepModel> DialogueSteps;
|
||||
@ -25,6 +26,22 @@ public class Dialogue : ScriptableObject, IDialogue
|
||||
}
|
||||
|
||||
#region finish action api
|
||||
public void SetActionAfterEachDialogueStep(UnityEvent _endOfDialogueStepAction)
|
||||
{
|
||||
foreach(var dialogueStep in DialogueSteps)
|
||||
{
|
||||
dialogueStep.SetActionAfterDialogueStep(_endOfDialogueStepAction);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetActionAfterEachDialogueStep(Action _finishDialogueAction)
|
||||
{
|
||||
foreach (var dialogueStep in DialogueSteps)
|
||||
{
|
||||
dialogueStep.SetActionAfterDialogueStep(_finishDialogueAction);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetActionAfterDialogueStep(int dialogueStepNo, UnityEvent _endOfDialogueStepAction)
|
||||
{
|
||||
if(DialogueSteps.Count >= dialogueStepNo)
|
||||
@ -32,7 +49,7 @@ public class Dialogue : ScriptableObject, IDialogue
|
||||
}
|
||||
public void SetActionAfterDialogueStep(int dialogueStepNo, Action _finishDialogueAction)
|
||||
{
|
||||
Debug.Log(dialogueStepNo);
|
||||
/* Debug.Log(dialogueStepNo); */
|
||||
if (DialogueSteps.Count >= dialogueStepNo)
|
||||
DialogueSteps[dialogueStepNo].SetActionAfterDialogueStep(_finishDialogueAction);
|
||||
}
|
||||
@ -61,6 +78,60 @@ public class Dialogue : ScriptableObject, IDialogue
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function to
|
||||
/// - close panel
|
||||
/// - INVOKE FINAL DIALOGUE ACTION
|
||||
/// - mark as dispalyed
|
||||
/// - increasing step number
|
||||
///
|
||||
/// Dont invoke final action!!!
|
||||
/// </summary>
|
||||
public void FinishDialogue()
|
||||
{
|
||||
foreach (var DialogueStep in DialogueSteps)
|
||||
{
|
||||
if (!DialogueStep.WasDisplayed)
|
||||
{
|
||||
// status must be changes before invoked final action - example - updating state
|
||||
DialogueStep.WasDisplayed = true;
|
||||
|
||||
CurrentStep++;
|
||||
|
||||
DialogueStep.DialogueController.FinishCurrentDialogue(DialogueStep.DialogueController);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function to
|
||||
/// - close panel
|
||||
/// - mark as dispalyed
|
||||
/// - increasing step number
|
||||
///
|
||||
/// Dont invoke final action!!!
|
||||
/// </summary>
|
||||
public void CloseDialogue()
|
||||
{
|
||||
foreach (var DialogueStep in DialogueSteps)
|
||||
{
|
||||
if (!DialogueStep.WasDisplayed)
|
||||
{
|
||||
DialogueStep.WasDisplayed = true;
|
||||
|
||||
CurrentStep++;
|
||||
|
||||
DialogueStep.DialogueController.CloseCurrentPanel(DialogueStep.DialogueController);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Dialogue API
|
||||
///
|
||||
@ -82,6 +153,34 @@ public class Dialogue : ScriptableObject, IDialogue
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show next sentence ONLY in the same step
|
||||
///
|
||||
/// Return next panel status ponly for first faounded not displayed dialogue step
|
||||
///
|
||||
/// TODO change name this function and one below - but this break buttons with this action assigned
|
||||
///
|
||||
/// It would be much safer if function were return int not void bu unity event dont allow to bind methods in that scenario
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public void ShowNextPanel()
|
||||
{
|
||||
// we dont use foreach and "was displayed" condition because ther is DATA LEAK
|
||||
// MISLEADING - last sentence mark step ad "wasDisplayed" but not increase "CurrentPanel" index
|
||||
|
||||
var currentStep = GetCurrentStep();
|
||||
|
||||
var nextSentenceIndex = currentStep.DialogueController.ShowNextPanel(currentStep.DialogueController);
|
||||
|
||||
if (!nextSentenceIndex)
|
||||
{
|
||||
CurrentStep++;
|
||||
Debug.Log($"Increase - {CurrentStep}");
|
||||
}
|
||||
|
||||
//return nextSentenceIndex;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Dialogue API
|
||||
///
|
||||
@ -99,6 +198,9 @@ public class Dialogue : ScriptableObject, IDialogue
|
||||
/// </summary>
|
||||
public void GoToNextSentence()
|
||||
{
|
||||
// wskazujemy na inny krok kolejno niz nieoznaczony
|
||||
// MISLEADING - last sentence mark step ad "wasDisplayed" but not increase "CurrentPanel" index
|
||||
|
||||
foreach (var DialogueStep in DialogueSteps)
|
||||
{
|
||||
if (!DialogueStep.WasDisplayed)
|
||||
@ -109,6 +211,8 @@ public class Dialogue : ScriptableObject, IDialogue
|
||||
{
|
||||
DialogueStep.WasDisplayed = true;
|
||||
|
||||
CurrentStep++;
|
||||
|
||||
ShowDialogueStepPanel();
|
||||
}
|
||||
|
||||
@ -116,8 +220,29 @@ public class Dialogue : ScriptableObject, IDialogue
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
public void InvokeFinalAction()
|
||||
{
|
||||
foreach (var DialogueStep in DialogueSteps)
|
||||
{
|
||||
if (!DialogueStep.WasDisplayed)
|
||||
{
|
||||
DialogueStep.DialogueController.FinishDialoguStep();
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void BuildDialogue()
|
||||
{
|
||||
BuildDialogue(DialogueSteps);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function to build each step of dialogue
|
||||
/// </summary>
|
||||
@ -128,14 +253,13 @@ public class Dialogue : ScriptableObject, IDialogue
|
||||
dialogueStep.Header = SpeakerName;
|
||||
|
||||
dialogueStep.Build();
|
||||
|
||||
// synchronize current step counter
|
||||
// cause ERROR - multi counting ....
|
||||
}
|
||||
}
|
||||
|
||||
public void BuildDialogue()
|
||||
{
|
||||
BuildDialogue(DialogueSteps);
|
||||
}
|
||||
|
||||
#region Dialogue Status API
|
||||
/// <summary>
|
||||
/// Function to reset rememebered dialogue status
|
||||
///
|
||||
@ -143,6 +267,51 @@ public class Dialogue : ScriptableObject, IDialogue
|
||||
/// </summary>
|
||||
public void ResetDialogue()
|
||||
{
|
||||
CurrentStep = 0;
|
||||
|
||||
DialogueSteps.ForEach(step => step.WasDisplayed = false);
|
||||
}
|
||||
|
||||
public virtual void UpdateDialogueState(DialogueData dialogueData)
|
||||
{
|
||||
// 1 Rule - speaker name shouldnt change !!! its our 'key'
|
||||
|
||||
|
||||
CurrentStep = dialogueData.CurrentStep;
|
||||
|
||||
for(int i=0; i < dialogueData.DialogueStepModelDataList.Count; i++)
|
||||
{
|
||||
DialogueSteps[i].WasDisplayed = dialogueData.DialogueStepModelDataList[i].WasDisplayed;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
public DialogueStepModel? GetCurrentStep()
|
||||
{// TODO - argument out of colection :/
|
||||
|
||||
var currentStep = DialogueSteps.ElementAtOrDefault(CurrentStep);
|
||||
|
||||
if (currentStep != null && currentStep.WasDisplayed && CurrentStep < DialogueSteps.Count)
|
||||
CurrentStep++;
|
||||
|
||||
return DialogueSteps.Count > CurrentStep ? DialogueSteps[CurrentStep] : null;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/* public DialogueStepModel GetCurrentStep()
|
||||
{
|
||||
|
||||
foreach (var DialogueStep in DialogueSteps)
|
||||
{
|
||||
Debug.Log("-" + DialogueStep.DialogueController.listOfDialogue.Count);
|
||||
|
||||
if (!DialogueStep.WasDisplayed && DialogueStep.DialogueController.listOfDialogue.Count != 0)
|
||||
{
|
||||
return DialogueStep;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}*/
|
||||
}
|
||||
|
@ -6,6 +6,7 @@ using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
[RequireComponent(typeof(NPC))]
|
||||
public class DialogueManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
@ -37,68 +38,17 @@ public class DialogueManager : MonoBehaviour
|
||||
|
||||
public virtual void Start()
|
||||
{
|
||||
Dialogue = Instantiate(languageDetector.DetectInstanceBasedOnLanguage());
|
||||
// Bind setted actions
|
||||
BindEndActionsToDialogues();
|
||||
if(languageDetector.InstanceTemplates.Count() > 0)
|
||||
{
|
||||
// create and config dailogue
|
||||
CreateInstanceBasedOnLanguage();
|
||||
|
||||
// Add one more action
|
||||
Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterDialogueStep(dial.Key, dial.Value.ResetDialogue)); // reset dial
|
||||
|
||||
Dialogue.BuildCurrentDialogue();
|
||||
|
||||
/*Debug.Log(Dialogue.DialogueStepStatus());
|
||||
Debug.Log(Dialogue
|
||||
.Dialogues
|
||||
.Where(dialogue => dialogue.Key == Dialogue.DialogueStepStatus().Item1)
|
||||
.First()
|
||||
.Value);
|
||||
|
||||
Debug.Log(
|
||||
Dialogue
|
||||
.Dialogues
|
||||
.Where(dialogue => dialogue.Key == Dialogue.DialogueStepStatus().Item1)
|
||||
.First()
|
||||
.Value
|
||||
.DialogueSteps.Count());
|
||||
|
||||
Debug.Log(
|
||||
Dialogue
|
||||
.Dialogues
|
||||
.Where(dialogue => dialogue.Key == Dialogue.DialogueStepStatus().Item1)
|
||||
.First()
|
||||
.Value
|
||||
.DialogueSteps
|
||||
.ElementAtOrDefault(Dialogue.DialogueStepStatus().Item2)
|
||||
);
|
||||
|
||||
Debug.Log(
|
||||
Dialogue
|
||||
.Dialogues
|
||||
.Where(dialogue => dialogue.Key == Dialogue.DialogueStepStatus().Item1)
|
||||
.First()
|
||||
.Value
|
||||
.DialogueSteps
|
||||
.ElementAtOrDefault(Dialogue.DialogueStepStatus().Item2)
|
||||
.DialogueController
|
||||
);
|
||||
|
||||
Debug.Log(
|
||||
Dialogue
|
||||
.Dialogues
|
||||
.Where(dialogue => dialogue.Key == Dialogue.DialogueStepStatus().Item1)
|
||||
.First()
|
||||
.Value
|
||||
.DialogueSteps
|
||||
.ElementAtOrDefault(Dialogue.DialogueStepStatus().Item2)
|
||||
.DialogueController
|
||||
.listOfDialogue.Count()
|
||||
);
|
||||
|
||||
Debug.Log(GetCurrentDialoguePanelStatus());*/
|
||||
Dialogue.BuildCurrentDialogue();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void Update()
|
||||
public virtual void Update()
|
||||
{
|
||||
if (OpenInDefaultWay && Input.GetKeyDown(keyToOpen) && OpenPanelCondition())
|
||||
{
|
||||
@ -116,34 +66,57 @@ public class DialogueManager : MonoBehaviour
|
||||
if (collision.gameObject.tag == "Player")
|
||||
{
|
||||
CanBeOpened = true;
|
||||
|
||||
SpeakerName = collision.gameObject.name;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void OnTriggerExit2D(Collider2D collision)
|
||||
{
|
||||
// don't listen when component is disabled
|
||||
if (ComponentEnabledCondition() || !OpenInDefaultWay)
|
||||
if (ComponentEnabledCondition())
|
||||
return;
|
||||
|
||||
if (collision.gameObject.tag == "Player")
|
||||
{
|
||||
CanBeOpened = false;
|
||||
|
||||
if (GetCurrentDialoguePanelStatus())
|
||||
// Shop dont have dialoge in this script but in its own one
|
||||
// TODO change - pass eachd ialogue to this script and use conditions from child class
|
||||
if (Dialogue != null && GetCurrentDialoguePanelStatus())
|
||||
{
|
||||
Dialogue.BreakDialogueStep();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void CreateInstanceBasedOnLanguage()
|
||||
{
|
||||
// DONT CLONE TO HAVE CONSTANT DATA - init - deep copy - to prevent overwritting chil;dern :D
|
||||
Dialogue = languageDetector.DetectInstanceBasedOnLanguage();
|
||||
|
||||
Dialogue.ResetDialogue();
|
||||
/* var cloneDialogues = new List<IndexValuePair<int, Dialogue>>(Dialogue.Dialogues);
|
||||
|
||||
Dialogue.Dialogues.Clear();
|
||||
foreach (var dial in cloneDialogues)
|
||||
{
|
||||
Dialogue.Dialogues.Add(new IndexValuePair<int, Dialogue>(dial.Key, Instantiate(dial.Value)));
|
||||
}*/
|
||||
|
||||
|
||||
Dialogue.SetSpeakerName(PlayerPrefs.GetString("name"));
|
||||
|
||||
// Bind setted actions
|
||||
BindEndActionsToDialogues();
|
||||
|
||||
// Add one more action - to reset proggress
|
||||
Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterEachDialogueStep(dial.Value.ResetDialogue)); // reset dial
|
||||
}
|
||||
|
||||
#region Open Panel API
|
||||
public void OpenDialoguePanel()
|
||||
{
|
||||
if(OpenPanelCondition())
|
||||
{
|
||||
// Update speaker name before every opening
|
||||
Dialogue.SetSpeakerName(SpeakerName);
|
||||
|
||||
gameObject.GetComponent<DialogueManager>().Dialogue.StartDialogue();
|
||||
}
|
||||
}
|
||||
@ -166,25 +139,39 @@ public class DialogueManager : MonoBehaviour
|
||||
{
|
||||
return !gameObject.GetComponent<DialogueManager>().enabled;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Opened = 1
|
||||
/// Closed = 0
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public bool GetCurrentDialoguePanelStatus()
|
||||
public virtual bool GetCurrentDialoguePanelStatus()
|
||||
{
|
||||
Debug.Log(Dialogue);
|
||||
var multiDialStatius = Dialogue.DialogueStepStatus();
|
||||
Debug.Log(multiDialStatius);
|
||||
|
||||
Debug.Log(Dialogue
|
||||
.Dialogues
|
||||
.Where(dialogue => dialogue.Key == multiDialStatius.Item1)
|
||||
.First()
|
||||
.Value
|
||||
.DialogueSteps);
|
||||
// parse result (dialoge no, step no)
|
||||
// dialogue not exist - finished
|
||||
// dialoge exists & step no > steps sum - finished
|
||||
// dialoge no exists && step no exists - not finished - check panel status
|
||||
|
||||
if(!Dialogue.Dialogues.Where(dial => dial.Key == multiDialStatius.Item1).Any())
|
||||
return false;
|
||||
|
||||
var fixedDialogue = Dialogue.Dialogues.Where(dial => dial.Key == multiDialStatius.Item1).First().Value;
|
||||
|
||||
if (fixedDialogue.CurrentStep >= fixedDialogue.DialogueSteps.Count())
|
||||
return false;
|
||||
|
||||
// CONTINUE dont increment counter - only mark checkboxes
|
||||
if (fixedDialogue
|
||||
.DialogueSteps
|
||||
.Where(step => step.WasDisplayed == false)
|
||||
.ToArray()
|
||||
.Count() == 0)
|
||||
return false;
|
||||
|
||||
// when we are here we can be sure given points are correct
|
||||
return Dialogue
|
||||
.Dialogues
|
||||
.Where(dialogue => dialogue.Key == multiDialStatius.Item1)
|
||||
@ -192,7 +179,7 @@ public class DialogueManager : MonoBehaviour
|
||||
.Value
|
||||
.DialogueSteps
|
||||
.ElementAtOrDefault(multiDialStatius.Item2)
|
||||
?.DialogueController.CurrentPanel != null;
|
||||
.DialogueController.CurrentPanel != null;
|
||||
}
|
||||
|
||||
public void BindEndActionsToDialogues()
|
||||
|
@ -0,0 +1,86 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
[CreateAssetMenu(fileName = "New Mission Dialogue", menuName = "Dialogue/New Mission Dialogue")]
|
||||
|
||||
public class MissionDialogue : Dialogue
|
||||
{
|
||||
[NonSerialized]
|
||||
private MissionStepModel Parent;
|
||||
|
||||
|
||||
public void BindParent(MissionStepModel parent)
|
||||
{
|
||||
Parent = parent;
|
||||
}
|
||||
|
||||
#region Mission API for button actions
|
||||
/// <summary>
|
||||
/// Api for mission allowing to bind action to button
|
||||
/// </summary>
|
||||
public void AcceptMission()
|
||||
{
|
||||
Parent.GetOriginMission().Accept();
|
||||
|
||||
// show next panel if exists
|
||||
//ShowNextPanel();
|
||||
// no we allow to decide programers which one use GoToNextSentence or ShowNextPanel
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Api for mission allowing to bind action to button
|
||||
/// </summary>
|
||||
public void RejectMission()
|
||||
{
|
||||
Parent.GetOriginMission().Reject();
|
||||
|
||||
Parent.Status = MissionStepStatusEnum.Finished;
|
||||
|
||||
GetCurrentStep().DialogueController.CloseCurrentPanel();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function to bind checking condition method from associated Mission (parent)
|
||||
/// to specifi button in dialogue step structure
|
||||
/// </summary>
|
||||
public void HandleCondition()
|
||||
{
|
||||
Debug.Log("Handle Conditoion");
|
||||
var result = Parent.HanldeMissionStepCondition();
|
||||
|
||||
if (result) GoToNextSentence();
|
||||
else BreakDialogueStep();
|
||||
}
|
||||
|
||||
public void GiveReward()
|
||||
{
|
||||
Debug.Log("Give reward");
|
||||
Parent.GetOriginMission().GiveReward();
|
||||
}
|
||||
|
||||
public void FinishMission()
|
||||
{
|
||||
Parent.GetOriginMission().FinishMission();
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Dialogue Status API
|
||||
|
||||
|
||||
public void UpdateDialogueState(MissionDialogueData dialogueData)
|
||||
{
|
||||
CurrentStep = dialogueData.CurrentStep;
|
||||
|
||||
for (int i = 0; i < dialogueData.DialogueStepModelDataList.Count; i++)
|
||||
{
|
||||
DialogueSteps[i].WasDisplayed = dialogueData.DialogueStepModelDataList[i].WasDisplayed;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 67587597537a4344cad65ddbcebee119
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -54,7 +54,7 @@ public class DialogueStepModel
|
||||
{
|
||||
// Pass data to builded panel (name, sentence, buttons)
|
||||
DialogueModel.Header = Header; // set header
|
||||
|
||||
//Debug.Log($"Add sentence - {DialogueModel.Sentence}");
|
||||
DialogueController.AddSentence(DialogueModel);
|
||||
}
|
||||
|
||||
@ -72,6 +72,13 @@ public class DialogueStepModel
|
||||
EndOfDialogueStepAction.AddListener(new UnityAction(_finishDialogueAction));
|
||||
}
|
||||
|
||||
// new function - now we should change all places closing open panels toi use its not manually close
|
||||
public void ClosePanel()
|
||||
{
|
||||
if (DialogueController != null && DialogueController.CurrentPanel != null)
|
||||
DialogueController.CloseCurrentPanel();
|
||||
}
|
||||
|
||||
public void MarkAsDisplayed()
|
||||
{
|
||||
WasDisplayed = true;
|
||||
|
@ -29,27 +29,6 @@ public class MultiDialogue : ScriptableObject, IDialogue
|
||||
* Jesli przechodzimy odpowiedzia do nastepnego dialogu musi to byc osttani panel w obecnym!!!
|
||||
*/
|
||||
|
||||
public void Start()
|
||||
{
|
||||
/* CODE DIALOGUE DECLARATION EXAMPLE
|
||||
|
||||
DialogueController DialogueStep = new DialogueController();
|
||||
DialogueStep.AddSentence(new DialogueModel("lorem ipsum"));
|
||||
*//* di.AddSentence(new QuestionDialogueModel("tolore dolore?",
|
||||
new List<Tuple<string, Action>> {
|
||||
new Tuple<string, Action>("AcceptButton", CustomPanel),
|
||||
new Tuple<string, Action>("RejectButton", QuestionPanel)
|
||||
}));*//*
|
||||
DialogueStep.SetActionAfterDialogueEnds(() => { });
|
||||
|
||||
DialogueStepModel dialogueStepModel = new DialogueStepModel(DialogueStep);
|
||||
|
||||
DialogueStepsList = new List<DialogueStepModel> { dialogueStepModel };
|
||||
*/
|
||||
/*if (MultiWayDialogue.Count > 0)
|
||||
BuildDialogue(MultiWayDialogue.Where(el => el.Key == CurrentDialogue).First().Value);*/
|
||||
}
|
||||
|
||||
public void SetSpeakerName(string speakerName)
|
||||
{
|
||||
SpeakerName = speakerName;
|
||||
@ -101,23 +80,33 @@ public class MultiDialogue : ScriptableObject, IDialogue
|
||||
/// Dialogue API
|
||||
///
|
||||
/// Function to prepare next dialogue to start after one more palyer interaction with actor
|
||||
/// - ends current dialogue (destroy panel & invoke finish action - if setupped)
|
||||
/// - ends current dialogue (destroy panel & invoke finish action!! - if setupped)
|
||||
/// - set new dialogue pointer
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="dialogueNumber"></param>
|
||||
public void SetNextDialogue(int dialogueNumber)
|
||||
{
|
||||
Debug.Log("----------------- SetNextDialogue");
|
||||
Debug.Log(dialogueNumber);
|
||||
if (Dialogues.Where(el => el.Key == dialogueNumber).ToArray().Count() == 0)
|
||||
return;
|
||||
|
||||
// 1. Make sure to close current panel after finishing current dialogue and 'finish action' will invoked if setuped
|
||||
Dialogues.Where(el => el.Key == CurrentDialogue).ToArray().First().Value.FinishDialogue();
|
||||
|
||||
// 2. Chane index
|
||||
CurrentDialogue = dialogueNumber;
|
||||
}
|
||||
|
||||
public void SetNextDialogueWithoutFinalAction(int dialogueNumber)
|
||||
{
|
||||
if (Dialogues.Where(el => el.Key == dialogueNumber).ToArray().Count() == 0)
|
||||
return;
|
||||
|
||||
// 1. Make sure to close current panel after finishing current dialogue and 'finish action' will invoked if setuped
|
||||
GoToNextSentence();
|
||||
Dialogues.Where(el => el.Key == CurrentDialogue).ToArray().First().Value.CloseDialogue();
|
||||
|
||||
// 2. Chane index
|
||||
CurrentDialogue = dialogueNumber;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -132,7 +121,32 @@ public class MultiDialogue : ScriptableObject, IDialogue
|
||||
// 1. Prepare necessary environoment parts
|
||||
SetNextDialogue(dialogueNumber);
|
||||
|
||||
// 2. Build new (next) dialogue & show panel
|
||||
// 2. Update proggress
|
||||
// Savintg one more time because saving in final action invoking by line above
|
||||
// dont contain increased 'CurrentDialogue' index pointer !!!
|
||||
//((MultiDialogueDataManager)MultiDialogueDataManager.Instance).RegisterDialogue(this);
|
||||
|
||||
// 3. Build new (next) dialogue & show panel
|
||||
StartDialogue();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function like one above but
|
||||
/// PREFPARED AS FINAL ACTION IN DIALOGUE WHICH IS INVOKED VIA 'Dialogue.FinishDialoge'
|
||||
/// to prevent looping Final aCTION INVOKING
|
||||
/// once from 'Dialogue.FinishDialoge' in button next time from 'MultiDialogue.SetNextDialogue -> FinishDialogue' ....
|
||||
/// </summary>
|
||||
/// <param name="dialogueNumber"></param>
|
||||
public void GoToNextDialogueWithoutFinalAction(int dialogueNumber)
|
||||
{
|
||||
// 1. Prepare necessary environoment parts
|
||||
SetNextDialogueWithoutFinalAction(dialogueNumber);
|
||||
|
||||
// 2. Update proggress
|
||||
//((MultiDialogueDataManager)MultiDialogueDataManager.Instance).RegisterDialogue(this);
|
||||
|
||||
|
||||
// 3. Build new (next) dialogue & show panel
|
||||
StartDialogue();
|
||||
}
|
||||
|
||||
@ -170,11 +184,23 @@ public class MultiDialogue : ScriptableObject, IDialogue
|
||||
/// </summary>
|
||||
public void ResetDialogue()
|
||||
{
|
||||
SpeakerName = "";
|
||||
CurrentDialogue = 0;
|
||||
|
||||
Dialogues.ForEach(dial => dial.Value.SetSpeakerName(""));
|
||||
Dialogues.ForEach(dial => dial.Value.CurrentStep = 0);
|
||||
Dialogues.ForEach(dial => dial.Value.DialogueSteps.ForEach(step => step.WasDisplayed = false));
|
||||
}
|
||||
|
||||
public (int, int) DialogueStepStatus()
|
||||
{
|
||||
/* var currentStep = Dialogues
|
||||
.Where(el => el.Key == CurrentDialogue)
|
||||
.Select(el => el.Value)
|
||||
.First()
|
||||
.CurrentStep
|
||||
;*/
|
||||
|
||||
var currentDialogueStepIndex = Dialogues
|
||||
.Where(el => el.Key == CurrentDialogue)
|
||||
.Select(el => el.Value)
|
||||
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bcfd2b5592f0f7448b3f5e7531eb477b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0c78516732b397e4dab36038c6b9b48a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,103 @@
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Runtime.Serialization.Formatters.Binary;
|
||||
using UnityEngine;
|
||||
|
||||
class SaveDialogueManager : SaveModelSystem<DialogueData>
|
||||
{
|
||||
public override bool SaveModelItem(DialogueData model)
|
||||
{
|
||||
return base.SaveModelItem(model);
|
||||
}
|
||||
|
||||
public override bool SaveModelList(List<DialogueData> list)
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
|
||||
Debug.Log("Saved Dialogue list at " + Path);
|
||||
|
||||
if (!Directory.Exists(Path)) Directory.CreateDirectory(Path);
|
||||
|
||||
/* Main logic of conversion data format */
|
||||
var data = list; // ConvertObjectsListToListOfDataModels(list);
|
||||
|
||||
FileStream stream = new FileStream(
|
||||
Path + GetFileName(ObjectListName),
|
||||
FileMode.Create
|
||||
);
|
||||
|
||||
formatter.Serialize(stream, data);
|
||||
stream.Close();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override DialogueData LoadModelItem()
|
||||
{
|
||||
return base.LoadModelItem();
|
||||
}
|
||||
|
||||
public override List<DialogueData> LoadModelList()
|
||||
{
|
||||
string path = Path + GetFileName(ObjectListName);
|
||||
|
||||
if (File.Exists(path))
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
FileStream stream = new FileStream(path, FileMode.Open);
|
||||
|
||||
List<DialogueData> dialogueList = formatter.Deserialize(stream) as List<DialogueData>;
|
||||
stream.Close();
|
||||
|
||||
return dialogueList; // ConvertListOfDataModelsToListOfObject(questsList);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Save file not found in " + path);
|
||||
}
|
||||
|
||||
return new List<DialogueData>();
|
||||
}
|
||||
|
||||
// ----------------- USELLES IN THIS CLASS -----------------
|
||||
#region unused
|
||||
// Support function
|
||||
|
||||
// 1. From model to data format
|
||||
public static DialogueData ConvertObjectToDataModel(Dialogue model)
|
||||
{
|
||||
return new DialogueData(model);
|
||||
}
|
||||
|
||||
public static List<DialogueData> ConvertObjectsListToListOfDataModels(List<Dialogue> modelsList)
|
||||
{
|
||||
List<DialogueData> convertedList = new List<DialogueData>();
|
||||
|
||||
foreach (Dialogue model in modelsList)
|
||||
{
|
||||
convertedList.Add(ConvertObjectToDataModel(model));
|
||||
}
|
||||
|
||||
return convertedList;
|
||||
}
|
||||
|
||||
// 2. From data to model format
|
||||
public static Dialogue ConvertDataModelToObject(DialogueData dataModel)
|
||||
{
|
||||
return (Dialogue)dataModel.MapDataToObject();
|
||||
}
|
||||
|
||||
public static List<Dialogue> ConvertListOfDataModelsToListOfObject(List<DialogueData> dataModelsList)
|
||||
{
|
||||
List<Dialogue> convertedList = new List<Dialogue>();
|
||||
|
||||
foreach (DialogueData dataModel in dataModelsList)
|
||||
{
|
||||
convertedList.Add(ConvertDataModelToObject(dataModel));
|
||||
}
|
||||
|
||||
return convertedList;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5848318111a931049bb98f6b4ca78da2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,39 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
class SceneDialogueDataLoader : SceneBaseDataLoader<DialogueData>
|
||||
{
|
||||
public SceneDialogueDataLoader(string _objectListName, string _objectFolderName)
|
||||
{
|
||||
SaveModelSystem = new SaveDialogueManager();
|
||||
SaveModelSystem.ObjectFolderName = _objectFolderName;
|
||||
SaveModelSystem.ObjectListName = _objectListName;
|
||||
}
|
||||
|
||||
protected override List<DialogueData> LoadDynamicData()
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
|
||||
|
||||
return SaveModelSystem.LoadModelList();
|
||||
}
|
||||
|
||||
protected override bool SaveDynamicData(List<DialogueData> _elements)
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
|
||||
|
||||
return base.SaveDynamicData(_elements);
|
||||
}
|
||||
|
||||
protected override List<DialogueData> LoadGenericData()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
protected override bool SaveGenericData(List<DialogueData> _elements)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 97f93c62abf28c4478dd2498cbdc6bb2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f9901c90ea94816419fb6bae13203bc0
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,99 @@
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Runtime.Serialization.Formatters.Binary;
|
||||
using UnityEngine;
|
||||
|
||||
class SaveMissionDialogueManager : SaveModelSystem<MissionDialogue>
|
||||
{
|
||||
public override bool SaveModelItem(MissionDialogue model)
|
||||
{
|
||||
return base.SaveModelItem(model);
|
||||
}
|
||||
|
||||
public override bool SaveModelList(List<MissionDialogue> list)
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
|
||||
Debug.Log("Saved MissionDialogue list at " + Path);
|
||||
|
||||
if (!Directory.Exists(Path)) Directory.CreateDirectory(Path);
|
||||
|
||||
/* Main logic of conversion data format */
|
||||
var data = ConvertObjectsListToListOfDataModels(list);
|
||||
|
||||
FileStream stream = new FileStream(
|
||||
Path + GetFileName(ObjectListName),
|
||||
FileMode.Create
|
||||
);
|
||||
|
||||
formatter.Serialize(stream, data);
|
||||
stream.Close();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override MissionDialogue LoadModelItem()
|
||||
{
|
||||
return base.LoadModelItem();
|
||||
}
|
||||
|
||||
public override List<MissionDialogue> LoadModelList()
|
||||
{
|
||||
string path = Path + GetFileName(ObjectListName);
|
||||
|
||||
if (File.Exists(path))
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
FileStream stream = new FileStream(path, FileMode.Open);
|
||||
|
||||
List<MissionDialogueData> questsList = formatter.Deserialize(stream) as List<MissionDialogueData>;
|
||||
stream.Close();
|
||||
|
||||
return ConvertListOfDataModelsToListOfObject(questsList);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Save file not found in " + path);
|
||||
}
|
||||
|
||||
return new List<MissionDialogue>();
|
||||
}
|
||||
|
||||
// Support function
|
||||
|
||||
// 1. From model to data format
|
||||
public static MissionDialogueData ConvertObjectToDataModel(MissionDialogue model)
|
||||
{
|
||||
return new MissionDialogueData(model);
|
||||
}
|
||||
|
||||
public static List<MissionDialogueData> ConvertObjectsListToListOfDataModels(List<MissionDialogue> modelsList)
|
||||
{
|
||||
List<MissionDialogueData> convertedList = new List<MissionDialogueData>();
|
||||
|
||||
foreach (MissionDialogue model in modelsList)
|
||||
{
|
||||
convertedList.Add(ConvertObjectToDataModel(model));
|
||||
}
|
||||
|
||||
return convertedList;
|
||||
}
|
||||
|
||||
// 2. From data to model format
|
||||
public static MissionDialogue ConvertDataModelToObject(MissionDialogueData dataModel)
|
||||
{
|
||||
return (MissionDialogue)dataModel.MapDataToObject();
|
||||
}
|
||||
|
||||
public static List<MissionDialogue> ConvertListOfDataModelsToListOfObject(List<MissionDialogueData> dataModelsList)
|
||||
{
|
||||
List<MissionDialogue> convertedList = new List<MissionDialogue>();
|
||||
|
||||
foreach (MissionDialogueData dataModel in dataModelsList)
|
||||
{
|
||||
convertedList.Add(ConvertDataModelToObject(dataModel));
|
||||
}
|
||||
|
||||
return convertedList;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3c2c75847d80f84419115a7391404cb7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 62b16bbb03d6dce4cbb52d00e48d1279
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,21 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
public class MultiDialogueDataListManager : DataListManager<MultiDialogueData>
|
||||
{
|
||||
// WE DONT NEED HERE UI MANAGER - because dialoges ane;t associated with ui panels in way like inventory / chest or shop
|
||||
|
||||
public override void AddElementToList(MultiDialogueData newElement)
|
||||
{
|
||||
Elements.Add(newElement);
|
||||
}
|
||||
|
||||
public override void RemoveElementFromList(MultiDialogueData element)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 45bf2866ffc8d3e4fb559f39001e686f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,39 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
class MultiDialogueDataLoader : SceneBaseDataLoader<MultiDialogueData>
|
||||
{
|
||||
public MultiDialogueDataLoader(string _objectListName, string _objectFolderName)
|
||||
{
|
||||
SaveModelSystem = new SaveMultiDialogueManager();
|
||||
SaveModelSystem.ObjectFolderName = _objectFolderName;
|
||||
SaveModelSystem.ObjectListName = _objectListName;
|
||||
}
|
||||
|
||||
protected override List<MultiDialogueData> LoadDynamicData()
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
|
||||
|
||||
return SaveModelSystem.LoadModelList();
|
||||
}
|
||||
|
||||
protected override bool SaveDynamicData(List<MultiDialogueData> _elements)
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
|
||||
|
||||
return base.SaveDynamicData(_elements);
|
||||
}
|
||||
|
||||
protected override List<MultiDialogueData> LoadGenericData()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
protected override bool SaveGenericData(List<MultiDialogueData> _elements)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 28e9da3ea5847074892b3af3d9cd1027
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,145 @@
|
||||
using System;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
class MultiDialogueDataManager : SceneBaseDataManager<MultiDialogueData>
|
||||
{
|
||||
protected override string OBJECT_FOLDER_NAME { get { return "MultiDialogue"; } }
|
||||
protected override string OBJECT_LIST_NAME { get { return "MultiDialogueList"; } }
|
||||
|
||||
[SerializeField]
|
||||
public List<MultiDialogueData> MultiDialogueDataList;
|
||||
|
||||
public override void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
// ZMIANA KONCEPCJI
|
||||
// ZMIAST TRZYMAC SUROWE OBIEKTY TYM RAZEM ZAPISUJMY modele Datai updatujmy obiket w NPC Managerze
|
||||
public override void Start()
|
||||
{
|
||||
Debug.Log("Start MultiDialogueData manager");
|
||||
|
||||
|
||||
DynamicDataList = new MultiDialogueDataListManager();
|
||||
|
||||
DataLoader = new MultiDialogueDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
|
||||
|
||||
|
||||
base.Start();
|
||||
}
|
||||
|
||||
|
||||
protected override void AfterStart()
|
||||
{
|
||||
if (OnMapAppearanceMethod.GameStatus == GameStatus.NewGame)
|
||||
{
|
||||
if (OnMapAppearanceMethod.Gateway != OnMapAppearanceMethodEnum.NewGame)
|
||||
UseDynamicSettings(); // if there is nothing saved we will use UseDefaultSettings
|
||||
else
|
||||
UseDefaultSettings();
|
||||
}
|
||||
else
|
||||
{
|
||||
UseDynamicSettings();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
protected SceneBaseDataManager<MultiDialogueData> GetObjectType()
|
||||
{
|
||||
return GameObject.FindObjectOfType<MultiDialogueDataManager>();
|
||||
}
|
||||
|
||||
protected SceneBaseDataManager<MultiDialogueData> CreateInstance(ref GameObject managerGameObject)
|
||||
{
|
||||
return managerGameObject.AddComponent<MultiDialogueDataManager>();
|
||||
}
|
||||
|
||||
|
||||
|
||||
protected override void UseDefaultSettings()
|
||||
{
|
||||
DynamicDataList.SetList(new List<MultiDialogueData>());
|
||||
|
||||
MultiDialogueDataList = DynamicDataList.GetList();
|
||||
|
||||
// we dont need to convert anything
|
||||
// Instead of build elements on scene we collect shops distracted on scene from npc's
|
||||
}
|
||||
|
||||
protected override void UseDynamicSettings()
|
||||
{
|
||||
// when chest detect player in near arrea and player press "c"
|
||||
// open panel -> chest controller handle Open panel in Scene Chest Manager passing info about what Chest Palyer want to open
|
||||
// Manager Build panel and pass info about chest content
|
||||
|
||||
LoadDynamicData();
|
||||
|
||||
|
||||
// VERy VERY provisional SOLUTION
|
||||
if (DynamicDataList.GetList().Count == 0)
|
||||
{
|
||||
UseDefaultSettings();
|
||||
}
|
||||
|
||||
MultiDialogueDataList = DynamicDataList.GetList();
|
||||
}
|
||||
|
||||
|
||||
public void RegisterDialogue(MultiDialogue newDialogue)
|
||||
{
|
||||
if (DynamicDataList.GetList().Where(dialogue => dialogue.SpeakerName == newDialogue.SpeakerName).Any())
|
||||
{
|
||||
// if dial is already registered - update it
|
||||
UpdateDialogue(newDialogue);
|
||||
}
|
||||
else
|
||||
{
|
||||
var multiDialogueData = SaveMultiDialogueManager.ConvertObjectToDataModel(newDialogue);
|
||||
|
||||
//DynamicDataList.AddElementToList(multiDialogueData); - nie dodwaca bo modyfikacja jednej duplikuje
|
||||
MultiDialogueDataList.Add(multiDialogueData);
|
||||
}
|
||||
}
|
||||
|
||||
// update proggress in dialogue - BUT FUNCTION BELOW SYNCH THIS ALREADY righhr???
|
||||
public void UpdateDialogue(MultiDialogue newDialogue)
|
||||
{
|
||||
if (!DynamicDataList.GetList().Where(dialogue => dialogue.SpeakerName == newDialogue.SpeakerName).Any())
|
||||
Debug.LogError($"There is no registered dialoge like {newDialogue.SpeakerName}");
|
||||
else
|
||||
{
|
||||
Debug.Log($"Dialogue {newDialogue.SpeakerName} - updated");
|
||||
|
||||
var multiDialogueData = SaveMultiDialogueManager.ConvertObjectToDataModel(newDialogue);
|
||||
|
||||
|
||||
MultiDialogueDataList.RemoveAll(dialogue => dialogue.SpeakerName == newDialogue.SpeakerName);
|
||||
|
||||
// duplicated from registerDialogue
|
||||
MultiDialogueDataList.Add(multiDialogueData);
|
||||
}
|
||||
}
|
||||
|
||||
public MultiDialogueData? GetDialogue(MultiDialogue newDialogue)
|
||||
{
|
||||
return DynamicDataList.GetList().Where(dialogue => dialogue.SpeakerName == newDialogue.SpeakerName).FirstOrDefault();
|
||||
}
|
||||
|
||||
public override bool SaveDynamicData()
|
||||
{
|
||||
return SaveData(MultiDialogueDataList, SceneElementTypeEnum.Dynamic);
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1ebc89f7b8b469d448c3787923ceb966
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,102 @@
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Runtime.Serialization.Formatters.Binary;
|
||||
using UnityEngine;
|
||||
|
||||
class SaveMultiDialogueManager : SaveModelSystem<MultiDialogueData>
|
||||
{
|
||||
public override bool SaveModelItem(MultiDialogueData model)
|
||||
{
|
||||
return base.SaveModelItem(model);
|
||||
}
|
||||
|
||||
public override bool SaveModelList(List<MultiDialogueData> list)
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
|
||||
Debug.Log("Saved MultiDialogue list at " + Path);
|
||||
|
||||
if (!Directory.Exists(Path)) Directory.CreateDirectory(Path);
|
||||
|
||||
/* Main logic of conversion data format */
|
||||
var data = list; // ConvertObjectsListToListOfDataModels(list);
|
||||
|
||||
FileStream stream = new FileStream(
|
||||
Path + GetFileName(ObjectListName),
|
||||
FileMode.Create
|
||||
);
|
||||
|
||||
formatter.Serialize(stream, data);
|
||||
stream.Close();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override MultiDialogueData LoadModelItem()
|
||||
{
|
||||
return base.LoadModelItem();
|
||||
}
|
||||
|
||||
public override List<MultiDialogueData> LoadModelList()
|
||||
{
|
||||
string path = Path + GetFileName(ObjectListName);
|
||||
|
||||
if (File.Exists(path))
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
FileStream stream = new FileStream(path, FileMode.Open);
|
||||
|
||||
List<MultiDialogueData> dialogueList = formatter.Deserialize(stream) as List<MultiDialogueData>;
|
||||
stream.Close();
|
||||
|
||||
return dialogueList; // ConvertListOfDataModelsToListOfObject(questsList);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Save file not found in " + path);
|
||||
}
|
||||
|
||||
return new List<MultiDialogueData>();
|
||||
}
|
||||
|
||||
// ----------------- USELLES IN THIS CLASS -----------------
|
||||
#region unused
|
||||
// Support function
|
||||
|
||||
// 1. From model to data format
|
||||
public static MultiDialogueData ConvertObjectToDataModel(MultiDialogue model)
|
||||
{
|
||||
return new MultiDialogueData(model);
|
||||
}
|
||||
|
||||
public static List<MultiDialogueData> ConvertObjectsListToListOfDataModels(List<MultiDialogue> modelsList)
|
||||
{
|
||||
List<MultiDialogueData> convertedList = new List<MultiDialogueData>();
|
||||
|
||||
foreach (MultiDialogue model in modelsList)
|
||||
{
|
||||
convertedList.Add(ConvertObjectToDataModel(model));
|
||||
}
|
||||
|
||||
return convertedList;
|
||||
}
|
||||
|
||||
// 2. From data to model format
|
||||
public static MultiDialogue ConvertDataModelToObject(MultiDialogueData dataModel)
|
||||
{
|
||||
return (MultiDialogue)dataModel.MapDataToObject();
|
||||
}
|
||||
|
||||
public static List<MultiDialogue> ConvertListOfDataModelsToListOfObject(List<MultiDialogueData> dataModelsList)
|
||||
{
|
||||
List<MultiDialogue> convertedList = new List<MultiDialogue>();
|
||||
|
||||
foreach (MultiDialogueData dataModel in dataModelsList)
|
||||
{
|
||||
convertedList.Add(ConvertDataModelToObject(dataModel));
|
||||
}
|
||||
|
||||
return convertedList;
|
||||
}
|
||||
#endregion
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 472171b0cb138d546baea600f3576cc6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 239d9cc21abf7664191a9c9151dbe59e
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,22 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
|
||||
public class CollectMissionCondition : MissionCondition
|
||||
{
|
||||
public CollectMissionCondition() : base (MissionTypeEnum.Collect) {}
|
||||
|
||||
public CollectMissionCondition(MissionCondition missionCondition) : base (MissionTypeEnum.Collect)
|
||||
{
|
||||
// Convert base type Subject on specified sub-class (with own functions)
|
||||
RequiredElements.Clear();
|
||||
foreach (RequiredSubject requiredSubject in missionCondition.RequiredElements)
|
||||
{
|
||||
RequiredElements.Add(new CollectRequiredSubject(requiredSubject));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 684c5eae357a2414190a61953b22ac39
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,21 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
public class KillMissionCondition : MissionCondition
|
||||
{
|
||||
public KillMissionCondition() : base(MissionTypeEnum.Kill) { }
|
||||
|
||||
public KillMissionCondition(MissionCondition missionCondition) : base(MissionTypeEnum.Kill)
|
||||
{
|
||||
// Convert base type Subject on specified sub-class (with own functions)
|
||||
RequiredElements.Clear();
|
||||
foreach(RequiredSubject requiredSubject in missionCondition.RequiredElements)
|
||||
{
|
||||
RequiredElements.Add(new KillRequiredSubject(requiredSubject));
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 99f1bc87bda30e042be2b016a67537f4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,44 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public class MissionCondition
|
||||
{
|
||||
[SerializeField]
|
||||
public MissionTypeEnum Type;
|
||||
|
||||
[SerializeField]
|
||||
public List<RequiredSubject> RequiredElements = new List<RequiredSubject>();
|
||||
|
||||
public MissionCondition(MissionTypeEnum type) { Type = type; }
|
||||
|
||||
public bool IsConditionMeeted()
|
||||
{
|
||||
return RequiredElements.Where(element => element.CheckCondition()).Count() == RequiredElements.Count();
|
||||
}
|
||||
|
||||
|
||||
public MissionCondition Build()
|
||||
{
|
||||
switch(Type)
|
||||
{
|
||||
case MissionTypeEnum.Kill:
|
||||
{
|
||||
return new KillMissionCondition(this);
|
||||
}
|
||||
case MissionTypeEnum.Collect:
|
||||
{
|
||||
return new CollectMissionCondition(this);
|
||||
}
|
||||
default:
|
||||
{
|
||||
throw new Exception($"MissionCondition - Build - unrecognized type: {Type}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 41d6d4ac56f2a8c4683c3d12d35a4632
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d40eae03936af1a488b16f147cf79a41
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,32 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Note: we dont add here local counter like in (Kill condition) because amount of items may be decreasing after np selling not only increased
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class CollectRequiredSubject : RequiredSubject
|
||||
{
|
||||
protected override string MODEL_LOCALIZATION => "Items/";
|
||||
|
||||
public CollectRequiredSubject(int requiredAmount) : base(requiredAmount) { }
|
||||
|
||||
public CollectRequiredSubject(RequiredSubject requiredSubject) : base(requiredSubject.RequiredAmount, requiredSubject.RequiredObject) { }
|
||||
|
||||
public CollectRequiredSubject(int requiredAmount, GameObject enemy) : base(requiredAmount, enemy) { }
|
||||
|
||||
public CollectRequiredSubject(int requiredAmount, string enemyName) : base(requiredAmount, enemyName) { }
|
||||
|
||||
|
||||
public override bool CheckCondition()
|
||||
{
|
||||
var isConditionMet =
|
||||
InventoryUIManager.Instance.FindItemInWarehouseByName(RequiredObject.gameObject.name).Count >= RequiredAmount;
|
||||
|
||||
if (isConditionMet)
|
||||
for(int i = 0; i < RequiredAmount; i++)
|
||||
InventoryUIManager.Instance.RemoveOneByItemName(RequiredObject.gameObject.name);
|
||||
|
||||
return isConditionMet;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5d455cc0e62cd9a4c9ac0f4671a6ab82
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,41 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public class KillRequiredSubject : RequiredSubject // Enemy - WTF is this class...
|
||||
{
|
||||
protected override string MODEL_LOCALIZATION => "Enemies/";
|
||||
|
||||
[SerializeField]
|
||||
public int CurrentAmount;
|
||||
|
||||
public KillRequiredSubject(RequiredSubject requiredSubject) : base(requiredSubject.RequiredAmount, requiredSubject.RequiredObject) { }
|
||||
|
||||
public KillRequiredSubject(int requiredAmount, GameObject enemy, int currentAmount) : base(requiredAmount, enemy) { CurrentAmount = currentAmount; }
|
||||
|
||||
public KillRequiredSubject(int requiredAmount, string enemyName, int currentAmount) : base(requiredAmount, enemyName) { CurrentAmount = currentAmount; }
|
||||
|
||||
public KillRequiredSubject(int requiredAmount, int currentAmount) : base(requiredAmount) { CurrentAmount = currentAmount; }
|
||||
|
||||
|
||||
public void IncreaseAmount()
|
||||
{
|
||||
Debug.Log("IncreaseAmount");
|
||||
CurrentAmount += 1;
|
||||
Debug.Log("New Amount: " + CurrentAmount);
|
||||
}
|
||||
|
||||
public void IncreaseAmount(int amount)
|
||||
{
|
||||
CurrentAmount += amount;
|
||||
}
|
||||
|
||||
public override bool CheckCondition()
|
||||
{
|
||||
return CurrentAmount >= RequiredAmount;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f63fea44d9f66fe48b6a0b2f000f5f8b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,48 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public class RequiredSubject
|
||||
{
|
||||
protected virtual string MODEL_LOCALIZATION => "";
|
||||
|
||||
[SerializeField]
|
||||
public int RequiredAmount;
|
||||
|
||||
[SerializeField]
|
||||
public GameObject RequiredObject;
|
||||
|
||||
public RequiredSubject(int requiredAmount)
|
||||
{
|
||||
RequiredAmount = requiredAmount;
|
||||
}
|
||||
|
||||
public RequiredSubject(int requiredAmount, GameObject _object)
|
||||
{
|
||||
RequiredAmount = requiredAmount;
|
||||
RequiredObject = _object;
|
||||
}
|
||||
|
||||
public RequiredSubject(int requiredAmount, string objectName)
|
||||
{
|
||||
RequiredAmount = requiredAmount;
|
||||
RequiredObject = FindObjectInResource(objectName);
|
||||
}
|
||||
|
||||
public GameObject FindObjectInResource(string modelName)
|
||||
{
|
||||
var resource = Resources.Load<GameObject>(MODEL_LOCALIZATION + modelName);
|
||||
|
||||
if (!resource)
|
||||
throw new System.Exception($"required Subject Resource {MODEL_LOCALIZATION + modelName} not found!!");
|
||||
|
||||
return resource;
|
||||
}
|
||||
|
||||
public virtual bool CheckCondition() { return false; }
|
||||
}
|
||||
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d654b2d74c95bc24ea5bf5aa139b6c30
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Scripts/REFACTORING/Application/Mission/Enum.meta
Normal file
8
Assets/Scripts/REFACTORING/Application/Mission/Enum.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 62a32c24c34e2574abf1aad2a990580a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,9 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public enum MissionTypeEnum
|
||||
{
|
||||
Collect,
|
||||
Kill
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d9201cf781094374695560616e933d19
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4dac101751423ca41b7ef883b0c6288c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,125 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
[Serializable]
|
||||
class ConditionManager : MonoBehaviour
|
||||
{
|
||||
public static ConditionManager Instance { get; protected set; }
|
||||
|
||||
[SerializeField]
|
||||
public string CurrentScene;
|
||||
|
||||
/// <summary>
|
||||
/// Key: missionUniqueName || old -> map name && npc name
|
||||
/// </summary>
|
||||
[SerializeField]
|
||||
public List<IndexValuePair<string, List<MissionCondition>>> Conditions;
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
|
||||
if (Instance == null)
|
||||
{
|
||||
CurrentScene = SceneManager.GetActiveScene().name;
|
||||
|
||||
Instance = this;
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void RegisterCondition(string missionName, List<MissionCondition> conditionsToContinue)
|
||||
{
|
||||
if(HasMissionActiveCondition(missionName))
|
||||
{
|
||||
// Npc mission manager may try to register current condition - but player may have registered and saved it ealier
|
||||
// and after loiading game system will read this condition and pass to list from memory files
|
||||
Debug.LogError($"Mission '{missionName}' has currently active Condition");
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
Conditions.Add(
|
||||
new IndexValuePair<string, List<MissionCondition>>(
|
||||
missionName,
|
||||
conditionsToContinue
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update all regfistered conditions (for all missions) which refer to passed object (item, enemy) name
|
||||
/// </summary>
|
||||
public void UpdateKillCondition(string objectName)
|
||||
{
|
||||
Debug.Log($"UpdateKillCondition - {objectName}");
|
||||
|
||||
Conditions
|
||||
.SelectMany(conditions => conditions.Value)
|
||||
.Where(missionCondition => missionCondition.Type == MissionTypeEnum.Kill)
|
||||
.ToList()
|
||||
.ForEach(killCondition => killCondition.RequiredElements
|
||||
.Where(element => element.RequiredObject.GetComponent<Enemy>().MinionName == objectName)
|
||||
.ToList()
|
||||
.ForEach(element => ((KillRequiredSubject)element).IncreaseAmount())
|
||||
);
|
||||
|
||||
// SaveChanges
|
||||
// SaveConditions();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If mission step has no condition (nothing registered) return TRUE defaultly
|
||||
/// </summary>
|
||||
/// <param name="missionName"></param>
|
||||
/// <returns></returns>
|
||||
public bool CheckCondition(string missionName)
|
||||
{
|
||||
if(!HasMissionActiveCondition(missionName))
|
||||
{
|
||||
Debug.LogError($"Data inconsistency!!! Mission dont have any registered condition to check");
|
||||
return false;
|
||||
}
|
||||
|
||||
int unmeetedConditions = Conditions
|
||||
.Where(condition => condition.Key == missionName)
|
||||
.FirstOrDefault()
|
||||
.Value
|
||||
.ToList()
|
||||
.SelectMany(missionCondition => missionCondition.RequiredElements)
|
||||
.ToList()
|
||||
.Where(el => !el.CheckCondition())
|
||||
.Count()
|
||||
;
|
||||
|
||||
return !(unmeetedConditions > 0);
|
||||
}
|
||||
|
||||
public void RemoveCondition(string missionName)
|
||||
{
|
||||
Conditions.RemoveAll(condition => condition.Key == missionName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function to check if lists contain any condition for selected mission
|
||||
/// If contain - reject - prev condition must be removed after his fulified! ! !
|
||||
/// If dont contain - add
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="npc"></param>
|
||||
/// <returns></returns>
|
||||
public bool HasMissionActiveCondition(string missionName)
|
||||
{
|
||||
return Conditions.Where(conditon => conditon.Key == missionName).Any();
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d851232db77451e44b9841aa53bfd56d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user