Added basic popup action menu
This commit is contained in:
@@ -122,6 +122,7 @@ MonoBehaviour:
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m_Name:
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@@ -188,9 +187,9 @@ RectTransform:
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@@ -311,7 +295,6 @@ GameObject:
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- component: {fileID: 3806516704876462311}
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- component: {fileID: 327755658309153619}
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m_Layer: 5
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m_Name: button
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m_TagString: Untagged
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@@ -333,12 +316,12 @@ RectTransform:
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--- !u!114 &3806516704876462311
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MonoBehaviour:
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@@ -384,29 +367,3 @@ MonoBehaviour:
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m_OnClick:
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m_PersistentCalls:
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m_Calls: []
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+1141
-437
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,37 @@
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class ItemActionsUI : MonoBehaviour
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{
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[SerializeField]
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private TextMeshProUGUI _title;
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[SerializeField]
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private TextMeshProUGUI _description;
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[SerializeField]
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private Button _btnCancel;
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private void Awake()
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{
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Hide();
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}
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public void Show(string title, string description)
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{
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_title.text = title;
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_description.text = description;
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_btnCancel.onClick.AddListener(() =>
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{
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Hide();
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});
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gameObject.SetActive(true);
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}
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private void Hide()
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{
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gameObject.SetActive(false);
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//Destroy(gameObject);
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}
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}
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@@ -1,27 +0,0 @@
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using UnityEditor;
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using UnityEngine;
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public class TestingQuestionDialog : MonoBehaviour
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{
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// Update is called once per frame
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void Update()
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{
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if (Input.GetKeyDown(KeyCode.Escape))
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{
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YesNoDialogUI.Instance.ShowQuestion("To be or not to be ?",
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() =>
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{
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Application.Quit();
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EditorApplication.ExitPlaymode();
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},
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() =>
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{
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//do nothing
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});
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}
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}
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}
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@@ -1,44 +0,0 @@
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using System;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class YesNoDialogUI : MonoBehaviour
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{
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public static YesNoDialogUI Instance { get; private set; }
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[SerializeField]
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private TextMeshProUGUI _textMeshPro;
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[SerializeField]
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private Button _yesBtn;
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[SerializeField]
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private Button _noBtn;
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private void Awake()
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{
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Instance = this;
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Hide();
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}
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public void ShowQuestion(string questionText, Action yesAction, Action noAction)
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{
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_textMeshPro.text = questionText;
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_yesBtn.onClick.AddListener(() =>
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{
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Hide();
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yesAction();
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});
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_noBtn.onClick.AddListener(() =>
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{
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Hide();
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noAction();
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});
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gameObject.SetActive(true);
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}
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private void Hide()
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{
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gameObject.SetActive(false);
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}
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}
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@@ -4,14 +4,20 @@ using UnityEngine;
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public class Fridge : BaseInteractableObject
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{
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private const int _maxCapacity=10;
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private List<FoodObject> _foodObjects= new List<FoodObject>();
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[SerializeField]
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private ContainerSO _containerSO;
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[SerializeField]
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private ItemActionsUI _actionsMenu;
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private List<FoodObject> _foodObjects = new List<FoodObject>();
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public override void Interact(Player player)
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{
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_actionsMenu.Show(_containerSO.Name, $"Max items:{_containerSO.MaxCapacity} current items: {_containerSO.CurrentItemsCount}");
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if (player.HasFoodObject())
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{
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if (_foodObjects.Count < _maxCapacity)
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if (_foodObjects.Count < _containerSO.MaxCapacity)
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{
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_foodObjects.Add(player.GetFoodObject());
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player.ClearFoodObject();
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@@ -20,19 +26,20 @@ public class Fridge : BaseInteractableObject
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else
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Debug.Log($"Fridge is full");
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}
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else
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else
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{
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//Eat menu
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if (_foodObjects.Count>0)
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if (_foodObjects.Count > 0)
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{
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while(player.Stats[StatsId.Food].Value< player.Stats[StatsId.Food].MaxValue && _foodObjects.Count > 0)
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while (player.Stats[StatsId.Food].Value < player.Stats[StatsId.Food].MaxValue && _foodObjects.Count > 0)
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{
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_foodObjects.RemoveAt(0);
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player.Eat();
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}
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}
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}
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_containerSO.CurrentItemsCount = _foodObjects.Count;
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}
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}
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@@ -0,0 +1,9 @@
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using UnityEngine;
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public class LookAtCamera : MonoBehaviour
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{
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private void LateUpdate()
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{
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transform.LookAt(Camera.main.transform);
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}
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}
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@@ -0,0 +1,9 @@
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using UnityEngine;
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[CreateAssetMenu()]
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public class ContainerSO : ScriptableObject
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{
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public string Name;
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public int MaxCapacity;
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public int CurrentItemsCount;
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}
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m_Name: ModernFridge
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Name: Modern Firdge
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MaxCapacity: 10
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