Add Alot of stuff, Computer, repairStation, Whole game, Many things!
This commit is contained in:
8
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UIElementsSchema/Assets/Customer/Customer.prefab
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UIElementsSchema/Assets/Customer/Customer.prefab.meta
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25
UIElementsSchema/Assets/Customer/CustomerController.cs
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25
UIElementsSchema/Assets/Customer/CustomerController.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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public class CustomerController : MonoBehaviour {
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private Transform _target;
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private void Awake() {
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private void Update() {
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}
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_target.position = position;
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UIElementsSchema/Assets/Customer/CustomerController.cs.meta
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UIElementsSchema/Assets/Customer/CustomerModel.blend
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UIElementsSchema/Assets/Customer/CustomerModel.blend
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UIElementsSchema/Assets/Customer/CustomerModel.blend.meta
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27
UIElementsSchema/Assets/CustomerManager.cs
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27
UIElementsSchema/Assets/CustomerManager.cs
Normal file
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using System.Collections;
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||||
using System.Collections.Generic;
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||||
using UnityEngine;
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public class CustomerManager : MonoBehaviour
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{
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[SerializeField] private GameObject _customerPrefab;
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[SerializeField] private Transform _customerSpawnPoint;
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private
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// Start is called before the first frame update
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void Start()
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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.T)) {
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GameObject customer = Instantiate(_customerPrefab, _customerSpawnPoint.position, Quaternion.identity);
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if (customer.TryGetComponent<CustomerController>(out CustomerController customerController)) {
|
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customerController.SetDestination(new Vector3(0, 0, 0));
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}
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}
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}
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}
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11
UIElementsSchema/Assets/CustomerManager.cs.meta
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UIElementsSchema/Assets/HUD.meta
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UIElementsSchema/Assets/HUD/ItemSellScreen/SellItem.uxml
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Normal file
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<ui:Label tabindex="-1" text="100 Barkie" parse-escape-sequences="true" display-tooltip-when-elided="true" name="PriceLabel" style="font-size: 50px;" />
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<ui:TextField picking-mode="Ignore" label="Your Price" value="20" name="YourPriceInputfield" password="false" keyboard-type="DecimalPad" style="flex-direction: column; margin-right: 150px; margin-left: 150px; font-size: 48px; -unity-text-align: upper-center; margin-top: 100px; align-self: auto;" />
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<ui:Button text="Place for Sale" parse-escape-sequences="true" display-tooltip-when-elided="true" name="SellButton" style="margin-right: 150px; margin-left: 150px; padding-bottom: 50px; padding-top: 50px; margin-top: 105px; -unity-text-align: middle-center; justify-content: flex-start; align-items: stretch; align-self: auto; font-size: 72px; margin-bottom: 105px;" />
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.UIElements;
|
||||
using Button = UnityEngine.UIElements.Button;
|
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|
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public class SellScreenController : MonoBehaviour {
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private UIDocument _document;
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private Label _itemNameLabel;
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private Label _paidPriceLabel;
|
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private TextField _YourPriceInputfield;
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|
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private SellCounter _counter;
|
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private Object _sellingObject;
|
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|
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|
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//Becase we set the gameobject to active false, we need to use Awake
|
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private void Awake() {
|
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_document = GetComponent<UIDocument>();
|
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_itemNameLabel = _document.rootVisualElement.Q<Label>("ItemName");
|
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_document.rootVisualElement.Q<Button>("SellButton").clicked += SellItem;
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_paidPriceLabel = _document.rootVisualElement.Q<Label>("PriceLabel");
|
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_YourPriceInputfield = _document.rootVisualElement.Q<TextField>("YourPrice");
|
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|
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if (_itemNameLabel == null) {
|
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Debug.LogError("Item name not found");
|
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}
|
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}
|
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//TODO: ask how to do this, since the gameobjec that renders the ui is not active
|
||||
public void SetItem(SellCounter counter, Object @object) {
|
||||
_counter = counter;
|
||||
_sellingObject = @object;
|
||||
_paidPriceLabel.text = @object.ObjectSo.basePrice.ToString();
|
||||
_itemNameLabel.text = @object.ObjectSo.objectName;
|
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}
|
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|
||||
public void SellItem() {
|
||||
_counter.ConfirmSell(_sellingObject);
|
||||
HUDManager.Instance.HideCurrentHUD();
|
||||
//Sell the item
|
||||
//Trigger an event that the item was sold
|
||||
|
||||
Debug.Log("Selling: " + _itemNameLabel.text);
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}
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64
UIElementsSchema/Assets/HUDManager.cs
Normal file
64
UIElementsSchema/Assets/HUDManager.cs
Normal file
@@ -0,0 +1,64 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class HUDManager : MonoBehaviour {
|
||||
public static HUDManager Instance { get; private set; }
|
||||
|
||||
[SerializeField] private GameObject _computerHUD;
|
||||
[SerializeField] private GameObject _sellScreenHUD;
|
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|
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private GameObject _currentHUD;
|
||||
|
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public bool isUiOpen => _currentHUD != null;
|
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|
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private void Awake() {
|
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if (Instance != null) {
|
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Debug.LogError("What? 2 HudManagers crazy!!!");
|
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}
|
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|
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|
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|
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private void Update() {
|
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CheckClose();
|
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|
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|
||||
public void ShowComputerHUD() {
|
||||
ShowHUD(_computerHUD);
|
||||
}
|
||||
|
||||
public void ShowSellScreenHUD(SellCounter counter) {
|
||||
ShowHUD(_sellScreenHUD);
|
||||
}
|
||||
|
||||
private void ShowHUD(GameObject hud) {
|
||||
if (_currentHUD != null) {
|
||||
_currentHUD.SetActive(false);
|
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}
|
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_currentHUD = hud;
|
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|
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|
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public void HideCurrentHUD() {
|
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if (_currentHUD != null) {
|
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_currentHUD.SetActive(false);
|
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_currentHUD = null;
|
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|
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|
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|
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public void CheckClose() {
|
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if (!Input.GetKeyDown(KeyCode.Escape)) return;
|
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if (_currentHUD == null) return;
|
||||
|
||||
HideCurrentHUD();
|
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}
|
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|
||||
|
||||
//TODO: ask if its matters if i just return a SellSCreenBehaviour, or route them through the HUDManager
|
||||
public void SellItem(SellCounter counter, Object sellingObject) {
|
||||
Debug.Log(_sellScreenHUD.GetComponent<SellScreenController>());
|
||||
this.ShowSellScreenHUD(counter);
|
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_sellScreenHUD.GetComponent<SellScreenController>().SetItem(counter, sellingObject);
|
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}
|
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}
|
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11
UIElementsSchema/Assets/HUDManager.cs.meta
Normal file
11
UIElementsSchema/Assets/HUDManager.cs.meta
Normal file
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8
UIElementsSchema/Assets/Interactables.meta
Normal file
8
UIElementsSchema/Assets/Interactables.meta
Normal file
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fileFormatVersion: 2
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36
UIElementsSchema/Assets/Interactables/BaseCounter.cs
Normal file
36
UIElementsSchema/Assets/Interactables/BaseCounter.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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|
||||
public class BaseCounter : MonoBehaviour, IObjectParentHolder, IInteractable {
|
||||
|
||||
//This could be private, but since this should be only inherticed I will leave it as protected
|
||||
[SerializeField] protected Transform _counterObjectHandle;
|
||||
|
||||
|
||||
protected Object _currentObject;
|
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|
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public virtual void Interact() {
|
||||
Debug.LogError("Interact not implemented");
|
||||
}
|
||||
|
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public virtual Transform GetHolderTransform() {
|
||||
return _counterObjectHandle;
|
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}
|
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|
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public virtual void SetObject(Object obj) {
|
||||
_currentObject = obj;
|
||||
}
|
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|
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public virtual Object GetObject() {
|
||||
return _currentObject;
|
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|
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|
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public virtual void ClearObject() {
|
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_currentObject = null;
|
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}
|
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|
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public virtual bool HasObject() {
|
||||
return _currentObject != null;
|
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}
|
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}
|
||||
11
UIElementsSchema/Assets/Interactables/BaseCounter.cs.meta
Normal file
11
UIElementsSchema/Assets/Interactables/BaseCounter.cs.meta
Normal file
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8
UIElementsSchema/Assets/Interactables/Computer.meta
Normal file
8
UIElementsSchema/Assets/Interactables/Computer.meta
Normal file
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306
UIElementsSchema/Assets/Interactables/Computer/Computer.prefab
Normal file
306
UIElementsSchema/Assets/Interactables/Computer/Computer.prefab
Normal file
@@ -0,0 +1,306 @@
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8
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8
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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public class EmptyCounter : BaseCounter {
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UIElementsSchema/Assets/Interactables/IInteractable.cs
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UIElementsSchema/Assets/Interactables/IInteractable.cs
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UIElementsSchema/Assets/Interactables/IObjectParentHolder.cs
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11
UIElementsSchema/Assets/Interactables/IObjectParentHolder.cs
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UIElementsSchema/Assets/Interactables/SellCounter.meta
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using System;
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using UnityEngine;
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109
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17
UIElementsSchema/Assets/ItemsToSell/Cross/CrossSO.asset
Normal file
17
UIElementsSchema/Assets/ItemsToSell/Cross/CrossSO.asset
Normal file
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35
UIElementsSchema/Assets/ItemsToSell/Object.cs
Normal file
35
UIElementsSchema/Assets/ItemsToSell/Object.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
using System.Collections;
|
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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public class Object : MonoBehaviour {
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[SerializeField] private ObjectSO _objectSo;
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get => _objectSo;
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set => _objectSo = value;
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public IObjectParentHolder getObjectParent() {
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this._objectParent.ClearObject();
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}
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}
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}
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}
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11
UIElementsSchema/Assets/ItemsToSell/Object.cs.meta
Normal file
11
UIElementsSchema/Assets/ItemsToSell/Object.cs.meta
Normal file
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11
UIElementsSchema/Assets/ItemsToSell/ObjectSO.cs
Normal file
11
UIElementsSchema/Assets/ItemsToSell/ObjectSO.cs
Normal file
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu()]
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public class ObjectSO : ScriptableObject {
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public Transform prefab;
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public string objectName;
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public float basePrice;
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}
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11
UIElementsSchema/Assets/ItemsToSell/ObjectSO.cs.meta
Normal file
11
UIElementsSchema/Assets/ItemsToSell/ObjectSO.cs.meta
Normal file
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8
UIElementsSchema/Assets/ItemsToSell/Vase.meta
Normal file
8
UIElementsSchema/Assets/ItemsToSell/Vase.meta
Normal file
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user