Assemblies Made and Refactored Code Folders

Created assemblies for the new design code. Relocated legacy scripts into a legacy folder and made a "new_design" folder for new design.
This commit is contained in:
MarcoHampel
2023-09-11 19:39:27 -04:00
parent 84b455b473
commit f8590432ba
209 changed files with 729 additions and 0 deletions

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using UnityEngine;
using FishNet.Connection;
using FishNet.Object;
namespace Item
{
[RequireComponent(typeof(Collider))]
[RequireComponent(typeof(Rigidbody))]
public abstract class CarryableItem : MonoBehaviour
{
[SerializeField] private string itemName;
[SerializeField] private int itemSize = 1;
public string ItemName => itemName;
public int ItemSize => itemSize;
}
}

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using UnityEngine;
namespace Item
{
public class DoorInteractable : HeavyItemReceiver
{
[SerializeField] private Transform powerCoreCenter;
[SerializeField] private float minAttractDist = 5;
[SerializeField] private string nameSearched = "Power Core";
[SerializeField] private Animator[] anims;
private HeavyInteractableItem insertedCore;
private Vector3 priorLocalPos;
private Vector3 priorLocalRot;
private Vector3 priorScale;
public bool Powered => insertedCore != null;
// Start is called before the first frame update
private void Start()
{
}
// Update is called once per frame
private void Update()
{
foreach (var anim in anims) anim.SetBool("IsPowered", Powered);
}
public override bool Interact()
{
//print("INTERACTED!");
if (insertedCore == null)
{
var worldHeavyItems = FindObjectsOfType<HeavyInteractableItem>();
//print("Found:" + worldHeavyItems.Length);
for (var i = 0; i < worldHeavyItems.Length; i++)
{
var item = worldHeavyItems[i];
if (!item.ItemName.Contains(nameSearched)) continue;
var dist = Vector3.Distance(item.transform.position, powerCoreCenter.transform.position);
//print("DIST:" + dist);
if (dist <= minAttractDist)
{
var _i = Player.PlayerInteractionHandler.instance.Inventory;
Interact(ref _i, ref item);
return true;
}
}
}
return false;
}
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
{
//print("INTERACTED 2");
// print(heavyInvent);
if (heavyInvent != null && heavyInvent.ItemName.Contains(nameSearched))
{
//print("DOOR OPEN!");
heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
heavyInvent.GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezeAll;
priorLocalPos = heavyInvent.transform.localPosition;
priorLocalRot = heavyInvent.transform.localEulerAngles;
priorScale = heavyInvent.transform.localScale;
heavyInvent.transform.parent = powerCoreCenter;
heavyInvent.gameObject.transform.localPosition = Vector3.zero;
heavyInvent.gameObject.transform.localEulerAngles = Vector3.zero;
heavyInvent.transform.parent = null;
heavyInvent.gameObject.transform.localScale = priorScale;
insertedCore = heavyInvent;
return true;
}
if (insertedCore != null && heavyInvent == null)
{
heavyInvent = insertedCore;
insertedCore = null;
//get ref of player perhaps
return true;
}
return false;
}
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
namespace Item
{
public class FlareBeacon : MonoBehaviour
{
[SerializeField] private float range = 1;
[SerializeField] private float duration = 5f;
[SerializeField] private NavMeshObstacle obstacle;
private readonly List<GameObject> inRange = new();
private Item.FlareRegister register;
public float Range => range;
// Start is called before the first frame update
private void Start()
{
register = Item.FlareRegister.instance;
register.beacons.Add(this);
transform.localEulerAngles = new Vector3(-89.98f, 0, 0);
var r = new Ray();
r.direction = -transform.forward;
r.origin = transform.position;
RaycastHit hit;
var rays = Physics.RaycastAll(r);
foreach (var _hit in rays)
{
if (_hit.transform.gameObject.GetComponent<FlareBeacon>() != null) continue;
transform.position = _hit.point;
break;
}
if (Physics.Raycast(r, out hit))
{
// transform.position = hit.point;
}
if (obstacle != null)
obstacle.radius = range / 10;
}
// Update is called once per frame
private void Update()
{
}
private void OnDrawGizmosSelected()
{
// Draw a yellow sphere at the transform's position
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, range);
}
private void OnTriggerEnter(Collider other)
{
inRange.Add(other.gameObject);
}
private void OnTriggerExit(Collider other)
{
inRange.Remove(other.gameObject);
}
}
}

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namespace Item
{
public class GenericInteractable : InteractableItem
{
private void Awake()
{
BaseAwake();
}
private void Start()
{
}
public override bool Interact()
{
return false;
}
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
{
return Interact();
}
}
}

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using UnityEngine;
namespace Item
{
public class HeavyInteractableItem : InteractableItem
{
private Vector3 init_rot;
// Start is called before the first frame update
private void Start()
{
init_rot = transform.eulerAngles;
}
// Update is called once per frame
private void Update()
{
}
private void FixedUpdate()
{
BaseFixedUpdate();
//print("Alpha Target:"+ base.target_alpha);
}
public void DisableAll()
{
GetComponent<Collider>().enabled = false;
}
public override bool Interact()
{
//Todo
return false;
}
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
{
return false;
}
public void EnableAll()
{
GetComponent<Collider>().enabled = true;
transform.eulerAngles = new Vector3(init_rot.x, transform.eulerAngles.y, init_rot.z);
}
}
}

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using UnityEngine;
namespace Item
{
public abstract class HeavyItemReceiver : InteractableItem
{
[SerializeField]
[Tooltip("Specify the keyword search in the name of the item!")]
protected string searchString;
protected HeavyInteractableItem item;
}
}

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using FishNet.Object;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Item
{
[RequireComponent(typeof(Collider))]
[RequireComponent(typeof(Rigidbody))]
public abstract class InteractableItem : CarryableItem
{
[SerializeField] private Canvas interactionCanvas;
[SerializeField] protected bool canPickup;
private Image[] interaction_images;
private TMP_Text[] interaction_texts;
protected bool isEnabled;
protected float target_alpha;
public bool CanPickup => canPickup;
public bool IsEnabled => isEnabled;
private void Awake()
{
BaseAwake();
}
private void FixedUpdate()
{
BaseFixedUpdate();
}
public void Enable()
{
//print("Enabled!");
interactionCanvas.transform.LookAt(GameObject.FindGameObjectWithTag("MainCamera").transform.position);
interactionCanvas.transform.Rotate(0, 180, 0);
target_alpha = 1;
isEnabled = true;
}
public void Disable()
{
//print("Disabled!");
target_alpha = 0;
isEnabled = true;
}
public abstract bool Interact();
public abstract bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent);
protected void BaseAwake()
{
interaction_texts = interactionCanvas.GetComponentsInChildren<TMP_Text>();
interaction_images = interactionCanvas.GetComponentsInChildren<Image>();
foreach (var text in interaction_texts) text.color = new Color(text.color.r, text.color.g, text.color.b, 0);
foreach (var image in interaction_images)
image.color = new Color(image.color.r, image.color.g, image.color.b, 0);
}
protected void BaseFixedUpdate()
{
foreach (var text in interaction_texts)
text.color = Color.Lerp(new Color(text.color.r, text.color.g, text.color.b, text.color.a),
new Color(text.color.r, text.color.g, text.color.b, target_alpha), 10 * Time.deltaTime);
foreach (var image in interaction_images)
image.color = Color.Lerp(new Color(image.color.r, image.color.g, image.color.b, image.color.a),
new Color(image.color.r, image.color.g, image.color.b, target_alpha), 10 * Time.deltaTime);
}
}
}

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using System;
using UnityEngine;
namespace Item
{
public class KeyItem : InteractableItem
{
[SerializeField] private string keyName;
public string KeyName => keyName;
private void Awake()
{
BaseAwake();
}
private void Start()
{
}
public override bool Interact()
{
throw new NotImplementedException();
}
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
{
return Interact();
}
}
}

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using UnityEngine;
using FishNet.Object;
using FishNet;
namespace Item
{
public class BulletComponent : NetworkBehaviour
{
[SerializeField] private float duration = 5f;
[SerializeField] private string type = "flare";
[SerializeField] private float damageRange = 20f;
[SerializeField] private float damageMagnitude = 1f;
private float existed;
private Item.FlareRegister register;
public float DamageMagnitude => damageMagnitude;
public float DamageRange => damageRange;
// Start is called before the first frame update
private void Start()
{
register = Item.FlareRegister.instance;
register.bullets.Add(this);
this.transform.parent = null;
}
// Update is called once per frame
private void Update()
{
}
private void FixedUpdate()
{
if (existed >= duration)
{
register.bullets.Remove(this);
InstanceFinder.ServerManager.Despawn(gameObject);
Destroy(gameObject);
}
existed += Time.fixedDeltaTime;
}
}
}

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using UnityEngine;
namespace Item
{
public class PistolAnimationAimAssist : MonoBehaviour
{
public Transform leftShoulder;
public Transform rightShoulder;
[SerializeField] private bool isEnabled;
private Animator anim;
private Vector3 lTarget;
private Vector3 rTarget;
// Start is called before the first frame update
private void Start()
{
lTarget = new Vector3(72.9f, 122.2f, -129.9f);
rTarget = new Vector3(82f, 11f, -88f);
anim = GetComponent<Animator>();
}
// Update is called once per frame
private void Update()
{
if (isEnabled)
{
anim.StopPlayback();
leftShoulder.transform.eulerAngles = lTarget;
rightShoulder.transform.eulerAngles = rTarget;
print("Applying!");
anim.StartPlayback();
}
}
public void Enable()
{
isEnabled = true;
}
public void Disable()
{
isEnabled = false;
}
}
}

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using UnityEngine;
using UnityEngine.VFX;
using FishNet.Object;
using FishNet;
namespace Item
{
public class PistolComponent : NetworkBehaviour
{
public enum AimMode
{
GUN,
MODIFIED,
CAMERA
}
public AimMode aimMode = AimMode.CAMERA;
[SerializeField] private Light targetingLight;
[SerializeField] private GameObject targetObjectPrefab;
[SerializeField] public GameObject projectilePrefab;
[SerializeField] public string projectileName;
[SerializeField] private Transform bulletSpawnPoint;
[SerializeField] private float firePower = 20f;
[SerializeField] private float maxProjectileDuration = 5f;
[SerializeField] private float maxTargetObjDistance = 15f;
[SerializeField] private VisualEffect shootEffect;
[SerializeField] private Light shootLight;
[SerializeField] private float shootLightDuration = 0.1f;
[SerializeField] private LayerMask ignoreLayers;
private bool hasCloseTarget;
private bool IsEnabled;
private GameObject targetObject;
private float timeSinceLightDuration;
public bool IsLightOn => targetingLight.gameObject.activeSelf;
//private Dictionary<int,float> projectiles = new Dictionary<int, float>();
// Start is called before the first frame update
private void Start()
{
}
// Update is called once per frame
private void Update()
{
timeSinceLightDuration += Time.deltaTime;
}
private void FixedUpdate()
{
if (shootLight.gameObject.activeSelf && timeSinceLightDuration > shootLightDuration)
shootLight.gameObject.SetActive(false);
if (aimMode == AimMode.CAMERA) targetObject.gameObject.transform.position = Player.PlayerAim.active.targetPosition;
if (IsEnabled && aimMode != AimMode.CAMERA)
{
var ray = new Ray(transform.position, transform.up);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 50, ignoreLayers))
{
var hitDist = Vector3.Distance(hit.point, transform.position);
if (hitDist < maxTargetObjDistance)
{
targetObject.gameObject.transform.position = hit.point;
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0]
.SetColor("_EmissiveColor", new Color(255, 0, 0));
//Track if we have a close target
hasCloseTarget = true;
}
else
{
targetObject.gameObject.transform.position =
transform.position + ray.direction * maxTargetObjDistance;
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0]
.SetColor("_EmissiveColor", new Color(255, 255, 255));
//Track if we have a close target
hasCloseTarget = false;
}
//float drop = CalculateDrop(this.bulletSpawnPoint.position, hit.point, this.transform.up * this.firePower);
//print(drop);
}
else
{
targetObject.gameObject.transform.position = transform.position + ray.direction * maxTargetObjDistance;
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0]
.SetColor("_EmissiveColor", new Color(255, 255, 255));
hasCloseTarget = false;
}
}
}
private float CalculateDrop(Vector3 origin, Vector3 destination, Vector3 force)
{
// Calculate the initial velocity required to reach the destination.
var displacement = destination - origin;
var time = Mathf.Sqrt(2f * displacement.magnitude / Physics.gravity.magnitude);
var velocity = (displacement - 0.5f * Physics.gravity * time * time) / time + force;
// Calculate the height the object will reach during its flight.
var maxHeight = origin.y + velocity.y * time - 0.5f * Physics.gravity.y * time * time;
// Calculate the distance the object will drop during its flight.
var dropDistance = maxHeight - destination.y;
return dropDistance;
}
public void Fire()
{
Fire(!hasCloseTarget);
}
[ServerRpc]
public void Fire(bool offsetWithTargetBall)
{
shootLightDuration = 0;
shootLight.gameObject.SetActive(true);
// var projectile = Instantiate(projectilePrefab, bulletSpawnPoint);
var projectile = Instantiate(projectilePrefab);
projectile.transform.position = bulletSpawnPoint.transform.position;
projectile.transform.rotation = bulletSpawnPoint.transform.rotation;
//Comment this line if you want to remove the mega scale.
projectile.transform.localScale =bulletSpawnPoint.transform.localScale;
InstanceFinder.ServerManager.Spawn(projectile); //var projectile = Instantiate(projectilePrefab, bulletSpawnPoint);
//InstanceFinder.ServerManager.Spawn(projectile);
var pRigid = projectile.GetComponent<Rigidbody>();
/*Modified targeting system
1. Since aim direction is vector from camera to ball (where player thinks its gonna go), raycast forward there, till hit. If no hit,
then set target distance to ~50.
2. Modify launch vector apply modified force
*/
var launchVector = pRigid.transform.up * firePower;
if (offsetWithTargetBall || aimMode == AimMode.MODIFIED)
{
var ballCamVector = targetObject.transform.position -
GetComponentInParent<Player.PlayerMovementController>().cam.transform.position;
var r = new Ray();
r.origin = targetObject.transform.position;
r.direction = ballCamVector.normalized;
RaycastHit hit;
if (Physics.Raycast(r, out hit, ignoreLayers))
{
launchVector = (hit.point - pRigid.transform.position).normalized;
launchVector *= firePower;
}
}
else if (aimMode == AimMode.CAMERA)
{
var target = Player.PlayerAim.active.targetPosition;
var lv = target - pRigid.transform.position;
launchVector = lv.normalized;
launchVector *= firePower;
}
pRigid.AddForce(launchVector, ForceMode.Impulse);
projectile.transform.parent = null;
shootEffect.Play();
}
public void Enable()
{
IsEnabled = true;
if (targetObject == null) targetObject = Instantiate(targetObjectPrefab);
}
public void Disable()
{
IsEnabled = false;
if (targetObject != null) Destroy(targetObject);
}
public void LightToggle()
{
targetingLight.gameObject.SetActive(!targetingLight.gameObject.activeSelf);
}
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace Item
{
public class FlareRegister : MonoBehaviour
{
public static FlareRegister instance;
public List<BulletComponent> bullets = new();
public List<FlareBeacon> beacons = new();
// Start is called before the first frame update
private void Start()
{
instance = this;
}
// Update is called once per frame
private void Update()
{
}
}
}

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using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Item
{
[Serializable]
public class ItemImageRef
{
public string name;
public GameObject item;
public Sprite icon;
}
public class SpecialItemCycler : MonoBehaviour
{
[SerializeField] private List<ItemImageRef> spawnableItems = new();
[SerializeField] private List<ItemImageRef> shootableItems = new();
[SerializeField] private Player.PlayerInteractionHandler interactionHandler;
[SerializeField] private Item.PistolComponent pistol;
[SerializeField]
//private Inventory invent;
private TempInventory invent;
[SerializeField] private Image selectedImage;
[SerializeField] private TMP_Text selectedQuantityText;
private int shootableIndex;
private int spawnableIndex;
private Color sqtInitColor;
// Start is called before the first frame update
private void Start()
{
sqtInitColor = selectedQuantityText.color;
}
// Update is called once per frame
private void Update()
{
if (interactionHandler.GunEnabled)
{
pistol.projectilePrefab = shootableItems[shootableIndex % shootableItems.Count].item;
pistol.projectileName = shootableItems[shootableIndex % shootableItems.Count].name;
}
SetImage();
if (Input.GetButtonDown("CycleItems"))
{
if (interactionHandler.GunEnabled)
{
shootableIndex = (shootableIndex + 1) % shootableItems.Count;
selectedImage.sprite = shootableItems[shootableIndex].icon;
}
else
{
spawnableIndex = (spawnableIndex + 1) % spawnableItems.Count;
selectedImage.sprite = spawnableItems[spawnableIndex].icon;
}
if (selectedImage.sprite == null)
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 0);
else
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 1);
}
if (Input.GetButtonDown("TempPlace"))
if (invent.GetQuantityOf(spawnableItems[spawnableIndex].name) > 0)
if (!interactionHandler.GunEnabled && spawnableItems[spawnableIndex].item != null)
{
var prefab = spawnableItems[spawnableIndex].item;
var instance = Instantiate(prefab, interactionHandler.CarryingPos);
instance.transform.localPosition = Vector3.zero;
instance.transform.parent = null;
invent.Remove(spawnableItems[spawnableIndex].name);
}
}
private void SetImage()
{
if (interactionHandler.GunEnabled)
{
selectedImage.sprite = shootableItems[shootableIndex].icon;
selectedQuantityText.text = invent.GetQuantityOf(shootableItems[shootableIndex].name).ToString();
}
else
{
selectedImage.sprite = spawnableItems[spawnableIndex].icon;
selectedQuantityText.text = invent.GetQuantityOf(spawnableItems[spawnableIndex].name).ToString();
}
if (selectedImage.sprite == null)
{
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 0);
selectedQuantityText.gameObject.SetActive(false);
}
else
{
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 1);
selectedQuantityText.gameObject.SetActive(true);
if (selectedQuantityText.text == "0")
selectedQuantityText.color = Color.red;
else
selectedQuantityText.color = sqtInitColor;
}
}
}
}

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