2using System.Collections;
3using System.Collections.Generic;
7using UnityEngine.Events;
25 [SerializeField]
private Toggle
_isActive;
67 if (stepsData !=
null)
127 int index = dropdownSteps.value;
145 item = ItemsEnum.SKIP_STEP
163 var itemName = item.Key.ToString();
164 var option =
new Dropdown.OptionData(itemName,
null);
172 var option =
new Dropdown.OptionData(step.stepID,
null);
232 yield
return new WaitForSeconds(2f);
Intentionally made partial, in case you want to extend it easily.
Unity components communication service.
Interactive (true) method call on interactable objects function Often this is used to enable the abil...
s Base class for interactable objects with which the step manager interacts. It also stores a set of ...
virtual void TurnOnOffState(bool turnOn)
virtual void GenerateBreakdown(int percentBroke)
Generate a breakdown on the object with a certain probability.
virtual void Active(bool state)
virtual void Highlight(bool state)
Highlight an object.
Button _deactivateButton
[SerializeField]
Dictionary< string, InteractableClass > _StringItemsDictionary
Dictionary< ItemsEnum, InteractableClass > _ItemsDictionary
Button _turnOnButton
[SerializeField]
TMP_Text _currentFunctionText
[SerializeField]
void StepSelected(Dropdown dropdownSteps)
Toggle _isBroken
[SerializeField]
Button _skipStepButton
[SerializeField]
void UpdateStepInfo(string step, int function)
void HighlightOffObject()
Dropdown _dropdownItems
[SerializeField]
Button _highlightOffButton
[SerializeField]
Toggle _isInspected
[SerializeField]
Button _closeButton
[SerializeField]
List< string > _listOfSteps
Toggle _isActive
[SerializeField]
Dropdown _dropdownSteps
[SerializeField]
Button _highlightOnButton
[SerializeField]
void ItemSelected(Dropdown dropdownItems)
Button _repairOnButton
[SerializeField]
InteractableClass _currentItem
Button _breakDownButton
[SerializeField]
Button _turnOffButton
[SerializeField]
TMP_Text _currentStepText
[SerializeField]
Button _goToStepButton
[SerializeField]
Button _activateButton
[SerializeField]
Logic for saving and unloading states during project execution.
Main system for working with steps lists.
InteractableClass GetGameObjectByID(ItemsEnum itemId)
Get scene object by item id.
Dictionary< ItemsEnum, InteractableClass > GetDictionary()
void GoToStep(string stepId)
List< StepItem > listOfSteps
ItemsEnum
Represents a list of ID for interactable objects.