Merge pull request #3 from JanGross/character_sheet_setup

Character sheet setup
This commit is contained in:
Amaan Shawkath
2023-07-08 17:09:04 +01:00
committed by GitHub
11 changed files with 602 additions and 4 deletions

8
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using System.Collections.Generic;
using System.Collections.ObjectModel;
using UnityEngine;
public class CharacterManager : MonoBehaviour
{
public static CharacterManager Instance;
[SerializeField] private List<CharacterData> m_characterDatas;
public ReadOnlyCollection<CharacterData> CharacterDatas => m_characterDatas.AsReadOnly();
private Dictionary<string, bool> m_interviewed = new Dictionary<string, bool>();
private void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Debug.LogWarning("There can only be one instance of the CharacterManager class");
}
}
// Returns if a character has been interviewed.
public bool CharacterInterviewed(string name)
{
return m_interviewed.ContainsKey(name);
}
// Stores a character as interviewed.
public void SetInterviewed(string name)
{
m_interviewed.Add(name, true);
}
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class CharacterSheetController : MonoBehaviour
{
[SerializeField] private TMP_Text m_characterNameText;
[SerializeField] private TMP_Text m_line;
[SerializeField] private Transform m_lineHolder;
private Dictionary<string, GameObject> m_lines = new Dictionary<string, GameObject>();
public void Cleanup()
{
foreach(var line in m_lines)
{
Destroy(line.Value);
}
m_lines.Clear();
}
public void SetName(string name)
{
m_characterNameText.text = name;
}
// Adds a line to the character sheet.
public void AddLine(string lineText)
{
if (LineExists(lineText))
return;
var line = Instantiate(m_line, m_lineHolder);
line.text = lineText;
line.gameObject.SetActive(true);
m_lines.Add(lineText, line.gameObject);
}
// Returns if the line has already been added.
private bool LineExists(string lineText)
{
return m_lines.ContainsKey(lineText);
}
}

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@@ -3,6 +3,7 @@
public class Dialogue public class Dialogue
{ {
public string text; public string text;
public string bulletizedText;
} }
public class QuestionData public class QuestionData

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@@ -1,19 +1,31 @@
using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class DialogueController : MonoBehaviour public class DialogueController : MonoBehaviour
{ {
[SerializeField] private DialoguePanel m_dialoguePanel; [SerializeField] private DialoguePanel m_dialoguePanel;
[SerializeField] private List<CharacterData> m_characterDatas;
// DEBUG - Will need replacing with the character you selected. // DEBUG - Will need replacing with the character you selected.
private void Start() private void Start()
{ {
DisplayCharacterText(m_characterDatas[0]); DisplayCharacterText(CharacterManager.Instance.CharacterDatas[0]);
m_dialoguePanel.OnQuestionsFinished += OnQuestionsFinished;
} }
public void DisplayCharacterText(CharacterData character) public void DisplayCharacterText(CharacterData character)
{ {
m_dialoguePanel.Setup(character); m_dialoguePanel.Setup(character);
} }
public void OnQuestionsFinished(string characterName)
{
Debug.Log($"DialogueController: Character {characterName} finished interviewing");
CharacterManager.Instance.SetInterviewed(characterName);
// TODO: stop the dialogue and return to gameplay...
// TODO: we could probably show a "Quit" button highlighted.
}
} }

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@@ -1,3 +1,4 @@
using System;
using System.Collections; using System.Collections;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
@@ -5,17 +6,25 @@ using UnityEngine.UI;
public class DialoguePanel : MonoBehaviour public class DialoguePanel : MonoBehaviour
{ {
public Action<string> OnQuestionsFinished;
[SerializeField] private Transform m_questionHolder; [SerializeField] private Transform m_questionHolder;
[SerializeField] private Button m_questionButton; [SerializeField] private Button m_questionButton;
[SerializeField] private TMP_Text m_characterNameText; [SerializeField] private TMP_Text m_characterNameText;
[SerializeField] private TMP_Text m_characterText; [SerializeField] private TMP_Text m_characterText;
[SerializeField] private CharacterSheetController m_characterSheetController;
private const float TypingSpeed = 0.03f; private const float TypingSpeed = 0.03f;
private CharacterData m_currentCharacter; private CharacterData m_currentCharacter;
private bool m_skipped = false; private bool m_skipped = false;
private int m_questionCount = QuestionData.Questions.Length;
private int m_questionsAsked = 0;
private bool QuestionsFinished => m_questionsAsked >= m_questionCount;
private void Awake() private void Awake()
{ {
PopulateQuestionButtons(); PopulateQuestionButtons();
@@ -27,6 +36,9 @@ public class DialoguePanel : MonoBehaviour
{ {
Cleanup(); Cleanup();
m_characterSheetController.Cleanup();
m_characterSheetController.SetName(characterData.name);
m_currentCharacter = characterData; m_currentCharacter = characterData;
m_characterNameText.text = characterData.name; m_characterNameText.text = characterData.name;
@@ -84,6 +96,13 @@ public class DialoguePanel : MonoBehaviour
m_skipped = true; m_skipped = true;
m_characterText.text = text; m_characterText.text = text;
// If we've asked all the questions we should mark this character as interviewed and continue.
if (QuestionsFinished)
{
OnQuestionsFinished?.Invoke(m_currentCharacter.name);
yield break;
}
// Re-enable the questions. // Re-enable the questions.
m_questionHolder.gameObject.SetActive(true); m_questionHolder.gameObject.SetActive(true);
} }
@@ -91,14 +110,16 @@ public class DialoguePanel : MonoBehaviour
// Handles displaying the correct dialogue for the question. // Handles displaying the correct dialogue for the question.
private void OnQuestionButtonClicked(int index) private void OnQuestionButtonClicked(int index)
{ {
//Debug.Log("Player picked option " + index);
Cleanup(); Cleanup();
var dialogueOption = m_currentCharacter.m_dialogueOptions[index]; var dialogueOption = m_currentCharacter.m_dialogueOptions[index];
StartCoroutine(DisplayText(dialogueOption.text)); StartCoroutine(DisplayText(dialogueOption.text));
// TODO: we should update the sheet with this information. // TODO: we should update the sheet with this information.
m_characterSheetController.AddLine(dialogueOption.text);
// Increment questions asked.
m_questionsAsked++;
} }
// Callback from Unity on the skip button. // Callback from Unity on the skip button.