20 Commits

Author SHA1 Message Date
Amaan Shawkath
d00929c814 Fixed
You can click on characters whilst the journal is open
You can click on characters whilst selecting dialog options

Added sfx option to character data
2023-07-09 13:25:47 +01:00
6b5f52a71f Merge pull request #17 from JanGross/level_design
Level design
2023-07-09 13:25:33 +02:00
e9f3edd5fb Add Tables 2023-07-09 13:24:59 +02:00
9352395987 Level blocking 2023-07-09 13:03:32 +02:00
a0fe5e7bf7 Merge pull request #16 from JanGross/gfx
Updated character graphics
2023-07-09 12:30:53 +02:00
1e373edbf1 Updated character graphics 2023-07-09 12:28:10 +02:00
720ce6debe Merge pull request #15 from JanGross/journal_ui_adventuers
Populate adventurer CV
2023-07-09 12:25:34 +02:00
41b28e9efe Populate adventurer CV 2023-07-09 12:25:06 +02:00
a00e4a6e98 Fix quest retry 2023-07-09 12:05:51 +02:00
e9bb26f4d9 Merge branch 'master' into gfx 2023-07-09 12:01:29 +02:00
96007ac7da Merge branch 'master' into gfx 2023-07-09 12:00:24 +02:00
f9f611ab92 Merge pull request #14 from JanGross/gfx
Add Rufus and Adventure Cat graphics
2023-07-09 11:48:37 +02:00
efd7c9448c Add Rufus and Adventure Cat graphics 2023-07-09 11:47:14 +02:00
2c5c58f9ea Remove dupe Derk character material 2023-07-09 11:44:15 +02:00
3a01324d13 Spawn adventurers when fade is at midpoint
Also adds the character prefabs
2023-07-09 11:42:15 +02:00
dbb44e6b6f Merge pull request #13 from JanGross/adventurers
Adventurer prefabs
2023-07-09 11:20:15 +02:00
Amaan Shawkath
0e50052e5b Merge pull request #12 from JanGross/dialogue_tweaks
Dialogue tweaks
2023-07-09 10:15:28 +01:00
Amaan Shawkath
35fe3559d6 Adding name revealling once you ask "who are you?" 2023-07-09 10:13:57 +01:00
Amaan Shawkath
d17c7b59e3 Setup "Click to exit" on the dialogue to prevent snapping on end 2023-07-09 10:07:14 +01:00
Amaan Shawkath
d2bea3814a Added close button to character sheet - oooopsies 2023-07-09 10:06:01 +01:00
47 changed files with 3415 additions and 1022 deletions

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@@ -21,6 +21,12 @@ public class AdventurerInteractable : MonoBehaviour
private void OnMouseDown()
{
if (GameManager.Instance.uiManager.InputBlocked)
return;
if (GameManager.Instance.dialogueController.DialogueInProgress)
return;
PlayerController.Instance.cameraMovement = false;
CharacterData character = CharacterManager.Instance.GetCharacterDataByName(m_name);
GameManager.Instance.dialogueController.DisplayCharacterText(character);

View File

@@ -14,4 +14,6 @@ public class CharacterData : ScriptableObject
[Header("The index of the dialogue relates to what question it should link too.")]
public List<Dialogue> m_dialogueOptions;
public AudioSource m_typingSfx;
}

View File

@@ -45,4 +45,10 @@ public class CharacterSheet : MonoBehaviour
{
return m_lines.ContainsKey(lineText);
}
public void Action_Close()
{
PlayerController.Instance.cameraMovement = true;
gameObject.SetActive(false);
}
}

View File

@@ -27,11 +27,7 @@ public class DialogueController : MonoBehaviour
public void OnQuestionsFinished(string characterName)
{
Debug.Log($"DialogueController: Character {characterName} finished interviewing");
CharacterManager.Instance.SetInterviewed(characterName);
PlayerController.Instance.cameraMovement = true;
m_dialoguePanel.gameObject.SetActive(false);
}
public void Debug_NextCharacter()

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View File

@@ -16,6 +16,7 @@ public class DialoguePanel : MonoBehaviour
[SerializeField] private TMP_Text m_characterNameText;
[SerializeField] private TMP_Text m_characterText;
[SerializeField] private CharacterSheetController m_characterSheetController;
[SerializeField] private GameObject m_dialogueEndedIndicator;
private const float TypingSpeed = 0.03f;
@@ -42,6 +43,8 @@ public class DialoguePanel : MonoBehaviour
// Sets the reference to the characterData to use.
public void Setup(CharacterData characterData)
{
m_questionIndexAsked.Clear();
Cleanup();
if (m_characterSheet != null)
@@ -52,12 +55,13 @@ public class DialoguePanel : MonoBehaviour
m_questionsAsked = 0;
m_currentCharacter = characterData;
m_characterNameText.text = characterData.name;
SetCharacterName();
m_characterText.text = "Select an option...";
SetupCharacterSheet();
// Only show the character sheet if they have already been interviewed.
if (CharacterManager.Instance.CharacterInterviewed(characterData.name))
{
m_characterSheet.SetName(characterData.name);
@@ -69,7 +73,6 @@ public class DialoguePanel : MonoBehaviour
return;
}
m_questionIndexAsked.Clear();
m_questionHolder.gameObject.SetActive(true);
gameObject.SetActive(true);
@@ -77,6 +80,8 @@ public class DialoguePanel : MonoBehaviour
{
button.interactable = true;
}
m_dialogueEndedIndicator.SetActive(false);
}
private void SetupCharacterSheet()
@@ -148,14 +153,29 @@ public class DialoguePanel : MonoBehaviour
// If we've asked all the questions we should mark this character as interviewed and continue.
if (QuestionsFinished)
{
m_dialogueEndedIndicator.SetActive(true);
OnQuestionsFinished?.Invoke(m_currentCharacter.name);
yield break;
}
// Re-enable the questions.
m_questionHolder.gameObject.SetActive(true);
}
private void SetCharacterName()
{
// NOTE - the "who are you?" question is always in the first index. Remember that...
var introduced = m_questionIndexAsked.Contains(0);
if (introduced)
{
m_characterNameText.text = m_currentCharacter.name;
return;
}
m_characterNameText.text = "???";
}
// Handles displaying the correct dialogue for the question.
private void OnQuestionButtonClicked(int index)
{
@@ -181,6 +201,9 @@ public class DialoguePanel : MonoBehaviour
m_questionIndexAsked.Add(index);
m_questionButtons[index].interactable = false;
// Check if we can reveal the character's name.
SetCharacterName();
}
private void PopulateCharacterSheet()
@@ -192,6 +215,16 @@ public class DialoguePanel : MonoBehaviour
// Callback from Unity on the skip button.
public void Action_SkipButtonClicked()
{
if (m_skipped && QuestionsFinished)
DialogueEndedClicked();
m_skipped = true;
}
// Sets the character as interviewed and releases control back to player.
public void DialogueEndedClicked()
{
PlayerController.Instance.cameraMovement = true;
gameObject.SetActive(false);
}
}

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -8,11 +9,13 @@ public class GameManager : MonoBehaviour
public static GameManager Instance;
public Image fadeRect;
public DialogueController dialogueController;
public UIManager uiManager;
[SerializeField] private float m_fadeT;
private float m_fadeTotal;
[SerializeField] private bool m_showFade = false;
[SerializeField] private float m_fadeDuration = 1;
private Action m_fadeCallback;
private void Awake()
{
@@ -36,6 +39,8 @@ public class GameManager : MonoBehaviour
m_fadeT += Time.deltaTime;
} else
{
m_fadeCallback?.Invoke();
m_fadeCallback = null;
m_fadeT -= Time.deltaTime;
}
m_fadeTotal += Time.deltaTime;
@@ -50,13 +55,11 @@ public class GameManager : MonoBehaviour
fadeRect.color = new Color(0f, 0f, 0f, Mathf.Lerp(0, 1, m_fadeT));
}
}
public void FadePingPong()
public void FadePingPong(Action callback = null)
{
m_fadeCallback = callback;
m_fadeTotal = 0;
m_showFade = true;
}

View File

@@ -33,6 +33,8 @@ public class Journal : MonoBehaviour
return;
}
GameManager.Instance.uiManager.BlockInput(true);
m_availableAdventurers.Clear();
foreach (var character in CharacterManager.Instance.CharacterDatas)
{
@@ -57,13 +59,21 @@ public class Journal : MonoBehaviour
journal.SetActive(false);
adventurerPage.gameObject.SetActive(false);
PlayerController.Instance.cameraMovement = true;
GameManager.Instance.uiManager.BlockInput(false);
}
public void SetJournalAdventurerPage(int id)
{
CharacterData chara = m_availableAdventurers[id];
TMP_Text nameLabel = adventurerPage.Find("AdventurerName").gameObject.GetComponent<TMP_Text>();
nameLabel.text = chara.m_name;
adventurerPage.Find("AdventurerName").gameObject.GetComponent<TMP_Text>().text = chara.name;
string cv = "";
foreach (var line in chara.m_dialogueOptions)
{
cv += $"- {line.bulletizedText}\n";
}
adventurerPage.Find("AdventurerCV").gameObject.GetComponent<TMP_Text>().text = cv;
}
public void SetJournalQuestPage()
@@ -95,6 +105,8 @@ public class Journal : MonoBehaviour
bool success = QuestManager.Instance.RunQuestWithAdventurer(m_availableAdventurers[m_selectedAdventurer], activeQuest);
Debug.Log("THE QUESTR ESULT WAS: " + success);
adventurerPage.gameObject.SetActive(false);
questPage.Find("QuestResult").gameObject.SetActive(true);
if (success)
{
questPage.Find("QuestResult/NextQuest").gameObject.SetActive(true);
@@ -106,7 +118,7 @@ public class Journal : MonoBehaviour
}
questPage.Find("QuestResult/QuestResultText").gameObject.GetComponent<TMP_Text>().text = success ? activeQuest.successStr : activeQuest.failedStr;
questPage.Find("QuestResult").gameObject.SetActive(true);
}
public void StartNextQuest()

View File

@@ -60,6 +60,17 @@ public class QuestManager : MonoBehaviour
return true;
}
public void SpawnAdventurers()
{
foreach (var adventurer in Resources.FindObjectsOfTypeAll<AdventurerInteractable>())
{
if (adventurer.m_spawnQuestID == activeQuest)
{
adventurer.gameObject.SetActive(true);
}
}
}
public void NextQuest()
{
activeQuest++;
@@ -68,14 +79,8 @@ public class QuestManager : MonoBehaviour
Debug.Log("All quests completed");
}
foreach (var adventurer in Resources.FindObjectsOfTypeAll<AdventurerInteractable>())
{
if (adventurer.m_spawnQuestID == activeQuest)
{
adventurer.gameObject.SetActive(true);
}
}
GameManager.Instance.FadePingPong();
GameManager.Instance.FadePingPong(SpawnAdventurers);
}
public void RetryQuest()

View File

@@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIManager : MonoBehaviour
{
public bool InputBlocked => m_blocked;
private bool m_blocked = false;
public void BlockInput(bool value)
{
m_blocked = value;
}
}

View File

@@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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Krita Files/Adventure Cat.png (Stored with Git LFS) Normal file

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Krita Files/Rufus.png (Stored with Git LFS) Normal file

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Krita Files/Sketches.kra (Stored with Git LFS)

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