41 Commits

Author SHA1 Message Date
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
b8bb233eb0 Merge pull request #11 from JanGross/gfx
Gfx
2023-07-09 10:33:41 +02:00
6121fb7fef Merge branch 'master' of https://github.com/JanGross/gmtk-2023 2023-07-09 10:32:04 +02:00
e8a3919321 Add retry quest option 2023-07-09 10:25:52 +02:00
576a873a02 Add pingpong fade 2023-07-09 10:25:40 +02:00
714222ebea Added multiple character graphics
Adena
Amadeus
2023-07-09 00:12:42 +02:00
2e8918e6c0 Implemet quest completion 2023-07-09 00:11:29 +02:00
a9fbeef0b4 Implemet quest completion 2023-07-09 00:10:43 +02:00
30d9d7f1ec Fix journal opening during dialog 2023-07-08 23:01:49 +02:00
9a62b3ad3d Fix journal UI scaling 2023-07-08 22:46:27 +02:00
Amaan Shawkath
77aaf1e0a7 Merge pull request #7 from JanGross/character_panel_tweaks
Character panel tweaks
2023-07-08 21:37:01 +01:00
Amaan Shawkath
bbcb6861c8 Hiding dialogue once its finished 2023-07-08 21:33:03 +01:00
Amaan Shawkath
6baef62be1 Updated character sheet so it only displays when the dialogue has been completed 2023-07-08 21:32:46 +01:00
Amaan Shawkath
e2e4f55caa Merge pull request #6 from JanGross/start_scene_and_tweak
Start scene and tweak
2023-07-08 21:19:32 +01:00
Amaan Shawkath
18a52946c3 Setting the buttons not interactable once its been asked 2023-07-08 21:16:05 +01:00
Amaan Shawkath
b5d179658b Adding main menu and main scene to build settings 2023-07-08 21:11:53 +01:00
Amaan Shawkath
d9e90cae03 Added simple main menu with start button - needs fleshing out 2023-07-08 21:11:52 +01:00
11d735b813 Fix journal adventurer selection 2023-07-08 22:07:48 +02:00
0dce5e2751 Move character sheet up 2023-07-08 21:19:54 +02:00
fd68064b16 Merge Journal, Quest and Dialog systems 2023-07-08 21:08:01 +02:00
34fb3715f3 Rename QuestlogInteractable 2023-07-08 20:06:04 +02:00
Amaan Shawkath
6b6c3cf49f Merge pull request #4 from JanGross/character_sheet_improvements
Character sheet improvements
2023-07-08 19:01:42 +01:00
Amaan Shawkath
ab1c3d1e26 removing gameobjects folder and moving character manager 2023-07-08 18:54:36 +01:00
Amaan Shawkath
4697a647ef Adding in the characters
Added debug buttons to cycle through the characters
Bug fixes
2023-07-08 18:50:49 +01:00
a783d63d2d Add Derk Graphics 2023-07-08 19:27:14 +02:00
Amaan Shawkath
7ab1e2cf4c Cleaning up using statements 2023-07-08 18:17:07 +01:00
Amaan Shawkath
ae768baaaa Added image attribute to character data 2023-07-08 18:16:28 +01:00
Amaan Shawkath
4d086fd5b9 Added public getter for character sheets 2023-07-08 18:16:13 +01:00
Amaan Shawkath
c4b5d7dac3 Improved logic for character sheets
added a way to retrieve sheets for characters
2023-07-08 18:06:06 +01:00
0e5c432dd5 Add questLog interactable 2023-07-08 18:12:14 +02:00
Amaan Shawkath
3da424b722 Merge pull request #3 from JanGross/character_sheet_setup
Character sheet setup
2023-07-08 17:09:04 +01:00
e76854a100 Merge pull request #2 from JanGross/main
Character controller and quest manager
2023-07-08 17:13:04 +02:00
5c674c41a4 Merge branch 'master' into main 2023-07-08 17:12:43 +02:00
3b72c6a01a Serialize Quest 2023-07-08 17:10:06 +02:00
5f135b1d60 Add krita files to LFS 2023-07-08 16:35:46 +02:00
17698b4842 Add quest manager and base quest class 2023-07-08 16:01:38 +02:00
2f70d6949f Add billboard behaviour component 2023-07-08 14:36:38 +02:00
27341fd1b1 Add playercontroller
with mouse look functionality
2023-07-08 14:19:35 +02:00
721898dd7a Add gitattributes content 2023-07-08 14:19:10 +02:00
57 changed files with 10778 additions and 218 deletions

1
.gitattributes vendored
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38
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AdventurerInteractable : MonoBehaviour
{
public DialogueController dialogueController;
public int m_spawnQuestID = 0;
[SerializeField] private string m_name = string.Empty;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnMouseDown()
{
PlayerController.Instance.cameraMovement = false;
CharacterData character = CharacterManager.Instance.GetCharacterDataByName(m_name);
dialogueController.DisplayCharacterText(character);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AdventurerManager : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BillboardBehaviour : MonoBehaviour
{
private Vector3 initialRotation;
// Start is called before the first frame update
void Start()
{
initialRotation = transform.rotation.eulerAngles;
}
// Update is called once per frame
void Update()
{
transform.LookAt(Camera.main.transform.position);
transform.rotation = Quaternion.Euler(new Vector3(initialRotation.x, transform.rotation.eulerAngles.y, initialRotation.z));
}
}

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using System.Collections.Generic; using System.Collections.Generic;
using System.Collections.ObjectModel; using System.Collections.ObjectModel;
using System.Linq;
using UnityEngine; using UnityEngine;
public class CharacterManager : MonoBehaviour public class CharacterManager : MonoBehaviour
@@ -35,4 +36,9 @@ public class CharacterManager : MonoBehaviour
{ {
m_interviewed.Add(name, true); m_interviewed.Add(name, true);
} }
public CharacterData GetCharacterDataByName(string name)
{
return m_characterDatas.Where(i => i.m_name == name).FirstOrDefault();
}
} }

View File

@@ -4,6 +4,7 @@ using UnityEngine;
[CreateAssetMenu(fileName = "CharacterData", menuName = "Characters/Generate Character Data", order = 1)] [CreateAssetMenu(fileName = "CharacterData", menuName = "Characters/Generate Character Data", order = 1)]
public class CharacterData : ScriptableObject public class CharacterData : ScriptableObject
{ {
public Sprite m_image;
public string m_name; public string m_name;
public int m_charisma; public int m_charisma;

View File

@@ -0,0 +1,54 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class CharacterSheet : 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);
}
public void Action_Close()
{
PlayerController.Instance.cameraMovement = true;
gameObject.SetActive(false);
}
}

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@@ -1,48 +1,40 @@
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using TMPro;
using UnityEngine; using UnityEngine;
public class CharacterSheetController : MonoBehaviour public class CharacterSheetController : MonoBehaviour
{ {
[SerializeField] private TMP_Text m_characterNameText; [SerializeField] private CharacterSheet m_characterSheet;
[SerializeField] private TMP_Text m_line; [SerializeField] private Transform m_characterSheetTransform;
[SerializeField] private Transform m_lineHolder;
private Dictionary<string, GameObject> m_lines = new Dictionary<string, GameObject>(); public IReadOnlyCollection<CharacterSheet> CharacterSheets => m_characterSheets.Values;
public void Cleanup() private Dictionary<string, CharacterSheet> m_characterSheets = new Dictionary<string, CharacterSheet>();
// Returns if a character sheet exists for the character.
public bool SheetExists(string characterName)
{ {
foreach(var line in m_lines) return m_characterSheets.ContainsKey(characterName);
}
// Get the character sheet for the passed in character.
public CharacterSheet GetSheet(string name)
{ {
Destroy(line.Value); if (!m_characterSheets.ContainsKey(name))
return null;
CharacterSheet sheet = null;
m_characterSheets.TryGetValue(name, out sheet);
return sheet;
} }
m_lines.Clear(); // Creates a new character sheet.
} public CharacterSheet CreateSheet(string characterName)
public void SetName(string name)
{ {
m_characterNameText.text = name; var sheet = Instantiate(m_characterSheet, m_characterSheetTransform);
}
// Adds a line to the character sheet. m_characterSheets.Add(characterName, sheet);
public void AddLine(string lineText)
{
if (LineExists(lineText))
return;
var line = Instantiate(m_line, m_lineHolder); return sheet;
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);
} }
} }

View File

@@ -13,7 +13,6 @@ public class QuestionData
"Who are you?", "Who are you?",
"Tell me something about yourself.", "Tell me something about yourself.",
"What is your greatest accomplishment?", "What is your greatest accomplishment?",
"Where do you see yourself in five years?", "Where do you see yourself in five years?"
"What are your salary requirements?"
}; };
} }

View File

@@ -6,10 +6,15 @@ public class DialogueController : MonoBehaviour
{ {
[SerializeField] private DialoguePanel m_dialoguePanel; [SerializeField] private DialoguePanel m_dialoguePanel;
private int m_currentIndex = 0;
public bool DialogueInProgress => m_dialoguePanel.gameObject.activeSelf;
// 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(CharacterManager.Instance.CharacterDatas[0]); //DisplayCharacterText(CharacterManager.Instance.CharacterDatas[m_currentIndex]);
m_dialoguePanel.OnQuestionsFinished += OnQuestionsFinished; m_dialoguePanel.OnQuestionsFinished += OnQuestionsFinished;
} }
@@ -22,10 +27,24 @@ public class DialogueController : MonoBehaviour
public void OnQuestionsFinished(string characterName) public void OnQuestionsFinished(string characterName)
{ {
Debug.Log($"DialogueController: Character {characterName} finished interviewing"); Debug.Log($"DialogueController: Character {characterName} finished interviewing");
CharacterManager.Instance.SetInterviewed(characterName); CharacterManager.Instance.SetInterviewed(characterName);
}
// TODO: stop the dialogue and return to gameplay... public void Debug_NextCharacter()
// TODO: we could probably show a "Quit" button highlighted. {
if (m_currentIndex + 1 >= CharacterManager.Instance.CharacterDatas.Count)
return;
m_currentIndex++;
DisplayCharacterText(CharacterManager.Instance.CharacterDatas[m_currentIndex]);
}
public void Debug_PreviousCharacter()
{
if (m_currentIndex - 1 < 0)
return;
m_currentIndex--;
DisplayCharacterText(CharacterManager.Instance.CharacterDatas[m_currentIndex]);
} }
} }

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@@ -1,5 +1,7 @@
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
@@ -14,15 +16,22 @@ public class DialoguePanel : MonoBehaviour
[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; [SerializeField] private CharacterSheetController m_characterSheetController;
[SerializeField] private GameObject m_dialogueEndedIndicator;
private const float TypingSpeed = 0.03f; private const float TypingSpeed = 0.03f;
private List<int> m_questionIndexAsked = new List<int>();
private List<Button> m_questionButtons = new List<Button>();
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_questionCount = QuestionData.Questions.Length;
private int m_questionsAsked = 0; private int m_questionsAsked = 0;
private CharacterSheet m_characterSheet;
private string m_lineToAdd = "";
private bool QuestionsFinished => m_questionsAsked >= m_questionCount; private bool QuestionsFinished => m_questionsAsked >= m_questionCount;
private void Awake() private void Awake()
@@ -34,18 +43,59 @@ public class DialoguePanel : MonoBehaviour
// Sets the reference to the characterData to use. // Sets the reference to the characterData to use.
public void Setup(CharacterData characterData) public void Setup(CharacterData characterData)
{ {
m_questionIndexAsked.Clear();
Cleanup(); Cleanup();
m_characterSheetController.Cleanup(); if (m_characterSheet != null)
m_characterSheetController.SetName(characterData.name); {
// Clear the old sheet
m_characterSheet.gameObject.SetActive(false);
}
m_questionsAsked = 0;
m_currentCharacter = characterData; m_currentCharacter = characterData;
m_characterNameText.text = characterData.name; SetCharacterName();
// TODO: will this be changed with an introductory text?
m_characterText.text = "Select an option..."; 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);
m_characterSheet.gameObject.SetActive(true);
// Hide the dialogue panel.
gameObject.SetActive(false);
return;
}
m_questionHolder.gameObject.SetActive(true);
gameObject.SetActive(true); gameObject.SetActive(true);
foreach(var button in m_questionButtons)
{
button.interactable = true;
}
m_dialogueEndedIndicator.SetActive(false);
}
private void SetupCharacterSheet()
{
var sheetExists = m_characterSheetController.SheetExists(m_currentCharacter.name);
if (sheetExists)
{
m_characterSheet = m_characterSheetController.GetSheet(m_currentCharacter.name);
return;
}
// Create a new character sheet
m_characterSheet = m_characterSheetController.CreateSheet(m_currentCharacter.name);
} }
// Handles cleaing up for the next text. // Handles cleaing up for the next text.
@@ -53,7 +103,6 @@ public class DialoguePanel : MonoBehaviour
{ {
m_skipped = false; m_skipped = false;
m_characterText.text = ""; m_characterText.text = "";
StopAllCoroutines(); StopAllCoroutines();
} }
@@ -74,6 +123,8 @@ public class DialoguePanel : MonoBehaviour
button.onClick.AddListener(() => OnQuestionButtonClicked(index)); button.onClick.AddListener(() => OnQuestionButtonClicked(index));
button.gameObject.SetActive(true); button.gameObject.SetActive(true);
m_questionButtons.Add(button);
} }
} }
@@ -96,17 +147,35 @@ public class DialoguePanel : MonoBehaviour
m_skipped = true; m_skipped = true;
m_characterText.text = text; m_characterText.text = text;
// Add the current line to the character sheet.
PopulateCharacterSheet();
// If we've asked all the questions we should mark this character as interviewed and continue. // If we've asked all the questions we should mark this character as interviewed and continue.
if (QuestionsFinished) if (QuestionsFinished)
{ {
m_dialogueEndedIndicator.SetActive(true);
OnQuestionsFinished?.Invoke(m_currentCharacter.name); 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);
} }
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. // Handles displaying the correct dialogue for the question.
private void OnQuestionButtonClicked(int index) private void OnQuestionButtonClicked(int index)
{ {
@@ -115,16 +184,47 @@ public class DialoguePanel : MonoBehaviour
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. // Setup the line to add to the character sheet once the dialogue has finished.
m_characterSheetController.AddLine(dialogueOption.text); m_lineToAdd = $"<b>Q.) {QuestionData.Questions[index]}\n</b>A.) {dialogueOption.bulletizedText}";
MarkQuestionAsked(index);
}
// Marks the question as asked if it hasn't been asked already.
private void MarkQuestionAsked(int index)
{
if (m_questionIndexAsked.Contains(index))
return;
// Increment questions asked. // Increment questions asked.
m_questionsAsked++; m_questionsAsked++;
m_questionIndexAsked.Add(index);
m_questionButtons[index].interactable = false;
// Check if we can reveal the character's name.
SetCharacterName();
}
private void PopulateCharacterSheet()
{
m_characterSheet.AddLine(m_lineToAdd);
m_lineToAdd = "";
} }
// Callback from Unity on the skip button. // Callback from Unity on the skip button.
public void Action_SkipButtonClicked() public void Action_SkipButtonClicked()
{ {
if (m_skipped && QuestionsFinished)
DialogueEndedClicked();
m_skipped = true; 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

@@ -0,0 +1,63 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
public static GameManager Instance;
public Image fadeRect;
public DialogueController dialogueController;
[SerializeField] private float m_fadeT;
private float m_fadeTotal;
[SerializeField] private bool m_showFade = false;
[SerializeField] private float m_fadeDuration = 1;
private void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Debug.LogWarning("There can only be one instance of the CharacterManager class");
}
}
private void Update()
{
//Fade image towrads target
if(m_showFade)
{
if (m_fadeTotal < m_fadeDuration / 2)
{
m_fadeT += Time.deltaTime;
} else
{
m_fadeT -= Time.deltaTime;
}
m_fadeTotal += Time.deltaTime;
if(m_fadeT < 0)
{
m_showFade = false;
m_fadeT = 0;
m_fadeTotal = 0;
}
fadeRect.color = new Color(0f, 0f, 0f, Mathf.Lerp(0, 1, m_fadeT));
}
}
public void FadePingPong()
{
m_fadeTotal = 0;
m_showFade = true;
}
}

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128
Assets/Scripts/Journal.cs Normal file
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@@ -0,0 +1,128 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
public class Journal : MonoBehaviour
{
public GameObject journal;
private List<CharacterData> m_availableAdventurers = new List<CharacterData>();
public Transform adventurerPage;
public Transform questPage;
private int m_selectedAdventurer = 0;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnMouseDown()
{
if (GameManager.Instance.dialogueController.DialogueInProgress)
{
Debug.Log("Dialog in progress, not howing journal");
return;
}
m_availableAdventurers.Clear();
foreach (var character in CharacterManager.Instance.CharacterDatas)
{
if (CharacterManager.Instance.CharacterInterviewed(character.name)) {
Debug.Log("Available Adventurer:" + character.name);
m_availableAdventurers.Add(character);
}
}
SetJournalQuestPage();
if (m_availableAdventurers.Count > 0)
{
SetJournalAdventurerPage(m_selectedAdventurer);
adventurerPage.gameObject.SetActive(true);
}
journal.SetActive(true);
PlayerController.Instance.cameraMovement = false;
}
public void CloseJournal()
{
journal.SetActive(false);
adventurerPage.gameObject.SetActive(false);
PlayerController.Instance.cameraMovement = true;
}
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;
}
public void SetJournalQuestPage()
{
Quest quest = QuestManager.Instance.GetActiveQuest();
questPage.Find("QuestName").gameObject.GetComponent<TMP_Text>().text = quest.name;
questPage.Find("QuestDescription").gameObject.GetComponent<TMP_Text>().text = quest.description;
}
public void NextAdventurer()
{
m_selectedAdventurer = ++m_selectedAdventurer % m_availableAdventurers.Count();
SetJournalAdventurerPage(m_selectedAdventurer);
}
public void PreviousAdventurer()
{
m_selectedAdventurer = --m_selectedAdventurer;
if (m_selectedAdventurer < 0)
{
m_selectedAdventurer = m_availableAdventurers.Count() - 1;
}
SetJournalAdventurerPage(m_selectedAdventurer);
}
public void AssignAdventurer()
{
Quest activeQuest = QuestManager.Instance.GetActiveQuest();
bool success = QuestManager.Instance.RunQuestWithAdventurer(m_availableAdventurers[m_selectedAdventurer], activeQuest);
Debug.Log("THE QUESTR ESULT WAS: " + success);
adventurerPage.gameObject.SetActive(false);
if(success)
{
questPage.Find("QuestResult/NextQuest").gameObject.SetActive(true);
questPage.Find("QuestResult/RetryQuest").gameObject.SetActive(false);
} else
{
questPage.Find("QuestResult/NextQuest").gameObject.SetActive(false);
questPage.Find("QuestResult/RetryQuest").gameObject.SetActive(true);
}
questPage.Find("QuestResult/QuestResultText").gameObject.GetComponent<TMP_Text>().text = success ? activeQuest.successStr : activeQuest.failedStr;
questPage.Find("QuestResult").gameObject.SetActive(true);
}
public void StartNextQuest()
{
Debug.Log("Starting next day");
questPage.Find("QuestResult").gameObject.SetActive(false);
QuestManager.Instance.NextQuest();
CloseJournal();
Debug.Log("Started next quest");
}
public void RetryQuest()
{
Debug.Log("Retrying quest");
questPage.Find("QuestResult").gameObject.SetActive(false);
QuestManager.Instance.RetryQuest();
CloseJournal();
}
}

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@@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenu : MonoBehaviour
{
public void Action_StartGame()
{
SceneManager.LoadScene(1);
}
}

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@@ -0,0 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public static PlayerController Instance;
public Vector3 forward;
public Camera playerCam;
public float xLimit = 45;
public float yLimit = 25;
public bool cameraMovement = true;
private void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Debug.LogWarning("There can only be one instance of the CharacterManager class");
}
}
// Update is called once per frame
void Update()
{
if (cameraMovement)
{
float mouseX = 2 * (Input.mousePosition.x / playerCam.pixelWidth) - 1;
float mouseY = -(2 * (Input.mousePosition.y / playerCam.pixelHeight) - 1);
Quaternion rotation = Quaternion.Euler(yLimit * mouseY, xLimit * mouseX, 0);
playerCam.transform.rotation = rotation;
}
}
}

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@@ -0,0 +1,107 @@
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices.WindowsRuntime;
using UnityEngine;
public class QuestManager : MonoBehaviour
{
public static QuestManager Instance;
public int activeQuest = 0;
public Quest[] quests = {
new Quest(_name: "Advert Quest 1", _desc: "Find someone to hand out flyers to advertise our tavern to adventurers. Strength, dexterity, intelligence: doesn<73>t matter, find someone who would do this for as little money as possible.", _failedStr: "Damn, that didn<64>t work at all. That robot just randomly started playing an instrument, much to the dismay of the townspeople.", _successStr: "Perfect, this place will be full of adventurers in no time.", _strength: 0, _intelligence: 0, _charisma: 5),
};
private void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Debug.LogWarning("There can only be one instance of the CharacterManager class");
}
}
// Start is called before the first frame update
void Start()
{
foreach (Quest quest in quests)
{
Debug.Log(quest.name);
Debug.Log(quest.description);
}
}
public Quest GetActiveQuest()
{
return quests[activeQuest];
}
public bool RunQuestWithAdventurer(CharacterData characterData, Quest quest)
{
if (characterData.m_charisma < quest.charisma)
{
Debug.Log("Character failed charisma check");
return false;
}
if (characterData.m_strength < quest.strength)
{
Debug.Log("Character failed strength check");
return false;
}
if (characterData.m_intelligence < quest.intelligence)
{
Debug.Log("Character failed intlligence check");
return false;
}
return true;
}
public void NextQuest()
{
activeQuest++;
if (activeQuest >= quests.Length)
{
Debug.Log("All quests completed");
}
foreach (var adventurer in Resources.FindObjectsOfTypeAll<AdventurerInteractable>())
{
if (adventurer.m_spawnQuestID == activeQuest)
{
adventurer.gameObject.SetActive(true);
}
}
GameManager.Instance.FadePingPong();
}
public void RetryQuest()
{
GameManager.Instance.FadePingPong();
}
}
[System.Serializable]
public class Quest
{
public string name;
public string description;
public string successStr;
public string failedStr;
public int strength, intelligence, charisma;
public Quest(string _name, string _desc, string _failedStr, string _successStr, int _strength, int _intelligence, int _charisma)
{
this.name = _name;
this.description = _desc;
this.failedStr = _failedStr;
this.successStr = _successStr;
this.strength = _strength;
this.intelligence = _intelligence;
this.charisma = _charisma;
}
}

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@@ -4,5 +4,11 @@
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m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 2 serializedVersion: 2
m_Scenes: [] m_Scenes:
- enabled: 1
path: Assets/Scenes/MainMenu.unity
guid: 0fa8dec7e82dc464993a2b09a5669bff
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