60 Commits

Author SHA1 Message Date
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
fde0d28d93 Add Adventurer prefabs 2023-07-09 11:18:24 +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
68fdc026de Get Dialog controller from GM 2023-07-09 11:11:24 +02:00
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
9114b0a5fa Fix billboardbehaviour being flipped 2023-07-09 11:05:43 +02:00
ee62e86863 Move adventurer graphics into Assets 2023-07-09 10:39:42 +02:00
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
107 changed files with 20451 additions and 218 deletions

3
.gitattributes vendored
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@@ -48,6 +48,7 @@
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*.tif filter=lfs diff=lfs merge=lfs -text
*.tiff filter=lfs diff=lfs merge=lfs -text
*.kra filter=lfs diff=lfs merge=lfs -text
# Other binary formats
*.dll filter=lfs diff=lfs merge=lfs -text
@@ -65,4 +66,4 @@
*.meta -text -merge=unityamlmerge
*.unity -text -merge=unityamlmerge
*.asset -text -merge=unityamlmerge
*.prefab -text -merge=unityamlmerge
*.prefab -text -merge=unityamlmerge

38
Assets/Data/Adena.asset Normal file
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m_dialogueOptions:
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bulletizedText: Adena. Princess.
- text: "Working? A princess doesn\u2019t work, what do you have your robotic servants
for, after all? Well, that was before I left, now times are different\u2026"
bulletizedText: Stuck up princess doesn't work...
- text: "Once, when I was still a wee little child, a bird landed on my finger
while I was staring at the moon. My parents loved it. \u201CWhat a cute, little
princess,\u201D they said. Well, my favourite moment was when I smashed their
palace into pieces after they tried to marry me to Sir Reginald the Lizardman.
Me and a lizard! Can you imagine?"
bulletizedText: Destroying her parents palace for making her getting married
to a lizard...
- text: Away from this place and being worshipped as the goddess that I am, of
course.
bulletizedText: Being worshipped as a "goddess"...

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bulletizedText: Adventure Cat.
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bulletizedText: ...
- text: "<i>\u2026 (looking at the cat\u2019s claws you notice that they are drenched
in blood \u2026 and her Photon-pistol, it seems like this cat can handle almost
anything)</i>"
bulletizedText: Badass killer.
- text: "<i>\u2026 (Although cats are far from stupid, you don\u2019t think that
an adventure cat would necessarily think about this)</i>"
bulletizedText: N/A

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34
Assets/Data/Amadeus.asset Normal file
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m_name: Amadeus
m_charisma: 2
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m_dialogueOptions:
- text: "Amadeus the robot, that\u2019s my name. How can I be of service? "
bulletizedText: Amadeus.
- text: "Well, I\u2019m used to working for my old master. A crazy old scholar.
Always wanted me to climb up mountains and pick flowers."
bulletizedText: Used to working with his old master. Climbed mountains and picked
flowers.
- text: "Even though I\u2019ve seen many things in my life, my master used to do
the fighting. However, once I was told to try my hands at playing an instrument.
I liked it, but my master shut his ears and a nearby cave bear died instantly."
bulletizedText: Playing instruments... Really badly...
- text: "As a free robot on an exciting adventure. No people tho, I hate people\u2026"
bulletizedText: As a free robot with no people...

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m_name: Derk
m_charisma: 5
m_strength: 5
m_dexterity: 3
m_intelligence: 5
m_money: 5
m_dialogueOptions:
- text: "Name\u2019s Derk"
bulletizedText: Derk.
- text: "Man, I just want to work, y\u2019know? Give me a task and I\u2019ll do
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bulletizedText: Just wants to work.
- text: "This mornin\u2019 I helped an old lady get into one of those high speed
trains. They always say Derk the jerk, but no one ever says \u201CWow, what
a nice guy\u201D. "
bulletizedText: Helped a lady get onto a high speed train.
- text: "\u2026 (drools)"
- text: I just want money, whatevs
bulletizedText: ...

34
Assets/Data/Rufus.asset Normal file
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m_dialogueOptions:
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bulletizedText: Rufus.
- text: "I am a nature kinda guy, hunt, fetch, you know how it goes. Also, I\u2019m
a natural with people, as you can imagine. Everybody always wants to pet me,
it can be quite annoying."
bulletizedText: Anywhere with nature and people.
- text: Once, there was this guy that tried to steal my bone. I found him by following
his scent and then I stabbed him with my lightsword. Just kidding, I ratted
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bulletizedText: Told the authorities about the guy who stole his bone.
- text: Hmm, probably going on adventures with my 5 kids.
bulletizedText: Going on adventures with his kids.

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@@ -1,5 +1,5 @@
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@@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AdventurerInteractable : MonoBehaviour
{
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);
GameManager.Instance.dialogueController.DisplayCharacterText(character);
}
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -0,0 +1,19 @@
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()
{
}
}

View File

@@ -0,0 +1,11 @@
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@@ -0,0 +1,20 @@
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.rotation = Quaternion.LookRotation(transform.position - Camera.main.transform.position);
transform.rotation = Quaternion.Euler(new Vector3(initialRotation.x, transform.rotation.eulerAngles.y, initialRotation.z));
}
}

View File

@@ -0,0 +1,11 @@
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@@ -1,5 +1,6 @@
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using UnityEngine;
public class CharacterManager : MonoBehaviour
@@ -35,4 +36,9 @@ public class CharacterManager : MonoBehaviour
{
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)]
public class CharacterData : ScriptableObject
{
public Sprite m_image;
public string m_name;
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);
}
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -1,48 +1,40 @@
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;
[SerializeField] private CharacterSheet m_characterSheet;
[SerializeField] private Transform m_characterSheetTransform;
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)
{
Destroy(line.Value);
}
m_lines.Clear();
return m_characterSheets.ContainsKey(characterName);
}
public void SetName(string name)
// Get the character sheet for the passed in character.
public CharacterSheet GetSheet(string name)
{
m_characterNameText.text = name;
if (!m_characterSheets.ContainsKey(name))
return null;
CharacterSheet sheet = null;
m_characterSheets.TryGetValue(name, out sheet);
return sheet;
}
// Adds a line to the character sheet.
public void AddLine(string lineText)
// Creates a new character sheet.
public CharacterSheet CreateSheet(string characterName)
{
if (LineExists(lineText))
return;
var sheet = Instantiate(m_characterSheet, m_characterSheetTransform);
var line = Instantiate(m_line, m_lineHolder);
line.text = lineText;
m_characterSheets.Add(characterName, sheet);
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);
return sheet;
}
}

View File

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

View File

@@ -6,26 +6,45 @@ public class DialogueController : MonoBehaviour
{
[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.
private void Start()
{
DisplayCharacterText(CharacterManager.Instance.CharacterDatas[0]);
//DisplayCharacterText(CharacterManager.Instance.CharacterDatas[m_currentIndex]);
m_dialoguePanel.OnQuestionsFinished += OnQuestionsFinished;
}
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.
public void Debug_NextCharacter()
{
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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View File

@@ -1,5 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@@ -14,15 +16,22 @@ 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;
private List<int> m_questionIndexAsked = new List<int>();
private List<Button> m_questionButtons = new List<Button>();
private CharacterData m_currentCharacter;
private bool m_skipped = false;
private int m_questionCount = QuestionData.Questions.Length;
private int m_questionsAsked = 0;
private CharacterSheet m_characterSheet;
private string m_lineToAdd = "";
private bool QuestionsFinished => m_questionsAsked >= m_questionCount;
private void Awake()
@@ -34,18 +43,59 @@ public class DialoguePanel : MonoBehaviour
// Sets the reference to the characterData to use.
public void Setup(CharacterData characterData)
{
m_questionIndexAsked.Clear();
Cleanup();
m_characterSheetController.Cleanup();
m_characterSheetController.SetName(characterData.name);
if (m_characterSheet != null)
{
// Clear the old sheet
m_characterSheet.gameObject.SetActive(false);
}
m_questionsAsked = 0;
m_currentCharacter = characterData;
m_characterNameText.text = characterData.name;
SetCharacterName();
// TODO: will this be changed with an introductory text?
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);
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.
@@ -53,7 +103,6 @@ public class DialoguePanel : MonoBehaviour
{
m_skipped = false;
m_characterText.text = "";
StopAllCoroutines();
}
@@ -74,6 +123,8 @@ public class DialoguePanel : MonoBehaviour
button.onClick.AddListener(() => OnQuestionButtonClicked(index));
button.gameObject.SetActive(true);
m_questionButtons.Add(button);
}
}
@@ -96,17 +147,35 @@ public class DialoguePanel : MonoBehaviour
m_skipped = true;
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 (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)
{
@@ -115,16 +184,47 @@ public class DialoguePanel : MonoBehaviour
var dialogueOption = m_currentCharacter.m_dialogueOptions[index];
StartCoroutine(DisplayText(dialogueOption.text));
// TODO: we should update the sheet with this information.
m_characterSheetController.AddLine(dialogueOption.text);
// Setup the line to add to the character sheet once the dialogue has finished.
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.
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.
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

@@ -0,0 +1,68 @@
using System;
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 Action m_fadeCallback;
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_fadeCallback?.Invoke();
m_fadeCallback = null;
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(Action callback = null)
{
m_fadeCallback = callback;
m_fadeTotal = 0;
m_showFade = true;
}
}

View File

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136
Assets/Scripts/Journal.cs Normal file
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@@ -0,0 +1,136 @@
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];
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()
{
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);
questPage.Find("QuestResult").gameObject.SetActive(true);
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;
}
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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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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