22 Commits

Author SHA1 Message Date
532d3c167a Fix journal adventurer selection 2023-07-08 22:00:19 +02:00
f81ff1b192 Move character sheet up 2023-07-08 22:00:18 +02:00
8210ef30ac Merge Journal, Quest and Dialog systems 2023-07-08 22:00:16 +02:00
8ed8fcd04f Rename QuestlogInteractable 2023-07-08 22:00:14 +02:00
Amaan Shawkath
2bb5024dfb removing gameobjects folder and moving character manager 2023-07-08 22:00:13 +02:00
Amaan Shawkath
c55f67606d Adding in the characters
Added debug buttons to cycle through the characters
Bug fixes
2023-07-08 22:00:12 +02:00
Amaan Shawkath
988621b810 Cleaning up using statements 2023-07-08 22:00:10 +02:00
Amaan Shawkath
f04a485434 Added image attribute to character data 2023-07-08 22:00:09 +02:00
Amaan Shawkath
37d0c66887 Added public getter for character sheets 2023-07-08 22:00:05 +02:00
Amaan Shawkath
afe6a6592a Improved logic for character sheets
added a way to retrieve sheets for characters
2023-07-08 22:00:03 +02:00
Amaan Shawkath
ba34c89c8b basic setup of a character sheet - needs some more work
Wiring up character interviewed
Added property for bulletized text - ready to add when we have some
2023-07-08 22:00:01 +02:00
Amaan Shawkath
430118d0f8 setting up character manager 2023-07-08 22:00:00 +02:00
fab8aa77d7 Add questLog interactable 2023-07-08 18:08:18 +02:00
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
Amaan Shawkath
b592bfcf61 Merge pull request #1 from JanGross/dialogue_system
Dialogue system
2023-07-08 16:05:59 +01:00
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
1eeb3561d9 Add gitattributes content 2023-07-08 14:21:13 +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
46 changed files with 8077 additions and 16 deletions

37
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- text: "Working? A princess doesn\u2019t work, what do you have your robotic servants
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- text: "Once, when I was still a wee little child, a bird landed on my finger
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Me and a lizard! Can you imagine?"
bulletizedText: Destroying her parents palace for making her getting married
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- text: Away from this place and being worshipped as the goddess that I am, of
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bulletizedText: Being worshipped as a "goddess"...

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33
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AdventurerInteractable : MonoBehaviour
{
public DialogueController dialogueController;
[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
{
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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.ObjectModel;
using System.Linq;
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);
}
public CharacterData GetCharacterDataByName(string name)
{
return m_characterDatas.Where(i => i.m_name == name).FirstOrDefault();
}
}

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@@ -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;

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@@ -0,0 +1,48 @@
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);
}
}

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@@ -0,0 +1,40 @@
using System.Collections.Generic;
using UnityEngine;
public class CharacterSheetController : MonoBehaviour
{
[SerializeField] private CharacterSheet m_characterSheet;
[SerializeField] private Transform m_characterSheetTransform;
public IReadOnlyCollection<CharacterSheet> CharacterSheets => m_characterSheets.Values;
private Dictionary<string, CharacterSheet> m_characterSheets = new Dictionary<string, CharacterSheet>();
// Returns if a character sheet exists for the character.
public bool SheetExists(string characterName)
{
return m_characterSheets.ContainsKey(characterName);
}
// Get the character sheet for the passed in character.
public CharacterSheet GetSheet(string name)
{
if (!m_characterSheets.ContainsKey(name))
return null;
CharacterSheet sheet = null;
m_characterSheets.TryGetValue(name, out sheet);
return sheet;
}
// Creates a new character sheet.
public CharacterSheet CreateSheet(string characterName)
{
var sheet = Instantiate(m_characterSheet, m_characterSheetTransform);
m_characterSheets.Add(characterName, sheet);
return sheet;
}
}

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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
@@ -12,7 +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?"
}; };
} }

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@@ -1,19 +1,55 @@
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;
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(m_characterDatas[0]); //DisplayCharacterText(CharacterManager.Instance.CharacterDatas[m_currentIndex]);
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);
PlayerController.Instance.cameraMovement = true;
// 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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@@ -1,21 +1,36 @@
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;
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 List<int> m_questionIndexAsked = new List<int>();
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 CharacterSheet m_characterSheet;
private string m_lineToAdd = "";
private bool QuestionsFinished => m_questionsAsked >= m_questionCount;
private void Awake() private void Awake()
{ {
PopulateQuestionButtons(); PopulateQuestionButtons();
@@ -27,21 +42,46 @@ public class DialoguePanel : MonoBehaviour
{ {
Cleanup(); Cleanup();
if (m_characterSheet != null)
{
// Clear the old sheet
m_characterSheet.gameObject.SetActive(false);
}
m_questionsAsked = 0;
m_currentCharacter = characterData; m_currentCharacter = characterData;
m_characterNameText.text = characterData.name; m_characterNameText.text = characterData.name;
// TODO: will this be changed with an introductory text?
m_characterText.text = "Select an option..."; m_characterText.text = "Select an option...";
SetupCharacterSheet();
m_characterSheet.SetName(characterData.name);
m_characterSheet.gameObject.SetActive(true);
m_questionHolder.gameObject.SetActive(true);
gameObject.SetActive(true); gameObject.SetActive(true);
} }
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.
private void Cleanup() private void Cleanup()
{ {
m_skipped = false; m_skipped = false;
m_characterText.text = ""; m_characterText.text = "";
m_questionIndexAsked.Clear();
StopAllCoroutines(); StopAllCoroutines();
} }
@@ -84,6 +124,16 @@ 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 (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 +141,32 @@ 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. // 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);
}
private void PopulateCharacterSheet()
{
m_characterSheet.AddLine(m_lineToAdd);
m_lineToAdd = "";
} }
// Callback from Unity on the skip button. // Callback from Unity on the skip button.

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@@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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86
Assets/Scripts/Journal.cs Normal file
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@@ -0,0 +1,86 @@
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()
{
Debug.Log("MOUSE DOWN ON INVENTORY");
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);
}
}

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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 +1,62 @@
using System.Collections;
using System.Collections.Generic;
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.", _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];
}
}
[System.Serializable]
public class Quest
{
public string name;
public string description;
public string failedStr;
public int strength, intelligence, charisma;
public Quest(string _name, string _desc, string _failedStr, int _strength, int _intelligence, int _charisma)
{
this.name = _name;
this.description = _desc;
this.failedStr = _failedStr;
this.strength = _strength;
this.intelligence = _intelligence;
this.charisma = _charisma;
}
}

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