Compare commits
2 Commits
main
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character_
| Author | SHA1 | Date | |
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be5e2556c6 | ||
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92fd23b6f0 |
8
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8
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48
Assets/Gameobjects/CharacterManager.prefab
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48
Assets/Gameobjects/CharacterManager.prefab
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m_questionButton: {fileID: 527634155}
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m_questionButton: {fileID: 527634155}
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m_characterNameText: {fileID: 479886793}
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m_characterNameText: {fileID: 479886793}
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m_characterText: {fileID: 1739596218}
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--- !u!114 &1657983511
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--- !u!114 &1657983511
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38
Assets/Scripts/CharacterManager.cs
Normal file
38
Assets/Scripts/CharacterManager.cs
Normal file
@@ -0,0 +1,38 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/CharacterManager.cs.meta
Normal file
11
Assets/Scripts/CharacterManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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48
Assets/Scripts/DialogueSystem/CharacterSheetController.cs
Normal file
48
Assets/Scripts/DialogueSystem/CharacterSheetController.cs
Normal file
@@ -0,0 +1,48 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
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|
fileFormatVersion: 2
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|
guid: 113c9cdbaeba15f47a35e92d7d13c848
|
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|
MonoImporter:
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|
externalObjects: {}
|
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|
serializedVersion: 2
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|
defaultReferences: []
|
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|
executionOrder: 0
|
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|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -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
|
||||||
|
|||||||
@@ -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.
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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.
|
||||||
|
|||||||
Reference in New Issue
Block a user