21 Commits

Author SHA1 Message Date
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
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
Amaan Shawkath
be5e2556c6 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 17:08:45 +01:00
Amaan Shawkath
92fd23b6f0 setting up character manager 2023-07-08 17:06:32 +01:00
40 changed files with 7202 additions and 30 deletions

37
Assets/Data/Adena.asset Normal file
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- text: "G\u2019day Sir, I am the fair Adena, princess of the faraway planet of
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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: ...
- 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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33
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- 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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- text: "Name\u2019s Derk" - text: "Name\u2019s Derk"
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- text: "Man, I just want to work, y\u2019know? Give me a task and I\u2019ll do - text: "Man, I just want to work, y\u2019know? Give me a task and I\u2019ll do
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- text: "This mornin\u2019 I helped an old lady get into one of those high speed - text: "This mornin\u2019 I helped an old lady get into one of those high speed
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a nice guy\u201D. " a nice guy\u201D. "
bulletizedText: Helped a lady get onto a high speed train.
- text: "\u2026 (drools)" - text: "\u2026 (drools)"
- text: I just want money, whatevs bulletizedText: ...

33
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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.
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View File

@@ -0,0 +1,28 @@
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);
}
}

View File

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@@ -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

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@@ -0,0 +1,44 @@
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();
}
}

View File

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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 +1,48 @@
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;
}
}

View File

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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 +1,54 @@
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;
m_dialoguePanel.gameObject.SetActive(false);
}
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 +1,38 @@
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 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_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();
@@ -27,13 +44,53 @@ 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();
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_questionIndexAsked.Clear();
m_questionHolder.gameObject.SetActive(true);
gameObject.SetActive(true); gameObject.SetActive(true);
foreach(var button in m_questionButtons)
{
button.interactable = 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.
@@ -41,7 +98,6 @@ public class DialoguePanel : MonoBehaviour
{ {
m_skipped = false; m_skipped = false;
m_characterText.text = ""; m_characterText.text = "";
StopAllCoroutines(); StopAllCoroutines();
} }
@@ -62,6 +118,8 @@ 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);
} }
} }
@@ -84,6 +142,16 @@ 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 +159,34 @@ 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);
m_questionButtons[index].interactable = false;
}
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 +1,11 @@
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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 +1,11 @@
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@@ -4,18 +4,30 @@ using UnityEngine;
public class PlayerController : MonoBehaviour public class PlayerController : MonoBehaviour
{ {
public static PlayerController Instance;
public Vector3 forward; public Vector3 forward;
public Camera playerCam; public Camera playerCam;
public float xLimit = 45; public float xLimit = 45;
public float yLimit = 25; public float yLimit = 25;
// Start is called before the first frame update public bool cameraMovement = true;
void Start()
{
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 // Update is called once per frame
void Update() void Update()
{
if (cameraMovement)
{ {
float mouseX = 2 * (Input.mousePosition.x / playerCam.pixelWidth) - 1; float mouseX = 2 * (Input.mousePosition.x / playerCam.pixelWidth) - 1;
float mouseY = -(2 * (Input.mousePosition.y / playerCam.pixelHeight) - 1); float mouseY = -(2 * (Input.mousePosition.y / playerCam.pixelHeight) - 1);
@@ -23,4 +35,5 @@ public class PlayerController : MonoBehaviour
Quaternion rotation = Quaternion.Euler(yLimit * mouseY, xLimit * mouseX, 0); Quaternion rotation = Quaternion.Euler(yLimit * mouseY, xLimit * mouseX, 0);
playerCam.transform.rotation = rotation; playerCam.transform.rotation = rotation;
} }
}
} }

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@@ -4,12 +4,26 @@ using UnityEngine;
public class QuestManager : MonoBehaviour public class QuestManager : MonoBehaviour
{ {
public static QuestManager Instance;
public int activeQuest = 0; public int activeQuest = 0;
public Quest[] quests = { 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), 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 // Start is called before the first frame update
void Start() void Start()
{ {
@@ -20,11 +34,11 @@ public class QuestManager : MonoBehaviour
} }
} }
// Update is called once per frame public Quest GetActiveQuest()
void Update()
{ {
return quests[activeQuest];
} }
} }
[System.Serializable] [System.Serializable]

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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
- enabled: 1
path: Assets/Scenes/Main.unity
guid: 16733f15456510f4e990bd7f0afbfb61
m_configObjects: {} m_configObjects: {}