65 Commits

Author SHA1 Message Date
33d88a7dec Fix win scne not reachable 2023-07-09 16:04:26 +02:00
67b2813b88 Merge pull request #19 from JanGross/ui_graphics
Add UI Images
Fixed spacing
2023-07-09 15:54:47 +02:00
c52c9f5a72 Fixed text spacing 2023-07-09 15:53:42 +02:00
e6ba085a1c Add avatars and fix journal layout 2023-07-09 15:29:26 +02:00
82baf3db3c Add UI Images 2023-07-09 15:07:23 +02:00
2233a2f17b Setup UI Manager 2023-07-09 14:31:24 +02:00
Amaan Shawkath
b971d81e0f Merge pull request #18 from JanGross/bug_fixes
bug fixes
2023-07-09 13:26:37 +01:00
Amaan Shawkath
d00929c814 Fixed
You can click on characters whilst the journal is open
You can click on characters whilst selecting dialog options

Added sfx option to character data
2023-07-09 13:25:47 +01:00
b71111ed12 Implement win/loss states 2023-07-09 14:18:19 +02:00
6b5f52a71f Merge pull request #17 from JanGross/level_design
Level design
2023-07-09 13:25:33 +02:00
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
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
5f135b1d60 Add krita files to LFS 2023-07-08 16:35:46 +02:00
104 changed files with 15958 additions and 692 deletions

1
.gitattributes vendored
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@@ -48,6 +48,7 @@
*.tga filter=lfs diff=lfs merge=lfs -text
*.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

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@@ -13,6 +13,7 @@ MonoBehaviour:
m_Name: Adena
m_EditorClassIdentifier:
m_image: {fileID: 0}
m_avatar: {fileID: 21300000, guid: d39b423a0c8065a42840ec70a3dbe874, type: 3}
m_name: Adena
m_charisma: 3
m_strength: 10
@@ -23,15 +24,16 @@ MonoBehaviour:
Velarius."
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"
for, after all? <br>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?"
while I was staring at the moon. <br>My parents loved it. \u201CWhat a cute,
little princess,\u201D they said. <br>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"...
m_typingSfx: {fileID: 0}

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@@ -13,6 +13,7 @@ MonoBehaviour:
m_Name: Adventure Cat
m_EditorClassIdentifier:
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m_name: Adventure Cat
m_charisma: 5
m_strength: 10
@@ -31,3 +32,4 @@ MonoBehaviour:
- 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
m_typingSfx: {fileID: 0}

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@@ -13,6 +13,7 @@ MonoBehaviour:
m_Name: Amadeus
m_EditorClassIdentifier:
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m_name: Amadeus
m_charisma: 2
m_strength: 7
@@ -22,12 +23,13 @@ MonoBehaviour:
- 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."
<br>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."
the fighting. <br>However, once I was told to try my hands at playing an instrument.
<br>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...
m_typingSfx: {fileID: 0}

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@@ -13,6 +13,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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@@ -25,8 +26,9 @@ MonoBehaviour:
it, no problem for old Derk."
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. "
trains. <br>They always say Derk the jerk, but no one ever says <br>\u201CWow,
what a nice guy\u201D. "
bulletizedText: Helped a lady get onto a high speed train.
- text: "\u2026 (drools)"
bulletizedText: ...
m_typingSfx: {fileID: 0}

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@@ -13,21 +13,23 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_name: Rufus
m_charisma: 0
m_strength: 0
m_dexterity: 0
m_intelligence: 0
m_charisma: 8
m_strength: 4
m_dexterity: 2147483647
m_intelligence: 8
m_dialogueOptions:
- text: I am Rufus, here to help you.
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."
- text: "I am a nature kinda guy, hunt, fetch, you know how it goes. <br>Also,
I\u2019m a natural with people, as you can imagine. <br>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
him out to the authorities of course.
- text: Once, there was this guy that tried to steal my bone. <br>I found him by
following his scent and then I stabbed him with my lightswod. <br>Just kidding,
I ratted him out to the authorities of course.
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.
m_typingSfx: {fileID: 0}

8
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View File

@@ -4,7 +4,7 @@ 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
@@ -21,8 +21,14 @@ public class AdventurerInteractable : MonoBehaviour
private void OnMouseDown()
{
if (GameManager.Instance.uiManager.InputBlocked)
return;
if (GameManager.Instance.dialogueController.DialogueInProgress)
return;
PlayerController.Instance.cameraMovement = false;
CharacterData character = CharacterManager.Instance.GetCharacterDataByName(m_name);
dialogueController.DisplayCharacterText(character);
GameManager.Instance.dialogueController.DisplayCharacterText(character);
}
}

View File

@@ -14,7 +14,7 @@ public class BillboardBehaviour : MonoBehaviour
// Update is called once per frame
void Update()
{
transform.LookAt(Camera.main.transform.position);
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

@@ -5,6 +5,7 @@ using UnityEngine;
public class CharacterData : ScriptableObject
{
public Sprite m_image;
public Sprite m_avatar;
public string m_name;
public int m_charisma;
@@ -14,4 +15,6 @@ public class CharacterData : ScriptableObject
[Header("The index of the dialogue relates to what question it should link too.")]
public List<Dialogue> m_dialogueOptions;
public AudioSource m_typingSfx;
}

View File

@@ -45,4 +45,10 @@ public class CharacterSheet : MonoBehaviour
{
return m_lines.ContainsKey(lineText);
}
public void Action_Close()
{
PlayerController.Instance.cameraMovement = true;
gameObject.SetActive(false);
}
}

View File

@@ -27,12 +27,7 @@ public class DialogueController : MonoBehaviour
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()

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Assets/Scripts/DialogueSystem/Mouse_Left_Key_Dark.png (Stored with Git LFS) Normal file

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View File

@@ -16,10 +16,13 @@ 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;
@@ -40,6 +43,8 @@ public class DialoguePanel : MonoBehaviour
// Sets the reference to the characterData to use.
public void Setup(CharacterData characterData)
{
m_questionIndexAsked.Clear();
Cleanup();
if (m_characterSheet != null)
@@ -50,16 +55,33 @@ public class DialoguePanel : MonoBehaviour
m_questionsAsked = 0;
m_currentCharacter = characterData;
m_characterNameText.text = characterData.name;
SetCharacterName();
m_characterText.text = "Select an option...";
SetupCharacterSheet();
m_characterSheet.SetName(characterData.name);
m_characterSheet.gameObject.SetActive(true);
// 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()
@@ -81,7 +103,6 @@ public class DialoguePanel : MonoBehaviour
{
m_skipped = false;
m_characterText.text = "";
m_questionIndexAsked.Clear();
StopAllCoroutines();
}
@@ -102,6 +123,8 @@ public class DialoguePanel : MonoBehaviour
button.onClick.AddListener(() => OnQuestionButtonClicked(index));
button.gameObject.SetActive(true);
m_questionButtons.Add(button);
}
}
@@ -130,14 +153,29 @@ public class DialoguePanel : MonoBehaviour
// 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)
{
@@ -161,6 +199,11 @@ public class DialoguePanel : MonoBehaviour
// 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()
@@ -172,6 +215,16 @@ public class DialoguePanel : MonoBehaviour
// 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

@@ -1,18 +1,72 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
public static GameManager Instance;
public Image fadeRect;
public DialogueController dialogueController;
public UIManager uiManager;
[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");
}
}
// Update is called once per frame
void Update()
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;
}
public void ShowGameResultScene(bool success)
{
SceneManager.LoadScene(success ? "WinScene" : "LossScene");
}
}

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class Journal : MonoBehaviour
{
@@ -27,7 +28,14 @@ public class Journal : MonoBehaviour
private void OnMouseDown()
{
Debug.Log("MOUSE DOWN ON INVENTORY");
if (GameManager.Instance.dialogueController.DialogueInProgress)
{
Debug.Log("Dialog in progress, not howing journal");
return;
}
GameManager.Instance.uiManager.BlockInput(true);
m_availableAdventurers.Clear();
foreach (var character in CharacterManager.Instance.CharacterDatas)
{
@@ -52,13 +60,22 @@ public class Journal : MonoBehaviour
journal.SetActive(false);
adventurerPage.gameObject.SetActive(false);
PlayerController.Instance.cameraMovement = true;
GameManager.Instance.uiManager.BlockInput(false);
}
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;
adventurerPage.Find("AdventurerName").gameObject.GetComponent<TMP_Text>().text = chara.name;
adventurerPage.Find("AdventurerAvatar").gameObject.GetComponent<Image>().sprite = chara.m_avatar;
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()
@@ -83,4 +100,43 @@ public class Journal : MonoBehaviour
}
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);
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ce42a9d2ab6ceb745b0e2af7d1412eb1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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View File

@@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices.WindowsRuntime;
using UnityEngine;
public class QuestManager : MonoBehaviour
@@ -8,8 +9,7 @@ public class QuestManager : MonoBehaviour
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),
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.", _canRetry: true, _strength: 0, _intelligence: 0, _charisma: 5),
};
private void Awake()
@@ -39,6 +39,72 @@ public class QuestManager : MonoBehaviour
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 SpawnAdventurers()
{
foreach (var adventurer in Resources.FindObjectsOfTypeAll<AdventurerInteractable>())
{
if (adventurer.m_spawnQuestID == activeQuest)
{
adventurer.gameObject.SetActive(true);
}
}
}
public void NextQuest()
{
activeQuest++;
if (activeQuest >= quests.Length)
{
Debug.Log("All quests completed");
GameManager.Instance.FadePingPong(Win);
return;
}
GameManager.Instance.FadePingPong(SpawnAdventurers);
}
public void RetryQuest()
{
if (quests[activeQuest].canRetry)
{
GameManager.Instance.FadePingPong();
} else
{
GameManager.Instance.FadePingPong(Loose);
}
}
public void Win()
{
GameManager.Instance.ShowGameResultScene(true);
}
public void Loose()
{
GameManager.Instance.ShowGameResultScene(false);
}
}
[System.Serializable]
@@ -46,17 +112,21 @@ public class Quest
{
public string name;
public string description;
public string successStr;
public string failedStr;
public bool canRetry = false;
public int strength, intelligence, charisma;
public Quest(string _name, string _desc, string _failedStr, int _strength, int _intelligence, int _charisma)
public Quest(string _name, string _desc, string _failedStr, string _successStr, bool _canRetry, 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;
this.canRetry = _canRetry;
}
}

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@@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIManager : MonoBehaviour
{
public bool InputBlocked => m_blocked;
private bool m_blocked = false;
public void BlockInput(bool value)
{
m_blocked = value;
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ce56325fe9b072041a2c2416149044a7
MonoImporter:
externalObjects: {}
serializedVersion: 2
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executionOrder: 0
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Krita Files/Adventure Cat.png (Stored with Git LFS) Normal file

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Krita Files/Rufus.png (Stored with Git LFS) Normal file

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Krita Files/Sketches.kra (Stored with Git LFS) Normal file

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