2 Commits

Author SHA1 Message Date
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
44 changed files with 211 additions and 7674 deletions

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bulletizedText: Adena. Princess.
- text: "Working? A princess doesn\u2019t work, what do you have your robotic servants
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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.
- text: "<i>\u2026 (the cat starts to purr)</i>"
bulletizedText: ...
- text: "<i>\u2026 (looking at the cat\u2019s claws you notice that they are drenched
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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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- text: "Well, I\u2019m used to working for my old master. A crazy old scholar.
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bulletizedText: Used to working with his old master. Climbed mountains and picked
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- text: "Even though I\u2019ve seen many things in my life, my master used to do
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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_name: Derk
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m_money: 5
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- text: "Name\u2019s Derk" - text: "Name\u2019s Derk"
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bulletizedText: Helped a lady get onto a high speed train.
- text: "\u2026 (drools)" - text: "\u2026 (drools)"
bulletizedText: ... - text: I just want money, whatevs

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bulletizedText: Anywhere with nature and people.
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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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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()
{
}
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void Update()
{
}
private void OnMouseDown()
{
PlayerController.Instance.cameraMovement = false;
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dialogueController.DisplayCharacterText(character);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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{
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void Start()
{
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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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));
}
}

View File

@@ -1,11 +0,0 @@
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@@ -1,6 +1,5 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Collections.ObjectModel; using System.Collections.ObjectModel;
using System.Linq;
using UnityEngine; using UnityEngine;
public class CharacterManager : MonoBehaviour public class CharacterManager : MonoBehaviour
@@ -36,9 +35,4 @@ public class CharacterManager : MonoBehaviour
{ {
m_interviewed.Add(name, true); m_interviewed.Add(name, true);
} }
public CharacterData GetCharacterDataByName(string name)
{
return m_characterDatas.Where(i => i.m_name == name).FirstOrDefault();
}
} }

View File

@@ -4,7 +4,6 @@ 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

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

View File

@@ -1,11 +0,0 @@
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@@ -1,40 +1,48 @@
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using TMPro;
using UnityEngine; using UnityEngine;
public class CharacterSheetController : MonoBehaviour public class CharacterSheetController : MonoBehaviour
{ {
[SerializeField] private CharacterSheet m_characterSheet; [SerializeField] private TMP_Text m_characterNameText;
[SerializeField] private Transform m_characterSheetTransform; [SerializeField] private TMP_Text m_line;
[SerializeField] private Transform m_lineHolder;
public IReadOnlyCollection<CharacterSheet> CharacterSheets => m_characterSheets.Values; private Dictionary<string, GameObject> m_lines = new Dictionary<string, GameObject>();
private Dictionary<string, CharacterSheet> m_characterSheets = new Dictionary<string, CharacterSheet>(); public void Cleanup()
// Returns if a character sheet exists for the character.
public bool SheetExists(string characterName)
{ {
return m_characterSheets.ContainsKey(characterName); foreach(var line in m_lines)
{
Destroy(line.Value);
}
m_lines.Clear();
} }
// Get the character sheet for the passed in character. public void SetName(string name)
public CharacterSheet GetSheet(string name)
{ {
if (!m_characterSheets.ContainsKey(name)) m_characterNameText.text = name;
return null;
CharacterSheet sheet = null;
m_characterSheets.TryGetValue(name, out sheet);
return sheet;
} }
// Creates a new character sheet. // Adds a line to the character sheet.
public CharacterSheet CreateSheet(string characterName) public void AddLine(string lineText)
{ {
var sheet = Instantiate(m_characterSheet, m_characterSheetTransform); if (LineExists(lineText))
return;
m_characterSheets.Add(characterName, sheet); var line = Instantiate(m_line, m_lineHolder);
line.text = lineText;
return 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);
} }
} }

View File

@@ -13,6 +13,7 @@ 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?"
}; };
} }

View File

@@ -6,22 +6,17 @@ public class DialogueController : MonoBehaviour
{ {
[SerializeField] private DialoguePanel m_dialoguePanel; [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. // DEBUG - Will need replacing with the character you selected.
private void Start() private void Start()
{ {
//DisplayCharacterText(CharacterManager.Instance.CharacterDatas[m_currentIndex]); DisplayCharacterText(CharacterManager.Instance.CharacterDatas[0]);
m_dialoguePanel.OnQuestionsFinished += OnQuestionsFinished; 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) public void OnQuestionsFinished(string characterName)
@@ -30,26 +25,7 @@ public class DialogueController : MonoBehaviour
CharacterManager.Instance.SetInterviewed(characterName); CharacterManager.Instance.SetInterviewed(characterName);
PlayerController.Instance.cameraMovement = true;
// TODO: stop the dialogue and return to gameplay... // TODO: stop the dialogue and return to gameplay...
// TODO: we could probably show a "Quit" button highlighted. // 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]);
}
} }

View File

@@ -1,7 +1,5 @@
using System; 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;
@@ -19,16 +17,12 @@ public class DialoguePanel : MonoBehaviour
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_questionCount = QuestionData.Questions.Length;
private int m_questionsAsked = 0; private int m_questionsAsked = 0;
private CharacterSheet m_characterSheet;
private string m_lineToAdd = "";
private bool QuestionsFinished => m_questionsAsked >= m_questionCount; private bool QuestionsFinished => m_questionsAsked >= m_questionCount;
private void Awake() private void Awake()
@@ -42,46 +36,24 @@ public class DialoguePanel : MonoBehaviour
{ {
Cleanup(); Cleanup();
if (m_characterSheet != null) m_characterSheetController.Cleanup();
{ m_characterSheetController.SetName(characterData.name);
// 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();
} }
@@ -124,9 +96,6 @@ 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 we've asked all the questions we should mark this character as interviewed and continue.
if (QuestionsFinished) if (QuestionsFinished)
{ {
@@ -146,27 +115,11 @@ public class DialoguePanel : MonoBehaviour
var dialogueOption = m_currentCharacter.m_dialogueOptions[index]; var dialogueOption = m_currentCharacter.m_dialogueOptions[index];
StartCoroutine(DisplayText(dialogueOption.text)); StartCoroutine(DisplayText(dialogueOption.text));
// Setup the line to add to the character sheet once the dialogue has finished. // TODO: we should update the sheet with this information.
m_lineToAdd = $"<b>Q.) {QuestionData.Questions[index]}\n</b>A.) {dialogueOption.bulletizedText}"; m_characterSheetController.AddLine(dialogueOption.text);
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. // Increment questions asked.
m_questionsAsked++; 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.

View File

@@ -1,18 +0,0 @@
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()
{
}
}

View File

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@@ -1,86 +0,0 @@
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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@@ -1,39 +0,0 @@
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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@@ -1,62 +0,0 @@
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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