22 Commits

Author SHA1 Message Date
4cc6d4fc39 Merge branch 'master' into journal_ui 2023-07-09 12:08:58 +02:00
a00e4a6e98 Fix quest retry 2023-07-09 12:05:51 +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
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
6bbadefa3e Fix journal UI scaling 2023-07-08 22:38:35 +02:00
a783d63d2d Add Derk Graphics 2023-07-08 19:27:14 +02:00
5f135b1d60 Add krita files to LFS 2023-07-08 16:35:46 +02:00
51 changed files with 8688 additions and 1364 deletions

3
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@@ -4,7 +4,6 @@ using UnityEngine;
public class AdventurerInteractable : MonoBehaviour
{
public DialogueController dialogueController;
public int m_spawnQuestID = 0;
[SerializeField] private string m_name = string.Empty;
@@ -24,6 +23,6 @@ public class AdventurerInteractable : MonoBehaviour
{
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

@@ -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

@@ -27,11 +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;
m_dialoguePanel.gameObject.SetActive(false);
}
public void Debug_NextCharacter()

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@@ -16,6 +16,7 @@ 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;
@@ -42,6 +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)
@@ -52,12 +55,13 @@ public class DialoguePanel : MonoBehaviour
m_questionsAsked = 0;
m_currentCharacter = characterData;
m_characterNameText.text = characterData.name;
SetCharacterName();
m_characterText.text = "Select an option...";
SetupCharacterSheet();
// Only show the character sheet if they have already been interviewed.
if (CharacterManager.Instance.CharacterInterviewed(characterData.name))
{
m_characterSheet.SetName(characterData.name);
@@ -69,7 +73,6 @@ public class DialoguePanel : MonoBehaviour
return;
}
m_questionIndexAsked.Clear();
m_questionHolder.gameObject.SetActive(true);
gameObject.SetActive(true);
@@ -77,6 +80,8 @@ public class DialoguePanel : MonoBehaviour
{
button.interactable = true;
}
m_dialogueEndedIndicator.SetActive(false);
}
private void SetupCharacterSheet()
@@ -148,14 +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)
{
@@ -181,6 +201,9 @@ public class DialoguePanel : MonoBehaviour
m_questionIndexAsked.Add(index);
m_questionButtons[index].interactable = false;
// Check if we can reveal the character's name.
SetCharacterName();
}
private void PopulateCharacterSheet()
@@ -192,6 +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

@@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -13,6 +14,7 @@ public class GameManager : MonoBehaviour
private float m_fadeTotal;
[SerializeField] private bool m_showFade = false;
[SerializeField] private float m_fadeDuration = 1;
private Action m_fadeCallback;
private void Awake()
{
@@ -36,6 +38,8 @@ public class GameManager : MonoBehaviour
m_fadeT += Time.deltaTime;
} else
{
m_fadeCallback?.Invoke();
m_fadeCallback = null;
m_fadeT -= Time.deltaTime;
}
m_fadeTotal += Time.deltaTime;
@@ -55,8 +59,9 @@ public class GameManager : MonoBehaviour
}
public void FadePingPong()
public void FadePingPong(Action callback = null)
{
m_fadeCallback = callback;
m_fadeTotal = 0;
m_showFade = true;
}

View File

@@ -95,7 +95,9 @@ public class Journal : MonoBehaviour
bool success = QuestManager.Instance.RunQuestWithAdventurer(m_availableAdventurers[m_selectedAdventurer], activeQuest);
Debug.Log("THE QUESTR ESULT WAS: " + success);
adventurerPage.gameObject.SetActive(false);
if(success)
questPage.Find("QuestResult").gameObject.SetActive(true);
if (success)
{
questPage.Find("QuestResult/NextQuest").gameObject.SetActive(true);
questPage.Find("QuestResult/RetryQuest").gameObject.SetActive(false);
@@ -106,7 +108,7 @@ public class Journal : MonoBehaviour
}
questPage.Find("QuestResult/QuestResultText").gameObject.GetComponent<TMP_Text>().text = success ? activeQuest.successStr : activeQuest.failedStr;
questPage.Find("QuestResult").gameObject.SetActive(true);
}
public void StartNextQuest()

View File

@@ -9,7 +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.", _successStr: "Perfect, this place will be full of adventurers in no time.", _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.", _strength: 0, _intelligence: 0, _charisma: 5),
};
private void Awake()
@@ -60,6 +60,17 @@ public class QuestManager : MonoBehaviour
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++;
@@ -68,14 +79,8 @@ public class QuestManager : MonoBehaviour
Debug.Log("All quests completed");
}
foreach (var adventurer in Resources.FindObjectsOfTypeAll<AdventurerInteractable>())
{
if (adventurer.m_spawnQuestID == activeQuest)
{
adventurer.gameObject.SetActive(true);
}
}
GameManager.Instance.FadePingPong();
GameManager.Instance.FadePingPong(SpawnAdventurers);
}
public void RetryQuest()

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

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