39 Commits

Author SHA1 Message Date
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
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
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
75 changed files with 12594 additions and 599 deletions

3
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View File

@@ -4,7 +4,7 @@ using UnityEngine;
public class AdventurerInteractable : MonoBehaviour public class AdventurerInteractable : MonoBehaviour
{ {
public DialogueController dialogueController; public int m_spawnQuestID = 0;
[SerializeField] private string m_name = string.Empty; [SerializeField] private string m_name = string.Empty;
// Start is called before the first frame update // Start is called before the first frame update
@@ -21,8 +21,14 @@ public class AdventurerInteractable : MonoBehaviour
private void OnMouseDown() private void OnMouseDown()
{ {
if (GameManager.Instance.uiManager.InputBlocked)
return;
if (GameManager.Instance.dialogueController.DialogueInProgress)
return;
PlayerController.Instance.cameraMovement = false; PlayerController.Instance.cameraMovement = false;
CharacterData character = CharacterManager.Instance.GetCharacterDataByName(m_name); 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 // Update is called once per frame
void Update() 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)); transform.rotation = Quaternion.Euler(new Vector3(initialRotation.x, transform.rotation.eulerAngles.y, initialRotation.z));
} }
} }

View File

@@ -14,4 +14,6 @@ public class CharacterData : ScriptableObject
[Header("The index of the dialogue relates to what question it should link too.")] [Header("The index of the dialogue relates to what question it should link too.")]
public List<Dialogue> m_dialogueOptions; public List<Dialogue> m_dialogueOptions;
public AudioSource m_typingSfx;
} }

View File

@@ -45,4 +45,10 @@ public class CharacterSheet : MonoBehaviour
{ {
return m_lines.ContainsKey(lineText); 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) public void OnQuestionsFinished(string characterName)
{ {
Debug.Log($"DialogueController: Character {characterName} finished interviewing"); Debug.Log($"DialogueController: Character {characterName} finished interviewing");
CharacterManager.Instance.SetInterviewed(characterName); 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() public void Debug_NextCharacter()

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View File

@@ -16,6 +16,7 @@ public class DialoguePanel : MonoBehaviour
[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; [SerializeField] private CharacterSheetController m_characterSheetController;
[SerializeField] private GameObject m_dialogueEndedIndicator;
private const float TypingSpeed = 0.03f; private const float TypingSpeed = 0.03f;
@@ -42,6 +43,8 @@ public class DialoguePanel : MonoBehaviour
// Sets the reference to the characterData to use. // Sets the reference to the characterData to use.
public void Setup(CharacterData characterData) public void Setup(CharacterData characterData)
{ {
m_questionIndexAsked.Clear();
Cleanup(); Cleanup();
if (m_characterSheet != null) if (m_characterSheet != null)
@@ -52,15 +55,24 @@ public class DialoguePanel : MonoBehaviour
m_questionsAsked = 0; m_questionsAsked = 0;
m_currentCharacter = characterData; m_currentCharacter = characterData;
m_characterNameText.text = characterData.name; SetCharacterName();
m_characterText.text = "Select an option..."; m_characterText.text = "Select an option...";
SetupCharacterSheet(); SetupCharacterSheet();
m_characterSheet.SetName(characterData.name);
m_characterSheet.gameObject.SetActive(true);
m_questionIndexAsked.Clear(); // 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); m_questionHolder.gameObject.SetActive(true);
gameObject.SetActive(true); gameObject.SetActive(true);
@@ -68,6 +80,8 @@ public class DialoguePanel : MonoBehaviour
{ {
button.interactable = true; button.interactable = true;
} }
m_dialogueEndedIndicator.SetActive(false);
} }
private void SetupCharacterSheet() private void SetupCharacterSheet()
@@ -139,14 +153,29 @@ public class DialoguePanel : MonoBehaviour
// 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)
{ {
m_dialogueEndedIndicator.SetActive(true);
OnQuestionsFinished?.Invoke(m_currentCharacter.name); 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);
} }
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. // Handles displaying the correct dialogue for the question.
private void OnQuestionButtonClicked(int index) private void OnQuestionButtonClicked(int index)
{ {
@@ -172,6 +201,9 @@ public class DialoguePanel : MonoBehaviour
m_questionIndexAsked.Add(index); m_questionIndexAsked.Add(index);
m_questionButtons[index].interactable = false; m_questionButtons[index].interactable = false;
// Check if we can reveal the character's name.
SetCharacterName();
} }
private void PopulateCharacterSheet() private void PopulateCharacterSheet()
@@ -183,6 +215,16 @@ public class DialoguePanel : MonoBehaviour
// Callback from Unity on the skip button. // Callback from Unity on the skip button.
public void Action_SkipButtonClicked() public void Action_SkipButtonClicked()
{ {
if (m_skipped && QuestionsFinished)
DialogueEndedClicked();
m_skipped = true; 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 +1,66 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
public class GameManager : MonoBehaviour public class GameManager : MonoBehaviour
{ {
// Start is called before the first frame update public static GameManager Instance;
void Start() 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 private void Update()
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;
} }
} }

View File

@@ -27,7 +27,14 @@ public class Journal : MonoBehaviour
private void OnMouseDown() 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(); m_availableAdventurers.Clear();
foreach (var character in CharacterManager.Instance.CharacterDatas) foreach (var character in CharacterManager.Instance.CharacterDatas)
{ {
@@ -52,13 +59,21 @@ public class Journal : MonoBehaviour
journal.SetActive(false); journal.SetActive(false);
adventurerPage.gameObject.SetActive(false); adventurerPage.gameObject.SetActive(false);
PlayerController.Instance.cameraMovement = true; PlayerController.Instance.cameraMovement = true;
GameManager.Instance.uiManager.BlockInput(false);
} }
public void SetJournalAdventurerPage(int id) public void SetJournalAdventurerPage(int id)
{ {
CharacterData chara = m_availableAdventurers[id]; CharacterData chara = m_availableAdventurers[id];
TMP_Text nameLabel = adventurerPage.Find("AdventurerName").gameObject.GetComponent<TMP_Text>(); adventurerPage.Find("AdventurerName").gameObject.GetComponent<TMP_Text>().text = chara.name;
nameLabel.text = chara.m_name; 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() public void SetJournalQuestPage()
@@ -83,4 +98,43 @@ public class Journal : MonoBehaviour
} }
SetJournalAdventurerPage(m_selectedAdventurer); 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();
}
} }

View File

@@ -1,5 +1,6 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Runtime.InteropServices.WindowsRuntime;
using UnityEngine; using UnityEngine;
public class QuestManager : MonoBehaviour public class QuestManager : MonoBehaviour
@@ -8,8 +9,7 @@ public class QuestManager : MonoBehaviour
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.", _successStr: "Perfect, this place will be full of adventurers in no time.", _strength: 0, _intelligence: 0, _charisma: 5),
}; };
private void Awake() private void Awake()
@@ -39,6 +39,54 @@ public class QuestManager : MonoBehaviour
return quests[activeQuest]; 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(SpawnAdventurers);
}
public void RetryQuest()
{
GameManager.Instance.FadePingPong();
}
} }
[System.Serializable] [System.Serializable]
@@ -46,14 +94,16 @@ public class Quest
{ {
public string name; public string name;
public string description; public string description;
public string successStr;
public string failedStr; public string failedStr;
public int strength, intelligence, charisma; 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, int _strength, int _intelligence, int _charisma)
{ {
this.name = _name; this.name = _name;
this.description = _desc; this.description = _desc;
this.failedStr = _failedStr; this.failedStr = _failedStr;
this.successStr = _successStr;
this.strength = _strength; this.strength = _strength;
this.intelligence = _intelligence; this.intelligence = _intelligence;
this.charisma = _charisma; this.charisma = _charisma;

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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
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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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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