18 Commits

Author SHA1 Message Date
Amaan Shawkath
35fe3559d6 Adding name revealling once you ask "who are you?" 2023-07-09 10:13:57 +01:00
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
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
21 changed files with 2396 additions and 110 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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@@ -18,6 +18,7 @@ MonoBehaviour:
m_strength: 10
m_dexterity: 10
m_intelligence: 10
m_spawnQuestId: 1
m_dialogueOptions:
- text: "G\u2019day Sir, I am the fair Adena, princess of the faraway planet of
Velarius."

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@@ -18,6 +18,7 @@ MonoBehaviour:
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m_dexterity: 5
m_intelligence: 5
m_spawnQuestId: 2
m_dialogueOptions:
- text: "<i>\u2026 (the cat looks at you, on her name collar you read: Adventure
Cat)</i>"

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@@ -18,6 +18,7 @@ MonoBehaviour:
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m_dialogueOptions:
- text: "Amadeus the robot, that\u2019s my name. How can I be of service? "
bulletizedText: Amadeus.

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@@ -18,6 +18,7 @@ MonoBehaviour:
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File diff suppressed because it is too large Load Diff

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@@ -5,6 +5,7 @@ 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

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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@@ -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)
@@ -52,15 +55,24 @@ 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);
m_characterSheet.gameObject.SetActive(true);
m_questionIndexAsked.Clear();
// Hide the dialogue panel.
gameObject.SetActive(false);
return;
}
m_questionHolder.gameObject.SetActive(true);
gameObject.SetActive(true);
@@ -68,6 +80,8 @@ public class DialoguePanel : MonoBehaviour
{
button.interactable = true;
}
m_dialogueEndedIndicator.SetActive(false);
}
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 (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)
{
@@ -172,6 +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()
@@ -183,6 +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 +1,63 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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;
[SerializeField] private float m_fadeT;
private float m_fadeTotal;
[SerializeField] private bool m_showFade = false;
[SerializeField] private float m_fadeDuration = 1;
private void Awake()
{
}
// Update is called once per frame
void Update()
if (Instance == null)
{
Instance = this;
}
else
{
Debug.LogWarning("There can only be one instance of the CharacterManager class");
}
}
private void Update()
{
//Fade image towrads target
if(m_showFade)
{
if (m_fadeTotal < m_fadeDuration / 2)
{
m_fadeT += Time.deltaTime;
} else
{
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()
{
m_fadeTotal = 0;
m_showFade = true;
}
}

View File

@@ -27,7 +27,12 @@ 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;
}
m_availableAdventurers.Clear();
foreach (var character in CharacterManager.Instance.CharacterDatas)
{
@@ -83,4 +88,41 @@ 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);
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;
questPage.Find("QuestResult").gameObject.SetActive(true);
}
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.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.", _strength: 0, _intelligence: 0, _charisma: 5),
};
private void Awake()
@@ -39,6 +39,49 @@ 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 NextQuest()
{
activeQuest++;
if (activeQuest >= quests.Length)
{
Debug.Log("All quests completed");
}
foreach (var adventurer in Resources.FindObjectsOfTypeAll<AdventurerInteractable>())
{
if (adventurer.m_spawnQuestID == activeQuest)
{
adventurer.gameObject.SetActive(true);
}
}
GameManager.Instance.FadePingPong();
}
public void RetryQuest()
{
GameManager.Instance.FadePingPong();
}
}
[System.Serializable]
@@ -46,14 +89,16 @@ public class Quest
{
public string name;
public string description;
public string successStr;
public string failedStr;
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.description = _desc;
this.failedStr = _failedStr;
this.successStr = _successStr;
this.strength = _strength;
this.intelligence = _intelligence;
this.charisma = _charisma;

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