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dialogue_t
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1
.gitattributes
vendored
1
.gitattributes
vendored
@@ -48,6 +48,7 @@
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*.tga filter=lfs diff=lfs merge=lfs -text
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*.tif filter=lfs diff=lfs merge=lfs -text
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*.tiff filter=lfs diff=lfs merge=lfs -text
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*.kra filter=lfs diff=lfs merge=lfs -text
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# Other binary formats
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- text: "G\u2019day Sir, I am the fair Adena, princess of the faraway planet of
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- text: "<i>\u2026 (the cat looks at you, on her name collar you read: Adventure
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File diff suppressed because it is too large
Load Diff
@@ -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;
|
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// Start is called before the first frame update
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@@ -45,4 +45,10 @@ public class CharacterSheet : MonoBehaviour
|
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{
|
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return m_lines.ContainsKey(lineText);
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}
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public void Action_Close()
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{
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|
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gameObject.SetActive(false);
|
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}
|
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}
|
||||
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@@ -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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@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
BIN
Krita Files/Adena.png
(Stored with Git LFS)
Normal file
BIN
Krita Files/Adena.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Krita Files/Amadeus.png
(Stored with Git LFS)
Normal file
BIN
Krita Files/Amadeus.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Krita Files/Derk.png
(Stored with Git LFS)
Normal file
BIN
Krita Files/Derk.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Krita Files/Sketches.kra
(Stored with Git LFS)
Normal file
BIN
Krita Files/Sketches.kra
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Krita Files/Sketches.png
(Stored with Git LFS)
Normal file
BIN
Krita Files/Sketches.png
(Stored with Git LFS)
Normal file
Binary file not shown.
Reference in New Issue
Block a user