Updated character graphics #16
8
Assets/Data.meta
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Assets/Data.meta
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38
Assets/Data/Adena.asset
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Assets/Data/Adena.asset
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_Script: {fileID: 11500000, guid: ddda90cbbcf3ea54e9105c3a5f0ac9a5, type: 3}
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m_Name: Adena
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m_EditorClassIdentifier:
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m_image: {fileID: 0}
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m_name: Adena
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m_charisma: 3
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m_strength: 10
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m_dexterity: 10
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m_intelligence: 10
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m_spawnQuestId: 1
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m_dialogueOptions:
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- text: "G\u2019day Sir, I am the fair Adena, princess of the faraway planet of
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Velarius."
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bulletizedText: Adena. Princess.
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- text: "Working? A princess doesn\u2019t work, what do you have your robotic servants
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for, after all? Well, that was before I left, now times are different\u2026"
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bulletizedText: Stuck up princess doesn't work...
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- text: "Once, when I was still a wee little child, a bird landed on my finger
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while I was staring at the moon. My parents loved it. \u201CWhat a cute, little
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princess,\u201D they said. Well, my favourite moment was when I smashed their
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palace into pieces after they tried to marry me to Sir Reginald the Lizardman.
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Me and a lizard! Can you imagine?"
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bulletizedText: Destroying her parents palace for making her getting married
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to a lizard...
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- text: Away from this place and being worshipped as the goddess that I am, of
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course.
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bulletizedText: Being worshipped as a "goddess"...
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8
Assets/Data/Adena.asset.meta
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Assets/Data/Adena.asset.meta
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fileFormatVersion: 2
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externalObjects: {}
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assetBundleName:
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34
Assets/Data/Adventure Cat.asset
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Assets/Data/Adventure Cat.asset
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Enabled: 1
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m_Script: {fileID: 11500000, guid: ddda90cbbcf3ea54e9105c3a5f0ac9a5, type: 3}
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m_Name: Adventure Cat
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m_EditorClassIdentifier:
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m_image: {fileID: 0}
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m_name: Adventure Cat
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m_charisma: 5
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m_strength: 10
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m_dexterity: 5
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m_intelligence: 5
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m_spawnQuestId: 2
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m_dialogueOptions:
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- text: "<i>\u2026 (the cat looks at you, on her name collar you read: Adventure
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Cat)</i>"
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bulletizedText: Adventure Cat.
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- text: "<i>\u2026 (the cat starts to purr)</i>"
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bulletizedText: ...
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- text: "<i>\u2026 (looking at the cat\u2019s claws you notice that they are drenched
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in blood \u2026 and her Photon-pistol, it seems like this cat can handle almost
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anything)</i>"
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bulletizedText: Badass killer.
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- text: "<i>\u2026 (Although cats are far from stupid, you don\u2019t think that
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an adventure cat would necessarily think about this)</i>"
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bulletizedText: N/A
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8
Assets/Data/Adventure Cat.asset.meta
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Assets/Data/Adventure Cat.asset.meta
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fileFormatVersion: 2
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34
Assets/Data/Amadeus.asset
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Assets/Data/Amadeus.asset
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_Script: {fileID: 11500000, guid: ddda90cbbcf3ea54e9105c3a5f0ac9a5, type: 3}
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m_Name: Amadeus
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m_EditorClassIdentifier:
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m_image: {fileID: 0}
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m_name: Amadeus
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m_charisma: 2
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m_strength: 7
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m_dexterity: 7
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m_intelligence: 7
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m_spawnQuestId: 1
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m_dialogueOptions:
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- text: "Amadeus the robot, that\u2019s my name. How can I be of service? "
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bulletizedText: Amadeus.
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- text: "Well, I\u2019m used to working for my old master. A crazy old scholar.
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Always wanted me to climb up mountains and pick flowers."
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bulletizedText: Used to working with his old master. Climbed mountains and picked
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flowers.
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- text: "Even though I\u2019ve seen many things in my life, my master used to do
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the fighting. However, once I was told to try my hands at playing an instrument.
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I liked it, but my master shut his ears and a nearby cave bear died instantly."
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bulletizedText: Playing instruments... Really badly...
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- text: "As a free robot on an exciting adventure. No people tho, I hate people\u2026"
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bulletizedText: As a free robot with no people...
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8
Assets/Data/Amadeus.asset.meta
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Assets/Data/Amadeus.asset.meta
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32
Assets/Data/Derk.asset
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Assets/Data/Derk.asset
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_Script: {fileID: 11500000, guid: ddda90cbbcf3ea54e9105c3a5f0ac9a5, type: 3}
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m_Name: Derk
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m_EditorClassIdentifier:
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m_image: {fileID: 0}
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m_name: Derk
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m_charisma: 5
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m_strength: 5
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m_dexterity: 3
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m_intelligence: 5
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m_dialogueOptions:
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- text: "Name\u2019s Derk"
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bulletizedText: Derk.
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- text: "Man, I just want to work, y\u2019know? Give me a task and I\u2019ll do
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it, no problem for old Derk."
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bulletizedText: Just wants to work.
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- text: "This mornin\u2019 I helped an old lady get into one of those high speed
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trains. They always say Derk the jerk, but no one ever says \u201CWow, what
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a nice guy\u201D. "
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bulletizedText: Helped a lady get onto a high speed train.
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- text: "\u2026 (drools)"
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bulletizedText: ...
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8
Assets/Data/Derk.asset.meta
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Assets/Data/Derk.asset.meta
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34
Assets/Data/Rufus.asset
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Assets/Data/Rufus.asset
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_Name: Rufus
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m_EditorClassIdentifier:
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m_image: {fileID: 0}
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m_name: Rufus
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m_charisma: 0
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m_strength: 0
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m_dexterity: 0
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m_intelligence: 0
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m_spawnQuestId: 2
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m_dialogueOptions:
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- text: I am Rufus, here to help you.
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bulletizedText: Rufus.
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- text: "I am a nature kinda guy, hunt, fetch, you know how it goes. Also, I\u2019m
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a natural with people, as you can imagine. Everybody always wants to pet me,
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it can be quite annoying."
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bulletizedText: Anywhere with nature and people.
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- text: Once, there was this guy that tried to steal my bone. I found him by following
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his scent and then I stabbed him with my lightsword. Just kidding, I ratted
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him out to the authorities of course.
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bulletizedText: Told the authorities about the guy who stole his bone.
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- text: Hmm, probably going on adventures with my 5 kids.
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bulletizedText: Going on adventures with his kids.
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||||||
8
Assets/Data/Rufus.asset.meta
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Assets/Data/Rufus.asset.meta
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8
Assets/Images.meta
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8
Assets/Images/Adventurers.meta
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Assets/Images/Adventurers.meta
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140
Assets/Images/Adventurers/Adena.png.meta
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Assets/Images/Adventurers/Adena.png.meta
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File diff suppressed because it is too large
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far clip plane: 1000
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m_LocalScale: {x: 1, y: 1, z: 1}
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7
Assets/Scenes/MainMenu.unity.meta
Normal file
7
Assets/Scenes/MainMenu.unity.meta
Normal file
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|
fileFormatVersion: 2
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6712
Assets/Scenes/PrefabFactory.unity
Normal file
6712
Assets/Scenes/PrefabFactory.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/PrefabFactory.unity.meta
Normal file
7
Assets/Scenes/PrefabFactory.unity.meta
Normal file
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|
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|
fileFormatVersion: 2
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2152
Assets/Scenes/amaan_scene.unity
Normal file
2152
Assets/Scenes/amaan_scene.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/amaan_scene.unity.meta
Normal file
7
Assets/Scenes/amaan_scene.unity.meta
Normal file
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|
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|
fileFormatVersion: 2
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guid: 7fecd37433dfd694594c7c49477fea95
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28
Assets/Scripts/AdventurerInteractable.cs
Normal file
28
Assets/Scripts/AdventurerInteractable.cs
Normal file
@@ -0,0 +1,28 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class AdventurerInteractable : MonoBehaviour
|
||||||
|
{
|
||||||
|
public int m_spawnQuestID = 0;
|
||||||
|
|
||||||
|
[SerializeField] private string m_name = string.Empty;
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMouseDown()
|
||||||
|
{
|
||||||
|
PlayerController.Instance.cameraMovement = false;
|
||||||
|
CharacterData character = CharacterManager.Instance.GetCharacterDataByName(m_name);
|
||||||
|
GameManager.Instance.dialogueController.DisplayCharacterText(character);
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/AdventurerInteractable.cs.meta
Normal file
11
Assets/Scripts/AdventurerInteractable.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
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|
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userData:
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|
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19
Assets/Scripts/AdventurerManager.cs
Normal file
19
Assets/Scripts/AdventurerManager.cs
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class AdventurerManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/AdventurerManager.cs.meta
Normal file
11
Assets/Scripts/AdventurerManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
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|
fileFormatVersion: 2
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externalObjects: {}
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executionOrder: 0
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icon: {instanceID: 0}
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|
userData:
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|
assetBundleName:
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|
assetBundleVariant:
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@@ -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));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
44
Assets/Scripts/CharacterManager.cs
Normal file
44
Assets/Scripts/CharacterManager.cs
Normal file
@@ -0,0 +1,44 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Collections.ObjectModel;
|
||||||
|
using System.Linq;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class CharacterManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
public static CharacterManager Instance;
|
||||||
|
|
||||||
|
[SerializeField] private List<CharacterData> m_characterDatas;
|
||||||
|
|
||||||
|
public ReadOnlyCollection<CharacterData> CharacterDatas => m_characterDatas.AsReadOnly();
|
||||||
|
|
||||||
|
private Dictionary<string, bool> m_interviewed = new Dictionary<string, bool>();
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (Instance == null)
|
||||||
|
{
|
||||||
|
Instance = this;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogWarning("There can only be one instance of the CharacterManager class");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Returns if a character has been interviewed.
|
||||||
|
public bool CharacterInterviewed(string name)
|
||||||
|
{
|
||||||
|
return m_interviewed.ContainsKey(name);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Stores a character as interviewed.
|
||||||
|
public void SetInterviewed(string name)
|
||||||
|
{
|
||||||
|
m_interviewed.Add(name, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
public CharacterData GetCharacterDataByName(string name)
|
||||||
|
{
|
||||||
|
return m_characterDatas.Where(i => i.m_name == name).FirstOrDefault();
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/CharacterManager.cs.meta
Normal file
11
Assets/Scripts/CharacterManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: afced2bc2620add47923c6430dfb713e
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|
MonoImporter:
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|
externalObjects: {}
|
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serializedVersion: 2
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|
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|
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|
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|
userData:
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|
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|
assetBundleVariant:
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8
Assets/Scripts/DialogueSystem.meta
Normal file
8
Assets/Scripts/DialogueSystem.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: 45139bbcbac1e2c4c86ff7094d67808e
|
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|
folderAsset: yes
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|
DefaultImporter:
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|
externalObjects: {}
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userData:
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|
assetBundleVariant:
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17
Assets/Scripts/DialogueSystem/CharacterData.cs
Normal file
17
Assets/Scripts/DialogueSystem/CharacterData.cs
Normal file
@@ -0,0 +1,17 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[CreateAssetMenu(fileName = "CharacterData", menuName = "Characters/Generate Character Data", order = 1)]
|
||||||
|
public class CharacterData : ScriptableObject
|
||||||
|
{
|
||||||
|
public Sprite m_image;
|
||||||
|
public string m_name;
|
||||||
|
|
||||||
|
public int m_charisma;
|
||||||
|
public int m_strength;
|
||||||
|
public int m_dexterity;
|
||||||
|
public int m_intelligence;
|
||||||
|
|
||||||
|
[Header("The index of the dialogue relates to what question it should link too.")]
|
||||||
|
public List<Dialogue> m_dialogueOptions;
|
||||||
|
}
|
||||||
11
Assets/Scripts/DialogueSystem/CharacterData.cs.meta
Normal file
11
Assets/Scripts/DialogueSystem/CharacterData.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
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guid: ddda90cbbcf3ea54e9105c3a5f0ac9a5
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|
MonoImporter:
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externalObjects: {}
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|
icon: {instanceID: 0}
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|
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|
assetBundleName:
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|
assetBundleVariant:
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54
Assets/Scripts/DialogueSystem/CharacterSheet.cs
Normal file
54
Assets/Scripts/DialogueSystem/CharacterSheet.cs
Normal file
@@ -0,0 +1,54 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Action_Close()
|
||||||
|
{
|
||||||
|
PlayerController.Instance.cameraMovement = true;
|
||||||
|
gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/DialogueSystem/CharacterSheet.cs.meta
Normal file
11
Assets/Scripts/DialogueSystem/CharacterSheet.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c8b9f2f1f2da7474e964926017ec32b4
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
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|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
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||||||
40
Assets/Scripts/DialogueSystem/CharacterSheetController.cs
Normal file
40
Assets/Scripts/DialogueSystem/CharacterSheetController.cs
Normal file
@@ -0,0 +1,40 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class CharacterSheetController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private CharacterSheet m_characterSheet;
|
||||||
|
[SerializeField] private Transform m_characterSheetTransform;
|
||||||
|
|
||||||
|
public IReadOnlyCollection<CharacterSheet> CharacterSheets => m_characterSheets.Values;
|
||||||
|
|
||||||
|
private Dictionary<string, CharacterSheet> m_characterSheets = new Dictionary<string, CharacterSheet>();
|
||||||
|
|
||||||
|
// Returns if a character sheet exists for the character.
|
||||||
|
public bool SheetExists(string characterName)
|
||||||
|
{
|
||||||
|
return m_characterSheets.ContainsKey(characterName);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get the character sheet for the passed in character.
|
||||||
|
public CharacterSheet GetSheet(string name)
|
||||||
|
{
|
||||||
|
if (!m_characterSheets.ContainsKey(name))
|
||||||
|
return null;
|
||||||
|
|
||||||
|
CharacterSheet sheet = null;
|
||||||
|
m_characterSheets.TryGetValue(name, out sheet);
|
||||||
|
|
||||||
|
return sheet;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Creates a new character sheet.
|
||||||
|
public CharacterSheet CreateSheet(string characterName)
|
||||||
|
{
|
||||||
|
var sheet = Instantiate(m_characterSheet, m_characterSheetTransform);
|
||||||
|
|
||||||
|
m_characterSheets.Add(characterName, sheet);
|
||||||
|
|
||||||
|
return sheet;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: 113c9cdbaeba15f47a35e92d7d13c848
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
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|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
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|
userData:
|
||||||
|
assetBundleName:
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|
assetBundleVariant:
|
||||||
18
Assets/Scripts/DialogueSystem/Dialogue.cs
Normal file
18
Assets/Scripts/DialogueSystem/Dialogue.cs
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class Dialogue
|
||||||
|
{
|
||||||
|
public string text;
|
||||||
|
public string bulletizedText;
|
||||||
|
}
|
||||||
|
|
||||||
|
public class QuestionData
|
||||||
|
{
|
||||||
|
public static string[] Questions = new string[]
|
||||||
|
{
|
||||||
|
"Who are you?",
|
||||||
|
"Tell me something about yourself.",
|
||||||
|
"What is your greatest accomplishment?",
|
||||||
|
"Where do you see yourself in five years?"
|
||||||
|
};
|
||||||
|
}
|
||||||
11
Assets/Scripts/DialogueSystem/Dialogue.cs.meta
Normal file
11
Assets/Scripts/DialogueSystem/Dialogue.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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50
Assets/Scripts/DialogueSystem/DialogueController.cs
Normal file
50
Assets/Scripts/DialogueSystem/DialogueController.cs
Normal file
@@ -0,0 +1,50 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class DialogueController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[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.
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
//DisplayCharacterText(CharacterManager.Instance.CharacterDatas[m_currentIndex]);
|
||||||
|
|
||||||
|
m_dialoguePanel.OnQuestionsFinished += OnQuestionsFinished;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DisplayCharacterText(CharacterData character)
|
||||||
|
{
|
||||||
|
m_dialoguePanel.Setup(character);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnQuestionsFinished(string characterName)
|
||||||
|
{
|
||||||
|
Debug.Log($"DialogueController: Character {characterName} finished interviewing");
|
||||||
|
CharacterManager.Instance.SetInterviewed(characterName);
|
||||||
|
}
|
||||||
|
|
||||||
|
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]);
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/DialogueSystem/DialogueController.cs.meta
Normal file
11
Assets/Scripts/DialogueSystem/DialogueController.cs.meta
Normal file
@@ -0,0 +1,11 @@
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BIN
Assets/Scripts/DialogueSystem/Mouse_Left_Key_Dark.png
(Stored with Git LFS)
Normal file
BIN
Assets/Scripts/DialogueSystem/Mouse_Left_Key_Dark.png
(Stored with Git LFS)
Normal file
Binary file not shown.
166
Assets/Scripts/DialogueSystem/Mouse_Left_Key_Dark.png.meta
Normal file
166
Assets/Scripts/DialogueSystem/Mouse_Left_Key_Dark.png.meta
Normal file
@@ -0,0 +1,166 @@
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|
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|
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|
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|
bones: []
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|
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8
Assets/Scripts/DialogueSystem/UI.meta
Normal file
8
Assets/Scripts/DialogueSystem/UI.meta
Normal file
@@ -0,0 +1,8 @@
|
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|
fileFormatVersion: 2
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|
guid: 0bd66c3ec3a21b440be0d261ae3eaf95
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folderAsset: yes
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assetBundleVariant:
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230
Assets/Scripts/DialogueSystem/UI/DialoguePanel.cs
Normal file
230
Assets/Scripts/DialogueSystem/UI/DialoguePanel.cs
Normal file
@@ -0,0 +1,230 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Reflection;
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class DialoguePanel : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Action<string> OnQuestionsFinished;
|
||||||
|
|
||||||
|
[SerializeField] private Transform m_questionHolder;
|
||||||
|
[SerializeField] private Button m_questionButton;
|
||||||
|
|
||||||
|
[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;
|
||||||
|
|
||||||
|
private List<int> m_questionIndexAsked = new List<int>();
|
||||||
|
private List<Button> m_questionButtons = new List<Button>();
|
||||||
|
|
||||||
|
private CharacterData m_currentCharacter;
|
||||||
|
private bool m_skipped = false;
|
||||||
|
|
||||||
|
private int m_questionCount = QuestionData.Questions.Length;
|
||||||
|
private int m_questionsAsked = 0;
|
||||||
|
|
||||||
|
private CharacterSheet m_characterSheet;
|
||||||
|
private string m_lineToAdd = "";
|
||||||
|
|
||||||
|
private bool QuestionsFinished => m_questionsAsked >= m_questionCount;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
PopulateQuestionButtons();
|
||||||
|
gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Sets the reference to the characterData to use.
|
||||||
|
public void Setup(CharacterData characterData)
|
||||||
|
{
|
||||||
|
m_questionIndexAsked.Clear();
|
||||||
|
|
||||||
|
Cleanup();
|
||||||
|
|
||||||
|
if (m_characterSheet != null)
|
||||||
|
{
|
||||||
|
// Clear the old sheet
|
||||||
|
m_characterSheet.gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
m_questionsAsked = 0;
|
||||||
|
m_currentCharacter = characterData;
|
||||||
|
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);
|
||||||
|
|
||||||
|
// Hide the dialogue panel.
|
||||||
|
gameObject.SetActive(false);
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_questionHolder.gameObject.SetActive(true);
|
||||||
|
gameObject.SetActive(true);
|
||||||
|
|
||||||
|
foreach(var button in m_questionButtons)
|
||||||
|
{
|
||||||
|
button.interactable = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_dialogueEndedIndicator.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
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.
|
||||||
|
private void Cleanup()
|
||||||
|
{
|
||||||
|
m_skipped = false;
|
||||||
|
m_characterText.text = "";
|
||||||
|
StopAllCoroutines();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Populates the questions the player can ask the NPC.
|
||||||
|
private void PopulateQuestionButtons()
|
||||||
|
{
|
||||||
|
for (int i = 0; i < QuestionData.Questions.Length; i++)
|
||||||
|
{
|
||||||
|
var buttonObj = Instantiate(m_questionButton, m_questionHolder);
|
||||||
|
|
||||||
|
// Sets the button text to the question text.
|
||||||
|
var buttonText = buttonObj.GetComponentInChildren<TMP_Text>();
|
||||||
|
buttonText.text = QuestionData.Questions[i];
|
||||||
|
|
||||||
|
var button = buttonObj.GetComponent<Button>();
|
||||||
|
|
||||||
|
var index = i;
|
||||||
|
button.onClick.AddListener(() => OnQuestionButtonClicked(index));
|
||||||
|
|
||||||
|
button.gameObject.SetActive(true);
|
||||||
|
|
||||||
|
m_questionButtons.Add(button);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator DisplayText(string text)
|
||||||
|
{
|
||||||
|
// Hide the questions whilst the character is talking.
|
||||||
|
m_questionHolder.gameObject.SetActive(false);
|
||||||
|
|
||||||
|
foreach (char letter in text.ToCharArray())
|
||||||
|
{
|
||||||
|
if (m_skipped)
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_characterText.text += letter;
|
||||||
|
yield return new WaitForSeconds(TypingSpeed);
|
||||||
|
}
|
||||||
|
|
||||||
|
m_skipped = true;
|
||||||
|
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 (QuestionsFinished)
|
||||||
|
{
|
||||||
|
m_dialogueEndedIndicator.SetActive(true);
|
||||||
|
|
||||||
|
OnQuestionsFinished?.Invoke(m_currentCharacter.name);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
{
|
||||||
|
Cleanup();
|
||||||
|
|
||||||
|
var dialogueOption = m_currentCharacter.m_dialogueOptions[index];
|
||||||
|
StartCoroutine(DisplayText(dialogueOption.text));
|
||||||
|
|
||||||
|
// Setup the line to add to the character sheet once the dialogue has finished.
|
||||||
|
m_lineToAdd = $"<b>Q.) {QuestionData.Questions[index]}\n</b>A.) {dialogueOption.bulletizedText}";
|
||||||
|
|
||||||
|
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.
|
||||||
|
m_questionsAsked++;
|
||||||
|
m_questionIndexAsked.Add(index);
|
||||||
|
|
||||||
|
m_questionButtons[index].interactable = false;
|
||||||
|
|
||||||
|
// Check if we can reveal the character's name.
|
||||||
|
SetCharacterName();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void PopulateCharacterSheet()
|
||||||
|
{
|
||||||
|
m_characterSheet.AddLine(m_lineToAdd);
|
||||||
|
m_lineToAdd = "";
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/DialogueSystem/UI/DialoguePanel.cs.meta
Normal file
11
Assets/Scripts/DialogueSystem/UI/DialoguePanel.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 91eb3fe780abca14d9a12fb493b16fd6
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
68
Assets/Scripts/GameManager.cs
Normal file
68
Assets/Scripts/GameManager.cs
Normal file
@@ -0,0 +1,68 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class GameManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
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 Action m_fadeCallback;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
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_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;
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/GameManager.cs.meta
Normal file
11
Assets/Scripts/GameManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a7d6a699566d0234aae77a22105ba6b5
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
128
Assets/Scripts/Journal.cs
Normal file
128
Assets/Scripts/Journal.cs
Normal file
@@ -0,0 +1,128 @@
|
|||||||
|
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()
|
||||||
|
{
|
||||||
|
if (GameManager.Instance.dialogueController.DialogueInProgress)
|
||||||
|
{
|
||||||
|
Debug.Log("Dialog in progress, not howing journal");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/Journal.cs.meta
Normal file
11
Assets/Scripts/Journal.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c0493f659bb4e67428b686920758641b
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
12
Assets/Scripts/MainMenu.cs
Normal file
12
Assets/Scripts/MainMenu.cs
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
public class MainMenu : MonoBehaviour
|
||||||
|
{
|
||||||
|
public void Action_StartGame()
|
||||||
|
{
|
||||||
|
SceneManager.LoadScene(1);
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/MainMenu.cs.meta
Normal file
11
Assets/Scripts/MainMenu.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ce42a9d2ab6ceb745b0e2af7d1412eb1
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -4,18 +4,30 @@ using UnityEngine;
|
|||||||
|
|
||||||
public class PlayerController : MonoBehaviour
|
public class PlayerController : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
public static PlayerController Instance;
|
||||||
|
|
||||||
public Vector3 forward;
|
public Vector3 forward;
|
||||||
public Camera playerCam;
|
public Camera playerCam;
|
||||||
public float xLimit = 45;
|
public float xLimit = 45;
|
||||||
public float yLimit = 25;
|
public float yLimit = 25;
|
||||||
// Start is called before the first frame update
|
public bool cameraMovement = true;
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
|
|
||||||
|
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
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
|
{
|
||||||
|
if (cameraMovement)
|
||||||
{
|
{
|
||||||
float mouseX = 2 * (Input.mousePosition.x / playerCam.pixelWidth) - 1;
|
float mouseX = 2 * (Input.mousePosition.x / playerCam.pixelWidth) - 1;
|
||||||
float mouseY = -(2 * (Input.mousePosition.y / playerCam.pixelHeight) - 1);
|
float mouseY = -(2 * (Input.mousePosition.y / playerCam.pixelHeight) - 1);
|
||||||
@@ -24,3 +36,4 @@ public class PlayerController : MonoBehaviour
|
|||||||
playerCam.transform.rotation = rotation;
|
playerCam.transform.rotation = rotation;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -1,15 +1,29 @@
|
|||||||
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
|
||||||
{
|
{
|
||||||
public int day = 0;
|
public static QuestManager Instance;
|
||||||
|
public int activeQuest = 0;
|
||||||
|
|
||||||
public Quest[] quests = {
|
public Quest[] quests = {
|
||||||
new Quest(_name: "", _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()
|
||||||
|
{
|
||||||
|
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
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@@ -20,25 +34,76 @@ public class QuestManager : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
public Quest GetActiveQuest()
|
||||||
void Update()
|
|
||||||
{
|
{
|
||||||
|
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]
|
||||||
public class Quest
|
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;
|
||||||
|
|||||||
8
Assets/TextMesh Pro.meta
Normal file
8
Assets/TextMesh Pro.meta
Normal file
@@ -0,0 +1,8 @@
|
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|
fileFormatVersion: 2
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guid: f54d1bd14bd3ca042bd867b519fee8cc
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folderAsset: yes
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/TextMesh Pro/Documentation.meta
Normal file
8
Assets/TextMesh Pro/Documentation.meta
Normal file
@@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: 8e7e8f5a82a3a134e91c54efd2274ea9
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assetBundleVariant:
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userData:
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8
Assets/TextMesh Pro/Fonts.meta
Normal file
8
Assets/TextMesh Pro/Fonts.meta
Normal file
@@ -0,0 +1,8 @@
|
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|
fileFormatVersion: 2
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guid: 6ab70aee4d56447429c680537fbf93ed
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assetBundleVariant:
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46
Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt
Normal file
46
Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt
Normal file
@@ -0,0 +1,46 @@
|
|||||||
|
Digitized data copyright (c) 2010 Google Corporation
|
||||||
|
with Reserved Font Arimo, Tinos and Cousine.
|
||||||
|
Copyright (c) 2012 Red Hat, Inc.
|
||||||
|
with Reserved Font Name Liberation.
|
||||||
|
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
8
Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta
Normal file
8
Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta
Normal file
@@ -0,0 +1,8 @@
|
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|
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|
guid: 6e59c59b81ab47f9b6ec5781fa725d2c
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BIN
Assets/TextMesh Pro/Fonts/LiberationSans.ttf
(Stored with Git LFS)
Normal file
BIN
Assets/TextMesh Pro/Fonts/LiberationSans.ttf
(Stored with Git LFS)
Normal file
Binary file not shown.
19
Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta
Normal file
19
Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
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|
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|
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|
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|
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|
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|
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characterSpacing: 1
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|
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8
Assets/TextMesh Pro/Resources.meta
Normal file
8
Assets/TextMesh Pro/Resources.meta
Normal file
@@ -0,0 +1,8 @@
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9
Assets/TextMesh Pro/Resources/Fonts & Materials.meta
Normal file
9
Assets/TextMesh Pro/Resources/Fonts & Materials.meta
Normal file
@@ -0,0 +1,9 @@
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|
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|
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|
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|
--- !u!21 &2100000
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|
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|
m_Name: LiberationSans SDF - Drop Shadow
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|
m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
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|
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|
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|
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|
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user