Merge remote-tracking branch 'origin/main'
# Conflicts: # blueberryPeak/Assets/Wwise/Editor/ProjectData/AkWwiseProjectData.asset
This commit is contained in:
commit
88c084dea8
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@ -2,43 +2,50 @@ using System;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
using AK.Wwise; // Make sure your Wwise namespace is correct
|
||||
|
||||
public class BushInteraction : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private GameObject emptyBush;
|
||||
|
||||
private int blueberryCount = 0;
|
||||
private bool BlueBerriesPicked = false;
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
|
||||
// Wwise Events
|
||||
public AK.Wwise.Event PlayBushesEvent;
|
||||
public AK.Wwise.Event PlayBerryWithBushEvent;
|
||||
|
||||
void Start()
|
||||
{
|
||||
blueberryCount = Random.Range(1, 5); // Randomly initialize blueberry count between 1 and 5
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
// increase blueberry count in the Inventory
|
||||
if (!BlueBerriesPicked)
|
||||
{
|
||||
if (emptyBush == null)
|
||||
{
|
||||
PlayBushesEvent.Post(gameObject);
|
||||
return;
|
||||
}
|
||||
// Play the "Play_BerryWithBush" event if bush has berries
|
||||
PlayBerryWithBushEvent.Post(gameObject);
|
||||
|
||||
other.gameObject.GetComponent<PlayerInteraction>().CollectBlueberry(blueberryCount);
|
||||
|
||||
// switch to different bush model, so that the player can see that the bush is empty
|
||||
Vector3 currentPosition = transform.position;
|
||||
Quaternion currentRotation = transform.rotation;
|
||||
Transform parent = transform.parent;
|
||||
// kill the bush with blueberries
|
||||
|
||||
Destroy(gameObject);
|
||||
|
||||
GameObject _emptyBush = Instantiate(emptyBush, currentPosition, currentRotation);
|
||||
//_emptyBush.transform.parent = parent;
|
||||
// Optionally assign parent if needed
|
||||
// _emptyBush.transform.parent = parent;
|
||||
|
||||
BlueBerriesPicked = true;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
26
blueberryPeak/Assets/Scripts/DialogManager.cs
Normal file
26
blueberryPeak/Assets/Scripts/DialogManager.cs
Normal file
@ -0,0 +1,26 @@
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class DialogManager : MonoBehaviour
|
||||
{
|
||||
public GameObject dialogPanel;
|
||||
public TextMeshProUGUI dialogText; // Use TextMeshProUGUI instead of Text
|
||||
|
||||
private void Start()
|
||||
{
|
||||
dialogPanel.SetActive(false); // Hide on start
|
||||
}
|
||||
|
||||
public void ShowDialog(string message)
|
||||
{
|
||||
print("should be showing dialog");
|
||||
dialogText.text = message;
|
||||
dialogPanel.SetActive(true);
|
||||
}
|
||||
|
||||
public void HideDialog()
|
||||
{
|
||||
dialogPanel.SetActive(false);
|
||||
}
|
||||
}
|
2
blueberryPeak/Assets/Scripts/DialogManager.cs.meta
Normal file
2
blueberryPeak/Assets/Scripts/DialogManager.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 82c6be17482ec2847b23775deb9b5ca7
|
@ -1,4 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
@ -8,26 +10,25 @@ public class PlayerInteraction : MonoBehaviour
|
||||
{
|
||||
public float interactRange = 3f;
|
||||
private int blueberryCount = 0;
|
||||
public List<InventoryItem> inventory = new List<InventoryItem>();
|
||||
private List<InventoryItem> inventory = new List<InventoryItem>();
|
||||
public Dialog[] dialog;
|
||||
int dialogIndex = 0;
|
||||
|
||||
[SerializeField] InputActionReference InteractAction;
|
||||
[SerializeField] private InputActionReference InteractAction;
|
||||
[SerializeField] private InputActionReference DialogAction;
|
||||
[SerializeField] private GameObject dialogManagerObject;
|
||||
|
||||
private DialogManager dialogManager;
|
||||
void Start()
|
||||
{
|
||||
// initialize the QuestLoader
|
||||
/*
|
||||
QuestLoader questLoader = FindFirstObjectByType<QuestLoader>();
|
||||
if (questLoader == null)
|
||||
{
|
||||
Debug.LogError("QuestLoader not found in the scene.");
|
||||
return;
|
||||
}
|
||||
quest = questLoader.allQuests[questIndex];
|
||||
Debug.Log("Loaded quest: " + quest.name);
|
||||
*/
|
||||
|
||||
InteractAction.action.Enable();
|
||||
InteractAction.action.performed += OnInteract;
|
||||
|
||||
DialogAction.action.Enable();
|
||||
DialogAction.action.performed += onDialogContinue;
|
||||
|
||||
dialogManager = dialogManagerObject.GetComponent<DialogManager>();
|
||||
|
||||
}
|
||||
|
||||
void OnInteract(InputAction.CallbackContext context)
|
||||
@ -41,15 +42,47 @@ public class PlayerInteraction : MonoBehaviour
|
||||
{
|
||||
if (hit.collider.CompareTag("Interactable"))
|
||||
{
|
||||
Debug.Log("Interacted with: " + hit.collider.name);
|
||||
//Debug.Log("Interacted with: " + hit.collider.name);
|
||||
// You can add more actions here
|
||||
hit.collider.GetComponent<QuestGiver>().Talk();
|
||||
//
|
||||
dialog = hit.collider.GetComponent<QuestGiver>().Talk();
|
||||
// immedeately start the dialog
|
||||
dialogManager.ShowDialog(dialog[dialogIndex].speaker + ": " + dialog[dialogIndex].text);
|
||||
// skip the 0th dialog entry since it has already been shown
|
||||
dialogIndex++;
|
||||
if (dialogIndex >= dialog.Length)
|
||||
{
|
||||
// reset the dialog index if we reach the end of the dialog
|
||||
dialogIndex = 0;
|
||||
// reset the dialog to be null so it cannot be scrolled through when not in an interaction
|
||||
dialog = null;
|
||||
dialogManager.HideDialog();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void onDialogContinue(InputAction.CallbackContext context)
|
||||
{
|
||||
|
||||
if (context.performed && dialog != null)
|
||||
{
|
||||
// scroll the dialog only if there is text to be shown
|
||||
|
||||
print(dialog[dialogIndex].text);
|
||||
dialogManager.ShowDialog("<b>" + dialog[dialogIndex].speaker + "</b>: " + dialog[dialogIndex].text);
|
||||
dialogIndex++;
|
||||
if (dialogIndex >= dialog.Length)
|
||||
{
|
||||
// reset the dialog index if we reach the end of the dialog
|
||||
dialogIndex = 0;
|
||||
// reset the dialog to be null so it cannot be scrolled through when not in an interaction
|
||||
dialog = null;
|
||||
dialogManager.HideDialog();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
|
||||
@ -86,4 +119,9 @@ public class PlayerInteraction : MonoBehaviour
|
||||
InventoryItem item = inventory.Find(i => i.itemName == itemName);
|
||||
return item != null ? item.quantity : 0;
|
||||
}
|
||||
|
||||
public List<InventoryItem> GetInventoryItems()
|
||||
{
|
||||
return inventory;
|
||||
}
|
||||
}
|
||||
|
@ -1,69 +1,69 @@
|
||||
{
|
||||
"initial": [
|
||||
{
|
||||
"speaker": "Mom",
|
||||
"text": "Good Morning Luna!"
|
||||
"speaker": "<b><b>Mom</b></b>",
|
||||
"text": "Good Morning <b>Luna</b>!"
|
||||
},
|
||||
{
|
||||
"speaker": "Mom",
|
||||
"speaker": "<b>Mom</b>",
|
||||
"text": "You remember that old bakery on top of the Mountain? The one with the blueberry pies you love?"
|
||||
},
|
||||
{
|
||||
"speaker": "Luna",
|
||||
"speaker": "<b>Luna</b>",
|
||||
"text": "Of course! Those pies are legendary."
|
||||
},
|
||||
{
|
||||
"speaker": "Mom",
|
||||
"speaker": "<b>Mom</b>",
|
||||
"text": "Well, it’s closing down today. Forever. She's baking one last blueberry pie."
|
||||
},
|
||||
{
|
||||
"speaker": "Luna",
|
||||
"speaker": "<b>Luna</b>",
|
||||
"text": "Wait, what? Why?"
|
||||
},
|
||||
{
|
||||
"speaker": "Mom",
|
||||
"speaker": "<b>Mom</b>",
|
||||
"text": "She’s retiring. Says her hands aren’t what they used to be."
|
||||
},
|
||||
{
|
||||
"speaker": "Mom",
|
||||
"speaker": "<b>Mom</b>",
|
||||
"text": "But listen, she promised to bake the last pie for us…"
|
||||
},
|
||||
{
|
||||
"speaker": "Mom",
|
||||
"speaker": "<b>Mom</b>",
|
||||
"text": "... if we get there in time."
|
||||
},
|
||||
{
|
||||
"speaker": "Luna",
|
||||
"speaker": "<b>Luna</b>",
|
||||
"text": "No way! Okay, I’ll head there right now-"
|
||||
},
|
||||
{
|
||||
"speaker": "Mom",
|
||||
"speaker": "<b>Mom</b>",
|
||||
"text": "Hold on! You’ll need to bring fresh blueberries with you. She ran out this morning."
|
||||
},
|
||||
{
|
||||
"speaker": "Mom",
|
||||
"speaker": "<b>Mom</b>",
|
||||
"text": "Said if we bring the berries, she’ll make the pie just for us."
|
||||
},
|
||||
{
|
||||
"speaker": "Luna",
|
||||
"speaker": "<b>Luna</b>",
|
||||
"text": "So I have to find blueberries and climb a mountain?"
|
||||
},
|
||||
{
|
||||
"speaker": "Mom",
|
||||
"speaker": "<b>Mom</b>",
|
||||
"text": "There should be a few villagers on the way that will help you get some blueberries."
|
||||
},
|
||||
{
|
||||
"speaker": "Mom",
|
||||
"text": "But Luna, be careful not to get hurt, alright? Don't rush. Watch your step"
|
||||
"speaker": "<b>Mom</b>",
|
||||
"text": "But <b>Luna</b>, be careful not to get hurt, alright? Don't rush. Watch your step"
|
||||
},
|
||||
{
|
||||
"speaker": "Luna",
|
||||
"text": "I will, Mom. I promise."
|
||||
"speaker": "<b>Luna</b>",
|
||||
"text": "I will, <b>Mom</b>. I promise."
|
||||
}
|
||||
],
|
||||
"reminder": [
|
||||
{
|
||||
"speaker": "Mom",
|
||||
"speaker": "<b>Mom</b>",
|
||||
"text": "be careful climbing the mountain, okay?"
|
||||
}
|
||||
],
|
@ -0,0 +1,7 @@
|
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assetBundleVariant:
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@ -1,6 +1,4 @@
|
||||
{
|
||||
"name": "Find Glasses",
|
||||
"reward": 50,
|
||||
"initialDialog": [
|
||||
{
|
||||
"speaker": "QuestGiver",
|
@ -2,6 +2,7 @@ using System.Collections.Generic;
|
||||
using UnityEditor.SearchService;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class QuestGiver : MonoBehaviour
|
||||
{
|
||||
@ -66,7 +67,7 @@ public class QuestGiver : MonoBehaviour
|
||||
if (!isActive && isCompleted)
|
||||
{
|
||||
// If the quest is completed, return the repetition dialog
|
||||
return quest.repetitionDialog;
|
||||
return quest.repetition;
|
||||
}
|
||||
|
||||
else
|
||||
@ -75,7 +76,7 @@ public class QuestGiver : MonoBehaviour
|
||||
{
|
||||
// Initialize the quest
|
||||
isActive = true;
|
||||
return quest.initialDialog;
|
||||
return quest.initial;
|
||||
}
|
||||
|
||||
else if (isActive && isCompleted)
|
||||
@ -85,14 +86,14 @@ public class QuestGiver : MonoBehaviour
|
||||
// take the Requireditem from the player inventory
|
||||
|
||||
// If the quest is active and completed, return the success dialog
|
||||
return quest.successDialog;
|
||||
return quest.success;
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
CheckInventory(GameObject.Find("Player").GetComponent<PlayerInteraction>().inventory);
|
||||
// If the quest is active but not completed, return the reminder dialog
|
||||
return quest.reminderDialog;
|
||||
CheckInventory(GameObject.Find("Luna").GetComponent<PlayerInteraction>().GetInventoryItems());
|
||||
return quest.reminder;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -104,6 +105,6 @@ public class QuestGiver : MonoBehaviour
|
||||
GameObject.Find("Player").GetComponent<PlayerInteraction>().RemoveFromInventory(requiredItem);
|
||||
|
||||
reward.giveReward(GameObject.Find("Player")); // Give the reward to the player
|
||||
return quest.successDialog;
|
||||
return quest.success;
|
||||
}
|
||||
}
|
||||
|
@ -1,5 +1,4 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
|
||||
@ -11,15 +10,14 @@ public class Dialog
|
||||
}
|
||||
|
||||
|
||||
|
||||
[Serializable]
|
||||
public class QuestData
|
||||
{
|
||||
public int id;
|
||||
public Dialog[] initialDialog;
|
||||
public Dialog[] reminderDialog;
|
||||
public Dialog[] successDialog;
|
||||
public Dialog[] repetitionDialog;
|
||||
public Dialog[] initial;
|
||||
public Dialog[] reminder;
|
||||
public Dialog[] success;
|
||||
public Dialog[] repetition;
|
||||
}
|
||||
|
||||
|
||||
|
8
blueberryPeak/Assets/Scripts/Quests/Rewards.meta
Normal file
8
blueberryPeak/Assets/Scripts/Quests/Rewards.meta
Normal file
@ -0,0 +1,8 @@
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@ -21,6 +21,7 @@ namespace AK
|
||||
static const AkUniqueID PLAY_BIRD4 = 3025897645U;
|
||||
static const AkUniqueID PLAY_BUSH = 1691497952U;
|
||||
static const AkUniqueID PLAY_BUSH2 = 2531970962U;
|
||||
static const AkUniqueID PLAY_BUSHES = 1487213420U;
|
||||
static const AkUniqueID PLAY_CLICK1 = 2790046327U;
|
||||
static const AkUniqueID PLAY_CLICK2 = 2790046324U;
|
||||
static const AkUniqueID PLAY_DIALOGTEXT = 3462221031U;
|
||||
@ -29,6 +30,7 @@ namespace AK
|
||||
static const AkUniqueID PLAY_GRASSFOOTSTEPS = 2348137961U;
|
||||
static const AkUniqueID PLAY_GRAVELFOOTSTEPS = 2892919588U;
|
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static const AkUniqueID PLAY_ITEMPICKUP = 4241593335U;
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static const AkUniqueID PLAY_MARKETMUSIC = 3892216159U;
|
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static const AkUniqueID PLAY_OCEAN = 1724638476U;
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static const AkUniqueID PLAY_PAUSE = 4233560256U;
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static const AkUniqueID PLAY_QUESTCOMPLETE = 2060005325U;
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8
blueberryPeak/Assets/TextMesh Pro.meta
Normal file
8
blueberryPeak/Assets/TextMesh Pro.meta
Normal file
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blueberryPeak/Assets/TextMesh Pro/Fonts.meta
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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.
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Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user