add doug to dialogue, start grandma quest

This commit is contained in:
2026-04-11 18:34:16 -05:00
parent 6491a3df11
commit 54db4e4b73
15 changed files with 1049 additions and 53 deletions
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duringText: duringText:
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line: What do I need to do again?
- isDoug: 0
line: I need 3 star shards, and I need you to touch that cube.
completionText: completionText:
- Thanks for your help, Doug! - isDoug: 0
line: Thanks Doug!
questID: 1 questID: 1
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line: Hi there, Doug.
- isDoug: 0
line: I know you're having a hard time lately... but I could really use your
help around here.
- isDoug: 1
line: What can I do?
- isDoug: 0
line: 'The shopkeeper in town. He tells me he could use your digging skills. '
- isDoug: 1
line: 'I''m not an excavator, and I don''t want to be one. '
- isDoug: 0
line: 'Doug, you''re another mouth to feed. It doesn''t have to be a career.
We just need some more money around here. '
- isDoug: 1
line: 'Alright. I''ll talk to him. '
duringText:
- isDoug: 0
line: Go talk to the shopkeeper in town. He's got some freelance work for you.
completionText:
- isDoug: 0
line: I hear you did a great job for the shopkeeper. I hope you continue to take
him up on his generous offer...
questID: 2
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+11 -2
View File
@@ -6,6 +6,15 @@ public class Dialogue
public string charName; public string charName;
public bool isActive = false; public bool isActive = false;
[TextArea(3,10)] public DialogueLine[] sentences;
public string[] sentences; }
[System.Serializable]
public class DialogueLine
{
// is Doug or the character talking? Let's convo have 2 sides
public bool isDoug;
[TextArea(3, 10)]
public string line;
} }
+38 -22
View File
@@ -5,7 +5,7 @@
public class DialogueManager : MonoBehaviour public class DialogueManager : MonoBehaviour
{ {
private Queue<string> sentences; private Queue<DialogueLine> sentences;
private Dialogue currentDialogue; private Dialogue currentDialogue;
private DialogueVoice currentDialogueVoice; private DialogueVoice currentDialogueVoice;
private float maxDialogueWaitTime = 1.0f; private float maxDialogueWaitTime = 1.0f;
@@ -25,7 +25,7 @@ public class DialogueManager : MonoBehaviour
// Start is called once before the first execution of Update after the MonoBehaviour is created // Start is called once before the first execution of Update after the MonoBehaviour is created
void Start() void Start()
{ {
sentences = new Queue<string>(); sentences = new Queue<DialogueLine>();
voiceSourcePool = GetComponentsInChildren<AudioSource>(); voiceSourcePool = GetComponentsInChildren<AudioSource>();
} }
@@ -45,9 +45,8 @@ public void StartDialogue(Dialogue dialogue, DialogueVoice dialogueVoice)
sentences.Clear(); sentences.Clear();
currentDialogue = dialogue; currentDialogue = dialogue;
currentDialogueVoice = dialogueVoice; currentDialogueVoice = dialogueVoice;
nameText.text = dialogue.charName;
foreach (string sentence in dialogue.sentences) foreach (DialogueLine sentence in dialogue.sentences)
{ {
sentences.Enqueue(sentence); sentences.Enqueue(sentence);
} }
@@ -64,7 +63,7 @@ public void DisplayNextSentence()
return; return;
} }
string sentence = sentences.Dequeue(); DialogueLine sentence = sentences.Dequeue();
StopAllCoroutines(); StopAllCoroutines();
StopVoices(); StopVoices();
StartCoroutine(TypeSentence(sentence)); StartCoroutine(TypeSentence(sentence));
@@ -82,34 +81,51 @@ public void EndDialogue()
} }
} }
IEnumerator TypeSentence(string sentence) IEnumerator TypeSentence(DialogueLine sentence)
{ {
dialogueText.text = ""; dialogueText.text = "";
char[] sentenceCharArray = sentence.ToCharArray();
if (sentence.isDoug)
{
nameText.text = "Doug";
}
else
{
nameText.text = currentDialogue.charName;
}
char[] sentenceCharArray = sentence.line.ToCharArray();
for (int i = 0; i < sentenceCharArray.Length; i++) for (int i = 0; i < sentenceCharArray.Length; i++)
{ {
dialogueText.text += sentenceCharArray[i]; dialogueText.text += sentenceCharArray[i];
if (currentDialogueVoice != null && currentDialogueVoice.voice != Voices.None) if (sentence.isDoug)
{ {
if (i % currentDialogueVoice.speechInterval == 0) // TODO: Add Doug voice
{ yield return new WaitForSeconds(0.03f);
AudioClip voiceToPlay = currentDialogueVoice.GetClipFromChar(char.ToLower(sentenceCharArray[i]));
if (voiceToPlay != null)
{
PlayNextClip(voiceToPlay);
}
}
yield return new WaitForSeconds(maxDialogueWaitTime - currentDialogueVoice.talkSpeed * maxDialogueWaitTime);
} }
else else
{ {
// TODO: Add speed variable to non-voices (Talkable.cs) if (currentDialogueVoice != null && currentDialogueVoice.voice != Voices.None)
yield return new WaitForSeconds(0.03f); {
if (i % currentDialogueVoice.speechInterval == 0)
{
AudioClip voiceToPlay = currentDialogueVoice.GetClipFromChar(char.ToLower(sentenceCharArray[i]));
if (voiceToPlay != null)
{
PlayNextClip(voiceToPlay);
}
}
yield return new WaitForSeconds(maxDialogueWaitTime - currentDialogueVoice.talkSpeed * maxDialogueWaitTime);
}
else
{
// TODO: Add speed variable to non-voices (Talkable.cs)
yield return new WaitForSeconds(0.03f);
}
} }
} }
} }
@@ -135,10 +135,7 @@ void ApplyGravity()
else else
moveDir *= walkSpeed; moveDir *= walkSpeed;
if (!characterController.isGrounded) moveDir.y += -gravity;
{
moveDir.y = -gravity;
}
} }
/// <summary> /// <summary>
+3 -3
View File
@@ -5,9 +5,9 @@ public class Quest : MonoBehaviour
public bool hasStarted = false; public bool hasStarted = false;
public bool hasCompleted = false; public bool hasCompleted = false;
public string[] askText; // ask the player to complete the task public DialogueLine[] askText; // ask the player to complete the task
public string[] duringText; // what to say to the player when the task is complete public DialogueLine[] duringText; // what to say to the player when the task is complete
public string[] completionText; // what to say to the player upon completion public DialogueLine[] completionText; // what to say to the player upon completion
public int questID = 0; // connects the quest to the registry, which gives us conditions public int questID = 0; // connects the quest to the registry, which gives us conditions
@@ -53,6 +53,36 @@ private void Awake()
questBoolMap.Add(1, QID1_List); questBoolMap.Add(1, QID1_List);
#endregion #endregion
#region 2 - (Story Quest #1) No More Freeloading
// This is the first time we talk to grandma. She wants help around the house.
// Quest is complete after we talk to the shop keeper and complete quest 3.
QuestBool[] QID2_List = new QuestBool[1];
// QID2_1_completedQuest3
QID1_List[0] = new QuestBool(() =>
{
return CompletedQuests.Contains(3);
});
questBoolMap.Add(2, QID1_List);
#endregion
#region 3 - (Story Quest #1.5) First Paycheck
// This is the first time we talk to the shopkeeper. He tells us to find a star
// shard and bring it to him.
QuestBool[] QID3_List = new QuestBool[1];
// QID3_1_hasEnoughStarshards
QID1_List[0] = new QuestBool(() =>
{
return GameManager.Instance.Inventory.GetItemQuantity(ItemIdEnum.STAR_SHARD) > 0;
});
questBoolMap.Add(3, QID1_List);
#endregion
return questBoolMap; return questBoolMap;
} }
@@ -7,4 +7,8 @@ public class Storybools
#region QID1 #region QID1
public bool hasHelpedSam = false; public bool hasHelpedSam = false;
#endregion #endregion
#region QID3
public bool talkedToShopkeep = false;
#endregion
} }
+27
View File
@@ -0,0 +1,27 @@
using UnityEngine;
public class Ballgun : Tool
{
[Header("Ball Gun Parameters")]
public float shootForce = 10;
public GameObject ball;
public float ballLifeTime = 5;
public override void Use()
{
GameObject newBall = Instantiate(ball);
newBall.transform.position = transform.position;
Vector3 direction = transform.forward * shootForce;
direction += GameManager.Instance.GetPlayerController().GetVelocity();
newBall.GetComponent<Rigidbody>().AddForce(direction, ForceMode.Impulse);
Destroy(newBall, ballLifeTime);
}
public override void UseAlt()
{
throw new System.NotImplementedException();
}
}
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