add camera position switching for static view rooms
This commit is contained in:
@@ -0,0 +1,138 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class Inventory : MonoBehaviour
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{
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public ItemSlot[] itemSlots;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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// we'll set this up to only try to add one item to the inventory at a time for now
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// there won't be stacked items in the wild for right now
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public bool AddItem(Item item)
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{
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// first try to stack
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for (int i = 0; i < itemSlots.Length; i++)
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{
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if (itemSlots[i] != null)
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{
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if (itemSlots[i].item == item.id && itemSlots[i].quantity < item.maxStack)
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{
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itemSlots[i].quantity += 1;
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return true;
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}
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}
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}
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// no stack to add to, try to find an empty slot
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for (int i = 0; i < itemSlots.Length; i++)
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{
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if (itemSlots[i] == null)
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{
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itemSlots[i] = new ItemSlot();
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itemSlots[i].quantity = 1;
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itemSlots[i].item = item.id;
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return true;
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}
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}
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// no open slots, no open stacks, we can't add the item
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return false;
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}
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public bool RemoveItemQuantity(ItemIdEnum itemId, int quantity)
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{
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if (GetItemQuantity(itemId) >= quantity)
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{
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int currentQuantity = quantity;
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for (int i = 0; i < itemSlots.Length; i++)
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{
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if (itemSlots[i] != null && itemSlots[i].item == itemId)
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{
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// we are trying to remove less items than what exists in the current
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// stack, so just subtract from the stack
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if (currentQuantity < itemSlots[i].quantity)
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{
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itemSlots[i].quantity -= currentQuantity;
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break;
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}
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else if (currentQuantity == itemSlots[i].quantity)
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{
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// we have exactly enough in the current slot, so nullify it and
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// exit
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itemSlots[i] = null;
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break;
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}
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else
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{
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// we don't have enough in the stack, but we DO have enough in our
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// inventory. nullify the stack, subtract that number from the current
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// count, and move to the next item
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currentQuantity -= itemSlots[i].quantity;
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itemSlots[i] = null;
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}
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}
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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public int GetItemQuantity(ItemIdEnum itemId)
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{
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int itemCount = 0;
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foreach (ItemSlot slot in itemSlots)
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{
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if (slot != null && slot.item == itemId)
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{
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itemCount += slot.quantity;
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}
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}
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return itemCount;
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}
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#region Inventory Save/Load
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public void SaveInventory(ref InventorySaveData data)
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{
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data.itemSlots = itemSlots;
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}
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public void LoadInventory(InventorySaveData data)
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{
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if (data.itemSlots != null)
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{
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itemSlots = data.itemSlots;
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}
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else
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{
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Debug.Log("new slots");
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itemSlots = new ItemSlot[8];
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}
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}
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#endregion
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}
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[System.Serializable]
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public class ItemSlot
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{
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public int quantity;
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public ItemIdEnum item;
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}
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[System.Serializable]
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public struct InventorySaveData
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{
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public ItemSlot[] itemSlots;
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 40e5d5183cb59cf4d8603dca70c1a9b5
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+1095
-15
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,68 @@
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using UnityEngine;
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public class CameraController : MonoBehaviour
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{
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private float moveSpeed = 50.0f;
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private float zoomSpeed = 20.0f;
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private bool isTracking = false; // don't track when parented
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private bool returningHome = false; // cam is on its way home
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private float baseCamSize = 5; // this is how "zoomed" the ortho cam is
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public Transform playerCamHome; // camera's home base
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public GameObject cameraObj;
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private Camera cameraComponent;
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private Vector3 currentCamPosition;
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private float desiredCamSize;
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public void SetCurrentPosition(Vector3 currentCamPosition, float desiredCamSize)
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{
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isTracking = true;
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returningHome = false;
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cameraObj.transform.parent = null;
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this.currentCamPosition = currentCamPosition;
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this.desiredCamSize = desiredCamSize;
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}
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public void ReturnCameraToHome()
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{
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isTracking = false;
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returningHome = true;
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currentCamPosition = playerCamHome.position;
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desiredCamSize = baseCamSize;
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}
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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cameraComponent = cameraObj.GetComponent<Camera>();
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ReturnCameraToHome();
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}
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// Update is called once per frame
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void Update()
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{
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if (isTracking)
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{
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cameraObj.transform.position = Vector3.MoveTowards(cameraObj.transform.position, currentCamPosition, Time.deltaTime * moveSpeed);
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cameraComponent.orthographicSize = Mathf.MoveTowards(cameraComponent.orthographicSize, desiredCamSize, Time.deltaTime * zoomSpeed);
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}
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if (returningHome)
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{
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currentCamPosition = playerCamHome.position;
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cameraObj.transform.position = Vector3.MoveTowards(cameraObj.transform.position, currentCamPosition, Time.deltaTime * moveSpeed);
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cameraComponent.orthographicSize = Mathf.MoveTowards(cameraComponent.orthographicSize, desiredCamSize, Time.deltaTime * zoomSpeed);
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if (Vector3.Distance(cameraObj.transform.position, currentCamPosition) < 0.1f)
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{
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cameraObj.transform.parent = playerCamHome;
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cameraObj.transform.localPosition = Vector3.zero;
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cameraComponent.orthographicSize = baseCamSize;
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returningHome = false;
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}
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 34a2af7866b6ecc4ab5f2b6222f7dbe2
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@@ -5,6 +5,7 @@ public class GameManager : MonoBehaviour
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{
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public static GameManager Instance { get; private set; }
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public DialogueManager DialogueManager { get; private set; }
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public Inventory Inventory { get; private set; }
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public Storybools Storybools { get; private set; }
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private void Awake()
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@@ -21,6 +22,8 @@ private void Awake()
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DontDestroyOnLoad(gameObject);
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DialogueManager = GetComponent<DialogueManager>();
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Inventory = GetComponent<Inventory>();
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SaveSystem.Load();
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}
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}
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@@ -43,8 +46,6 @@ public void LoadStoryBools(StoryboolSaveData data)
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}
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}
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#endregion
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public int StarShards = 0; // will replace with inventory system
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}
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[System.Serializable]
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@@ -4,5 +4,11 @@
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public class Item : MonoBehaviour
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{
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public string itemName;
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public int id;
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public ItemIdEnum id;
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public int maxStack = 10;
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}
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public enum ItemIdEnum
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{
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STAR_SHARD = 1
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}
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@@ -7,12 +7,13 @@ public class PickupableItem : Interactable
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public override void Interact()
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{
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GameManager.Instance.StarShards++; // REMOVE, JUST HERE FOR TESTING BEFORE ADDING INVENTORY SYSTEM
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if (GameManager.Instance.Inventory.AddItem(item))
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{
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Debug.Log("Picked up " + item.itemName + "!");
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MoveOutsideRange(); // I don't love this but if we destroy the object we probably need to do this first
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Destroy(gameObject);
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}
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}
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public override void MoveInsideRange()
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{
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@@ -41,7 +41,7 @@ private void Awake()
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// QID1_1_hasEnoughStarshards
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QID1_List[0] = new QuestBool(() =>
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{
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return GameManager.Instance.StarShards > 2;
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return GameManager.Instance.Inventory.GetItemQuantity(ItemIdEnum.STAR_SHARD) > 2;
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});
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// QID1_2_hasHelpedSam
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@@ -11,6 +11,7 @@ public struct SaveData
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{
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public QuestSaveData QuestData;
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public StoryboolSaveData StoryboolData;
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public InventorySaveData InventorySaveData;
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}
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public static string SaveFileName()
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@@ -41,6 +42,7 @@ public static void Save()
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private static void HandleSaveData()
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{
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GameManager.Instance.SaveStoryBools(ref _saveData.StoryboolData);
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GameManager.Instance.Inventory.SaveInventory(ref _saveData.InventorySaveData);
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QuestRegistry.Instance.SaveQuestData(ref _saveData.QuestData);
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}
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@@ -78,6 +80,7 @@ public static void Load()
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public static void HandleLoadData()
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{
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GameManager.Instance.LoadStoryBools(_saveData.StoryboolData);
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GameManager.Instance.Inventory.LoadInventory(_saveData.InventorySaveData);
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QuestRegistry.Instance.LoadQuestData(_saveData.QuestData);
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}
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}
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@@ -0,0 +1,47 @@
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using UnityEngine;
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public class StaticCamRoom : MonoBehaviour
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{
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// these will be hidden when room is entered
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public Transform camPosition;
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public Transform[] objectsToHide;
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public float camZoom = 5f;
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private void RoomEnter()
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{
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foreach (var obj in objectsToHide)
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{
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obj.gameObject.SetActive(false);
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}
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}
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private void RoomExit()
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{
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foreach (var obj in objectsToHide)
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{
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obj.gameObject.SetActive(true);
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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CameraController controller = other.gameObject.GetComponent<CameraController>();
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if (controller != null)
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{
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controller.SetCurrentPosition(camPosition.position, camZoom);
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RoomEnter();
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}
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}
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private void OnTriggerExit(Collider other)
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{
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CameraController controller = other.gameObject.GetComponent<CameraController>();
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if (controller != null)
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{
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controller.ReturnCameraToHome();
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RoomExit();
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 35d74944899dd8b4c9659da46cd64278
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@@ -53,7 +53,8 @@ void DetermineDialogue()
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}
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else
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{
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currentQuest.CheckComplete();
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if (currentQuest.hasStarted)
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currentQuest.CheckComplete(); // don't check for completion before asking player for help
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currentDialogue = new Dialogue();
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currentDialogue.charName = defaultDialogue.charName;
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@@ -115,7 +118,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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itemName: Star Shard
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agentRadius: 0.5
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agentHeight: 2
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agentSlope: 45
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agentClimb: 0.4
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ledgeDropHeight: 0
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maxJumpAcrossDistance: 0
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minRegionArea: 2
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manualCellSize: 0
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cellSize: 0.16666667
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manualTileSize: 0
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tileSize: 256
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buildHeightMesh: 0
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maxJobWorkers: 0
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preserveTilesOutsideBounds: 0
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debug:
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m_Flags: 0
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m_NavMeshData: {fileID: 0}
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--- !u!1660057539 &9223372036854775807
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SceneRoots:
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m_ObjectHideFlags: 0
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m_Roots: []
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: f7743426c65aebf45a5f8d5945ac0dd5
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 3e3c760154aad7c4a90627f4915e897b
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 47f0d7760444f874e8bcb58acb76e330
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user