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4 Commits

Author SHA1 Message Date
trey 54db4e4b73 add doug to dialogue, start grandma quest 2026-04-11 18:34:16 -05:00
trey 6491a3df11 tnt graphics, bug fixes, folder organization 2026-03-28 20:47:10 -05:00
trey 57b14d4ba9 add throwable hand 2026-03-27 15:57:01 -05:00
trey 6e22731e50 fix lookat camera 2026-03-26 21:39:17 -05:00
58 changed files with 13058 additions and 50 deletions
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askText:
- isDoug: 0
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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propertyPath: m_Name propertyPath: m_Name
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@@ -7984,6 +8461,7 @@ SceneRoots:
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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;
} }
+24 -8
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));
@@ -82,14 +81,31 @@ 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 (sentence.isDoug)
{
// TODO: Add Doug voice
yield return new WaitForSeconds(0.03f);
}
else
{
if (currentDialogueVoice != null && currentDialogueVoice.voice != Voices.None) if (currentDialogueVoice != null && currentDialogueVoice.voice != Voices.None)
{ {
if (i % currentDialogueVoice.speechInterval == 0) if (i % currentDialogueVoice.speechInterval == 0)
@@ -109,7 +125,7 @@ IEnumerator TypeSentence(string sentence)
// TODO: Add speed variable to non-voices (Talkable.cs) // TODO: Add speed variable to non-voices (Talkable.cs)
yield return new WaitForSeconds(0.03f); yield return new WaitForSeconds(0.03f);
} }
}
} }
} }
+30
View File
@@ -0,0 +1,30 @@
using UnityEngine;
// Very simple script, just takes a light on start and slowly fades it to 0
// over the duration specified.
[RequireComponent(typeof(Light))]
public class FadingLight : MonoBehaviour
{
Light lightObj;
public float duration;
public bool isFading;
float timer;
float startIntensity;
void Start()
{
lightObj = GetComponent<Light>();
startIntensity = lightObj.intensity;
}
void Update()
{
timer += Time.deltaTime;
float t = timer / duration;
t = Mathf.Clamp01(t);
lightObj.intensity = Mathf.Lerp(startIntensity, 0, t);
}
}
+2
View File
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2742aa9b9a50a9d458a4daef485a3956
+8
View File
@@ -153,6 +153,14 @@ public Image GetBlackScreen()
return Instance.blackScreen; return Instance.blackScreen;
} }
/// <summary>
/// Get the playerContoller object reference
/// </summary>
public PlayerController GetPlayerController()
{
return Instance.playerController;
}
#region Storybool Save/Load #region Storybool Save/Load
public void SaveStoryBools(ref StoryboolSaveData data) public void SaveStoryBools(ref StoryboolSaveData data)
{ {
@@ -20,9 +20,14 @@ public class PlayerController : MonoBehaviour
private bool hasControl = true; // set this to false if we want to stop reading player inputs private bool hasControl = true; // set this to false if we want to stop reading player inputs
private bool isSprinting = false; private bool isSprinting = false;
// Mathematical plane used to catch the raycast from camera to get direction for
// looking at the mouse
private Plane groundPlane;
// 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()
{ {
groundPlane = new Plane(Vector3.up, -DougBody.transform.position.y);
characterController = GetComponent<CharacterController>(); characterController = GetComponent<CharacterController>();
cameraController = GetComponent<CameraController>(); cameraController = GetComponent<CameraController>();
SwitchTools(GameManager.Instance.PlayerManager.CurrentToolIndex); SwitchTools(GameManager.Instance.PlayerManager.CurrentToolIndex);
@@ -32,6 +37,7 @@ void Start()
void Update() void Update()
{ {
moveDir = Vector3.zero; moveDir = Vector3.zero;
groundPlane.distance = -DougBody.transform.position.y;
if (hasControl) if (hasControl)
{ {
@@ -129,10 +135,7 @@ void ApplyGravity()
else else
moveDir *= walkSpeed; moveDir *= walkSpeed;
if (!characterController.isGrounded) moveDir.y += -gravity;
{
moveDir.y = -gravity;
}
} }
/// <summary> /// <summary>
@@ -201,17 +204,12 @@ void ToolUseDetector()
void RotatePlayerTowardMouse() void RotatePlayerTowardMouse()
{ {
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, Mathf.Infinity)) if (groundPlane.Raycast(ray, out var distance))
{ {
Vector3 targetPosition = hit.point; Vector3 hitPoint = ray.GetPoint(distance);
targetPosition.y = transform.position.y;
Vector3 direction = targetPosition - transform.position; DougBody.transform.LookAt(new Vector3(hitPoint.x, DougBody.transform.position.y, hitPoint.z));
Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up);
DougBody.transform.rotation = targetRotation;
} }
} }
@@ -267,6 +265,14 @@ public bool GetCharacterHasControl()
return hasControl; return hasControl;
} }
/// <summary>
/// Expose the character controller's velocity
/// </summary>
public Vector3 GetVelocity()
{
return characterController.velocity;
}
/// <summary> /// <summary>
/// Switches the tools in hand by taking an index /// Switches the tools in hand by taking an index
/// ///
+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
} }
+2 -4
View File
@@ -6,12 +6,10 @@
// Handle room and scene transitions // Handle room and scene transitions
public class TeleportHandler : MonoBehaviour public class TeleportHandler : MonoBehaviour
{ {
Image blackScreenObject;
PlayerController playerController; PlayerController playerController;
private void Start() private void Start()
{ {
blackScreenObject = GameManager.Instance.GetBlackScreen();
playerController = GetComponent<PlayerController>(); playerController = GetComponent<PlayerController>();
} }
@@ -43,7 +41,7 @@ IEnumerator EnterRoomCoroutine(RoomDoor door)
while (fadeTime < fadeDuration) while (fadeTime < fadeDuration)
{ {
blackScreenColor.a = Mathf.Lerp(0, 1, fadeTime / fadeDuration); blackScreenColor.a = Mathf.Lerp(0, 1, fadeTime / fadeDuration);
blackScreenObject.color = blackScreenColor; GameManager.Instance.GetBlackScreen().color = blackScreenColor;
fadeTime += Time.deltaTime; fadeTime += Time.deltaTime;
yield return null; yield return null;
} }
@@ -55,7 +53,7 @@ IEnumerator EnterRoomCoroutine(RoomDoor door)
while (fadeTime < fadeDuration) while (fadeTime < fadeDuration)
{ {
blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration); blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
blackScreenObject.color = blackScreenColor; GameManager.Instance.GetBlackScreen().color = blackScreenColor;
playerController.WalkInDirection((door.linkedDoor.WalkDirection.position - playerController.transform.position).normalized); playerController.WalkInDirection((door.linkedDoor.WalkDirection.position - playerController.transform.position).normalized);
fadeTime += Time.deltaTime; fadeTime += Time.deltaTime;
+33
View File
@@ -0,0 +1,33 @@
using UnityEngine;
public class Tnt : MonoBehaviour
{
public Light explodeLight;
public ParticleSystem explodeParticle;
public float fuseTime;
public float explosionLengthTime;
float timer = 0;
private bool exploded = false;
void Update()
{
timer += Time.deltaTime;
if (!exploded && timer > fuseTime)
{
exploded = true;
explodeLight.gameObject.SetActive(true);
explodeLight.transform.parent = null;
explodeParticle.gameObject.SetActive(true);
explodeParticle.transform.parent = null;
explodeParticle.transform.localScale = new Vector3(0.05f, 0.05f, 0.05f);
explodeParticle.Play();
Destroy(explodeLight.gameObject, explosionLengthTime);
Destroy(explodeParticle.gameObject, explosionLengthTime);
Destroy(gameObject);
}
}
}
+2
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@@ -0,0 +1,2 @@
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+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();
}
}
+2
View File
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8adaf1de0b489444189e21893ccde9b5
@@ -2,6 +2,7 @@
public class Flashlight : Tool public class Flashlight : Tool
{ {
[Header("Flashlight Parameters")]
public Light lightSrc; public Light lightSrc;
public override void Use() public override void Use()
@@ -2,6 +2,7 @@
public class Shovel : Tool public class Shovel : Tool
{ {
[Header("Shovel Parameters")]
public Animator shovelAnimator; public Animator shovelAnimator;
public override void Use() public override void Use()
+86
View File
@@ -0,0 +1,86 @@
using UnityEngine;
using UnityEngine.Rendering.Universal;
using static UnityEngine.GraphicsBuffer;
public class ThrowableHand : Tool
{
[Header("Throwable Hand Parameters")]
public float range;
public float forceModifier;
public float loft;
public GameObject testBomb;
// Mathematical plane used to catch the raycast from camera to get direction for
// looking at the mouse
private Plane handGroundPlane;
private DecalProjector targetProjection;
private float throwForce;
private void Update()
{
if (GameManager.Instance.GetPlayerController() != null)
{
SetGroundPlane();
DrawTargetProjection();
}
}
private void SetGroundPlane()
{
if (handGroundPlane == null)
{
handGroundPlane = new Plane(Vector3.up, -GameManager.Instance.GetPlayerController().DougBody.transform.position.y);
}
handGroundPlane.distance = -GameManager.Instance.GetPlayerController().DougBody.transform.position.y;
handGroundPlane.normal = Vector3.up;
}
private void DrawTargetProjection()
{
if (targetProjection == null)
{
targetProjection = GetComponentInChildren<DecalProjector>();
}
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (handGroundPlane.Raycast(ray, out var distance))
{
Vector3 hitPoint = ray.GetPoint(distance);
float distanceFromPoint = Vector3.Distance(hitPoint, transform.position);
if (distanceFromPoint > range)
{
Vector3 directionTowardMouse = (hitPoint - transform.position).normalized;
targetProjection.transform.position = new Vector3(transform.position.x, hitPoint.y, transform.position.z);
targetProjection.transform.position += directionTowardMouse * range;
throwForce = range;
}
else
{
targetProjection.gameObject.SetActive(true);
targetProjection.transform.position = hitPoint;
throwForce = distanceFromPoint;
}
}
}
public override void Use()
{
GameObject newBomb = Instantiate(testBomb);
newBomb.transform.position = transform.position;
Vector3 direction = transform.forward * throwForce * forceModifier;
direction += GameManager.Instance.GetPlayerController().GetVelocity();
direction.y = loft;
newBomb.GetComponent<Rigidbody>().AddForce(direction, ForceMode.Impulse);
}
public override void UseAlt()
{
throw new System.NotImplementedException();
}
}
@@ -0,0 +1,2 @@
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@@ -2,6 +2,8 @@
public abstract class Tool : MonoBehaviour public abstract class Tool : MonoBehaviour
{ {
[Header("Base Tool Parameters")]
public float useTimeSec; public float useTimeSec;
public float altUseTimeSec; public float altUseTimeSec;
public bool inUse; public bool inUse;
+158
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