Merge branch 'main' into CineCamera

This commit is contained in:
cyndrdev 2021-03-02 19:05:19 +00:00
commit 1e8710a926
25 changed files with 1041 additions and 521 deletions

View File

@ -22,7 +22,7 @@ open -g $editorpath --args \
-projectPath "$(pwd)/game"
# wait for editor log to exist
tries=30
tries=60
count=0
while [ ! -f $editorlogpath ]
do
@ -32,8 +32,8 @@ do
count=`expr $count + 1`
if [ $count -eq $tries ] ; then
exit "early timeout - $tries seconds elapsed since launch attempt"
return 1
echo "early timeout - $tries seconds elapsed since launch attempt"
exit 1
fi
done

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View File

@ -10,6 +10,9 @@ public class Artefact : ScriptableObject
public string dialogueKey => _dialogueKey;
[SerializeField] private string _dialogueKey;
public string Name => _name;
[SerializeField] private string _name;
public bool show => _show;
private bool _show = false;
public bool canInteract => _canInteract;

View File

@ -11,8 +11,8 @@ public class ArtefactControl : MonoBehaviour
private bool _show;
protected bool _canInteract;
[SerializeField]
private Artefact data;
public Artefact data => _data;
[SerializeField] private Artefact _data;
public int artefactID => _artefactID;
private int _artefactID;
[SerializeField] private SerialInt _nearbyArtefactID;
@ -64,9 +64,10 @@ public class ArtefactControl : MonoBehaviour
if (this.gameObject != null)
{
data.Pickup();
_nearbyArtefactID.Value = -1;
_canInteract = false;
//_show = false;
EventHandler.current.ArtefactUI();
Destroy(this.gameObject);
}

View File

@ -12,6 +12,6 @@ public class ArtefactSystem : ScriptableObject
{
_inventory.addA(artefact);
_dialogue.PlayLine(artefact.dialogueKey);
// _dialogue.PlayLine(artefact.dialogueKey);
}
}

View File

@ -46,4 +46,11 @@ public class EventHandler : MonoBehaviour
}
}
public event Action onArtefactUI;
public void ArtefactUI()
{
onArtefactUI();
}
}

View File

@ -0,0 +1,67 @@
using System;
using Ktyl.Util;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
public class PickUpDisplay : MonoBehaviour
{
public bool paused => _paused;
[SerializeField] private static bool _paused;
[SerializeField] private GameObject artefactUI;
[SerializeField] private SerialInt nearbyArtefactID;
[SerializeField] private GameObject Player;
[SerializeField] private Text artefactText;
[SerializeField] private GameObject Artefacts;
[SerializeField] private InputSettings inputSettings;
[SerializeField] private DialogueSystem dialogue;
private Artefact chosenArtefact;
private static List<Artefact> completeList = new List<Artefact>();
private void Awake()
{
EventHandler.current.onArtefactUI += PopUpOn;
int i;
for(i=0; i<Artefacts.transform.childCount; i++)
{
completeList.Add(Artefacts.transform.GetChild(i).GetComponent<ArtefactControl>().data);
}
}
private void FixedUpdate()
{
foreach(Artefact arte in completeList)
{
if (nearbyArtefactID != -1 && arte.artefactID == nearbyArtefactID)
chosenArtefact = arte;
}
}
public void PopUpOn()
{
;
_paused = true;
artefactUI.SetActive(true);
Player.GetComponent<PlayerInput>().enabled = false;
artefactText.text = "You have unlocked " + chosenArtefact.Name + "!";
inputSettings.updateMode = (InputSettings.UpdateMode)1;
Time.timeScale = 0f;
}
public void PopUpOff()
{
_paused = false;
artefactUI.SetActive(false);
inputSettings.updateMode = (InputSettings.UpdateMode)2;
Player.GetComponent<PlayerInput>().enabled = true;
Time.timeScale = 1.0f;
dialogue.PlayLine(chosenArtefact.dialogueKey);
chosenArtefact = null;
}
}

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@ -0,0 +1,11 @@
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@ -16,9 +16,14 @@ public partial class DialogueSystem : ScriptableObject
public event EventHandler<DialogueLine> onDialogueLine;
private readonly Dictionary<string, string> _fmodKeyCache = new Dictionary<string, string>();
// a list of dialogue keys that have already been spoken
private readonly List<string> _usedKeys = new List<string>();
private void OnEnable()
{
_fmodKeyCache.Clear();
_usedKeys.Clear();
// cache all dialogue keys for FMOD at start to avoid allocations later
foreach (var key in DialogueDatabase.Keys)
{
@ -26,8 +31,16 @@ public partial class DialogueSystem : ScriptableObject
}
}
public void PlayLine(string key)
// noRepeat locks this key off from further use. further attempts to use the key will be discarded
public void PlayLine(string key, bool noRepeat = true)
{
if (noRepeat)
{
if (_usedKeys.Contains(key)) return;
_usedKeys.Add(key);
}
// retrieve cached key
var fmodKey = _fmodKeyCache[key];

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@ -0,0 +1,16 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
public class ScriptedDialogueTrigger : MonoBehaviour
{
[SerializeField] private DialogueSystem _dialogue;
[SerializeField] private string _key;
private void OnTriggerEnter(Collider other)
{
_dialogue.PlayLine(_key);
}
}

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