Archival Commit

This commit is contained in:
2022-08-25 19:36:38 +02:00
commit c39489e087
531 changed files with 40616 additions and 0 deletions
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using System.Collections;
using System.Collections.Generic;
using System.Xml;
using UnityEngine;
public class AnimatorMaster : MonoBehaviour
{
public Animator taskListAnim;
private bool isTaskListOpened = false;
public void TaskMenuButton()
{
if (isTaskListOpened)
{
isTaskListOpened = false;
taskListAnim.SetBool("IsOpen", false);
}
else
{
isTaskListOpened = true;
taskListAnim.SetBool("IsOpen", true);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class DayScreen : MonoBehaviour
{
public TMP_Text text;
private Animator anim;
private void Awake()
{
anim = GetComponent<Animator>();
}
public void changeDay(string newText)
{
anim.SetTrigger("Animate");
text.text = newText;
}
}
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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UIElements;
public class DialogueManager : MonoBehaviour
{
public Dialogue activeDialog;
public DialogueUI DialogUI_Left;
public DialogueUI DialogUI_Right;
private int index = 0;
private bool working = false;
/*private void Start()
{
//DialogUI_Left.Speaker = activeDialog.leftChar;
//DialogUI_Right.Speaker = activeDialog.rightChar;
//DialogUI_Left.Hide();
//DialogUI_Right.Hide();
//gameObject.SetActive(false);
}*/
private void Update()
{
if (!working)
{
if(Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0))
{
StopAllCoroutines();
ContinueDialog();
}
}
}
public void StartDialog(Dialogue newDialogue)
{
gameObject.SetActive(true);
activeDialog = newDialogue;
DialogUI_Left.Speaker = activeDialog.leftChar;
DialogUI_Right.Speaker = activeDialog.rightChar;
index = 0;
ContinueDialog();
}
private void ContinueDialog()
{
working = true;
if(index < activeDialog.textLines.Length)
{
NextLine();
index += 1;
}
else
{
FinishDialog();
}
}
private void NextLine()
{
TextLine line = activeDialog.textLines[index];
Character character = line.activeChar;
if (DialogUI_Left.SpeakerIs(character))
{
SetDialog(DialogUI_Left, DialogUI_Right, line);
}
else
{
SetDialog(DialogUI_Right, DialogUI_Left, line);
}
}
private void SetDialog(DialogueUI activeUI, DialogueUI inactiveUI, TextLine line)
{
inactiveUI.Hide();
activeUI.Show();
activeUI.portrait.sprite = line.activeChar.emociones[(int)line.emotion];
working = false;
StartCoroutine(TypeAnim(activeUI, line.sentence));
}
private void FinishDialog()
{
DialogUI_Left.Hide();
DialogUI_Right.Hide();
gameObject.SetActive(false);
GameObject.FindGameObjectWithTag("SD").GetComponent<SceneDirector>().FinishEvent();
}
IEnumerator TypeAnim(DialogueUI UI, string sentence)
{
UI.dialogueText.text = "";
foreach (char letter in sentence)
{
UI.dialogueText.text += letter;
yield return null;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class DialogueUI : MonoBehaviour
{
public Image portrait;
public TMP_Text nameText;
public TMP_Text dialogueText;
private Character speaker;
public Character Speaker
{
get { return speaker; }
set {
speaker = value;
portrait.sprite = speaker.emociones[(int)charFeelings.Normal];
nameText.text = speaker.fullName;
}
}
public bool HasSpeaker()
{
return speaker != null;
}
public bool SpeakerIs(Character character)
{
return speaker == character;
}
public string Dialog
{
set { dialogueText.text = value; }
}
public void Hide()
{
gameObject.SetActive(false);
}
public void Show()
{
gameObject.SetActive(true);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ElectionsManager : MonoBehaviour
{
public ElectionsUI electionsUI;
public void StartElection()
{
electionsUI.Show();
}
public void MakeElection(ElectionOptions selectedOption)
{
electionsUI.Hide();
GameObject.FindGameObjectWithTag("SD").GetComponent<SceneDirector>().FinishEvent();
}
public void ElectionPress(int i)
{
MakeElection((ElectionOptions)i);
}
}
public enum ElectionOptions
{
option1 = 1, option2, option3
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ElectionsUI : MonoBehaviour
{
public GameObject mainUI;
public void Hide()
{
mainUI.SetActive(false);
}
public void Show()
{
mainUI.SetActive(true);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public struct ObjectItaretion
{
public GameObject obj;
public bool completed;
}
public class Minigame : MonoBehaviour
{
public ObjectItaretion[] objectsToInterat;
public Task taskToComplete;
private TaskManager TM;
private void Start()
{
TM = GameObject.FindGameObjectWithTag("TM").GetComponent<TaskManager>();
}
private void Update()
{
foreach (ObjectItaretion objectIt in objectsToInterat)
{
if (!objectIt.completed)
{
objectIt.obj.GetComponent<ObjectAnim>().interatuable = true;
break;
}
}
}
public void ObjectInteraction(GameObject interactedObj)
{
for(int i = 0; i < objectsToInterat.Length; i++)
{
if(objectsToInterat[i].obj == interactedObj && !objectsToInterat[i].completed)
{
objectsToInterat[i].completed = true;
interactedObj.GetComponent<ObjectAnim>().interatuable = false;
interactedObj.GetComponent<ObjectAnim>().ResetScale();
break;
}
}
for (int i = objectsToInterat.Length - 1; i >= 0; i--)
{
if (!objectsToInterat[i].completed)
{
break;
}
FinishMinigame();
break;
}
}
private void FinishMinigame()
{
gameObject.GetComponentInParent<WindowAnimation>().CloseWindow();
TM.CompleteTask(taskToComplete);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(BoxCollider2D))]
public class MinigameStarter : MonoBehaviour
{
public GameObject miniGamePrefab;
public bool interatuable = false;
public Vector3 scaleAmount;
private Collider2D col;
private Vector3 startScale;
private void Start()
{
col = GetComponent<Collider2D>();
startScale = transform.localScale;
}
private void Update()
{
if (interatuable)
{
Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 mousePos2D = new Vector2(mousePos.x, mousePos.y);
RaycastHit2D hit = Physics2D.Raycast(mousePos2D, Vector2.zero);
if (hit.collider == col)
{
transform.localScale = startScale + scaleAmount;
if (Input.GetMouseButtonDown(0))
{
OnInteract();
}
}
else
{
transform.localScale = startScale;
}
}
}
private void OnInteract()
{
Instantiate(miniGamePrefab);
Destroy(this.gameObject);
}
public void ResetScale()
{
transform.localScale = startScale;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(BoxCollider2D))]
public class ObjectAnim : MonoBehaviour
{
//public objectAnimType objType;
public bool interatuable = false;
public Vector3 scaleAmount;
private Collider2D col;
private Vector3 startScale;
private void Start()
{
col = GetComponent<Collider2D>();
startScale = transform.localScale;
}
private void Update()
{
if (interatuable)
{
Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 mousePos2D = new Vector2(mousePos.x, mousePos.y);
RaycastHit2D hit = Physics2D.Raycast(mousePos2D, Vector2.zero);
if(hit.collider == col)
{
transform.localScale = startScale + scaleAmount;
if (Input.GetMouseButtonDown(0))
{
gameObject.GetComponentInParent<Minigame>().ObjectInteraction(this.gameObject);
}
}
else
{
transform.localScale = startScale;
}
}
}
public void ResetScale()
{
transform.localScale = startScale;
}
}
public enum objectAnimType
{
minigame = 0, scene = 1
}
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using System.Collections;
using System.Collections.Generic;
using System.Timers;
using UnityEngine;
public class WindowAnimation : MonoBehaviour
{
WindowAnimation(Vector2 givenStartPos, Vector2 givenTarget)
{
startPos = givenStartPos;
targetPos = givenTarget;
}
public Vector2 startPos;
public Vector2 targetPos;
public Vector3 maxScale = new Vector3(1.3f, 1.3f, 1.3f);
public float animSpeed = 25f;
public float scaleTime = 5f;
private bool closing = false;
private bool opening = true;
private float interpolationValue;
private float startTime;
private float closeTime;
private void Start()
{
startTime = Time.time;
transform.position = startPos;
transform.localScale = new Vector3(0, 0, 0);
opening = true;
}
private void Update()
{
Vector2 pos = new Vector2(transform.position.x, transform.position.y);
//interpolationValue = (Time.time - closeTime) / animSpeed;
if (opening)
{
animatePos();
animateScale();
if(transform.localScale == maxScale)
{
opening = false;
}
}
if (closing)
{
interpolationValue = (closeTime) / scaleTime;
CloseAnim();
if (pos == startPos)
{
Destroy(this.gameObject);
}
}
}
public void CloseWindow()
{
opening = false;
closing = true;
closeTime = Time.time;
}
private void CloseAnim()
{
transform.position = Vector2.MoveTowards(transform.position, startPos, animSpeed * Time.deltaTime);
Vector3 trans = Vector3.Lerp(maxScale, Vector3.zero, interpolationValue);
transform.localScale = trans;
}
private void animatePos()
{
transform.position = Vector2.MoveTowards(transform.position, targetPos, animSpeed * Time.deltaTime);
}
private void animateScale()
{
transform.localScale = Vector3.Lerp(Vector3.zero, maxScale, 1.38f * (Time.time - startTime));
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SceneChanger : MonoBehaviour
{
public GameObject sceneChangerAnim;
public void EndGameAnim()
{
sceneChangerAnim.GetComponent<Animator>().SetTrigger("EndGame");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class SceneDirector : MonoBehaviour
{
private int sceneIndex = 0;
private int index = 0;
//private bool gameStarted = false;
public SceneData[] scenes;
private SceneData activeScene;
public DialogueManager DM;
public TaskManager TM;
public ElectionsManager EM;
public SceneChanger SC;
public DayScreen dayScreen;
public GameObject bgImageSprite;
private void Start()
{
//StartScene(scenes[sceneIndex]);
index = 0;
sceneIndex = 0;
StartCoroutine(GameStart());
}
public void StartScene(SceneData newSceneData)
{
Debug.Log("Scene Start" + scenes[sceneIndex]);
index = 0;
activeScene = newSceneData;
bgImageSprite.GetComponent<SpriteRenderer>().sprite = activeScene.bgImage;
dayScreen.changeDay(activeScene.sceneName);
StartCoroutine(SceneStart());
Debug.LogWarning("ActiveSceneLeng" + activeScene.events.Length);
sceneIndex += 1;
}
private void NextEvent()
{
//Debug.Log(index < activeScene.events.Length);
Debug.Log("Index Before:" + index);
if (index < activeScene.events.Length)
{
EventType type = activeScene.events[index];
switch (type)
{
case EventType.Election:
EM.StartElection();
break;
case EventType.Dialog:
DM.StartDialog((Dialogue)activeScene.eventData[index]);
break;
case EventType.Tasks:
TM.StartTasks((TaskList)activeScene.eventData[index]);
break;
default:
Debug.LogWarning("No existe esa opcion de cosa en la escena.");
break;
}
index += 1;
Debug.Log("SceneIndex After: " + index);
}
else
{
FinishScene();
}
}
public void FinishEvent()
{
NextEvent();
}
public void FinishScene()
{
//Debug.LogWarning("End of Scene" + sceneIndex);
Debug.LogWarning("-----------------------");
if(sceneIndex < scenes.Length)
{
StartScene(scenes[sceneIndex]);
}
else
{
FinishGame();
}
}
private void FinishGame()
{
SC.EndGameAnim();
StartCoroutine(GameEnd());
}
IEnumerator GameStart()
{
yield return new WaitForSeconds(1.35f);
StartScene(scenes[sceneIndex]);
}
IEnumerator SceneStart()
{
yield return new WaitForSeconds(5.35f);
NextEvent();
}
IEnumerator GameEnd()
{
yield return new WaitForSeconds(6.5f);
SceneManager.LoadScene(2);
}
/*IEnumerator sceneOut()
{
}*/
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
[CreateAssetMenu(fileName = "New Character", menuName = "Data/Character")]
public class Character : ScriptableObject
{
public Sprite[] emociones = new Sprite[4];
//public Sprite portrait;
public string fullName;
}
public enum charFeelings
{
Normal = 0, enfado = 1, felicidad = 2, extra = 3
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public struct TextLine
{
public Character activeChar;
public charFeelings emotion;
[TextArea(5, 10)]
public string sentence;
}
[CreateAssetMenu(fileName = "New Dialog", menuName = "Data/Dialog")]
public class Dialogue : ScriptableObject
{
public Character leftChar;
public Character rightChar;
public TextLine[] textLines;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ElectionData
{
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New Scene", menuName = "Data/Scene")]
public class SceneData : ScriptableObject
{
//public int eventIndex = 0;
[TextArea(2,3)]
public string sceneName;
public EventType[] events;
public ScriptableObject[] eventData;
public Sprite bgImage;
}
public enum EventType
{
Election = 0, Dialog = 1, Tasks = 2
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New Task", menuName = "Data/Tasks/Task")]
public class Task : ScriptableObject
{
public string taskName;
public string description;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public struct TaskToDo
{
public Task task;
public GameObject minigameStarter;
public bool completed;
}
[CreateAssetMenu(fileName = "New taskList", menuName = "Data/Tasks/TaskList")]
public class TaskList : ScriptableObject
{
public TaskToDo[] taskList;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class TaskListUI : MonoBehaviour
{
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using Unity.Mathematics;
public class TaskManager : MonoBehaviour
{
private GameObject[] taskElements;
public GameObject taskItemPrefab;
public GameObject instanciateParent;
public Vector2 firstElementPos;
public TaskList activeTaskList;
private int taskIndex = 0;
public void StartTasks(TaskList newTaskList)
{
taskIndex = 0;
gameObject.SetActive(true);
activeTaskList = newTaskList;
GameObject[] gml = GameObject.FindGameObjectsWithTag("TaskElement");
foreach (GameObject obj in gml)
{
Destroy(obj);
}
taskElements = new GameObject[10];
for (int i = 0; i < activeTaskList.taskList.Length; i++)
{
Vector2 pos = new Vector2(firstElementPos.x, firstElementPos.y - (64 * i));
taskElements[i] = Instantiate(taskItemPrefab, pos, quaternion.identity, instanciateParent.transform).gameObject;
//interactObjects[i].obj = Instantiate(activeTaskList.taskList[i].sceneMinigameOpenerPrefab);
}
Instantiate(activeTaskList.taskList[taskIndex].minigameStarter);
UpdateTaskList();
//NewTaskMinigame();
}
/*public void SceneObjectInteraction(GameObject interacted)
{
for (int i = 0; i < interactObjects.Length; i++)
{
if (interactObjects[i].obj == interacted && !interactObjects[i].obj.GetComponent<ObjectAnim>().interatuable)
{
interactObjects[i].completed = true;
interacted.GetComponent<ObjectAnim>().interatuable = false;
interacted.GetComponent<ObjectAnim>().ResetScale();
break;
}
}
for (int i = interactObjects.Length - 1; i >= 0; i--)
{
if (!interactObjects[i].completed)
{
break;
}
NewTaskMinigame();
}
foreach (objectItaretion objectIt in interactObjects)
{
if (!objectIt.completed)
{
objectIt.obj.GetComponent<ObjectAnim>().interatuable = true;
break;
}
}
}
public void NewTaskMinigame()
{
completeTask(activeTaskList.taskList[taskIndex].task);
Instantiate(activeTaskList.taskList[taskIndex].minigamePrefab);
}*/
public void NewTask()
{
}
public void CompleteTask(Task completedTask)
{
taskIndex += 1;
if(taskIndex < activeTaskList.taskList.Length)
{
GameObject gm = Instantiate(activeTaskList.taskList[taskIndex].minigameStarter);
gm.gameObject.GetComponent<SpriteRenderer>().sortingOrder += 1;
}
for(int i = 0; i < activeTaskList.taskList.Length; i++)
{
if(activeTaskList.taskList[i].task == completedTask)
{
if (!activeTaskList.taskList[i].completed)
{
activeTaskList.taskList[i].completed = true;
break;
}
}
}
for (int i = activeTaskList.taskList.Length - 1; i >= 0; i--)
{
if (!activeTaskList.taskList[i].completed)
{
break;
}
EndTaskList();
break;
}
UpdateTaskList();
}
private void UpdateTaskList()
{
instanciateParent.SetActive(true);
for (int i = 0; i < activeTaskList.taskList.Length; i++)
{
if(activeTaskList.taskList[i].completed == true)
{
taskElements[i].GetComponent<Animator>().SetTrigger("Completed");
}
string value = ((i + 1) + ".- " + activeTaskList.taskList[i].task.taskName + "\n");
TMP_Text txt = taskElements[i].gameObject.GetComponent<TMP_Text>();
txt.text = value;
//taskElements[i].GetComponent<TMP_Text>().text = (i + 1) + ".- " + activeTaskList.taskList[i].task.taskName + "\n";
}
}
private void EndTaskList()
{
gameObject.SetActive(false);
GameObject.FindGameObjectWithTag("SD").GetComponent<SceneDirector>().FinishEvent();
}
}
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+27
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class EndSceneSystem : MonoBehaviour
{
private AudioSource AS;
private void Awake()
{
AS = GetComponent<AudioSource>();
AS.volume = DataSave.musicVol;
AS.Play();
}
public void BackToMenuButton()
{
SceneManager.LoadScene(0);
}
}
+11
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+86
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class MenuSystem : MonoBehaviour
{
public GameObject sceneChanger;
public Slider musicSlider;
public Slider soundSlider;
private AudioSource AS;
private void Awake()
{
AS = GetComponent<AudioSource>();
AS.volume = DataSave.musicVol;
AS.Play();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
Application.Quit();
}
}
public void PlayButton()
{
sceneChanger.SetActive(true);
sceneChanger.GetComponent<Animator>().SetTrigger("PlayGame");
StartCoroutine(WaitPlay());
}
public void ExitButton()
{
Application.Quit();
}
public void ChangeVol()
{
DataSave.soundVol = soundSlider.value;
DataSave.musicVol = musicSlider.value;
AS.volume = DataSave.musicVol;
}
IEnumerator WaitPlay()
{
yield return new WaitForSeconds(1.5f);
SceneManager.LoadScene(1);
}
}
[System.Serializable]
public enum VolType
{
music = 0, sound = 1
}
public static class DataSave
{
public static float musicVol = 75;
public static float soundVol = 75;
}
+11
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MusicEmiter : MonoBehaviour
{
private AudioSource AS;
private void Awake()
{
AS = GetComponent<AudioSource>();
AS.volume = DataSave.musicVol;
AS.Play();
}
}
+11
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