game: removing depreciated scripts
This commit is contained in:
parent
abfdfb3078
commit
82f4ed859f
9 changed files with 23 additions and 385 deletions
|
@ -4809,17 +4809,14 @@ MonoBehaviour:
|
||||||
dayEnded: 0
|
dayEnded: 0
|
||||||
shiftStarted: 0
|
shiftStarted: 0
|
||||||
currentNPC: {fileID: 0}
|
currentNPC: {fileID: 0}
|
||||||
frontWalkPoints:
|
initialStatementText: {fileID: 0}
|
||||||
- {fileID: 1521924626}
|
playerQuestionOneText: {fileID: 0}
|
||||||
- {fileID: 2036976913}
|
playerQuestionTwoText: {fileID: 0}
|
||||||
leftWalkPoints:
|
playerQuestionThreeText: {fileID: 0}
|
||||||
- {fileID: 950032348}
|
npcAnswerOneText: {fileID: 0}
|
||||||
- {fileID: 397894338}
|
npcAnswerTwoText: {fileID: 0}
|
||||||
rightWalkPoints:
|
npcAnswerThreeText: {fileID: 0}
|
||||||
- {fileID: 2027209539}
|
playerResponse: {fileID: 0}
|
||||||
- {fileID: 319260660}
|
|
||||||
leftWalkPointSet: {fileID: 2107051479}
|
|
||||||
rightWalkPointSet: {fileID: 1008392718}
|
|
||||||
--- !u!114 &520849217
|
--- !u!114 &520849217
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
@ -4892,6 +4889,9 @@ MonoBehaviour:
|
||||||
spawnPoints:
|
spawnPoints:
|
||||||
- {fileID: 1126609777}
|
- {fileID: 1126609777}
|
||||||
npcBufferTime: 5
|
npcBufferTime: 5
|
||||||
|
Seats:
|
||||||
|
- SeatObject: {fileID: 0}
|
||||||
|
Available: 0
|
||||||
playerFree: 0
|
playerFree: 0
|
||||||
currentNpcs: []
|
currentNpcs: []
|
||||||
despawnPoints: []
|
despawnPoints: []
|
||||||
|
|
|
@ -1,107 +0,0 @@
|
||||||
/*
|
|
||||||
* Author: Livinia Poo
|
|
||||||
* Date: 29/1/25
|
|
||||||
* Description:
|
|
||||||
* Managing behaviour of VR buttons at desk
|
|
||||||
*/
|
|
||||||
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class DeskButtons : MonoBehaviour
|
|
||||||
{
|
|
||||||
NPCMovement npcMoveScript;
|
|
||||||
NPCBehaviour npcBehaviourScript;
|
|
||||||
private Player playerScript;
|
|
||||||
|
|
||||||
public GameObject npcObject;
|
|
||||||
|
|
||||||
private string correctDirection;
|
|
||||||
private string directionSent;
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
playerScript = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
|
|
||||||
}
|
|
||||||
|
|
||||||
void UpdateNPCReferences()
|
|
||||||
{
|
|
||||||
GameObject npcObject = GameManager.instance.currentNPC;
|
|
||||||
|
|
||||||
if (npcObject != null)
|
|
||||||
{
|
|
||||||
npcMoveScript = npcObject.GetComponent<NPCMovement>();
|
|
||||||
npcBehaviourScript = npcObject.GetComponent<NPCBehaviour>();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void DirectToLeft()
|
|
||||||
{
|
|
||||||
UpdateNPCReferences();
|
|
||||||
if (npcMoveScript == null || npcBehaviourScript == null)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("NPC references are null");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
npcMoveScript.WalkToPlayerLeft();
|
|
||||||
directionSent = "left";
|
|
||||||
|
|
||||||
if (npcBehaviourScript.navigationTxt.text == "I want to go left!")
|
|
||||||
{
|
|
||||||
correctDirection = "left";
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
correctDirection = "right";
|
|
||||||
}
|
|
||||||
|
|
||||||
CheckCorrectDirection();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void DirectToRight()
|
|
||||||
{
|
|
||||||
UpdateNPCReferences();
|
|
||||||
if (npcMoveScript == null || npcBehaviourScript == null)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("NPC references are null");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
npcMoveScript.WalkToPlayerRight();
|
|
||||||
directionSent = "right";
|
|
||||||
|
|
||||||
if (npcBehaviourScript.navigationTxt.text == "I want to go right!")
|
|
||||||
{
|
|
||||||
correctDirection = "right";
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
correctDirection = "left";
|
|
||||||
}
|
|
||||||
|
|
||||||
CheckCorrectDirection();
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void CheckCorrectDirection()
|
|
||||||
{
|
|
||||||
if (correctDirection == directionSent)
|
|
||||||
{
|
|
||||||
Player.score += 1;
|
|
||||||
Player.customersServed += 1;
|
|
||||||
Debug.Log("correct");
|
|
||||||
Debug.Log(Player.score);
|
|
||||||
Debug.Log(Player.customersServed);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Player.score -= 1;
|
|
||||||
Player.customersServed += 1;
|
|
||||||
Debug.Log("incorrect");
|
|
||||||
Debug.Log(Player.score);
|
|
||||||
Debug.Log(Player.customersServed);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 8c6fa011a2b389049b558ccdf6b38c38
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,60 +0,0 @@
|
||||||
/*
|
|
||||||
* Author: Livinia Poo
|
|
||||||
* Date: 29/1/25
|
|
||||||
* Description:
|
|
||||||
* Customer behaviour
|
|
||||||
*/
|
|
||||||
|
|
||||||
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using TMPro;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class NPCBehaviour : MonoBehaviour
|
|
||||||
{
|
|
||||||
private NPCMovement npcMoveScript;
|
|
||||||
[SerializeField] private GameObject paperObject;
|
|
||||||
[SerializeField] private GameObject navigationTxtBubble;
|
|
||||||
[SerializeField] public TextMeshProUGUI navigationTxt;
|
|
||||||
|
|
||||||
public static bool paperProduced;
|
|
||||||
|
|
||||||
private string[] possibleSentences =
|
|
||||||
{
|
|
||||||
"I want to go left!",
|
|
||||||
"I want to go right!"
|
|
||||||
};
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
npcMoveScript = GetComponent<NPCMovement>();
|
|
||||||
|
|
||||||
paperObject.SetActive(false);
|
|
||||||
navigationTxtBubble.SetActive(false);
|
|
||||||
|
|
||||||
paperProduced = false;
|
|
||||||
|
|
||||||
if (navigationTxt != null)
|
|
||||||
{
|
|
||||||
navigationTxt.text = GetRandomSentence();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
if (npcMoveScript.inFrontOfPlayer == true)
|
|
||||||
{
|
|
||||||
paperObject.SetActive(true);
|
|
||||||
navigationTxtBubble.SetActive(true);
|
|
||||||
|
|
||||||
paperProduced = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
string GetRandomSentence()
|
|
||||||
{
|
|
||||||
int n = Random.Range(0, possibleSentences.Length);
|
|
||||||
return possibleSentences[n];
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 0063fdfa7f5e6c34581b4fd94accb6ff
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,167 +0,0 @@
|
||||||
/*
|
|
||||||
* Author: Livinia Poo
|
|
||||||
* Date: 22/1/25
|
|
||||||
* Description:
|
|
||||||
* Customer walking handling
|
|
||||||
*/
|
|
||||||
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class NPCMovement : MonoBehaviour
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// References and Variables
|
|
||||||
/// </summary>
|
|
||||||
/*public Transform[] frontWalkPoints;
|
|
||||||
public Transform[] leftWalkPoints;
|
|
||||||
public Transform[] rightWalkPoints;*/
|
|
||||||
public float movementSpeed = 10.0f;
|
|
||||||
public float turnSpeed = 5.0f;
|
|
||||||
private int currentPtIndex = 0;
|
|
||||||
|
|
||||||
/*[SerializeField] private GameObject leftWalkPointSet;
|
|
||||||
[SerializeField] private GameObject rightWalkPointSet;*/
|
|
||||||
|
|
||||||
public bool inFrontOfPlayer = false;
|
|
||||||
|
|
||||||
private GameManager gm;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Start the coroutine
|
|
||||||
/// </summary>
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
gm = GameManager.instance;
|
|
||||||
|
|
||||||
StartCoroutine(WalkingToPlayer());
|
|
||||||
}
|
|
||||||
|
|
||||||
///<summary>
|
|
||||||
///
|
|
||||||
/// </summary>
|
|
||||||
public void WalkToPlayerLeft()
|
|
||||||
{
|
|
||||||
gm.leftWalkPointSet.SetActive(true);
|
|
||||||
StartCoroutine(WalkingToPlayerLeft());
|
|
||||||
}
|
|
||||||
|
|
||||||
public void WalkToPlayerRight()
|
|
||||||
{
|
|
||||||
gm.rightWalkPointSet.SetActive(true);
|
|
||||||
StartCoroutine(WalkingToPlayerRight());
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Coroutine for NPC to walk to each point
|
|
||||||
/// </summary>
|
|
||||||
/// <returns></returns>
|
|
||||||
IEnumerator WalkingToPlayer()
|
|
||||||
{
|
|
||||||
while (currentPtIndex < gm.frontWalkPoints.Length)
|
|
||||||
{
|
|
||||||
if (gm.frontWalkPoints.Length == 0)
|
|
||||||
{
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
Transform targetPt = gm.frontWalkPoints[currentPtIndex];
|
|
||||||
|
|
||||||
Vector3 direction = targetPt.position - transform.position;
|
|
||||||
Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x,0,direction.z));
|
|
||||||
|
|
||||||
transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, turnSpeed * Time.deltaTime);
|
|
||||||
transform.position = Vector3.MoveTowards(transform.position, targetPt.position, movementSpeed * Time.deltaTime);
|
|
||||||
|
|
||||||
if (Vector3.Distance(transform.position, targetPt.position) < 0.1f)
|
|
||||||
{
|
|
||||||
currentPtIndex++;
|
|
||||||
|
|
||||||
if (currentPtIndex >= gm.frontWalkPoints.Length)
|
|
||||||
{
|
|
||||||
StopAllCoroutines();
|
|
||||||
currentPtIndex = 0;
|
|
||||||
inFrontOfPlayer = true;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
yield return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Coroutine for NPC to walk to each point
|
|
||||||
/// </summary>
|
|
||||||
/// <returns></returns>
|
|
||||||
IEnumerator WalkingToPlayerLeft()
|
|
||||||
{
|
|
||||||
while (currentPtIndex < gm.leftWalkPoints.Length)
|
|
||||||
{
|
|
||||||
if (gm.leftWalkPoints.Length == 0)
|
|
||||||
{
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
Transform targetPt = gm.leftWalkPoints[currentPtIndex];
|
|
||||||
|
|
||||||
Vector3 direction = targetPt.position - transform.position;
|
|
||||||
Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x,0,direction.z));
|
|
||||||
|
|
||||||
transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, turnSpeed * Time.deltaTime);
|
|
||||||
transform.position = Vector3.MoveTowards(transform.position, targetPt.position, movementSpeed * Time.deltaTime);
|
|
||||||
|
|
||||||
if (Vector3.Distance(transform.position, targetPt.position) < 0.1f)
|
|
||||||
{
|
|
||||||
currentPtIndex++;
|
|
||||||
|
|
||||||
if (currentPtIndex >= gm.leftWalkPoints.Length)
|
|
||||||
{
|
|
||||||
StopAllCoroutines();
|
|
||||||
currentPtIndex = 0;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
yield return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Coroutine for NPC to walk to each point
|
|
||||||
/// </summary>
|
|
||||||
/// <returns></returns>
|
|
||||||
IEnumerator WalkingToPlayerRight()
|
|
||||||
{
|
|
||||||
while (currentPtIndex < gm.rightWalkPoints.Length)
|
|
||||||
{
|
|
||||||
if (gm.rightWalkPoints.Length == 0)
|
|
||||||
{
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
Transform targetPt = gm.rightWalkPoints[currentPtIndex];
|
|
||||||
|
|
||||||
Vector3 direction = targetPt.position - transform.position;
|
|
||||||
Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x,0,direction.z));
|
|
||||||
|
|
||||||
transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, turnSpeed * Time.deltaTime);
|
|
||||||
transform.position = Vector3.MoveTowards(transform.position, targetPt.position, movementSpeed * Time.deltaTime);
|
|
||||||
|
|
||||||
if (Vector3.Distance(transform.position, targetPt.position) < 0.1f)
|
|
||||||
{
|
|
||||||
currentPtIndex++;
|
|
||||||
|
|
||||||
if (currentPtIndex >= gm.rightWalkPoints.Length)
|
|
||||||
{
|
|
||||||
StopAllCoroutines();
|
|
||||||
currentPtIndex = 0;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
yield return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: ee1f54676195faf4ba8ba4d5e99b916f
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -72,11 +72,11 @@ public class NpcMovementRework : MonoBehaviour
|
||||||
|
|
||||||
public IEnumerator SitDown()
|
public IEnumerator SitDown()
|
||||||
{
|
{
|
||||||
var i = Random.Range(0, NpcManager.instance.Seats.Count);
|
var i = Random.Range(0, NpcManager.instance.Seats.Length);
|
||||||
var seat = NpcManager.instance.Seats[i];
|
var seat = NpcManager.instance.Seats[i];
|
||||||
while (!seat.Available)
|
while (!seat.Available)
|
||||||
{
|
{
|
||||||
i = Random.Range(0, NpcManager.instance.Seats.Count);
|
i = Random.Range(0, NpcManager.instance.Seats.Length);
|
||||||
seat = NpcManager.instance.Seats[i];
|
seat = NpcManager.instance.Seats[i];
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -48,7 +48,9 @@ public class NpcManager : MonoBehaviour
|
||||||
/// float for time between npc spawns
|
/// float for time between npc spawns
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[SerializeField] private float npcBufferTime;
|
[SerializeField] private float npcBufferTime;
|
||||||
|
|
||||||
|
public Seat[] Seats;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// a bool to check if the player is free
|
/// a bool to check if the player is free
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -58,10 +60,7 @@ public class NpcManager : MonoBehaviour
|
||||||
/// collection of all exiting npcs
|
/// collection of all exiting npcs
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public List<GameObject> currentNpcs;
|
public List<GameObject> currentNpcs;
|
||||||
/// <summary>
|
|
||||||
/// a collection of positions for the chairs to sit for the npcs
|
|
||||||
/// </summary>
|
|
||||||
public GameObject[] chairPositions;
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// a collection of positions for the npcs to despawn
|
/// a collection of positions for the npcs to despawn
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -136,4 +135,10 @@ public class NpcManager : MonoBehaviour
|
||||||
}
|
}
|
||||||
isSpawning = false;
|
isSpawning = false;
|
||||||
}
|
}
|
||||||
|
[Serializable]
|
||||||
|
public struct Seat
|
||||||
|
{
|
||||||
|
public GameObject SeatObject;
|
||||||
|
public bool Available;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Add table
Reference in a new issue