From efb330401580dbaf9da8568fe344c215f8b7e9c5 Mon Sep 17 00:00:00 2001 From: FredTheNoob Date: Fri, 23 Apr 2021 10:29:34 +0200 Subject: [PATCH] Added carbine animations, fixed issue where you could skip dialogue by spamming quickly. --- .idea/.idea.RedDead2D/.idea/contentModel.xml | 6 +- .idea/.idea.RedDead2D/.idea/modules.xml | 2 +- .../PlayerMovement/Carbine Animations.meta} | 2 +- .../Player_Idle_Carbine.anim | 69 + .../Player_Idle_Carbine.anim.meta | 8 + .../Player_Walk_down_Carbine.anim | 81 ++ .../Player_Walk_down_Carbine.anim.meta | 8 + .../Player_Walk_left_Carbine.anim | 81 ++ .../Player_Walk_left_Carbine.anim.meta | 8 + .../Player_Walk_right_Carbine.anim | 81 ++ .../Player_Walk_right_Carbine.anim.meta | 8 + .../Player_Walk_up_Carbine.anim | 81 ++ .../Player_Walk_up_Carbine.anim.meta | 8 + .../PlayerMovement/Player.controller | 363 ++++- .../Assets/Sprites/{John.meta => Will.meta} | 0 .../JohnAnimationSpritesheet.png | 0 .../JohnAnimationSpritesheet.png.meta | 0 .../Sprites/{John => Will}/JohnStillBack.png | 0 .../{John => Will}/JohnStillBack.png.meta | 0 .../Sprites/{John => Will}/JohnStillFront.png | 0 .../{John => Will}/JohnStillFront.png.meta | 0 Assets/Assets/Sprites/Will/New.meta | 8 + .../Actual_Will_hopefully_final_version.png | 3 + ...tual_Will_hopefully_final_version.png.meta | 1172 +++++++++++++++++ .../Items/Weapons/Carbine.asset | 2 +- Assets/Scripts/Dialogue/DialogueManager.cs | 10 +- Assets/Scripts/Dialogue/DialogueTrigger.cs | 10 + Assets/Scripts/PlayerController.cs | 10 + 28 files changed, 1976 insertions(+), 45 deletions(-) rename Assets/{Assets/Sprites/Trees/New Trees/Materials.meta => Animations/PlayerMovement/Carbine Animations.meta} (77%) create mode 100644 Assets/Animations/PlayerMovement/Carbine Animations/Player_Idle_Carbine.anim create mode 100644 Assets/Animations/PlayerMovement/Carbine Animations/Player_Idle_Carbine.anim.meta create mode 100644 Assets/Animations/PlayerMovement/Carbine Animations/Player_Walk_down_Carbine.anim create mode 100644 Assets/Animations/PlayerMovement/Carbine Animations/Player_Walk_down_Carbine.anim.meta create mode 100644 Assets/Animations/PlayerMovement/Carbine Animations/Player_Walk_left_Carbine.anim create mode 100644 Assets/Animations/PlayerMovement/Carbine Animations/Player_Walk_left_Carbine.anim.meta create mode 100644 Assets/Animations/PlayerMovement/Carbine Animations/Player_Walk_right_Carbine.anim create mode 100644 Assets/Animations/PlayerMovement/Carbine Animations/Player_Walk_right_Carbine.anim.meta create mode 100644 Assets/Animations/PlayerMovement/Carbine Animations/Player_Walk_up_Carbine.anim create mode 100644 Assets/Animations/PlayerMovement/Carbine Animations/Player_Walk_up_Carbine.anim.meta rename Assets/Assets/Sprites/{John.meta => Will.meta} (100%) rename Assets/Assets/Sprites/{John => Will}/JohnAnimationSpritesheet.png (100%) rename Assets/Assets/Sprites/{John => Will}/JohnAnimationSpritesheet.png.meta (100%) rename Assets/Assets/Sprites/{John => Will}/JohnStillBack.png (100%) rename Assets/Assets/Sprites/{John => Will}/JohnStillBack.png.meta (100%) rename Assets/Assets/Sprites/{John => Will}/JohnStillFront.png (100%) rename Assets/Assets/Sprites/{John => Will}/JohnStillFront.png.meta (100%) create mode 100644 Assets/Assets/Sprites/Will/New.meta create mode 100644 Assets/Assets/Sprites/Will/New/Actual_Will_hopefully_final_version.png create mode 100644 Assets/Assets/Sprites/Will/New/Actual_Will_hopefully_final_version.png.meta diff --git a/.idea/.idea.RedDead2D/.idea/contentModel.xml b/.idea/.idea.RedDead2D/.idea/contentModel.xml index 3e1874b..78f9c18 100644 --- a/.idea/.idea.RedDead2D/.idea/contentModel.xml +++ b/.idea/.idea.RedDead2D/.idea/contentModel.xml @@ -1,9 +1,9 @@ - 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k__BackingField: 1853 Carbine + k__BackingField: Carbine k__BackingField: haha carbine go skrrt brrrrr k__BackingField: 4000 k__BackingField: {fileID: 21300000, guid: 282f4a93577bbc64b99591d71f642682, diff --git a/Assets/Scripts/Dialogue/DialogueManager.cs b/Assets/Scripts/Dialogue/DialogueManager.cs index 8f4fc9b..04ce998 100644 --- a/Assets/Scripts/Dialogue/DialogueManager.cs +++ b/Assets/Scripts/Dialogue/DialogueManager.cs @@ -65,6 +65,8 @@ void Start () { public void StartDialogue (Dialogue dialogue) { + if (playerRB.GetComponent().isMapOpen == true) return; + playerRB.constraints = RigidbodyConstraints2D.FreezeAll; playerRB.GetComponent().canShoot = false; isDialogueStarted = true; @@ -74,12 +76,6 @@ public void StartDialogue (Dialogue dialogue) sentences.Clear(); - // play sound clip for the greeting - - DialogueQuest DQ = (DialogueQuest) QuestManager.instance.GetActive(); - - AudioManager.instance.Play(DQ.sfxClip); - // We go through every dialogueSegment foreach (DialogueSegment segment in dialogue.dialogueSegments) { @@ -94,6 +90,8 @@ public void StartDialogue (Dialogue dialogue) public void DisplayNextSentence () { + if (isInChoice) return; + if (isTyping) { StopAllCoroutines(); diff --git a/Assets/Scripts/Dialogue/DialogueTrigger.cs b/Assets/Scripts/Dialogue/DialogueTrigger.cs index 5d02924..165c412 100644 --- a/Assets/Scripts/Dialogue/DialogueTrigger.cs +++ b/Assets/Scripts/Dialogue/DialogueTrigger.cs @@ -15,11 +15,21 @@ public void TriggerDialogue(Dialogue diag) { DialogueQuest activeQuest = (DialogueQuest)QuestManager.instance.GetActive(); DialogueManager.instance.isQuestDialogue = true; + + // play sound clip for the greeting + DialogueQuest DQ = (DialogueQuest) QuestManager.instance.GetActive(); + + AudioManager.instance.Play(DQ.sfxClip); DialogueManager.instance.StartDialogue(activeQuest.dialogue[0]); } else { DialogueManager.instance.isQuestDialogue = false; + + // play sound clip for the greeting + DialogueQuest DQ = (DialogueQuest) QuestManager.instance.GetActive(); + AudioManager.instance.Play(DQ.sfxClip); + DialogueManager.instance.StartDialogue(diag); } } diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 209c544..ee238fd 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -73,17 +73,26 @@ private void OnItemSelect() if (item == null) { animator.SetBool("RevolverInHand", false); + animator.SetBool("CarbineInHand", false); return; } + // Animation shit switch (item.Item.name) { case "Revolver": animator.SetBool("RevolverInHand", true); + animator.SetBool("CarbineInHand", false); + break; + + case "Carbine": + animator.SetBool("CarbineInHand", true); + animator.SetBool("RevolverInHand", false); break; default: animator.SetBool("RevolverInHand", false); + animator.SetBool("CarbineInHand", false); break; } } @@ -197,6 +206,7 @@ public void TakeDamage(int _damage) void openMap(InputAction.CallbackContext obj) { if (Inventory.Controller.instance.isOpen == true) return; + if (DialogueManager.instance.isDialogueStarted == true) return; isMapOpen = !isMapOpen; mapCamera.enabled = !mapCamera.enabled;