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Master #2
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Objects now have either a texture or a material on them, including floors and walls. Objects now also have a collider on them. Amy's music has also been put into the assets folder. The default theme is set to play with the main camera as the audio source.
Add the narrator. For using place the audio file on: Assets/Resources/Narrator/ and the subtitles on the Assets/Resources/Subtitles/, both with the same name (but different extensions, as expected) For starting, execute the public method playDialog with the name of the file. Subtitle should be: time(in seconds)|text(or \clear to remove the text) example: 00.00|text that the subtitle should display 01.97|\clear In the subtitle is also possible to call other objects methods synced with the audio using \call-(ObjectName)-(MethodName)[-(string parameter)] 01.50|\call-1STARTROOM/Door 1-Open
Upgrades and extends the behaviour tree mechanism so it can be more flexible and can be dowloaded from a twee file (that is generated from a twine project). For now there is a known bug when it comes to linking the nodes. During tests it can be seem that the right node is being correctly linked but the left node is not.
Now the nodes are being linked correctly.
Implements methods on the BehaviourTree script that are used to communicate with other scripts. Thus, now is possible to use information collected from the twee file for the mechanism that trigger events involving other objects. Also, adds a "actionbutton" command that allows player to communicate with narrator through "spacebar" key. For now the tests showed that the event triggered by time and the event triggered by action button are working correctly. However, there are still known bugs when it comes to trigger an event by interacting with a specific object.
Now it is possible to the player to trigger an event by getting close to an specific object or by pressing the action key close to a specific object.
The character model and animations have been put in. The controller and animations have all been set up with the according parameters. Still needs player controller put on it properly, doesn’t face the right direction when moving.
Character is controllable
Added an interaction sound effect
Now the control are unified, using button instead of key, so we can check for keyboard and controller.
Now the narrator keep track of the subtitle corotines and stop on the reset.
The twine project was updated to use the syntax that the twee parser uses, to create a behaviour tree compactible with the game story. Now some of the elements of the purple scene are used to make choice triggers. Also, the Behaviour Tree now uses the NarratorController to set audio and subtitles syncronized with the player choices.
Now it uses "Force Text" mode for a better git control.
Put character back in
Adds mirror trigger script
The rooms have had their colours changed to look more alike to the original concept art, and to look more cohesive. Materials used on items within rooms are grouped within the appropriately named folder. For rooms that require a palette shift during the course of the game, grouped within the same folder is the alternative colour on a material that just has "ALT" as a prefix to the name of the object it is to be used on. There are also a few new decorative models and textures on some items. The rooms have also been changed to have their floor align cleaner between the door and the next room. Some rooms have been made slightly larger, to be adjusted as we figure out more appropriate sizes for each individual room. In addition, all rooms now have higher walls in addition to the camera being closer to the character so that the player cannot view the skybox/next room without passing through the door.
trying things out with the aurora borealis effects
Deletes some unecessary components in the project (as unused scenes) and implements a RoomManager script that make the rooms appear/ disappear depending if the player is on it.
Reorganizes objects hiecarchy and renames objects and scripts so they follow the same pattern.
Fixes bugs caused by the rebase of different commits as well as collision problems. Also, fixes the trigger links used by the behaviour tree and makes all the doors open correctly and in the same speed.
Uses an example from unity wiki to create a mirror with reflection. Copyright: http://wiki.unity3d.com/index.php/MirrorReflection4
Uses the FoxOrnament from ThirdRoom as placeholder for the toy from the FirstRoom.
Renders particles around objects that can be interact with. This can be toggled on/off.
Adds and syncs audios and subtitles for the second room.
Adds a sound triggered everytime a door is opened, that plays the OpenDoor.wav track contained in Assets/Audio/OpenDoor.wav.
Animations for the vase and for the shattering mirror are implemented, currently play on awake. Ladies' chair has been replaced by a version with softened edges. The dining room has been placed in as room 7.
Fixes a bug that caused the game to misinterpretate the triggers. Also, adds audios and subtitles for the third room.
Conflicts: Assets/Models/Materials.meta Assets/Models/Materials/AuroraBTexture.mat Assets/Models/Materials/AuroraBTexture.mat.meta ProjectSettings/ProjectSettings.asset Results: All conflicts were solved by maintaining the file from shaders branch.
Changes all rooms so they now have the same origin, making possible spawning rooms depending on the player choices. Also adds more audios and subtitles, changes the twee file and makes a lot of minor changes on the scene.
Activates Objects animations depending on triggers. This Objects also play a sound effect when animated. Also, erases unused commented code from some scrips and resizes the rooms floor so they won't overlap.
Adds audios/subtitles, changes the tree of choices and modifies the scene so more parts of the game are now "playable".
Now when the raycast hits a component of/on a wall this mechanism hides all components of/on this wall.
Now the subtitles have a shadow, that makes easier to read them. Also, the subtitles from a old choice will not be cut when a new choice where the narrator don't have nothing to say is triggered.
Now to call a music trigger can be done using the MusicController on the subtitle file like this: time |\call-Abstract/MusicController-PlayAudio-AUDIO_NAME 00.67|\call-Abstract/MusicController-PlayAudio-happy The "happy" and "sad" are special cases, e.g. happy will one file from the folder Happy sequencially between calls. And for calling an specific file, just use the name of the file on Assets/Resources/Soundtrack
Modifies the subtitles so they trigger the sound effects in a specific time.
Merges a bit more of the group work to make more "playable" rooms/ choices.
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Now it uses "Force Text" mode for a better git control.