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KSRAdventure2023Unity

KSR Adventure 2023 but better

Unity 6.2

Functionality of Game

Run in the Unity Engine
Assign Elements based on this guide Assign Background.cs to Background (GameObject in SampleScene)

Movement

  • Up to four directions with corresponding buttons (WASD movement included)
  • Blue polygons (button) to collect items, open doors, interact with people, play a minigame, ...

Videos

  • Can be skipped by pressing enter

Dialogues

  • Can be skipped by pressing the space-bar
  • Are hints for the game

Minigames

  • Quizes, Puzzles & more

Inventory

  • Can be opened by pressing the button in the corner or by pressing i or e on the keyboard

To-do

Align overlays and polygons → especially when door closed like in chem-keller

Minigames scripts/objects to assign before running:

In SampleScene, assign Background.cs to the Background GameObject and set the Starting Slide to 'Start'. Then, apply the following configuration to each minigame scene:

(scripts are in Assets/scripts/Minigames)

  • armdrücken:

    • armdruecken.cs → GameController (GameObject)
    • clickable.cs → ButtonMiddle / ButtonLeft / ButtonRight (GameObject)
    • progressbar.cs → progressBarController (GameObject)
    • progressBarController (GameObject) → ButtonMiddle / ButtonLeft / ButtonRight (GameObject)
    • Image (GameObject in Canvas) → progressBarController (GameObject)
    • GameObjects (correct name to place) → GameController (GameObject)
  • bio-minigame:

    • BioMinigame.cs → GameLogic (GameObject in Canvas)
  • bossFight:

    • BossFight.cs → GameLogic (GameObject)
  • chemiekeller:

    • chemie_keller.cs → liquid (GameObject)
    • burette (GameObject) → liquid / Burette Renderer (GameObject/Script)
    • cText / winText / instructionText → liquid / UI (GameObject/Script)
    • Assets/resources/images/Minigames/chemie_keller/pattern_blue.png → liquid / Sprite Renderer / Sprite
    • Assets/resources/images/Minigames/chemie_keller/pattern_green.png → liquid / Script / Level 1 Sprite
    • Assets/resources/images/Minigames/chemie_keller/pattern_yellow.png → liquid / Script / Level 2 Sprite
    • Assets/resources/images/Minigames/chemie_keller/buret.png → burette (GameObject) / Sprite Renderer
    • Assets/resources/images/Minigames/chemie_keller/note_area_reference.png → background (GameObject) / Sprite Renderer
  • FindErrorsMinigame:

    • FindErrorsMinigame.cs → main (GameObject)
    • clicks (GameObject) / You Win Text (GameObject) / LeaveGame (GameObject) → main (GameObject) / Script
    • for each correct # →
      • correct false button 1.cs → correct# / Script
      • correct# / Image (inside of correct#) → correct# / Script
      • main (GameObject) → correct# / Script
    • SwitchImage.cs & first (GameObject) & second (GameObject) → switch image button (GameObject)
    • FalseButton.cs → False (GameObject)
    • Assets/resources/images/Minigames/FindErrorsMinigame/IMG_2457.jpeg & /IMG_2455.jpeg → first (GameObject) & second (GameObject)
    • leave.cs → LeaveGame (GameObject)
    • LeaveGame (GameObject) → main(GameObject)/Script/Restart Button
  • lockpicking:

    • GameObjects → LockpickingGame (GameObject); all are straightforward besides Triedcounter which is Text (TMP) (in tried (GameObject))
    • LockpickingGame.cs → LockpickingGame (GameObject)
    • for each dial assign: NumberSelector.cs and the gameobject itself as Number Text
  • PHminigame:

    • PHMinigame.cs → GameLogic (GameObject)
  • Piano:

    • Assets/resources/images/Minigames/PianoGame/Piano_Close_View.jpg → Image (GameObject)
    • PianoGameManager.cs + 2 GameObjects → GameManager (GameObject)
    • for each key:
      • assign PianoKey.cs
      • assign Note ID (C1, CSharp, D, etc.)
      • assign Sound to corresponding note from Assets/resources/Audio/Minigames/PianoGame/
  • Geo:

    • Assets/resources/images/Minigames/QuizGame/Minigame_Geographie.JPG → Image (GameObject)
    • QuizManager.cs + 3*UI Gameobjcets → QuizManager (GameObject)
    • In the Answer Buttons section under UI add 4 elements and assign each button in the correct order to elements 0 through 3

Dialogue scripts/objects to assign before running:

(If something does not assign directly come back to it later: a script is not yet assigned somewhere else.)

In the dialogue scene (Assets/Scenes/Dialogue.unity):

  • SettingsManager (GameObject):
    • Assign the SettingsManager.cs script (in Assets/scripts/dialogue).
    • Assign the SettingsPanel (GameObject) to Settings Panel,
    • Assign the VolumeSlider (Canvas) to Volume Slider.
    • Assign the AutomateButton (Canvas) to Automate Button.
    • Assign the DialogueManager(GameObject) to Dialogue Manager.
    • Assign the DialogueManager (GameObject) to Dialogue Audio Source.
  • DialogueManager (GameObject):
    • Assign the DialogueManager.cs script (in Assets/scripts/dialogue).
    • Assign the BackButton (Canvas) to Previous Button.
    • Assign the SkipButton (Canvas) to Skip Button.
    • Assign the DialogueText (Canvas) to Dialogue Text.
    • Assign the NextButton (Canvas) to Dialogue Box.
    • Assign the ImageBackground (Canvas) to Background Image Display.
    • Assign the DialogueManager (GameObject) to Dialogue Audio Source.
  • AutomateButton (Canvas):
    • Assign the ImageToggler.cs script (in Assets/scripts/dialogue).
    • Assign the AutomateButton (Canvas) to On Click and choose ImageToggler.ToggleImage as the function.
    • Assign the AutomateButton (Canvas) to Button Image.
    • Assign Assets/resources/images/dialogue/on.png to First Sprite.
    • Assign Assets/resources/images/dialogue/off.png to Second Sprite.
  • BackButton (Canvas):
    • Assign Assets/resources/images/dialogue/start_new.png to Source Image.
  • SkipButton (Canvas):
    • Assign Assets/resources/images/dialogue/skip.png to Source Image.
  • Settings (Canvas):
    • Assign Assets/resources/images/dialogue/settings.png to Source Image.

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