KSR Adventure 2023 but better
Unity 6.2
Run in the Unity Engine
Assign Elements based on this guide
Assign Background.cs to Background (GameObject in SampleScene)
- Up to four directions with corresponding buttons (WASD movement included)
- Blue polygons (button) to collect items, open doors, interact with people, play a minigame, ...
- Can be skipped by pressing enter
- Can be skipped by pressing the space-bar
- Are hints for the game
- Quizes, Puzzles & more
- Can be opened by pressing the button in the corner or by pressing
ioreon the keyboard
Align overlays and polygons → especially when door closed like in chem-keller
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
(If something does not assign directly come back to it later: a script is not yet assigned somewhere else.)
- SettingsManager (GameObject):
- Assign the
SettingsManager.csscript (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.
- Assign the
- DialogueManager (GameObject):
- Assign the
DialogueManager.csscript (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.
- Assign the
- AutomateButton (Canvas):
- Assign the
ImageToggler.csscript (in Assets/scripts/dialogue). - Assign the
AutomateButton(Canvas) to On Click and chooseImageToggler.ToggleImageas the function. - Assign the
AutomateButton(Canvas) to Button Image. - Assign
Assets/resources/images/dialogue/on.pngto First Sprite. - Assign
Assets/resources/images/dialogue/off.pngto Second Sprite.
- Assign the
- BackButton (Canvas):
- Assign
Assets/resources/images/dialogue/start_new.pngto Source Image.
- Assign
- SkipButton (Canvas):
- Assign
Assets/resources/images/dialogue/skip.pngto Source Image.
- Assign
- Settings (Canvas):
- Assign
Assets/resources/images/dialogue/settings.pngto Source Image.
- Assign