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AppleHillsProduction/README.md

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# Apple Hills
Apple Hills is a Unity-based adventure game featuring interactive puzzle mechanics, dialogue systems, and item interactions.
## Project Overview
Apple Hills provides a unique gaming experience with:
- Node-based dialogue system for interactive NPC conversations
- Puzzle mechanics with condition-based progression
- Item pickup, combination, and interaction systems
- Custom Universal Render Pipeline setup
## Repository Structure
```
AppleHills/
├── Assets/ # Unity asset files
│ ├── Art/ # Visual assets, models, textures
│ ├── Dialogue/ # Dialogue system and dialogue data
│ ├── Scripts/ # C# code for game systems
│ │ ├── Core/ # Core managers and services
│ │ ├── Dialogue/ # Dialogue system implementation
│ │ ├── Input/ # Input handling systems
│ │ ├── Interactions/ # Object interaction systems
│ │ ├── Movement/ # Character movement controllers
│ │ ├── PuzzleS/ # Puzzle mechanics and systems
│ │ └── UI/ # User interface components
│ ├── Scenes/ # Game scenes and levels
│ ├── Prefabs/ # Reusable game objects
│ └── ... # Other asset folders
├── Packages/ # Unity package dependencies
├── ProjectSettings/ # Unity project settings
└── docs/ # Project documentation
├── media/ # Images and other media for documentation
└── dialogue_readme.md # Detailed documentation about the dialogue system
```
## Code Structure
### Scripts Organization
The game's codebase is organized into several key modules:
| Module | Purpose |
|--------|---------|
| Animation | Animation controllers and state machines |
| Bootstrap | Game initialization and scene loading |
| Core | Core game managers and services |
| Dialogue | Dialogue tree implementation and text handling |
| Input | Player input processing and mapping |
| Interactions | Interactive object behaviors and triggers |
| Movement | Character controllers and navigation |
| Pooling | Object pooling for performance optimization |
| PuzzleS | Puzzle mechanics, conditions, and validators |
| Settings | Configurable game parameters and constants |
| UI | User interface elements and controllers |
| Utilities | Helper classes and extension methods |
### Core Systems Highlight
The `Assets/Scripts/Core` directory contains critical managers that orchestrate the game's systems:
#### Key Managers
- **GameManager**: Central hub managing game state, scene transitions, and system coordination
- **ItemManager**: Handles inventory system, item pickup, combination, and usage logic
- **SceneManagerService**: Controls scene loading, unloading, and transitions
#### Settings Framework
The `Core/Settings` system provides a robust configuration framework:
- **ServiceLocator**: Dependency injection system for accessing game services
- **SettingsProvider**: Central access point for game configuration values
- **BaseSettings/BaseDeveloperSettings**: Foundation for creating configurable parameters
- **InteractionSettings**: Configuration for player-object interactions
- **MovementModeTypes**: Movement parameters for different locomotion modes
## Documentation
Detailed documentation about specific systems can be found in the `docs` folder:
- [Dialogue System Documentation](docs/dialogue_readme.md)
## Development
The project is structured using standard Unity practices. Key components:
- Universal Render Pipeline for consistent visuals
- Input System for configurable controls
- Addressable Assets for asset management