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47 Commits

Author SHA1 Message Date
Michal Pikulski
f5c1ae51cd MPV of save/load system 2025-10-27 14:00:37 +01:00
690e8b4507 Merge pull request 'Update the rotation enforcement to automatically lock device into' (#40) from screen_orientation_fun into main
Reviewed-on: #40
2025-10-24 14:50:20 +00:00
Michal Pikulski
cc797f09ef Update the rotation enforcement to automatically lock device into
desired orientation.
2025-10-24 16:48:45 +02:00
5a85a602bd Revamp game pausing and input handling. Fix minigame tutorial and end sequence. (#39)
- Revamp pausing and centralize management in GameManager
- Switch Pause implementation to be counter-based to solve corner case of multiple pause requests
- Remove duplicated Pause logic from other components
- Add pausing when browsing the card album
- Fully deliver the exclusive UI implementation
- Spruce up the MiniGame tutorial with correct pausing, hiding other UI
- Correctly unpause after showing tutorial
- Fix minigame ending sequence. The cinematic correctly plays only once now
- Replaying the minigame works

Co-authored-by: Michal Adam Pikulski <michal@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Reviewed-on: #39
2025-10-24 11:09:32 +00:00
Michal Adam Pikulski
35acaddca5 FIx the issue of end game screen appearing twice 2025-10-22 11:50:24 +02:00
1cf8076488 Merge branch 'main' of https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction 2025-10-22 11:03:23 +02:00
786167115c Modified Speed of minigame and two small adjustments to prefabs. 2025-10-22 11:03:15 +02:00
c80089e5fc Pushed app icons to get Steve Jobs off my back 2025-10-22 10:58:51 +02:00
Michal Adam Pikulski
8591490cb2 Make the score display a UIPage as well 2025-10-22 10:37:59 +02:00
acf3ecec3f Added Highlights to the quarry button and the Bunfflers. 2025-10-22 10:36:56 +02:00
Michal Adam Pikulski
68886aafd4 Roll the pause menu into the UI page system 2025-10-22 09:35:34 +02:00
Michal Adam Pikulski
357f942e0d Moved UIPageController out of the card system and into a dedicated prefab 2025-10-22 09:20:18 +02:00
Michal Adam Pikulski
faed21edab Make the Backpack UI visible in the AppleHillsLevel as well 2025-10-22 09:05:18 +02:00
Michal Adam Pikulski
5763aeb4b3 Un-fuck the booster opening page 2025-10-22 07:32:45 +02:00
Michal Adam Pikulski
3aed47b183 Fix input issues 2025-10-21 15:58:13 +02:00
Michal Adam Pikulski
00f6d2c6c6 Add a dirty booster pack opening sequence 2025-10-21 15:40:47 +02:00
Michal Adam Pikulski
c71836c029 Stash WIP of settings documentation 2025-10-21 15:08:48 +02:00
Michal Adam Pikulski
2abcf5c76a Cleanup the editor assembly and provide a tool overview doc 2025-10-21 14:54:58 +02:00
DamianCorazza
0a240da9a7 Merge branch 'main' of https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction 2025-10-21 14:54:08 +02:00
DamianCorazza
14d1b8316e Added New Textures for Cards And Configure basic Card Variations 2025-10-21 14:53:59 +02:00
Michal Adam Pikulski
9b6dc0f616 Add a playbook for using the boostrap system 2025-10-21 14:20:09 +02:00
MacBuilder
8e90878a97 Updated diving controls and tutorial 2025-10-21 13:47:18 +02:00
MacBuilder
1a04f2a3d2 FIxed annoying compiler error 2025-10-21 13:37:14 +02:00
DamianCorazza
f8f9286ddf SLight modification to Quarry Level
Pulver and Trafalgar spawn down, and Anne Lise dialogue bubble lasts longer.
2025-10-21 12:55:23 +02:00
Michal Adam Pikulski
bb43c552b0 Block input on first loop 2025-10-21 12:51:28 +02:00
DamianCorazza
f3788b8ebe Merge branch 'main' of https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction 2025-10-21 12:42:40 +02:00
DamianCorazza
fd88698bee Modified Quarry To make the Sound Area easier to understand. 2025-10-21 12:42:28 +02:00
Michal Adam Pikulski
7096dffb54 Update readme docs for our systems 2025-10-21 12:37:57 +02:00
Michal Adam Pikulski
2fb77e1040 Cleanup the card implementation, add some readme files and update namespaces 2025-10-21 12:10:16 +02:00
Michal Adam Pikulski
af77e07f99 Update the cards to pull in from addressables to wokr in build, remove erronous code preventing building 2025-10-21 10:29:06 +02:00
journaliciouz
d1792014db Added feedback on photography in diving game 2025-10-20 23:18:31 +02:00
journaliciouz
84dd8004d5 Monster Approach and react audio 2025-10-20 22:33:39 +02:00
journaliciouz
e94b692ae4 More gardener shenanigans 2025-10-20 21:32:10 +02:00
journaliciouz
cb3aa515d1 Cucumberattack sound and anne lise shush 2025-10-20 21:23:18 +02:00
journaliciouz
b7d7e5ae35 Scoffed picnic couple audio implementation 2025-10-20 21:01:10 +02:00
1b0a206be7 Wolter sound FX 2025-10-20 17:05:24 +02:00
e3e9305f7c Merge pull request 'card_system' (#38) from card_system into main
Reviewed-on: #38
2025-10-20 14:34:58 +00:00
Michal Adam Pikulski
3e833b8991 Working card system 2025-10-20 16:33:58 +02:00
Michal Adam Pikulski
83b5c8994d Kind of working booster packs 2025-10-20 16:33:58 +02:00
Michal Adam Pikulski
32f726d229 Second draft of the consolidated card system 2025-10-20 16:33:58 +02:00
Michal Adam Pikulski
542dd9a4b7 First draft of the consolidated card system 2025-10-20 16:33:58 +02:00
Michal Adam Pikulski
07750dd5ba Add AlbumViewPage prefab 2025-10-20 16:33:58 +02:00
Michal Pikulski
80005e6b7d Setup more of the card system stuff 2025-10-20 16:33:58 +02:00
Michal Pikulski
b1df36d48c Add prefabs for main menu and album page 2025-10-20 16:33:58 +02:00
Michal Pikulski
6c23d1bcfa Add implementation plan and main UI for the card system 2025-10-20 16:33:58 +02:00
Michal Pikulski
44e1833aea Add backpack 2025-10-20 16:33:58 +02:00
Michal Pikulski
ed9f2d6c6d First go at the card UI 2025-10-20 16:33:58 +02:00
284 changed files with 27207 additions and 3311 deletions

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# Project Guidelines
This is a placeholder of the project guidelines for Junie.
Replace this text with any project-level instructions for Junie, e.g.:
* What is the project structure
* Whether Junie should run tests to check the correctness of the proposed solution
* How does Junie run tests (once it requires any non-standard approach)
* Whether Junie should build the project before submitting the result
* Any code-style related instructions
As an option you can ask Junie to create these guidelines for you.

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m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
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m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
Id: ee1e2aec-bdb6-4c68-8d7a-061c7f5e8583
Name: Test example card 3
Description: Some example description
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Name: Brosten
Description: Description goes here
Rarity: 2
Zone: 0
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m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
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Zone: 0
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m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
Id: 1afdfea7-ca85-45ae-bd2c-3814729e628d
Name: Test example card 3 (Copy)
Description: Some example description
Id: c2f63556-636d-4e05-bf97-332db4f5d4b5
Name: HR PimpSten
Description: Description goes hereeee
Rarity: 2
Zone: 4
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Zone: 1
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Name: Test example card (Copy)
Description: Some example description
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Name: HR PimpSten
Description: Description goes hereeee
Rarity: 0
Zone: 0
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Zone: 1
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m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
Id: c392baeb-f816-4482-8b9c-2e2b81e36527
Name: Test example card
Description: Some example description
Rarity: 4
Zone: 4
CardImage: {fileID: 2204075899874250563, guid: 0f7eeae107549d943b762c87ab0dc144, type: 3}
CollectionIndex: 0
Id: 2e271648-c71a-4be1-b9d3-2eb4a3c87243
Name: HRKvarts
Description: Description goes here
Rarity: 0
Zone: 1
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m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
Id: ee76a6fc-d86d-469f-9b0f-c19286228357
Name: Test example card 2 (Copy)
Description: Some example description
Rarity: 1
Zone: 3
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_audio: {fileID: 0}
_audio: {fileID: 8300000, guid: b4ba973891dad4749b465e9a07987e1a, type: 3}
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_audio: {fileID: 0}
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@@ -1,10 +1,9 @@
using System.IO;
using System.Linq;
using AppleHills.Editor.Utilities;
using Bootstrap;
using UnityEditor;
using UnityEditor.AddressableAssets;
using UnityEditor.AddressableAssets.Settings;
using UnityEditor.AddressableAssets.Settings.GroupSchemas;
using UnityEditorInternal;
using UnityEngine;
using UnityEngine.AddressableAssets;
@@ -160,10 +159,15 @@ namespace Editor.Bootstrap
private static AddressableAssetEntry CreateCustomBootSettingsEntry(CustomBootSettings bootSettings,
AddressableAssetGroup group, string key)
{
var settings = AddressableAssetSettingsDefaultObject.Settings;
var entry = settings.CreateOrMoveEntry(
AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(bootSettings)),
group);
string assetPath = AssetDatabase.GetAssetPath(bootSettings);
var settings = AddressablesUtility.GetAddressableSettings(false);
if (settings == null || string.IsNullOrEmpty(assetPath) || group == null)
{
return null;
}
var guid = AssetDatabase.AssetPathToGUID(assetPath);
var entry = settings.CreateOrMoveEntry(guid, group);
entry.address = key;
settings.SetDirty(AddressableAssetSettings.ModificationEvent.EntryMoved, entry, true);
return entry;
@@ -189,21 +193,7 @@ namespace Editor.Bootstrap
/// <returns></returns>
private static AddressableAssetGroup GetOrCreateGroup(string name, bool includeInBuild)
{
// Use GetSettings(true) to ensure the settings asset is created if missing
var settings = AddressableAssetSettingsDefaultObject.GetSettings(true);
if (settings == null)
{
Debug.LogError("AddressableAssetSettings could not be found or created. Please ensure Addressables are set up in your project.");
return null;
}
var group = settings.FindGroup(name);
if (group == null)
{
group = settings.CreateGroup(name, false, false, true, settings.DefaultGroup.Schemas);
group.GetSchema<BundledAssetGroupSchema>().IncludeInBuild = includeInBuild;
}
return group;
return AddressablesUtility.GetOrCreateGroup(name, includeInBuild);
}
/// <summary>

View File

@@ -2,10 +2,12 @@
using System.IO;
using System.Linq;
using AppleHills.Data.CardSystem;
using AppleHills.UI.CardSystem;
using UnityEditor;
using UnityEditor.AddressableAssets.Settings;
using UnityEngine;
using UnityEngine.UI;
using AppleHills.Editor.Utilities;
using UI.CardSystem;
namespace AppleHills.Editor.CardSystem
{
@@ -18,7 +20,7 @@ namespace AppleHills.Editor.CardSystem
// Paths
private const string CardDefinitionsPath = "Assets/Data/Cards";
private const string MenuPath = "AppleHills/Card Editor";
private const string CardUIPrefabPath = "Assets/Prefabs/UI/Cards/CardUI.prefab";
private const string CardUIPrefabPath = "Assets/Prefabs/UI/Cards/SIngleCardDisplayUI.prefab";
private const string CardVisualConfigPath = CardDefinitionsPath + "/CardVisualConfig.asset";
// Editor state
@@ -1078,7 +1080,20 @@ namespace AppleHills.Editor.CardSystem
// Mark as dirty and save
EditorUtility.SetDirty(_selectedCard);
AssetDatabase.SaveAssets();
// Add to Addressables group "BlokkemonCards" and apply "BlokkemonCard" label
string assetPath = AssetDatabase.GetAssetPath(_selectedCard);
if (!string.IsNullOrEmpty(assetPath))
{
if (AddressablesUtility.EnsureAssetInGroupWithLabel(assetPath, "BlokkemonCards", "BlokkemonCard"))
{
AddressablesUtility.SaveAddressableAssets();
}
else
{
Debug.LogError("Failed to add card to Addressables. Please ensure Addressables are set up in this project.");
}
}
// Clear dirty flag
_isDirty = false;
}

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3
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@@ -0,0 +1,63 @@
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Editor.Tools
{
/// <summary>
/// Editor utility to clear all save data from the SaveLoadManager's save folder
/// </summary>
public static class ClearSavesMenuItem
{
[MenuItem("AppleHills/Clear Saves")]
private static void ClearSaves()
{
// Construct the save folder path (matches SaveLoadManager.DefaultSaveFolder)
string saveFolder = Path.Combine(Application.persistentDataPath, "GameSaves");
if (!Directory.Exists(saveFolder))
{
Debug.Log($"[ClearSaves] Save folder does not exist: {saveFolder}");
EditorUtility.DisplayDialog("Clear Saves", "No save data found to clear.", "OK");
return;
}
// Confirm with the user
bool confirmed = EditorUtility.DisplayDialog(
"Clear Saves",
$"Are you sure you want to delete all save data?\n\nFolder: {saveFolder}",
"Delete All",
"Cancel"
);
if (!confirmed)
{
Debug.Log("[ClearSaves] User cancelled save deletion");
return;
}
try
{
// Delete all files in the save folder
string[] files = Directory.GetFiles(saveFolder);
int deletedCount = 0;
foreach (string file in files)
{
File.Delete(file);
deletedCount++;
Debug.Log($"[ClearSaves] Deleted: {file}");
}
Debug.Log($"[ClearSaves] Successfully deleted {deletedCount} save file(s)");
EditorUtility.DisplayDialog("Clear Saves", $"Successfully deleted {deletedCount} save file(s).", "OK");
}
catch (System.Exception ex)
{
Debug.LogError($"[ClearSaves] Failed to clear saves: {ex}");
EditorUtility.DisplayDialog("Clear Saves", $"Error clearing saves:\n{ex.Message}", "OK");
}
}
}
}

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fileFormatVersion: 2
guid: 747ab9e66b014771bc1486f9ab073f90
timeCreated: 1761569785

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