- Added InteractionTimelineAction component for timeline-driven interactions - Implemented custom editor for timeline event mapping - Updated interaction event flow to support timeline actions - Enhanced character move target configuration - Improved inspector UI for interactable components - Added technical documentation for interaction system - Refactored interaction action base classes for extensibility - Fixed issues with character binding in timelines Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #17
93 lines
3.7 KiB
Markdown
93 lines
3.7 KiB
Markdown
# Apple Hills
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Apple Hills is a Unity-based adventure game featuring interactive puzzle mechanics, dialogue systems, and item interactions.
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## Project Overview
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Apple Hills provides a unique gaming experience with:
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- Node-based dialogue system for interactive NPC conversations
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- Puzzle mechanics with condition-based progression
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- Item pickup, combination, and interaction systems
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- Custom Universal Render Pipeline setup
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## Repository Structure
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```
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AppleHills/
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├── Assets/ # Unity asset files
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│ ├── Art/ # Visual assets, models, textures
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│ ├── Dialogue/ # Dialogue system and dialogue data
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│ ├── Scripts/ # C# code for game systems
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│ │ ├── Core/ # Core managers and services
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│ │ ├── Dialogue/ # Dialogue system implementation
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│ │ ├── Input/ # Input handling systems
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│ │ ├── Interactions/ # Object interaction systems
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│ │ ├── Movement/ # Character movement controllers
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│ │ ├── PuzzleS/ # Puzzle mechanics and systems
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│ │ └── UI/ # User interface components
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│ ├── Scenes/ # Game scenes and levels
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│ ├── Prefabs/ # Reusable game objects
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│ └── ... # Other asset folders
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├── Packages/ # Unity package dependencies
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├── ProjectSettings/ # Unity project settings
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└── docs/ # Project documentation
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├── media/ # Images and other media for documentation
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└── dialogue_readme.md # Detailed documentation about the dialogue system
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```
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## Code Structure
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### Scripts Organization
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The game's codebase is organized into several key modules:
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| Module | Purpose |
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|--------|---------|
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| Animation | Animation controllers and state machines |
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| Bootstrap | Game initialization and scene loading |
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| Core | Core game managers and services |
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| Dialogue | Dialogue tree implementation and text handling |
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| Input | Player input processing and mapping |
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| Interactions | Interactive object behaviors and triggers |
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| Movement | Character controllers and navigation |
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| Pooling | Object pooling for performance optimization |
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| PuzzleS | Puzzle mechanics, conditions, and validators |
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| Settings | Configurable game parameters and constants |
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| UI | User interface elements and controllers |
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| Utilities | Helper classes and extension methods |
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### Core Systems Highlight
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The `Assets/Scripts/Core` directory contains critical managers that orchestrate the game's systems:
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#### Key Managers
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- **GameManager**: Central hub managing game state, scene transitions, and system coordination
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- **ItemManager**: Handles inventory system, item pickup, combination, and usage logic
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- **SceneManagerService**: Controls scene loading, unloading, and transitions
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#### Settings Framework
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The `Core/Settings` system provides a robust configuration framework:
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- **ServiceLocator**: Dependency injection system for accessing game services
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- **SettingsProvider**: Central access point for game configuration values
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- **BaseSettings/BaseDeveloperSettings**: Foundation for creating configurable parameters
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- **InteractionSettings**: Configuration for player-object interactions
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- **MovementModeTypes**: Movement parameters for different locomotion modes
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## Documentation
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Detailed documentation about specific systems can be found in the `docs` folder:
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- [Dialogue System Documentation](docs/dialogue_readme.md)
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## Development
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The project is structured using standard Unity practices. Key components:
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- Universal Render Pipeline for consistent visuals
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- Input System for configurable controls
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- Addressable Assets for asset management
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