diff --git a/Assets/FishFeeding/ScriptableObjects/InvokeEventOnNPCAnswerButton.cs b/Assets/FishFeeding/ScriptableObjects/InvokeEventOnNPCAnswerButton.cs index 36b59278d..a2ab82602 100644 --- a/Assets/FishFeeding/ScriptableObjects/InvokeEventOnNPCAnswerButton.cs +++ b/Assets/FishFeeding/ScriptableObjects/InvokeEventOnNPCAnswerButton.cs @@ -50,7 +50,7 @@ private void ButtonSpawner_OnAnswer(string answer) m_OnConditionFactorClicked.Invoke(); if (answer.Equals("Analysing plankton samples")) m_OnPlanktonSampleClicked.Invoke(); - if (answer.Equals("Dissecting the fish (Still in development)")) + if (answer.Equals("Dissecting the salmon")) m_OnDissectingFishClicked.Invoke(); } } diff --git a/Assets/FishWelfare/3D Models/custom_fish_model/salmon_rigged.fbx.meta b/Assets/FishWelfare/3D Models/custom_fish_model/salmon_rigged.fbx.meta index 06c784ea5..61e666f80 100644 --- a/Assets/FishWelfare/3D Models/custom_fish_model/salmon_rigged.fbx.meta +++ b/Assets/FishWelfare/3D Models/custom_fish_model/salmon_rigged.fbx.meta @@ -32,7 +32,7 @@ ModelImporter: extraExposedTransformPaths: [] extraUserProperties: [] clipAnimations: [] - isReadable: 0 + isReadable: 1 meshes: lODScreenPercentages: [] globalScale: 1 diff --git a/Assets/Laboratory/Components/DissectionTask.meta b/Assets/Laboratory/Components/DissectionTask.meta new file mode 100644 index 000000000..8d0896c9f --- /dev/null +++ b/Assets/Laboratory/Components/DissectionTask.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: eeb9dfda482b28c4c837aed1fd802545 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Laboratory/Components/DissectionTask/AnimationScripts.meta b/Assets/Laboratory/Components/DissectionTask/AnimationScripts.meta new file mode 100644 index 000000000..c7a02d1d0 --- /dev/null +++ b/Assets/Laboratory/Components/DissectionTask/AnimationScripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: dd15be656d916ae43a01870f08676423 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Laboratory/Components/DissectionTask/AnimationScripts/DissectAnimHandler.cs b/Assets/Laboratory/Components/DissectionTask/AnimationScripts/DissectAnimHandler.cs new file mode 100644 index 000000000..9b1b764a9 --- /dev/null +++ b/Assets/Laboratory/Components/DissectionTask/AnimationScripts/DissectAnimHandler.cs @@ -0,0 +1,127 @@ +using UnityEngine; +using UnityEngine.Events; + +public class DissectAnimHandler : MonoBehaviour +{ + [SerializeField] private Animator animator; + [SerializeField] private SkinnedMeshRenderer skinFlap, gillFlap, swimBladder; + private bool _animatingSkinFlap = false, _animatingGillFlap = false, _animatingSwimBladder = false; + + private float _skinFlapBlend0 = 0f, _skinFlapBlend1 = 0f; + private float _gillFlapBlend = 0f; + private float _swimBladderBlend = 0f; + + private float _skinFlapSpeed, _gillFlapSpeed, _swimBladderSpeed; + + public UnityEvent m_SkinFlapAnimationCompleted; + public UnityEvent m_GillFlapAnimationCompleted; + public UnityEvent m_SwimBladderAnimationCompleted; + + // Start is called before the first frame update + void Start() + { + if (!animator) + Debug.LogError("Animator component not set in inspector"); + + if (!skinFlap || !gillFlap || !swimBladder) + Debug.LogError("SkinnedMeshRenderer components not set in inspector"); + + m_SkinFlapAnimationCompleted ??= new(); + m_GillFlapAnimationCompleted ??= new(); + m_SwimBladderAnimationCompleted ??= new(); + } + + private void Update() + { + // The skin flap has two blend shapes. The animation goes as follows: + // - Move blend shape 0 from 0 to 100. + // - Move blend shape 0 from 100 to 0, while moving blend shape 1 from 0 to 100. + if (_animatingSkinFlap) + { + if (_skinFlapBlend0 < 100 && _skinFlapBlend1 <= 0) + { + _skinFlapBlend0 += Mathf.Min(_skinFlapSpeed * Time.deltaTime, 100 - _skinFlapBlend0); + skinFlap.SetBlendShapeWeight(0, _skinFlapBlend0); + } + else + { + if (_skinFlapBlend0 > 0 && _skinFlapBlend1 < 100) + { + _skinFlapBlend0 -= Mathf.Min(_skinFlapSpeed * Time.deltaTime, _skinFlapBlend0); + skinFlap.SetBlendShapeWeight(0, _skinFlapBlend0); + + _skinFlapBlend1 += Mathf.Min(_skinFlapSpeed * Time.deltaTime, 100 - _skinFlapBlend1); + skinFlap.SetBlendShapeWeight(1, _skinFlapBlend1); + } + else + { + _animatingSkinFlap = false; + m_SkinFlapAnimationCompleted.Invoke(); + } + } + } + + // The gill flap has one blend shape. The animation goes as follows: + // - Move blend shape all the way from 0 to 100 + if (_animatingGillFlap) + { + if (_gillFlapBlend < 100) + { + _gillFlapBlend += Mathf.Min(_gillFlapSpeed * Time.deltaTime, 100 - _gillFlapBlend); + gillFlap.SetBlendShapeWeight(0, _gillFlapBlend); + } + else + { + _animatingGillFlap = false; + m_GillFlapAnimationCompleted.Invoke(); + } + } + + // The swim bladder has one blend shape. The animation goes as follows: + // - Move blend shape all the way from 0 to 100 + if (_animatingSwimBladder) + { + if (_swimBladderBlend < 100) + { + _swimBladderBlend += Mathf.Min(_swimBladderSpeed * Time.deltaTime, 100 - _swimBladderBlend); + swimBladder.SetBlendShapeWeight(0, _swimBladderBlend); + } + else + { + _animatingSwimBladder = false; + m_SwimBladderAnimationCompleted.Invoke(); + } + } + } + + public void PlayStomachAnimation(float speed) + { + _skinFlapSpeed = speed; + _animatingSkinFlap = true; + } + + public void PlayGillAnimation(float speed) + { + _gillFlapSpeed = speed; + _animatingGillFlap = true; + } + + public void PlaySwimBladderAnimation(float speed) + { + _swimBladderSpeed = speed; + _animatingSwimBladder = true; + } + + public void ResetAnimations() + { + _skinFlapBlend0 = 0; + _skinFlapBlend1 = 0; + _gillFlapBlend = 0; + _swimBladderBlend = 0; + + skinFlap.SetBlendShapeWeight(0, 0); + skinFlap.SetBlendShapeWeight(1, 0); + gillFlap.SetBlendShapeWeight(0, 0); + 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m_OnSalmonEntered; + public UnityEvent m_OnFirstCutComplete; + public UnityEvent m_OnSecondCutComplete; + public UnityEvent m_OnThirdCutComplete; + public UnityEvent m_OnTaskReset; + public UnityEvent m_OnSkillAchieved; + + // Start is called before the first frame update + void Start() + { + m_OnSalmonEntered ??= new(); + m_OnFirstCutComplete ??= new(); + m_OnSecondCutComplete ??= new(); + m_OnThirdCutComplete ??= new(); + m_OnTaskReset ??= new(); + m_OnSkillAchieved ??= new(); + + // add listener to invidual dissection steps completion, and hide/disable them + foreach (DissectionStep step in dissectionSteps) + { + step.m_DissectionStateFinished.AddListener(ProgressToNextDissectionStep); + step.gameObject.SetActive(false); + } + + if (!(_dialogueBoxController = FindObjectOfType())) + Debug.LogError("Could not find DialogueBoxController!"); + } + + private void OnTriggerEnter(Collider other) + { + // set up the first dissection step if the salmon is placed in trigger (this is set in inspector) + if (other.CompareTag("Bone") && _dialogueBoxController.dialogueTreeRestart.name == "DissectionDialogue") + { + other.transform.root.gameObject.SetActive(false); + m_OnSalmonEntered.Invoke(); + _salmonEnteredTime = Time.time; // keep track of time to unlock "speedy surgeon" skill if player dissects fast enough + } + } + + private void ProgressToNextDissectionStep(DissectionStep step) + { + // mismatch between which step was completed and current index in this script + if (dissectionSteps.IndexOf(step) != _currentDisectionStep) + Debug.LogError("Dissection step was somehow skipped"); + + if (_currentDisectionStep < dissectionSteps.Count) + { + _currentDisectionStep++; + SetUpDissectionStep(_currentDisectionStep); + } + } + + public void SetUpDissectionStep(int stepIndex) + { + foreach (DissectionStep step in dissectionSteps) + { + if (dissectionSteps.IndexOf(step) == stepIndex) + step.gameObject.SetActive(true); + else + step.gameObject.SetActive(false); + } + + switch 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A line will be drawn along these transforms.")] + [SerializeField] private List transforms = new(); + + + public DissectionStateFinished m_DissectionStateFinished = new(); + + private LineRenderer _lineRenderer; + private Collider _scalpel; + private bool _scalpelEntered = false; + private int _currentCutPoint = 0; + private float _totalDistance = 0; + private List _distances = new() { 0 }; + + private Gradient _colorGradient; + private GradientColorKey[] _colorKeys; + private GradientAlphaKey[] _alphaKeys; + + void Start() + { + + _lineRenderer = GetComponent(); + _lineRenderer.widthMultiplier = lineWidth; + _lineRenderer.colorGradient.mode = GradientMode.Fixed; + _lineRenderer.positionCount = transforms.Count; + _lineRenderer.SetPositions(transforms.Select(t => t.position).ToArray()); // passing an array of all the transform's positions + _lineRenderer.material.mainTextureScale = new Vector2(lineTiling, 1); + + // storing gradient data so arrows can be filled in when cutting + _colorGradient = _lineRenderer.colorGradient; + _colorKeys = _colorGradient.colorKeys; + _alphaKeys = _colorGradient.alphaKeys; + + // storing total cut path distance, and distance to each point from the first + for (int i = 0; i < transforms.Count - 1; i++) + { + _totalDistance += Vector3.Distance(transforms[i].position, transforms[i + 1].position); + _distances.Add(_totalDistance); + } + } + + private void Update() + { + if (_scalpelEntered) + { + // progress to next cutpoint in path if scalpel is close enough to current cutpoint + if (_currentCutPoint < transforms.Count && Vector3.Distance(transforms[_currentCutPoint].position, _scalpel.transform.position) < .01f) + { + UpdateCutline(_currentCutPoint); + _currentCutPoint++; + } + } + } + + private void OnTriggerEnter(Collider other) + { + if (other.CompareTag("Knife")) // blade of scalpel has tag "Knife" + { + _scalpel = other; + _scalpelEntered = true; + } + } + + private void OnTriggerExit(Collider other) + { + if (other.CompareTag("Knife")) // blade of scalpel has tag "Knife" + _scalpelEntered = false; + } + + + private void UpdateCutline(int cutPoint) + { + _colorKeys[0].time = Mathf.Clamp(_distances[cutPoint] / _totalDistance, 0, .99f); + _colorGradient.SetKeys(_colorKeys, _alphaKeys); + _lineRenderer.colorGradient = _colorGradient; + + // communicate that this dissection step is completed + if (cutPoint >= transforms.Count - 1) + { + m_DissectionStateFinished.Invoke(this); + } + } + + public void ResetCutline() + { + _currentCutPoint = 0; + _colorKeys[0].time = 0; + _colorGradient.SetKeys(_colorKeys, _alphaKeys); + _lineRenderer.colorGradient = _colorGradient; + } + + // drawing cut point in Scene view for debugging purposes + private void OnDrawGizmos() + { + if (transforms.Count > 0 && _currentCutPoint < transforms.Count) + { + Gizmos.color = Color.red; + Gizmos.DrawWireSphere(transforms[_currentCutPoint].position, .01f); + } + } +} diff --git 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[] m_KeyGenerator: diff --git a/Assets/Laboratory/Localization/Skills/LaboratorySkills_en.asset b/Assets/Laboratory/Localization/Skills/LaboratorySkills_en.asset index cf1f206c9..3ff493492 100644 --- a/Assets/Laboratory/Localization/Skills/LaboratorySkills_en.asset +++ b/Assets/Laboratory/Localization/Skills/LaboratorySkills_en.asset @@ -30,6 +30,10 @@ MonoBehaviour: m_Localized: Plankton Hunter m_Metadata: m_Items: [] + - m_Id: 29704576239312896 + m_Localized: Speedy Surgeon + m_Metadata: + m_Items: [] references: version: 2 RefIds: [] diff --git a/Assets/Laboratory/Localization/Skills/LaboratorySkills_no.asset b/Assets/Laboratory/Localization/Skills/LaboratorySkills_no.asset index 7db0a0359..e1da7f574 100644 --- a/Assets/Laboratory/Localization/Skills/LaboratorySkills_no.asset +++ b/Assets/Laboratory/Localization/Skills/LaboratorySkills_no.asset @@ -30,6 +30,10 @@ MonoBehaviour: m_Localized: Planktonjeger m_Metadata: m_Items: [] + - m_Id: 29704576239312896 + m_Localized: Hurtigkirurg + m_Metadata: + m_Items: [] references: version: 2 RefIds: [] diff --git a/Assets/Laboratory/Localization/Steps/LaboratorySteps Shared Data.asset b/Assets/Laboratory/Localization/Steps/LaboratorySteps Shared Data.asset index 3e6c05048..18de5e553 100644 --- a/Assets/Laboratory/Localization/Steps/LaboratorySteps Shared Data.asset +++ b/Assets/Laboratory/Localization/Steps/LaboratorySteps Shared Data.asset @@ -95,6 +95,30 @@ MonoBehaviour: m_Key: Register fish weight m_Metadata: m_Items: [] + - m_Id: 29722140998803456 + m_Key: Make incision to expose heart + m_Metadata: + m_Items: [] + - m_Id: 29722269344505856 + m_Key: Make incision to expose kidney + m_Metadata: + m_Items: [] + - m_Id: 29722538979532800 + m_Key: Make initial incision + m_Metadata: + m_Items: [] + - m_Id: 29722605857710080 + m_Key: Place salmon on the cutting board + m_Metadata: + m_Items: [] + - m_Id: 29722711688388608 + m_Key: Name all organs correctly + m_Metadata: + m_Items: [] + - m_Id: 29722813295403008 + m_Key: Study organs then talk to Larry + m_Metadata: + m_Items: [] m_Metadata: m_Items: [] m_KeyGenerator: diff --git a/Assets/Laboratory/Localization/Steps/LaboratorySteps_en.asset b/Assets/Laboratory/Localization/Steps/LaboratorySteps_en.asset index 89c94da46..8df5c5dd4 100644 --- a/Assets/Laboratory/Localization/Steps/LaboratorySteps_en.asset +++ b/Assets/Laboratory/Localization/Steps/LaboratorySteps_en.asset @@ -98,6 +98,30 @@ MonoBehaviour: m_Localized: Register fish weight m_Metadata: m_Items: [] + - m_Id: 29722140998803456 + m_Localized: Make incision to expose heart + m_Metadata: + m_Items: [] + - m_Id: 29722269344505856 + m_Localized: Make incision to expose kidney + m_Metadata: + m_Items: [] + - m_Id: 29722538979532800 + m_Localized: Make initial incision + m_Metadata: + m_Items: [] + - m_Id: 29722605857710080 + m_Localized: Place salmon on the cutting board + m_Metadata: + m_Items: [] + - m_Id: 29722711688388608 + m_Localized: Name all organs correctly + m_Metadata: + m_Items: [] + 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b/Assets/Laboratory/Prefabs/NPC/DialogueTrees/DissectionDialogue.asset index 7f56b30dc..0a4f8c436 100644 --- a/Assets/Laboratory/Prefabs/NPC/DialogueTrees/DissectionDialogue.asset +++ b/Assets/Laboratory/Prefabs/NPC/DialogueTrees/DissectionDialogue.asset @@ -16,42 +16,265 @@ MonoBehaviour: speakButtonOnExit: 1 sections: - dialogue: - - ' Next you will dissect the fish. Place the fish on the dissection board to - the right of the length measuring board. The fish has been humanely culled.' - - The first step is to check for any external damage to the fish. Check for scale - loss, blood spots, lesions, fin damage, and gill condition to make sure there - are no health issues. + - ' Now you will dissect the salmon. Place it on the dissection board to the + right of the length measuring board. The fish has been humanely culled.' + - 'The next step is inspecting the internal areas of the salmon. Pick up the + scalpel and cut open the fish according to the instructions of the superimposed + arrows ' + - Now we need to expose the heart. Do so by cutting forwards according to the + instructions. + - Lastly, we need to expose the kidney. To do this, we need to open the swim + bladder. Cut according to the instructions. endAfterDialogue: 0 + walkOrTurnTowardsAfterDialogue: + disabkeSkipLineButton: 1 + pointAt: + branchPoint: + question: Wow, just like a professional! Now that the salmon is cut open, we + can see its internal organs. Tell me when you are ready to progress. + answers: + - answerLabel: I'm ready! + nextElement: 1 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - dialogue: [] + endAfterDialogue: 0 + walkOrTurnTowardsAfterDialogue: + disabkeSkipLineButton: 1 + pointAt: + branchPoint: + question: Now that the salmon is dissected, we can learn what the different + organs are called. Do so by pointing at them with your right hand. Try to + remember what they are called, and tell me when you're ready. + answers: + - answerLabel: I'm ready! + nextElement: 2 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - dialogue: [] + endAfterDialogue: 0 + walkOrTurnTowardsAfterDialogue: + disabkeSkipLineButton: 0 + pointAt: + branchPoint: + question: Great! I will now test your knowledge. I will highlight one of the + salmon's organs and ask for the right name. I will provide three options, + and you will have to pick the correct one. + answers: + - answerLabel: Got it! + nextElement: 3 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - dialogue: [] + endAfterDialogue: 0 + walkOrTurnTowardsAfterDialogue: + disabkeSkipLineButton: 0 + pointAt: + branchPoint: + question: What is this organ called? + answers: + - answerLabel: Liver + nextElement: 4 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - answerLabel: Gill + nextElement: 10 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - answerLabel: Ovary + nextElement: 10 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - dialogue: [] + endAfterDialogue: 0 + walkOrTurnTowardsAfterDialogue: + disabkeSkipLineButton: 0 + pointAt: + branchPoint: + question: What is this organ called? + answers: + - answerLabel: Brain + nextElement: 10 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - answerLabel: Swim bladder + nextElement: 10 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - answerLabel: Heart + nextElement: 5 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - dialogue: [] + endAfterDialogue: 0 + walkOrTurnTowardsAfterDialogue: + disabkeSkipLineButton: 0 + pointAt: + branchPoint: + question: What is this organ called? + answers: + - answerLabel: Liver + nextElement: 10 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - answerLabel: Kidney + nextElement: 6 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - answerLabel: Swim bladder + nextElement: 10 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - dialogue: [] + endAfterDialogue: 0 + walkOrTurnTowardsAfterDialogue: + disabkeSkipLineButton: 0 + pointAt: + branchPoint: + question: What is this organ called? + answers: + - answerLabel: Intestine + nextElement: 10 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - answerLabel: Spleen + nextElement: 7 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - answerLabel: Ovary + nextElement: 10 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - dialogue: [] + endAfterDialogue: 0 + walkOrTurnTowardsAfterDialogue: disabkeSkipLineButton: 0 - point: 0 - objectToLookAt: {fileID: 0} + pointAt: branchPoint: - question: Are you ready to start? + question: What is this organ called? + answers: + - answerLabel: Stomach + nextElement: 8 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - answerLabel: Ovary + nextElement: 10 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - answerLabel: Gall bladder + nextElement: 10 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - dialogue: [] + endAfterDialogue: 0 + walkOrTurnTowardsAfterDialogue: + disabkeSkipLineButton: 0 + pointAt: + branchPoint: + question: What is this organ called? + answers: + - answerLabel: Gall bladder + nextElement: 10 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - answerLabel: Brain + nextElement: 10 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - answerLabel: Swim bladder + nextElement: 9 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - dialogue: [] + endAfterDialogue: 0 + walkOrTurnTowardsAfterDialogue: + disabkeSkipLineButton: 0 + pointAt: + branchPoint: + question: What is this organ called? + answers: + - answerLabel: Gall bladder + nextElement: 10 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - answerLabel: Intestine + nextElement: 15 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - answerLabel: Ovary + nextElement: 10 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - dialogue: [] + endAfterDialogue: 0 + walkOrTurnTowardsAfterDialogue: + disabkeSkipLineButton: 0 + pointAt: + branchPoint: + question: That wasn't quite correct. Do you want to try again? answers: - answerLabel: Yes - nextElement: 1 + nextElement: 11 endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: - answerLabel: No - nextElement: 0 + nextElement: 12 endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: - dialogue: - - The next step is inspecting the internal areas of the fish. Cut open the fish - according to the instructions. - - "Look for any internal bleeding, blood spots, discoloration to the fish\u2019s - organs or any other damage. " - - ' Remember to press the lower button on the weight to reset it and make sure - it is set zero. ' - - Remember to be careful when handling the fish to avoid causing any damage. + - Return to question endAfterDialogue: 0 + walkOrTurnTowardsAfterDialogue: disabkeSkipLineButton: 0 - point: 0 - objectToLookAt: {fileID: 0} + pointAt: branchPoint: - question: Are you ready to continue + question: + answers: [] + - dialogue: [] + endAfterDialogue: 0 + walkOrTurnTowardsAfterDialogue: + disabkeSkipLineButton: 0 + pointAt: + branchPoint: + question: Do you want to look at the organs and practice their names again, + or do you want to do another task? answers: - - answerLabel: Yes - nextElement: 0 + - answerLabel: Practice + nextElement: 13 endAfterAnswer: 0 - - answerLabel: No - nextElement: 1 + walkOrTurnTowardsAfterAnswer: + - answerLabel: Do another task + nextElement: 14 + endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: + - dialogue: + - Practice + endAfterDialogue: 0 + walkOrTurnTowardsAfterDialogue: + disabkeSkipLineButton: 0 + pointAt: + branchPoint: + question: + answers: [] + - dialogue: + - Do another task + endAfterDialogue: 0 + walkOrTurnTowardsAfterDialogue: + disabkeSkipLineButton: 0 + pointAt: + branchPoint: + question: + answers: [] + - dialogue: [] + endAfterDialogue: 0 + walkOrTurnTowardsAfterDialogue: + disabkeSkipLineButton: 0 + pointAt: + branchPoint: + question: Excellent! You named all the organs correctly. Tell me when you want + to do another task. + answers: + - answerLabel: I'm ready! + nextElement: 14 endAfterAnswer: 0 + walkOrTurnTowardsAfterAnswer: diff --git a/Assets/Laboratory/Prefabs/NPC/DialogueTrees/Introduction.asset b/Assets/Laboratory/Prefabs/NPC/DialogueTrees/Introduction.asset index 020be4698..9d160a486 100644 --- a/Assets/Laboratory/Prefabs/NPC/DialogueTrees/Introduction.asset +++ b/Assets/Laboratory/Prefabs/NPC/DialogueTrees/Introduction.asset @@ -80,8 +80,8 @@ MonoBehaviour: nextElement: 4 endAfterAnswer: 0 walkOrTurnTowardsAfterAnswer: - - answerLabel: Dissecting the fish (Still in development) - nextElement: 2 + - answerLabel: Dissecting the salmon + nextElement: 5 endAfterAnswer: 0 walkOrTurnTowardsAfterAnswer: - dialogue: @@ -102,3 +102,12 @@ MonoBehaviour: branchPoint: question: answers: [] + - dialogue: + - Follow me to the cutting board + endAfterDialogue: 1 + walkOrTurnTowardsAfterDialogue: DissectionPath + disabkeSkipLineButton: 0 + pointAt: + branchPoint: + 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100644 index 000000000..75c7b9ab7 --- /dev/null +++ b/Assets/Laboratory/Scripts/Dissection/MeshHighlight.cs @@ -0,0 +1,131 @@ +using System.Collections; +using System.Linq; +using UnityEngine; + + +public class MeshHighlight : MonoBehaviour +{ + [SerializeField] private MeshType meshType; + [SerializeField] private float outlineThickness = 1f; + [SerializeField] private float pulseSpeed = 1f; + [SerializeField] private Material highlightMaterial; + [SerializeField] private Material alternativeMeshMaterial; + [SerializeField] private bool enabledOnStart = false; + + private GameObject _duplicateMeshObject = null; + private Mesh _mesh; + private Vector3[] _vertices; // array storing outline duplicate mesh vertices + private bool _highlightReady = false; + private bool _enabled = false; + + private Color _opaque, _transparent; + + private void OnEnable() + { + _mesh = new Mesh(); + _opaque = new Color(highlightMaterial.color.r, highlightMaterial.color.g, highlightMaterial.color.b, 1); + _transparent = new Color(highlightMaterial.color.r, highlightMaterial.color.g, highlightMaterial.color.b, 0); + + StartCoroutine(nameof(MakeHighlight)); + } + + private void Update() + { + // pulsing highlight material at provided speed + if (_enabled && _highlightReady) + { + float lerp = Mathf.PingPong(Time.time, pulseSpeed) / pulseSpeed; + highlightMaterial.color = Color.Lerp(_transparent, _opaque, lerp); + } + } + + /// + /// Creates an upscaled of mesh by moving vertices outwards along their normals. Results in a highlight. + /// The computationally expensive operation of doing this for all vertices are spread over several frames, + /// by operating on chunks of vertices at a time, to prevent the main thread from stalling. + /// This can result in a brief moment without any highlight after instantiation. + /// + /// + private IEnumerator MakeHighlight() + { + _highlightReady = false; + + // update vertex positions for mesh and mesh collider in case blend shape has been adjusted + if (meshType == MeshType.SkinnedMeshRenderer) + { + GetComponent().BakeMesh(_mesh); // bake current state of mesh + GetComponent().sharedMesh = _mesh; // use that bake as mesh for mesh collider + } + else // a "normal" Mesh Filter can not have blend shapes, so simply assign it to variable + _mesh = GetComponent().mesh; + + _vertices = new Vector3[_mesh.vertexCount]; + + int index = 0; + int vertexCount = _mesh.vertexCount; + while (index < vertexCount) + { + // process a chunk of the array + int end = Mathf.Min(index + 10, vertexCount); + for (int i = index; i < end; i++) + { + // process each element in the chunk + GenerateVertex(i); + } + + // move to the next chunk + index = end; + + // yield control to the main thread + yield return null; + } + + // creating duplicate model using the vertices created above to create highlight + if (_duplicateMeshObject == null) + { + _duplicateMeshObject = new("DuplicateMesh", typeof(MeshFilter), typeof(MeshRenderer)); + _duplicateMeshObject.transform.SetParent(transform, false); + } + + Mesh duplicateMesh = new() + { + vertices = _vertices.ToArray(), + triangles = _mesh.triangles + }; + duplicateMesh.RecalculateBounds(); + + // applying mesh and material + _duplicateMeshObject.GetComponent().mesh = duplicateMesh; + _duplicateMeshObject.GetComponent().material = highlightMaterial; + _duplicateMeshObject.GetComponent().enabled = enabledOnStart; + + _highlightReady = true; + } + + private void GenerateVertex(int index) + { + Vector3 normal = _mesh.normals[index]; + Vector3 newVertex = _mesh.vertices[index] + (normal.normalized * (outlineThickness) / 1000); + _vertices[index] = newVertex; + } + + public void EnableHighlight() => StartCoroutine(ToggleHighlight(true)); + + public void DisableHighlight() => StartCoroutine(ToggleHighlight(false)); + + private IEnumerator ToggleHighlight(bool enable) + { + while (!_highlightReady) + yield return null; + + _duplicateMeshObject.GetComponent().enabled = enable; + _enabled = enable; + } + + /// + /// Generates the highlight effect again. Used after BlendShape(s) has moved vertices to update highlight and collider vertex positions. + /// + public void RemakeHighlight() => StartCoroutine(nameof(MakeHighlight)); + + +} diff --git a/Assets/Laboratory/Scripts/Dissection/MeshHighlight.cs.meta b/Assets/Laboratory/Scripts/Dissection/MeshHighlight.cs.meta new file mode 100644 index 000000000..1ca98a4a1 --- /dev/null +++ b/Assets/Laboratory/Scripts/Dissection/MeshHighlight.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 106a349f6bca6c34b90554b23d087f27 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Laboratory/Scripts/Dissection/MeshOutline.cs b/Assets/Laboratory/Scripts/Dissection/MeshOutline.cs new file mode 100644 index 000000000..5bf5c8cbc --- /dev/null +++ b/Assets/Laboratory/Scripts/Dissection/MeshOutline.cs @@ -0,0 +1,118 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEngine.Serialization; +using UnityEngine.UIElements; + +public enum MeshType +{ + MeshFilter, SkinnedMeshRenderer +} + +public class MeshOutline : MonoBehaviour +{ + [SerializeField] private MeshType meshType; + [SerializeField] private float outlineThickness = 1f; + [SerializeField] private Material outlineMaterial; + [SerializeField] private Material alternativeMeshMaterial; + [SerializeField] private bool enabledOnStart = false; + + private GameObject _duplicateMeshObject; + private Mesh _mesh; + private Material _material; + private Vector3[] _vertices; // array storing outline duplicate mesh vertices + private bool _outlineReady; + + private void OnEnable() + { + if (meshType == MeshType.MeshFilter) + { + _mesh = GetComponent().mesh; + _material = GetComponent().material; + } + else + { + _mesh = GetComponent().sharedMesh; + _material = GetComponent().material; + } + + _vertices = new Vector3[_mesh.vertexCount]; + StartCoroutine(nameof(MakeOutline)); + } + + /// + /// Creates an upscaled and inverted version of mesh by moving vertices outwards along their normals. Results in a cell-shaded look (outline around original model). + /// The computationally expensive operation of doing this for all vertices are spread over several frames, + /// by operating on chunks of vertices at a time, to prevent the main thread from stalling. + /// This can result in a brief moment without any outline after instantiation. + /// + /// + private IEnumerator MakeOutline() + { + int index = 0; + int vertexCount = _mesh.vertexCount; + while (index < vertexCount) + { + // process a chunk of the array + int end = Mathf.Min(index + 10, vertexCount); + for (int i = index; i < end; i++) + { + // process each element in the chunk + GenerateVertex(i); + } + + // move to the next chunk + index = end; + + // yield control to the main thread + yield return null; + } + + // creating duplicate model with flipped normals, using the vertices created above, to create highlight/outline + _duplicateMeshObject = new("DuplicateMesh", typeof(MeshFilter), typeof(MeshRenderer)); + _duplicateMeshObject.transform.SetParent(transform, false); + Mesh duplicateMesh = new() + { + vertices = _vertices.ToArray(), + triangles = _mesh.triangles.Reverse().ToArray() + }; + duplicateMesh.RecalculateBounds(); + + // applying mesh and material + _duplicateMeshObject.GetComponent().mesh = duplicateMesh; + _duplicateMeshObject.GetComponent().material = outlineMaterial; + _duplicateMeshObject.GetComponent().enabled = enabledOnStart; + + _outlineReady = true; + } + + private void GenerateVertex(int index) + { + Vector3 normal = _mesh.normals[index]; + Vector3 newVertex = _mesh.vertices[index] + (normal.normalized * (outlineThickness) / 1000); + _vertices[index] = newVertex; + } + + public void EnableOutline() => StartCoroutine(ToggleOutline(true)); + + public void DisableOutline() => StartCoroutine(ToggleOutline(false)); + + private IEnumerator ToggleOutline(bool enable) + { + while (!_outlineReady) + yield return null; + + _duplicateMeshObject.GetComponent().enabled = enable; + } + + //public void EnableAlternativeMaterial() => return; + + public void ToggleAlternativeMaterial(bool enable) + { + if (meshType == MeshType.MeshFilter) + GetComponent().material = enable ? alternativeMeshMaterial : _material; + else + GetComponent().material = enable ? alternativeMeshMaterial : _material; + } +} diff --git a/Assets/Laboratory/Scripts/Dissection/MeshOutline.cs.meta b/Assets/Laboratory/Scripts/Dissection/MeshOutline.cs.meta new file mode 100644 index 000000000..a1ee3b32d --- /dev/null +++ b/Assets/Laboratory/Scripts/Dissection/MeshOutline.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6f65bdf70ca8fdd4883ad4b43b430e9e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Laboratory/Scripts/Dissection/NPCDissectionTask.cs b/Assets/Laboratory/Scripts/Dissection/NPCDissectionTask.cs new file mode 100644 index 000000000..dad50756f --- /dev/null +++ b/Assets/Laboratory/Scripts/Dissection/NPCDissectionTask.cs @@ -0,0 +1,165 @@ +using UnityEngine; +using UnityEngine.Events; + +public class NPCDissectionTask : MonoBehaviour +{ + [SerializeField] private FishDissectionGroup dissectionGroup; + [Tooltip("The section in DissectionDialogue that incorrect answers lead to.")][SerializeField] private int incorrectOrganSection; + + private DialogueBoxController _dialogueBoxController; + private ConversationController _conversationController; + private int _questionSection, _questionIndex; + + public UnityEvent m_OnQuizLiver; + public UnityEvent m_OnQuizKidney; + public UnityEvent m_OnQuizHeart; + public UnityEvent m_OnQuizSpleen; + public UnityEvent m_OnQuizStomach; + public UnityEvent m_OnQuizSwimBladder; + public UnityEvent m_OnQuizIntestine; + public UnityEvent m_OnQuizPassed; + public UnityEvent m_OnQuizEnd; + public UnityEvent m_OnQuizPractice; + + // Start is called before the first frame update + void Start() + { + if (!(_dialogueBoxController = FindObjectOfType())) + Debug.LogError("Could not find DialogueBoxController!"); + else + { + dissectionGroup.m_OnSalmonEntered.AddListener(OnSalmonPlacedOnCuttingBoard); + dissectionGroup.m_OnFirstCutComplete.AddListener(OnFirstCutComplete); + dissectionGroup.m_OnSecondCutComplete.AddListener(OnSecondCutComplete); + dissectionGroup.m_OnThirdCutComplete.AddListener(OnThirdCutComplete); + _dialogueBoxController.m_DialogueChanged.AddListener(OnDialogueChanged); + } + + if (!(_conversationController = FindObjectOfType())) + Debug.LogError("Could not find ConversationController!"); + + m_OnQuizLiver ??= new(); + m_OnQuizKidney ??= new(); + m_OnQuizHeart ??= new(); + m_OnQuizSpleen ??= new(); + m_OnQuizStomach ??= new(); + m_OnQuizSwimBladder ??= new(); + m_OnQuizIntestine ??= new(); + m_OnQuizPassed ??= new(); + m_OnQuizEnd ??= new(); + m_OnQuizPractice ??= new(); + } + + private void OnSalmonPlacedOnCuttingBoard() + { + // skip to next line when salmon is placed on cutting board + if (_dialogueBoxController.dialogueTreeRestart != null && _dialogueBoxController.dialogueTreeRestart.name == "DissectionDialogue") + { + if (_dialogueBoxController._dialogueText.text == _dialogueBoxController.dialogueTreeRestart.sections[0].dialogue[0]) + _dialogueBoxController.SkipLine(); + } + } + + private void OnFirstCutComplete() + { + if (_dialogueBoxController.dialogueTreeRestart != null && _dialogueBoxController.dialogueTreeRestart.name == "DissectionDialogue") + { + if (_dialogueBoxController._dialogueText.text == _dialogueBoxController.dialogueTreeRestart.sections[0].dialogue[1]) + _dialogueBoxController.SkipLine(); + } + } + + private void OnSecondCutComplete() + { + if (_dialogueBoxController.dialogueTreeRestart != null && _dialogueBoxController.dialogueTreeRestart.name == "DissectionDialogue") + { + if (_dialogueBoxController._dialogueText.text == _dialogueBoxController.dialogueTreeRestart.sections[0].dialogue[2]) + _dialogueBoxController.SkipLine(); + } + } + + private void OnThirdCutComplete() + { + if (_dialogueBoxController.dialogueTreeRestart != null && _dialogueBoxController.dialogueTreeRestart.name == "DissectionDialogue") + { + if (_dialogueBoxController._dialogueText.text == _dialogueBoxController.dialogueTreeRestart.sections[0].dialogue[3]) + _dialogueBoxController.SkipLine(); + } + } + + private void OnDialogueChanged(string name, string dialogueTree, int section, int index) + { + if (!dialogueTree.ToLower().Contains("dissection")) // ensure correct dialogue tree before proceeding + return; + + if (index == -1 && _dialogueBoxController._dialogueText.text.Equals("What is this organ called?")) // index == -1 means question/branch point + { + _questionSection = section; + _questionIndex = index; + + foreach (Answer answer in _dialogueBoxController.dialogueTreeRestart.sections[section].branchPoint.answers) + { + if (answer.nextElement != incorrectOrganSection) // the correct answer button tells us which organ is currently "quizzed" + { + switch (answer.answerLabel) + { + case "Liver": + m_OnQuizLiver.Invoke(); + break; + case "Heart": + m_OnQuizHeart.Invoke(); + break; + case "Kidney": + m_OnQuizKidney.Invoke(); + break; + case "Spleen": + m_OnQuizSpleen.Invoke(); + break; + case "Stomach": + m_OnQuizStomach.Invoke(); + break; + case "Swim bladder": + m_OnQuizSwimBladder.Invoke(); + break; + case "Intestine": + m_OnQuizIntestine.Invoke(); + break; + } + } + } + } + else + { + switch (_dialogueBoxController._dialogueText.text) + { + case "Return to question": + _dialogueBoxController.StartDialogue(_dialogueBoxController.dialogueTreeRestart, _questionSection, name, _questionIndex); + break; + case "Practice": + _dialogueBoxController.StartDialogue(_dialogueBoxController.dialogueTreeRestart, 1, name, _questionIndex); + m_OnQuizPractice.Invoke(); + break; + case "Excellent! You named all the organs correctly. Tell me when you want to do another task.": + m_OnQuizPassed.Invoke(); + break; + case "Do another task": + _dialogueBoxController.StartDialogue(_conversationController.GetDialogueTrees()[0], 2, name, 0); + m_OnQuizEnd.Invoke(); + break; + } + } + } + + + private void OnDestroy() + { + if (_dialogueBoxController) + { + dissectionGroup.m_OnSalmonEntered.RemoveListener(OnSalmonPlacedOnCuttingBoard); + dissectionGroup.m_OnFirstCutComplete.RemoveListener(OnFirstCutComplete); + dissectionGroup.m_OnSecondCutComplete.RemoveListener(OnSecondCutComplete); + dissectionGroup.m_OnThirdCutComplete.RemoveListener(OnThirdCutComplete); + _dialogueBoxController.m_DialogueChanged.RemoveListener(OnDialogueChanged); + } + } +} diff --git a/Assets/Laboratory/Scripts/Dissection/NPCDissectionTask.cs.meta b/Assets/Laboratory/Scripts/Dissection/NPCDissectionTask.cs.meta new file mode 100644 index 000000000..f84b70f2f --- /dev/null +++ b/Assets/Laboratory/Scripts/Dissection/NPCDissectionTask.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 85d033ff91fe36340b654cd8cd2f5f32 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Laboratory/Scripts/NpcTriggerDialogue.cs b/Assets/Laboratory/Scripts/NpcTriggerDialogue.cs index 8352f93fa..6da5fae76 100644 --- a/Assets/Laboratory/Scripts/NpcTriggerDialogue.cs +++ b/Assets/Laboratory/Scripts/NpcTriggerDialogue.cs @@ -84,25 +84,19 @@ private void OnTriggerEnter(Collider other) public void Error2() => _dialogueBoxController.StartDialogue(GetDialogueTreeFromName("ErrorFeedback"), 2, npcName, 0); // When the player places the fish without using the basket - public void Error3() { + public void Error3() + { // Destroy the fish to return it to its original position - GameObject[] instances = GameObject.FindGameObjectsWithTag("Fish"); - foreach (GameObject instance in instances) - { - Destroy(instance); - } - Instantiate(fishPrefab, _fishPosition, _fishRotation); - _dialogueBoxController.StartDialogue(GetDialogueTreeFromName("ErrorFeedback"), 3, npcName, 0); + Destroy(fish); + fish = Instantiate(fishPrefab, _fishPosition, _fishRotation); + _dialogueBoxController.StartDialogue(GetDialogueTreeFromName("ErrorFeedback"), 3, npcName, 0); } // When the player places the fish before turning on the weight - public void Error4() { - GameObject[] instances = GameObject.FindGameObjectsWithTag("Fish"); - foreach (GameObject instance in instances) - { - Destroy(instance); - } - Instantiate(fishPrefab, _fishPosition, _fishRotation); + public void Error4() + { + Destroy(fish); + fish = Instantiate(fishPrefab, _fishPosition, _fishRotation); _dialogueBoxController.StartDialogue(GetDialogueTreeFromName("ErrorFeedback"), 0, npcName, 0); } @@ -140,12 +134,12 @@ private void ResetConditionFactorDialogue() private void ReturnToMeasuringLength() => _dialogueBoxController.StartDialogue(GetDialogueTreeFromName("LarsDialogue"), 3, npcName, 0); // Reset all task-related objects - private void ResetObjects() + public void ResetObjects() { basket.transform.SetPositionAndRotation(_basketPosition, _basketRotation); Destroy(fish); - Instantiate(fishPrefab, _fishPosition, _fishRotation); + fish = Instantiate(fishPrefab, _fishPosition, _fishRotation); scale.GetComponent().totalWeight = 0; diff --git a/Assets/Laboratory/Scripts/Scale/Scale.cs b/Assets/Laboratory/Scripts/Scale/Scale.cs index 9a9c9243e..0b69c47e8 100644 --- a/Assets/Laboratory/Scripts/Scale/Scale.cs +++ b/Assets/Laboratory/Scripts/Scale/Scale.cs @@ -32,6 +32,9 @@ private void Start() private void OnTriggerEnter(Collider collisionObject) { + if (dialogueBoxController.dialogueTreeRestart.name != "LarsDialogue") + return; + if (!scaleOn) { if (collisionObject.gameObject.name is "basket_plastic" or "counter_handheld" or "MicroscopeSlideModel" || collisionObject.gameObject.CompareTag("Bone")) diff --git a/Assets/VR4VET/Components/NPC/Scripts/DialogueTree/DialogueBoxController.cs b/Assets/VR4VET/Components/NPC/Scripts/DialogueTree/DialogueBoxController.cs index 7e21df043..a46408102 100644 --- a/Assets/VR4VET/Components/NPC/Scripts/DialogueTree/DialogueBoxController.cs +++ b/Assets/VR4VET/Components/NPC/Scripts/DialogueTree/DialogueBoxController.cs @@ -135,7 +135,7 @@ IEnumerator RunDialogue(DialogueTree dialogueTree, int section, int element) // Reset the dialogue box dimensions from "Speak" button dimensionsww _dialogueCanvas.GetComponent().sizeDelta = _oldDialogueCanvasSizeDelta; - int dialogueSection = 0; + //int dialogueSection = 0; // -1 means that the dialogue was a branchpoint and the script will skip to loading the branchpoint, instead of the standard dialogue when returning to the section if (element != -1) @@ -186,7 +186,7 @@ IEnumerator RunDialogue(DialogueTree dialogueTree, int section, int element) yield return null; } _skipLineTriggered = false; - dialogueSection = section; + //dialogueSection = section; } } @@ -206,8 +206,10 @@ IEnumerator RunDialogue(DialogueTree dialogueTree, int section, int element) } _dialogueText.text = dialogueTree.sections[section].branchPoint.question; TTSSpeaker.GetComponent().Speak(_dialogueText.text); + _animator.SetBool(_isTalkingHash, true); + StartCoroutine(revertToIdleAnimation()); // Invoke the dialogue changed event - m_DialogueChanged.Invoke(transform.name, dialogueTreeRestart.name, dialogueSection, -1); + m_DialogueChanged.Invoke(transform.name, dialogueTreeRestart.name, section, -1); ShowAnswers(dialogueTree.sections[section].branchPoint); while (_answerTriggered == false) { @@ -220,8 +222,8 @@ IEnumerator RunDialogue(DialogueTree dialogueTree, int section, int element) _skipLineButton.transform.GetChild(0).GetComponent().color = _skipLineButtonComponent.colors.normalColor; // give arrow icon child same colour _answerTriggered = false; - 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Ensure Unity `2021.3.5f1` is installed 1. `git clone git@github.com:vr4vet/Blue-Sector.git` 1. Obtain and download [BNG framework](BNG) and put it in the `Assets/` folder -1. Obtain FishMerd component and put it in the `Assets/FishFeeding/Components/` - folder ## Documentation