Fix frog babe, add dialogue for airship

This commit is contained in:
2022-08-30 22:27:56 -07:00
parent 7a891a45f1
commit 59d65e0e8c
20 changed files with 832 additions and 134 deletions

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dialogue:
Sentences:
- Oh hello.
- 'Sorry if I seem startled. I knew you were coming
but I didn''t know
when.'
- 'I wish I had the time to clean up a bit before you arrived.
It''s quite
a mess outside.'
- Luaria wasn't happy when we took part of her for ourselves.
- 'Her followers flew up here trying to do something.
Not really sure
what specifically.'
- As you can see they didn't have much time to talk.
- Mother power back then was like a piece of art.
- Powerful, beautiful, extraordinary.
- Everyday I see the wreckage, it reminds me why I was created.
- But unfortunately the casualties of war doesn't make my job any easier.
- I was worried I wouldn't have it harvested in time for your arrival.
- But against the odds, here it is!
- So much power from this sand can be condensed to this one item.
- 'But now I am finished, my purpose is achieved.
I can die happy.'
- I am going to spend the rest of my time cherishing her beauty.
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@@ -17,8 +17,8 @@ namespace Scampz.GameJam
public void Step() public void Step()
{ {
Debug.Log("Step SFX");
var soundEffect = GetAudioClip(); var soundEffect = GetAudioClip();
Debug.Log("Step SFX " + soundEffect.audioClip.name);
audioSource.pitch = Random.Range(soundEffect.pitchMin, soundEffect.pitchMax); audioSource.pitch = Random.Range(soundEffect.pitchMin, soundEffect.pitchMax);
audioSource.volume = Random.Range(soundEffect.volumeMin, soundEffect.volumeMax); audioSource.volume = Random.Range(soundEffect.volumeMin, soundEffect.volumeMax);
audioSource.clip = soundEffect.audioClip; audioSource.clip = soundEffect.audioClip;

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Shader "Custom/NewSurfaceShader"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
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}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
float4 vertColor;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void vert(inout appdata_full v, out Input o){
UNITY_INITIALIZE_OUTPUT(Input, o);
o.vertColor = v.color;
}
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{
// Albedo comes from a texture tinted by color
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o.Albedo = IN.vertColor.rgb;
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}
ENDCG
}
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