Patch Notes - V1.6

May 2023 - V1.6.1 - (CURRENT)

  • Added new Arial font to package to fix missing font error

  • Added separate consumables for:

    • Batteries

    • Gas mask filter

  • Moved UI Help for examine system to the left side and decreased size

  • Removed AKToolTips from UI parents

    • Can be re-added if wanted, check online doc for more information

  • Changed Raycast Distance on Main Camera to 2.5

    • Check "Item Pickup Range" for details

  • Made the background image of the inventory canvas much darker

  • Moved updating of fuel amounts to Start() from Awake() to fix initilsation issues

May 2023 - V1.6

  • Renamed all UI Icons for easy searching capabilities

  • Updated Raycast script to V2022

    • Renamed "AdventureKitRaycast" to "AKInteractor"

  • Edited "Sound" script to convert this to a ScriptableObject class

  • Created new SO's for all sound effects

  • Edited the AudioManager to take into account new SO's

  • Refactored Disable Manager

    • Removed crosshair UI reference from Disable Manager to UI Manager

    • Removed Show Cursor method from here to the UI Manager

  • Re-organised demo scene hierarchy for more focused usability

    • Renamed gameobjects for easier navigation

  • Renamed "AKItemController" to "AKItem"

  • Refactored "AKUIManager" for easier use

  • Created a generic "DoorController" script for all puzzle assets

  • Interact Prompt design is inverted for higher contrast

  • Right click now closes inventory

  • FPS Controller - footsteps and jumped volume increased

  • All Triggers now use "Show Interact Prompt" inside AKUIManager

  • Renamed all UI elements to "UI_Name"

  • AKItem:

    • Created custom inspector for "AKItem" script

    • Added "SingleHighlight" to this script for ease of use

    • You can disable Examine Text Prompt with a checkbox

    • Disable the text prompt in disable manager?

    • Remove commented lines?

  • Updated default material on any door frame units

  • Clean up door animations and controllers:

    • "Apply Root Motion" on animators for all doors to keep animations in different positions.

  • AKStartupWindow

    • Mentioned about what layers are needed to add

    • Added all links to: Support, YouTube, Discord, Contacts, Asset Store

    • Added a new Note about post processing

AK UI System Updated to V1.0.2 (APK V1.6.0)

  • Roadmap images for WIP previews

  • Created new Inventory layout for improved coherence

  • Added new backing images for each button

  • Each button - On Click - AKUIManager - Method to open UI

  • Create new main container holder for UI

  • Added the flashlight system UI to the new invenotry

  • Added fuse system UI to the new inventory

  • Added the Gas Mask System UI to the new inventory

  • Merged seperate UI managers into this script

Chess Puzzle System to V1.2.0 (APK 1.6.0)

  • Created brand new ScriptableObjects for all fuses

    • Create prefabs for all chess fuses

  • Renamed all chess piece icon sprites

  • Reimport the fuse boxes and reset everything up

  • Change "Chess puzzle system" so you can right click to exit inventory

  • Rotation of fuses based on Fabios email suggestion hint

  • Renamed "ChessPowerManager" to "CPPowerManager"

    • Refactored this script to remove hard coded sections

  • Created a new "CPUIManager"

  • Add Chess Puzzle to new Inventory Canvas

    • Make sure chess puzzle left icon is linked and opens multiple

    • Created new remove button and linked to UI manager

    • When enabling inventory without opening fuse box, make sure can't interact with fuse icon

    • Highlight on UI icons buttons?

    • Remove fuse error when using it without placing first

  • Added new namespace: AdventurePuzzleKit.ChessSystem

  • Only be able to close UI with right click if it's already open

Valve System to V1.1 (APK 1.6.0)

  • Added new ScriptableObjects for each Valve

  • Added UI icons for Valves

  • Added Valves, textures and models

    • Created a new wheel and slot with collectables

  • Remove Sprite circle & Rectangle?

  • Created a "Valve Collectable" script

  • Created "Valve Inventory" script

    • Removed opening inventory

  • Created "Valve UI Manager"

  • Created "Valve Slot" script

    • Check input for checking the slot?

  • Created "Valve Wheel Interactable"

    • Check inputs for turning the wheel

  • Edited "AKItem" script to incorporate the new valve system

    • Added this script to each interactable item

  • Created a new set of Valve pickups for: Red, Green, Black & Blue

  • Edited the AKUIManager for taking the valve into account

  • Added new namespace AdventurePuzzleKit.ValveSystem

Themed Key System to V1.3.0 (APK 1.6.0)

  • Created Scriptable Objects for Keys

  • Renamed Sprite Key Icons

  • Renamed "ThemedKeyController" to "TKKeyCollectable"

    • Refactored this script, added a script to KeyPickup

  • Renamed "ThemedKeyItemController" to "TKItem"

    • Refactored this script and refined the item

  • Renamed "ThemedKeyDoorController" to "TKDoorInteractable"

    • Refactored this script

  • Renamed "ThemedKeyInventoryManager" to "TKInventory"

    • Refactored this script

  • Check all the scripts and remove commented lines

  • Created key silhouette white icon

  • Added new container and button command for the inventory to show the container

  • Added generic door controller for this ssytem instead of it's own

  • Changed namespace to: AdventurePuzzleKit.ThemedKey

  • Merged TKUIManager into AKUIManager for ease of use

Examine System to V1.5.0 (APK 1.6.0)

  • Renamed "ExamineItemController" to "ExaminableItem"

    • Added new rotation speed & invert rotation selections

    • Refactored the script and added new tooltips

    • Added a drop sound option to the sound

    • Changed disabled for inspect points in the "DropObject" method

    • Removed line: "raycasterManager.doOnce = false"

    • Decoupled UI elements from this script

  • Renamed the "ExamineUIController" to "ExamineUIManager"

    • Merged all UI functionality to this script

    • Added new methods for setting and replacing UI names

  • Created new custom editor script for "ExaminableItem"

    • Added new header foldout groups for Text settings to make customisation easier

    • Added a text box for item descriptions for easier usage

  • Generator Item: Make sure floating UI disappear when examining

  • Finalise Examine System Demo Objects

    • Added brand new animated box example

  • Rename examine UI Manager and all the elements?

  • Changed inputs:

    • Left Click: Interact

    • Right Click: Rotate

    • Middle Mouse: Drop the item

  • Added new namespace to all scripts: AdventurePuzzleKit.ExamineSystem

  • Added cooldown for next enabled inspect point

  • Add a smooth lerp to picking up and dropping objects

    • Reset current zoom levels when dropping objects

  • Namespace changed to: AdventurePuzzleKit.ExamineSystem

Note System to V1.6.0 (APK 1.6.0)

  • Renamed "NoteController" to "NoteTypeSelector"

  • Basic Note Updates:

    • Refactored "BasicNoteUIManager" script to keep all UI calls together

    • Refactored entire "BasicNoteController"

    • Refactored entire "BasicReverseNoteController"

    • Refactored entire "CustomNoteController"

    • Refactored and renamed "CustomReverseNoteController"

      • Decoupled all UI calls into the UI Manager script

    • Created a custom editor script for BasicNote

    • Created a custom editor for the BasicReverseNote

    • Created a custom editor for the CustomNote

    • Created a custom editor for the CustomReverseNote

    • ExamineUIController.InteractionNameMainUI.SetActive(false); - All Scripts

    • Make sure trigger note scripts have everything connected

    • Put methods onto new lines of UI Managers

Generator System to V1.3.0 (APK 1.6.0)

  • Added the audio to the audio manager

  • Changed "ActivateGeneratorScript" to "ActivateGenerator"

    • Added new custom light, emission and activations

  • Created a new GeneratorUIManager

  • Renamed "GeneratorItemController" to "GeneratorItem"

  • Edited AKItem to add "ShowObjectStats with true / false"

  • Creating a custom editor script for the "GeneratorItem"

    • Created custom editor titles and sorted the script

  • Edited the world space popout UI's for easier viewing

  • Updated AKInventory for collecting Jerrycan

  • Removed public variables from Generator Inventory / Item / UI Manager

  • Add script line to top of custom editor script

  • Edited AKUIManager script to throw up error if UI canvas isn't added

  • Updated collecting jerry can functionality to increase inventory fuel

  • New namespace to all generator scripts: AdventurePuzzleKit.GeneratorSystem

  • Refactored Generator Inventory script for easier usage

Gas Mask System to V1.3.0 (APK 1.6.0)

  • Added a brand new high quality PBR Gas mask to the system - Scaled and ready

  • Renamed "GasMaskItemController" to "GasMaskItem"

  • Renamed "GasMaskHealthController" to "GasMaskHealthManager"

    • Refactored health manager for ease of use

  • Created a brand new "GasMaskUIManager" to separate logic from other controllers

  • Moved generic Gas Mask UI to the new Inventory Canvas for V1.6

  • Fixerd an issue where breathing after a one breath when equipped

  • Picking up second gas mask resets health?

  • Refactored GasDamage script to remove references to the controller without any need for it

  • Refactored the GasMaskController script and split into seperate methods for easier usage

  • Add UI Manager for GasMask to AKUIManager

Flashlight System to V1.6.0

  • Refactored entire Flashlight Controller script

    • Added new reference to having the option to have a flashlight on start

    • Added an option to show and hide the flashlight inventory if you wish

    • Decoupled references to UI when "Show Flashlight" disabled

    • Refined controller into methods to simplify "PlayerInput" section

  • Created a brand new FlashlightUIManager to keep all UI section separate

    • Updated UI naming and optimisations

  • Renamed FlashlightItemController to FlashlightItem

  • AK Radial UI - Remove public reference

  • Check Public fields inside UI Manager for disabling inventory view

  • Check entire system, see if it's working?

  • Better placement of flashlight UI? Where should this go?

  • Stop flashlight ticking down during inventory viewing?

  • Moved all flashlight objects and components to a central location

  • Change name of flashlight UI manager, canvas variable

  • Added new namespace to system: AdventurePuzzleKit.FlashlightSystem

  • Created base class for FlashlightItem and FlashlightTrigger so fields can be shared

    • Also created custom editor for ease of use for disabling battery field when selecting a flashlight item

  • FlashlightMovement: Now reduces .transform calls

  • Removed the need for the FlashlightUIManager and merged into AKUIManager for ease of use

  • Flashlight radial UI now has a duplicate circular background for the UI

Safe System to V1.2.0 (APK 1.6.0)

  • Added all SO sound effects to the Audio Manager

  • Removed additional handle spin ScriptableObject

  • Updated Trigger Script

  • Renamed "SafeItemController" to "SafeItem" for consistency

  • Created brand new "SafeUIManager" script to control UI's in one place rather than on each object

  • Refactored the "SafeController" script for ease of use and split audio effects into seperate class

  • Removed redundant reuse of 3 UI variables that shared logic

  • Added new customisation and layout for demo scene objects

  • Added an "isInteracting" boolean to make sure right click interaction didn't happen outside of the system usage

  • Added new namespace: AdventurePuzzleKit.SafeSystem

  • Made big improvements to performance of SafeUIManager and SafeController. Simplfying both scripts, removing redundant code and making it cleaner to read.

Fuse Box System to V1.2.0 (APK 1.6.0)

  • Renamed "FuseItemController" script to "FuseItem"

    • Refactored this script

    • Added introduction of ScriptableObjects to the "FuseItem" script

  • Renamed "FuseboxInventoryManager" to "FuseInventory"

    • Added public property for optimisation of public fields

  • Create new Fuse Icon / Sprite

  • Add sound effect SO for door

  • Migrated fuse UI to the AKInventory

    • Restructed the UI elements and removed redundant parts

  • Refactored "FuseboxController" script

  • Make fuse icon slightly smaller?

  • Make fuse icon highlight on UI when collected?

  • Make sure Door Controller is added to this

  • Added new namespace: AdventurePuzzleKit.FuseSystem

  • Added Fuse UI elements to AKUIManager isntead of FuseInventory

Padlock System to V1.4.0 (APK V1.6.0)

  • Added sound effect SO to the AKAudioManager

  • Refactored "PadlockDoorAnimation" example script with new comments

  • Refactored "PadlockController" to add new refinements and easier viewing

  • Renamed "PadlockItemController" to "PadlockItem"

  • Renamed "SpinnerScript" to "PadlockNumberSelector"

    • Refactored this script to remove redundant lines of code

  • Highlighted numbers on the brass padlock, as it's easily identified in all lighting conditions

  • Added the Door Controller to this system

  • Added new namespace: AdventurePuzzleKit.PadlockSystem

  • Final Optimisations: PadlockTrigger, PadlockItem, PadlockController, PadlockNumberSelector

  • Created brand new functionality to instantiate padlocks when needed, removing the need to have physical models parented to the camera. Making management much easier.

  • Added brand new method to detect combination spinners, instead of using "OnMouseDown", it uses IPointerClickEnter and requires an eventsystem, physics raycaster on the main camera and a layer on the spinners called "PadlockSpinner"

Lever System to V1.1.0 (APK V1.6.0)

  • Removed the "LeverController" script and merged with "LeverItem" script

  • Renamed "LeverItemController" to "LeverItem"

  • Refactored "LeverSystemController"

  • Renamed all models, textures and materials

  • Added a new "ActivateLights" script and PBR standing lamps as an example

  • Added new namespace: AdventurePuzzleKit.LeverSystem

  • Final Optimisations: LeverItem, LeverSystemController

Keypad System to V1.3.0 (APK V1.6.0)

  • Renamed "KeypadItemController" to "KeypadItem"

  • Refactored and combined "KeypadController" and "KeypadKeyController"

  • Created a new "KeypadUIManager" to unify all three keypad canvases

  • Change public variables inside "KeypadController"

  • Added events to each valid code that can be used

  • Changed all layout and designs for demo scene

  • Final Optimisations: KeypadTrigger, KeypadItem, KeypadController

  • Added new namespace: AdventurePuzzleKit.KeypadSystem

  • Add new keypad dropkey to inputs

Phone System to V1.2.0 (APK V1.6.0)

  • Renamed "PhoneItemController" to "PhoneItem"

  • Refactored and combined "PhoneController" and "PhoneKeyController"

  • Created a new "PhoneUIManager" to unify all these phone keypads

  • Created brand new demo scene interactions

  • Change public variables inside "PhoneController"

  • Fully Optimised & Refactored: Phone Trigger, PhoneItem, PhoneController, PhoneUIManager, PhoneController

  • Added new namespace: AdventurePuzzleKit.PhoneSystem

  • Created new drop keycode for phone system

Last updated