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