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82 changed files with 32836 additions and 29497 deletions

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LevelMessage: 'Welcome, employee!
Please ensure the quality of our Torus product.
Dispose
of defective units using the disposal belt.'
Please ensure the quality of our HexaTorus
product.'
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FailureMessage: Please try harder in the future!
FailureMessage: Try again!

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@ -21,13 +21,7 @@ MonoBehaviour:
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MaxDefectivePercentage: 25
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LevelMessage: 'We have scaled up Torus production.
The newest Torus assembly
line is equipped with an automatic defect scanner, pay attention to its signals.
We''re
also happy to announce that an E(tm) production line is now operational.'
LevelMessage: We are pleased to announce that we have secured the capital for the
expansion.
SuccessMessage: Great job!
FailureMessage: Please try harder in the future!
FailureMessage: Try again!

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@ -22,6 +22,6 @@ MonoBehaviour:
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LevelMessage: We are pleased to announce that we have secured the capital for the
expansion of E(tm) production.
expansion.
SuccessMessage: Great job!
FailureMessage: Please try harder in the future!
FailureMessage: Try again!

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@ -292,7 +292,7 @@ namespace Nothke.Interaction
}
else
{
//Cursor.lockState = CursorLockMode.Locked;
Cursor.lockState = CursorLockMode.Locked;
//System.Windows.Forms.Cursor.Position = new System.Drawing.Point(Screen.width / 2, Screen.height / 2);
}
#endif

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@ -19,7 +19,7 @@ namespace KinematicCharacterController.Examples
private void Start()
{
//Cursor.lockState = CursorLockMode.Locked;
Cursor.lockState = CursorLockMode.Locked;
// Tell camera to follow transform
CharacterCamera.SetFollowTransform(Character.CameraFollowPoint);
@ -31,10 +31,10 @@ namespace KinematicCharacterController.Examples
private void Update()
{
//if (Input.GetMouseButtonDown(0))
//{
// Cursor.lockState = CursorLockMode.Locked;
//}
if (Input.GetMouseButtonDown(0))
{
Cursor.lockState = CursorLockMode.Locked;
}
HandleCharacterInput();
}

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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@ -1583,10 +1062,6 @@ PrefabInstance:
propertyPath: m_Name
value: crane_magent
objectReference: {fileID: 0}
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@ -1675,7 +1150,7 @@ Rigidbody:
serializedVersion: 4
m_Mass: 50
m_Drag: 1
m_AngularDrag: 10
m_AngularDrag: 0.05
m_CenterOfMass: {x: 0, y: 0, z: 0}
m_InertiaTensor: {x: 1, y: 1, z: 1}
m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
@ -1717,7 +1192,7 @@ ConfigurableJoint:
spring: 0
damper: 0
m_LinearLimit:
limit: 1.5
limit: 2
bounciness: 0
contactDistance: 0
m_AngularXLimitSpring:
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@ -1,6 +1,6 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using System.Text;
using KinematicCharacterController.Examples;
using TMPro;
using UnityEditor;
using UnityEngine;
@ -8,20 +8,8 @@ using UnityEngine;
public class Scoreboard: MonoBehaviour
{
public static Scoreboard Instance;
public ExampleCharacterController Controller;
public ExamplePlayer Player;
public ExampleCharacterCamera Camera;
public Transform StartPosition;
public Transform StartLook;
public StagingManager.StageEnum CurrentStage;
public LevelObjective CurrentObjective;
public LevelObjective Stage1Objective;
public LevelObjective Stage2Objective;
public LevelObjective Stage3Objective;
public Dictionary<ProductType, Vector2Int> ProductCounts = new ();
public float _timeLeft;
@ -35,39 +23,18 @@ public class Scoreboard: MonoBehaviour
{
Instance = this;
}
foreach (var stageProp in FindObjectsOfType<StageProp>(true))
{
stageProp.gameObject.SetActive(false);
}
}
public void StartStage(StagingManager.StageEnum stage)
public void Start()
{
CurrentStage = stage;
switch (stage)
{
case StagingManager.StageEnum.Level1:
SetObjective(Stage1Objective);
break;
case StagingManager.StageEnum.Level2:
SetObjective(Stage2Objective);
break;
case StagingManager.StageEnum.Level3:
SetObjective(Stage3Objective);
break;
}
RestartCurrentStage();
SetObjective(CurrentObjective);
UpdateText();
}
#if UNITY_EDITOR
[MenuItem("Tools/Restart Level")]
#endif
public static void RestartCurrentStage()
public static void RestartLevel()
{
foreach (var machine in StagingManager.Instance.GetComponentsInChildren<IResetable>(true))
{
@ -82,12 +49,6 @@ public class Scoreboard: MonoBehaviour
Instance.SetObjective(Instance.CurrentObjective);
Instance.UpdateText();
Instance.Controller.Motor.SetPosition(Instance.StartPosition.position);
Instance.Controller.Motor.SetRotation(Instance.StartPosition.rotation);
Instance.Player.enabled = false;
Instance.Camera.transform.rotation = Instance.StartLook.rotation;
Instance.Player.enabled = true;
}
public void SetObjective(LevelObjective objective)
@ -160,32 +121,9 @@ public class Scoreboard: MonoBehaviour
{
StringBuilder sb = new();
int totalSeconds = (int) _timeLeft;
int minutes = (int) _timeLeft / 60;
int seconds = (int) _timeLeft % 60;
sb.Append("Time left: ");
if (totalSeconds < 30)
{
sb.Append("<color=red>");
}
else
{
sb.Append("<color=green>");
}
if (seconds < 10)
{
sb.Append($"{minutes}:0{seconds}");
}
else
{
sb.Append($"{minutes}:{seconds}");
}
sb.Append("</color>\n");
sb.Append($"Time left: {minutes}:{seconds}\n");
sb.Append("\n");
@ -212,39 +150,35 @@ public class Scoreboard: MonoBehaviour
public void CountScores()
{
bool success = true;
StringBuilder sb = new();
foreach (var quota in CurrentObjective.Quotas)
{
if (!ProductCounts.ContainsKey(quota.Type))
{
success = false;
sb.Append($"Not a single product of type {quota.Type.name} was produced!\n");
Debug.LogError($"Not enough {quota.Type.name}");
break;
}
if (quota.Quantity > TotalCount(quota.Type))
{
success = false;
sb.Append($"Not enough {quota.Type.name} were produced.\n");
Debug.LogError($"Not enough {quota.Type.name}");
break;
}
sb.Append($"{quota.Type.name}: {TotalCount(quota.Type)}/{quota.Quantity}\n");
Debug.Log($"{quota.Type.name}: {TotalCount(quota.Type)}/{quota.Quantity}");
if (quota.MaxDefectivePercentage < DefectPercentage(quota.Type))
{
success = false;
sb.Append($"Too many of {quota.Type.name} were defective!\n");
Debug.LogError($"Too many broken {quota.Type.name}");
break;
}
sb.Append($"Overall {quota.Type.name} defect percentage: {DefectPercentage(quota.Type)}%\n");
Debug.Log($"{quota.Type.name}: Quality level: {DefectPercentage(quota.Type)}%");
}
sb.Append(success ? CurrentObjective.SuccessMessage : CurrentObjective.FailureMessage);
UIManager.Instance.PushStageComplete(success, sb.ToString());
Debug.Log(success? CurrentObjective.SuccessMessage : CurrentObjective.FailureMessage);
}
}

View File

@ -32,14 +32,6 @@ public class SlidingCrane : MonoBehaviour
public Transform cradleTransform;
public Rigidbody cradleRb;
public AudioSource longMotionAudio;
public AudioSource longMotionAudio2;
public float longMotionPitchMult = 1;
public AudioSource sideMotionAudio;
public float sideMotionPitchMult = 1;
public AudioSource heightMotionAudio;
public float heightMotionPitchMult = 1;
private void Start()
{
targetPoint = transform.position;
@ -55,11 +47,6 @@ public class SlidingCrane : MonoBehaviour
heightMotion.AccelerateTo(0);
if (Input.GetKeyDown(KeyCode.F))
heightMotion.AccelerateTo(1);
longMotionAudio.pitch = yMotion.velocity * longMotionPitchMult;
longMotionAudio2.pitch = yMotion.velocity * (longMotionPitchMult + 0.05f);
sideMotionAudio.pitch = xMotion.velocity * sideMotionPitchMult;
heightMotionAudio.pitch = heightMotion.velocity * heightMotionPitchMult;
}
void FixedUpdate()

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@ -1,3 +0,0 @@
fileFormatVersion: 2
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@ -1,298 +0,0 @@
using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class UIManager: MonoBehaviour
{
public static UIManager Instance;
public void OnEnable()
{
if (Instance == null)
{
Instance = this;
}
}
public enum UIState
{
MainMenu = 0,
Game = 1,
Pause = 2,
HowToPlay = 3,
StageSelect = 4,
ConfirmQuit = 5,
StageComplete = 6,
}
public List<UIState> StateStack = new List<UIState>() {UIState.MainMenu};
public GameObject MainMenu;
public GameObject Reticle;
public GameObject HowToPlay;
public GameObject StageSelect;
public GameObject Pause;
public GameObject ConfirmQuit;
public GameObject StageComplete;
public GameObject RetryButton;
public GameObject NextStageButton;
public TextMeshProUGUI StageCompleteText;
public void Start()
{
MainMenu.SetActive(false);
Reticle.SetActive(false);
HowToPlay.SetActive(false);
StageSelect.SetActive(false);
ConfirmQuit.SetActive(false);
Pause.SetActive(false);
StageComplete.SetActive(false);
PushState(UIState.MainMenu);
}
public void PushState(UIState state)
{
if (StateStack.Count > 0)
{
if (StateStack[0] == state)
{
return;
}
OnExitState(StateStack[0]);
}
PopState();
StateStack.Add(state);
OnEnterState(state);
}
public void PushMainMenu()
{
PushState(UIState.MainMenu);
}
public void PushHowToPlay()
{
PushState(UIState.HowToPlay);
}
public void PushStageSelect()
{
PushState(UIState.StageSelect);
}
public void PushConfirmQuit()
{
PushState(UIState.ConfirmQuit);
}
public void Resume()
{
TryTogglePause();
}
public void TryTogglePause()
{
switch (StateStack[0])
{
case UIState.Game:
PushState(UIState.Pause);
break;
case UIState.Pause:
PushState(UIState.Game);
break;
case UIState.MainMenu:
PushState(UIState.ConfirmQuit);
break;
case UIState.ConfirmQuit:
PushState(UIState.MainMenu);
break;
case UIState.StageSelect:
PushState(UIState.MainMenu);
break;
case UIState.HowToPlay:
TryBackFromHelp();
break;
}
}
private bool gameRunning;
public void TryToggleHelp()
{
if (StateStack[0] == UIState.Game)
{
PushState(UIState.HowToPlay);
}
else if (StateStack[0] == UIState.HowToPlay)
{
if (!gameRunning)
{
return;
}
PushState(UIState.Game);
}
}
public void TryBackFromHelp()
{
if (gameRunning)
{
PushState(UIState.Game);
}
else
{
PushState(UIState.MainMenu);
}
}
public void PopState()
{
bool backToMain = false;
if (StateStack.Count > 0)
{
OnExitState(StateStack[0]);
StateStack.RemoveAt(0);
}
}
private void OnEnterState(UIState state)
{
switch (state)
{
case UIState.MainMenu:
MainMenu.SetActive(true);
break;
case UIState.Game:
AudioListener.pause = false;
Time.timeScale = 1f;
Cursor.lockState = CursorLockMode.Locked;
Reticle.SetActive(true);
break;
case UIState.ConfirmQuit:
ConfirmQuit.SetActive(true);
break;
case UIState.StageSelect:
StageSelect.SetActive(true);
break;
case UIState.HowToPlay:
Cursor.lockState = CursorLockMode.None;
HowToPlay.SetActive(true);
break;
case UIState.Pause:
Cursor.lockState = CursorLockMode.None;
Pause.SetActive(true);
break;
case UIState.StageComplete:
Cursor.lockState = CursorLockMode.None;
StageComplete.SetActive(true);
break;
}
}
private void OnExitState(UIState state)
{
switch (state)
{
case UIState.MainMenu:
MainMenu.SetActive(false);
break;
case UIState.Game:
Reticle.SetActive(false);
AudioListener.pause = true;
Time.timeScale = 0f;
break;
case UIState.ConfirmQuit:
ConfirmQuit.SetActive(false);
break;
case UIState.StageSelect:
StageSelect.SetActive(false);
break;
case UIState.HowToPlay:
HowToPlay.SetActive(false);
break;
case UIState.Pause:
Pause.SetActive(false);
break;
}
}
public void StartStage(int stage)
{
gameRunning = true;
Time.timeScale = 1f;
Scoreboard.Instance.StartStage((StagingManager.StageEnum)stage);
PushState(UIState.Game);
}
public void RestartStage()
{
Time.timeScale = 1f;
Scoreboard.RestartCurrentStage();
PushState(UIState.Game);
}
public void Quit()
{
Application.Quit();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
TryTogglePause();
return;
}
if (Input.GetKeyDown(KeyCode.F1))
{
TryToggleHelp();
return;
}
}
public void PushStageComplete(bool success, string message)
{
if (Scoreboard.Instance.CurrentStage != StagingManager.StageEnum.Level3)
{
NextStageButton.SetActive(false);
RetryButton.SetActive(false);
}
if (success)
{
NextStageButton.SetActive(true);
RetryButton.SetActive(false);
}
else
{
NextStageButton.SetActive(false);
RetryButton.SetActive(true);
}
StageCompleteText.text = message;
PushState(UIState.StageComplete);
}
public void NextStage()
{
switch (Scoreboard.Instance.CurrentStage)
{
case StagingManager.StageEnum.Level1:
StartStage(1);
break;
case StagingManager.StageEnum.Level2:
StartStage(2);
break;
case StagingManager.StageEnum.Level3:
break;
}
}
}

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@ -1,84 +0,0 @@
using UnityEngine;
using System.Collections;
using UnityEngine.Audio;
namespace Nothke.Audio
{
public class CollisionSounds : MonoBehaviour
{
const float RELATIVE_VELOCITY_TRESHOLD = 0.1f;
// impulse based, currently unused:
//const float IMPULSE_VOLUME_MULT = 0.00001f;
//const float IMPULSE_THRESHOLD = 1;
public CollisionSoundsProfile profile;
public float volumeVelocityMult = 0.05f;
public float timeout = 0.05f;
public float pitchMult = 1;
float lastTime;
public bool preventDoubleSound;
public AudioMixerGroup mixerGroup;
#if UNITY_EDITOR
private void Start()
{
if (!profile)
Debug.LogError("No collision sounds profile assigned", this);
}
#endif
public void ResetTimeout()
{
lastTime = Time.time;
}
void OnCollisionEnter(Collision collision)
{
if (!enabled)
return;
// Prevent sound in the first second
float time = Time.time;
if (time < 1)
return;
if (timeout > 0)
{
if (time - lastTime < timeout)
return;
lastTime = time;
}
if (preventDoubleSound)
{
var colSound = collision.collider.GetComponent<CollisionSounds>();
if (colSound)
colSound.ResetTimeout();
}
//float impulse = (collision.impulse / Time.fixedDeltaTime).magnitude;
//Debug.Log("Impulse: " + impulse);
//if (impulse < IMPULSE_THRESHOLD) return;
var relVel = collision.relativeVelocity.magnitude;
if (relVel < RELATIVE_VELOCITY_TRESHOLD)
return;
Debug.Assert(profile, "No collision sounds profile assigned", this);
// TODO: Move parameters to AudioManager:
profile.clips.Play(collision.GetContact(0).point,
volume: relVel * volumeVelocityMult,
pitch: Random.Range(0.95f, 1.05f) * pitchMult,
minDistance: 10, mixerGroup: mixerGroup);
}
}
}

View File

@ -1,11 +0,0 @@
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@ -1,13 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Nothke.Audio
{
[CreateAssetMenu(menuName = "CollisionSoundsProfile", fileName = "CollisionSoundsProfile")]
public class CollisionSoundsProfile : ScriptableObject
{
public AudioClip[] clips;
}
}

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@ -1,11 +0,0 @@
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@ -6,7 +6,7 @@ QualitySettings:
serializedVersion: 5
m_CurrentQuality: 5
m_QualitySettings:
- serializedVersion: 3
- serializedVersion: 2
name: Very Low
pixelLightCount: 0
shadows: 0
@ -18,21 +18,17 @@ QualitySettings:
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