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36 Commits

Author SHA1 Message Date
nothke
5f0028b7d1 Last changes 2025-04-19 23:17:53 +02:00
nothke
aed0ce73df Walkways texture and lighting 2024-08-21 15:25:22 +02:00
nothke
a91674f624 Butler script 2024-08-21 15:07:06 +02:00
nothke
15cbb9d20e Cleaner conveyor texture 2024-08-21 15:06:53 +02:00
Daniel Tyomin
7d12ececd8 disabled pooling to ensure audio in build 2024-08-20 12:19:19 +02:00
Daniel Tyomin
e14d53f862 text ups 2024-08-20 11:56:59 +02:00
Daniel Tyomin
bf79cbafd2 tweaks 2024-08-20 11:53:31 +02:00
Daniel Tyomin
5d338b14f3 tweaks 2024-08-20 11:45:02 +02:00
Daniel Tyomin
f78ac78893 fixing and tweaking stuff 2024-08-20 11:39:32 +02:00
Daniel Tyomin
7764a0e697 Merge branch 'master' of https://github.com/nothke/quality-control 2024-08-20 10:50:11 +02:00
Daniel Tyomin
a88f8cb12f non-exitable window fix 2024-08-20 10:50:07 +02:00
nothke
3fe6bd51eb Reverted shadow distance 2024-08-20 04:28:28 +02:00
nothke
2fcd27ed43 Added factory walls to main 2024-08-20 04:28:12 +02:00
Daniel Tyomin
8447fe871c visuals up 2024-08-20 03:57:57 +02:00
Daniel Tyomin
70c7059412 Merge branch 'master' of https://github.com/nothke/quality-control 2024-08-20 03:56:49 +02:00
Daniel Tyomin
867cfa1bb1 visuals up 2024-08-20 03:56:46 +02:00
nothke
83f942370f Conveyor belt fix 2024-08-20 03:55:27 +02:00
Daniel Tyomin
375426bd1e minor fixes 2024-08-20 03:55:02 +02:00
nothke
522329f39b Merge branch 'master' of https://github.com/nothke/quality-control 2024-08-20 03:47:19 +02:00
nothke
807ad0daa5 Conveyor belt railings model 2024-08-20 03:47:01 +02:00
Daniel Tyomin
b3f5e469c8 ups 2024-08-20 03:46:38 +02:00
Daniel Tyomin
e33cf93443 scene up 2024-08-20 03:41:40 +02:00
Daniel Tyomin
8164d21c5b scene up 2024-08-20 03:31:42 +02:00
Daniel Tyomin
b3c5f3474f Merge branch 'master' of https://github.com/nothke/quality-control 2024-08-20 03:30:14 +02:00
Daniel Tyomin
15a3d8238f ups 2024-08-20 03:30:10 +02:00
Daniel Tyomin
7c50f1b9a9 Mesh up 2024-08-20 02:50:56 +02:00
nothke
16c2b1623b Crane sounds 2 2024-08-20 02:17:26 +02:00
nothke
cfb0032e66 Crane sounds 2024-08-20 02:10:02 +02:00
Vuk
7a73a68945 machine hums 2024-08-20 02:02:49 +02:00
Vuk
c450b9525b player fall death sound 2024-08-20 01:49:29 +02:00
Daniel Tyomin
ff6b95b251 UI ups 2024-08-20 01:43:15 +02:00
nothke
46c473436e Added cardboard sounds to boxes 2024-08-20 01:38:50 +02:00
Vuk
85506cbe87 player footsteps 2024-08-20 01:33:30 +02:00
Vuk
3bd2c5ef49 box drop/hit sounds 2024-08-20 01:29:22 +02:00
nothke
5f5f43b3cf Added collision sounds 2024-08-20 01:12:54 +02:00
Daniel Tyomin
8df84480d3 quick and dirty fixes 2024-08-20 00:59:45 +02:00
105 changed files with 31031 additions and 32900 deletions

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

View File

@@ -230,8 +230,8 @@ MonoBehaviour:
AirAccelerationSpeed: 18 AirAccelerationSpeed: 18
Drag: 0.1 Drag: 0.1
AllowJumpingWhenSliding: 0 AllowJumpingWhenSliding: 0
JumpUpSpeed: 10 JumpUpSpeed: 9
JumpScalableForwardSpeed: 10 JumpScalableForwardSpeed: 3
JumpPreGroundingGraceTime: 0 JumpPreGroundingGraceTime: 0
JumpPostGroundingGraceTime: 0 JumpPostGroundingGraceTime: 0
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View File

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

View File

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m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
m_Children: [] m_Children: []
@@ -1062,6 +1583,10 @@ PrefabInstance:
propertyPath: m_Name propertyPath: m_Name
value: crane_magent value: crane_magent
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 3485108705020879377, guid: 146ff579bcab1a343bdcbf24e8b5e462, type: 3}
propertyPath: m_Enabled
value: 1
objectReference: {fileID: 0}
- target: {fileID: 5436501012833944904, guid: 146ff579bcab1a343bdcbf24e8b5e462, type: 3} - target: {fileID: 5436501012833944904, guid: 146ff579bcab1a343bdcbf24e8b5e462, type: 3}
propertyPath: m_LocalPosition.x propertyPath: m_LocalPosition.x
value: 0 value: 0
@@ -1150,7 +1675,7 @@ Rigidbody:
serializedVersion: 4 serializedVersion: 4
m_Mass: 50 m_Mass: 50
m_Drag: 1 m_Drag: 1
m_AngularDrag: 0.05 m_AngularDrag: 10
m_CenterOfMass: {x: 0, y: 0, z: 0} m_CenterOfMass: {x: 0, y: 0, z: 0}
m_InertiaTensor: {x: 1, y: 1, z: 1} m_InertiaTensor: {x: 1, y: 1, z: 1}
m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1} m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
@@ -1192,7 +1717,7 @@ ConfigurableJoint:
spring: 0 spring: 0
damper: 0 damper: 0
m_LinearLimit: m_LinearLimit:
limit: 2 limit: 1.5
bounciness: 0 bounciness: 0
contactDistance: 0 contactDistance: 0
m_AngularXLimitSpring: m_AngularXLimitSpring:
@@ -1782,6 +2307,9 @@ PrefabInstance:
- targetCorrespondingSourceObject: {fileID: 353720696122903966, guid: 6de450877d355da4ea6654f6ce89c7ae, type: 3} - targetCorrespondingSourceObject: {fileID: 353720696122903966, guid: 6de450877d355da4ea6654f6ce89c7ae, type: 3}
insertIndex: -1 insertIndex: -1
addedObject: {fileID: 6812918532662551388} addedObject: {fileID: 6812918532662551388}
- targetCorrespondingSourceObject: {fileID: 353720696122903966, guid: 6de450877d355da4ea6654f6ce89c7ae, type: 3}
insertIndex: -1
addedObject: {fileID: 2785417636912897946}
m_AddedComponents: [] m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 6de450877d355da4ea6654f6ce89c7ae, type: 3} m_SourcePrefab: {fileID: 100100000, guid: 6de450877d355da4ea6654f6ce89c7ae, type: 3}
--- !u!4 &5974025308748047927 stripped --- !u!4 &5974025308748047927 stripped
@@ -2014,7 +2542,7 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 7606757565561977806, guid: be29f5f73a00b62469d65e6a8ae39e16, type: 3} - target: {fileID: 7606757565561977806, guid: be29f5f73a00b62469d65e6a8ae39e16, type: 3}
propertyPath: m_LocalPosition.y propertyPath: m_LocalPosition.y
value: -6.606226 value: -7
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 7606757565561977806, guid: be29f5f73a00b62469d65e6a8ae39e16, type: 3} - target: {fileID: 7606757565561977806, guid: be29f5f73a00b62469d65e6a8ae39e16, type: 3}
propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
@@ -2066,6 +2594,9 @@ PrefabInstance:
- targetCorrespondingSourceObject: {fileID: 7606757565561977806, guid: be29f5f73a00b62469d65e6a8ae39e16, type: 3} - targetCorrespondingSourceObject: {fileID: 7606757565561977806, guid: be29f5f73a00b62469d65e6a8ae39e16, type: 3}
insertIndex: -1 insertIndex: -1
addedObject: {fileID: 2128323862978452036} addedObject: {fileID: 2128323862978452036}
- targetCorrespondingSourceObject: {fileID: 7606757565561977806, guid: be29f5f73a00b62469d65e6a8ae39e16, type: 3}
insertIndex: -1
addedObject: {fileID: 8757684470196507610}
m_AddedComponents: m_AddedComponents:
- targetCorrespondingSourceObject: {fileID: 4839500568757896197, guid: be29f5f73a00b62469d65e6a8ae39e16, type: 3} - targetCorrespondingSourceObject: {fileID: 4839500568757896197, guid: be29f5f73a00b62469d65e6a8ae39e16, type: 3}
insertIndex: -1 insertIndex: -1

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fileFormatVersion: 2
guid: 0e323f175f83cf745ba62e296ca0191e
folderAsset: yes
DefaultImporter:
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userData:
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@@ -356,13 +356,13 @@ Transform:
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 592458002} m_GameObject: {fileID: 592458002}
serializedVersion: 2 serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: -0, y: 0.92387867, z: -0, w: 0.38268548}
m_LocalPosition: {x: 78.3779, y: -51.76418, z: -42.864254} m_LocalPosition: {x: -15, y: 6.2, z: 8.236416}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
m_Children: [] m_Children: []
m_Father: {fileID: 0} m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 135, z: 0}
--- !u!1 &1228306005 --- !u!1 &1228306005
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -700,22 +700,10 @@ PrefabInstance:
serializedVersion: 3 serializedVersion: 3
m_TransformParent: {fileID: 0} m_TransformParent: {fileID: 0}
m_Modifications: m_Modifications:
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propertyPath: m_LocalPosition.y
value: -7
objectReference: {fileID: 0}
- target: {fileID: 4060506572131258815, guid: cdb590802e3f6bd4db6d5eddce994501, type: 3} - target: {fileID: 4060506572131258815, guid: cdb590802e3f6bd4db6d5eddce994501, type: 3}
propertyPath: m_Name propertyPath: m_Name
value: sliding_crane value: sliding_crane
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 5468670891441072218, guid: cdb590802e3f6bd4db6d5eddce994501, type: 3}
propertyPath: m_LinearLimit.limit
value: 1.5
objectReference: {fileID: 0}
- target: {fileID: 5575607870997596000, guid: cdb590802e3f6bd4db6d5eddce994501, type: 3}
propertyPath: m_LocalPosition.x
value: 5
objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.x propertyPath: m_LocalPosition.x
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View File

@@ -1,6 +1,6 @@
using System; using System.Collections.Generic;
using System.Collections.Generic;
using System.Text; using System.Text;
using KinematicCharacterController.Examples;
using TMPro; using TMPro;
using UnityEditor; using UnityEditor;
using UnityEngine; using UnityEngine;
@@ -8,8 +8,20 @@ using UnityEngine;
public class Scoreboard: MonoBehaviour public class Scoreboard: MonoBehaviour
{ {
public static Scoreboard Instance; 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 CurrentObjective;
public LevelObjective Stage1Objective;
public LevelObjective Stage2Objective;
public LevelObjective Stage3Objective;
public Dictionary<ProductType, Vector2Int> ProductCounts = new (); public Dictionary<ProductType, Vector2Int> ProductCounts = new ();
public float _timeLeft; public float _timeLeft;
@@ -23,18 +35,39 @@ public class Scoreboard: MonoBehaviour
{ {
Instance = this; Instance = this;
} }
foreach (var stageProp in FindObjectsOfType<StageProp>(true))
{
stageProp.gameObject.SetActive(false);
}
} }
public void Start() public void StartStage(StagingManager.StageEnum stage)
{ {
SetObjective(CurrentObjective); 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();
UpdateText(); UpdateText();
} }
#if UNITY_EDITOR #if UNITY_EDITOR
[MenuItem("Tools/Restart Level")] [MenuItem("Tools/Restart Level")]
#endif #endif
public static void RestartLevel() public static void RestartCurrentStage()
{ {
foreach (var machine in StagingManager.Instance.GetComponentsInChildren<IResetable>(true)) foreach (var machine in StagingManager.Instance.GetComponentsInChildren<IResetable>(true))
{ {
@@ -49,6 +82,12 @@ public class Scoreboard: MonoBehaviour
Instance.SetObjective(Instance.CurrentObjective); Instance.SetObjective(Instance.CurrentObjective);
Instance.UpdateText(); 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) public void SetObjective(LevelObjective objective)
@@ -121,9 +160,32 @@ public class Scoreboard: MonoBehaviour
{ {
StringBuilder sb = new(); StringBuilder sb = new();
int totalSeconds = (int) _timeLeft;
int minutes = (int) _timeLeft / 60; int minutes = (int) _timeLeft / 60;
int seconds = (int) _timeLeft % 60; int seconds = (int) _timeLeft % 60;
sb.Append($"Time left: {minutes}:{seconds}\n");
sb.Append("Time left: ");
if (totalSeconds < 30)
{
sb.Append("<color=red>");
}
else
{
sb.Append("<color=green>");
}
if (seconds < 10)
{
sb.Append($"{minutes}:0{seconds}");
}
else
{
sb.Append($"{minutes}:{seconds}");
}
sb.Append("</color>\n");
sb.Append("\n"); sb.Append("\n");
@@ -136,11 +198,24 @@ public class Scoreboard: MonoBehaviour
{ {
if (ProductCounts.ContainsKey(quota.Type)) if (ProductCounts.ContainsKey(quota.Type))
{ {
if (quota.Quantity <= TotalCount(quota.Type))
{
sb.Append("<color=green>");
}
else
{
sb.Append("<color=red>");
}
sb.Append($"{quota.Type.name}: {TotalCount(quota.Type)}/{quota.Quantity}\n"); sb.Append($"{quota.Type.name}: {TotalCount(quota.Type)}/{quota.Quantity}\n");
sb.Append("</color>");
} }
else else
{ {
sb.Append("<color=red>");
sb.Append($"{quota.Type.name}: 0/{quota.Quantity}\n"); sb.Append($"{quota.Type.name}: 0/{quota.Quantity}\n");
sb.Append("</color>");
} }
} }
@@ -150,35 +225,42 @@ public class Scoreboard: MonoBehaviour
public void CountScores() public void CountScores()
{ {
bool success = true; bool success = true;
StringBuilder sb = new();
foreach (var quota in CurrentObjective.Quotas) foreach (var quota in CurrentObjective.Quotas)
{ {
if (!ProductCounts.ContainsKey(quota.Type)) if (!ProductCounts.ContainsKey(quota.Type))
{ {
success = false; success = false;
Debug.LogError($"Not enough {quota.Type.name}"); sb.Append($"Not a single product of type {quota.Type.name} was produced!\n");
break; break;
} }
if (quota.Quantity > TotalCount(quota.Type)) if (quota.Quantity > TotalCount(quota.Type))
{ {
success = false; success = false;
Debug.LogError($"Not enough {quota.Type.name}"); sb.Append($"Not enough {quota.Type.name} were produced.\n");
break; break;
} }
Debug.Log($"{quota.Type.name}: {TotalCount(quota.Type)}/{quota.Quantity}"); sb.Append($"{quota.Type.name}: {TotalCount(quota.Type)}/{quota.Quantity}\n");
sb.Append("\n");
sb.Append($"Overall {quota.Type.name} defect percentage: {DefectPercentage(quota.Type)}%\n");
if (quota.MaxDefectivePercentage < DefectPercentage(quota.Type)) if (quota.MaxDefectivePercentage < DefectPercentage(quota.Type))
{ {
success = false; success = false;
Debug.LogError($"Too many broken {quota.Type.name}"); sb.Append($"Too many of {quota.Type.name} were defective!\n");
break;
} }
Debug.Log($"{quota.Type.name}: Quality level: {DefectPercentage(quota.Type)}%"); sb.Append("\n");
} }
Debug.Log(success? CurrentObjective.SuccessMessage : CurrentObjective.FailureMessage); sb.Append(success ? CurrentObjective.SuccessMessage : CurrentObjective.FailureMessage);
UIManager.Instance.PushStageComplete(success, sb.ToString());
} }
} }

View File

@@ -10,7 +10,7 @@
/// Pooling creates a few sources on start and saves them in a queue, reusing them on every play, /// Pooling creates a few sources on start and saves them in a queue, reusing them on every play,
/// so sources are not created and destroyed every time played, freeing GC. /// so sources are not created and destroyed every time played, freeing GC.
/// If you don't want to use pooling, comment this line: /// If you don't want to use pooling, comment this line:
#define POOLING //#define POOLING
/// If you are using native audio spatializer, uncomment following line. It will enable spatialization in sources /// If you are using native audio spatializer, uncomment following line. It will enable spatialization in sources
//#define ENABLE_SPATIALIZER_API //#define ENABLE_SPATIALIZER_API

View File

@@ -32,6 +32,14 @@ public class SlidingCrane : MonoBehaviour
public Transform cradleTransform; public Transform cradleTransform;
public Rigidbody cradleRb; 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() private void Start()
{ {
targetPoint = transform.position; targetPoint = transform.position;
@@ -47,6 +55,11 @@ public class SlidingCrane : MonoBehaviour
heightMotion.AccelerateTo(0); heightMotion.AccelerateTo(0);
if (Input.GetKeyDown(KeyCode.F)) if (Input.GetKeyDown(KeyCode.F))
heightMotion.AccelerateTo(1); 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() void FixedUpdate()

3
Assets/Scripts/UI.meta Normal file
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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f8929854d39c43b68703c565297a73f1
timeCreated: 1724110207

View File

@@ -0,0 +1,307 @@
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;
#if UNITY_EDITOR
Time.timeScale = 1f;
#else
Time.timeScale = 1f;
#endif
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;
case UIState.StageComplete:
StageComplete.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 (success && Scoreboard.Instance.CurrentStage == StagingManager.StageEnum.Level3)
{
NextStageButton.SetActive(false);
RetryButton.SetActive(false);
}
else 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(2);
break;
case StagingManager.StageEnum.Level2:
StartStage(4);
break;
case StagingManager.StageEnum.Level3:
break;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1d007036093842af8034f1c5e5c1e7e8
timeCreated: 1724110214

View File

@@ -0,0 +1,84 @@
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

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 075e36d3d3303934bac79dda1017c56c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
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@@ -0,0 +1,13 @@
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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