making ui and end

This commit is contained in:
Sc0rch-thinks 2024-07-05 01:22:55 +08:00
parent 398d3dd6da
commit 4020452366
122 changed files with 12131 additions and 768 deletions

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@ -4055,33 +4489,19 @@ GameObject:
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PrefabInstance:
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@ -4090,11 +4510,36 @@ PrefabInstance:
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@ -4165,6 +4610,16 @@ PrefabInstance:
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value: Enemy (10)
objectReference: {fileID: 0}
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@ -4442,3 +4897,4 @@ SceneRoots:
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File diff suppressed because it is too large Load diff

View file

@ -23,7 +23,9 @@ void OnCollisionEnter(Collision other)
Destroy(other.gameObject);
}
}
killBullet();
}
void Update()
{
lifespan -= Time.deltaTime;
@ -32,6 +34,7 @@ void Update()
killBullet();
}
}
public void killBullet()
{
Destroy(gameObject);

View file

@ -1,6 +1,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Dynamic;
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
@ -20,8 +22,13 @@ public class CharacterControl : MonoBehaviour
[SerializeField]
private GameObject hand;
public TextMeshProUGUI tooltips;
private Pickable newPickable;
public bool active;
void Update()
{
if (active)
{
bool Raycast = Physics.Raycast(
playerCamera.position,
@ -36,16 +43,66 @@ void Update()
);
if (Raycast)
{
if (tooltips == null)
{
tooltips = GameObject.Find("toolTips").GetComponent<TextMeshProUGUI>();
}
Debug.Log(hitInfo.transform.name);
if (hitInfo.transform.TryGetComponent<Interactable>(out curretInteractable)) { }
if (hitInfo.transform.TryGetComponent<Interactable>(out curretInteractable))
{
if (curretInteractable.tag == "door")
{
if (curretInteractable.name=="doorSlide"&&!GameManager.instance.petrolCollected
&& !GameManager.instance.gotGenerator)
{
tooltips.text = "get the Generator and Petrol to power the ship";
}
else
{
curretInteractable = null;
tooltips.text = "Press [e] to open door";
}
}
else if (curretInteractable.name == "petrol")
{
if (!GameManager.instance.petrolCollected)
{
tooltips.text = "Press [e] to pump petrol";
}
else
{
tooltips.text = "petrol Collected";
}
}
else if (curretInteractable.TryGetComponent<Pickable>(out newPickable))
{
if (handsFull)
{
tooltips.text = "hands are full drop item using [g]";
}
else
{
tooltips.text = "Press [e] to Pick up";
}
}
else if (curretInteractable.tag == "collectable")
{
tooltips.text = "press [e] to collect";
}
}
else
{
curretInteractable = null;
CurrentGun = null;
tooltips.text = "";
}
}
else
{
curretInteractable = null;
CurrentGun = null;
tooltips.text = "";
}
}
}
@ -53,34 +110,45 @@ void OnInteract()
{
if (curretInteractable != null)
{
curretInteractable.Interact();
if (curretInteractable.TryGetComponent<GunPickable>(out CurrentGun))
if (!handsFull && curretInteractable.TryGetComponent<GunPickable>(out CurrentGun))
{
holdingGun = CurrentGun.gameObject;
handsFull = true;
curretInteractable.Interact();
}
else if (!curretInteractable.TryGetComponent<GunPickable>(out CurrentGun))
{
curretInteractable.Interact();
}
}
}
void OnShoot()
{
Debug.Log("Shoot");
if (CurrentGun != null)
if (holdingGun != null)
{
CurrentGun.GetComponent<Gun>().Shoot();
holdingGun.GetComponent<Gun>().Shoot();
}
}
void OnReload()
{
if (CurrentGun != null)
if (holdingGun != null)
{
CurrentGun.GetComponent<Gun>().Reload();
holdingGun.GetComponent<Gun>().Reload();
}
}
void OnDrop()
{
CurrentGun.transform.GetComponent<Pickable>().Drop();
holdingGun.transform.GetComponent<Pickable>().Drop();
holdingGun = null;
handsFull = false;
}
void OnPause()
{
GameManager.instance.Pause();
}
}

View file

@ -3,6 +3,8 @@
using System.Diagnostics.CodeAnalysis;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.UI;
public class EnemyAi : MonoBehaviour
{
@ -23,8 +25,13 @@ public class EnemyAi : MonoBehaviour
private bool playerInSightRange;
private bool playerInAttackRange;
public GameObject gun;
private Slider healthbar;
void Awake()
{
healthbar=GetComponentInChildren<Slider>();
healthbar.maxValue=health;
}
void Update()
{
@ -47,6 +54,7 @@ void Update()
{
player=GameObject.Find("PlayerCapsule").transform;
}
healthbar.value=health;
}
private void Patrol()

View file

@ -1,6 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using Unity.PlasticSCM.Editor.WebApi;
using Unity.VisualScripting;
using UnityEditor.SearchService;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
@ -19,11 +25,105 @@ void Awake()
}
}
void Start()
{
setmaster();
setMusic();
setSFX();
}
public int playerHealth = 100;
public bool petrolCollected;
public bool gotGenerator;
public bool paused = false;
public AudioClip bang;
public AudioClip reload1;
public AudioClip reload2;
public AudioClip handling;
public Slider masterSlider;
public Slider musicSlider;
public Slider sfxSlider;
public AudioMixer mixer;
public GameObject optionsScreeen;
bool Options;
public GameObject start;
public GameObject pauseMenu;
public GameObject endScreen;
public void Pause()
{
if (!paused)
{
pauseMenu.SetActive(true);
Time.timeScale = 0f;
Cursor.visible = true;
Cursor.lockState = CursorLockMode.Confined;
GameObject.Find("hand position").GetComponentInChildren<Gun>().readyToShot = false;
paused = true;
}
else if (paused)
{
pauseMenu.SetActive(false);
Time.timeScale = 1f;
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
GameObject.Find("hand position").GetComponentInChildren<Gun>().readyToShot = true;
paused = false;
}
}
public void Exit()
{
Application.Quit();
}
public void endGame()
{
endScreen.SetActive(true);
}
public void Play()
{
Time.timeScale = 1f;
pauseMenu.SetActive(false);
start.SetActive(false);
}
public void options()
{
if (Options)
{
optionsScreeen.SetActive(false);
Options = false;
}
else if (!Options)
{
optionsScreeen.SetActive(true);
Options = true;
}
}
public void damagePlayer(int damage)
{
playerHealth -= damage;
}
public void setmaster()
{
float volume = masterSlider.value;
mixer.SetFloat("master", Mathf.Log10(volume) * 20);
}
public void setMusic()
{
float volume = musicSlider.value;
mixer.SetFloat("music", Mathf.Log10(volume) * 20);
}
public void setSFX()
{
float volume = sfxSlider.value;
mixer.SetFloat("sfx", Mathf.Log10(volume) * 20);
}
}

View file

@ -1,12 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class Generator : Interactable
{
public AudioClip Source;
public override void Interact()
{
GameManager.instance.gotGenerator = true;
GameObject.Find("GeneratorObjective").GetComponent<TextMeshProUGUI>().color = Color.green;
AudioSource.PlayClipAtPoint(Source,transform.position,1f);
base.Interact();
}
}

View file

@ -25,7 +25,7 @@ public class Gun : MonoBehaviour
/// </summary>
private bool reloading;
private bool shooting;
private bool readyToShot;
public bool readyToShot;
private int bulletsLeft;
/// <summary>
@ -39,6 +39,7 @@ public class Gun : MonoBehaviour
[SerializeField]
private GameObject mag;
public AudioSource source;
void Awake()
{
@ -62,6 +63,7 @@ public void Shoot()
{
targetPoint = ray.GetPoint(150);
}
source.PlayOneShot(GameManager.instance.bang);
Vector3 direction = targetPoint - bulletSpawn.position;
GameObject currentBullet = Instantiate(
@ -93,6 +95,11 @@ void Update()
{
fpsCam = GameObject.Find("MainCamera").GetComponent<Camera>();
}
if (bulletCounter == null)
{
bulletCounter = GameObject.Find("bullet counter").GetComponent<TextMeshProUGUI>();
}
bulletCounter.text = magSize.ToString() + "/" + bulletsLeft.ToString();
}
private void ResetShot()
@ -111,6 +118,7 @@ public void Reload()
readyToShot = false;
Invoke("Reloaded", reloadTime);
mag.SetActive(false);
source.PlayOneShot(GameManager.instance.reload1);
}
}
@ -120,6 +128,6 @@ void Reloaded()
readyToShot = true;
bulletsLeft = magSize;
mag.SetActive(true);
source.PlayOneShot(GameManager.instance.reload2);
}
}

View file

@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class GunPickable : Pickable
@ -16,6 +17,7 @@ public override void Interact()
{
base.Interact();
gameObject.GetComponent<Gun>().enabled = true;
gameObject.GetComponent<AudioSource>().PlayOneShot(GameManager.instance.handling);
InHand = true;
}
@ -23,6 +25,7 @@ public override void Drop()
{
base.Drop();
gameObject.GetComponent<Gun>().enabled = false;
GameObject.Find("bullet counter").GetComponent<TextMeshProUGUI>().text="";
InHand = false;
}

View file

@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Healthbar : MonoBehaviour
{
public Slider slider;
void Start()
{
slider.maxValue = GameManager.instance.playerHealth;
slider.value = GameManager.instance.playerHealth;
}
public void Update()
{
slider.value = GameManager.instance.playerHealth;
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 7c4d4aabf0f26df44974e699a140f433
MonoImporter:
externalObjects: {}
serializedVersion: 2
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icon: {instanceID: 0}
userData:
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View file

@ -1,7 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class Petrol : Interactable
{
@ -9,46 +11,63 @@ public class Petrol : Interactable
public bool collecting;
public bool looking;
public int damagePerSecond;
public Slider slider;
float currentTime;
GameObject player;
bool damaged;
float time;
public AudioSource source;
public override void Interact()
{
collecting = true;
source.Play();
}
void Start()
{
slider.value = 0f;
}
void Update()
{ if(player==null)
{
if (player == null)
{
player = PlayerDontDie.instance.transform.GetChild(2).gameObject;
}
if (collecting == true && looking == true)
if (slider == null)
{
Debug.Log("collecting");
currentTime += Time.deltaTime;
if (currentTime >= collectionTime)
{
GameManager.instance.petrolCollected = true;
Debug.Log("CollectedPetrol");
collecting=false;
}
slider = GameObject.Find("PetrolSlider").GetComponent<Slider>();
}
if (
player.GetComponent<CharacterControl>().hitInfo.transform.name != null
&& player.GetComponent<CharacterControl>().hitInfo.transform.name == "petrol"
&& collecting
)
{
looking = true;
}
else
{
looking = false;
}
if (collecting == true && looking == true)
{
Debug.Log("collecting");
currentTime += Time.deltaTime;
slider.value = currentTime;
if (currentTime >= collectionTime)
{
GameManager.instance.petrolCollected = true;
GameObject.Find("PetrolObjective").GetComponent<TextMeshProUGUI>().color =Color.green;
source.Stop();
collecting = false;
}
}
}
void OnTriggerStay(Collider other)

View file

@ -41,9 +41,6 @@ public virtual void Update()
public override void Interact()
{
if(CharacterControl.handsFull == false)
{
CharacterControl.handsFull = true;
rb.isKinematic = true;
gameObject.GetComponent<BoxCollider>().isTrigger = true;
transform.SetParent(HandPosition);
@ -54,11 +51,8 @@ public override void Interact()
Debug.Log("Picked up");
}
}
public virtual void Drop()
{
CharacterControl.handsFull = false;
rb.isKinematic = false;
gameObject.GetComponent<BoxCollider>().isTrigger = false;
transform.SetParent(null);

View file

@ -5,10 +5,13 @@
public class SpaceshipDoor : Interactable
{
bool IsOpen = false;
public AudioSource source;
public override void Interact()
{
if (!IsOpen)
{
source.Play();
Vector3 currentRotation = transform.eulerAngles;
currentRotation.z += 115;
transform.eulerAngles = currentRotation;
@ -16,6 +19,7 @@ public override void Interact()
}
else
{
source.Play();
Vector3 currentRotation = transform.eulerAngles;
currentRotation.z -= 115;
transform.eulerAngles = currentRotation;

28
Assets/Scripts/Start.cs Normal file
View file

@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StartUI : MonoBehaviour
{
public GameObject startUI;
GameObject player;
void Start()
{
player = GameObject.Find("PlayerCapsule");
player.GetComponent<CharacterControl>().active=false;
Time.timeScale = 0f;
Cursor.visible = true;
Cursor.lockState = CursorLockMode.Confined;
}
public void onStartGame()
{
player.GetComponent<CharacterControl>().active=true;
Time.timeScale = 1f;
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
startUI.SetActive(false);
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 5e33e138802cca6429d8922208cd864e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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View file

@ -37,6 +37,7 @@ public class enemyGun : MonoBehaviour
[SerializeField]
private GameObject mag;
public AudioSource source;
void Awake()
{
@ -50,7 +51,7 @@ public void Shoot()
{
Debug.Log("Bang");
readyToShot = false;
source.PlayOneShot(GameManager.instance.bang);
GameObject currentBullet = Instantiate(
bullet,
bulletSpawn.position,
@ -69,7 +70,6 @@ public void Shoot()
}
}
void Update()
{
if (bulletsLeft == 0)
@ -77,6 +77,7 @@ void Update()
Reload();
}
}
private void ResetShot()
{
//Allow shooting and invoking again
@ -88,6 +89,7 @@ public void Reload()
{
if (bulletsLeft < magSize && !reloading)
{
source.PlayOneShot(GameManager.instance.reload1);
Debug.Log("reload");
reloading = true;
readyToShot = false;
@ -98,6 +100,8 @@ public void Reload()
void Reloaded()
{
source.PlayOneShot(GameManager.instance.reload2);
reloading = false;
readyToShot = true;
bulletsLeft = magSize;

View file

@ -5,14 +5,19 @@
public class podToTerrain : Interactable
{
public AudioSource sound;
public override void Interact()
{
if (SceneManager.GetActiveScene().name == "Terrain")
{
sound.Play();
SceneManager.LoadScene("escapePod");
}
else if (SceneManager.GetActiveScene().name == "escapePod")
{
sound.Play();
SceneManager.LoadScene("Terrain");
}
}

View file

@ -27,6 +27,7 @@ public class SlideDoor : Interactable
[SerializeField]
private AnimationCurve Curve;
public Vector3 moveDist;
public AudioSource source;
public void Start()
{
@ -103,9 +104,16 @@ void Update()
public override void Interact()
{
if (!closing && !opening && !IsOpen)
if (
!closing
&& !opening
&& !IsOpen
&& GameManager.instance.petrolCollected
&& GameManager.instance.gotGenerator
)
{
opening = true;
source.Play();
}
else if (!closing && !opening && IsOpen)
{
@ -119,5 +127,13 @@ void OnTriggerExit(Collider other)
{
closing = true;
}
if (
other.tag == "Player"
&& GameManager.instance.petrolCollected
&& GameManager.instance.gotGenerator
)
{
GameManager.instance.endGame();
}
}
}

View file

@ -11,7 +11,7 @@ GameObject:
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m_Icon: {fileID: 0}
@ -25,13 +25,13 @@ Transform:
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 461596798432895851}
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m_LocalRotation: {x: 0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -11,7 +11,7 @@ GameObject:
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{\rtf1\ansi\ansicpg1252\cocoartf1138\cocoasubrtf510
{\fonttbl\f0\fswiss\fcharset0 Helvetica;}
{\colortbl;\red255\green255\blue255;}
\paperw11900\paperh16840\margl1440\margr1440\vieww17600\viewh13680\viewkind0
\pard\tx566\tx1133\tx1700\tx2267\tx2834\tx3401\tx3968\tx4535\tx5102\tx5669\tx6236\tx6803\pardirnatural\qc
\f0\b\fs36 \cf0 WEAPONS OF CHOICE "FREE"\
\pard\tx566\tx1133\tx1700\tx2267\tx2834\tx3401\tx3968\tx4535\tx5102\tx5669\tx6236\tx6803\pardirnatural\qc
\b0\fs24 \cf0 \
by \ul Komposite Sound\ulnone \
\pard\tx566\tx1133\tx1700\tx2267\tx2834\tx3401\tx3968\tx4535\tx5102\tx5669\tx6236\tx6803\pardirnatural\qc
{\field{\*\fldinst{HYPERLINK "http://www.kompositesound.fr"}}{\fldrslt \cf0 http://www.kompositesound.fr}}\
\pard\tx566\tx1133\tx1700\tx2267\tx2834\tx3401\tx3968\tx4535\tx5102\tx5669\tx6236\tx6803\pardirnatural
\cf0 \
\
\
Hi, and thank you for downloading of WEAPONS OF CHOICE "FREE"\
\
This pack is just an aper\'e7u of WEAPONS OF CHOICE LITE-ESSENTIAL-ULTIMATE\
\
We hope this gently and carefully crafted sample pack will bring you most of your needs for Sound Designing your best Gun scenes.\
\
This sample contains 16 Sounds, classified as following : \
\
BULLETS :\
\
- Ricochet, to add a bit of excitement during gunfight. 2 variations\
- Shell, with sound for large shell, long shell, short shell, and gunshot shell. 2 variations\
\
GUNS :\
\
- 1 Pistol\
\
The gun handling is in each weapon folder and it's and a sequence (Clip out, clip in, cocking).\
Each Weapons have 5 different gun shot and 5 different reverb.\
\
Reverbs type are :\
\
- Generic : Perfect for large open field or some wide interior space.\
- Street : Will sounds great in street, but will also work in dense forest or small hills.\
- Mountains : High Mountains or Canyon will sounds great with this reverb.\
- Hallway : Perfect for large interior without too much reflexion\
- Room : Small room with a lot of reflexion.\
\
Of course, you can blend or layer different reverbs as your project need.\
\
\
All sounds are limited at -3dBFS.\
I advise you to start mixing your gunshot with the fader at -6dB, resulting a headroom of -9dB, so that you can seat any elements easily.\
\
\
If you ever have any questions, or need specific sounds, or feedback, please go to {\field{\*\fldinst{HYPERLINK "http://www.kompositesound.fr"}}{\fldrslt http://www.kompositesound.fr}} and use the contact form. (French and English spoken)\
\
Enjoy this sample pack, have fun, and let me know when you use it, I'll be curious to see the result.\
\
Please, consider upgrading to Weapons of Choice "Lite" "Essentiel" or "Ultimate" for more weapons, variations and fun.\
\
Cheers\
\
Lo\'efc "Kuantum" Guerreau @ Komposite Sound\
\
\
\
\
\
\
\
\
\
\
\
\
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