game: final commit, i feel like puking

This commit is contained in:
Mark Joshwel 2024-07-05 23:36:48 +08:00
parent 93583f2c81
commit 185c6e783f
40 changed files with 4468 additions and 284 deletions

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min: {x: 0, y: 0, z: 0}
max: {x: 0, y: 0, z: 0}
value: {x: 0, y: 0, z: 0}
length: 0
modified: 0
- boneName: IndexRinger2R
humanName: Right Index Intermediate
limit:
min: {x: 0, y: 0, z: 0}
max: {x: 0, y: 0, z: 0}
value: {x: 0, y: 0, z: 0}
length: 0
modified: 0
- boneName: Fingers1R
humanName: Right Little Proximal
limit:
min: {x: 0, y: 0, z: 0}
max: {x: 0, y: 0, z: 0}
value: {x: 0, y: 0, z: 0}
length: 0
modified: 0
- boneName: Fingers2R
humanName: Right Little Intermediate
limit:
min: {x: 0, y: 0, z: 0}
max: {x: 0, y: 0, z: 0}
value: {x: 0, y: 0, z: 0}
length: 0
modified: 0
skeleton:
- name: AnimeGirl(Clone)
parentName:
position: {x: 0, y: 0, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Armature
parentName: AnimeGirl(Clone)
position: {x: -0.0082785785, y: 0, z: 0}
rotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071067}
scale: {x: 100, y: 100, z: 100}
- name: Hip
parentName: Armature
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rotation: {x: 0.7071068, y: -0.00000010677015, z: -0.00000010677017, w: 0.7071067}
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parentName: Hip
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scale: {x: 1, y: 1, z: 1}
- name: Hip.L_end
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scale: {x: 1, y: 1, z: 1}
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scale: {x: 1, y: 1, z: 1}
- name: Hip.R_end
parentName: Hip.R
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rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Buttocks
parentName: Hip
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rotation: {x: -0, y: -0, z: -7.1054274e-15, w: 1}
scale: {x: 1, y: 1, z: 1}
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parentName: Buttocks
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parentName: Armature
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parentName: Chest
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parentName: Head
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- name: ShoulderL
parentName: Chest
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- name: IndexFinger2L_end
parentName: IndexFinger2L
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rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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scale: {x: 1.0000002, y: 0.99999994, z: 1.0000002}
- name: Fingers2L
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- name: Fingers2L_end
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position: {x: -0, y: 0.00036654048, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: ShoulderR
parentName: Chest
position: {x: 0.00023047111, y: 0.001755184, z: -0.000020099857}
rotation: {x: -0.05447924, y: 0.07182185, z: -0.74177074, w: 0.6645675}
scale: {x: 1.0000002, y: 1.0000001, z: 1.0000001}
- name: UpperArmR
parentName: ShoulderR
position: {x: 4.1763995e-11, y: 0.00081760914, z: -1.8626451e-11}
rotation: {x: -0.09032686, y: 0.7240486, z: 0.03307722, w: -0.68300855}
scale: {x: 1.0000005, y: 1.0000004, z: 1.0000004}
- name: LoweArmR
parentName: UpperArmR
position: {x: -4.6566126e-11, y: 0.0022595562, z: 6.618211e-10}
rotation: {x: -0.023338772, y: -0.78161144, z: -0.041934762, w: 0.6219168}
scale: {x: 1.0000002, y: 1.0000005, z: 0.99999994}
- name: HandR
parentName: LoweArmR
position: {x: -0.00000000144355, y: 0.0020839872, z: -1.3038516e-10}
rotation: {x: 0.022046104, y: 0.74039817, z: 0.0413349, w: 0.67053413}
scale: {x: 0.99999976, y: 1.0000004, z: 1.0000001}
- name: Thumb1R
parentName: HandR
position: {x: 0.00023917398, y: 0.00020042976, z: -0.00019601683}
rotation: {x: -0.12577066, y: -0.11191721, z: -0.35287386, w: 0.92040014}
scale: {x: 1.0000004, y: 0.99999964, z: 1.0000002}
- name: Thumb2R
parentName: Thumb1R
position: {x: -2.9802322e-10, y: 0.0006134088, z: 9.313225e-11}
rotation: {x: -0.015682086, y: 0.21622476, z: -0.036106627, w: 0.97554976}
scale: {x: 0.9999996, y: 1.0000001, z: 0.9999995}
- name: Thumb2R_end
parentName: Thumb2R
position: {x: -0, y: 0.00016141064, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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parentName: HandR
position: {x: 0.0002152804, y: 0.00069701683, z: -0.00006638693}
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scale: {x: 1.0000006, y: 0.9999998, z: 0.99999994}
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parentName: IndexFinger1R
position: {x: 1.11758706e-10, y: 0.00032782296, z: -0.0000000017083948}
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- name: IndexRinger2R_end
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position: {x: -0, y: 0.00038682515, z: 0}
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scale: {x: 1, y: 1, z: 1}
- name: Fingers1R
parentName: HandR
position: {x: -0.00006469258, y: 0.0007220968, z: 0.00006776949}
rotation: {x: -0.0040472336, y: -0.0005186497, z: 0.022756362, w: 0.99973273}
scale: {x: 1.0000002, y: 1.0000002, z: 1.0000001}
- name: Fingers2R
parentName: Fingers1R
position: {x: 2.165325e-10, y: 0.00032367994, z: 0.0000000017386628}
rotation: {x: -0.018469684, y: -0.14821714, z: 0.036563966, w: -0.9881061}
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- name: Fingers2R_end
parentName: Fingers2R
position: {x: -0, y: 0.0003650436, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
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- name: Chest.L
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- name: Chest.L_end
parentName: Chest.L
position: {x: -0, y: 0.0009099627, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Chest.R
parentName: Chest
position: {x: 0.00056078733, y: 0.0006442553, z: 0.0002435885}
rotation: {x: 0.70372903, y: 0.0474727, z: -0.04781951, w: 0.707266}
scale: {x: 1, y: 1.0000004, z: 1.0000005}
- name: Chest.R_end
parentName: Chest.R
position: {x: -0, y: 0.0009099626, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: ThighL
parentName: Armature
position: {x: -0.0007726357, y: -0.00011538159, z: 0.009010411}
rotation: {x: -0.01704682, y: -0.732514, z: 0.68037343, w: -0.014991633}
scale: {x: 0.9999998, y: 0.9999997, z: 0.9999999}
- name: ShinL
parentName: ThighL
position: {x: -6.519258e-11, y: 0.004035547, z: -5.3623807e-11}
rotation: {x: -0.008282006, y: -0.99984133, z: -0.01571903, w: -0.0013090265}
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- name: FootL
parentName: ShinL
position: {x: -7.676135e-12, y: 0.0041944496, z: -1.283297e-11}
rotation: {x: -0.010874613, y: 0.7978799, z: -0.6024237, w: 0.0188435}
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- name: FootL_end
parentName: FootL
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rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0, y: -0, z: -0, w: 1}
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- name: Casual1
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@ -0,0 +1,44 @@
/*
* author: mark joshwel
* date: 20/6/2024
* description: script for handling 'caught' and 'escaped' menu button functions
*/
using UnityEngine;
using UnityEngine.UIElements;
/// <summary>
/// class managing the credits menu and button function invocations
/// </summary>
public class CaughtEscapedMenu : CommonMenu
{
/// <summary>
/// button to exit the game
/// </summary>
public Button ButtonExit;
/// <summary>
/// function to associate a display state with the menu,
/// and subscribe button events to their respective functions
/// </summary>
public override void OnEnable()
{
// set the associated state and call the base OnEnable
base.OnEnable();
// get the exit button from the ui root and subscribe appropriate functions
ButtonExit = UI.Q<Button>("ButtonExit");
ButtonExit.clicked += PlayClick;
ButtonExit.clicked += OptionQuitGame;
}
/// <summary>
/// handles "exit game" button press,
/// signals the game manager appropriately
/// </summary>
private void OptionQuitGame()
{
Debug.Log("CaughtEscapedMenu.OptionQuitGame: exiting");
GameManager.Instance.Quit();
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4fb9f4f9fbb74cb684a96e248c83eb5a
timeCreated: 1720188052

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@ -208,22 +208,23 @@ public void SetDisplayState(DisplayState displayState)
// check if the game is paused or not // check if the game is paused or not
if (displayState is DisplayState.Game or DisplayState.UnassociatedState) if (displayState is DisplayState.Game or DisplayState.UnassociatedState)
{ {
Debug.Log("GameManager.SetDisplayState: pre-resume helper"); Debug.Log($"GameManager.SetDisplayState({displayState}): pre-resume helper");
ResumeGameHelper(displayState); ResumeGameHelper(displayState);
} }
else else
{ {
Debug.Log("GameManager.SetDisplayState: pre-pause helper"); Debug.Log($"GameManager.SetDisplayState({displayState}): pre-pause helper");
// if we're transitioning to the main menu, load the main menu scene // if we're transitioning to the main menu, load the main menu scene
if (transitioning && displayState == DisplayState.ScreenMainMenu) if (transitioning && displayState == DisplayState.ScreenMainMenu)
SceneManager.LoadScene("S2 World"); SceneManager.LoadScene("S2 World");
PauseGameHelper(displayState); PauseGameHelper(displayState);
} }
Debug.Log("GameManager.SetDisplayState: post-pause/resume helper"); Debug.Log($"GameManager.SetDisplayState({displayState}): post-pause/resume helper");
// set the state of the game to the incoming state // set the state of the game to the incoming state
_state = displayState; _state = displayState;
Debug.Log($"GameManager.SetDisplayState({displayState}): state is now {displayState}");
// if we're transitioning into gameplay or into the main menu, // if we're transitioning into gameplay or into the main menu,
// we'll need a post-step to enable the correct camera // we'll need a post-step to enable the correct camera

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@ -1,197 +0,0 @@
/*
* author: mark joshwel
* date: 30/5/2024
* description: enemy AI based off <https://youtu.be/UjkSFoLxesw>
*/
using System;
using UnityEngine;
using UnityEngine.AI;
using Random = UnityEngine.Random;
/// <summary>
/// AI patrolling, chasing and capturing behaviour for the enemy
/// </summary>
public class HerAI : MonoBehaviour
{
/// <summary>
/// variable for the nav mesh agent that determines where the enemy can move
/// </summary>
public NavMeshAgent agent;
/// <summary>
/// variable for the player's position
/// </summary>
public Transform player;
/// <summary>
/// variables to distinguish ground and player for sensing
/// </summary>
public LayerMask whatIsGround, whatIsPlayer;
/// <summary>
/// patrolling: variable for the next point for her to walk to
/// </summary>
public Vector3 walkPoint;
/// <summary>
/// patrolling: variable for the range of the walk point
/// </summary>
public float walkPointRange;
/// <summary>
/// capturing: variable for the time range between captures
/// </summary>
public float timeBetweenCaptures;
/// <summary>
/// variable specifying the sight range of the enemy
/// </summary>
public float sightRange;
/// <summary>
/// variable specifying the attack range of the enemy
/// </summary>
public float attackRange;
/// <summary>
/// boolean variable for the player being in sight range
/// </summary>
public bool playerInSightRange;
/// <summary>
/// boolean variable for the player being in attack range
/// </summary>
public bool playerInCaptureRange;
/// <summary>
/// capturing: variable for if the enemy has attempted to capture the player
/// </summary>
private bool _attemptedCapture;
/// <summary>
/// variable to store game manager
/// </summary>
private GameManager _game;
/// <summary>
/// patrolling: variable to determine if the next point is set
/// </summary>
private bool _walkPointSet;
/// <summary>
/// </summary>
private void Awake()
{
player = GameObject.Find("PlayerObj").transform;
agent = GetComponent<NavMeshAgent>();
}
/// <summary>
/// </summary>
private void Update()
{
//Check for sight and attack range
playerInSightRange = Physics.CheckSphere(transform.position, sightRange, whatIsPlayer);
playerInCaptureRange = Physics.CheckSphere(transform.position, attackRange, whatIsPlayer);
if (!playerInSightRange && !playerInCaptureRange) Patrolling();
if (playerInSightRange && !playerInCaptureRange) ChasePlayer();
if (playerInCaptureRange && playerInSightRange) CapturePlayer();
}
/// <summary>
/// function to find and store the game manager
/// </summary>
/// <exception cref="Exception">generic exception when the object is in an unplayable state</exception>
private void OnEnable()
{
// get the game manager
_game = GameObject.Find("GameManager").GetComponent<GameManager>();
if (_game == null)
throw new Exception("HerAI: could not find GameManager (unreachable?)");
}
// /// <summary>
// /// function to destroy the enemy
// /// </summary>
// private void DestroyEnemy()
// {
// Destroy(gameObject);
// }
/// <summary>
/// function to draw/visualize the sight and attack range of the enemy
/// </summary>
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, attackRange);
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, sightRange);
}
/// <summary>
/// function handling patrolling behaviour
/// </summary>
private void Patrolling()
{
if (!_walkPointSet) SearchWalkPoint();
else agent.SetDestination(walkPoint);
// reached walk point
if ((transform.position - walkPoint).magnitude < 1f)
_walkPointSet = false;
}
/// <summary>
/// function to look for and set the next walk point
/// </summary>
private void SearchWalkPoint()
{
//Calculate random point in range
var randomZ = Random.Range(-walkPointRange, walkPointRange);
var randomX = Random.Range(-walkPointRange, walkPointRange);
walkPoint = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ);
if (Physics.Raycast(walkPoint, -transform.up, 2f, whatIsGround))
_walkPointSet = true;
}
/// <summary>
/// function to chase the player
/// </summary>
private void ChasePlayer()
{
agent.SetDestination(player.position);
}
/// <summary>
/// function that captures the player and signals the game manager appropriately
/// </summary>
private void CapturePlayer()
{
// // don't move the enemy
// agent.SetDestination(transform.position);
// look at me!
transform.LookAt(player);
// are we under cooldown?
if (_attemptedCapture) return;
// signal the game manager to show the 'caught!' menu
_game.SetDisplayState(GameManager.DisplayState.ScreenCaughtMenu);
// set the cooldown
_attemptedCapture = true;
Invoke(nameof(ResetCapture), timeBetweenCaptures);
}
/// <summary>
/// function to reset the capture cooldown, called by <c>Invoke()</c>
/// </summary>
private void ResetCapture()
{
_attemptedCapture = false;
}
}

View file

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@ -0,0 +1,127 @@
/*
* author: mark joshwel
* date: 19/6/2024
* description: enemy AI based off <https://youtu.be/UjkSFoLxesw>
*/
using UnityEngine;
using UnityEngine.AI;
/// <summary>
/// AI patrolling, chasing and capturing behaviour for the enemy
/// </summary>
public class HerController : MonoBehaviour
{
/// <summary>
/// cache variable for the walking parameter in the animator
/// </summary>
private static readonly int IsMoving = Animator.StringToHash("isMoving");
/// <summary>
/// cache variable for the chasing parameter in the animator
/// </summary>
private static readonly int IsChasing = Animator.StringToHash("isChasing");
/// <summary>
/// variable for the nav mesh agent that determines where the enemy can move
/// </summary>
public NavMeshAgent agent;
/// <summary>
/// variable for the player's position
/// </summary>
public Transform player;
/// <summary>
/// variables to distinguish player for sensing
/// </summary>
public LayerMask playerLayerMask;
/// <summary>
/// variable specifying the capture range of the enemy
/// </summary>
public float captureRange;
/// <summary>
/// boolean variable for the player being in attack range
/// </summary>
public bool playerInCaptureRange;
/// <summary>
/// variable for the animator
/// </summary>
private Animator _anim;
/// <summary>
/// variable to store game manager
/// </summary>
private GameManager _game;
/// <summary>
/// function to set any initial values
/// </summary>
private void Awake()
{
// get the player
player = GameObject.FindGameObjectWithTag("Player").transform;
// get the nav mesh agent
agent = GetComponent<NavMeshAgent>();
// get the animator
_anim = GetComponent<Animator>();
// get the game manager
_game = GameManager.Instance;
}
/// <summary>
/// function to update the enemy's behaviour
/// </summary>
private void Update()
{
// check for sight and attack range
playerInCaptureRange = Physics.CheckSphere(transform.position, captureRange, playerLayerMask);
if (!playerInCaptureRange) ChasePlayer();
else CapturePlayer();
}
/// <summary>
/// function to draw/visualize the sight and attack range of the enemy
/// </summary>
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, captureRange);
}
/// <summary>
/// function to chase the player
/// </summary>
private void ChasePlayer()
{
// start chasing animation
_anim.SetBool(IsMoving, true);
_anim.SetBool(IsChasing, true);
// aim at the player
agent.SetDestination(player.position);
}
/// <summary>
/// function that captures the player and signals the game manager appropriately
/// </summary>
private void CapturePlayer()
{
// signal the game manager to show the 'caught!' menu
if (_game.Paused) return;
Debug.Log("captured...");
_game.SetDisplayState(GameManager.DisplayState.ScreenCaughtMenu);
// // stop any moving animations
// _anim.SetBool(IsChasing, false);
// _anim.SetBool(IsMoving, false);
// // don't move the enemy
// agent.SetDestination(transform.position);
// // look at me!
// transform.LookAt(player);
}
}

View file

@ -100,7 +100,7 @@ private void OptionShowOptions()
private void OptionQuitGame() private void OptionQuitGame()
{ {
// quit game // quit game
Debug.Log("MainMenu.OptionQuitGame: quit button pressed"); Debug.Log("MainMenu.OptionQuitGame: exiting");
Game.Quit(); Game.Quit();
} }
} }

View file

@ -0,0 +1,65 @@
/*
* author: mark joshwel
* date: 28/6/2024
* description: script for handling pause menu button functions
*/
using UnityEngine;
using UnityEngine.UIElements;
/// <summary>
/// class managing the credits menu and button function invocations
/// </summary>
public class PauseMenu : CommonMenu
{
/// <summary>
/// button to exit the game
/// </summary>
public Button ButtonExit;
/// <summary>
/// button to resume the game
/// </summary>
public Button ButtonResume;
/// <summary>
/// function to associate a display state with the menu,
/// and subscribe button events to their respective functions
/// </summary>
public override void OnEnable()
{
// set the associated state and call the base OnEnable
associatedState = GameManager.DisplayState.ScreenPauseMenu;
base.OnEnable();
// get the resume button from the ui root and subscribe appropriate functions
ButtonResume = UI.Q<Button>("ButtonResume");
ButtonResume.clicked += PlayClick;
ButtonResume.clicked += OptionResumeGame;
// get the exit button from the ui root and subscribe appropriate functions
ButtonExit = UI.Q<Button>("ButtonExit");
ButtonExit.clicked += PlayClick;
ButtonExit.clicked += OptionQuitGame;
}
/// <summary>
/// handles "resume game" button press,
/// signals the game manager appropriately
/// </summary>
private void OptionResumeGame()
{
Debug.Log("PauseMenu.OptionResumeGame: resuming");
Game.SetDisplayState(GameManager.DisplayState.Game);
}
/// <summary>
/// handles "exit game" button press,
/// signals the game manager appropriately
/// </summary>
private void OptionQuitGame()
{
Debug.Log("CaughtEscapedMenu.OptionQuitGame: exiting");
GameManager.Instance.Quit();
}
}

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@ -0,0 +1,35 @@
/*
* author: mark joshwel
* date: 27/5/2024
* description: script for handling player interactivity
*/
using UnityEngine;
/// <summary>
/// class for handling player interactivity
/// </summary>
public class Player : MonoBehaviour
{
/// <summary>
/// game manager instance
/// </summary>
private GameManager _game;
/// <summary>
/// initalisation function
/// </summary>
private void Start()
{
_game = GameManager.Instance;
}
/// <summary>
/// function called by the input system when escape is paused
/// </summary>
public void OnPause()
{
Debug.Log("escape pressed");
_game.SetDisplayState(_game.Paused ? GameManager.DisplayState.Game : GameManager.DisplayState.ScreenPauseMenu);
}
}

View file

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View file

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View file

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@ -1,10 +1,9 @@
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@ -1,9 +1,11 @@
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{
"type": "UnityEngine.ProBuilder.RectSelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "editor.dragSelectRectMode",
"value": "{\"m_Value\":0}"
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{
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{
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "mesh.newShapePivotLocation",
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"key": "ShapeBuilder.LastRotation",
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
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"key": "mesh.userMaterial",
"value": "{\"m_Value\":{\"instanceID\":0}}"
},
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},
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"key": "mesh.defaultStaticEditorFlags",
"value": "{\"m_Value\":0}"
},
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},
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"key": "lightmapping.defaultLightmapUnwrapParameters",
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},
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"key": "ShapeBuilder.Cylinder",
"value": "{}"
},
{
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.Pipe",
"value": "{}"
},
{
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.Sphere",
"value": "{}"
}
]
}
}

View file

@ -18,8 +18,8 @@ TagManager:
- -
- -
- -
- - Ground
- - Player
- -
- -
- -

View file

@ -2,7 +2,7 @@
> or, skwyath (she knows what you are to her; sq-why-ath) > or, skwyath (she knows what you are to her; sq-why-ath)
interactive 3d experiences (ruellia) and spatial theory and level design (evermillion) interactive 3d experiences (ruellia) and spatial theory and level design (vermilion)
joint assignment 2 joint assignment 2
## playbook ## playbook
@ -25,4 +25,11 @@ with some of my heart, 2024, all right reserved
### credits ### credits
TODO - character
- model: ["Casual 1 - Anime Girl Characters" by Jukebox](https://assetstore.unity.com/packages/3d/characters/humanoids/casual-1-anime-girl-characters-185076)
- controller: ["Starter Assets: Character Controller | URP" by Unity Technologies](https://assetstore.unity.com/packages/essentials/starter-assets-character-controllers-urp-267961)
- animations: [from Mixamo](https://www.mixamo.com)
- Wheelbarrow Idle (Female)
- Fast Run (Female)
- Medium Run (Female)
- Running (Female)