game: final commit, i feel like puking
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SheKnowsWhatYouAreToHerGame/Assets/Animations.meta
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parentName: ThighR
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rotation: {x: 0.029639645, y: -0.99945295, z: -0.014649717, w: -0.0008546966}
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scale: {x: 0.9999998, y: 0.99999964, z: 1.0000004}
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- name: FootR
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parentName: ShinR
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position: {x: -1.7307683e-11, y: 0.0041943723, z: 5.7661962e-11}
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rotation: {x: 0.022315297, y: 0.79574794, z: -0.60521626, w: 0.0007120892}
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scale: {x: 1.0000007, y: 1.0000007, z: 1.0000005}
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- name: FootR_end
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parentName: FootR
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position: {x: -0, y: 0.0016451655, z: 0}
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rotation: {x: 0, y: -0, z: -0, w: 1}
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scale: {x: 1, y: 1, z: 1}
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- name: InnerThigh.R
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parentName: ThighR
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position: {x: 0.0006390095, y: 0.0011524406, z: -0.00003267283}
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rotation: {x: -0.00019136994, y: -0.00000040454324, z: 0.042098697, w: 0.99911344}
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scale: {x: 1.0000004, y: 1.0000001, z: 0.9999998}
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- name: InnerThigh.R_end
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parentName: InnerThigh.R
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position: {x: -0, y: 0.00087902445, z: 0}
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rotation: {x: 0, y: -0, z: -0, w: 1}
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scale: {x: 1, y: 1, z: 1}
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- name: Casual1
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parentName: AnimeGirl(Clone)
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position: {x: -0, y: 0, z: 0}
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rotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071067}
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scale: {x: 100, y: 100, z: 100}
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- name: Casual1_Body
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parentName: AnimeGirl(Clone)
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position: {x: -0, y: 0, z: 0}
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rotation: {x: 4.316693e-15, y: 1, z: -0.000000021855694, w: 0.00000019470718}
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scale: {x: 100, y: 100, z: 100}
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armTwist: 0.5
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foreArmTwist: 0.5
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upperLegTwist: 0.5
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legTwist: 0.5
|
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armStretch: 0.05
|
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legStretch: 0.05
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feetSpacing: 0
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globalScale: 1
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rootMotionBoneName:
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hasTranslationDoF: 0
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hasExtraRoot: 1
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skeletonHasParents: 1
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lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: 7e0043553097dc34e867f52b292bb164, type: 3}
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autoGenerateAvatarMappingIfUnspecified: 1
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animationType: 3
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humanoidOversampling: 1
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avatarSetup: 2
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addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
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importBlendShapeDeformPercent: 1
|
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remapMaterialsIfMaterialImportModeIsNone: 0
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additionalBone: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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8
SheKnowsWhatYouAreToHerGame/Assets/Scenes/S2 World.meta
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8
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|
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fileFormatVersion: 2
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guid: a97d431b740c1994f8b9431d7a21ad01
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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externalObjects: {}
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mainObjectFileID: 23800000
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userData:
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assetBundleName:
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assetBundleVariant:
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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();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
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guid: 4fb9f4f9fbb74cb684a96e248c83eb5a
|
||||
timeCreated: 1720188052
|
|
@ -208,22 +208,23 @@ public void SetDisplayState(DisplayState displayState)
|
|||
// check if the game is paused or not
|
||||
if (displayState is DisplayState.Game or DisplayState.UnassociatedState)
|
||||
{
|
||||
Debug.Log("GameManager.SetDisplayState: pre-resume helper");
|
||||
Debug.Log($"GameManager.SetDisplayState({displayState}): pre-resume helper");
|
||||
ResumeGameHelper(displayState);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("GameManager.SetDisplayState: pre-pause helper");
|
||||
Debug.Log($"GameManager.SetDisplayState({displayState}): pre-pause helper");
|
||||
// if we're transitioning to the main menu, load the main menu scene
|
||||
if (transitioning && displayState == DisplayState.ScreenMainMenu)
|
||||
SceneManager.LoadScene("S2 World");
|
||||
PauseGameHelper(displayState);
|
||||
}
|
||||
|
||||
Debug.Log("GameManager.SetDisplayState: post-pause/resume helper");
|
||||
Debug.Log($"GameManager.SetDisplayState({displayState}): post-pause/resume helper");
|
||||
|
||||
// set the state of the game to the incoming state
|
||||
_state = displayState;
|
||||
Debug.Log($"GameManager.SetDisplayState({displayState}): state is now {displayState}");
|
||||
|
||||
// if we're transitioning into gameplay or into the main menu,
|
||||
// we'll need a post-step to enable the correct camera
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
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@ -0,0 +1,165 @@
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127
SheKnowsWhatYouAreToHerGame/Assets/Scripts/HerController.cs
Normal file
127
SheKnowsWhatYouAreToHerGame/Assets/Scripts/HerController.cs
Normal file
|
@ -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);
|
||||
}
|
||||
}
|
|
@ -100,7 +100,7 @@ private void OptionShowOptions()
|
|||
private void OptionQuitGame()
|
||||
{
|
||||
// quit game
|
||||
Debug.Log("MainMenu.OptionQuitGame: quit button pressed");
|
||||
Debug.Log("MainMenu.OptionQuitGame: exiting");
|
||||
Game.Quit();
|
||||
}
|
||||
}
|
65
SheKnowsWhatYouAreToHerGame/Assets/Scripts/PauseMenu.cs
Normal file
65
SheKnowsWhatYouAreToHerGame/Assets/Scripts/PauseMenu.cs
Normal 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();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
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fileFormatVersion: 2
|
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guid: 30cd151e7326d2645a371b5295b3decb
|
||||
timeCreated: 1720188052
|
35
SheKnowsWhatYouAreToHerGame/Assets/Scripts/Player.cs
Normal file
35
SheKnowsWhatYouAreToHerGame/Assets/Scripts/Player.cs
Normal file
|
@ -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);
|
||||
}
|
||||
}
|
11
SheKnowsWhatYouAreToHerGame/Assets/Scripts/Player.cs.meta
Normal file
11
SheKnowsWhatYouAreToHerGame/Assets/Scripts/Player.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 3fa2b44fbd90a6842b6979df3fabd35e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -11,7 +11,8 @@
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"id": "6bc1aaf4-b110-4ff7-891e-5b9fe6f32c4d",
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"expectedControlType": "Vector2",
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"processors": "",
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"interactions": ""
|
||||
"interactions": "",
|
||||
"initialStateCheck": true
|
||||
},
|
||||
{
|
||||
"name": "Look",
|
||||
|
@ -19,7 +20,8 @@
|
|||
"id": "2690c379-f54d-45be-a724-414123833eb4",
|
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"expectedControlType": "Vector2",
|
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"processors": "",
|
||||
"interactions": ""
|
||||
"interactions": "",
|
||||
"initialStateCheck": true
|
||||
},
|
||||
{
|
||||
"name": "Jump",
|
||||
|
@ -27,7 +29,8 @@
|
|||
"id": "8c4abdf8-4099-493a-aa1a-129acec7c3df",
|
||||
"expectedControlType": "Button",
|
||||
"processors": "",
|
||||
"interactions": ""
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
},
|
||||
{
|
||||
"name": "Sprint",
|
||||
|
@ -35,7 +38,17 @@
|
|||
"id": "980e881e-182c-404c-8cbf-3d09fdb48fef",
|
||||
"expectedControlType": "",
|
||||
"processors": "",
|
||||
"interactions": ""
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
},
|
||||
{
|
||||
"name": "Pause",
|
||||
"type": "Button",
|
||||
"id": "feea0535-042c-4c26-a9d2-c62f709b982d",
|
||||
"expectedControlType": "Button",
|
||||
"processors": "",
|
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"interactions": "",
|
||||
"initialStateCheck": false
|
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}
|
||||
],
|
||||
"bindings": [
|
||||
|
@ -214,6 +227,28 @@
|
|||
"action": "Sprint",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "a6d9f7b9-e6b8-4495-92c1-112a5bb8fd05",
|
||||
"path": "<Keyboard>/escape",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Pause",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "25dc59b8-ee3d-420c-be11-09461940db31",
|
||||
"path": "<Keyboard>/backquote",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Pause",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
}
|
||||
]
|
||||
}
|
||||
|
|
|
@ -33,14 +33,6 @@ MonoBehaviour:
|
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m_EnableLODCrossFade: 1
|
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m_LODCrossFadeDitheringType: 1
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m_ShEvalMode: 0
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m_LightProbeSystem: 0
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m_ProbeVolumeMemoryBudget: 1024
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m_ProbeVolumeBlendingMemoryBudget: 256
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m_SupportProbeVolumeGPUStreaming: 0
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m_SupportProbeVolumeDiskStreaming: 0
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m_SupportProbeVolumeScenarios: 0
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m_SupportProbeVolumeScenarioBlending: 0
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m_ProbeVolumeSHBands: 1
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m_MainLightRenderingMode: 1
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m_MainLightShadowsSupported: 1
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m_MainLightShadowmapResolution: 2048
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|
@ -75,60 +67,48 @@ MonoBehaviour:
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m_SupportDataDrivenLensFlare: 1
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m_SupportScreenSpaceLensFlare: 1
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m_GPUResidentDrawerEnableOcclusionCullingInCameras: 0
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m_ShadowType: 1
|
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m_LocalShadowsSupported: 0
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m_LocalShadowsAtlasResolution: 256
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m_ShadowAtlasResolution: 256
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m_VolumeFrameworkUpdateMode: 0
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apvScenesData:
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obsoleteSceneBounds:
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obsoleteHasProbeVolumes:
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m_Keys: []
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m_Values:
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m_PrefilteringModeMainLightShadows: 1
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m_PrefilteringModeAdditionalLight: 4
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m_PrefilteringModeAdditionalLightShadows: 1
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m_PrefilteringModeForwardPlus: 1
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m_PrefilteringModeDeferredRendering: 1
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m_PrefilteringModeScreenSpaceOcclusion: 1
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"key": "lightmapping.autoUnwrapLightmapUV",
|
||||
"value": "{\"m_Value\":true}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "editor.autoRecalculateCollisions",
|
||||
"value": "{\"m_Value\":false}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "editor.selectMode",
|
||||
"value": "{\"m_Value\":1}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.SelectionModifierBehavior, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "editor.rectSelectModifier",
|
||||
"value": "{\"m_Value\":2}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.RectSelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "editor.dragSelectRectMode",
|
||||
"value": "{\"m_Value\":0}"
|
||||
},
|
||||
{
|
||||
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "ShapeBuilder.ActiveShapeIndex",
|
||||
"value": "{\"m_Value\":3}"
|
||||
},
|
||||
{
|
||||
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "ShapeBuilder.LastPivotLocation",
|
||||
"value": "{\"m_Value\":1}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "mesh.newShapePivotLocation",
|
||||
"value": "{\"m_Value\":1}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastPivotPosition",
|
||||
"value": "{\"m_Value\":{\"x\":3.90417739026816e-7,\"y\":-0.0000037946658721921269,\"z\":0.0}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastSize",
|
||||
"value": "{\"m_Value\":{\"x\":42.584014892578128,\"y\":72.5992431640625,\"z\":53.4876708984375}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastRotation",
|
||||
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Material, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "mesh.userMaterial",
|
||||
"value": "{\"m_Value\":{\"instanceID\":0}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Rendering.ShadowCastingMode, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "mesh.shadowCastingMode",
|
||||
"value": "{\"m_Value\":1}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEditor.StaticEditorFlags, UnityEditor.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "mesh.defaultStaticEditorFlags",
|
||||
"value": "{\"m_Value\":0}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.ColliderType, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "mesh.newShapeColliderType",
|
||||
"value": "{\"m_Value\":2}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.UnwrapParameters, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "lightmapping.defaultLightmapUnwrapParameters",
|
||||
"value": "{\"m_Value\":{\"m_HardAngle\":88.0,\"m_PackMargin\":20.0,\"m_AngleError\":8.0,\"m_AreaError\":15.0}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"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": "{}"
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
|
@ -18,8 +18,8 @@ TagManager:
|
|||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
- Ground
|
||||
- Player
|
||||
-
|
||||
-
|
||||
-
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
> 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
|
||||
|
||||
## playbook
|
||||
|
@ -25,4 +25,11 @@ with some of my heart, 2024, all right reserved
|
|||
|
||||
### 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)
|
||||
|
|
Reference in a new issue