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+/.idea.SheKnowsWhatYouAreToHerGame.iml
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similarity index 72%
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diff --git a/SheKnowsWhatYouAreToHerGame/Assets/Scenes/SampleScene.unity.meta b/SheKnowsWhatYouAreToHerGame/Assets/Scenes/World.unity.meta
similarity index 100%
rename from SheKnowsWhatYouAreToHerGame/Assets/Scenes/SampleScene.unity.meta
rename to SheKnowsWhatYouAreToHerGame/Assets/Scenes/World.unity.meta
diff --git a/SheKnowsWhatYouAreToHerGame/Assets/Scripts.meta b/SheKnowsWhatYouAreToHerGame/Assets/Scripts.meta
new file mode 100644
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diff --git a/SheKnowsWhatYouAreToHerGame/Assets/Scripts/AudioManager.cs b/SheKnowsWhatYouAreToHerGame/Assets/Scripts/AudioManager.cs
new file mode 100644
index 0000000..ea8303d
--- /dev/null
+++ b/SheKnowsWhatYouAreToHerGame/Assets/Scripts/AudioManager.cs
@@ -0,0 +1,135 @@
+/*
+ * author: mark joshwel
+ * date: 29/5/2024
+ * description: audio manager for handling audio in the game
+ */
+
+using System;
+using UnityEngine;
+
+///
+/// singleton class for handling audio in the game
+///
+public class AudioManager : MonoBehaviour
+{
+ ///
+ /// singleton pattern: define instance field for accessing the singleton elsewhere
+ ///
+ public static AudioManager Instance;
+
+ ///
+ /// function to set don't destroy on load and check for multiple instances
+ ///
+ private void Awake()
+ {
+ // check if instance hasn't been set yet
+ if (Instance == null)
+ {
+ // set this instance as the singleton instance
+ Instance = this;
+ // don't destroy this instance on scene load
+ DontDestroyOnLoad(gameObject);
+
+ Debug.Log("AudioManager: Awake as singleton instance");
+ }
+ // check if instance is already set and it's not this instance
+ else if (Instance != null && Instance != this)
+ {
+ Debug.Log("AudioManager: Awake as non-singleton instance, destroying self");
+ // destroy the new instance if it's not the singleton instance
+ Destroy(gameObject);
+ }
+ }
+
+ // declare separate audio sources for music and sfx
+ // so we can control their volumes separately
+ [Header("Audio Sources")]
+
+ // music audio source
+ [SerializeField]
+ private AudioSource musicSource;
+
+ // music source default volume
+ [SerializeField] private float musicSourceDefaultVolume = 0.6f;
+
+ // sfx audio source
+ [SerializeField] private AudioSource sfxSource;
+
+ // sfx source default volume
+ [SerializeField] private float sfxSourceDefaultVolume = 0.6f;
+
+ // declare audio clips for music and sfx
+ [Header("Audio Clips")]
+
+ // audio clip for menu button clicks
+ public AudioClip menuButtonClick;
+
+ // audio clip for menu button hover
+ public AudioClip menuButtonHover;
+
+ ///
+ /// function to set default volumes for the audio sources
+ ///
+ public void Start()
+ {
+ // set the default volume for the music source
+ musicSource.volume = musicSourceDefaultVolume;
+
+ // set the default volume for the sfx source
+ sfxSource.volume = sfxSourceDefaultVolume;
+ }
+
+ ///
+ /// plays the audio clip once on the music source/channel
+ ///
+ /// audio clip to play
+ public void PlayOnMusicChannel(AudioClip clip)
+ {
+ musicSource.PlayOneShot(clip);
+ }
+
+ ///
+ /// plays the audio clip once on the sound effects (sfx) source/channel
+ ///
+ /// audio clip to play
+ public void PlayOnSFXChannel(AudioClip clip)
+ {
+ sfxSource.PlayOneShot(clip);
+ }
+
+ ///
+ /// function to get the current volume of the music source/channel
+ ///
+ /// volume as float from 0.0 to 1.0
+ public float GetMusicVolume()
+ {
+ return musicSource.volume;
+ }
+
+ ///
+ /// sets the volume of the music source/channel
+ ///
+ /// float (0.0-1.0) to set the channel volume to
+ public void SetMusicVolume(float volume)
+ {
+ musicSource.volume = Math.Min(volume, 1.0f);
+ }
+
+ ///
+ /// function to get the current volume of the sound effects (sfx) source/channel
+ ///
+ /// volume as float from 0.0 to 1.0
+ public float GetSfxVolume()
+ {
+ return sfxSource.volume;
+ }
+
+ ///
+ /// sets the volume of the sound effects (sfx) source/channel
+ ///
+ /// float (0.0-1.0) to set the channel volume to
+ public void SetSfxVolume(float volume)
+ {
+ sfxSource.volume = Math.Min(volume, 1.0f);
+ }
+}
\ No newline at end of file
diff --git a/SheKnowsWhatYouAreToHerGame/Assets/Scripts/AudioManager.cs.meta b/SheKnowsWhatYouAreToHerGame/Assets/Scripts/AudioManager.cs.meta
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diff --git a/SheKnowsWhatYouAreToHerGame/Assets/Scripts/CommonMenu.cs b/SheKnowsWhatYouAreToHerGame/Assets/Scripts/CommonMenu.cs
new file mode 100644
index 0000000..e83e1e5
--- /dev/null
+++ b/SheKnowsWhatYouAreToHerGame/Assets/Scripts/CommonMenu.cs
@@ -0,0 +1,124 @@
+/*
+ * author: mark joshwel
+ * date: 29/5/2024
+ * description: common menu script for hover and click sound effects on ui toolkit buttons
+ */
+
+using System;
+using UnityEngine;
+using UnityEngine.Serialization;
+using UnityEngine.UIElements;
+
+///
+/// common menu class for hover and click sound effects
+/// on ui toolkit buttons.
+/// override OnEnable() with the first call to base.OnEnable() or PostEnable(),
+/// and set the variable GameManager.DisplayState associatedState to the respective menu state
+///
+public class CommonMenu : MonoBehaviour
+{
+ ///
+ /// associated display state with the menu for the game manager to filter out menus in a scene
+ ///
+ public GameManager.DisplayState associatedState = GameManager.DisplayState.UnassociatedState;
+
+ ///
+ /// the visual element object for the menu
+ ///
+ public VisualElement UI;
+
+ ///
+ /// manager for the game state
+ ///
+ protected GameManager Game;
+
+ ///
+ /// manager for audio
+ ///
+ protected AudioManager Audio;
+
+ ///
+ /// override this class but call base.OnEnable() first.
+ /// also set the associatedState variable to the respective menu state
+ ///
+ public virtual void OnEnable()
+ {
+ // Debug.Log("CommonMenu: OnEnable");
+ PostEnable();
+ }
+
+ ///
+ /// function to subscribe to mouse events and assign managers
+ ///
+ public void PostEnable()
+ {
+ // get audio manager singleton instance from the world
+ UI = GetComponent().rootVisualElement;
+ Audio = AudioManager.Instance;
+ Game = GameManager.Instance;
+ // Debug.Log($"{this}.PostEnable: UI={UI}");
+ // Debug.Log($"{this}.PostEnable: Audio={Audio}");
+ // Debug.Log($"{this}.PostEnable: Game={Game}");
+
+ // subscribe to hover events
+ UI.RegisterCallback(HoverListener);
+ }
+
+ ///
+ /// checks if The Menu (2022) was set up correctly
+ ///
+ /// throws an exception if UI, Game and Audio are not set
+ private void Start()
+ {
+ if (associatedState == GameManager.DisplayState.UnassociatedState)
+ throw new Exception("CommonMenu: associatedState not set");
+
+ if (Game == null)
+ throw new Exception("CommonMenu: Game not set (was base.OnEnable() or PostEnable() called?)");
+
+ if (Audio == null)
+ throw new Exception("CommonMenu: Audio not set (was base.OnEnable() or PostEnable() called?)");
+ }
+
+ ///
+ /// function listener for PointerOverEvents and plays a hover sound if it's a button
+ ///
+ /// event from UIE callback
+ public virtual void HoverListener(PointerOverEvent evt)
+ {
+ // check for button
+ if (evt.target is Button)
+ // play hover sound
+ PlayHover();
+ }
+
+ ///
+ /// function listener for ClickEvents and plays a click sound if it's a button
+ ///
+ /// event from UIE callback
+ public virtual void ClickListener(ClickEvent evt)
+ {
+ // check for button
+ if (evt.target is Button)
+ // play click sound
+ PlayClick();
+ }
+
+ ///
+ /// generic decoupled function to play click sound
+ ///
+ public virtual void PlayClick()
+ {
+ // play click sound
+ Audio.PlayOnSFXChannel(Audio.menuButtonClick);
+ }
+
+ ///
+ /// generic decoupled function to play hover sound
+ ///
+ public virtual void PlayHover()
+ {
+ // play hover sound
+ Audio.PlayOnSFXChannel(Audio.menuButtonHover);
+ }
+}
\ No newline at end of file
diff --git a/SheKnowsWhatYouAreToHerGame/Assets/Scripts/CommonMenu.cs.meta b/SheKnowsWhatYouAreToHerGame/Assets/Scripts/CommonMenu.cs.meta
new file mode 100644
index 0000000..ad166e5
--- /dev/null
+++ b/SheKnowsWhatYouAreToHerGame/Assets/Scripts/CommonMenu.cs.meta
@@ -0,0 +1,3 @@
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\ No newline at end of file
diff --git a/SheKnowsWhatYouAreToHerGame/Assets/Scripts/CreditsMenu.cs b/SheKnowsWhatYouAreToHerGame/Assets/Scripts/CreditsMenu.cs
new file mode 100644
index 0000000..29273c8
--- /dev/null
+++ b/SheKnowsWhatYouAreToHerGame/Assets/Scripts/CreditsMenu.cs
@@ -0,0 +1,44 @@
+/*
+ * author: mark joshwel
+ * date: 30/5/2024
+ * description: credits menu script for handling credits menu button functions
+ */
+
+using UnityEngine;
+using UnityEngine.UIElements;
+
+///
+/// class managing the credits menu and button function invocations
+///
+public class CreditsMenu : CommonMenu
+{
+ ///
+ /// button to return to main menu
+ ///
+ public Button ButtonReturn;
+
+ ///
+ /// function to associate a display state with the menu,
+ /// and subscribe button events to their respective functions
+ ///
+ public override void OnEnable()
+ {
+ associatedState = GameManager.DisplayState.ScreenCreditsMenu;
+ base.OnEnable();
+
+ // get the start button from the ui root and subscribe appropriate functions
+ ButtonReturn = UI.Q