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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 index 0000000..2e5ac6c --- /dev/null +++ b/SheKnowsWhatYouAreToHerGame/Assets/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7b7afa9ccbb4ed54bbb2e3dbfb6bacff +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 new file mode 100644 index 0000000..9cbc5ca --- /dev/null +++ b/SheKnowsWhatYouAreToHerGame/Assets/Scripts/AudioManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d841bbb61099e694db611ce2bbbefe48 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: -49 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: 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 @@ +fileFormatVersion: 2 +guid: 23fca74fa1e245409794f847bf922073 +timeCreated: 1719996237 \ 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