game: polish scripts
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@ -17,31 +17,35 @@ public class AudioManager : MonoBehaviour
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/// </summary>
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public static AudioManager Instance;
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// declare separate audio sources for music and sfx
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// so we can control their volumes separately
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[Header("Audio Sources")]
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/// <summary>
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/// music audio source
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/// </summary>
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[SerializeField] private AudioSource musicSource;
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// music audio source
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[SerializeField]
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private AudioSource musicSource;
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// music source default volume
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/// <summary>
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/// music source default volume
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/// </summary>
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[SerializeField] private float musicSourceDefaultVolume = 0.6f;
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// sfx audio source
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/// <summary>
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/// sound effects (sfx) audio source
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/// </summary>
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[SerializeField] private AudioSource sfxSource;
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// sfx source default volume
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/// <summary>
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/// sound effects (sfx) source default volume
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/// </summary>
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[SerializeField] private float sfxSourceDefaultVolume = 0.6f;
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// declare audio clips for music and sfx
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[Header("Audio Clips")]
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/// <summary>
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/// audio clip for menu button click
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/// </summary>
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[SerializeField] public AudioClip menuButtonClick;
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// audio clip for menu button clicks
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public AudioClip menuButtonClick;
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// audio clip for menu button hover
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public AudioClip menuButtonHover;
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/// <summary>
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/// audio clip for menu button hover
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/// </summary>
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[SerializeField] public AudioClip menuButtonHover;
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/// <summary>
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/// function to set don't destroy on load and check for multiple instances
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@ -1,4 +1,4 @@
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/*
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/*
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* author: mark joshwel
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* date: 29/5/2024
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* description: common menu script for hover and click sound effects on ui toolkit buttons
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@ -22,6 +22,7 @@ public class CreditsMenu : CommonMenu
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/// </summary>
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public override void OnEnable()
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{
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// set the associated state and call the base OnEnable
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associatedState = GameManager.DisplayState.ScreenCreditsMenu;
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base.OnEnable();
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@ -80,11 +80,11 @@ private void Start()
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/// </summary>
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private void HideMenuHelper()
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{
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// get parent object tagged "Menus"
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// get all child menus in the "Menus" parent object
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foreach (var menu in GameObject.FindGameObjectsWithTag("Menus"))
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// hide each menu under the parent object\
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foreach (Transform menuChild in menu.transform)
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{
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// disable the menu
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Debug.Log($"GameManager: HideMenuHelper - hiding menu '{menuChild}'");
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menuChild.gameObject.SetActive(false);
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}
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@ -118,23 +118,23 @@ private void PauseGameHelper(DisplayState incomingState)
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// hide any menu that is currently showing
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HideMenuHelper();
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// show the menu based on the incoming state
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// 1. get all menus via the parent object tagged "Menus"
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// get all child menus in the "Menus" parent object
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foreach (var menuParent in GameObject.FindGameObjectsWithTag("Menus"))
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// 2. get all menus under the parent object
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foreach (Transform menu in menuParent.transform)
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{
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// 2. check its associated state
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// show the menu based on the incoming state
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// get the associated state of the menu
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var associatedState = menu.gameObject.GetComponent<CommonMenu>().associatedState;
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Debug.Log(
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$"GameManager: PauseGameHelper - found menu '{menu}' "
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+ $"with associated state {associatedState} "
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+ $"against incoming state {incomingState}");
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// 3. if the associated state is the same as the incoming state, then show the menu
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// guard clause if the menu isn't what we're looking for
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if (associatedState != incomingState)
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continue;
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// if the associated state is the same as the incoming state, then show the menu
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Debug.Log($"GameManager: PauseGameHelper - showing menu for {incomingState}");
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menu.gameObject.SetActive(true);
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}
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@ -38,6 +38,7 @@ public class MainMenu : CommonMenu
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/// </summary>
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public override void OnEnable()
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{
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// set the associated state and call the base OnEnable
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associatedState = GameManager.DisplayState.ScreenMainMenu;
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base.OnEnable();
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@ -33,6 +33,7 @@ public class OptionsMenu : CommonMenu
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/// </summary>
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public override void OnEnable()
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{
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// set the associated state and call the base OnEnable
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associatedState = GameManager.DisplayState.ScreenOptionsMenu;
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base.OnEnable();
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