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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
position: {x: -0.00000044462385, y: -0.000035970323, z: 0.008764215}
rotation: {x: 0.7071068, y: -0.00000010677015, z: -0.00000010677017, w: 0.7071067}
scale: {x: 1, y: 1, z: 1}
- name: Hip.L
parentName: Hip
position: {x: -0.0012776353, y: 0.00011056423, z: 3.1868785e-10}
rotation: {x: -0, y: -0, z: -7.1054274e-15, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Hip.L_end
parentName: Hip.L
position: {x: -0, y: 0.0008303141, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Hip.R
parentName: Hip
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rotation: {x: -0, y: -0, z: -7.1054274e-15, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Hip.R_end
parentName: Hip.R
position: {x: -0, y: 0.0008303141, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Buttocks
parentName: Hip
position: {x: 0.0000114149225, y: 0.00008541405, z: -0.0009821324}
rotation: {x: -0, y: -0, z: -7.1054274e-15, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Buttocks_end
parentName: Buttocks
position: {x: -0, y: 0.0008303141, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Spine
parentName: Armature
position: {x: -0.00000044462385, y: -0.0002780517, z: 0.010103923}
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scale: {x: 1, y: 0.99999994, z: 0.99999994}
- name: Chest
parentName: Spine
position: {x: 3.2995828e-15, y: 0.0007630899, z: 1.0600659e-13}
rotation: {x: 0.024240527, y: -0.000000119174295, z: -0.000000008668295, w: 0.9997062}
scale: {x: 1, y: 1, z: 0.99999994}
- name: Neck
parentName: Chest
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rotation: {x: -0.02270178, y: 7.1054274e-15, z: 0.000000010823413, w: 0.9997423}
scale: {x: 1, y: 1, z: 1}
- name: Head
parentName: Neck
position: {x: 1.463385e-14, y: 0.0006981413, z: -1.6742605e-10}
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scale: {x: 1, y: 1.0000001, z: 1.0000001}
- name: Head_end
parentName: Head
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rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: ShoulderL
parentName: Chest
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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
parentName: Fingers1L
position: {x: -2.0954757e-10, y: 0.0003222924, z: 6.1467287e-10}
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scale: {x: 1.0000012, y: 1.0000005, z: 1.0000001}
- name: Fingers2L_end
parentName: Fingers2L
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}
- name: IndexFinger1R
parentName: HandR
position: {x: 0.0002152804, y: 0.00069701683, z: -0.00006638693}
rotation: {x: 0.020177687, y: -0.06030123, z: -0.07770658, w: 0.9949464}
scale: {x: 1.0000006, y: 0.9999998, z: 0.99999994}
- name: IndexRinger2R
parentName: IndexFinger1R
position: {x: 1.11758706e-10, y: 0.00032782296, z: -0.0000000017083948}
rotation: {x: -0.03551448, y: 0.19953276, z: 0.009265202, w: 0.9792035}
scale: {x: 1.0000006, y: 1.0000002, z: 1.0000002}
- name: IndexRinger2R_end
parentName: IndexRinger2R
position: {x: -0, y: 0.00038682515, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
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}
scale: {x: 1.0000005, y: 1.0000005, z: 1.0000004}
- name: Fingers2R_end
parentName: Fingers2R
position: {x: -0, y: 0.0003650436, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Chest.L
parentName: Chest
position: {x: -0.00057607394, y: 0.0006442553, z: 0.00024358903}
rotation: {x: 0.70234805, y: -0.0632533, z: 0.063593715, w: 0.7061601}
scale: {x: 0.9999999, y: 1.0000006, z: 1.0000005}
- 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}
scale: {x: 1.0000002, y: 1.000001, z: 1.0000008}
- 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}
scale: {x: 1.0000004, y: 1.0000001, z: 1.0000001}
- name: FootL_end
parentName: FootL
position: {x: -0, y: 0.0016214717, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: InnerThigh.L
parentName: ThighL
position: {x: -0.00053883437, y: 0.0011142588, z: -0.00003669636}
rotation: {x: 0.000027404003, y: -0.0000002474917, z: -0.022195809, w: 0.9997537}
scale: {x: 1.0000011, y: 1.0000012, z: 1}
- name: InnerThigh.L_end
parentName: InnerThigh.L
position: {x: -0, y: 0.00087866513, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: ThighR
parentName: Armature
position: {x: 0.00093820726, y: -0.00011538159, z: 0.009010411}
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scale: {x: 1.0000005, y: 1.0000011, z: 0.9999999}
- name: ShinR
parentName: ThighR
position: {x: 2.1645973e-11, y: 0.004045733, z: 5.820766e-13}
rotation: {x: 0.029639645, y: -0.99945295, z: -0.014649717, w: -0.0008546966}
scale: {x: 0.9999998, y: 0.99999964, z: 1.0000004}
- name: FootR
parentName: ShinR
position: {x: -1.7307683e-11, y: 0.0041943723, z: 5.7661962e-11}
rotation: {x: 0.022315297, y: 0.79574794, z: -0.60521626, w: 0.0007120892}
scale: {x: 1.0000007, y: 1.0000007, z: 1.0000005}
- name: FootR_end
parentName: FootR
position: {x: -0, y: 0.0016451655, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: InnerThigh.R
parentName: ThighR
position: {x: 0.0006390095, y: 0.0011524406, z: -0.00003267283}
rotation: {x: -0.00019136994, y: -0.00000040454324, z: 0.042098697, w: 0.99911344}
scale: {x: 1.0000004, y: 1.0000001, z: 0.9999998}
- name: InnerThigh.R_end
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rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Casual1
parentName: AnimeGirl(Clone)
position: {x: -0, y: 0, z: 0}
rotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071067}
scale: {x: 100, y: 100, z: 100}
- name: Casual1_Body
parentName: AnimeGirl(Clone)
position: {x: -0, y: 0, z: 0}
rotation: {x: 4.316693e-15, y: 1, z: -0.000000021855694, w: 0.00000019470718}
scale: {x: 100, y: 100, z: 100}
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lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: 7e0043553097dc34e867f52b292bb164, type: 3}
autoGenerateAvatarMappingIfUnspecified: 1
animationType: 3
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@ -0,0 +1,8 @@
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View file

@ -48,7 +48,7 @@ public class AudioManager : MonoBehaviour
[SerializeField] public AudioClip menuButtonHover;
/// <summary>
/// function to set don't destroy on load and check for multiple instances
/// function to set doesn't destroy on load and checks for multiple instances
/// </summary>
private void Awake()
{
@ -57,7 +57,7 @@ private void Awake()
{
// set this instance as the singleton instance
Instance = this;
// don't destroy this instance on scene load
// don't destroy this instance on a scene load
DontDestroyOnLoad(gameObject);
Debug.Log("AudioManager: Awake as singleton instance");

View file

@ -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();
}
}

View file

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

View file

@ -12,7 +12,7 @@
public class CreditsMenu : CommonMenu
{
/// <summary>
/// button to return to main menu
/// button to return to the main menu
/// </summary>
public Button ButtonReturn;
@ -33,12 +33,12 @@ public override void OnEnable()
}
/// <summary>
/// handles return to main menu button press,
/// handles "return to main menu" button press,
/// signals the game manager appropriately
/// </summary>
private void OptionReturnToMainMenu()
{
// return to main menu
// return to the main menu
Game.SetDisplayState(GameManager.DisplayState.ScreenMainMenu);
}
}

View file

@ -1,7 +1,7 @@
/*
* author: mark joshwel
* date: 29/5/2024
* description: game manager singleton for single source of truth state management
* description: game manager singleton for a single source of truth state management
*/
using UnityEngine;
@ -22,7 +22,7 @@ public enum DisplayState
ScreenOptionsMenu,
ScreenCreditsMenu,
ScreenPauseMenu,
ScreenCaughtPause,
ScreenCaughtMenu,
ScreenEscapedMenu,
UnassociatedState
}
@ -54,7 +54,7 @@ public enum DisplayState
// private Scene _previousScene;
/// <summary>
/// function to set don't destroy on load and check for multiple instances
/// function to set doesn't destroy on load and checks for multiple instances
/// </summary>
private void Awake()
{
@ -63,7 +63,7 @@ private void Awake()
{
// set this instance as the singleton instance
Instance = this;
// don't destroy this instance on scene load
// don't destroy this instance on a scene load
DontDestroyOnLoad(gameObject);
Debug.Log("GameManager: Awake as singleton instance");
@ -79,7 +79,7 @@ private void Awake()
}
/// <summary>
/// called when game starts, sets state to main menu
/// called when the game starts, sets state to the main menu
/// </summary>
// /// <exception cref="Exception">generic exception it couldn't verify a safe state when starting the game</exception>
private void Start()
@ -155,11 +155,6 @@ private void PauseGameHelper(DisplayState incomingState)
var possibleMenuObject = menu.gameObject.GetComponent<CommonMenu>();
if (possibleMenuObject == null) continue;
// Debug.Log(
// $"GameManager: PauseGameHelper - found menu '{menu}' "
// + $"with associated state {associatedState} "
// + $"against incoming state {incomingState}");
// guard clause if the menu isn't what we're looking for
if (possibleMenuObject.associatedState != incomingState)
continue;
@ -213,25 +208,26 @@ public void SetDisplayState(DisplayState displayState)
// check if the game is paused or not
if (displayState is DisplayState.Game or DisplayState.UnassociatedState)
{
Debug.Log("GameManager.SetDisplayState: pre-resume helper");
Debug.Log($"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
// if we're transitioning into gameplay or into the main menu,
// we'll need a post-step to enable the correct camera
if (displayState is not (DisplayState.Game or DisplayState.ScreenMainMenu))
return;
@ -250,11 +246,11 @@ public void SetDisplayState(DisplayState displayState)
GameObject targetCameraObject;
// switch on the state to enable the correct camera
// could be an if but unity optimises switch statements anyways
// could be an if statement, but unity optimizes switch statements anyway
switch (displayState)
{
// if we're transitioning to the main menu state,
// change camera to the main menu camera under the Menus tagged parent object
// change the camera to the main menu camera under the "Menus"-tagged parent object
case DisplayState.ScreenMainMenu:
Debug.Log("GameManager.SetDisplayState: targeting 'Menu Camera' camera");
targetCameraObject = GameObject.Find("Menu Camera");

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

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f7baa34c17324b2e9e2123e5cd3d1f07
timeCreated: 1720167784

View file

@ -13,7 +13,7 @@
public class MainMenu : CommonMenu
{
/// <summary>
/// button to show credits menu
/// button to show the credits menu
/// </summary>
public Button ButtonCredits;
@ -23,7 +23,7 @@ public class MainMenu : CommonMenu
public Button ButtonExit;
/// <summary>
/// button to show options menu
/// button to show the options menu
/// </summary>
public Button ButtonOptions;
@ -79,7 +79,7 @@ private void OptionStartGame()
/// </summary>
private void OptionShowCredits()
{
// show credits menu
// show the credits menu
Game.SetDisplayState(GameManager.DisplayState.ScreenCreditsMenu);
}
@ -89,7 +89,7 @@ private void OptionShowCredits()
/// </summary>
private void OptionShowOptions()
{
// show options menu
// show the option menu
Game.SetDisplayState(GameManager.DisplayState.ScreenOptionsMenu);
}
@ -100,8 +100,7 @@ private void OptionShowOptions()
private void OptionQuitGame()
{
// quit game
// TODO: do we need to integrate this with the game manager?
Debug.Log("MainMenu.OptionQuitGame: quit button pressed");
Debug.Log("MainMenu.OptionQuitGame: exiting");
Game.Quit();
}
}

View file

@ -12,7 +12,7 @@
public class OptionsMenu : CommonMenu
{
/// <summary>
/// button to return to main menu
/// button to return to the main menu
/// </summary>
public Button ButtonReturn;
@ -57,12 +57,12 @@ public override void OnEnable()
}
/// <summary>
/// handles return to main menu button press,
/// handles return to the main menu button press,
/// signals the game manager appropriately
/// </summary>
private void OptionReturnToMainMenu()
{
// return to main menu
// return to the main menu
Game.SetDisplayState(GameManager.DisplayState.ScreenMainMenu);
}

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();
}
}

View file

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 30cd151e7326d2645a371b5295b3decb
timeCreated: 1720188052

View 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);
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 3fa2b44fbd90a6842b6979df3fabd35e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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View file

@ -11,7 +11,8 @@
"id": "6bc1aaf4-b110-4ff7-891e-5b9fe6f32c4d",
"expectedControlType": "Vector2",
"processors": "",
"interactions": ""
"interactions": "",
"initialStateCheck": true
},
{
"name": "Look",
@ -19,7 +20,8 @@
"id": "2690c379-f54d-45be-a724-414123833eb4",
"expectedControlType": "Vector2",
"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": "",
"interactions": "",
"initialStateCheck": false
}
],
"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
}
]
}

View file

@ -33,14 +33,6 @@ MonoBehaviour:
m_EnableLODCrossFade: 1
m_LODCrossFadeDitheringType: 1
m_ShEvalMode: 0
m_LightProbeSystem: 0
m_ProbeVolumeMemoryBudget: 1024
m_ProbeVolumeBlendingMemoryBudget: 256
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m_SupportProbeVolumeDiskStreaming: 0
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m_ProbeVolumeSHBands: 1
m_MainLightRenderingMode: 1
m_MainLightShadowsSupported: 1
m_MainLightShadowmapResolution: 2048
@ -75,60 +67,48 @@ MonoBehaviour:
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m_DebugLevel: 0
m_StoreActionsOptimization: 0
m_EnableRenderGraph: 0
m_UseAdaptivePerformance: 1
m_ColorGradingMode: 0
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m_SupportScreenSpaceLensFlare: 1
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m_ShadowType: 1
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m_MaxPixelLights: 0
m_ShadowAtlasResolution: 256
m_VolumeFrameworkUpdateMode: 0
m_VolumeProfile: {fileID: 0}
apvScenesData:
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m_Values: []
obsoleteHasProbeVolumes:
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@ -1,10 +1,9 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
<Style src="project://database/Assets/UI%20Toolkit/MenuCommons.uss?fileID=7433441132597879392&amp;guid=78f23a9dc1b16f346824b15a698070d9&amp;type=3#MenuCommons" />
<Style src="project://database/Assets/UI%20Toolkit/commonStyle.uss?fileID=7433441132597879392&amp;guid=78f23a9dc1b16f346824b15a698070d9&amp;type=3#commonStyle" />
<ui:VisualElement name="MenuCaught" class="bg" style="align-items: center; align-self: stretch; justify-content: space-around;">
<ui:VisualElement name="Content" style="flex-grow: 1; align-self: stretch; justify-content: center; align-items: center; flex-direction: column;">
<ui:Label tabindex="-1" text="caught!" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Title" style="-unity-font: url(&quot;project://database/Assets/UI%20Toolkit/Fonts/Acrylic-1.0.0.otf?fileID=12800000&amp;guid=4ed76fc5403d4cf46abb40fe85a81eeb&amp;type=3#Acrylic-1.0.0&quot;); font-size: 80%; -unity-text-align: middle-center; -unity-font-definition: url(&quot;project://database/Assets/UI%20Toolkit/Fonts/Acrylic-1.0.asset?fileID=11400000&amp;guid=c8274c96b92a1e04d8ff066162cf17e5&amp;type=2#Acrylic-1.0&quot;); color: rgb(255, 255, 255); margin-bottom: 5%;" />
<ui:Button text="One More?" parse-escape-sequences="true" display-tooltip-when-elided="true" name="ButtonRestart" class="button" />
<ui:Button text="Return to Main Menu" parse-escape-sequences="true" display-tooltip-when-elided="true" name="ButtonReturn" class="button" />
<ui:Label tabindex="-1" text="caught!" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Title" style="-unity-font: url(&quot;project://database/Assets/UI%20Toolkit/Fonts/Acrylic-1.0.0.otf?fileID=12800000&amp;guid=4ed76fc5403d4cf46abb40fe85a81eeb&amp;type=3#Acrylic-1.0.0&quot;); font-size: 80%; -unity-text-align: middle-center; -unity-font-definition: url(&quot;project://database/Assets/UI%20Toolkit/Fonts/Acrylic-1.0.asset?fileID=11400000&amp;guid=c8274c96b92a1e04d8ff066162cf17e5&amp;type=2#Acrylic-1.0&quot;); color: rgb(255, 255, 255); margin-bottom: initial;" />
<ui:Label tabindex="-1" text="better luck next time..." parse-escape-sequences="true" display-tooltip-when-elided="true" style="font-size: 30%; -unity-font: url(&quot;project://database/Assets/UI%20Toolkit/Fonts/GENSCO-conf_0-15.otf?fileID=12800000&amp;guid=8a17253f5f4d69f43840b0286bf72aba&amp;type=3#GENSCO-conf_0-15&quot;); -unity-font-definition: url(&quot;project://database/Assets/UI%20Toolkit/Fonts/Format-Italic%20SDF.asset?fileID=11400000&amp;guid=8de84222719caea4ab2fce3f9bad631a&amp;type=2#Format-Italic SDF&quot;); color: rgb(255, 255, 255); margin-bottom: 5%; -unity-text-align: upper-center;" />
<ui:Button text="Exit to Desktop" parse-escape-sequences="true" display-tooltip-when-elided="true" name="ButtonExit" class="button" />
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@ -18,8 +18,8 @@ TagManager:
-
-
-
-
-
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-
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View file

@ -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)