diff --git a/RunningLateGame/Assets/Scenes/Playgrounds/Playground.unity b/RunningLateGame/Assets/Scenes/Playgrounds/Playground.unity
index ed3852a..b74b511 100644
--- a/RunningLateGame/Assets/Scenes/Playgrounds/Playground.unity
+++ b/RunningLateGame/Assets/Scenes/Playgrounds/Playground.unity
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m_Name:
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@@ -11569,6 +11770,7 @@ GameObject:
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+ - component: {fileID: 1794617897}
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sourceAsset: {fileID: 9197481963319205126, guid: 2054bc5e9ca6dd940a012c27265f7d43,
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- - {fileID: 917153439}
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diff --git a/RunningLateGame/Assets/Scripts/GameManager.cs b/RunningLateGame/Assets/Scripts/GameManager.cs
index f586248..226d779 100644
--- a/RunningLateGame/Assets/Scripts/GameManager.cs
+++ b/RunningLateGame/Assets/Scripts/GameManager.cs
@@ -4,7 +4,9 @@
* description: game manager singleton for a single source of truth state management
*/
+using System;
using UnityEngine;
+using UnityEngine.InputSystem;
///
/// singleton class for managing the game state as a single source of truth
@@ -17,11 +19,11 @@ public class GameManager : MonoBehaviour
public enum DisplayState
{
Game,
- ScreenMainMenu, // done
- ScreenOptionsMenu, // done
- OverlayPauseMenu, // TODO
- OverlayCompleteUnderTimeMenu, // TODO
- OverlayFailedOverTimeMenu, // TODO
+ ScreenMainMenu,
+ ScreenOptionsMenu,
+ OverlayPauseMenu,
+ OverlayCompleteUnderTimeMenu,
+ OverlayFailedOverTimeMenu,
UnassociatedState
}
@@ -30,6 +32,11 @@ public enum DisplayState
///
public static GameManager Instance;
+ ///
+ /// property to store the heads-up display game object
+ ///
+ [SerializeField] private GameObject headsUpDisplay;
+
///
/// the current state of the game
///
@@ -40,9 +47,11 @@ public enum DisplayState
///
public bool Paused => _state != DisplayState.Game;
+
///
/// function to set doesn't destroy on load and checks for multiple instances
///
+ /// thrown if a Heads-Up Display game object isn't set in the properties
private void Awake()
{
// check if instance hasn't been set yet
@@ -63,6 +72,10 @@ private void Awake()
// destroy the new instance if it's not the singleton instance
Destroy(gameObject);
}
+
+ // check if the heads-up display is set
+ if (headsUpDisplay == null)
+ throw new NullReferenceException("GameManager: heads-up display is not set in game manager properties");
}
///
@@ -71,7 +84,10 @@ private void Awake()
// /// generic exception it couldn't verify a safe state when starting the game
private void Start()
{
+ // set to the main menu state
SetDisplayState(DisplayState.ScreenMainMenu);
+ // pause the game
+ PauseGameHelper(DisplayState.ScreenMainMenu);
}
///
@@ -113,6 +129,15 @@ private void PauseGameHelper(DisplayState incomingState)
Debug.Log("GameManager.PauseGameHelper: freeing cursor for main menu");
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
+
+ Debug.Log(GameObject.FindGameObjectWithTag("Player"));
+ var playerInput = GameObject.Find("PlayerArmature")?.GetComponent();
+ Debug.Log($"playerController={playerInput}");
+ if (playerInput != null)
+ {
+ Debug.Log("GameManager.PauseGameHelper: sentencing player input/control to a ball and chain boowomp");
+ playerInput.enabled = false;
+ }
}
// if the current and incoming states are the same, then we shouldn't do anything,
@@ -126,9 +151,9 @@ private void PauseGameHelper(DisplayState incomingState)
// hide any menu that is currently showing
HideMenuHelper();
- // get all child menus in the "Menus" parent object
- foreach (var menuParent in GameObject.FindGameObjectsWithTag("Interfaces"))
- foreach (Transform menu in menuParent.transform)
+ // get all child interfaces in the "Interfaces" parent object
+ foreach (var interfaces in GameObject.FindGameObjectsWithTag("Interfaces"))
+ foreach (Transform menu in interfaces.transform)
{
// show the menu based on the incoming state
// get the associated state of the menu
@@ -166,13 +191,19 @@ private void ResumeGameHelper(DisplayState incomingState)
}
// else, we should resume the game
+ Debug.Log("GameManager.ResumeGameHelper: resuming game");
Time.timeScale = 1f;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
- Debug.Log("GameManager.ResumeGameHelper: resuming game");
// hide any menu that is currently showing
HideMenuHelper();
+
+ // free the character controller
+ var playerInput = GameObject.Find("PlayerArmature")?.GetComponent();
+ if (playerInput == null) return;
+ Debug.Log("GameManager.ResumeGameHelper: enabling player input/control");
+ playerInput.enabled = true;
}
///
@@ -203,11 +234,23 @@ public void SetDisplayState(DisplayState displayState)
// if we're transitioning into gameplay or into the main menu,
// we'll need a post-step to enable the correct camera
if (displayState is not (DisplayState.Game or DisplayState.ScreenMainMenu))
+ {
+ Debug.Log($"GameManager.SetDisplayState({displayState}): skipping post-step");
return;
+ }
- // get all MainCamera-tagged objects and disable them
+ // disabling (1): disable the 'Menu Camera' camera
+ var menuCameraObject = GameObject.Find("Menu Camera")?.GetComponent();
+ if (menuCameraObject != null)
+ {
+ Debug.Log("GameManager.SetDisplayState: disabling 'Menu Camera' camera");
+ menuCameraObject.enabled = false;
+ }
+
+ // disabling (2): get all MainCamera-tagged objects and disable them
foreach (var mainCameraObject in GameObject.FindGameObjectsWithTag("MainCamera"))
{
+ Debug.Log($"GameManager.SetDisplayState: disabling 'MainCamera' camera {mainCameraObject}");
// find the camera component
var potentialCamera = mainCameraObject.GetComponent();
// if the object doesn't have a camera component, skip it
@@ -224,7 +267,7 @@ public void SetDisplayState(DisplayState displayState)
switch (displayState)
{
// if we're transitioning to the main menu state,
- // change the camera to the main menu camera under the "Menus"-tagged parent object
+ // change the camera to the main menu camera named very specifically such
case DisplayState.ScreenMainMenu:
Debug.Log("GameManager.SetDisplayState: targeting 'Menu Camera' camera");
targetCameraObject = GameObject.Find("Menu Camera");
@@ -237,14 +280,11 @@ public void SetDisplayState(DisplayState displayState)
break;
}
- // find the camera component
- if (targetCameraObject == null) return;
- var targetCamera = targetCameraObject.GetComponent();
+ // find the camera component and enable it
+ var targetCamera = targetCameraObject?.GetComponent();
if (targetCamera == null) return;
-
- // enable the target camera
- Debug.Log("GameManager.SetDisplayState: enabling target camera");
targetCamera.enabled = true;
+ Debug.Log("GameManager.SetDisplayState: enabled target camera");
}
///
diff --git a/RunningLateGame/Assets/Scripts/ScreenMainMenu.cs b/RunningLateGame/Assets/Scripts/ScreenMainMenu.cs
index 51e8c14..b6d46de 100644
--- a/RunningLateGame/Assets/Scripts/ScreenMainMenu.cs
+++ b/RunningLateGame/Assets/Scripts/ScreenMainMenu.cs
@@ -59,7 +59,7 @@ public override void OnEnable()
///
private void OptionStartGame()
{
- // start game
+ Debug.Log("ScreenMainMenu.OptionStartGame: clicked, starting game");
Game.NewGame();
}
@@ -69,7 +69,7 @@ private void OptionStartGame()
///
private void OptionShowOptions()
{
- // show the option menu
+ Debug.Log("ScreenMainMenu.OptionShowOptions: clicked, showing options menu");
Game.SetDisplayState(GameManager.DisplayState.ScreenOptionsMenu);
}
@@ -79,8 +79,7 @@ private void OptionShowOptions()
///
private void OptionQuitGame()
{
- // quit game
- Debug.Log("MainMenu.OptionQuitGame: exiting");
+ Debug.Log("ScreenMainMenu.OptionQuitGame: clicked, quitting game");
Game.Quit();
}
}
\ No newline at end of file
diff --git a/RunningLateGame/Assets/UI Toolkit/Interfaces/Common.uss b/RunningLateGame/Assets/UI Toolkit/Interfaces/Common.uss
index 056a28e..74ff0bc 100644
--- a/RunningLateGame/Assets/UI Toolkit/Interfaces/Common.uss
+++ b/RunningLateGame/Assets/UI Toolkit/Interfaces/Common.uss
@@ -5,7 +5,6 @@ #Root {
Button {
background-color: rgb(193, 39, 45);
- width: 40%;
height: 25%;
color: rgb(255, 255, 255);
font-size: 24px;
@@ -19,4 +18,13 @@ Button {
border-right-color: rgba(0, 0, 0, 0);
border-top-color: rgba(0, 0, 0, 0);
border-bottom-color: rgba(0, 0, 0, 0);
+ min-width: 40%;
+}
+
+Slider {
+ color: rgb(193, 39, 45);
+ font-size: 24px;
+}
+
+Slider > VisualElemement {
}
diff --git a/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayHUD.uxml b/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayHUD.uxml
index e91ec59..e278e66 100644
--- a/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayHUD.uxml
+++ b/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayHUD.uxml
@@ -1,8 +1,9 @@
+
-
-
+
+
diff --git a/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayInteractionPrompt.uxml b/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayInteractionPrompt.uxml
index d828dd3..da3cccf 100644
--- a/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayInteractionPrompt.uxml
+++ b/RunningLateGame/Assets/UI Toolkit/Interfaces/OverlayInteractionPrompt.uxml
@@ -1,7 +1,7 @@
-
-
+
+
diff --git a/RunningLateGame/Assets/UI Toolkit/Interfaces/ScreenOptionsMenu.uxml b/RunningLateGame/Assets/UI Toolkit/Interfaces/ScreenOptionsMenu.uxml
new file mode 100644
index 0000000..13a4184
--- /dev/null
+++ b/RunningLateGame/Assets/UI Toolkit/Interfaces/ScreenOptionsMenu.uxml
@@ -0,0 +1,13 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/RunningLateGame/Assets/UI Toolkit/Interfaces/ScreenOptionsMenu.uxml.meta b/RunningLateGame/Assets/UI Toolkit/Interfaces/ScreenOptionsMenu.uxml.meta
new file mode 100644
index 0000000..573bb9f
--- /dev/null
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