game(many): upd playg, interim scripts, interfaces tag
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@ -1,5 +1,5 @@
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/*
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* authors: ryan lin, mark joshwel
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* authors: mark joshwel, ryan lin
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* date: 10/8/2024
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* description: common interactable behaviour class
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*/
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@ -7,12 +7,17 @@
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using UnityEngine;
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/// <summary>
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/// TODO
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/// base behaviour class for interactable objects
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/// </summary>
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public class CommonInteractable : MonoBehaviour
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{
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/// <summary>
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/// TODO
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/// the prompt to display when the player is looking at the object
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/// </summary>
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public string interactionPrompt = "";
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/// <summary>
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/// skeleton function for interacting with the object
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/// </summary>
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public virtual void Interact()
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{
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@ -21,11 +21,6 @@ public class CommonMenu : MonoBehaviour
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/// </summary>
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public GameManager.DisplayState associatedState = GameManager.DisplayState.UnassociatedState;
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/// <summary>
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/// manager for audio
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/// </summary>
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protected AudioManager Audio;
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/// <summary>
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/// manager for the game state
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/// </summary>
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@ -47,9 +42,6 @@ private void Start()
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if (Game == null)
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throw new Exception("CommonMenu: Game not set (was base.OnEnable() or PostEnable() called?)");
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if (Audio == null)
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throw new Exception("CommonMenu: Audio not set (was base.OnEnable() or PostEnable() called?)");
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}
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/// <summary>
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@ -68,10 +60,10 @@ public void PostEnable()
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{
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// get audio manager singleton instance from the world
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UI = GetComponent<UIDocument>().rootVisualElement;
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Audio = AudioManager.Instance;
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// Audio = AudioManager.Instance;
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Game = GameManager.Instance;
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// subscribe to hover events
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// // subscribe to hover events
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UI.RegisterCallback<PointerOverEvent>(HoverListener);
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}
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@ -104,8 +96,8 @@ public virtual void ClickListener(ClickEvent evt)
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/// </summary>
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public virtual void PlayClick()
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{
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// play click sound
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Audio.PlayOnSFXChannel(Audio.menuButtonClick);
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// TODO: play click sound
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// Game.PlayOnSFXChannel(Audio.menuButtonClick);
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}
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/// <summary>
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@ -113,7 +105,7 @@ public virtual void PlayClick()
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/// </summary>
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public virtual void PlayHover()
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{
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// play hover sound
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Audio.PlayOnSFXChannel(Audio.menuButtonHover);
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// TODO: play hover sound
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// Game.PlayOnSFXChannel(Audio.menuButtonHover);
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}
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}
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@ -5,7 +5,6 @@
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*/
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using UnityEngine;
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using UnityEngine.SceneManagement;
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/// <summary>
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/// singleton class for managing the game state as a single source of truth
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@ -18,11 +17,11 @@ public class GameManager : MonoBehaviour
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public enum DisplayState
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{
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Game,
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ScreenMainMenu,
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ScreenOptionsMenu,
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OverlayPauseMenu,
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OverlayCompleteUnderTimeMenu,
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OverlayFailedOverTimeMenu,
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ScreenMainMenu, // done
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ScreenOptionsMenu, // done
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OverlayPauseMenu, // TODO
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OverlayCompleteUnderTimeMenu, // TODO
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OverlayFailedOverTimeMenu, // TODO
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UnassociatedState
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}
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@ -39,19 +38,8 @@ public enum DisplayState
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/// <summary>
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/// property to check if the game is paused based on the current <c>DisplayState</c>
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/// </summary>
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// TODO: remove this if not needed
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public bool Paused => _state != DisplayState.Game;
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// /// <summary>
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// /// the current scene of the game, used for scene switching and state transitions
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// /// </summary>
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// private Scene _currentScene;
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//
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// /// <summary>
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// /// the previous scene of the game, used for scene switching and state transitions
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// /// </summary>
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// private Scene _previousScene;
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/// <summary>
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/// function to set doesn't destroy on load and checks for multiple instances
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/// </summary>
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@ -84,13 +72,6 @@ private void Awake()
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private void Start()
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{
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SetDisplayState(DisplayState.ScreenMainMenu);
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// _currentScene = SceneManager.GetSceneByName("S2 World");
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// _previousScene = _currentScene;
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// if (_currentScene == null)
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// {
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// throw new Exception("GameManager.Start: current scene is null");
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// }
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}
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/// <summary>
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private void HideMenuHelper()
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{
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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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foreach (var menu in GameObject.FindGameObjectsWithTag("Interfaces"))
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foreach (Transform menuChild in menu.transform)
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{
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// disable the menu if it's currently active
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@ -146,7 +127,7 @@ private void PauseGameHelper(DisplayState incomingState)
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HideMenuHelper();
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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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foreach (var menuParent in GameObject.FindGameObjectsWithTag("Interfaces"))
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foreach (Transform menu in menuParent.transform)
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{
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// show the menu based on the incoming state
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@ -201,9 +182,6 @@ private void ResumeGameHelper(DisplayState incomingState)
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/// <param name="displayState">the game menu to show</param>
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public void SetDisplayState(DisplayState displayState)
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{
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// boolean check if we're transitioning to the same state
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var transitioning = _state == displayState;
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// check if the game is paused or not
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if (displayState is DisplayState.Game or DisplayState.UnassociatedState)
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{
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@ -76,10 +76,7 @@ private void Update()
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// show an interaction prompt if we're looking at an interactable object
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var prompt = Hit.collider.GetComponent<CommonInteractable>()?.interactionPrompt;
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if (prompt != "")
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{
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Debug.Log(prompt);
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}
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if (prompt != "") Debug.Log(prompt);
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}
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/// <summary>
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@ -7,7 +7,7 @@ TagManager:
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- CinemachineTarget
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- Interactable
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- AIs
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- Menus
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- Interfaces
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layers:
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- Default
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- TransparentFX
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