Compare commits
No commits in common. "db1308790090fa52bf5d48e5992c34ae84e6c97b" and "2c6ee68988f38502ba2db87afc38aa95e5355b9b" have entirely different histories.
db13087900
...
2c6ee68988
9 changed files with 1 additions and 603 deletions
|
@ -7,7 +7,6 @@
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.AI;
|
using UnityEngine.AI;
|
||||||
using Random = System.Random;
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// TODO
|
/// TODO
|
||||||
|
@ -99,7 +98,7 @@ public class AI : MonoBehaviour
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void SearchWalkPoint()
|
private void SearchWalkPoint()
|
||||||
{
|
{
|
||||||
var rand = new Random();
|
var rand = new System.Random();
|
||||||
float randomX = rand.Next(-movingRange * 100, movingRange * 100);
|
float randomX = rand.Next(-movingRange * 100, movingRange * 100);
|
||||||
float randomZ = rand.Next(-movingRange * 100, movingRange * 100);
|
float randomZ = rand.Next(-movingRange * 100, movingRange * 100);
|
||||||
destinationCoord = new Vector3(
|
destinationCoord = new Vector3(
|
||||||
|
|
|
@ -1,139 +0,0 @@
|
||||||
/*
|
|
||||||
* author: mark joshwel
|
|
||||||
* date: 29/5/2024
|
|
||||||
* description: audio manager for handling audio in the game
|
|
||||||
*/
|
|
||||||
|
|
||||||
using System;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// singleton class for handling audio in the game
|
|
||||||
/// </summary>
|
|
||||||
public class AudioManager : MonoBehaviour
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// singleton pattern: define instance field for accessing the singleton elsewhere
|
|
||||||
/// </summary>
|
|
||||||
public static AudioManager Instance;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// music audio source
|
|
||||||
/// </summary>
|
|
||||||
[SerializeField] private AudioSource musicSource;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// music source default volume
|
|
||||||
/// </summary>
|
|
||||||
[SerializeField] private float musicSourceDefaultVolume = 0.6f;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// sound effects (sfx) audio source
|
|
||||||
/// </summary>
|
|
||||||
[SerializeField] private AudioSource sfxSource;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// sound effects (sfx) source default volume
|
|
||||||
/// </summary>
|
|
||||||
[SerializeField] private float sfxSourceDefaultVolume = 0.6f;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// audio clip for menu button click
|
|
||||||
/// </summary>
|
|
||||||
[SerializeField] public AudioClip menuButtonClick;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// audio clip for menu button hover
|
|
||||||
/// </summary>
|
|
||||||
[SerializeField] public AudioClip menuButtonHover;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// function to set doesn't destroy on load and checks for multiple instances
|
|
||||||
/// </summary>
|
|
||||||
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 a 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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// function to set default volumes for the audio sources
|
|
||||||
/// </summary>
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// plays the audio clip once on the music source/channel
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="clip">audio clip to play</param>
|
|
||||||
public void PlayOnMusicChannel(AudioClip clip)
|
|
||||||
{
|
|
||||||
musicSource.PlayOneShot(clip);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// plays the audio clip once on the sound effects (sfx) source/channel
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="clip">audio clip to play</param>
|
|
||||||
public void PlayOnSFXChannel(AudioClip clip)
|
|
||||||
{
|
|
||||||
sfxSource.PlayOneShot(clip);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// function to get the current volume of the music source/channel
|
|
||||||
/// </summary>
|
|
||||||
/// <returns>volume as float from 0.0 to 1.0</returns>
|
|
||||||
public float GetMusicVolume()
|
|
||||||
{
|
|
||||||
return musicSource.volume;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// sets the volume of the music source/channel
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="volume">float (0.0-1.0) to set the channel volume to</param>
|
|
||||||
public void SetMusicVolume(float volume)
|
|
||||||
{
|
|
||||||
musicSource.volume = Math.Min(volume, 1.0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// function to get the current volume of the sound effects (sfx) source/channel
|
|
||||||
/// </summary>
|
|
||||||
/// <returns>volume as float from 0.0 to 1.0</returns>
|
|
||||||
public float GetSfxVolume()
|
|
||||||
{
|
|
||||||
return sfxSource.volume;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// sets the volume of the sound effects (sfx) source/channel
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="volume">float (0.0-1.0) to set the channel volume to</param>
|
|
||||||
public void SetSfxVolume(float volume)
|
|
||||||
{
|
|
||||||
sfxSource.volume = Math.Min(volume, 1.0f);
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,3 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 723a7675db014cb3aca02f49d069e931
|
|
||||||
timeCreated: 1723266436
|
|
|
@ -1,119 +0,0 @@
|
||||||
/*
|
|
||||||
* 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.UIElements;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// common menu class for hover and click sound effects
|
|
||||||
/// on ui toolkit buttons.
|
|
||||||
/// override <c>OnEnable()</c> with the first call to <c>base.OnEnable()</c> or <c>PostEnable()</c>,
|
|
||||||
/// and set the variable <c>GameManager.DisplayState associatedState</c> to the respective menu state
|
|
||||||
/// </summary>
|
|
||||||
public class CommonMenu : MonoBehaviour
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// associated display state with the menu for the game manager to filter out menus in a scene
|
|
||||||
/// </summary>
|
|
||||||
public GameManager.DisplayState associatedState = GameManager.DisplayState.UnassociatedState;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// manager for audio
|
|
||||||
/// </summary>
|
|
||||||
protected AudioManager Audio;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// manager for the game state
|
|
||||||
/// </summary>
|
|
||||||
protected GameManager Game;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// the visual element object for the menu
|
|
||||||
/// </summary>
|
|
||||||
public VisualElement UI;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// checks if The Menu (2022) was set up correctly
|
|
||||||
/// </summary>
|
|
||||||
/// <exception cref="Exception">throws an exception if UI, Game and Audio are not set</exception>
|
|
||||||
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?)");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// override this class but call <c>base.OnEnable()</c> first.
|
|
||||||
/// also set the <c>associatedState</c> variable to the respective menu state
|
|
||||||
/// </summary>
|
|
||||||
public virtual void OnEnable()
|
|
||||||
{
|
|
||||||
PostEnable();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// function to subscribe to mouse events and assign managers
|
|
||||||
/// </summary>
|
|
||||||
public void PostEnable()
|
|
||||||
{
|
|
||||||
// get audio manager singleton instance from the world
|
|
||||||
UI = GetComponent<UIDocument>().rootVisualElement;
|
|
||||||
Audio = AudioManager.Instance;
|
|
||||||
Game = GameManager.Instance;
|
|
||||||
|
|
||||||
// subscribe to hover events
|
|
||||||
UI.RegisterCallback<PointerOverEvent>(HoverListener);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// function listener for <c>PointerOverEvents</c> and plays a hover sound if it's a button
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="evt">event from UIE callback</param>
|
|
||||||
public virtual void HoverListener(PointerOverEvent evt)
|
|
||||||
{
|
|
||||||
// check for button
|
|
||||||
if (evt.target is Button)
|
|
||||||
// play hover sound
|
|
||||||
PlayHover();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// function listener for <c>ClickEvents</c> and plays a click sound if it's a button
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="evt">event from UIE callback</param>
|
|
||||||
public virtual void ClickListener(ClickEvent evt)
|
|
||||||
{
|
|
||||||
// check for button
|
|
||||||
if (evt.target is Button)
|
|
||||||
// play click sound
|
|
||||||
PlayClick();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// generic decoupled function to play click sound
|
|
||||||
/// </summary>
|
|
||||||
public virtual void PlayClick()
|
|
||||||
{
|
|
||||||
// play click sound
|
|
||||||
Audio.PlayOnSFXChannel(Audio.menuButtonClick);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// generic decoupled function to play hover sound
|
|
||||||
/// </summary>
|
|
||||||
public virtual void PlayHover()
|
|
||||||
{
|
|
||||||
// play hover sound
|
|
||||||
Audio.PlayOnSFXChannel(Audio.menuButtonHover);
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,3 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 41be3570aaa04d079869df1b9a2b91b8
|
|
||||||
timeCreated: 1723266536
|
|
|
@ -1,296 +0,0 @@
|
||||||
/*
|
|
||||||
* author: mark joshwel
|
|
||||||
* date: 29/5/2024
|
|
||||||
* description: game manager singleton for a single source of truth state management
|
|
||||||
*/
|
|
||||||
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.SceneManagement;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// singleton class for managing the game state as a single source of truth
|
|
||||||
/// </summary>
|
|
||||||
public class GameManager : MonoBehaviour
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// enum for available menus in the game, for use with <c>ShowMenu()</c>
|
|
||||||
/// </summary>
|
|
||||||
public enum DisplayState
|
|
||||||
{
|
|
||||||
Game,
|
|
||||||
ScreenMainMenu,
|
|
||||||
ScreenOptionsMenu,
|
|
||||||
ScreenCreditsMenu,
|
|
||||||
ScreenPauseMenu,
|
|
||||||
ScreenCaughtMenu,
|
|
||||||
ScreenEscapedMenu,
|
|
||||||
UnassociatedState
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// singleton pattern: define instance field for accessing the singleton elsewhere
|
|
||||||
/// </summary>
|
|
||||||
public static GameManager Instance;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// the current state of the game
|
|
||||||
/// </summary>
|
|
||||||
private DisplayState _state = DisplayState.UnassociatedState;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// property to check if the game is paused based on the current <c>DisplayState</c>
|
|
||||||
/// </summary>
|
|
||||||
// TODO: remove this if not needed
|
|
||||||
public bool Paused => _state != DisplayState.Game;
|
|
||||||
|
|
||||||
// /// <summary>
|
|
||||||
// /// the current scene of the game, used for scene switching and state transitions
|
|
||||||
// /// </summary>
|
|
||||||
// private Scene _currentScene;
|
|
||||||
//
|
|
||||||
// /// <summary>
|
|
||||||
// /// the previous scene of the game, used for scene switching and state transitions
|
|
||||||
// /// </summary>
|
|
||||||
// private Scene _previousScene;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// function to set doesn't destroy on load and checks for multiple instances
|
|
||||||
/// </summary>
|
|
||||||
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 a scene load
|
|
||||||
DontDestroyOnLoad(gameObject);
|
|
||||||
|
|
||||||
Debug.Log("GameManager: Awake as singleton instance");
|
|
||||||
}
|
|
||||||
// check if instance is already set and it's not this instance
|
|
||||||
else if (Instance != null && Instance != this)
|
|
||||||
{
|
|
||||||
Debug.Log("GameManager: Awake as non-singleton instance, destroying self");
|
|
||||||
|
|
||||||
// destroy the new instance if it's not the singleton instance
|
|
||||||
Destroy(gameObject);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 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()
|
|
||||||
{
|
|
||||||
SetDisplayState(DisplayState.ScreenMainMenu);
|
|
||||||
|
|
||||||
// _currentScene = SceneManager.GetSceneByName("S2 World");
|
|
||||||
// _previousScene = _currentScene;
|
|
||||||
// if (_currentScene == null)
|
|
||||||
// {
|
|
||||||
// throw new Exception("GameManager.Start: current scene is null");
|
|
||||||
// }
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// helper function to hide any menu that is currently showing
|
|
||||||
/// </summary>
|
|
||||||
private void HideMenuHelper()
|
|
||||||
{
|
|
||||||
// get all child menus in the "Menus" parent object
|
|
||||||
foreach (var menu in GameObject.FindGameObjectsWithTag("Menus"))
|
|
||||||
foreach (Transform menuChild in menu.transform)
|
|
||||||
{
|
|
||||||
// disable the menu if it's currently active
|
|
||||||
if (!menuChild.gameObject.activeSelf) continue;
|
|
||||||
|
|
||||||
Debug.Log($"GameManager.HideMenuHelper: hiding menu '{menuChild}'");
|
|
||||||
menuChild.gameObject.SetActive(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// helper function for <c>SetDisplayState()</c> to pause the game,
|
|
||||||
/// called before the incoming game state is set
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="incomingState">the to-be-set state of the game</param>
|
|
||||||
private void PauseGameHelper(DisplayState incomingState)
|
|
||||||
{
|
|
||||||
// if we're transitioning from a state of gameplay to a state of non-gameplay,
|
|
||||||
// then we should pause the game
|
|
||||||
if (_state == DisplayState.Game && incomingState != DisplayState.Game)
|
|
||||||
{
|
|
||||||
Debug.Log("GameManager.PauseGameHelper: actually pausing game");
|
|
||||||
Time.timeScale = 0f;
|
|
||||||
Cursor.lockState = CursorLockMode.None;
|
|
||||||
Cursor.visible = true;
|
|
||||||
}
|
|
||||||
// or if the incoming state is the main menu, we should probably free the cursor
|
|
||||||
else if (incomingState == DisplayState.ScreenMainMenu)
|
|
||||||
{
|
|
||||||
Debug.Log("GameManager.PauseGameHelper: freeing cursor for main menu");
|
|
||||||
Cursor.lockState = CursorLockMode.None;
|
|
||||||
Cursor.visible = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// if the current and incoming states are the same, then we shouldn't do anything,
|
|
||||||
// so we return early
|
|
||||||
if (_state == incomingState)
|
|
||||||
{
|
|
||||||
Debug.Log("GameManager.PauseGameHelper: states are the same, returning early");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// hide any menu that is currently showing
|
|
||||||
HideMenuHelper();
|
|
||||||
|
|
||||||
// get all child menus in the "Menus" parent object
|
|
||||||
foreach (var menuParent in GameObject.FindGameObjectsWithTag("Menus"))
|
|
||||||
foreach (Transform menu in menuParent.transform)
|
|
||||||
{
|
|
||||||
// show the menu based on the incoming state
|
|
||||||
// get the associated state of the menu
|
|
||||||
var possibleMenuObject = menu.gameObject.GetComponent<CommonMenu>();
|
|
||||||
if (possibleMenuObject == null) continue;
|
|
||||||
|
|
||||||
// guard clause if the menu isn't what we're looking for
|
|
||||||
if (possibleMenuObject.associatedState != incomingState)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
// if the associated state is the same as the incoming state, then show the menu
|
|
||||||
Debug.Log($"GameManager.PauseGameHelper: showing menu for {incomingState}");
|
|
||||||
menu.gameObject.SetActive(true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// helper function for <c>SetDisplayState()</c> to resume the game,
|
|
||||||
/// called before the incoming game state is set
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="incomingState">the to-be-set state of the game</param>
|
|
||||||
private void ResumeGameHelper(DisplayState incomingState)
|
|
||||||
{
|
|
||||||
// if we're NOT transitioning from a state of non-gameplay to a state of gameplay,
|
|
||||||
// (which means currently we are in a state of gameplay),
|
|
||||||
// then we shouldn't do anything, because the game is already running,
|
|
||||||
// so we return early
|
|
||||||
if (_state == DisplayState.Game || incomingState != DisplayState.Game)
|
|
||||||
{
|
|
||||||
Debug.Log(
|
|
||||||
"GameManager.ResumeGameHelper: returning prematurely as" +
|
|
||||||
$" _state={_state} and incomingState={incomingState}");
|
|
||||||
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// else, we should resume the game
|
|
||||||
Time.timeScale = 1f;
|
|
||||||
Cursor.lockState = CursorLockMode.Locked;
|
|
||||||
Cursor.visible = false;
|
|
||||||
Debug.Log("GameManager.ResumeGameHelper: resuming game");
|
|
||||||
|
|
||||||
// hide any menu that is currently showing
|
|
||||||
HideMenuHelper();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// function to show a menu based on the enum passed,
|
|
||||||
/// and any other necessary actions
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="displayState">the game menu to show</param>
|
|
||||||
public void SetDisplayState(DisplayState displayState)
|
|
||||||
{
|
|
||||||
// boolean check if we're transitioning to the same state
|
|
||||||
var transitioning = _state == displayState;
|
|
||||||
|
|
||||||
// check if the game is paused or not
|
|
||||||
if (displayState is DisplayState.Game or DisplayState.UnassociatedState)
|
|
||||||
{
|
|
||||||
Debug.Log($"GameManager.SetDisplayState({displayState}): pre-resume helper");
|
|
||||||
ResumeGameHelper(displayState);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
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({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 (displayState is not (DisplayState.Game or DisplayState.ScreenMainMenu))
|
|
||||||
return;
|
|
||||||
|
|
||||||
// get all MainCamera-tagged objects and disable them
|
|
||||||
foreach (var mainCameraObject in GameObject.FindGameObjectsWithTag("MainCamera"))
|
|
||||||
{
|
|
||||||
// find the camera component
|
|
||||||
var potentialCamera = mainCameraObject.GetComponent<Camera>();
|
|
||||||
// if the object doesn't have a camera component, skip it
|
|
||||||
if (potentialCamera == null) continue;
|
|
||||||
// disable the camera
|
|
||||||
potentialCamera.enabled = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// declare a target camera to enable
|
|
||||||
GameObject targetCameraObject;
|
|
||||||
|
|
||||||
// switch on the state to enable the correct camera
|
|
||||||
// could be an if statement, but unity optimizes switch statements anyway
|
|
||||||
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
|
|
||||||
case DisplayState.ScreenMainMenu:
|
|
||||||
Debug.Log("GameManager.SetDisplayState: targeting 'Menu Camera' camera");
|
|
||||||
targetCameraObject = GameObject.Find("Menu Camera");
|
|
||||||
break;
|
|
||||||
|
|
||||||
// else, we should enable the players' main camera
|
|
||||||
default:
|
|
||||||
Debug.Log("GameManager.SetDisplayState: targeting 'MainCamera' camera");
|
|
||||||
targetCameraObject = GameObject.Find("MainCamera");
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// find the camera component
|
|
||||||
if (targetCameraObject == null) return;
|
|
||||||
var targetCamera = targetCameraObject.GetComponent<Camera>();
|
|
||||||
if (targetCamera == null) return;
|
|
||||||
|
|
||||||
// enable the target camera
|
|
||||||
Debug.Log("GameManager.SetDisplayState: enabling target camera");
|
|
||||||
targetCamera.enabled = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// wrapper function to quit the game
|
|
||||||
/// in case of any cleanup needed
|
|
||||||
/// </summary>
|
|
||||||
public void Quit()
|
|
||||||
{
|
|
||||||
// quit the application
|
|
||||||
Application.Quit();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// resets game state and starts a new game, will call <c>SetDisplayState()</c>
|
|
||||||
/// </summary>
|
|
||||||
public void NewGame()
|
|
||||||
{
|
|
||||||
// set to game state
|
|
||||||
SetDisplayState(DisplayState.Game);
|
|
||||||
|
|
||||||
// TODO
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,3 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 9f6e55d96ef14d65979aabb99a0d5f1a
|
|
||||||
timeCreated: 1723266512
|
|
|
@ -1,35 +0,0 @@
|
||||||
/*
|
|
||||||
* author: mark joshwel
|
|
||||||
* date: 27/5/2024
|
|
||||||
* description: script for handling player interactivity
|
|
||||||
*/
|
|
||||||
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// class for handling player interactivity
|
|
||||||
/// </summary>
|
|
||||||
public class MarkPlayer : MonoBehaviour
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// game manager instance
|
|
||||||
/// </summary>
|
|
||||||
private GameManager _game;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// initialisation 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);
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,3 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 995d26dc842b43269f0cfd51fe4e32ef
|
|
||||||
timeCreated: 1723266626
|
|
Reference in a new issue