change: Switched the state controller and scene controller to a singleton class
This doesnt' change any of the logic, but simplifies a lot of the main game loop code. Many things still rely on the singleton class, but shouldn't so this will be fixed in a later commit
This commit is contained in:
		@@ -6,26 +6,21 @@ using TMPro;
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public class DebugSceneSwitcher : MonoBehaviour
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{
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    void Awake() {
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         if (!GameObject.Find("StateController").GetComponent<StateController>().inDebugMode) {
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            Destroy(this.gameObject);
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        }
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        // check to see if a debug canvas already exists
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        if (GameObject.FindGameObjectWithTag("DebugCanvas") != null) {
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            Destroy(this.gameObject);
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        } else { // if it doesn't, then this is the only one
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            this.gameObject.tag = "DebugCanvas";
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        }
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    void Awake()
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    {
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        // Keep the object around when we switch scenes
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        DontDestroyOnLoad(this.gameObject);
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        CreateDropdownOptions();
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    }
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    void CreateDropdownOptions() {
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    void CreateDropdownOptions()
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    {
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        TMP_Dropdown sceneDropdown = GameObject.Find("SceneSwitcherDropdown").GetComponent<TMP_Dropdown>();
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        if (sceneDropdown.options.Count == 0) {
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        if (sceneDropdown.options.Count == 0)
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        {
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            List<string> sceneNames = new List<string>();
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            for (int i = 0; i < SceneManager.sceneCountInBuildSettings; i++) {
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            for (int i = 0; i < SceneManager.sceneCountInBuildSettings; i++)
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            {
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                string newName = System.IO.Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(i));
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                print(newName);
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                sceneNames.Add(newName);
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@@ -34,9 +29,10 @@ public class DebugSceneSwitcher : MonoBehaviour
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        }
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    }
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    public void ChangeScene(int index) {
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    public void ChangeScene(int index)
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    {
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        // print(index);
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        GameObject.FindGameObjectWithTag("SceneManager").GetComponent<SceneController>().LoadChosenScene(index);
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        this.gameObject.SetActive(false);
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        SceneController.Instance.LoadChosenScene(index);
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    }
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}
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@@ -26,31 +26,40 @@ public class DialogBoxes : MonoBehaviour
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        textField.text = dialogMessages[0];
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        backgroundImageObject.sprite = images[0];
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    }
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    void OnAdvanceDialog() {
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    void OnAdvanceDialog()
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    {
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        messageCount += 1;
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        if (messageCount < dialogMessages.Length) {
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        if (messageCount < dialogMessages.Length)
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        {
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            textField.text = dialogMessages[messageCount];
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            backgroundImageObject.sprite = images[messageCount];
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        } else { // no more dialog messages, advance the scene
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            GameObject.Find("SceneManager").GetComponent<SceneController>().NextScene();
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        }
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        else
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        { // no more dialog messages, advance the scene
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            SceneController.Instance.NextScene();
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        }
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    }
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    void ReconfigureSpriteArray() {
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    void ReconfigureSpriteArray()
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    {
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        // resize if need to
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        if (images.Length != dialogMessages.Length) {
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        if (images.Length != dialogMessages.Length)
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        {
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            Sprite[] newImagesArray = new Sprite[dialogMessages.Length];
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            for (int i = 0; i < newImagesArray.Length; i++) {
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            for (int i = 0; i < newImagesArray.Length; i++)
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            {
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                newImagesArray[i] = images[i];
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            }
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            images = newImagesArray;
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        }
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        // update empty slots
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        for (int i = 1; i < images.Length; i++) {
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            if (images[i] == null ) {
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                images[i] = images[i-1];
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        for (int i = 1; i < images.Length; i++)
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        {
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            if (images[i] == null)
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            {
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                images[i] = images[i - 1];
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            }
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        }
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@@ -14,64 +14,50 @@ public class GameUIController : MonoBehaviour
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    [HideInInspector] public GameObject tambourineUI;
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    [HideInInspector] public GameObject clarinetUI;
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    [Header("Other Objects")]
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    private StateController stateController;
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    void Start()
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    {
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        this.trumpetUI = trumpetBackground.transform.GetChild(0).gameObject;
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        this.tambourineUI = tambourineBackground.transform.GetChild(0).gameObject;
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        this.clarinetUI = clarinetBackground.transform.GetChild(0).gameObject;
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    void Start() {
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        stateController = GameObject.FindGameObjectWithTag("StateController").GetComponent<StateController>();
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        if (stateController == null) {
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            print("state controller not found");
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        } else {
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            print("yeehaw");
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        }
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        trumpetUI = trumpetBackground.transform.GetChild(0).gameObject;
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        tambourineUI = tambourineBackground.transform.GetChild(0).gameObject;
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        clarinetUI = clarinetBackground.transform.GetChild(0).gameObject;
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        if (!stateController.unlockedTrumpet) {
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            trumpetBackground.SetActive(false);
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        }
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        if (!stateController.unlockedTambourine) {
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            tambourineBackground.SetActive(false);
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        }
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        if (!stateController.unlockedClarinet) {
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            clarinetBackground.SetActive(false);
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        }
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        // TODO: This can be probably be combined with the update methods
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        this.trumpetBackground.SetActive(StateController.Instance.HasTrumpet());
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        this.tambourineBackground.SetActive(StateController.Instance.HasTambourine());
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        this.clarinetBackground.SetActive(StateController.Instance.HasClarinet());
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    }
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    public void ToggleTrumpet(bool toggleState) {
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    public void ToggleTrumpet(bool toggleState)
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    {
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        bool curEnabled = trumpetUI.GetComponent<Image>().enabled;
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        if (curEnabled != toggleState) {
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        if (curEnabled != toggleState)
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        {
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            trumpetUI.GetComponent<Image>().enabled = toggleState;
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        }
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    }
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    public void ToggleTambourine(bool toggleState) {
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    public void ToggleTambourine(bool toggleState)
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    {
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        bool curEnabled = tambourineUI.GetComponent<Image>().enabled;
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        if (curEnabled != toggleState) {
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        if (curEnabled != toggleState)
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        {
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            tambourineUI.GetComponent<Image>().enabled = toggleState;
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        }
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    }
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    public void ToggleClarinet(bool toggleState) {
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    public void ToggleClarinet(bool toggleState)
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    {
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        bool curEnabled = clarinetUI.GetComponent<Image>().enabled;
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        if (curEnabled != toggleState) {
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        if (curEnabled != toggleState)
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        {
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            clarinetUI.GetComponent<Image>().enabled = toggleState;
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        }
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    }
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    public void ResetInstrumentUI() {
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        if (stateController == null) {
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            print("state controller null");
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        }
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        if (stateController.unlockedTrumpet) {
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            ToggleTrumpet(true);
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        }
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        if (stateController.unlockedTambourine) {
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            ToggleTambourine(true);
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        }
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        if (stateController.unlockedClarinet) {
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            ToggleClarinet(true);
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        }
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    public void UpdateInstrumentUI()
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    {
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        this.ToggleTrumpet(StateController.Instance.HasTrumpet());
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        this.ToggleTambourine(StateController.Instance.HasTambourine());
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        this.ToggleClarinet(StateController.Instance.HasClarinet());
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    }
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}
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@@ -33,7 +33,6 @@ public class PlayerBehavior : MonoBehaviour
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    [Header("Controllers:")]
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    [SerializeField] private PlayerMovement playerController;
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    [SerializeField] private StateController stateController;
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    private GameUIController gameUI;
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    Animator animator;
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@@ -43,12 +42,11 @@ public class PlayerBehavior : MonoBehaviour
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    [SerializeField] public AudioClip footstepSound;
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    [SerializeField] public AudioClip deathSound;
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    AudioSource audioSource;
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    void Awake()
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    {  // initialize
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        _rb = GetComponent<Rigidbody2D>();
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        stateController = GameObject.Find("StateController").GetComponent<StateController>();
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        gameUI = GameObject.FindGameObjectWithTag("GameUICanvas").GetComponent<GameUIController>();
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@@ -61,18 +59,19 @@ public class PlayerBehavior : MonoBehaviour
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        playerIsAlive = true;
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    }
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    void Start() {
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        gameUI.ResetInstrumentUI();
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    void Start()
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    {
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        gameUI.UpdateInstrumentUI();
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        // for clarinet
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        currentDashTime = maxDashTime;
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    }
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    void Update()
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    {
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        unlockedTambourine = stateController.unlockedTambourine;
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        if (playerIsAlive) {
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        unlockedTambourine = StateController.Instance.HasTambourine();
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        if (playerIsAlive)
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        {
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            // throw tambourine
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            // if (Input.GetKeyDown(KeyCode.K)) {
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            if (playerInput.actions["ThrowTambourine"].WasPressedThisFrame())
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            {
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                ThrowTambourine();
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@@ -80,12 +79,10 @@ public class PlayerBehavior : MonoBehaviour
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            // grapple
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            tambourine = GameObject.FindGameObjectWithTag("tambourine");
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            // if (Input.GetKeyDown(KeyCode.L)) {
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            if (playerInput.actions["Grapple"].WasPressedThisFrame())
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            {
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                AttemptGrapple();
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            }
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            // if (Input.GetKeyUp(KeyCode.L)) {
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            if (playerInput.actions["Grapple"].WasReleasedThisFrame())
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            {
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                LetGoOfGrapple();
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@@ -94,8 +91,8 @@ public class PlayerBehavior : MonoBehaviour
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            Animate();
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        }
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        unlockedClarinet = stateController.unlockedClarinet;
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        if(playerIsAlive && unlockedClarinet)
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        unlockedClarinet = StateController.Instance.HasClarinet();
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        if (playerIsAlive && unlockedClarinet)
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        {
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            if (playerInput.actions["ClarinetDive"].WasPressedThisFrame())
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            {
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@@ -125,31 +122,37 @@ public class PlayerBehavior : MonoBehaviour
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        }
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    }
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    void Animate() {
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    void Animate()
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    {
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        // start walking
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        if (playerInput.actions["Move"].WasPressedThisFrame()) {
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        if (playerInput.actions["Move"].WasPressedThisFrame())
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        {
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            animator.SetBool("Walking", true);
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        }
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        // return to idle animation
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        if (playerInput.actions["Move"].WasReleasedThisFrame()) {
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        if (playerInput.actions["Move"].WasReleasedThisFrame())
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        {
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            animator.SetBool("Walking", false);
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        }
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    }
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    void OnMove(InputValue value)
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    {
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        if (playerIsAlive) {
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        if (playerIsAlive)
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        {
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            _hInput = value.Get<Vector2>().x;
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            if (_hInput < 0)
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            {
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                if (forward != -1) { // if character hasnt already flipped 
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                if (forward != -1)
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                { // if character hasnt already flipped 
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                    FlipRenderer();
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                }
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                forward = -1;
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            }
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            else if (_hInput > 0)
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            {
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                if (forward != 1) { // if character hasnt already flipped 
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                if (forward != 1)
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                { // if character hasnt already flipped 
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                    FlipRenderer();
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                }
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                forward = 1;
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@@ -158,30 +161,35 @@ public class PlayerBehavior : MonoBehaviour
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    }
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    void FlipScale() { // DOENST WORK RIGHT (that's so sad for you)
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    void FlipScale()
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    { // DOENST WORK RIGHT (that's so sad for you)
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        Vector3 currentScale = this.gameObject.transform.localScale;
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        currentScale.x *= -1;
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        this.gameObject.transform.localScale = currentScale;
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    }
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    void FlipRenderer() {
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    void FlipRenderer()
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    {
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        GetComponent<SpriteRenderer>().flipX = !GetComponent<SpriteRenderer>().flipX;
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    }
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    void ThrowTambourine() {
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    void ThrowTambourine()
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    {
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        if (unlockedTambourine && hasTambourine && !grapplingRope.isGrappling)
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            {
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                launcher.ThrowTambourine(forward);
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                SetHasTambourine(false);
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            }
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        {
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            launcher.ThrowTambourine(forward);
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            SetHasTambourine(false);
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        }
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    }
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    public void SetHasTambourine(bool state) {
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    public void SetHasTambourine(bool state)
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    {
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        hasTambourine = state;
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        gameUI.ToggleTambourine(state);
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    }
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    void AttemptGrapple() {
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    void AttemptGrapple()
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    {
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        if (tambourine != null)
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        { // grapple to tambourine
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            if (!grapplingRope.isGrappling && tambourine.GetComponent<TambourineBehavior>().pinned)
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@@ -200,11 +208,14 @@ public class PlayerBehavior : MonoBehaviour
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        }
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    }
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    void LetGoOfGrapple() {
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        bool currentlyPaused = stateController.isPaused;
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        if (grapplingRope.isGrappling && !currentlyPaused) {
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    void LetGoOfGrapple()
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    {
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        bool currentlyPaused = StateController.Instance.isPaused;
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        if (grapplingRope.isGrappling && !currentlyPaused)
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		||||
        {
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            print("currently paused is " + currentlyPaused + ", releasing grapple");
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            if (tambourine != null) {
 | 
			
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            if (tambourine != null)
 | 
			
		||||
            {
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		||||
                tambourine.GetComponent<TambourineBehavior>().DestroySelf();
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		||||
            }
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            grapplingGun.ReleaseGrapple();
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@@ -222,8 +233,9 @@ public class PlayerBehavior : MonoBehaviour
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		||||
            print("player fell in spikes");
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            StartCoroutine(DestroyPlayer());
 | 
			
		||||
        }
 | 
			
		||||
        else if (col.tag == "spawnPoint") {
 | 
			
		||||
            stateController.spawnPoint.GetComponent<SpawnPointBehavior>().DeactivateSpawnPoint();
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		||||
        else if (col.tag == "spawnPoint")
 | 
			
		||||
        {
 | 
			
		||||
            StateController.Instance.spawnPoint.GetComponent<SpawnPointBehavior>().DeactivateSpawnPoint();
 | 
			
		||||
            col.GetComponent<SpawnPointBehavior>().ActivateSpawnPoint();
 | 
			
		||||
        }
 | 
			
		||||
        else if (col.tag == "Trumpet")
 | 
			
		||||
@@ -246,17 +258,23 @@ public class PlayerBehavior : MonoBehaviour
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void OnCollisionEnter2D(Collision2D collision) {
 | 
			
		||||
        if (collision.gameObject.tag == "Enemy" || collision.gameObject.tag == "ProjectileEnemy") {
 | 
			
		||||
            if (collision.transform.position.y < transform.position.y) {
 | 
			
		||||
    void OnCollisionEnter2D(Collision2D collision)
 | 
			
		||||
    {
 | 
			
		||||
        if (collision.gameObject.tag == "Enemy" || collision.gameObject.tag == "ProjectileEnemy")
 | 
			
		||||
        {
 | 
			
		||||
            if (collision.transform.position.y < transform.position.y)
 | 
			
		||||
            {
 | 
			
		||||
                _rb.AddForce(Vector2.up * 8, ForceMode2D.Impulse);
 | 
			
		||||
                collision.gameObject.GetComponent<EnemyPatrol>().DefeatEnemy();
 | 
			
		||||
            } else {
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                StartCoroutine(DestroyPlayer());
 | 
			
		||||
                print("enemy defeated player");
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        else if (collision.gameObject.tag == "Projectile") {
 | 
			
		||||
        else if (collision.gameObject.tag == "Projectile")
 | 
			
		||||
        {
 | 
			
		||||
            Destroy(collision.gameObject);
 | 
			
		||||
            StartCoroutine(DestroyPlayer());
 | 
			
		||||
        }
 | 
			
		||||
@@ -267,12 +285,14 @@ public class PlayerBehavior : MonoBehaviour
 | 
			
		||||
        }
 | 
			
		||||
        else if (collision.gameObject.tag == "Door")
 | 
			
		||||
        {
 | 
			
		||||
            this.stateController.RespawnPlayer();
 | 
			
		||||
            StateController.Instance.RespawnPlayer();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    IEnumerator DestroyPlayer() {
 | 
			
		||||
        if (playerIsAlive) {
 | 
			
		||||
    IEnumerator DestroyPlayer()
 | 
			
		||||
    {
 | 
			
		||||
        if (playerIsAlive)
 | 
			
		||||
        {
 | 
			
		||||
            print("destroyPlayer called");
 | 
			
		||||
            playerIsAlive = false;
 | 
			
		||||
            audioSource.clip = deathSound;
 | 
			
		||||
@@ -288,12 +308,13 @@ public class PlayerBehavior : MonoBehaviour
 | 
			
		||||
 | 
			
		||||
            // destroy all tambourines
 | 
			
		||||
            GameObject[] currentTambourines = GameObject.FindGameObjectsWithTag("tambourine");
 | 
			
		||||
            foreach (GameObject tambourine in currentTambourines) {
 | 
			
		||||
            foreach (GameObject tambourine in currentTambourines)
 | 
			
		||||
            {
 | 
			
		||||
                tambourine.GetComponent<TambourineBehavior>().DestroySelf();
 | 
			
		||||
                // Destroy(tambourine);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            this.stateController.RespawnPlayer();
 | 
			
		||||
            StateController.Instance.RespawnPlayer();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -65,8 +65,8 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
    [Header("Layers & Tags")]
 | 
			
		||||
    [SerializeField] private LayerMask _groundLayer;
 | 
			
		||||
 | 
			
		||||
    // Static classes
 | 
			
		||||
    [HideInInspector] private PlayerBehavior playerBehavior;
 | 
			
		||||
    [HideInInspector] private StateController stateController;
 | 
			
		||||
 | 
			
		||||
    [HideInInspector] private AudioSource audioSource;
 | 
			
		||||
    [HideInInspector] private bool soundPlaying = false;
 | 
			
		||||
@@ -79,7 +79,6 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
        RB = GetComponent<Rigidbody2D>();
 | 
			
		||||
        playerBehavior = this.gameObject.GetComponent<PlayerBehavior>();
 | 
			
		||||
        grapplingRope = playerBehavior.grapplingRope;
 | 
			
		||||
        stateController = GameObject.FindGameObjectWithTag("StateController").GetComponent<StateController>();
 | 
			
		||||
        audioSource = GetComponent<AudioSource>();
 | 
			
		||||
        gameUI = GameObject.FindGameObjectWithTag("GameUICanvas").GetComponent<GameUIController>();
 | 
			
		||||
        trumpetSprite.enabled = false;
 | 
			
		||||
@@ -93,16 +92,20 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
 | 
			
		||||
    void OnMove(InputValue value)
 | 
			
		||||
    {
 | 
			
		||||
        if (playerBehavior.playerIsAlive) {
 | 
			
		||||
        if (playerBehavior.playerIsAlive)
 | 
			
		||||
        {
 | 
			
		||||
            this._moveInput = value.Get<Vector2>();
 | 
			
		||||
        } else {
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            this._moveInput = Vector2.zero;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void OnJump()
 | 
			
		||||
    {
 | 
			
		||||
        if (playerBehavior.playerIsAlive) {
 | 
			
		||||
        if (playerBehavior.playerIsAlive)
 | 
			
		||||
        {
 | 
			
		||||
            OnJumpInput();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
@@ -141,21 +144,30 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
            if (IsGrounded()) //checks if set box overlaps with ground
 | 
			
		||||
            {
 | 
			
		||||
                LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime
 | 
			
		||||
                if (unlockedTrumpet) {
 | 
			
		||||
                if (unlockedTrumpet)
 | 
			
		||||
                {
 | 
			
		||||
                    trumpet = 2;
 | 
			
		||||
                    gameUI.ToggleTrumpet(true);
 | 
			
		||||
                } else {
 | 
			
		||||
                }
 | 
			
		||||
                else
 | 
			
		||||
                {
 | 
			
		||||
                    trumpet = -1;
 | 
			
		||||
                }
 | 
			
		||||
                wasGrappling = false;
 | 
			
		||||
                isRegFalling = false;
 | 
			
		||||
            } else {
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                // print("not jumping");
 | 
			
		||||
                if(!_isJumpFalling && !isRegFalling) {
 | 
			
		||||
                    if(unlockedTrumpet) {
 | 
			
		||||
                if (!_isJumpFalling && !isRegFalling)
 | 
			
		||||
                {
 | 
			
		||||
                    if (unlockedTrumpet)
 | 
			
		||||
                    {
 | 
			
		||||
                        trumpet = 1;
 | 
			
		||||
                        gameUI.ToggleTrumpet(true);
 | 
			
		||||
                    } else {
 | 
			
		||||
                    }
 | 
			
		||||
                    else
 | 
			
		||||
                    {
 | 
			
		||||
                        trumpet = -1;
 | 
			
		||||
                    }
 | 
			
		||||
                    isRegFalling = true;
 | 
			
		||||
@@ -208,7 +220,7 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
            _isJumpCut = false;
 | 
			
		||||
            _isJumpFalling = false;
 | 
			
		||||
            Jump();
 | 
			
		||||
            
 | 
			
		||||
 | 
			
		||||
            // determine if trumpet jump
 | 
			
		||||
            if (!IsGrounded() && in_range && trumpet > 0)
 | 
			
		||||
            {
 | 
			
		||||
@@ -223,14 +235,16 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
                trumpet -= 1;
 | 
			
		||||
            }
 | 
			
		||||
            // check if double jump, play sound
 | 
			
		||||
            if (trumpet == 0) {
 | 
			
		||||
            if (trumpet == 0)
 | 
			
		||||
            {
 | 
			
		||||
                StartCoroutine(ActivateTrumpetSprite());
 | 
			
		||||
                gameObject.transform.Find("Trumpet").GetComponent<AudioSource>().Play();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // stop sound if needed
 | 
			
		||||
        if (soundPlaying && (isRegFalling || IsJumping || _isJumpFalling)) {
 | 
			
		||||
        if (soundPlaying && (isRegFalling || IsJumping || _isJumpFalling))
 | 
			
		||||
        {
 | 
			
		||||
            print("footsteps stop");
 | 
			
		||||
            audioSource.Stop();
 | 
			
		||||
            soundPlaying = false;
 | 
			
		||||
@@ -252,7 +266,8 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
 | 
			
		||||
        #region GRAPPLE CHECKS
 | 
			
		||||
        // set wasGrappling to true if the player starts grappling
 | 
			
		||||
        if (grapplingRope.isGrappling) {
 | 
			
		||||
        if (grapplingRope.isGrappling)
 | 
			
		||||
        {
 | 
			
		||||
            wasGrappling = true;
 | 
			
		||||
        }
 | 
			
		||||
        #endregion
 | 
			
		||||
@@ -303,13 +318,17 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
        #endregion
 | 
			
		||||
 | 
			
		||||
        #region SOUND CHECKS
 | 
			
		||||
        if (!IsJumping && !_isJumpFalling && !isRegFalling && _moveInput.x != 0) {
 | 
			
		||||
            if (!soundPlaying) {
 | 
			
		||||
        if (!IsJumping && !_isJumpFalling && !isRegFalling && _moveInput.x != 0)
 | 
			
		||||
        {
 | 
			
		||||
            if (!soundPlaying)
 | 
			
		||||
            {
 | 
			
		||||
                // print("footsteps PLAY");
 | 
			
		||||
                audioSource.Play();
 | 
			
		||||
                soundPlaying = true;
 | 
			
		||||
            }
 | 
			
		||||
        } else if (soundPlaying && audioSource.clip.name == "footsteps") {
 | 
			
		||||
        }
 | 
			
		||||
        else if (soundPlaying && audioSource.clip.name == "footsteps")
 | 
			
		||||
        {
 | 
			
		||||
            // print("footsteps stop");
 | 
			
		||||
            audioSource.Stop();
 | 
			
		||||
            soundPlaying = false;
 | 
			
		||||
@@ -317,7 +336,8 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
        #endregion
 | 
			
		||||
 | 
			
		||||
        #region UPDATE UI
 | 
			
		||||
        if (trumpet == 0) {
 | 
			
		||||
        if (trumpet == 0)
 | 
			
		||||
        {
 | 
			
		||||
            gameUI.ToggleTrumpet(false);
 | 
			
		||||
        }
 | 
			
		||||
        #endregion
 | 
			
		||||
@@ -371,12 +391,16 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
 | 
			
		||||
        //Gets an acceleration value based on if we are accelerating (includes turning) 
 | 
			
		||||
        //or trying to decelerate (stop). As well as applying a multiplier if we're air borne.
 | 
			
		||||
        if (LastOnGroundTime > 0) {
 | 
			
		||||
        if (LastOnGroundTime > 0)
 | 
			
		||||
        {
 | 
			
		||||
            accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount : Data.runDeccelAmount;
 | 
			
		||||
        }
 | 
			
		||||
        else if (wasGrappling) {
 | 
			
		||||
        else if (wasGrappling)
 | 
			
		||||
        {
 | 
			
		||||
            accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount * Data.accelInAir : Data.runDeccelAmount * (Data.deccelInAir / 5);
 | 
			
		||||
        } else {
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount * Data.accelInAir : Data.runDeccelAmount * Data.deccelInAir;
 | 
			
		||||
        }
 | 
			
		||||
        #endregion
 | 
			
		||||
@@ -410,10 +434,10 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
        RB.AddForce(movement * Vector2.right, ForceMode2D.Force);
 | 
			
		||||
 | 
			
		||||
        /*
 | 
			
		||||
		 * For those interested here is what AddForce() will do
 | 
			
		||||
		 * RB.velocity = new Vector2(RB.velocity.x + (Time.fixedDeltaTime  * speedDif * accelRate) / RB.mass, RB.velocity.y);
 | 
			
		||||
		 * Time.fixedDeltaTime is by default in Unity 0.02 seconds equal to 50 FixedUpdate() calls per second
 | 
			
		||||
		*/
 | 
			
		||||
         * For those interested here is what AddForce() will do
 | 
			
		||||
         * RB.velocity = new Vector2(RB.velocity.x + (Time.fixedDeltaTime  * speedDif * accelRate) / RB.mass, RB.velocity.y);
 | 
			
		||||
         * Time.fixedDeltaTime is by default in Unity 0.02 seconds equal to 50 FixedUpdate() calls per second
 | 
			
		||||
         */
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void Turn()
 | 
			
		||||
@@ -547,8 +571,10 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
    #endregion
 | 
			
		||||
 | 
			
		||||
    #region ADDITIONAL TRUMPET METHODS
 | 
			
		||||
    IEnumerator ActivateTrumpetSprite() {
 | 
			
		||||
        if (!trumpetActive) {
 | 
			
		||||
    IEnumerator ActivateTrumpetSprite()
 | 
			
		||||
    {
 | 
			
		||||
        if (!trumpetActive)
 | 
			
		||||
        {
 | 
			
		||||
            trumpetActive = true;
 | 
			
		||||
            trumpetSprite.enabled = true;
 | 
			
		||||
            yield return new WaitForSeconds(.5f);
 | 
			
		||||
 
 | 
			
		||||
@@ -7,38 +7,46 @@ using UnityEngine.UI;
 | 
			
		||||
public class SceneController : MonoBehaviour
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
    public static SceneController Instance = null;
 | 
			
		||||
 | 
			
		||||
    // this object will always exist!
 | 
			
		||||
    void Awake() {
 | 
			
		||||
        // check to see if a state controller already exists
 | 
			
		||||
        if (GameObject.FindGameObjectWithTag("SceneManager") != null) {
 | 
			
		||||
            Destroy(this.gameObject);
 | 
			
		||||
        } else { // if it doesn't, then this is the only one
 | 
			
		||||
            this.gameObject.tag = "SceneManager";
 | 
			
		||||
    void Awake()
 | 
			
		||||
    {
 | 
			
		||||
        if (Instance == null)
 | 
			
		||||
        {
 | 
			
		||||
            Instance = this;
 | 
			
		||||
        }
 | 
			
		||||
        // Make this object stay around when switching scenes
 | 
			
		||||
        DontDestroyOnLoad(this.gameObject);
 | 
			
		||||
        SceneManager.sceneLoaded += OnSceneLoaded;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void OnSceneLoaded(Scene scene, LoadSceneMode mode) {
 | 
			
		||||
    void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 | 
			
		||||
    {
 | 
			
		||||
        GameObject pauseMenu = GameObject.Find("PauseMenuCanvas");
 | 
			
		||||
        if (pauseMenu != null) {
 | 
			
		||||
        if (pauseMenu != null)
 | 
			
		||||
        {
 | 
			
		||||
            Button quitButton = GameObject.Find("QuitButton").GetComponent<Button>();
 | 
			
		||||
            quitButton.onClick.AddListener(BackToMainMenu);
 | 
			
		||||
        }
 | 
			
		||||
        if (scene.buildIndex == 0) { // if this is the menu
 | 
			
		||||
        if (scene.buildIndex == 0)
 | 
			
		||||
        { // if this is the menu
 | 
			
		||||
            GameObject.Find("NewGameButton").GetComponent<Button>().onClick.AddListener(NextScene);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void NextScene() {
 | 
			
		||||
    public void NextScene()
 | 
			
		||||
    {
 | 
			
		||||
        SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void BackToMainMenu() {
 | 
			
		||||
    public void BackToMainMenu()
 | 
			
		||||
    {
 | 
			
		||||
        SceneManager.LoadScene(0); // main menu scene should be 0
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void LoadChosenScene(int index) {
 | 
			
		||||
    public void LoadChosenScene(int index)
 | 
			
		||||
    {
 | 
			
		||||
        SceneManager.LoadScene(index);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -4,7 +4,19 @@ using UnityEngine;
 | 
			
		||||
using UnityEngine.SceneManagement;
 | 
			
		||||
using UnityEngine.UI;
 | 
			
		||||
 | 
			
		||||
public class StateController : MonoBehaviour {
 | 
			
		||||
public enum UnlockedItems
 | 
			
		||||
{
 | 
			
		||||
    None,
 | 
			
		||||
    Trumpet,
 | 
			
		||||
    Tambourine,
 | 
			
		||||
    Clarinet,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
public class StateController : MonoBehaviour
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
    // Singleton class
 | 
			
		||||
    public static StateController Instance = null;
 | 
			
		||||
 | 
			
		||||
    [Header("Respawning")]
 | 
			
		||||
    [SerializeField] GameObject player;
 | 
			
		||||
@@ -17,7 +29,7 @@ public class StateController : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    [Header("Debug")]
 | 
			
		||||
    public bool inDebugMode;
 | 
			
		||||
    GameObject debugCanvas;
 | 
			
		||||
    public GameObject debugCanvas;
 | 
			
		||||
 | 
			
		||||
    [Header("Enemies")]
 | 
			
		||||
    GameObject[] enemiesInScene;
 | 
			
		||||
@@ -26,33 +38,53 @@ public class StateController : MonoBehaviour {
 | 
			
		||||
    GameObject victoryCanvas;
 | 
			
		||||
 | 
			
		||||
    [Header("Unlocked Items")]
 | 
			
		||||
    [SerializeField] public bool unlockedTrumpet = false;
 | 
			
		||||
    [SerializeField] public bool unlockedTambourine = false;
 | 
			
		||||
    [SerializeField] public bool unlockedClarinet = false;
 | 
			
		||||
    public UnlockedItems itemProgression = UnlockedItems.None;
 | 
			
		||||
 | 
			
		||||
    void Awake() {
 | 
			
		||||
        // check to see if a state controller already exists
 | 
			
		||||
        if (GameObject.FindGameObjectWithTag("StateController") != null) {
 | 
			
		||||
            Destroy(this.gameObject);
 | 
			
		||||
        } else { // if it doesn't, then this is the only one
 | 
			
		||||
            this.gameObject.tag = "StateController";
 | 
			
		||||
    void Awake()
 | 
			
		||||
    {
 | 
			
		||||
        // TODO: Remove this when done
 | 
			
		||||
        AudioListener.pause = true;
 | 
			
		||||
        if (Instance == null)
 | 
			
		||||
        {
 | 
			
		||||
            Instance = this;
 | 
			
		||||
        }
 | 
			
		||||
        DontDestroyOnLoad(this.gameObject);
 | 
			
		||||
        //DontDestroyOnLoad(this.gameObject);
 | 
			
		||||
        SceneManager.sceneLoaded += OnSceneLoaded;
 | 
			
		||||
 | 
			
		||||
        if (inDebugMode) {
 | 
			
		||||
        if (this.inDebugMode)
 | 
			
		||||
        {
 | 
			
		||||
            debugCanvas = GameObject.Find("DebugCanvas");
 | 
			
		||||
            debugCanvas.SetActive(false);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void OnSceneLoaded(Scene scene, LoadSceneMode mode) {
 | 
			
		||||
    public bool HasTrumpet()
 | 
			
		||||
    {
 | 
			
		||||
        return this.itemProgression >= UnlockedItems.Trumpet;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    public bool HasTambourine()
 | 
			
		||||
    {
 | 
			
		||||
        return this.itemProgression >= UnlockedItems.Tambourine;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    public bool HasClarinet()
 | 
			
		||||
    {
 | 
			
		||||
        return this.itemProgression >= UnlockedItems.Clarinet;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 | 
			
		||||
    {
 | 
			
		||||
 | 
			
		||||
        #region FIND OBJECTS 
 | 
			
		||||
        deathCanvas = GameObject.Find("DeathUICanvas");
 | 
			
		||||
        if (deathCanvas != null) {
 | 
			
		||||
        if (deathCanvas != null)
 | 
			
		||||
        {
 | 
			
		||||
            Button respawnButton = GameObject.Find("RespawnButton").GetComponent<Button>();
 | 
			
		||||
            if (respawnButton == null) {
 | 
			
		||||
            if (respawnButton == null)
 | 
			
		||||
            {
 | 
			
		||||
                print("respawn button not found!");
 | 
			
		||||
            }
 | 
			
		||||
            respawnButton.onClick.AddListener(RespawnPlayer);
 | 
			
		||||
@@ -60,14 +92,16 @@ public class StateController : MonoBehaviour {
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        pauseMenuCanvas = GameObject.Find("PauseMenuCanvas");
 | 
			
		||||
        if (pauseMenuCanvas != null) {
 | 
			
		||||
        if (pauseMenuCanvas != null)
 | 
			
		||||
        {
 | 
			
		||||
            Button resumeButton = GameObject.Find("ResumeButton").GetComponent<Button>();
 | 
			
		||||
            resumeButton.onClick.AddListener(Unpause);
 | 
			
		||||
            TogglePauseMenu(false);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        victoryCanvas = GameObject.Find("VictoryCanvas");
 | 
			
		||||
        if (victoryCanvas != null) {
 | 
			
		||||
        if (victoryCanvas != null)
 | 
			
		||||
        {
 | 
			
		||||
            Button continueButton = GameObject.Find("ContinueButton").GetComponent<Button>();
 | 
			
		||||
            continueButton.onClick.AddListener(ContinueToNextLevel);
 | 
			
		||||
            victoryCanvas.SetActive(false);
 | 
			
		||||
@@ -77,49 +111,47 @@ public class StateController : MonoBehaviour {
 | 
			
		||||
        enemiesInScene = GameObject.FindGameObjectsWithTag("Enemy");
 | 
			
		||||
        // print(enemiesInScene);
 | 
			
		||||
 | 
			
		||||
        if (isPaused) {
 | 
			
		||||
        if (isPaused)
 | 
			
		||||
        {
 | 
			
		||||
            Unpause();
 | 
			
		||||
        }
 | 
			
		||||
        #endregion
 | 
			
		||||
 | 
			
		||||
        #region UNLOCK ITEMS
 | 
			
		||||
        if (SceneManager.GetActiveScene().name == "GrenouilleVillage") {
 | 
			
		||||
            unlockedTrumpet = false;
 | 
			
		||||
            unlockedTambourine = false;
 | 
			
		||||
            unlockedClarinet = false;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        else if (SceneManager.GetActiveScene().name == "Brasslands")
 | 
			
		||||
        switch (SceneManager.GetActiveScene().name)
 | 
			
		||||
        {
 | 
			
		||||
            unlockedTrumpet = true;
 | 
			
		||||
            unlockedTambourine = false;
 | 
			
		||||
            unlockedClarinet = false;
 | 
			
		||||
        }
 | 
			
		||||
        else if (SceneManager.GetActiveScene().name == "GrappleScene") {
 | 
			
		||||
            unlockedTrumpet = true;
 | 
			
		||||
            unlockedTambourine = true;
 | 
			
		||||
            unlockedClarinet = false;
 | 
			
		||||
        }
 | 
			
		||||
        else if (SceneManager.GetActiveScene().name == "ClarinetScene") {
 | 
			
		||||
            unlockedTrumpet = true;
 | 
			
		||||
            unlockedTambourine = true;
 | 
			
		||||
            unlockedClarinet = true;
 | 
			
		||||
        }
 | 
			
		||||
            case "GrenouilleVillage":
 | 
			
		||||
                this.itemProgression = UnlockedItems.None;
 | 
			
		||||
                break;
 | 
			
		||||
            case "GrappleScene":
 | 
			
		||||
                this.itemProgression = UnlockedItems.Trumpet;
 | 
			
		||||
                break;
 | 
			
		||||
            case "ClarinetScene":
 | 
			
		||||
                this.itemProgression = UnlockedItems.Clarinet;
 | 
			
		||||
                break;
 | 
			
		||||
        };
 | 
			
		||||
        #endregion
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void OnToggleDebugMenu() {
 | 
			
		||||
        if (inDebugMode) {
 | 
			
		||||
            debugCanvas.SetActive(!debugCanvas.activeSelf);
 | 
			
		||||
    void OnToggleDebugMenu()
 | 
			
		||||
    {
 | 
			
		||||
        if (inDebugMode)
 | 
			
		||||
        {
 | 
			
		||||
            debugCanvas.SetActive(!this.debugCanvas.activeSelf);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void OnPause() {
 | 
			
		||||
        if (pauseMenuCanvas != null) {
 | 
			
		||||
            if (!isPaused) {
 | 
			
		||||
    void OnPause()
 | 
			
		||||
    {
 | 
			
		||||
        if (pauseMenuCanvas != null)
 | 
			
		||||
        {
 | 
			
		||||
            if (!isPaused)
 | 
			
		||||
            {
 | 
			
		||||
                Time.timeScale = 0;
 | 
			
		||||
                TogglePauseMenu(true);
 | 
			
		||||
            } else {
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                Time.timeScale = 1;
 | 
			
		||||
                TogglePauseMenu(false);
 | 
			
		||||
            }
 | 
			
		||||
@@ -127,17 +159,20 @@ public class StateController : MonoBehaviour {
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Unpause() {
 | 
			
		||||
    public void Unpause()
 | 
			
		||||
    {
 | 
			
		||||
        Time.timeScale = 1;
 | 
			
		||||
        TogglePauseMenu(false);
 | 
			
		||||
        isPaused = !isPaused;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void TogglePauseMenu(bool showPauseMenu) {
 | 
			
		||||
    void TogglePauseMenu(bool showPauseMenu)
 | 
			
		||||
    {
 | 
			
		||||
        pauseMenuCanvas.SetActive(showPauseMenu);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void RespawnPlayer() {
 | 
			
		||||
    public void RespawnPlayer()
 | 
			
		||||
    {
 | 
			
		||||
        Destroy(GameObject.FindGameObjectWithTag("Player"));
 | 
			
		||||
        SetDeathCanvasActive(false);
 | 
			
		||||
        GameObject.Find("Main Camera").GetComponent<CameraMovement>().FindPlayer();
 | 
			
		||||
@@ -145,21 +180,26 @@ public class StateController : MonoBehaviour {
 | 
			
		||||
        Instantiate(player, spawnPoint.transform.position, player.transform.rotation);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void RespawnEnemies() {
 | 
			
		||||
        foreach (GameObject enemy in enemiesInScene) {
 | 
			
		||||
    public void RespawnEnemies()
 | 
			
		||||
    {
 | 
			
		||||
        foreach (GameObject enemy in enemiesInScene)
 | 
			
		||||
        {
 | 
			
		||||
            enemy.SetActive(true);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void SetDeathCanvasActive(bool activeState) {
 | 
			
		||||
    public void SetDeathCanvasActive(bool activeState)
 | 
			
		||||
    {
 | 
			
		||||
        deathCanvas.SetActive(activeState);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void ShowVictoryCanvas() {
 | 
			
		||||
    public void ShowVictoryCanvas()
 | 
			
		||||
    {
 | 
			
		||||
        victoryCanvas.SetActive(true);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void ContinueToNextLevel() {
 | 
			
		||||
        GameObject.FindGameObjectWithTag("SceneManager").GetComponent<SceneController>().NextScene();
 | 
			
		||||
    public void ContinueToNextLevel()
 | 
			
		||||
    {
 | 
			
		||||
        SceneController.Instance.NextScene();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -8,7 +8,8 @@ public class VictoryObjectBehavior : MonoBehaviour
 | 
			
		||||
    public float speed = 1f;
 | 
			
		||||
    Vector2 initPosition;
 | 
			
		||||
 | 
			
		||||
    void Awake() {
 | 
			
		||||
    void Awake()
 | 
			
		||||
    {
 | 
			
		||||
        initPosition = this.transform.position;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@@ -18,13 +19,16 @@ public class VictoryObjectBehavior : MonoBehaviour
 | 
			
		||||
        transform.position = new Vector2(initPosition.x, initPosition.y + Mathf.Sin(Time.time * speed) * height);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void OnDrawGizmos() {
 | 
			
		||||
    void OnDrawGizmos()
 | 
			
		||||
    {
 | 
			
		||||
        Gizmos.DrawLine(new Vector3(transform.position.x, transform.position.y - height, transform.position.z), new Vector3(transform.position.x, transform.position.y + height, transform.position.z));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void OnTriggerEnter2D(Collider2D col) {
 | 
			
		||||
        if (col.tag == "Player") {
 | 
			
		||||
            GameObject.FindGameObjectWithTag("StateController").GetComponent<StateController>().ShowVictoryCanvas();
 | 
			
		||||
    void OnTriggerEnter2D(Collider2D col)
 | 
			
		||||
    {
 | 
			
		||||
        if (col.tag == "Player")
 | 
			
		||||
        {
 | 
			
		||||
            StateController.Instance.ShowVictoryCanvas();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user