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:
parent
afbcb920ac
commit
5a7ce8fb2b
@ -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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@ -27,29 +27,38 @@ public class DialogBoxes : MonoBehaviour
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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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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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@ -48,7 +47,6 @@ public class PlayerBehavior : MonoBehaviour
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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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@ -94,7 +91,7 @@ public class PlayerBehavior : MonoBehaviour
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Animate();
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}
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unlockedClarinet = stateController.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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@ -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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@ -158,17 +161,20 @@ 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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@ -176,12 +182,14 @@ public class PlayerBehavior : MonoBehaviour
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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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{
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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());
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}
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else if (col.tag == "spawnPoint") {
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stateController.spawnPoint.GetComponent<SpawnPointBehavior>().DeactivateSpawnPoint();
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else if (col.tag == "spawnPoint")
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{
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StateController.Instance.spawnPoint.GetComponent<SpawnPointBehavior>().DeactivateSpawnPoint();
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col.GetComponent<SpawnPointBehavior>().ActivateSpawnPoint();
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}
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else if (col.tag == "Trumpet")
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@ -246,17 +258,23 @@ public class PlayerBehavior : MonoBehaviour
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}
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}
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void OnCollisionEnter2D(Collision2D collision) {
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if (collision.gameObject.tag == "Enemy" || collision.gameObject.tag == "ProjectileEnemy") {
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if (collision.transform.position.y < transform.position.y) {
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void OnCollisionEnter2D(Collision2D collision)
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{
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if (collision.gameObject.tag == "Enemy" || collision.gameObject.tag == "ProjectileEnemy")
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{
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if (collision.transform.position.y < transform.position.y)
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{
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_rb.AddForce(Vector2.up * 8, ForceMode2D.Impulse);
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collision.gameObject.GetComponent<EnemyPatrol>().DefeatEnemy();
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} else {
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}
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else
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{
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StartCoroutine(DestroyPlayer());
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print("enemy defeated player");
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}
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}
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else if (collision.gameObject.tag == "Projectile") {
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else if (collision.gameObject.tag == "Projectile")
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{
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Destroy(collision.gameObject);
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StartCoroutine(DestroyPlayer());
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}
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@ -267,12 +285,14 @@ public class PlayerBehavior : MonoBehaviour
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}
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else if (collision.gameObject.tag == "Door")
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{
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this.stateController.RespawnPlayer();
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StateController.Instance.RespawnPlayer();
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}
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}
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IEnumerator DestroyPlayer() {
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if (playerIsAlive) {
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IEnumerator DestroyPlayer()
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{
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if (playerIsAlive)
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{
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print("destroyPlayer called");
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playerIsAlive = false;
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audioSource.clip = deathSound;
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@ -288,12 +308,13 @@ public class PlayerBehavior : MonoBehaviour
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// destroy all tambourines
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GameObject[] currentTambourines = GameObject.FindGameObjectsWithTag("tambourine");
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foreach (GameObject tambourine in currentTambourines) {
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foreach (GameObject tambourine in currentTambourines)
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{
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tambourine.GetComponent<TambourineBehavior>().DestroySelf();
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// Destroy(tambourine);
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}
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this.stateController.RespawnPlayer();
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StateController.Instance.RespawnPlayer();
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}
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}
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}
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@ -65,8 +65,8 @@ public class PlayerMovement : MonoBehaviour
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[Header("Layers & Tags")]
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[SerializeField] private LayerMask _groundLayer;
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// Static classes
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[HideInInspector] private PlayerBehavior playerBehavior;
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[HideInInspector] private StateController stateController;
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[HideInInspector] private AudioSource audioSource;
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[HideInInspector] private bool soundPlaying = false;
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@ -79,7 +79,6 @@ public class PlayerMovement : MonoBehaviour
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RB = GetComponent<Rigidbody2D>();
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playerBehavior = this.gameObject.GetComponent<PlayerBehavior>();
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grapplingRope = playerBehavior.grapplingRope;
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stateController = GameObject.FindGameObjectWithTag("StateController").GetComponent<StateController>();
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audioSource = GetComponent<AudioSource>();
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gameUI = GameObject.FindGameObjectWithTag("GameUICanvas").GetComponent<GameUIController>();
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trumpetSprite.enabled = false;
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@ -93,16 +92,20 @@ public class PlayerMovement : MonoBehaviour
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void OnMove(InputValue value)
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{
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if (playerBehavior.playerIsAlive) {
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if (playerBehavior.playerIsAlive)
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{
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this._moveInput = value.Get<Vector2>();
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} else {
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}
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else
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{
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this._moveInput = Vector2.zero;
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}
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}
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void OnJump()
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{
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if (playerBehavior.playerIsAlive) {
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if (playerBehavior.playerIsAlive)
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{
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OnJumpInput();
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}
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}
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@ -141,21 +144,30 @@ public class PlayerMovement : MonoBehaviour
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if (IsGrounded()) //checks if set box overlaps with ground
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{
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LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime
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if (unlockedTrumpet) {
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if (unlockedTrumpet)
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{
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trumpet = 2;
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gameUI.ToggleTrumpet(true);
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} 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;
|
||||
@ -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
|
||||
@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user