Updated Unity Version

Added graphics options and rendering quality level settings
Added new movement patterns to the dumb enemy AI
Added chance for Coward Enemies to drop a random
Added method to correctly reset the game variables on death and win screens
Updated the UI to work on different resolutions without breaking
Moved Sprites into a sprites folder
Fixed issue where score would overflow the int because the multiplier was too high
Fixed issue where new lives gained from the score breakpoints were not being calculated correctly
Fixed issue where clicking off a menu element then trying to control the menu with the controller did not correctly reselect a menu item
Fixed issue where enemies colliding with the outer boundary too much would break the sfx and music (i assume from a buffering issue)
This commit is contained in:
iDunnoDev
2022-07-23 14:43:52 +01:00
committed by iDunnoDev
parent fb3415c7b2
commit 62254a0332
145 changed files with 26991 additions and 1397 deletions

View File

@ -58,6 +58,7 @@ public class GameManager : MonoBehaviour
public bool isGameOver = false;
public GameState currentGameState;
public bool warmStart = false;
private int _versionMajor = 0;
private int _versionMinor = 2;
@ -173,13 +174,22 @@ public class GameManager : MonoBehaviour
}
public void SetupLevel()
public void ResetStats()
{
_lives = _startingLives;
_lives.Value = _startingLives.Value;
_coreCount.Value = _startCores;
_level.Value = _firstLevel;
_score.Value = 0;
isGameOver = false;
}
public void SetupLevel()
{
if (warmStart)
{
ResetStats();
warmStart = false;
}
if (_coresNeeded.Count == 0)
{
@ -276,12 +286,12 @@ public class GameManager : MonoBehaviour
public void AddScore(int amount)
{
_score += amount;
_score.Value = Mathf.Clamp(CurrentScore + amount, 0, 999999999);
}
public void SetScore(int amount)
{
_score.Value = amount;
_score.Value = Mathf.Clamp(amount, 0, 999999999);
}
public void WarpLevels(int amount)
@ -301,7 +311,7 @@ public class GameManager : MonoBehaviour
public void AddLife(int amount = 1)
{
_lives += amount;
_lives.Value = Mathf.Clamp(CurrentLives + amount, -1, 99);
}
public void DoGameOver()
{