Cloned from the Team project repo

This commit is contained in:
iDunnoDev
2022-06-18 15:55:39 +01:00
committed by iDunnoDev
parent 87af0f71de
commit e30ffcfc80
1247 changed files with 174704 additions and 0 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CoresMeter : MonoBehaviour
{
public Slider CoreMeterBar;
public void Update()
{
CoreMeterBar.value = GameManager.Instance.getCoreCount();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class DeadMenu : MonoBehaviour
{
// Start is called before the first frame update
public BackgroundMusicManager currentBGMManager;
public MenuAudioManager currentMenuAudioManager;
private void Start()
{
Cursor.lockState = CursorLockMode.None;
// If the BGM manager is present, queue up and play the given track index
if (currentBGMManager)
{
currentBGMManager.StartAudioQueueAndPlay(1);
}
}
public void ReStartGame()
{
// Play the menu click sound if the audio manager is present
if (currentMenuAudioManager)
{
currentMenuAudioManager.PlayMenuClick();
}
SceneManager.LoadScene("Main Menu");
}
public void Quit()
{
// Play the menu click sound if the audio manager is present
if (currentMenuAudioManager)
{
currentMenuAudioManager.PlayMenuClick();
}
Application.Quit();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HealthBar : MonoBehaviour
{
public Slider health;
public void Health(int newHealth)
{
health.value = newHealth;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class MainMenuScript : MonoBehaviour
{
public BackgroundMusicManager currentBGMManager;
public MenuAudioManager currentMenuAudioManager;
private void Start()
{
// If the BGM manager is present, queue up and play the given track index
if (currentBGMManager)
{
currentBGMManager.StartAudioQueueAndPlay(0);
}
}
public void SetupVolumeOptions()
{
// Gets the volume settings from the player profile and sets it in the game
float currentMasterVol = PlayerPrefs.GetFloat("currentMasterVol");
GameObject masterVolSliderGo = GameObject.Find("Main Slider");
float currentMusicVol = PlayerPrefs.GetFloat("currentMusicVol");
GameObject musicVolSliderGo = GameObject.Find("Music Slider");
float currentSFXVol = PlayerPrefs.GetFloat("currentSFXVol");
GameObject SFXVolSliderGo = GameObject.Find("SFX Slider");
masterVolSliderGo.GetComponent<Slider>().value = currentMasterVol;
musicVolSliderGo.GetComponent<Slider>().value = currentMusicVol;
SFXVolSliderGo.GetComponent<Slider>().value = currentSFXVol;
}
public void PlayMenuClick()
{
if (currentMenuAudioManager)
{
currentMenuAudioManager.PlayMenuClick();
}
}
public void StartGame()
{
// Play the menu click sound if the audio manager is present
if (currentMenuAudioManager)
{
currentMenuAudioManager.PlayMenuClick();
}
SceneManager.LoadScene("Rules");
}
public void Quit()
{
// Play the menu click sound if the audio manager is present
if (currentMenuAudioManager)
{
currentMenuAudioManager.PlayMenuClick();
}
Application.Quit();
}
public void SetMasterVolume(float value)
{
// Converts the master volume into decibels and stores it in the player profile
GameManager.Instance.currentAudioMixer.SetFloat("masterVol", SharedMethods.ConvertToDecibels(value));
PlayerPrefs.SetFloat("currentMasterVol", value);
}
public void SetMusicVolume(float value)
{
// Converts the music volume into decibels and stores it in the player profile
GameManager.Instance.currentAudioMixer.SetFloat("musicVol", SharedMethods.ConvertToDecibels(value));
PlayerPrefs.SetFloat("currentMusicVol", value);
}
public void SetSFXVolume(float value)
{
// Converts the sfx volume into decibels and stores it in the player profile
GameManager.Instance.currentAudioMixer.SetFloat("sfxVol", SharedMethods.ConvertToDecibels(value));
PlayerPrefs.SetFloat("currentSFXVol", value);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
/// <summary>
/// Class to deal with the other collisions for the core
/// </summary>
public class MultiCollider : ColliderManager
{
public AudioClip corePickupSFX;
public GameObject radiusToken;
public GameObject PlayerOne;
public SphereCollider Cores;
private GameObject areaAround;
public int radiusTick;
// Bool checks if the core has been collected, this is because the ships are made of multiple collision boxes and would trigger more than once.
private bool _tokenCollected = false;
public override void ProcessCollision(CollisionDirection direction, Collision collision, bool wasChild)
{
GameObject collisionGO;
if (wasChild)
{
collisionGO = collision.transform.parent.gameObject;
}
else
{
collisionGO = collision.gameObject;
}
// Check the tag of the collided object, Direction doesnt matter i assume
switch (collisionGO.tag)
{
case "Player":
PickupToken();
break;
}
}
/// <summary>
/// Process the core pick up and destroy the core object.
/// </summary>
public void PickupToken()
{
// If the core has been collected ignore it.
if (!_tokenCollected)
{
Debug.Log("Pick up radius");
_tokenCollected = true;
AudioSource.PlayClipAtPoint(corePickupSFX, transform.position);
Destroy(radiusToken);
while (radiusTick > 0)
{
Cores.radius = 10;
radiusTick -= 1;
}
Destroy(areaAround);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ParticalCleanUp : MonoBehaviour
{
// Start is called before the first frame update
private float tik;
private float end = 2;
void Start()
{
tik = 0;
}
// Update is called once per frame
void Update()
{
if(tik >= end)
{
Destroy(gameObject);
}
else
{
tik += Time.deltaTime;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class RestartLevel : MonoBehaviour
{
void Update()
{
if (gameObject.name==("Player")) // need to get this to work when the player dies
{
Scene scene = SceneManager.GetActiveScene();
SceneManager.LoadScene(scene.name);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class RuleMenu : MonoBehaviour
{
public BackgroundMusicManager currentBGMManager;
public MenuAudioManager currentMenuAudioManager;
private void Start()
{
// If the BGM manager is present, queue up and play the given track index
if (currentBGMManager)
{
currentBGMManager.StartAudioQueueAndPlay(0);
}
}
public void StartGame()
{
// Play the menu click sound if the audio manager is present
if (currentMenuAudioManager)
{
currentMenuAudioManager.PlayMenuClick();
}
SceneManager.LoadScene("Game");
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Spedometer : MonoBehaviour
{
public Slider speed;
// Start is called before the first frame update
public void SpeedSlider(float newSpeed)
{
speed.value = newSpeed;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
/// <summary>
/// Class to deal with the other collisions for the core
/// </summary>
public class laserCollider : ColliderManager
{
public AudioClip corePickupSFX;
public GameObject laserToken;
public int laserTick;
public GameObject LaserStick1;
public GameObject LaserStick2;
// Bool checks if the core has been collected, this is because the ships are made of multiple collision boxes and would trigger more than once.
private bool _tokenCollected = false;
public override void ProcessCollision(CollisionDirection direction, Collision collision, bool wasChild)
{
GameObject collisionGO;
if (wasChild)
{
collisionGO = collision.transform.parent.gameObject;
}
else
{
collisionGO = collision.gameObject;
}
// Check the tag of the collided object, Direction doesnt matter i assume
switch (collisionGO.tag)
{
case "Player":
PickupToken();
break;
}
}
/// <summary>
/// Process the core pick up and destroy the core object.
/// </summary>
public void PickupToken()
{
// If the core has been collected ignore it.
if (!_tokenCollected)
{
Debug.Log("Pick up laser");
_tokenCollected = true;
AudioSource.PlayClipAtPoint(corePickupSFX, transform.position);
Destroy(laserToken);
while (laserTick != 0)
{
LaserStick1.transform.localScale = new Vector3(0.07000001f, 1.2f, 0.07000001f);
LaserStick1.transform.position = new Vector3(LaserStick1.transform.position.x - 5.27541f,
LaserStick1.transform.position.y - 1.240699f, LaserStick1.transform.position.z + 3.87f);
LaserStick2.transform.localScale = new Vector3(0.07000001f, 1.2f, 0.07000001f);
LaserStick2.transform.position = new Vector3(LaserStick2.transform.position.x - 0.2f,
LaserStick2.transform.position.y - 1.3f, LaserStick2.transform.position.z + 3.62f);
laserTick -= 1;
}
}
}
}

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