Cloned from the Team project repo
This commit is contained in:
6
.vsconfig
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6
.vsconfig
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{
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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8
Assets/Assets_And_Scenes.meta
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8
Assets/Assets_And_Scenes.meta
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8
Assets/Assets_And_Scenes/Audio.meta
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8
Assets/Assets_And_Scenes/Audio.meta
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22
Assets/Assets_And_Scenes/Audio/BlackHoleDanger.ogg.meta
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BIN
Assets/Assets_And_Scenes/Audio/BlackHoleHowl.wav
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22
Assets/Assets_And_Scenes/Audio/BlackHoleHowl.wav.meta
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22
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Assets/Assets_And_Scenes/Audio/BoopIn.wav.meta
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Assets/Assets_And_Scenes/Audio/CoreSpawned.wav.meta
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(Stored with Git LFS)
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(Stored with Git LFS)
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Assets/Assets_And_Scenes/Audio/MasterAudioMixer.mixer
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BIN
Assets/Assets_And_Scenes/Audio/MenuClick.wav
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Normal file
BIN
Assets/Assets_And_Scenes/Audio/PlayerBoost.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
22
Assets/Assets_And_Scenes/Audio/PlayerBoost.wav.meta
Normal file
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Assets/Assets_And_Scenes/Audio/PlayerBoost.wav.meta
Normal file
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BIN
Assets/Assets_And_Scenes/Audio/PlayerCantBoost.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
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Assets/Assets_And_Scenes/Audio/PlayerCantBoost.wav.meta
Normal file
22
Assets/Assets_And_Scenes/Audio/PlayerCantBoost.wav.meta
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Normal file
BIN
Assets/Assets_And_Scenes/Audio/PlayerImmune.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
22
Assets/Assets_And_Scenes/Audio/PlayerImmune.wav.meta
Normal file
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Assets/Assets_And_Scenes/Audio/PlayerImmune.wav.meta
Normal file
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8
Assets/Assets_And_Scenes/GameManager.meta
Normal file
8
Assets/Assets_And_Scenes/GameManager.meta
Normal file
@ -0,0 +1,8 @@
|
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|
fileFormatVersion: 2
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guid: 0c0725848b7a2e84fa3af4d14303d5d5
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assetBundleVariant:
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244
Assets/Assets_And_Scenes/GameManager/GameManager.cs
Normal file
244
Assets/Assets_And_Scenes/GameManager/GameManager.cs
Normal file
@ -0,0 +1,244 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Audio;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public enum EnemyType
|
||||||
|
{
|
||||||
|
ENEMYDUMB,
|
||||||
|
ENEMYCOWARD,
|
||||||
|
ENEMYCHASE,
|
||||||
|
ENEMYDROP
|
||||||
|
}
|
||||||
|
|
||||||
|
public class GameManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
private static GameManager _instance;
|
||||||
|
public static GameManager Instance
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return _instance;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Dictionary to hold the enemy counts and type
|
||||||
|
public Dictionary<EnemyType, Dictionary<int, int>> enemyList = new Dictionary<EnemyType, Dictionary<int, int>>();
|
||||||
|
|
||||||
|
public AudioMixer currentAudioMixer;
|
||||||
|
|
||||||
|
public bool godMode = false;
|
||||||
|
|
||||||
|
public int maxLives = 3;
|
||||||
|
public int lives = 3;
|
||||||
|
|
||||||
|
public bool controller;
|
||||||
|
|
||||||
|
public int firstLevel = 0;
|
||||||
|
public int level = 0;
|
||||||
|
|
||||||
|
public int blackHoleSize = 0;
|
||||||
|
|
||||||
|
public int startCores = 0;
|
||||||
|
private int _coreCount = 0;
|
||||||
|
public int coreNeeded = 5;
|
||||||
|
|
||||||
|
public bool boss = false;
|
||||||
|
public bool isGameOver = false;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (_instance != null && _instance != this)
|
||||||
|
{
|
||||||
|
Destroy(this.gameObject);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_instance = this;
|
||||||
|
DontDestroyOnLoad(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
// Load the saved audio levels into the mixer
|
||||||
|
if (PlayerPrefs.HasKey("currentMasterVol"))
|
||||||
|
{
|
||||||
|
float currentMasterVol = PlayerPrefs.GetFloat("currentMasterVol");
|
||||||
|
float currentMusicVol = PlayerPrefs.GetFloat("currentMusicVol");
|
||||||
|
float currentSFXVol = PlayerPrefs.GetFloat("currentSFXVol");
|
||||||
|
|
||||||
|
currentAudioMixer.SetFloat("masterVol", SharedMethods.ConvertToDecibels(currentMasterVol));
|
||||||
|
currentAudioMixer.SetFloat("musicVol", SharedMethods.ConvertToDecibels(currentMusicVol));
|
||||||
|
currentAudioMixer.SetFloat("sfxVol", SharedMethods.ConvertToDecibels(currentSFXVol));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float currentMasterVol = 1f;
|
||||||
|
float currentMusicVol = 1f;
|
||||||
|
float currentSFXVol = 1f;
|
||||||
|
|
||||||
|
currentAudioMixer.SetFloat("masterVol", SharedMethods.ConvertToDecibels(currentMasterVol));
|
||||||
|
currentAudioMixer.SetFloat("musicVol", SharedMethods.ConvertToDecibels(currentMusicVol));
|
||||||
|
currentAudioMixer.SetFloat("sfxVol", SharedMethods.ConvertToDecibels(currentSFXVol));
|
||||||
|
|
||||||
|
PlayerPrefs.SetFloat("currentMasterVol", currentMasterVol);
|
||||||
|
PlayerPrefs.SetFloat("currentMusicVol", currentMusicVol);
|
||||||
|
PlayerPrefs.SetFloat("currentSFXVol", currentSFXVol);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetupLevel()
|
||||||
|
{
|
||||||
|
lives = maxLives;
|
||||||
|
_coreCount = startCores;
|
||||||
|
level = firstLevel;
|
||||||
|
isGameOver = false;
|
||||||
|
|
||||||
|
if (enemyList.Count == 0)
|
||||||
|
{
|
||||||
|
// Set up the enemy level and count dictionaries
|
||||||
|
Dictionary<int, int> enemyDumbSetup = new Dictionary<int, int>();
|
||||||
|
Dictionary<int, int> enemyCowardSetup = new Dictionary<int, int>();
|
||||||
|
Dictionary<int, int> enemyChaseSetup = new Dictionary<int, int>();
|
||||||
|
Dictionary<int, int> enemyDropSetup = new Dictionary<int, int>();
|
||||||
|
|
||||||
|
// Level 1 numbers
|
||||||
|
enemyDumbSetup.Add(0, 6);
|
||||||
|
enemyCowardSetup.Add(0, 0);
|
||||||
|
enemyChaseSetup.Add(0, 0);
|
||||||
|
enemyDropSetup.Add(0, 0);
|
||||||
|
|
||||||
|
// Level 2 numbers
|
||||||
|
enemyDumbSetup.Add(1, 8);
|
||||||
|
enemyCowardSetup.Add(1, 2);
|
||||||
|
enemyChaseSetup.Add(1, 0);
|
||||||
|
enemyDropSetup.Add(1, 0);
|
||||||
|
|
||||||
|
// Level 3 numbers
|
||||||
|
enemyDumbSetup.Add(2, 8);
|
||||||
|
enemyCowardSetup.Add(2, 3);
|
||||||
|
enemyChaseSetup.Add(2, 1);
|
||||||
|
enemyDropSetup.Add(2, 0);
|
||||||
|
|
||||||
|
// Level 4 numbers
|
||||||
|
enemyDumbSetup.Add(3, 10);
|
||||||
|
enemyCowardSetup.Add(3, 3);
|
||||||
|
enemyChaseSetup.Add(3, 2);
|
||||||
|
enemyDropSetup.Add(3, 1);
|
||||||
|
|
||||||
|
// Add the counts to the enemy type dictionaries
|
||||||
|
enemyList.Add(EnemyType.ENEMYDUMB, enemyDumbSetup);
|
||||||
|
enemyList.Add(EnemyType.ENEMYCOWARD, enemyCowardSetup);
|
||||||
|
enemyList.Add(EnemyType.ENEMYCHASE, enemyChaseSetup);
|
||||||
|
enemyList.Add(EnemyType.ENEMYDROP, enemyDropSetup);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public int GetCurrentLevelEnemyTypeCount(EnemyType enemyType)
|
||||||
|
{
|
||||||
|
int result;
|
||||||
|
// Check if the current level is higher than the max we have set up (we should probs cap it)
|
||||||
|
if (level > enemyList[enemyType].Count - 1)
|
||||||
|
{
|
||||||
|
// Get the "last" levels numbers
|
||||||
|
result = enemyList[enemyType][enemyList[enemyType].Count - 1];
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Get the current levels numbers
|
||||||
|
result = enemyList[enemyType][level];
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if(_coreCount >= coreNeeded)
|
||||||
|
{
|
||||||
|
_coreCount = 0;
|
||||||
|
level++;
|
||||||
|
}
|
||||||
|
BadGuyCount();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void toggleBike()
|
||||||
|
{
|
||||||
|
if (controller == true)
|
||||||
|
{
|
||||||
|
controller = false;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
controller = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public int getCoreCount()
|
||||||
|
{
|
||||||
|
return _coreCount;
|
||||||
|
}
|
||||||
|
|
||||||
|
// This is dealt with in the enemy dictionary
|
||||||
|
private void BadGuyCount()
|
||||||
|
{
|
||||||
|
switch (level)
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
//Temp until boss added, then add new case 5: with DoGameWon(); and uncomment boss = true;
|
||||||
|
if (!isGameOver)
|
||||||
|
{
|
||||||
|
DoGameWon();
|
||||||
|
}
|
||||||
|
//boss = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public void LostLife()
|
||||||
|
{
|
||||||
|
lives -= 1;
|
||||||
|
if (lives <= 0)
|
||||||
|
{
|
||||||
|
DoGameOver();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public int GetLives()
|
||||||
|
{
|
||||||
|
return lives;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AddCore()
|
||||||
|
{
|
||||||
|
_coreCount += 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AddLife()
|
||||||
|
{
|
||||||
|
lives += 1;
|
||||||
|
}
|
||||||
|
public void DoGameOver()
|
||||||
|
{
|
||||||
|
isGameOver = true;
|
||||||
|
SceneManager.LoadScene("Dead");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DoGameWon()
|
||||||
|
{
|
||||||
|
isGameOver = true;
|
||||||
|
SceneManager.LoadScene("Win");
|
||||||
|
}
|
||||||
|
}
|
12
Assets/Assets_And_Scenes/GameManager/GameManager.cs.meta
Normal file
12
Assets/Assets_And_Scenes/GameManager/GameManager.cs.meta
Normal file
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|
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|
||||||
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
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|
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m_Name:
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m_EditorClassIdentifier:
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currentLight: {fileID: 8205462807495844801}
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startIntensity: 50
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lightLifeTime: 5
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@ -0,0 +1,7 @@
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|
fileFormatVersion: 2
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guid: 55053b6b3545f4a4fac013b5212b50ab
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user