Added new sounds needed for game

Added blackhole swirl texture and materials
Added Magnet, Hunter and Drop core powerups and script overhaul for powerups in general
Added Scenes and Cinematic changes for the game, win and death screens
Added a score
Changed the way enemy spawns work
Removed unused scripts
This commit is contained in:
iDunnoDev
2022-07-14 17:31:10 +01:00
committed by iDunnoDev
parent 3ab4b78a79
commit fb3415c7b2
259 changed files with 121513 additions and 30882 deletions

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@ -52,7 +52,7 @@ AudioMixerController:
m_StartSnapshot: {fileID: 24500006}
m_SuspendThreshold: -80
m_EnableSuspend: 1
m_UpdateMode: 0
m_UpdateMode: 1
m_ExposedParameters:
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name: masterVol

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@ -107,7 +107,7 @@ Material:
- _WorkflowMode: 1
- _ZWrite: 0
m_Colors:
- _BaseColor: {r: 0.002814194, g: 0.254717, b: 0, a: 1}
- _BaseColor: {r: 0.002814194, g: 0.254717, b: 0, a: 0}
- _Color: {r: 0.5677129, g: 1, b: 0, a: 1}
- _EmissionColor: {r: 4.2293434, g: 0.2510569, b: 0.13518448, a: 1}
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@ -108,11 +108,17 @@ public class GameManager : MonoBehaviour
get
{
int result;
if (CurrentLevel == 5)
{
result = _coreCount.Value;
}
if (CurrentLevel == -1)
{
result = -1;
}
else if (_coresNeeded.Count < CurrentLevel)
else if (_coresNeeded.Count <= CurrentLevel)
{
result = _coresNeeded[_coresNeeded.Count - 1].Value;
}
@ -193,28 +199,28 @@ public class GameManager : MonoBehaviour
EnemyType enemyDropSetup = new EnemyType();
// Level 1 numbers
enemyDumbSetup.AddLevelStats(0, 6, 500, 300.0f, 10.0f);
enemyCowardSetup.AddLevelStats(0, 0, 0, 0.0f, 0.0f);
enemyDumbSetup.AddLevelStats(0, 15, 500, 300.0f, 10.0f);
enemyCowardSetup.AddLevelStats(0, 1, 1500, 300.0f, 10.0f);
enemyChaseSetup.AddLevelStats(0, 0, 0, 0.0f, 0.0f);
enemyDropSetup.AddLevelStats(0, 0, 0, 0.0f, 0.0f);
// Level 2 numbers
enemyDumbSetup.AddLevelStats(1, 8, 450, 240.0f, 20.0f);
enemyCowardSetup.AddLevelStats(1, 2, 1000, 300.0f, 10.0f);
enemyDumbSetup.AddLevelStats(1, 20, 450, 240.0f, 20.0f);
enemyCowardSetup.AddLevelStats(1, 5, 1000, 300.0f, 10.0f);
enemyChaseSetup.AddLevelStats(1, 0, 0, 0.0f, 0.0f);
enemyDropSetup.AddLevelStats(1, 0, 0, 0.0f, 0.0f);
// Level 3 numbers
enemyDumbSetup.AddLevelStats(2, 6, 300, 180.0f, 40.0f);
enemyCowardSetup.AddLevelStats(2, 3, 800, 240.0f, 20.0f);
enemyChaseSetup.AddLevelStats(2, 1, 1500, 360.0f, 5.0f);
enemyDumbSetup.AddLevelStats(2, 20, 200, 180.0f, 40.0f);
enemyCowardSetup.AddLevelStats(2, 8, 500, 240.0f, 20.0f);
enemyChaseSetup.AddLevelStats(2, 2, 1500, 360.0f, 5.0f);
enemyDropSetup.AddLevelStats(2, 0, 0, 0.0f, 0.0f);
// Level 4 numbers
enemyDumbSetup.AddLevelStats(3, 5, 150, 180.0f, 50.0f);
enemyCowardSetup.AddLevelStats(3, 4, 500, 240.0f, 30.0f);
enemyChaseSetup.AddLevelStats(3, 2, 1000, 300.0f, 20.0f);
enemyDropSetup.AddLevelStats(3, 1, 2000, 300.0f, 10.0f);
enemyDumbSetup.AddLevelStats(3, 25, 150, 180.0f, 50.0f);
enemyCowardSetup.AddLevelStats(3, 10, 500, 240.0f, 30.0f);
enemyChaseSetup.AddLevelStats(3, 5, 1000, 300.0f, 20.0f);
enemyDropSetup.AddLevelStats(3, 2, 2000, 300.0f, 10.0f);
// Add the counts to the enemy type dictionaries
enemyList.Add(EnemyTypeName.ENEMYDUMB, enemyDumbSetup);
@ -273,6 +279,11 @@ public class GameManager : MonoBehaviour
_score += amount;
}
public void SetScore(int amount)
{
_score.Value = amount;
}
public void WarpLevels(int amount)
{
_level += amount;
@ -280,11 +291,7 @@ public class GameManager : MonoBehaviour
public void LostLife()
{
_lives -= 1;
if (CurrentLives <= 0)
{
DoGameOver();
}
_lives -= 1;
}
public void AddCore(int amount = 1)

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