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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@ -0,0 +1,60 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AttachablePowerUpEffect : PowerUpEffect
{
public string uiReadyText;
[TextArea]
public string uiDescText;
public AudioClip onUseSFX;
public AudioClip onAltSFX;
public float abilityCooldown;
protected bool _abilityCooldown;
protected TimerHelper _abilityCooldownTimer;
public bool CooldownStatus
{
get
{
return _abilityCooldown;
}
}
public float CooldownTimePercent
{
get
{
return _abilityCooldownTimer.Position;
}
}
public float CooldownTime
{
get
{
return _abilityCooldownTimer.CurrentTick;
}
}
public virtual bool OnUseEffect()
{
return false;
}
public virtual bool OnAltUseEffect()
{
return false;
}
public virtual T GetStatChangesValue<T>(string statName, T currentValue)
{
switch(statName)
{
default:
return currentValue;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class ChaseAttachedPowerUpEffect : AttachablePowerUpEffect
{
private GameObject _player;
private PlayerObjectShared _playerObjectShared;
private Rigidbody _playerRigidBody;
public float chargeForce;
public float targetRange;
public GameObject selectorGO;
private GameObject _currentTarget;
public float scanCooldown;
private bool _scanCooldown;
private TimerHelper _scanTimer;
private Queue<GameObject> _scannedObjects = new Queue<GameObject>();
// Start is called before the first frame update
void Start()
{
_player = GameEngine.mainPlayer;
_playerObjectShared = _player.GetComponent<PlayerObjectShared>();
_playerRigidBody = _player.GetComponent<Rigidbody>();
_abilityCooldown = false;
_abilityCooldownTimer = new TimerHelper(abilityCooldown, false);
_scanCooldown = false;
_scanTimer = new TimerHelper(scanCooldown, false);
}
public override bool OnUseEffect()
{
if (!_abilityCooldown)
{
PlayerColliderManager playerCM = _player.GetComponent<PlayerColliderManager>();
if (playerCM != null)
{
playerCM.SetImmune(2.0f);
}
if (_currentTarget != null)
{
Vector3 directionToTarget = _currentTarget.transform.position - _player.transform.position;
_playerRigidBody.AddForce(directionToTarget.normalized * chargeForce, ForceMode.VelocityChange);
}
else
{
_playerRigidBody.AddForce(_player.transform.forward * chargeForce, ForceMode.VelocityChange);
}
Transform particleEffect = powerUpModel.transform.Find("PowerUsed");
if (particleEffect != null)
{
ParticleSystem particleSys = particleEffect.gameObject.GetComponent<ParticleSystem>();
particleSys.Play();
}
if (onUseSFX != null)
{
_playerObjectShared.PlaySFX(onUseSFX);
}
_abilityCooldown = true;
_abilityCooldownTimer.RestartTimer();
return true;
}
else
{
return false;
}
}
public override bool OnAltUseEffect()
{
if (!_abilityCooldown)
{
if (!_scanCooldown)
{
bool result = false;
Queue<GameObject> currentScan = new Queue<GameObject>();
RaycastHit[] raycastHits = Physics.SphereCastAll(_player.transform.position, 30.0f, _player.transform.forward, targetRange, LayerMask.GetMask("Enemies"));
if (raycastHits.Length > 0)
{
foreach (RaycastHit currentHit in raycastHits)
{
GameObject currentGO = currentHit.transform.gameObject;
if (currentGO.tag != "Asteroid")
{
if (!currentScan.Contains(currentGO))
{
currentScan.Enqueue(currentGO);
if (!_scannedObjects.Contains(currentGO))
{
_scannedObjects.Enqueue(currentGO);
}
}
}
}
}
_scannedObjects = new Queue<GameObject>(_scannedObjects.Where(s => currentScan.Any(c => c == s)));
if (_scannedObjects.Count > 0)
{
if (_currentTarget != null)
{
Transform lastTargetGO = _currentTarget.transform.Find("ShipModel/Target");
if (lastTargetGO != null)
{
Destroy(lastTargetGO.gameObject);
}
}
_currentTarget = _scannedObjects.Dequeue();
if (_currentTarget != null)
{
Transform shipModel = _currentTarget.transform.Find("ShipModel");
if (shipModel != null)
{
GameObject newTarget = Instantiate(selectorGO, shipModel);
newTarget.name = "Target";
}
}
result = true;
}
else
{
if (_currentTarget != null)
{
Transform lastTargetGO = _currentTarget.transform.Find("ShipModel/Target");
if (lastTargetGO != null)
{
Destroy(lastTargetGO.gameObject);
}
}
_currentTarget = null;
}
if (onAltSFX != null)
{
_playerObjectShared.PlaySFX(onAltSFX);
}
_scanTimer.RestartTimer();
_scanCooldown = true;
return true;
}
else
{
return true;
}
}
else
{
return false;
}
}
private void OnDestroy()
{
if (_currentTarget != null)
{
Transform lastTargetGO = _currentTarget.transform.Find("ShipModel/Target");
if (lastTargetGO != null)
{
Destroy(lastTargetGO.gameObject);
}
}
}
// Update is called once per frame
void Update()
{
if (_abilityCooldown)
{
if (_abilityCooldownTimer.HasTicked(Time.deltaTime))
{
_abilityCooldown = false;
}
}
if (_scanCooldown)
{
if (_scanTimer.HasTicked(Time.deltaTime))
{
_scanCooldown = false;
}
}
if (_currentTarget != null)
{
uiReadyText = "Target Locked!";
}
else
{
uiReadyText = "Charge Ready";
}
}
}

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@ -0,0 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChasePowerUpEffect : PowerUpEffect
{
private GameObject _player;
private PlayerObjectShared _playerObjectShared;
public GameObject coredVersionGO;
// Start is called before the first frame update
void Start()
{
_currentGameEngine = FindObjectOfType<GameEngine>();
_player = GameEngine.mainPlayer;
_playerObjectShared = _player.GetComponent<PlayerObjectShared>();
}
public override void OnPickUp()
{
Transform coreHolder = _player.transform.Find("PlayerModel/CoreHolder");
for (int i = 0; i < coreHolder.transform.childCount; i++)
{
Destroy(coreHolder.GetChild(i).gameObject);
}
GameObject newSpecialCore = Instantiate(coredVersionGO, coreHolder);
AttachablePowerUpEffect newDropEffect = newSpecialCore.GetComponent<ChaseAttachedPowerUpEffect>();
_playerObjectShared.AttachPickUp(newDropEffect);
if (_currentGameEngine != null)
{
_currentGameEngine.QueueDialog(dialogIndex);
}
}
public override void ApplyEffect()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DropAttachedPowerUpEffect : AttachablePowerUpEffect
{
private GameObject _player;
private PlayerObjectShared _playerObjectShared;
private PlayerColliderManager _playerColliderManager;
private Rigidbody _playerRigidBody;
public float dropPowerForce;
// Start is called before the first frame update
void Start()
{
_player = GameEngine.mainPlayer;
_playerObjectShared = _player.GetComponent<PlayerObjectShared>();
_playerRigidBody = _player.GetComponent<Rigidbody>();
_playerColliderManager = _player.GetComponent<PlayerColliderManager>();
_abilityCooldown = false;
_abilityCooldownTimer = new TimerHelper(abilityCooldown, false);
}
public override bool OnUseEffect()
{
if (!_abilityCooldown)
{
_playerRigidBody.AddForce(-_player.transform.up * dropPowerForce, ForceMode.VelocityChange);
_playerColliderManager.SetDeadly();
Transform particleEffect = powerUpModel.transform.Find("PowerUsed");
if (particleEffect != null)
{
ParticleSystem particleSys = particleEffect.gameObject.GetComponent<ParticleSystem>();
particleSys.Play();
}
if (onUseSFX != null)
{
_playerObjectShared.PlaySFX(onUseSFX);
}
_abilityCooldown = true;
_abilityCooldownTimer.RestartTimer();
return true;
}
else
{
return false;
}
}
public override bool OnAltUseEffect()
{
if (!_abilityCooldown)
{
_playerRigidBody.AddForce(_player.transform.up * dropPowerForce, ForceMode.VelocityChange);
_playerColliderManager.SetDeadly();
Transform particleEffect = powerUpModel.transform.Find("AltUsed");
if (particleEffect != null)
{
ParticleSystem particleSys = particleEffect.gameObject.GetComponent<ParticleSystem>();
particleSys.Play();
}
if (onAltSFX != null)
{
_playerObjectShared.PlaySFX(onAltSFX);
}
_abilityCooldown = true;
_abilityCooldownTimer.RestartTimer();
return true;
}
else
{
return false;
}
}
// Update is called once per frame
void Update()
{
if (_abilityCooldown)
{
if (_abilityCooldownTimer.HasTicked(Time.deltaTime))
{
_abilityCooldown = false;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DropPowerUpEffect : PowerUpEffect
{
private GameObject _player;
private PlayerObjectShared _playerObjectShared;
public GameObject coredVersionGO;
// Start is called before the first frame update
void Start()
{
_currentGameEngine = FindObjectOfType<GameEngine>();
_player = GameEngine.mainPlayer;
_playerObjectShared = _player.GetComponent<PlayerObjectShared>();
}
public override void OnPickUp()
{
Transform coreHolder = _player.transform.Find("PlayerModel/CoreHolder");
for (int i = 0; i < coreHolder.transform.childCount; i++)
{
Destroy(coreHolder.GetChild(i).gameObject);
}
GameObject newSpecialCore = Instantiate(coredVersionGO, coreHolder);
AttachablePowerUpEffect newDropEffect = newSpecialCore.GetComponent<DropAttachedPowerUpEffect>();
_playerObjectShared.AttachPickUp(newDropEffect);
if (_currentGameEngine != null)
{
_currentGameEngine.QueueDialog(dialogIndex);
}
}
public override void ApplyEffect()
{
}
}

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@ -0,0 +1,147 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MagnetAttachedPowerUpEffect : AttachablePowerUpEffect
{
private GameObject _player;
private PlayerObjectShared _playerObjectShared;
public float magnetPowerForce;
public float magnetPowerRange;
// Start is called before the first frame update
void Start()
{
_player = GameEngine.mainPlayer;
_playerObjectShared = _player.GetComponent<PlayerObjectShared>();
_abilityCooldown = false;
_abilityCooldownTimer = new TimerHelper(abilityCooldown, false);
}
public override bool OnUseEffect()
{
if (!_abilityCooldown)
{
foreach (BlackHoleForce currentBHF in BlackHoleManager.blackHoleForceObjects)
{
GameObject currentObject = currentBHF.gameObject;
if (currentObject.tag != "Player")
{
Vector3 directionToObject = gameObject.transform.position - currentObject.transform.position;
float distanceToObject = directionToObject.magnitude;
if (distanceToObject <= magnetPowerRange)
{
Rigidbody currentRigidBody = currentObject.GetComponent<Rigidbody>();
if (currentRigidBody != null)
{
currentRigidBody.AddForce(directionToObject.normalized * magnetPowerForce, ForceMode.VelocityChange);
}
if (currentObject.tag == "Enemy")
{
EnemyColliderManager enemyColliderManager = currentObject.GetComponent<EnemyColliderManager>();
enemyColliderManager.MagnetizeEnemy();
}
else if (currentObject.tag == "Mine")
{
MineColliderManager mineCM = currentObject.GetComponent<MineColliderManager>();
if (mineCM != null)
{
mineCM.magnetizeMine();
}
}
}
}
}
Transform particleEffect = powerUpModel.transform.Find("PowerUsed");
if (particleEffect != null)
{
ParticleSystem particleSys = particleEffect.gameObject.GetComponent<ParticleSystem>();
particleSys.Play();
}
if (onUseSFX != null)
{
_playerObjectShared.PlaySFX(onUseSFX);
}
_abilityCooldown = true;
_abilityCooldownTimer.RestartTimer();
return true;
}
else
{
return false;
}
}
public override bool OnAltUseEffect()
{
if (!_abilityCooldown)
{
foreach (BlackHoleForce currentBHF in BlackHoleManager.blackHoleForceObjects)
{
GameObject currentObject = currentBHF.gameObject;
if (currentObject.tag != "Player")
{
Vector3 directionToObject = gameObject.transform.position - currentObject.transform.position;
float distanceToObject = directionToObject.magnitude;
if (distanceToObject <= magnetPowerRange)
{
Rigidbody currentRigidBody = currentObject.GetComponent<Rigidbody>();
if (currentRigidBody != null)
{
currentRigidBody.AddForce(-directionToObject.normalized * magnetPowerForce, ForceMode.VelocityChange);
}
if (currentObject.tag == "Enemy")
{
EnemyColliderManager enemyColliderManager = currentObject.GetComponent<EnemyColliderManager>();
enemyColliderManager.MagnetizeEnemy();
}
else if (currentObject.tag == "Mine")
{
MineColliderManager mineCM = currentObject.GetComponent<MineColliderManager>();
if (mineCM != null)
{
mineCM.magnetizeMine();
}
}
}
}
}
Transform particleEffect = powerUpModel.transform.Find("AltUsed");
if (particleEffect != null)
{
ParticleSystem particleSys = particleEffect.gameObject.GetComponent<ParticleSystem>();
particleSys.Play();
}
if (onAltSFX != null)
{
_playerObjectShared.PlaySFX(onAltSFX);
}
_abilityCooldown = true;
_abilityCooldownTimer.RestartTimer();
return true;
}
else
{
return false;
}
}
// Update is called once per frame
void Update()
{
if (_abilityCooldown)
{
if (_abilityCooldownTimer.HasTicked(Time.deltaTime))
{
_abilityCooldown = false;
}
}
}
}

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@ -1,94 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MagnetEmbedPowerUpEffect : PowerUpEffect
{
private GameObject _player;
private PlayerObjectShared _playerObjectShared;
public float magnetPowerForce;
public float magnetPowerRange;
public float magnetPowerCooldown;
private bool _magnetPowerCooldown;
private TimerHelper _magnetPowerCooldownTimer;
// Start is called before the first frame update
void Start()
{
_player = GameEngine.mainPlayer;
_playerObjectShared = _player.GetComponent<PlayerObjectShared>();
_magnetPowerCooldown = false;
_magnetPowerCooldownTimer = new TimerHelper(magnetPowerCooldown, false);
}
public override void OnPickUp()
{
}
public override void ApplyEffect()
{
}
public override bool OnUseEffect()
{
if (!_magnetPowerCooldown)
{
foreach (BlackHoleForce currentBHF in BlackHoleManager.blackHoleForceObjects)
{
GameObject currentObject = currentBHF.gameObject;
if (currentObject.tag != "Player")
{
Vector3 directionToObject = gameObject.transform.position - currentObject.transform.position;
float distanceToObject = directionToObject.magnitude;
if (distanceToObject <= magnetPowerRange)
{
Rigidbody currentRigidBody = currentObject.GetComponent<Rigidbody>();
if (currentRigidBody != null)
{
currentRigidBody.AddForce(directionToObject * magnetPowerForce, ForceMode.VelocityChange);
}
}
}
}
_magnetPowerCooldown = true;
_magnetPowerCooldownTimer.RestartTimer();
return true;
}
else
{
return false;
}
}
public override float CooldownStatus()
{
return _magnetPowerCooldownTimer.Position;
}
public override bool PowerUpReady()
{
if (_magnetPowerCooldown)
{
return false;
}
else
{
return true;
}
}
// Update is called once per frame
void Update()
{
if (_magnetPowerCooldown)
{
if (_magnetPowerCooldownTimer.HasTicked(Time.deltaTime))
{
_magnetPowerCooldown = false;
}
}
}
}

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@ -11,6 +11,7 @@ public class MagnetPowerUpEffect : PowerUpEffect
// Start is called before the first frame update
void Start()
{
_currentGameEngine = FindObjectOfType<GameEngine>();
_player = GameEngine.mainPlayer;
_playerObjectShared = _player.GetComponent<PlayerObjectShared>();
}
@ -23,26 +24,16 @@ public class MagnetPowerUpEffect : PowerUpEffect
Destroy(coreHolder.GetChild(i).gameObject);
}
GameObject newSpecialCore = Instantiate(coredVersionGO, coreHolder);
PowerUpEffect newMagnetEffect = newSpecialCore.GetComponent<MagnetEmbedPowerUpEffect>();
AttachablePowerUpEffect newMagnetEffect = newSpecialCore.GetComponent<MagnetAttachedPowerUpEffect>();
_playerObjectShared.AttachPickUp(newMagnetEffect);
if (_currentGameEngine != null)
{
_currentGameEngine.QueueDialog(dialogIndex);
}
}
public override void ApplyEffect()
{
}
public override bool OnUseEffect()
{
return false;
}
public override float CooldownStatus()
{
return 0.0f;
}
public override bool PowerUpReady()
{
return false;
}
}

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@ -5,9 +5,12 @@ using UnityEngine;
public class PowerUpEffect : MonoBehaviour
{
public string powerUpName;
public string powerUpDesc;
public string powerUpDesc;
public GameObject powerUpModel;
protected GameEngine _currentGameEngine;
public int dialogIndex;
public virtual void OnPickUp()
{
ApplyEffect();
@ -16,20 +19,4 @@ public class PowerUpEffect : MonoBehaviour
public virtual void ApplyEffect()
{
}
public virtual bool OnUseEffect()
{
return false;
}
public virtual float CooldownStatus()
{
return 1.0f;
}
public virtual bool PowerUpReady()
{
return false;
}
}