
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)
122 lines
3.4 KiB
C#
122 lines
3.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.SceneManagement;
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public class DeadEngine : MonoBehaviour
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{
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public GameObject hudGO;
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public GameObject cockpitGO;
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public TMPro.TextMeshProUGUI scoreText;
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public float cockpitRotationSpeed;
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public BackgroundMusicManager currentBGMManager;
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public MenuAudioManager currentMenuAudioManager;
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public float flashFrequencyTime;
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private TimerHelper _flashTimer;
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private MeshRenderer _meshRenderer;
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private Color _defaultEmissionColor;
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private GameObject _lastControlSelected;
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private void Awake()
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{
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GameManager.Instance.currentGameState = GameState.DEATHMENU;
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}
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// Start is called before the first frame update
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void Start()
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{
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// If the BGM manager is present, queue up and play the given track index
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if (currentBGMManager)
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{
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currentBGMManager.StartAudioQueueAndPlay(0);
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}
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_flashTimer = new TimerHelper(flashFrequencyTime);
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_meshRenderer = hudGO.GetComponent<MeshRenderer>();
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_defaultEmissionColor = _meshRenderer.materials[0].GetColor("_EmissionColor");
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_lastControlSelected = EventSystem.current.firstSelectedGameObject;
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scoreText.text = scoreText.text.Replace("{SCORE}", GameManager.Instance.CurrentScore.ToString().PadLeft(9, '0'));
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}
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public void PlayMenuClick()
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{
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if (currentMenuAudioManager)
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{
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currentMenuAudioManager.PlayMenuClick();
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}
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}
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public void MainMenuNav()
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{
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// Play the menu click sound if the audio manager is present
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if (currentMenuAudioManager)
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{
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currentMenuAudioManager.PlayMenuClick();
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}
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SceneManager.LoadSceneAsync("MainMenu");
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}
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public void GameMenuNav()
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{
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// Play the menu click sound if the audio manager is present
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if (currentMenuAudioManager)
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{
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currentMenuAudioManager.PlayMenuClick();
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}
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GameManager.Instance.ResetStats();
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SceneManager.LoadSceneAsync("Game");
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}
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public void Quit()
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{
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// Play the menu click sound if the audio manager is present
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if (currentMenuAudioManager)
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{
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currentMenuAudioManager.PlayMenuClick();
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}
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.isPlaying = false;
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#else
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Application.Quit();
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#endif
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}
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// Update is called once per frame
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void Update()
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{
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if (cockpitGO != null)
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{
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cockpitGO.transform.Rotate(Vector3.up, cockpitRotationSpeed * Time.deltaTime);
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}
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if (_flashTimer.HasTicked(Time.deltaTime))
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{
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float randomNo = Random.Range(0.0f, 1.0f);
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_meshRenderer.materials[0].SetColor("_EmissionColor", Color.Lerp(Color.black, _defaultEmissionColor, randomNo));
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}
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float horzIn = Input.GetAxis("Horizontal");
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float vertIn = Input.GetAxis("Vertical");
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if (horzIn != 0 || vertIn != 0)
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{
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if (EventSystem.current.currentSelectedGameObject == null)
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{
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EventSystem.current.SetSelectedGameObject(_lastControlSelected);
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}
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else
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{
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_lastControlSelected = EventSystem.current.currentSelectedGameObject;
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}
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}
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}
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}
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