Files
blackhole-escape/Assets/Scripts/Other/MainMenuEngine.cs
iDunnoDev 62254a0332 Updated Unity Version
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)
2022-07-23 14:43:52 +01:00

281 lines
9.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.Rendering;
public class MainMenuEngine : MonoBehaviour
{
public GameObject hudGO;
public GameObject joystickGO;
public GameObject yolkAGO;
public GameObject yolkBGO;
public TMPro.TextMeshProUGUI versionText;
public TMPro.TMP_Dropdown qualityDropdown;
public TMPro.TMP_Dropdown resolutionDropdown;
public TMPro.TMP_Dropdown fullscreenDropdown;
public List<RenderPipelineAsset> renderPipelines = new List<RenderPipelineAsset>();
public BackgroundMusicManager currentBGMManager;
public MenuAudioManager currentMenuAudioManager;
public float joystickJiggleSpeed;
public float flashFrequencyTime;
private TimerHelper _flashTimer;
private MeshRenderer _meshRenderer;
private Color _defaultEmissionColor;
private GameObject _lastControlSelected;
private void Awake()
{
GameManager.Instance.currentGameState = GameState.MAINMENU;
}
// Start is called before the first frame update
void Start()
{
// If the BGM manager is present, queue up and play the given track index
if (currentBGMManager)
{
currentBGMManager.StartAudioQueueAndPlay(0);
}
_flashTimer = new TimerHelper(flashFrequencyTime);
_meshRenderer = hudGO.GetComponent<MeshRenderer>();
_defaultEmissionColor = _meshRenderer.materials[0].GetColor("_EmissionColor");
_lastControlSelected = EventSystem.current.firstSelectedGameObject;
versionText.text = versionText.text.Replace("{versionNo}", GameManager.Instance.CurrentVersion);
}
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("MainVolSlider");
float currentMusicVol = PlayerPrefs.GetFloat("currentMusicVol");
GameObject musicVolSliderGo = GameObject.Find("MusicVolSlider");
float currentSFXVol = PlayerPrefs.GetFloat("currentSFXVol");
GameObject SFXVolSliderGo = GameObject.Find("SfxVolSlider");
masterVolSliderGo.GetComponent<Slider>().value = currentMasterVol;
musicVolSliderGo.GetComponent<Slider>().value = currentMusicVol;
SFXVolSliderGo.GetComponent<Slider>().value = currentSFXVol;
qualityDropdown.value = QualitySettings.GetQualityLevel();
int selectedResolution = 0;
string resolutionString = Screen.width.ToString() + " X " + Screen.height.ToString();
switch(resolutionString)
{
case "1280 X 720":
selectedResolution = 1;
break;
case "1280 X 800":
selectedResolution = 2;
break;
case "1366 X 768":
selectedResolution = 3;
break;
case "1440 X 900":
selectedResolution = 4;
break;
case "1680 X 1050":
selectedResolution = 5;
break;
case "1920 X 1080":
selectedResolution = 6;
break;
case "2560 X 1440":
selectedResolution = 7;
break;
case "3840 X 2160":
selectedResolution = 8;
break;
default:
selectedResolution = 0;
break;
}
resolutionDropdown.value = selectedResolution;
int fullscreenModeId = 0;
switch (Screen.fullScreenMode)
{
case FullScreenMode.ExclusiveFullScreen:
fullscreenModeId = 0;
break;
case FullScreenMode.Windowed:
fullscreenModeId = 2;
break;
default:
case FullScreenMode.FullScreenWindow:
fullscreenModeId = 1;
break;
}
fullscreenDropdown.value = fullscreenModeId;
}
public void SaveOptionChanges()
{
QualitySettings.SetQualityLevel(qualityDropdown.value);
QualitySettings.renderPipeline = renderPipelines[qualityDropdown.value];
int resolutionWidth = Screen.width;
int resolutionHeight = Screen.height;
switch(resolutionDropdown.value)
{
case 1:
resolutionWidth = 1280;
resolutionHeight = 720;
break;
case 2:
resolutionWidth = 1280;
resolutionHeight = 800;
break;
case 3:
resolutionWidth = 1366;
resolutionHeight = 768;
break;
case 4:
resolutionWidth = 1440;
resolutionHeight = 900;
break;
case 5:
resolutionWidth = 1680;
resolutionHeight = 1050;
break;
case 6:
resolutionWidth = 1920;
resolutionHeight = 1080;
break;
case 7:
resolutionWidth = 2560;
resolutionHeight = 1440;
break;
case 8:
resolutionWidth = 3840;
resolutionHeight = 2160;
break;
default:
case 0:
break;
}
FullScreenMode newFullScreenMode = Screen.fullScreenMode;
switch(fullscreenDropdown.value)
{
case 0:
newFullScreenMode = FullScreenMode.ExclusiveFullScreen;
break;
case 2:
newFullScreenMode = FullScreenMode.Windowed;
break;
default:
case 1:
newFullScreenMode = FullScreenMode.FullScreenWindow;
break;
}
Screen.SetResolution(resolutionWidth, resolutionHeight, newFullScreenMode);
}
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.LoadSceneAsync("Rules");
}
public void Quit()
{
// Play the menu click sound if the audio manager is present
if (currentMenuAudioManager)
{
currentMenuAudioManager.PlayMenuClick();
}
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
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);
}
// Update is called once per frame
void Update()
{
if (_flashTimer.HasTicked(Time.deltaTime))
{
float randomNo = Random.Range(0.0f, 1.0f);
_meshRenderer.materials[0].SetColor("_EmissionColor", Color.Lerp(Color.black, _defaultEmissionColor, randomNo));
}
float horzIn = Input.GetAxis("Horizontal");
float vertIn = Input.GetAxis("Vertical");
float horzLRot = -horzIn * joystickJiggleSpeed;
float vertLRot = -45.0f + -vertIn * joystickJiggleSpeed;
joystickGO.transform.eulerAngles = new Vector3(vertLRot, 0.0f, horzLRot);
if (horzIn != 0 || vertIn != 0)
{
if (EventSystem.current.currentSelectedGameObject == null)
{
EventSystem.current.SetSelectedGameObject(_lastControlSelected);
}
else
{
_lastControlSelected = EventSystem.current.currentSelectedGameObject;
}
}
float horzRRot = -25 + -Input.GetAxis("Mouse X") * joystickJiggleSpeed;
float vertRRot = -25 + -Input.GetAxis("Mouse Y") * joystickJiggleSpeed;
yolkAGO.transform.eulerAngles = new Vector3(vertRRot, 0.0f, 0.0f);
yolkBGO.transform.eulerAngles = new Vector3(horzRRot, 0.0f, 0.0f);
}
}