Files
blackhole-escape/Assets/Scripts/Other/RulesMenuEngine.cs
iDunnoDev fb3415c7b2 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
2022-07-14 17:31:10 +01:00

170 lines
4.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.Playables;
public class RulesMenuEngine : MonoBehaviour
{
public GameObject playerCameraGO;
public GameObject playerTrailsGO;
public ParticleSystem starParticles;
public PlayableDirector howToTimeline;
private Vector3 _startPosition;
public GameObject startGameCutscene;
public GameObject startButton;
public GameObject replayButton;
public GameObject skipButton;
public BackgroundMusicManager currentBGMManager;
public MenuAudioManager currentMenuAudioManager;
private bool _cutsceneEnded;
private GameObject _lastControlSelected;
private void Awake()
{
GameManager.Instance.currentGameState = GameState.RULESMENU;
}
// 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);
}
_lastControlSelected = EventSystem.current.firstSelectedGameObject;
_startPosition = playerCameraGO.transform.position;
_cutsceneEnded = false;
}
public void StartGame()
{
// Play the menu click sound if the audio manager is present
if (currentMenuAudioManager)
{
currentMenuAudioManager.PlayMenuClick();
}
startGameCutscene.GetComponent<PlayableDirector>().time = 0;
startGameCutscene.SetActive(true);
}
public void ChangeScene()
{
SceneManager.LoadSceneAsync("Game");
}
public void PlayMenuClick()
{
if (currentMenuAudioManager)
{
currentMenuAudioManager.PlayMenuClick();
}
}
public void SlowStarRate()
{
ParticleSystem.MainModule starsMainPS = starParticles.main;
starsMainPS.simulationSpeed = 0.1f;
}
public void NormalStarRate()
{
ParticleSystem.MainModule starsMainPS = starParticles.main;
starsMainPS.simulationSpeed = 1.0f;
CheckIfEndOfTimeline();
}
public void BoostStarRate()
{
ParticleSystem.MainModule starsMainPS = starParticles.main;
starsMainPS.simulationSpeed = 10.0f;
}
public void EscapeStarRate()
{
ParticleSystem.MainModule starsMainPS = starParticles.main;
starsMainPS.maxParticles = 10000;
starsMainPS.simulationSpeed = 100.0f;
starsMainPS.startColor = Color.red;
}
public void DoCutSceneSkip()
{
double fullTime = System.Math.Floor(howToTimeline.time);
int previousSecondMark = (int)fullTime % 10;
howToTimeline.time = (fullTime - previousSecondMark) + 10;
CheckIfEndOfTimeline();
}
public void CheckIfEndOfTimeline()
{
if ((howToTimeline.time + 11) >= howToTimeline.duration)
{
skipButton.SetActive(false);
EventSystem.current.SetSelectedGameObject(startButton);
}
}
public void RestartHowToTimeline()
{
howToTimeline.gameObject.SetActive(true);
skipButton.SetActive(true);
NormalStarRate();
_cutsceneEnded = false;
playerCameraGO.transform.position = _startPosition;
foreach (TrailRenderer currentTrail in playerTrailsGO.GetComponentsInChildren<TrailRenderer>())
{
currentTrail.Clear();
}
howToTimeline.Play();
}
public void EndHowToTimeline()
{
howToTimeline.gameObject.SetActive(false);
skipButton.SetActive(false);
EventSystem.current.SetSelectedGameObject(startButton);
replayButton.SetActive(true);
playerCameraGO.transform.position = _startPosition;
_cutsceneEnded = true;
NormalStarRate();
}
// Update is called once per frame
void Update()
{
if (_cutsceneEnded)
{
//playerTrailsGO.SetActive(true);
playerCameraGO.transform.position = playerCameraGO.transform.forward * 0.05f * Time.deltaTime;
}
float horzIn = Input.GetAxis("Horizontal");
float vertIn = Input.GetAxis("Vertical");
if (horzIn != 0 || vertIn != 0)
{
if (EventSystem.current.currentSelectedGameObject == null)
{
EventSystem.current.SetSelectedGameObject(_lastControlSelected);
}
else
{
_lastControlSelected = EventSystem.current.currentSelectedGameObject;
}
}
}
}