
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
105 lines
2.8 KiB
C#
105 lines
2.8 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 WinEngine : MonoBehaviour
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{
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public TMPro.TextMeshProUGUI scoreText;
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public BackgroundMusicManager currentBGMManager;
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public MenuAudioManager currentMenuAudioManager;
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private GameObject _lastControlSelected;
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public GameObject shipGO;
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public float flightSpeed;
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private void Awake()
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{
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GameManager.Instance.currentGameState = GameState.WINMENU;
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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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scoreText.text = scoreText.text.Replace("{SCORE}", GameManager.Instance.CurrentScore.ToString().PadLeft(10, '0'));
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_lastControlSelected = EventSystem.current.firstSelectedGameObject;
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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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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 (shipGO != null)
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{
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shipGO.transform.position += (shipGO.transform.forward * flightSpeed * Time.deltaTime);
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shipGO.transform.Rotate(Vector3.up, flightSpeed * Time.deltaTime * 0.5f);
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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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