added GUI and pausing and finished death

This commit is contained in:
sebastianhampel1 2023-04-22 03:18:21 -04:00
parent c4094b169c
commit 52de70fcb1
56 changed files with 11739 additions and 3314 deletions

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@ -182,6 +240,8 @@ MonoBehaviour:
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@ -391,3 +451,31 @@ MonoBehaviour:
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File diff suppressed because it is too large Load Diff

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@ -5034,7 +5034,7 @@ MonoBehaviour:
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View File

@ -38,7 +38,7 @@ RenderSettings:
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@ -3667,6 +3667,8 @@ MonoBehaviour:
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View File

@ -43,6 +43,8 @@ public class SkinlessMonsterComponent : MonoBehaviour
private float newTargetCooldown = 5f; private float newTargetCooldown = 5f;
private float timeSinceTarget = 0f; private float timeSinceTarget = 0f;
private InGameManager manager;
private bool prePauseStoppedState = false;
private void Awake() private void Awake()
{ {
@ -56,6 +58,7 @@ public class SkinlessMonsterComponent : MonoBehaviour
} }
} }
manager = GameObject.FindObjectOfType<InGameManager>();
} }
private void Start() private void Start()
@ -65,6 +68,10 @@ public class SkinlessMonsterComponent : MonoBehaviour
targetObject = new GameObject(); targetObject = new GameObject();
targetObject.name = "Enemy Target"; targetObject.name = "Enemy Target";
if(player == null)
{
player = GameObject.FindObjectOfType<PlayerComponent>();
}
} }
void HandleTargetOperations() void HandleTargetOperations()
@ -272,7 +279,7 @@ public class SkinlessMonsterComponent : MonoBehaviour
closestDistance = bDist; closestDistance = bDist;
} }
} }
if (closestBullet != null) if (closestBullet != null&&closestBullet.DamageRange==0)
{ {
targetObject.transform.position= closestBullet.transform.position; targetObject.transform.position= closestBullet.transform.position;
@ -304,6 +311,8 @@ public class SkinlessMonsterComponent : MonoBehaviour
SetLiveTargeting(); SetLiveTargeting();
timeSinceTarget += Time.deltaTime; timeSinceTarget += Time.deltaTime;
/* /*
AI Behavior: AI Behavior:
A. If not targeting player A. If not targeting player

8
Assets/Scripts/Game.meta Normal file
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@ -0,0 +1,154 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class InGameManager : MonoBehaviour
{
[SerializeField]
private Volume gameVolume;
[SerializeField]
private Volume pausedVolume;
[SerializeField]
private bool isPaused = false;
private bool isTransitioning = false;
[SerializeField]
private float pauseTransitionDuration = 1f;
[SerializeField]
private Canvas gameCanvas;
[SerializeField]
private Canvas pausedCanvas;
public bool IsPaused { get { return this.isPaused; } }
public void TogglePause()
{
if (!isTransitioning)
{
isPaused = !isPaused;
Cursor.visible = isPaused;
if (!isPaused)
{
Cursor.lockState = CursorLockMode.Locked;
}
else
{
Cursor.lockState = CursorLockMode.None;
}
StartCoroutine(pauseTransition());
}
}
public void UnPause()
{
if (!isTransitioning)
{
isPaused = false;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = isPaused;
StartCoroutine(pauseTransition());
}
}
public void Pause()
{
if (!isTransitioning)
{
isPaused = true;
Cursor.lockState = CursorLockMode.None;
Cursor.visible = isPaused;
StartCoroutine(pauseTransition());
}
}
IEnumerator pauseTransition()
{
if (pausedCanvas.gameObject.activeInHierarchy && !isPaused)
{
pausedCanvas.gameObject.SetActive(false);
}
if (gameCanvas.gameObject.activeInHierarchy && isPaused)
{
gameCanvas.gameObject.SetActive(false);
}
this.isTransitioning = true;
yield return new WaitForSeconds(0);
this.isTransitioning = false;
print("Unpause canvas?" + isPaused+","+pausedCanvas.gameObject.activeInHierarchy);
if (!pausedCanvas.gameObject.activeInHierarchy && isPaused)
{
pausedCanvas.gameObject.SetActive(true);
}
if (!gameCanvas.gameObject.activeInHierarchy && !isPaused)
{
gameCanvas.gameObject.SetActive(true);
}
}
// Start is called before the first frame update
void Start()
{
isPaused = false;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = isPaused;
gameVolume.weight = 1;
pausedVolume.weight = 0;
gameCanvas.gameObject.SetActive(true);
pausedCanvas.gameObject.SetActive(false);
}
// Update is called once per frame
void Update()
{
if (Input.GetButtonDown("Pause"))
{
this.TogglePause();
print("Toggled!");
}
if (isTransitioning||true)
{
if (isPaused)
{
//transition into pause
//gameVolume.weight = Mathf.Lerp(gameVolume.weight, 0, Time.deltaTime);
//pausedVolume.weight = Mathf.Lerp(pausedVolume.weight, 1, Time.deltaTime);
//gameVolume.weight = gameVolume.weight < 0.1 ? 0 : gameVolume.weight;
//pausedVolume.weight = pausedVolume.weight > 0.9 ? 1 : pausedVolume.weight;
gameVolume.weight = 0;
pausedVolume.weight = 1;
}
else
{
//transition out of pause
gameVolume.weight = 1;
pausedVolume.weight = 0;
}
}
}
public void ExitToMenu()
{
SceneManager.LoadScene(0);
}
}

View File

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@ -16,6 +16,7 @@ public class BulletComponent : MonoBehaviour
private float damageMagnitude = 1f; private float damageMagnitude = 1f;
public float DamageMagnitude { get { return this.damageMagnitude; } } public float DamageMagnitude { get { return this.damageMagnitude; } }
public float DamageRange { get { return damageRange; } } public float DamageRange { get { return damageRange; } }
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {

View File

@ -1,13 +1,14 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using static UnityEngine.UI.Image;
public class PistolComponent : MonoBehaviour public class PistolComponent : MonoBehaviour
{ {
[SerializeField] [SerializeField]
private Light targetingLight; private Light targetingLight;
private bool IsEnabled = false; private bool IsEnabled = false;
GameObject targetObject; GameObject targetObject;
@ -33,14 +34,13 @@ public class PistolComponent : MonoBehaviour
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
} }
private float CalculateDrop(Vector3 origin,Vector3 destination,Vector3 force) private float CalculateDrop(Vector3 origin,Vector3 destination,Vector3 force)
{ {
@ -78,6 +78,7 @@ public class PistolComponent : MonoBehaviour
} }
public void Fire() public void Fire()
{ {
GameObject projectile = Instantiate(projectilePrefab, this.bulletSpawnPoint); GameObject projectile = Instantiate(projectilePrefab, this.bulletSpawnPoint);
projectile.transform.localPosition = Vector3.zero; projectile.transform.localPosition = Vector3.zero;
projectile.transform.localEulerAngles = Vector3.zero; projectile.transform.localEulerAngles = Vector3.zero;
@ -86,7 +87,7 @@ public class PistolComponent : MonoBehaviour
pRigid.AddForce(pRigid.transform.up*this.firePower, ForceMode.Impulse); pRigid.AddForce(pRigid.transform.up*this.firePower, ForceMode.Impulse);
projectile.transform.parent = null; projectile.transform.parent = null;
} }
public void Enable() public void Enable()

View File

@ -25,7 +25,7 @@ public class MainMenuManager : MonoBehaviour
{ {
//initDilate = title.fontSharedMaterials[0].GetFloat(component); //initDilate = title.fontSharedMaterials[0].GetFloat(component);
initDilate = title.fontMaterials[0].GetFloat(component); initDilate = title.fontMaterials[0].GetFloat(component);
print(initDilate);
foreach(TMP_Text text in this.textList) foreach(TMP_Text text in this.textList)
{ {
@ -36,8 +36,7 @@ public class MainMenuManager : MonoBehaviour
} }
this.textList[0].GetComponent<Button>().onClick.AddListener(LoadFirstLevel); this.textList[0].GetComponent<Button>().onClick.AddListener(LoadFirstLevel);
this.textList[2].GetComponent<Button>().onClick.AddListener(ExitApp); this.textList[2].GetComponent<Button>().onClick.AddListener(ExitApp);
print(this.initDilates.Count);
print(this.dilates.Count);
} }
void LoadFirstLevel() void LoadFirstLevel()
{ {

View File

@ -4,6 +4,7 @@ using System.Runtime.CompilerServices;
using System.Threading; using System.Threading;
using UnityEngine; using UnityEngine;
public class CameraController : MonoBehaviour public class CameraController : MonoBehaviour
{ {
@ -26,7 +27,7 @@ public class CameraController : MonoBehaviour
[SerializeField] [SerializeField]
private bool isChild = false; private bool isChild = false;
// Start is called before the first frame update // Start is called before the first frame update
@ -52,8 +53,8 @@ public class CameraController : MonoBehaviour
//transform.Rotate(0, mouseX * Time.deltaTime * 180f, 0); //transform.Rotate(0, mouseX * Time.deltaTime * 180f, 0);
//cam.transform.parent.parent.transform.Rotate(mouseY * Time.deltaTime * 180f, 0, 0); //cam.transform.parent.parent.transform.Rotate(mouseY * Time.deltaTime * 180f, 0, 0);
Cursor.visible = false; //Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked; //Cursor.lockState = CursorLockMode.Locked;
} }

View File

@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using Cinemachine; using Cinemachine;
using TMPro;
public class PlayerComponent : MonoBehaviour public class PlayerComponent : MonoBehaviour
@ -33,6 +34,9 @@ public class PlayerComponent : MonoBehaviour
private float knockbackDuration = 1f; private float knockbackDuration = 1f;
[SerializeField] [SerializeField]
private float knockbackDistance = 5f; private float knockbackDistance = 5f;
[SerializeField]
private StatsOutputScreen statsOutput;
[HideInInspector] [HideInInspector]
public bool IsAlive { get { return this.health > 0; } } public bool IsAlive { get { return this.health > 0; } }
private void Awake() private void Awake()
@ -49,6 +53,9 @@ public class PlayerComponent : MonoBehaviour
void Update() void Update()
{ {
NoiseManager.SetRunning(MovementController.IsRunning); NoiseManager.SetRunning(MovementController.IsRunning);
statsOutput.health = this.health;
statsOutput.stamina = 20f;
statsOutput.oxygen = 100f;
if (shakeTimer > 0) if (shakeTimer > 0)
{ {
@ -62,6 +69,11 @@ public class PlayerComponent : MonoBehaviour
perlin.m_AmplitudeGain = 0; perlin.m_AmplitudeGain = 0;
} }
} }
if (!IsAlive)
{
PlayerInteractionHandler.instance.isDead = true;
movementController.isDead = true;
}
} }

View File

@ -40,9 +40,11 @@ public class PlayerInteractionHandler : MonoBehaviour
private PistolComponent pistol; private PistolComponent pistol;
[SerializeField] [SerializeField]
private NoiseVisibilitySettingsManager noiseManager; private NoiseVisibilitySettingsManager noiseManager;
private InGameManager manager;
public bool isDead = false;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@ -56,6 +58,7 @@ public class PlayerInteractionHandler : MonoBehaviour
itemSelector = ItemSelector.instance; itemSelector = ItemSelector.instance;
pistol.gameObject.SetActive(this.gunEnabled); pistol.gameObject.SetActive(this.gunEnabled);
flashlightEnabled = this.flashlight.gameObject.activeSelf; flashlightEnabled = this.flashlight.gameObject.activeSelf;
manager = GameObject.FindObjectOfType<InGameManager>();
} }
private bool receiverInRange(out int index) private bool receiverInRange(out int index)
@ -77,7 +80,10 @@ public class PlayerInteractionHandler : MonoBehaviour
void Update() void Update()
{ {
if (manager.IsPaused||isDead)
{
return;
}
if(Input.GetButtonDown("Fire1")) if(Input.GetButtonDown("Fire1"))
{ {

View File

@ -1,6 +1,7 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using Cinemachine;
public class PlayerMovementController : MonoBehaviour public class PlayerMovementController : MonoBehaviour
{ {
@ -37,7 +38,7 @@ public class PlayerMovementController : MonoBehaviour
[SerializeField] [SerializeField]
private NoiseVisibilitySettingsManager noiseSettings; private NoiseVisibilitySettingsManager noiseSettings;
private InGameManager manager;
public float NoiseDistance { get { return this.noiseSettings.NoiseDistance; } } public float NoiseDistance { get { return this.noiseSettings.NoiseDistance; } }
@ -46,11 +47,19 @@ public class PlayerMovementController : MonoBehaviour
private Vector3 lookingDirectionVector; private Vector3 lookingDirectionVector;
private bool movementLocked = false; private bool movementLocked = false;
[SerializeField]
private CinemachineFreeLook freelook;
[SerializeField]
private string mouseXAxis = "Mouse X";
[SerializeField]
private string mouseYAxis = "Mouse Y";
public bool isDead = false;
private void GetMovementOld() private void GetMovementOld()
{ {
x = Input.GetAxis("Horizontal"); x = Input.GetAxis("Horizontal");
y = Input.GetAxis("Vertical"); y = Input.GetAxis("Vertical");
if (movementLocked) if (movementLocked||manager.IsPaused)
{ {
x = 0; x = 0;
y = 0; y = 0;
@ -82,12 +91,13 @@ public class PlayerMovementController : MonoBehaviour
void Start() void Start()
{ {
ccForceAddon = ccontroller.gameObject.GetComponent<CharacterControllerForce>(); ccForceAddon = ccontroller.gameObject.GetComponent<CharacterControllerForce>();
manager = GameObject.FindObjectOfType<InGameManager>();
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if(isDead) return;
AllowRotation = Input.GetMouseButton(1) || Input.GetAxis("Aim")>0.5f; AllowRotation = Input.GetMouseButton(1) || Input.GetAxis("Aim")>0.5f;
GetMovementOld(); GetMovementOld();
MovePlayer(); MovePlayer();
@ -105,7 +115,11 @@ public class PlayerMovementController : MonoBehaviour
SlowLookAt(this.lookingDirectionVector); SlowLookAt(this.lookingDirectionVector);
} }
freelook.m_XAxis.m_InputAxisName = !manager.IsPaused ? this.mouseXAxis : "";
freelook.m_YAxis.m_InputAxisName = !manager.IsPaused ? this.mouseYAxis : "";
} }

View File

@ -0,0 +1,60 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class StatsOutputScreen : MonoBehaviour
{
[SerializeField]
private TMP_Text healthText;
[SerializeField]
private TMP_Text staminaText;
[SerializeField]
private TMP_Text oxygenText;
[HideInInspector]
public float health = 0;
[HideInInspector]
public float stamina = 0;
[HideInInspector]
public float oxygen = 0;
private Color initColor;
// Start is called before the first frame update
void Start()
{
initColor = healthText.color;
InvokeRepeating("ToggleColor", 0.5f, 0.5f);
}
// Update is called once per frame
void Update()
{
healthText.text = "Health:" + health.ToString();
if (health <= 1)
{
//Dark Red
healthText.color = new Color(50,0,0);
}
else if (health <=3)
{
healthText.color = Color.red;
}
else
{
healthText.color = initColor;
}
staminaText.text = "Stamina:" + stamina.ToString();
oxygenText.text = "Oxygen:"+oxygen.ToString();
}
private void ToggleColor()
{
if(health<=1)
healthText.gameObject.SetActive(!healthText.gameObject.activeSelf);
}
}

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