Browse Source

Working On Credits

develop
Joshua Reason 3 years ago
parent
commit
c193d05eca
29 changed files with 1303 additions and 15 deletions
  1. BIN
      Assets/Scenes/Main Menu.unity
  2. BIN
      Assets/Scenes/MainMenu.unity
  3. BIN
      Assets/Scenes/PlayerJoinScene.unity
  4. +15
    -3
      Assets/Scripts/Managers/JoinManager.cs
  5. +2
    -1
      Assets/Scripts/UI/Main Menu.meta
  6. +38
    -0
      Assets/Scripts/UI/Main Menu/HowToCycler.cs
  7. +11
    -0
      Assets/Scripts/UI/Main Menu/HowToCycler.cs.meta
  8. +41
    -0
      Assets/Scripts/UI/Main Menu/ImageAnimator.cs
  9. +11
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      Assets/Scripts/UI/Main Menu/ImageAnimator.cs.meta
  10. +50
    -0
      Assets/Scripts/UI/Main Menu/MainMenuUI.cs
  11. +11
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      Assets/Scripts/UI/Main Menu/MainMenuUI.cs.meta
  12. +3
    -2
      Assets/Scripts/UI/StartScreen/StartScreenUI.cs
  13. +8
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      Assets/World Assets/Textures/Credit Babies.meta
  14. BIN
      Assets/World Assets/Textures/Credit Babies/baby11.png
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  16. +8
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      Assets/World Assets/Textures/How to play.meta
  17. BIN
      Assets/World Assets/Textures/How to play/Tutorial1.png
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  19. BIN
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  20. +154
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  21. BIN
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  23. BIN
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  27. BIN
      Assets/World Assets/Textures/How to play/Tutorial6.png
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  29. BIN
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BIN
Assets/Scenes/Main Menu.unity (Stored with Git LFS) View File

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BIN
Assets/Scenes/MainMenu.unity (Stored with Git LFS) View File

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BIN
Assets/Scenes/PlayerJoinScene.unity (Stored with Git LFS) View File

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+ 15
- 3
Assets/Scripts/Managers/JoinManager.cs View File

@ -9,15 +9,24 @@ public class JoinManager : MonoBehaviour
[SerializeField] [SerializeField]
private float m_JoinTime = 10; private float m_JoinTime = 10;
[SerializeField]
private float m_extraWaitTime = -8;
[SerializeField] [SerializeField]
private Reference<float> m_CountDown; private Reference<float> m_CountDown;
[SerializeField] [SerializeField]
private PlayerManager m_playerManager; private PlayerManager m_playerManager;
[SerializeField,Scene]
[SerializeField, Scene]
private string m_nextScene; private string m_nextScene;
[SerializeField, Scene]
private string m_menuScene;
[SerializeField]
private PlayerList m_playerList;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@ -29,7 +38,7 @@ public class JoinManager : MonoBehaviour
{ {
m_CountDown.Value = totalTime; m_CountDown.Value = totalTime;
while (m_CountDown > 0)
while ((m_CountDown > 0 && m_playerList.PlayerCount > 0) || (m_CountDown > -m_extraWaitTime && m_playerList.PlayerCount == 0))
{ {
m_CountDown.Value -= Time.deltaTime; m_CountDown.Value -= Time.deltaTime;
yield return new WaitForEndOfFrame(); yield return new WaitForEndOfFrame();
@ -42,7 +51,10 @@ public class JoinManager : MonoBehaviour
private void CountDownFinished() private void CountDownFinished()
{ {
m_playerManager.AllowJoin(false); m_playerManager.AllowJoin(false);
UnityEngine.SceneManagement.SceneManager.LoadScene(m_nextScene);
if (m_playerList.PlayerCount > 0)
UnityEngine.SceneManagement.SceneManager.LoadScene(m_nextScene);
else
UnityEngine.SceneManagement.SceneManager.LoadScene(m_menuScene);
} }
} }

Assets/Scenes/MainMenu.unity.meta → Assets/Scripts/UI/Main Menu.meta View File

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+ 38
- 0
Assets/Scripts/UI/Main Menu/HowToCycler.cs View File

@ -0,0 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HowToCycler : MonoBehaviour
{
[SerializeField]
private GameObject[] m_AllPanels;
private int m_count;
private void OnEnable()
{
m_count = 0;
foreach (GameObject panel in m_AllPanels)
panel.SetActive(false);
m_AllPanels[0].SetActive(true);
}
public void OnClickNext()
{
foreach(GameObject panel in m_AllPanels)
panel.SetActive(false);
m_count = (m_count + 1) % m_AllPanels.Length;
m_AllPanels[m_count].SetActive(true);
}
private void OnClickBack()
{
}
}

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Assets/Scripts/UI/Main Menu/ImageAnimator.cs View File

@ -0,0 +1,41 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ImageAnimator : MonoBehaviour
{
[SerializeField]
private GameObject[] m_Panels;
[SerializeField]
private float m_time = 0.5f;
private int m_count;
private void OnEnable()
{
m_count = 0;
StartCoroutine(PanelSequence(m_time));
}
private IEnumerator PanelSequence(float waitTime)
{
foreach (var panel in m_Panels)
panel.SetActive(false);
m_Panels[m_count].SetActive(true);
m_count = (m_count + 1) % m_Panels.Length;
yield return new WaitForSeconds(waitTime);
StartCoroutine(PanelSequence(waitTime));
}
}

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+ 50
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Assets/Scripts/UI/Main Menu/MainMenuUI.cs View File

@ -0,0 +1,50 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyAttributes;
public class MainMenuUI : MonoBehaviour
{
[SerializeField,Scene]
private string m_JoinScene;
[SerializeField]
private GameObject[] m_Panels;
private void OnEnable()
{
OnClickChangePanel(m_Panels[0]);
}
public void OnClickPlay()
{
UnityEngine.SceneManagement.SceneManager.LoadScene(m_JoinScene);
}
public void OnClickQuit()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
public void OnClickChangePanel(GameObject newPanel)
{
foreach (var panel in m_Panels)
panel.SetActive(false);
if (newPanel != null)
newPanel.SetActive(true);
}
}

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Assets/Scripts/UI/StartScreen/StartScreenUI.cs View File

@ -44,7 +44,8 @@ public class StartScreenUI : MonoBehaviour
private void UpdateCountDown(float value) private void UpdateCountDown(float value)
{ {
int number = (int)value;
int number = Mathf.FloorToInt(value);
if (m_aliases.Any(p => p.Number == number)) if (m_aliases.Any(p => p.Number == number))
{ {
m_countdownText.text = m_aliases.First(p => p.Number == number).Name; m_countdownText.text = m_aliases.First(p => p.Number == number).Name;
@ -56,7 +57,7 @@ public class StartScreenUI : MonoBehaviour
float ratio = m_lerpCurve.Evaluate(value % 1);
float ratio = m_lerpCurve.Evaluate(Mathf.Repeat(value,1));
m_countdownText.transform.position = Vector3.Lerp(m_endPosition.position, m_startPosition.position, ratio); m_countdownText.transform.position = Vector3.Lerp(m_endPosition.position, m_startPosition.position, ratio);
} }

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