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Start of Template Level

main
Joshua Reason 2 years ago
parent
commit
2e30d42332
26 changed files with 1753 additions and 173 deletions
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+ 4
- 0
Assets/Scripts/ChestController.cs View File

@ -16,6 +16,9 @@ public class ChestController : MonoBehaviour
[SerializeField]
private Reference<bool> m_freezePlayer;
[SerializeField]
private Reference<bool> m_isVictory;
private void OnTriggerEnter2D(Collider2D collision)
{
Animator[] animators = collision.GetComponentsInChildren<Animator>().Concat(collision.GetComponentsInParent<Animator>()).ToArray();
@ -25,6 +28,7 @@ public class ChestController : MonoBehaviour
m_chestAnimator.SetBool("Open", true);
m_playerAnimator.SetTrigger("Victory");
m_freezePlayer.Value = true;
m_isVictory.Value = true;
}

+ 12
- 3
Assets/Scripts/DarknessController.cs View File

@ -16,6 +16,9 @@ public class DarknessController : MonoBehaviour
[SerializeField]
private Reference<bool> m_isInputDown;
[SerializeField]
private Reference<bool> m_manuelDarknesscontrol;
[SerializeField, BoxGroup("Settings")]
private float m_darknessSpeed = 0.25f;
@ -46,10 +49,18 @@ public class DarknessController : MonoBehaviour
}
private void Update()
{
m_darknessMat.SetFloat("_Apply", m_lightLevel);
}
private void OnInputChange(bool value)
{
if (m_manuelDarknesscontrol)
return;
StopAllCoroutines();
Debug.Log($"Here {m_isDarknessChanging}");
if (value)
{ if (!m_isDarknessChanging)
{
@ -83,14 +94,12 @@ public class DarknessController : MonoBehaviour
while(elapsedTime < time)
{
m_lightLevel.Value = Mathf.Lerp(start, end, curve.Evaluate(elapsedTime / time));
m_darknessMat.SetFloat("_Apply", m_lightLevel);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
m_isDarknessChanging = false;
m_lightLevel.Value = end;
m_darknessMat.SetFloat("_Apply", m_lightLevel);
}

Assets/Scripts/TextController.cs → Assets/Scripts/IntroController.cs View File

@ -5,7 +5,7 @@ using UnityEngine.UI;
using TMPro;
using NaughtyAttributes;
public class TextController : MonoBehaviour, IResettable
public class IntroController : MonoBehaviour, IResettable
{
[SerializeField]
@ -13,6 +13,7 @@ public class TextController : MonoBehaviour, IResettable
[SerializeField]
private TextMeshProUGUI m_detailsText;
[SerializeField]
private TextMeshProUGUI m_timerText;
@ -22,6 +23,9 @@ public class TextController : MonoBehaviour, IResettable
[SerializeField]
private Variables.Reference<bool> m_freezePlayer;
[SerializeField]
private LevelManager m_manager;
[SerializeField]
private Image m_backGround;
@ -42,6 +46,9 @@ public class TextController : MonoBehaviour, IResettable
private IEnumerator Start()
{
m_backGround.gameObject.SetActive(true);
m_timerText.gameObject.SetActive(false);
m_levelText.text = m_manager.levelName;
m_freezePlayer.Value = true;
@ -81,14 +88,15 @@ public class TextController : MonoBehaviour, IResettable
private IEnumerator DetailText(float time,float time2, float time3)
{
m_detailsText.gameObject.SetActive(true);
m_detailsText.text = "10\n";
m_timerText.gameObject.SetActive(true);
yield return new WaitForSeconds(time);
m_detailsText.text += "Seconds\n\n";
m_detailsText.gameObject.SetActive(true);
m_detailsText.text = "\nSeconds\n\n";
yield return new WaitForSeconds(time);
foreach(char c in "Get to the Chest")
foreach(char c in m_manager.levelPrompt)
{
m_detailsText.text += c;
yield return new WaitForSeconds(time2);
@ -104,7 +112,7 @@ public class TextController : MonoBehaviour, IResettable
Color textColor = m_detailsText.color;
Color backgroundColor = m_backGround.color;
m_timerText.gameObject.SetActive(true);
while (elaspedTime < time)
{

Assets/Scripts/TextController.cs.meta → Assets/Scripts/IntroController.cs.meta View File


+ 76
- 4
Assets/Scripts/LevelManager.cs View File

@ -2,6 +2,8 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using NaughtyAttributes;
using Variables;
@ -19,17 +21,32 @@ public class LevelManager : MonoBehaviour
[SerializeField]
Reference<float> m_timer;
[SerializeField]
Reference<float> m_light;
[SerializeField]
Reference<bool> m_manualDarkness;
[SerializeField]
private Image m_backGround;
[SerializeField, BoxGroup("Level Settings")]
private string m_levelName = "Level 1";
public string levelName = "Level 1";
[SerializeField, BoxGroup("Level Settings")]
private float m_timeInLevel = 10;
[SerializeField]
[SerializeField, BoxGroup("Level Settings")]
public string levelPrompt = "Get to the Chest";
[SerializeField,BoxGroup("Default Settings")]
private float m_resetTime = 1;
[SerializeField]
[SerializeField, BoxGroup("Default Settings")]
private float m_nextSceneWaitTime = 3;
[SerializeField, BoxGroup("Level Settings")]
private string m_nextSceneToLoad = "Level 2";
@ -40,6 +57,8 @@ public class LevelManager : MonoBehaviour
m_allResetable = FindObjectsOfType<MonoBehaviour>().OfType<IResettable>().ToArray();
m_timer.Value = m_timeInLevel;
m_isVictory.Value = false;
foreach (IResettable resettable in m_allResetable)
{
resettable.OnLevelLoad();
@ -50,6 +69,12 @@ public class LevelManager : MonoBehaviour
{
if (!m_freezePlayer)
m_timer.Value -= Time.deltaTime;
if (m_timer <= 0 && !m_isPlayerDead)
{
m_isPlayerDead.Value = true;
}
}
@ -87,6 +112,48 @@ public class LevelManager : MonoBehaviour
}
private IEnumerator VictoryRoutine()
{
yield return new WaitForSeconds(m_nextSceneWaitTime);
m_manualDarkness.Value = true;
float elapsedTime = 0;
float fadeTime = 1;
while (elapsedTime < fadeTime)
{
m_light.Value = 1 - elapsedTime / fadeTime;
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
m_light.Value = 0;
yield return new WaitForSeconds(1);
elapsedTime = 0;
fadeTime = 2;
Color color = m_backGround.color;
m_backGround.gameObject.SetActive(true);
while (elapsedTime < fadeTime)
{
color.a = elapsedTime / fadeTime;
m_backGround.color = color;
Debug.Log(color.a);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
yield return new WaitForSeconds(1);
m_manualDarkness.Value = false;
SceneManager.LoadScene(m_nextSceneToLoad);
}
@ -102,7 +169,10 @@ public class LevelManager : MonoBehaviour
private void OnPlayerVictoryChange(bool value)
{
if (value)
{
StartCoroutine(VictoryRoutine());
}
}
@ -110,4 +180,6 @@ public class LevelManager : MonoBehaviour
}

+ 1
- 1
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@ -4,7 +4,7 @@ MonoImporter:
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defaultReferences: []
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executionOrder: -1
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+ 1
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Assets/Scripts/Shaders/Image.mat View File

@ -79,7 +79,7 @@ Material:
- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _BackgroundColor: {r: 0.043137256, g: 0.043137256, b: 0.10980393, a: 1}
- _BackgroundColor: {r: 0.054901965, g: 0.039215688, b: 0.10196079, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _MaskColor: {r: 0.043137256, g: 0.043137256, b: 0.10980393, a: 1}

+ 86
- 6
Assets/Scripts/SneakyTextController.cs View File

@ -11,9 +11,16 @@ public class SneakyTextController : MonoBehaviour
[SerializeField]
private Reference<bool> m_freezePlayer;
[SerializeField]
private Reference<bool> m_manuelDarknesscontrol;
[SerializeField]
private float m_time = 10;
[SerializeField]
private GameObject m_timerObject;
[SerializeField]
private TMPro.TextMeshProUGUI m_text;
@ -38,10 +45,8 @@ public class SneakyTextController : MonoBehaviour
private void OnLightChange(float value)
{
Color color = m_text.color;
color.a = 1 - m_lightLevel;
m_text.color = color;
Debug.Log("Here");
if (!m_hasTriggered && !m_freezePlayer)
{
@ -53,10 +58,85 @@ public class SneakyTextController : MonoBehaviour
private IEnumerator Timer(float time)
{
Debug.Log("here");
Debug.Log("Showing sneaky text");
m_manuelDarknesscontrol.Value = true;
float elapsedTime = 0;
float fadeTime = 0.33f;
m_text.gameObject.SetActive(true);
yield return new WaitForSeconds(time);
Color color = m_text.color;
while (elapsedTime< fadeTime)
{
m_lightLevel.Value = 1 - (elapsedTime / fadeTime);
color.a = 1 - m_lightLevel;
m_text.color = color;
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
m_lightLevel.Value = 0;
color.a = 1 - m_lightLevel;
m_text.color = color;
m_timerObject.SetActive(false);
Time.timeScale = 0.1f;
elapsedTime = 0;
fadeTime = 1.0f;
while (elapsedTime < fadeTime)
{
Time.timeScale = 1 - (elapsedTime / fadeTime);
yield return new WaitForEndOfFrame();
elapsedTime += Time.unscaledDeltaTime;
}
yield return new WaitForSecondsRealtime(time);
Time.timeScale = 1;
m_timerObject.SetActive(true);
elapsedTime = 0;
fadeTime = 0.25f;
while (elapsedTime < fadeTime)
{
m_lightLevel.Value = (elapsedTime / fadeTime);
color.a = 1 - (elapsedTime / fadeTime);
m_text.color = color;
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
m_text.gameObject.SetActive(false);
m_manuelDarknesscontrol.Value = false;
}
}

+ 1
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Assets/Scripts/SneakyTextController.cs.meta View File

@ -4,7 +4,7 @@ MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
executionOrder: 300
icon: {instanceID: 0}
userData:
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+ 29
- 2
Assets/Scripts/TimerController.cs View File

@ -2,16 +2,35 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using NaughtyAttributes;
using Variables;
public class TimerController : MonoBehaviour
{
[SerializeField]
[SerializeField,Header("References")]
private Reference<float> m_time;
[SerializeField]
private TextMeshProUGUI m_text;
[SerializeField, BoxGroup("Settings")]
private Color m_lowTimeColor = Color.red;
[SerializeField, BoxGroup("Settings")]
private Color m_defaultColor;
[SerializeField, BoxGroup("Settings")]
private float m_lowTimeAmount = 3;
private void Awake()
{
OnTimeChange(m_time.Value);
}
private void OnEnable()
{
@ -26,8 +45,16 @@ public class TimerController : MonoBehaviour
private void OnTimeChange(float value)
{
m_text.text = value.ToString("0");
if (value <= m_lowTimeAmount)
{
m_text.color = m_lowTimeColor;
}
else
{
m_text.color = m_defaultColor;
}
}

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Assets/Variables/Runtime/freezePlayer.asset (Stored with Git LFS) View File

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Assets/Variables/Runtime/isLightManual.asset (Stored with Git LFS) View File

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Assets/Variables/Runtime/isVictory.asset (Stored with Git LFS) View File

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ProjectSettings/EditorBuildSettings.asset (Stored with Git LFS) View File

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