Browse Source

ADDED:

+ Script: PlayerSounds
+ Texture: Magnet Rods (Pull & Push)
+ GUI Image: Game Logo (not yet implemented in UI)
+ Unity Scene: Title Screen
+ SFX: Footsteps (sand), test beep, switch-player sound, wind ambience
+ BGM: Just Dessert (2nd Part) (This was cut from previous facebook mp3 upload)
       Purely for testing purposes.
+ Audio Source for wind ambience sounds

CHANGED:
> A duplicate of "Cycle Run" was made so that sound events can be keyframed into the
  running animation (FBX-animations were initially read-only)
> Added "PlayFootstep" sound event to running animation.
> Changed invisible wall positions near the starting point area
> Slightly lowered the first concrete platform's position near the long metal beam and small crates
> Slightly increased the height of the first fences
> Added small bits of terrain hills to create "distant cliff illusion"
> SceneController script now has connection with PlayerSound script to allow switch-player sound
> MagnetGun script (Player 1) now has connection with PlayerSound script to allow object-rotation sound
> Added an Audio Source to the Player 1 Avatar object. All player sounds are assigned to this component.

NOTE:
> Only Player 1 has some sounds. Player 2 will have sounds once Player 1 has 100% sounds.
> Cutscene management will need to be discussed. Unsure whether single-scene camera changes are possible
  and easy to implement due to script structure. Having a cutscene in a seperate scene will be demanding,
  processor-wise, but can be done.
> Still have not received updated movable object textures at this time. Way past its deadline.

KNOWN ISSUES:
- On my Gaming PC, playing the game for an extended amount of time can cause the frame rate to
  flacuate from 30 to 60fps at set intervals of approximatelly every 5sec.
- The above issue can be mitigated via restarting your PC. FPS issues could possibly be caused by junk metadata build-up.
- The above issue has also been found in week #8 playtest build.
master
Simon Tran 9 years ago
parent
commit
4dbf67945a
48 changed files with 528 additions and 3 deletions
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unity_Project/Assets/Scripts/PlayerSounds.cs View File

@ -0,0 +1,63 @@
using UnityEngine;
using System.Collections;
public class PlayerSounds : MonoBehaviour {
private AudioSource source;
private float volLowRange = 0.5f; // Volume Low Range
private float volHighRange = 1.0f; // Volume High Range
private float pitchLowRange = 0.90f; // Pitch Low Range
private float pitchHighRange = 1.5f; // Pitch High Range
private float pitchDefault = 1.0f; // Pitch Default Value
// AUDIO CLIPS
// All sound effects are listed here.
public AudioClip sfxFootstep;
public AudioClip sfxFootstepTEST;
public AudioClip sfxSwitch;
public AudioClip sfxRotate;
// FUNCTION: Find Audio Source component (attached to Player Avatar Object)
void Awake(){
source = GetComponent<AudioSource> ();
}
// FUNCTIONS: Play Sound Effects (SFX)
// NOTE: Must add the events to the relevant keyframe within animation clips.
void PlayFootstep(){
float volRandom = Random.Range (volLowRange, volHighRange);
source.pitch = Random.Range (pitchLowRange, pitchHighRange);
source.PlayOneShot (sfxFootstep,volRandom);
}
void PlayFootstepTEST(){
float volRandom = Random.Range (volLowRange, volHighRange);
source.pitch = Random.Range (pitchLowRange, pitchHighRange);
source.PlayOneShot (sfxFootstepTEST,volRandom);
}
public void PlaySwitch(){
source.pitch = pitchDefault;
source.PlayOneShot (sfxSwitch,0.7f);
}
public void PlayRotate(){
source.pitch = pitchDefault;
source.PlayOneShot (sfxRotate);
}
// END BRACKET BELLOW:
}

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unity_Project/Assets/Scripts/magnetGun.cs View File

@ -39,6 +39,17 @@ public class magnetGun : MonoBehaviour {
private float normGrip; private float normGrip;
private Renderer lastTargetRenderer; private Renderer lastTargetRenderer;
private Color lastTargetColour; private Color lastTargetColour;
//-----------------------
// Use PlayerSound script
// (specifically for object-rotation sounds for this MagnetGun script)
public PlayerSounds _playerSoundScript;
// Use this for initialization // Use this for initialization
void Start () { void Start () {
if (topScreen) if (topScreen)
@ -225,11 +236,16 @@ public class magnetGun : MonoBehaviour {
if (item != null) { if (item != null) {
if (Input.GetButtonDown(L_BUTTON_INPUT)) if (Input.GetButtonDown(L_BUTTON_INPUT))
StartCoroutine (rotateItem(item,new Vector3 (0,90,0),0.3f)); StartCoroutine (rotateItem(item,new Vector3 (0,90,0),0.3f));
// _playerSoundScript.PlayRotate(); // Rotate-Object Sound. ERROR: Causes multiple sounds when object is held.
if (Input.GetButtonDown(R_BUTTON_INPUT)) if (Input.GetButtonDown(R_BUTTON_INPUT))
StartCoroutine (rotateItem(item,new Vector3 (90,0,0),0.3f)); StartCoroutine (rotateItem(item,new Vector3 (90,0,0),0.3f));
} }
} }
IEnumerator rotateItem (Collider item, Vector3 byAngles, float inTime){ IEnumerator rotateItem (Collider item, Vector3 byAngles, float inTime){
Quaternion startAngle = item.transform.rotation; Quaternion startAngle = item.transform.rotation;

+ 12
- 3
unity_Project/Assets/Scripts/sceneController.cs View File

@ -22,6 +22,15 @@ public class sceneController : MonoBehaviour {
private string playerSwapInput = "playerSwap"; private string playerSwapInput = "playerSwap";
// Call PlayerSound script to allow sounds upon button presses
// NOTE: Make sure the SceneController's inspector has the PlayerAvatar
// attached as an element under its script component.
public PlayerSounds _playerSoundScript;
// Use this for initialization // Use this for initialization
void Start () { void Start () {
@ -46,8 +55,6 @@ public class sceneController : MonoBehaviour {
} }
} }
@ -56,7 +63,7 @@ public class sceneController : MonoBehaviour {
swapCharacters (); swapCharacters ();
pointAtOther (); pointAtOther ();
if (Input.GetKeyDown(KeyCode.R))
if (Input.GetKeyDown (KeyCode.R))
Application.LoadLevel(Application.loadedLevel); Application.LoadLevel(Application.loadedLevel);
} }
@ -70,6 +77,8 @@ public class sceneController : MonoBehaviour {
Debug.Log("swappy Swap"); Debug.Log("swappy Swap");
activeP1 = !activeP1; activeP1 = !activeP1;
activeP2 = !activeP2; activeP2 = !activeP2;
_playerSoundScript.PlaySwitch(); //Play "Switch Character" sound function
if (activeP1){ if (activeP1){
newCamera = cameraPlayer1; newCamera = cameraPlayer1;

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