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Add main manu and fire game

This commit is contained in:
Steffo 2020-04-19 23:30:25 +02:00
parent ad2002af96
commit 2e9be690c7
71 changed files with 3577 additions and 138 deletions

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@ -18,6 +18,10 @@ public class SoundPitchAdjust : MonoBehaviour
gameController.OnSpeedChange += OnSpeedChange; gameController.OnSpeedChange += OnSpeedChange;
} }
private void OnDestroy() {
gameController.OnSpeedChange -= OnSpeedChange;
}
private void OnSpeedChange(float previous, float current) { private void OnSpeedChange(float previous, float current) {
audioSource.pitch = current; audioSource.pitch = current;
} }

View file

@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class StartOnAnyKey : MonoBehaviour
{
void Update()
{
if(Input.anyKeyDown) {
SceneManager.LoadScene("Default");
}
}
}

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@ -0,0 +1,69 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TheFireController : MonoBehaviour
{
[Header("Microgame Config")]
[BeforeStart]
public int startingTreeHealth = 10;
[Header("References")]
public GameObject fireObject;
public GameObject treeObject;
public AudioSource chopAudioSource;
public AudioSource fallAudioSource;
private MicrogameController microgameController;
private Animator fireAnimator;
private Animator treeAnimator;
[Header("Microgame State")]
private int treeHealth;
public int TreeHealth {
get {
return treeHealth;
}
set {
treeAnimator.SetFloat("HealthFraction", (float)treeHealth / (float)startingTreeHealth);
treeHealth = value;
if(treeHealth == 0) {
fallAudioSource.Play();
microgameController.victory = true;
}
else if(treeHealth > 0) {
chopAudioSource.Play();
microgameController.victory = false;
}
}
}
private void Awake() {
microgameController = GameObject.FindGameObjectWithTag("MicrogameController").GetComponent<MicrogameController>();
}
private void Start() {
fireAnimator = fireObject.GetComponent<Animator>();
treeAnimator = treeObject.GetComponent<Animator>();
treeHealth = startingTreeHealth;
microgameController.victory = false;
}
private void Update() {
if(treeHealth > 0) {
fireAnimator.SetFloat("TimeFraction", microgameController.TimeFraction);
}
else {
fireAnimator.SetFloat("TimeFraction", 1);
}
DetectClicks();
}
private void DetectClicks() {
if(Input.GetMouseButtonDown(0)) {
Collider2D clicked = Physics2D.OverlapPoint(Camera.main.ScreenToWorldPoint(Input.mousePosition));
if(clicked != null && clicked.gameObject == treeObject) {
TreeHealth -= 1;
}
}
}
}

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androidETC2FallbackOverride: 0 androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0 forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: Standalone
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textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
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androidETC2FallbackOverride: 0
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- serializedVersion: 3
buildTarget: Android
maxTextureSize: 2048
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textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
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androidETC2FallbackOverride: 0
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- serializedVersion: 3
buildTarget: WebGL
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sprites: [] sprites: []

View file

@ -31,7 +31,7 @@ TextureImporter:
maxTextureSize: 2048 maxTextureSize: 2048
textureSettings: textureSettings:
serializedVersion: 2 serializedVersion: 2
filterMode: -1 filterMode: 0
aniso: -1 aniso: -1
mipBias: -100 mipBias: -100
wrapU: 1 wrapU: 1
@ -45,7 +45,7 @@ TextureImporter:
spriteMeshType: 1 spriteMeshType: 1
alignment: 0 alignment: 0
spritePivot: {x: 0.5, y: 0.5} spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100 spritePixelsToUnits: 7
spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1 spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1 alphaUsage: 1
@ -71,6 +71,42 @@ TextureImporter:
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forceMaximumCompressionQuality_BC6H_BC7: 0 forceMaximumCompressionQuality_BC6H_BC7: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet: spriteSheet:
serializedVersion: 2 serializedVersion: 2
sprites: [] sprites: []

View file

@ -4,5 +4,11 @@
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serializedVersion: 2 serializedVersion: 2
m_Scenes: [] m_Scenes:
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path: Assets/Scenes/MainMenu.unity
guid: 115de2ad0664a6d46b16cf6d994de58b
- enabled: 1
path: Assets/Scenes/Default.unity
guid: 997d508c33ffcca4594947f41377dd88
m_configObjects: {} m_configObjects: {}