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https://github.com/Steffo99/keep-everything-alive.git
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Create game over scene
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parent
855ec29723
commit
81152a01ab
8 changed files with 162 additions and 12 deletions
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@ -127,6 +127,26 @@ RectTransform:
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displayText: GAME
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@ -28,6 +28,11 @@ public class GameController : MonoBehaviour
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}
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}
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}
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public bool GameOver {
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get {
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return Lives <= 0;
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}
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}
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[BeforeStart]
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public float startingTimescale = 1.0f;
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@ -109,18 +114,21 @@ public class GameController : MonoBehaviour
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private void OnMicrogameEnd(MicrogameController microgame, bool victory) {
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Debug.Assert(microgame != null);
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if(victory) {
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Score += 1;
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}
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else {
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if(!victory) {
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Lives -= 1;
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}
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Score += 1;
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CurrentMicrogame = null;
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Faster();
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StartCoroutine("SpinTheWheel");
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if(!GameOver) {
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if(score % increaseSpeedEvery == 0) {
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Faster();
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}
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StartCoroutine("SpinTheWheel");
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}
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}
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public float timescaleIncreaseFactor = 0.05f;
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public float increaseSpeedEvery = 5;
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private void Faster() {
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Timescale += timescaleIncreaseFactor;
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}
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@ -16,6 +16,9 @@ public abstract class MicrogameController : MonoBehaviour
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[BeforeStart]
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public Font microgameNameFont;
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[Header("Microgame Results")]
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public bool victory = true;
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protected GameController gameController;
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public delegate void OnTimeLeftChangeHandler(float previous, float current);
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@ -44,8 +47,6 @@ public abstract class MicrogameController : MonoBehaviour
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public delegate void OnMicrogameEndHandler(MicrogameController microgame, bool victory);
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public event OnMicrogameEndHandler OnMicrogameEnd;
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protected abstract bool MicrogameResults();
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private void Awake() {
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gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameController>();
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}
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@ -56,7 +57,7 @@ public abstract class MicrogameController : MonoBehaviour
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}
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private void End() {
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OnMicrogameEnd?.Invoke(this, MicrogameResults());
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OnMicrogameEnd?.Invoke(this, victory);
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}
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private void Update() {
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@ -4,7 +4,4 @@ using UnityEngine;
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public class TestMicrogame : MicrogameController
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{
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protected override bool MicrogameResults() {
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return true;
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}
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}
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35
Assets/Scripts/UI/DisplayOnGameOver.cs
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35
Assets/Scripts/UI/DisplayOnGameOver.cs
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@ -0,0 +1,35 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public enum DisplayOnGameOverOptions {
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ALWAYS,
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SHOW_ON_GAME_OVER,
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HIDE_ON_GAME_OVER,
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NEVER
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}
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public class DisplayOnGameOver : MonoBehaviour
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{
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public DisplayOnGameOverOptions displayWhen;
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private GameController gameController;
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private Text text;
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private void Awake() {
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gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameController>();
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text = GetComponent<Text>();
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}
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private void Start() {
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gameController.OnGameOver += OnGameOver;
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gameObject.SetActive(displayWhen == DisplayOnGameOverOptions.ALWAYS || displayWhen == DisplayOnGameOverOptions.HIDE_ON_GAME_OVER);
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}
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private void OnGameOver(GameController sender) {
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gameObject.SetActive(displayWhen == DisplayOnGameOverOptions.ALWAYS || displayWhen == DisplayOnGameOverOptions.SHOW_ON_GAME_OVER);
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}
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}
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11
Assets/Scripts/UI/DisplayOnGameOver.cs.meta
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11
Assets/Scripts/UI/DisplayOnGameOver.cs.meta
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28
Assets/Scripts/UI/TextOnGameOver.cs
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28
Assets/Scripts/UI/TextOnGameOver.cs
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@ -0,0 +1,28 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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[RequireComponent(typeof(Text))]
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public class TextOnGameOver : MonoBehaviour
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{
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public string displayText;
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public Color displayColor;
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private GameController gameController;
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private Text text;
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private void Awake() {
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gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameController>();
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text = GetComponent<Text>();
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}
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private void Start() {
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gameController.OnGameOver += OnGameOver;
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}
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private void OnGameOver(GameController sender) {
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text.text = displayText;
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text.color = displayColor;
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}
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}
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11
Assets/Scripts/UI/TextOnGameOver.cs.meta
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11
Assets/Scripts/UI/TextOnGameOver.cs.meta
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