Pull request #25: MainMenu Rework

Merge in CEGJ/32bit_jam_conjure from VolumeSlider to Dev

* commit 'a3fc68b397a846c74150ae70af29f208b0852f41':
  more windmill speed diversity
  Added Volume slider as prefab
  Polished credits and main menu
  Volume Slider up and working
  Main Menu background
This commit is contained in:
Louis Horlaville 2022-10-30 15:05:01 +00:00 committed by Soulaha
commit 90abbd3e57
39 changed files with 13446 additions and 449 deletions

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@ -36,23 +36,6 @@ public class CharacterMovement : MonoBehaviour
private bool stopWalk; private bool stopWalk;
private void Update() private void Update()
{ {
if (isGrounded)
{
stopWalk = false;
afterJumpHorizontalSlowdownTimeCounter = afterJumpHorizontalSlowdownTime;
}
else
{
afterJumpHorizontalSlowdownTimeCounter -= Time.deltaTime;
stopWalk = true;
}
if (afterJumpHorizontalSlowdownTimeCounter <= 0f)
{
stopWalk = false;
}
SpeedControl(); SpeedControl();
} }

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@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
public class MixerController : MonoBehaviour
{
[SerializeField] private AudioMixer mixer;
public void SetVolume(float sliderValue)
{
mixer.SetFloat("MasterVolume", Mathf.Log10(sliderValue) * 20);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MusicController : MonoBehaviour
{
void Awake()
{
DontDestroyOnLoad(this.gameObject);
}
}

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@ -0,0 +1,169 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
public class MainMenu : MonoBehaviour
{
[SerializeField] GameObject mainMenu;
[SerializeField] GameObject skipCreditsText;
[SerializeField] GameObject skipCreditsIcon;
[SerializeField] GameObject credits;
[SerializeField] Button creditsButton;
[SerializeField] float menuFadeSpeed;
[SerializeField] float creditsScrollSpeed;
[SerializeField] float textAlphaFadeSpeed;
RectMask2D mainMenuMask;
private bool isCreditScrolling = false;
private bool skipCuePopped = false;
private void Start()
{
mainMenuMask = mainMenu.GetComponent<RectMask2D>();
}
public void AnyKeyPressed(InputAction.CallbackContext context)
{
if (context.performed)
{
if (isCreditScrolling)
{
StartCoroutine("RevealSkipCue", 0f);
}
}
}
public void StopCredits(InputAction.CallbackContext context)
{
if (!isCreditScrolling) return;
else
{
if (context.performed && skipCuePopped)
{
isCreditScrolling = false;
ResetMenu();
}
}
}
private void Update()
{
Debug.Log(Input.GetKeyDown(KeyCode.Escape));
if (isCreditScrolling && Input.GetKeyDown(KeyCode.Escape))
{
isCreditScrolling = false;
}
}
public void CreditButtonPress()
{
creditsButton.interactable = false;
StartCoroutine("PlayCredits", 0f);
}
public IEnumerator PlayCredits()
{
isCreditScrolling = true;
yield return MainMenuFadeOut();
yield return new WaitForSeconds(1.5f);
yield return CreditsScrollUp();
yield return new WaitForSeconds(.5f);
yield return MainMenuFadeIn();
}
public IEnumerator MainMenuFadeOut()
{
float paddingAmount;
Vector4 padding;
while (mainMenuMask.padding.y <= 20)
{
paddingAmount = mainMenuMask.padding.y + (menuFadeSpeed * Time.deltaTime);
padding = new Vector4(mainMenuMask.padding.x, paddingAmount, mainMenuMask.padding.z, mainMenuMask.padding.w);
mainMenuMask.padding = padding;
yield return null;
}
}
public IEnumerator MainMenuFadeIn()
{
float paddingAmount;
Vector4 padding;
while (mainMenuMask.padding.y >= -110)
{
paddingAmount = mainMenuMask.padding.y - (menuFadeSpeed * Time.deltaTime);
padding = new Vector4(mainMenuMask.padding.x, paddingAmount, mainMenuMask.padding.z, mainMenuMask.padding.w);
mainMenuMask.padding = padding;
yield return null;
}
ResetMenu();
}
public IEnumerator CreditsScrollUp()
{
float startingScrollPos = credits.transform.position.y;
isCreditScrolling = true;
float scrollAmount;
Vector3 pos;
while (credits.transform.position.y < 375 && isCreditScrolling)
{
scrollAmount = credits.transform.position.y + (creditsScrollSpeed * Time.deltaTime);
pos = new Vector3(credits.transform.position.x, scrollAmount, credits.transform.position.z);
credits.transform.position = pos;
yield return null;
}
credits.transform.position = new Vector3(credits.transform.position.x, startingScrollPos, credits.transform.position.z);
}
public IEnumerator RevealSkipCue()
{
skipCreditsText.SetActive(true);
skipCreditsIcon.SetActive(true);
Color textColor = skipCreditsText.GetComponent<TMP_Text>().color;
Color iconColor = skipCreditsIcon.GetComponent<SpriteRenderer>().color;
float fadeAmount;
while (skipCreditsText.GetComponent<TMP_Text>().color.a<=1 || skipCreditsIcon.GetComponent<SpriteRenderer>().color.a<=1)
{
fadeAmount = textColor.a + (textAlphaFadeSpeed * Time.deltaTime);
textColor = new Color(textColor.r, textColor.g, textColor.b, fadeAmount);
iconColor = new Color(iconColor.r, iconColor.g, iconColor.b, fadeAmount);
skipCreditsText.GetComponent<TMP_Text>().color = textColor;
skipCreditsIcon.GetComponent<SpriteRenderer>().color = iconColor;
yield return null;
}
skipCuePopped = true;
}
void ResetMenu()
{
skipCuePopped = false;
creditsButton.interactable = true;
//Reset Skip Credits Cue
Color textColor = skipCreditsText.GetComponent<TMP_Text>().color;
Color iconColor = skipCreditsIcon.GetComponent<SpriteRenderer>().color;
textColor = new Color(textColor.r, textColor.g, textColor.b, 0);
iconColor = new Color(iconColor.r, iconColor.g, iconColor.b, 0);
skipCreditsText.GetComponent<TMP_Text>().color = textColor;
skipCreditsIcon.GetComponent<SpriteRenderer>().color = iconColor;
skipCreditsText.SetActive(false);
skipCreditsIcon.SetActive(false);
}
}

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