Pull request #22: GameLogic

Merge in CEGJ/32bit_jam_conjure from GameLogic to Dev

* commit '758777b8ab33d768b3bd5bc5430b03981beda8fb':
  missing in last commit
  Add ui controller fix duplicate gameControllers
This commit is contained in:
Soulaha 2022-10-30 00:35:35 +00:00 committed by Louis Horlaville
commit f344527f0e
17 changed files with 5592 additions and 1821 deletions

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@ -0,0 +1,63 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnvChanger : MonoBehaviour
{
private float initAmbientIntensity;
private float initRefIntensity;
[SerializeField]
private float targetAmbientIntensity, targetRefIntensity;
[SerializeField]
private bool enterFromLeft = true;
[SerializeField]
private Transform playerPos;
private bool isInEnviro = false;
public void ChangeEnvironnement(){
if(ExitOnCorrectSide()){
isInEnviro = !isInEnviro;
if(isInEnviro){
initAmbientIntensity = RenderSettings.ambientIntensity;
initRefIntensity = RenderSettings.reflectionIntensity;
RenderSettings.ambientIntensity = targetAmbientIntensity;
RenderSettings.reflectionIntensity = targetRefIntensity;
}else{
RenderSettings.ambientIntensity = initAmbientIntensity;
RenderSettings.reflectionIntensity = initRefIntensity;
}
}
}
private bool ExitOnCorrectSide(){
if(enterFromLeft){
if(!isInEnviro){
if(playerPos.position.x > transform.position.x){
return true;
}
}else{
if(playerPos.position.x < transform.position.x){
return true;
}
}
}else{
if(!isInEnviro){
if(playerPos.position.x < transform.position.x){
return true;
}
}else{
if(playerPos.position.x > transform.position.x){
return true;
}
}
}
return false;
}
}

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@ -2,12 +2,18 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameController : MonoBehaviour public class GameController : MonoBehaviour
{ {
private static GameController instance; private static GameController instance;
[SerializeField] [SerializeField]
private string startScene, mainScene, endScene; private string startScene, mainScene, endScene;
[SerializeField]
private float fadeSpeed;
[SerializeField]
private Image fadeImg;
private Coroutine fadeCoroutine;
public static GameController Instance{ public static GameController Instance{
get{ get{
if(instance is null)Debug.LogError("Game controller is null"); if(instance is null)Debug.LogError("Game controller is null");
@ -16,28 +22,62 @@ public class GameController : MonoBehaviour
} }
private void Awake() { private void Awake() {
instance = this; if(GameController.Instance is null){
DontDestroyOnLoad(this.gameObject); instance = this;
DontDestroyOnLoad(this.gameObject);
SceneManager.activeSceneChanged += ChangedScene;
}else{
Destroy(this.gameObject);
}
} }
public void StartGame(){ public void StartGame(){
SceneManager.LoadScene(mainScene); fadeCoroutine = StartCoroutine(FadeToBlack(mainScene, true,fadeSpeed));
} }
public void EndGame(){ public void EndGame(){
Debug.Log("Game is over"); Debug.Log("Game is over");
SceneManager.LoadScene(endScene); fadeCoroutine = StartCoroutine(FadeToBlack(endScene, true,fadeSpeed));
} }
public void QuitGame(){ public void QuitGame(){
//fadeCoroutine = StartCoroutine(FadeToBlack(true,fadeTimer));
Application.Quit(); Application.Quit();
} }
public void Options(){ public void Options(){
//fadeCoroutine = StartCoroutine(FadeToBlack(true,fadeTimer));
Debug.Log("Clicked options"); Debug.Log("Clicked options");
} }
public void MainMenu(){ public void MainMenu(){
SceneManager.LoadScene(startScene); fadeCoroutine = StartCoroutine(FadeToBlack(startScene, true,fadeSpeed));
}
private void ChangedScene(Scene curr, Scene next){
fadeCoroutine = StartCoroutine(FadeToBlack(string.Empty, false, fadeSpeed));
}
public IEnumerator FadeToBlack(string sceneToLoad,bool fadeToBlack = true, float fadeSpeed = 2.5f){
Color imgColor = fadeImg.color;
float fadeAmount;
if(fadeToBlack){
while(fadeImg.color.a < 1){
fadeAmount = imgColor.a + (fadeSpeed * Time.deltaTime);
imgColor = new Color(imgColor.r, imgColor.g, imgColor.b, fadeAmount);
fadeImg.color = imgColor;
yield return null;
}
SceneManager.LoadScene(sceneToLoad);
}else{
while(fadeImg.color.a > 0){
fadeAmount = imgColor.a - (fadeSpeed * Time.deltaTime);
imgColor = new Color(imgColor.r, imgColor.g, imgColor.b, fadeAmount);
fadeImg.color = imgColor;
yield return null;
}
}
} }
} }

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@ -27,7 +27,7 @@ public class SlidingDoor : Triggerable
} }
} }
public override void TriggerEvent(){ public override void TriggerEvent(Collider other){
isOpen = !isOpen; isOpen = !isOpen;
} }

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@ -16,7 +16,7 @@ public class TriggerZone : MonoBehaviour
private void OnTriggerEnter(Collider other) { private void OnTriggerEnter(Collider other) {
if(!onEnter)return; if(!onEnter)return;
if(other.gameObject.tag.Equals("Player")){ if(other.gameObject.tag.Equals("Player")){
linkedObj.TriggerEvent(); linkedObj?.TriggerEvent(other);
enterEvent?.Invoke(); enterEvent?.Invoke();
} }
} }
@ -24,7 +24,7 @@ public class TriggerZone : MonoBehaviour
private void OnTriggerStay(Collider other) { private void OnTriggerStay(Collider other) {
if(!onStay)return; if(!onStay)return;
if(other.gameObject.tag.Equals("Player")){ if(other.gameObject.tag.Equals("Player")){
linkedObj.TriggerEvent(); linkedObj?.TriggerEvent(other);
stayEvent?.Invoke(); stayEvent?.Invoke();
} }
} }
@ -32,7 +32,7 @@ public class TriggerZone : MonoBehaviour
private void OnTriggerExit(Collider other) { private void OnTriggerExit(Collider other) {
if(!OnExit)return; if(!OnExit)return;
if(other.gameObject.tag.Equals("Player")){ if(other.gameObject.tag.Equals("Player")){
linkedObj.TriggerEvent(); linkedObj?.TriggerEvent(other);
exitEvent?.Invoke(); exitEvent?.Invoke();
} }
} }

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@ -4,5 +4,5 @@ using UnityEngine;
public abstract class Triggerable : MonoBehaviour public abstract class Triggerable : MonoBehaviour
{ {
public abstract void TriggerEvent(); public abstract void TriggerEvent(Collider other = null);
} }

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@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIController : MonoBehaviour
{
public void StartGame(){
GameController.Instance.StartGame();
}
public void EndGame(){
GameController.Instance.EndGame();
}
public void QuitGame(){
GameController.Instance.QuitGame();
}
public void Options(){
GameController.Instance.Options();
}
public void MainMenu(){
GameController.Instance.MainMenu();
}
}

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