Merge branch 'main' into slide-sideways

This commit is contained in:
Cat Flynn 2021-01-11 10:25:54 +00:00
commit b64b932d6d
24 changed files with 11138 additions and 51 deletions

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2065
Assets/Scenes/Menu.unity Normal file

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@ -26,6 +26,6 @@ public class AddScoreOnDie : MonoBehaviour
private void Die()
{
Score.Value += value + (ulong)Random.Range(-5, 5);
Score.Add(value + (ulong)Random.Range(-5, 5));
}
}

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@ -0,0 +1,53 @@
using DG.Tweening;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
public class BoldButton : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, ISelectHandler, IDeselectHandler
{
[SerializeField] private UnityEvent Select;
private TextMeshProUGUI _text;
private static BoldButton _currentBold;
private Tweener _tween;
private void Awake()
{
_text = GetComponentInChildren<TextMeshProUGUI>();
}
private void BoldText()
{
_currentBold?.UnBoldText();
_currentBold = this;
_text.fontStyle = FontStyles.Bold;
Select?.Invoke();
}
private void UnBoldText()
{
_text.fontStyle = FontStyles.Normal;
}
public void OnPointerEnter(PointerEventData eventData)
{
BoldText();
}
public void OnPointerExit(PointerEventData eventData)
{
UnBoldText();
}
public void OnSelect(BaseEventData eventData)
{
BoldText();
}
public void OnDeselect(BaseEventData eventData)
{
UnBoldText();
}
}

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using DG.Tweening;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
public class PlayGameButton : MonoBehaviour, ISubmitHandler
{
[SerializeField] private string levelName;
[SerializeField] private CanvasGroup group;
[SerializeField] private CanvasGroup thisGroup;
public void OnSubmit(BaseEventData eventData)
{
var asyncOp = SceneManager.LoadSceneAsync(levelName);
asyncOp.allowSceneActivation = false;
DOTween.Sequence()
.Append(transform.DOScale(Vector3.one * 1.5f, 0.3f).SetEase(Ease.OutQuint))
.Insert(0.15f, thisGroup.DOFade(0, 0.15f))
.Append(group.DOFade(0, 0.3f))
.AppendCallback(() => asyncOp.allowSceneActivation = true);
}
}

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@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;
public class PlayerEnter : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
transform.DOMove(Vector3.zero, 0.5f).SetEase(Ease.OutQuint);
}
}

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private void Awake()
{
_text = GetComponent<TextMeshProUGUI>();
_text = GetComponentInChildren<TextMeshProUGUI>();
}
// Update is called once per frame

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@ -3,14 +3,23 @@ using System;
public static class Score
{
private static ulong _value;
public static ulong Value
public static ulong Value => _value;
public static void Add(ulong val)
{
get => _value;
set
{
_value = value;
ScoreUpdated?.Invoke(_value);
}
_value += val;
ScoreChanged();
}
public static void Reset()
{
_value = 0;
ScoreChanged();
}
private static void ScoreChanged()
{
ScoreUpdated?.Invoke(_value);
}
public static event Action<ulong> ScoreUpdated;

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@ -0,0 +1,15 @@
using UnityEngine;
public class SelectAccessibilityButton : MonoBehaviour
{
[SerializeField] private AccessibilityMode mode;
[SerializeField] private AccessibilityOptions options;
[SerializeField] private TunnelController tunnel;
public void Select()
{
options.Mode = mode;
tunnel.Reset();
}
}

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@ -23,10 +23,13 @@ public class TunnelController : MonoBehaviour
public Renderer Active { get; private set; }
private float _start = -1;
private static readonly int PlayerXMove = Shader.PropertyToID("_PlayerXMove");
private static readonly int PlayerXPos = Shader.PropertyToID("_PlayerXPos");
private static readonly int CameraShake = Shader.PropertyToID("_CameraShake");
private void Awake()
{
Shader.SetGlobalFloat("_CameraShake", 0);
Shader.SetGlobalFloat(CameraShake, 0);
Shader.SetGlobalFloat("_BaseTubeRadius", _baseTubeRadius);
Debug.Log(_accessibility.Mode);
@ -58,13 +61,18 @@ public class TunnelController : MonoBehaviour
}
}
public void Reset()
{
Awake();
}
void LateUpdate()
{
var cameraShakeIntensity = _intensity * _accessibility.Intensity.Value;
Shader.SetGlobalFloat("_PlayerXMove", _playerXMove);
Shader.SetGlobalFloat("_PlayerXPos", _playerXPos);
Shader.SetGlobalFloat("_CameraShake", _baseCameraShake * _distanceToNextBeat * cameraShakeIntensity);
Shader.SetGlobalFloat(PlayerXMove, _playerXMove);
Shader.SetGlobalFloat(PlayerXPos, _playerXPos);
Shader.SetGlobalFloat(CameraShake, _baseCameraShake * _distanceToNextBeat * cameraShakeIntensity);
var elapsed = Time.time - _start;
if (elapsed > _duration) return;
@ -72,7 +80,7 @@ public class TunnelController : MonoBehaviour
var normalisedElapsed = elapsed / _duration;
var shake = Mathf.Max(_anim.Evaluate(normalisedElapsed), _baseCameraShake) * _intensity;
Shader.SetGlobalFloat("_CameraShake", shake);
Shader.SetGlobalFloat(CameraShake, shake);
}
public void LoseLifeShake()

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