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full flow for new level select

master
Josh 1 year ago
parent
commit
74446408e0
  1. 916
      namedropper/Assets/Scenes/LevelSelectScene.unity
  2. 2
      namedropper/Assets/Scripts/JoinPlayer.cs
  3. 2
      namedropper/Assets/Scripts/Level.cs
  4. 15
      namedropper/Assets/Scripts/TrackballInputManager.cs
  5. 92
      namedropper/Assets/Spinner.cs
  6. 3
      namedropper/ProjectSettings/EditorBuildSettings.asset

916
namedropper/Assets/Scenes/LevelSelectScene.unity

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2
namedropper/Assets/Scripts/JoinPlayer.cs

@ -101,7 +101,7 @@ public class JoinPlayer : MonoBehaviour
void GotoFirstScene()
{
if (GameManager.MINIGAMES)
SceneManager.LoadScene("Wheel Scene");
SceneManager.LoadScene("LevelSelectScene");
else
SceneManager.LoadScene("TopicSelect");
}

2
namedropper/Assets/Scripts/Level.cs

@ -193,7 +193,7 @@ public class Level : MonoBehaviour
else
{
if (GameManager.MINIGAMES)
SceneManager.LoadScene("Wheel Scene");
SceneManager.LoadScene("LevelSelectScene");
else
SceneManager.LoadScene("TopicSelect");
}

15
namedropper/Assets/Scripts/TrackballInputManager.cs

@ -168,11 +168,18 @@ public class TrackballInputManager : MonoBehaviour
if (dy < 0 && SceneManager.GetActiveScene().name == "Game")
dy *= upMultiplier;
//use this method to move using position
//player.transform.position = new Vector2(player.transform.position.x + dx, player.transform.position.y - dy);
//use this method to move using velocity
if (SceneManager.GetActiveScene().name == "LevelSelectScene") {
Debug.Log("dy: " + dy);
if (Mathf.Abs(dy) > 10f)
{
FindObjectOfType<Spinner>().Spin();
}
}
//use this method to move using position
//player.transform.position = new Vector2(player.transform.position.x + dx, player.transform.position.y - dy);
//use this method to move using velocity
if (player.StunTime <= 0)
if (player.StunTime <= 0)
{
player.AddVelocity(new Vector2(dx, -dy));
}

92
namedropper/Assets/Spinner.cs

@ -1,3 +1,4 @@
using Curiologix;
using System.Collections;
using System.Collections.Generic;
using TMPro;
@ -14,10 +15,17 @@ public class Spinner : MonoBehaviour
[SerializeField] TextMeshPro _bottomText;
[SerializeField] TextMeshPro _instructions;
List<string> _gameList = new List<string>();
bool _spinning = false;
int _targetGameIndex = 0;
[SerializeField] AudioClip _tingSound;
[SerializeField] AudioSource[] _audSource;
// Start is called before the first frame update
void Start()
{
InitAudioSources();
_gameList.Add("Popstar Pursuit");
_gameList.Add("Bumper Budz 500");
_gameList.Add("Ontology: The Game");
@ -30,17 +38,82 @@ public class Spinner : MonoBehaviour
_gameList.Add("49er");
_gameList.Add("Crazy Kart");
Spin();
//Spin();
}
private void InitAudioSources()
{
_audSource = new AudioSource[5];
for (int i = 0; i < 5; i++)
{
AudioSource source = gameObject.AddComponent<AudioSource>();
source.playOnAwake = false;
source.loop = false;
_audSource[i] = source;
}
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Alpha0))
{
LoadScene(_gameList[0]);
}
if (Input.GetKeyDown(KeyCode.Alpha1))
{
LoadScene(_gameList[1]);
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
LoadScene(_gameList[2]);
}
if (Input.GetKeyDown(KeyCode.Alpha3))
{
LoadScene(_gameList[3]);
}
if (Input.GetKeyDown(KeyCode.Alpha4))
{
LoadScene(_gameList[4]);
}
if (Input.GetKeyDown(KeyCode.Alpha5))
{
LoadScene(_gameList[5]);
}
if (Input.GetKeyDown(KeyCode.Alpha6))
{
LoadScene(_gameList[6]);
}
if (Input.GetKeyDown(KeyCode.Alpha7))
{
LoadScene(_gameList[7]);
}
if (Input.GetKeyDown(KeyCode.Alpha8))
{
LoadScene(_gameList[8]);
}
if (Input.GetKeyDown(KeyCode.Alpha9))
{
LoadScene(_gameList[9]);
}
}
public void Spin()
{
if (_spinning)
return;
_spinning = true;
StartCoroutine(SpinCoroutine());
}
@ -59,9 +132,9 @@ public class Spinner : MonoBehaviour
_topText.text = GetGameName(currentGameIndex - 1);
_mainText.text = GetGameName(currentGameIndex);
_bottomText.text = GetGameName(currentGameIndex + 1);
PlayHitClip();
delay *= 1.1f;
Debug.Log("delay: " + delay);
//Debug.Log("delay: " + delay);
yield return new WaitForSeconds(delay);
}
while (delay < .5f);
@ -72,6 +145,19 @@ public class Spinner : MonoBehaviour
}
public void PlayHitClip()
{
for (int i = 0; i < _audSource.Length; i++)
{
if (!_audSource[i].isPlaying)
{
_audSource[i].clip = FortuneWheelConfig.Instance.tingSound;
_audSource[i].Play();
break;
}
}
}
void LoadScene(string gameName)
{
string sceneName = "";

3
namedropper/ProjectSettings/EditorBuildSettings.asset

@ -44,6 +44,9 @@ EditorBuildSettings:
- enabled: 1
path: Assets/Scenes/RaceGame.unity
guid: 4b27426029785474c988419c9328a8ba
- enabled: 1
path: Assets/Scenes/LevelSelectScene.unity
guid: 7477ac64c25d07743a1fe5ca97591ca0
- enabled: 1
path: Assets/Scenes/Game.unity
guid: fc389e04780671f498562f1d56f81afb

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