Komplett Lauffähig + Vibration + Boni + Enemie "Jumpscares" - Audio

This commit is contained in:
2026-02-17 21:15:37 +01:00
parent 8b0452b1ed
commit 655e91627a
54 changed files with 8214 additions and 403 deletions

View File

@@ -12,6 +12,7 @@ public class CreditsScript : MonoBehaviour
private float maxScrollSpeed = 300f;
[SerializeField] public float maxYPosition;
[SerializeField] public float minYPosition;
[SerializeField] GameObject minYPo;
[SerializeField] public TMP_Text text;
TMP_Text textfeld;
@@ -41,6 +42,8 @@ public class CreditsScript : MonoBehaviour
//this.transform.position.y = minYPosition;
Debug.Log("The End");
this.transform.position = minYPo.transform.position;
}
}

View File

@@ -13,10 +13,14 @@ public class GameOver : MonoBehaviour
private float duration = 4f;
[SerializeField] public float timer;
[SerializeField] TMP_Text deathTime;
[SerializeField] TMP_Text infoText;
[SerializeField] public TMP_Text infoText;
[SerializeField] public TMP_Text GameStateText;
[SerializeField] public GameObject retryButton;
[SerializeField] public GameObject costField;
[SerializeField] TMP_Text costText;
[SerializeField] int cost;
//[SerializeField] public bool recentDeath; //discaraded
[SerializeField] GameObject levelScript;
[SerializeField] public bool timerOn;
@@ -27,12 +31,17 @@ public class GameOver : MonoBehaviour
[SerializeField] GameObject scriptPile;
[SerializeField] GameObject eFie;
[SerializeField] GameObject eSilv;
[SerializeField] GameObject eHai;
InventoryScript inventory;
ChangeHealth healthScript;
HandleEnergy battery;
FieScript fie;
SilvScript silv;
HaiScript hai;
LevelBehavior level;
private void Awake()
{
@@ -40,6 +49,9 @@ public class GameOver : MonoBehaviour
healthScript = scriptPile.GetComponent<ChangeHealth>();
battery = scriptPile.GetComponent<HandleEnergy>();
fie = eFie.GetComponent<FieScript>();
hai = eHai.GetComponent<HaiScript>();
silv = eSilv.GetComponent<SilvScript>();
level = levelScript.GetComponent<LevelBehavior>();
}
void Start()
@@ -51,26 +63,26 @@ public class GameOver : MonoBehaviour
void Update()
{
if (level.gameWon == true)
{
CheckWinTime();
}
else
{
CheckDeathTime();
}
CheckDeathTime();
//if (Time.timeScale == 1)
//{
// Debug.Log("The game is running.");
//}
//else if(Time.timeScale == 0)
//{
// Debug.Log("The game should be paused now.");
//}
}
public void ShowDeathScreen()
{
fie.StopAllCoroutines();
//Time.timeScale = 0;
timerOn = true;
timer = 10f;
deathPanel.SetActive(true);
LeanTween.scale(deathPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
retryButton.SetActive(true);
costField.SetActive(true);
LeanTween.scale(deathPanel, transform.localScale * 1f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
SpeakEnemy();
costText.text = cost.ToString(); //ZUM DEBUGGEN
CheckDeathTime();
@@ -78,6 +90,25 @@ public class GameOver : MonoBehaviour
//OPTION INS MAINMENUE ZURÜCKZUKEHREN
}
public void ShowWinScreen()
{
Debug.Log("Gut gemacht");
StopEnemies();
timerOn = true;
timer = 10f;
deathPanel.SetActive(true);
LeanTween.scale(deathPanel, transform.localScale * 1f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
CheckWinTime();
GameStateText.text = "You won!";
infoText.text = "You earned " + level.earnedGems + " Gems!";
retryButton.SetActive(false);
costField.SetActive(false);
}
public void GiveNewChance()
{
if (inventory.Gems >= cost)
@@ -97,17 +128,17 @@ public class GameOver : MonoBehaviour
public void StopBothering()
{
Time.timeScale = 1; //UNSICHER OB LADEN VON SCENE DEN WERT AUTO. AUF 1 SETZT
//Time.timeScale = 1; //UNSICHER OB LADEN VON SCENE DEN WERT AUTO. AUF 1 SETZT //ausgebaut
Debug.Log("Jetzt würdest du wieder in die MainMenueScene geschmissen werden");
//SceneManager.LoadSceneAsync(0); //MUSS AM ENDE WIEDER EINGEBAUT WERDEN
SceneManager.LoadSceneAsync(0);
}
public void NewChance()
{
inventory.Health = healthScript.standardHealth;
inventory.Health = inventory.StandardHealth;
if (battery.standardEnergy >= (inventory.Energy + battery.addEnergyValue))
if (inventory.StandardEnergy >= (inventory.Energy + battery.addEnergyValue))
{
inventory.Energy += battery.addEnergyValue;
}
@@ -119,6 +150,10 @@ public class GameOver : MonoBehaviour
//Logik: bei Retry, soll der Player nochmal neue Energie bekommen
fie.StartStuff();
silv.StartStuff();
hai.StartStuff();
level.gameOngoing = true;
}
public void CheckDeathTime()
@@ -140,6 +175,28 @@ public class GameOver : MonoBehaviour
}
}
public void CheckWinTime()
{
if (timerOn == true)
{
timer += zeit - Time.deltaTime;
deathTime.text = Convert.ToInt32(timer).ToString();
if (timer <= 0.0f)
{
timerOn = false;
timer = 10f;
Debug.Log("Next up: SwitchScene()");
level.SwitchScene();
Debug.Log("Just swapped scripts");
}
}
}
public void CalculateCost()
{
cost = healthScript.deathCounter * 100;
@@ -155,9 +212,6 @@ public class GameOver : MonoBehaviour
infoText.text = "But you refused.";
}
}
public bool silvKill;
public bool haiKill;
public void SpeakEnemy()
{
@@ -166,11 +220,11 @@ public class GameOver : MonoBehaviour
infoText.text = "HAAHAHAHAHAAHAHAHAHAHAHAHAHA";
}
if (silvKill)
if (silv.silvKill)
{
infoText.text = "Oh no, I accidently killed someone again. I'm sowy. I just wanted to hug you :(";
}
if (haiKill)
if (hai.haiKill)
{
infoText.text = "You sound great...";
}
@@ -179,4 +233,10 @@ public class GameOver : MonoBehaviour
infoText.text = "Try again?";
}
}
public void StopEnemies()
{
fie.StopAllCoroutines();
silv.StopAllCoroutines();
hai.StopAllCoroutines();
}
}

View File

@@ -9,21 +9,20 @@ public class MenueScript : MonoBehaviour
public void ReturnHome()
{
SceneManager.LoadSceneAsync(0);
Vibrator.Vibrate();
}
public void GameStart()
{
SceneManager.LoadSceneAsync(5);
SceneManager.LoadSceneAsync(2);
Vibrator.Vibrate();
}
public void Credits()
{
SceneManager.LoadSceneAsync(2);
SceneManager.LoadSceneAsync(1);
Vibrator.Vibrate();
}
public void Shop()
{
SceneManager.LoadSceneAsync(1);
}
public void Quit()
{

View File

@@ -27,7 +27,7 @@ public class ShopScript : MonoBehaviour
[Header("BuyValues")]
private float moneten = 10.00f; //als vorerstiger Ersatz für tatsächliches Geld
private float moneten = 10f; //als vorerstiger Ersatz für tatsächliches Geld
private float gemsCost = 1.00f; //1€
private float manyGemsCost = 2.00f; //2€
@@ -39,6 +39,7 @@ public class ShopScript : MonoBehaviour
[Header("DevMode")]
[SerializeField] GameObject devPanel;
[SerializeField] GameObject devButton;
//TMP_Text textfeldA; //als textfeld
//TMP_Text textfeldB;
@@ -62,6 +63,7 @@ public class ShopScript : MonoBehaviour
inventory = backgroundPanel.GetComponent<InventoryScript>();
healthScript = backgroundPanel.GetComponent<ChangeHealth>();
battery = backgroundPanel.GetComponent<HandleEnergy>();
}
void Start()
@@ -84,8 +86,8 @@ public class ShopScript : MonoBehaviour
textfeld.text = inventory.Gems.ToString();
textfeldA.text = "Energy: " + inventory.Energy.ToString();
textfeldB.text = "Health: " + inventory.Health.ToString();
textfeldA.text = "Energy: " + inventory.StandardEnergy.ToString();
textfeldB.text = "Health: " + inventory.StandardHealth.ToString();
textfeldC.text = "Moneten: " + moneten.ToString();
}
@@ -94,7 +96,7 @@ public class ShopScript : MonoBehaviour
{
shopPanel.SetActive(true);
LeanTween.scale(shopPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
Vibrator.Vibrate();
}
public void CloseShop()
@@ -121,7 +123,7 @@ public class ShopScript : MonoBehaviour
else
{
healthScript.standardHealth++;
inventory.StandardHealth++;
inventory.Gems -= updateCost;
}
@@ -138,7 +140,7 @@ public class ShopScript : MonoBehaviour
else
{
battery.standardEnergy++;
inventory.StandardEnergy++;
inventory.Gems -= updateCost;
}
@@ -214,6 +216,18 @@ public class ShopScript : MonoBehaviour
//textfeldC.text = moneten.ToString();
}
public void ResetValues()
{
inventory.Gems = 100;
inventory.StandardEnergy = 10;
inventory.StandardHealth = 3;
moneten = 10f;
errorPanel.SetActive(true);
errorText.text = "All values have been reset to standard.";
LeanTween.scale(errorPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
}
public void ChangeActivation()
{
SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>();

View File

@@ -5,5 +5,6 @@ public class Tester : MonoBehaviour
void Start()
{
Vibrator.Vibrate();
Vibrator.Vibrate(1000);
}
}

View File

@@ -1,15 +1,53 @@
using JetBrains.Annotations;
using UnityEngine;
public class DoorController : MonoBehaviour
{
[SerializeField] private Door door;
[SerializeField] GameObject energyScript;
[SerializeField] GameObject inventoryScript;
HandleEnergy energy;
InventoryScript inventory;
float timer = 0f;
private void Awake()
{
energy = energyScript.GetComponent<HandleEnergy>();
inventory = inventoryScript.GetComponent<InventoryScript>();
}
private void Update()
{
if (door.isOpen == false)
{
TimeDoor();
}
}
private void OnMouseDown()
{
if (door.isOpen == true)
{
door.isOpen = false;
Debug.Log("Hier kommt niemand rein");
if (inventory.Energy > 0)
{
Vibrator.Vibrate();
door.isOpen = false;
Debug.Log("Hier kommt niemand rein");
energy.LoseEnergy();
}
else
{
door.isOpen = true;
Debug.Log("Die Tür wird dich nicht mehr retten.");
}
}
else
{
@@ -20,4 +58,16 @@ public class DoorController : MonoBehaviour
//door.isOpen = !door.isOpen;
}
public void TimeDoor()
{
timer += Time.deltaTime;
//Debug.Log(timer); //FUNKTIONAL
if (timer >= 5)
{
door.isOpen = true;
timer = 0f;
}
}
}

View File

@@ -1,4 +1,5 @@
using System.Collections;
using System.Timers;
using UnityEngine;
public class FieScript : MonoBehaviour
@@ -12,15 +13,15 @@ public class FieScript : MonoBehaviour
[SerializeField] GameObject SPRight;
[SerializeField] GameObject SPDeath;
bool spawn1 = false;
bool spawn2 = false;
public bool spawnLeft = false;
public bool spawn2 = false;
[Header("Character")]
[SerializeField] GameObject Fiefetti;
//[SerializeField] int damageDealt = 1; //hat aktuell keinen Zweck
[SerializeField] public float stateTime = 10f;
[SerializeField] public float stateTime = 5f;
public bool fieKill;
[Header("Scripts")]
@@ -28,23 +29,35 @@ public class FieScript : MonoBehaviour
[SerializeField] GameObject scriptPile;
[SerializeField] GameObject door1; //1 is always Left
[SerializeField] GameObject door2;
[SerializeField] GameObject levelScript;
[SerializeField] GameObject eSilv;
[SerializeField] GameObject eHai;
LevelBehavior level;
ChangeHealth healthScript;
Door doorSwitch;
Door doorSwitch2;
SilvScript silv;
HaiScript hai;
private void Awake()
{
healthScript = scriptPile.GetComponent<ChangeHealth>();
doorSwitch = door1.GetComponent<Door>();
doorSwitch2 = door2.GetComponent<Door>();
level = levelScript.GetComponent<LevelBehavior>();
silv = eSilv.GetComponent<SilvScript>();
hai = eHai.GetComponent<HaiScript>();
}
void Start()
{
button.SetActive(false); //zum vorherigen Debuggen genutzt
spawn1 = false;
spawn2 = false;
spawnLeft = false;
//StateOne();
@@ -69,7 +82,7 @@ public class FieScript : MonoBehaviour
IEnumerator WanderAround()
{
float elapsed = 0f;
Debug.Log("Fiefetti: Wandering around");
button.SetActive(false);
@@ -82,14 +95,18 @@ public class FieScript : MonoBehaviour
int random = Random.Range(1, 3);
if (random == 1) //1 bedeutet immer left
{
spawn1 = true;
spawnLeft = true;
}
else
{
spawn2 = true;
spawnLeft = false;
}
Debug.Log("random = " + random);
Debug.Log("random = " + random);
while (elapsed < stateTime)
{
elapsed += Time.deltaTime;
}
yield return new WaitForSeconds(stateTime);
StartCoroutine(WanderClose());
@@ -97,20 +114,28 @@ public class FieScript : MonoBehaviour
IEnumerator WanderClose()
{
if (spawn1 == true) //1 bedeutet immer left
float elapsed2 = 0;
if (spawnLeft == true) //1 bedeutet immer left
{
Fiefetti.transform.position = SPLeft.transform.position;
Debug.Log("Ich stehe links.");
}
else
{
Fiefetti.transform.position = SPRight.transform.position;
Debug.Log("Ich stehe rechts.");
}
StartCoroutine(WanderAround());
//einen von zwei Punkten aussuchen
Debug.Log("Fiefetti: Komme näher");
while (elapsed2 < stateTime)
{
elapsed2 += Time.deltaTime;
}
yield return new WaitForSeconds(stateTime);
StartCoroutine(GetTooClose());
@@ -118,39 +143,67 @@ public class FieScript : MonoBehaviour
IEnumerator GetTooClose()
{
float elapsed3 = 0;
if (doorSwitch.isOpen == true)
float stickAround = 0f;
if (spawnLeft && doorSwitch.isOpen == true)
{
Fiefetti.transform.position = SPDeath.transform.position;
Debug.Log("Fiefetti: Hab dich!");
//reingehen
HitPlayer();
//StateOne();
silv.silvKill = false;
hai.haiKill = false;
fieKill = true;
stickAround += Time.deltaTime;
if (stickAround >= 2f)
{
Fiefetti.transform.position = SPBack.transform.position;
stickAround = 0f;
}
}
else if (doorSwitch2.isOpen == true)
else if (!spawnLeft && doorSwitch2.isOpen == true)
{
Fiefetti.transform.position = SPDeath.transform.position;
Debug.Log("Fiefetti: Hab dich!");
//reingehen
HitPlayer();
//StateOne();
silv.silvKill = false;
hai.haiKill = false;
fieKill = true;
stickAround += Time.deltaTime;
if (stickAround >= 2f)
{
Fiefetti.transform.position = SPBack.transform.position;
stickAround = 0f;
}
}
else
{
//AudioSpielen
fieKill = false;
level.earnedGems += level.earnGems;
Debug.Log("Du hast bereits " + level.earnedGems + " Gems verdient.");
Debug.Log("Fiefetti: Och menno");
Fiefetti.transform.position = SPBack.transform.position;
}
spawn1 = false;
spawn2 = false;
spawnLeft = false;
//StateOne();
while (elapsed3 < stateTime)
{
elapsed3 += Time.deltaTime;
}
yield return new WaitForSeconds(stateTime);
StartCoroutine(WanderAround());

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@@ -0,0 +1,206 @@
using System.Collections;
using UnityEngine;
public class HaiScript : MonoBehaviour
{
[SerializeField] GameObject button;
[Header("Spawn Points")]
[SerializeField] GameObject SPBack;
[SerializeField] GameObject SPLeft;
[SerializeField] GameObject SPRight;
[SerializeField] GameObject SPDeath;
bool spawnLeft = false;
[Header("Character")]
[SerializeField] GameObject Hai;
//[SerializeField] int damageDealt = 1; //hat aktuell keinen Zweck
[SerializeField] public float stateTime = 10f;
public bool haiKill;
[Header("Scripts")]
[SerializeField] GameObject scriptPile;
[SerializeField] GameObject door1; //1 is always Left
[SerializeField] GameObject door2;
[SerializeField] GameObject levelScript;
[SerializeField] GameObject eFie;
[SerializeField] GameObject eSilv;
ChangeHealth healthScript;
Door doorSwitch;
Door doorSwitch2;
LevelBehavior level;
FieScript fie;
SilvScript silv;
private void Awake()
{
healthScript = scriptPile.GetComponent<ChangeHealth>();
doorSwitch = door1.GetComponent<Door>();
doorSwitch2 = door2.GetComponent<Door>();
level = levelScript.GetComponent<LevelBehavior>();
fie = eFie.GetComponent<FieScript>();
silv = eSilv.GetComponent<SilvScript>();
}
void Start()
{
button.SetActive(false); //zum vorherigen Debuggen genutzt
spawnLeft = false;
//StateOne();
StartStuff();
}
void Update()
{
}
public void HitPlayer()
{
healthScript.GetHit();
}
public void StartStuff()
{
Debug.Log("I´m starting stuff.");
StartCoroutine(WanderAround());
}
IEnumerator WanderAround()
{
float elapsed = 0;
Debug.Log("Hai: Wandering around");
button.SetActive(false);
Hai.transform.position = SPBack.transform.position;
//Hauptposition
Debug.Log("Hai: Bin hinten");
int random = Random.Range(1, 3);
if (random == 1) //1 bedeutet immer left
{
spawnLeft = true;
}
else
{
spawnLeft = false;
}
Debug.Log("random = " + random);
while (elapsed < stateTime)
{
elapsed += Time.deltaTime;
}
yield return new WaitForSeconds(stateTime);
StartCoroutine(WanderClose());
}
IEnumerator WanderClose()
{
float elapsed2 = 0;
if (spawnLeft == true) //1 bedeutet immer left
{
Hai.transform.position = SPLeft.transform.position;
}
else
{
Hai.transform.position = SPRight.transform.position;
}
//einen von zwei Punkten aussuchen
Debug.Log("Hai: Komme näher");
while (elapsed2 < stateTime)
{
elapsed2 += Time.deltaTime;
}
yield return new WaitForSeconds(stateTime);
StartCoroutine(GetTooClose());
}
IEnumerator GetTooClose()
{
float elapsed3 = 0;
float stickAround = 0f;
if (spawnLeft && doorSwitch.isOpen == true)
{
Hai.transform.position = SPDeath.transform.position;
Debug.Log("Hai: Hab dich!");
//reingehen
HitPlayer();
fie.fieKill = false;
silv.silvKill = false;
haiKill = true;
stickAround += Time.deltaTime;
if (stickAround >= 2f)
{
Hai.transform.position = SPBack.transform.position;
stickAround = 0f;
}
}
else if (!spawnLeft && doorSwitch2.isOpen == true)
{
Hai.transform.position = SPDeath.transform.position;
Debug.Log("Hai: Hab dich!");
//reingehen
HitPlayer();
fie.fieKill = false;
silv.silvKill = false;
haiKill = true;
stickAround += Time.deltaTime;
if (stickAround >= 2f)
{
Hai.transform.position = SPBack.transform.position;
stickAround = 0f;
}
}
else
{
//AudioSpielen
haiKill = false;
level.earnedGems += level.earnGems;
Debug.Log("Hai: Och menno");
Hai.transform.position = SPBack.transform.position;
}
spawnLeft = false;
//StateOne();
while (elapsed3 < stateTime)
{
elapsed3 += Time.deltaTime;
}
yield return new WaitForSeconds(stateTime);
StartCoroutine(WanderAround());
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fd201b6436c5bb94e8e0a18597566fd4

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@@ -1,3 +1,5 @@
using JetBrains.Annotations;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
@@ -7,52 +9,124 @@ public class LevelBehavior : MonoBehaviour
[SerializeField] GameObject eSilv;
[SerializeField] GameObject eHai;
FieScript fie;
[SerializeField] GameObject deathPanel;
[SerializeField] GameObject inventoryScript;
FieScript fie;
SilvScript silv;
HaiScript hai;
GameOver end;
InventoryScript inventory;
int curScene = 0;
float timer = 0f;
public bool gameOngoing;
public int earnGems = 5;
public int earnedGems = 0;
public bool gameWon;
private void Awake()
{
fie = eFie.GetComponent<FieScript>();
silv = eSilv.GetComponent<SilvScript>();
hai = eHai.GetComponent<HaiScript>();
end = inventoryScript.GetComponent<GameOver>();
inventory = inventoryScript.GetComponent<InventoryScript>();
}
void Start()
{
gameWon = false;
gameOngoing = true;
// Create a temporary reference to the current scene.
Scene currentScene = SceneManager.GetActiveScene();
// Retrieve the name of this scene.
string sceneName = currentScene.name;
// Retrieve the index of the scene in the project's build settings.
int buildIndex = currentScene.buildIndex;
if (sceneName == "Day1")
{
Debug.Log("Es ist Tag 1");
curScene = 2;
fie.stateTime = 7;
silv.stateTime = 25;
hai.stateTime = 35;
}
if (sceneName == "Day2")
{
Debug.Log("Es ist Tag 2");
curScene = 5;
fie.stateTime = 5;
silv.stateTime = 10;
hai.stateTime = 25;
// Do something...
}
else if (sceneName == "Day6")
else if (sceneName == "Day3")
{
Debug.Log("Es ist Tag 3");
curScene = 4;
fie.stateTime = 3;
silv.stateTime = 10;
hai.stateTime = 15;
// Do something...
}
// Retrieve the index of the scene in the project's build settings.
int buildIndex = currentScene.buildIndex;
//// Check the scene name as a conditional.
//switch (buildIndex)
//{
// case 0:
// // Do something...
// break;
// case 1:
// // Do something...
// break;
//}
}
void Update()
{
if (gameOngoing == true)
{
TimeIs();
}
}
public void TimeIs()
{
timer += Time.deltaTime;
//Debug.Log(timer);
if (timer >= 90)
{
end.ShowWinScreen();
gameWon = true;
inventory.Gems += earnedGems;
timer = 0;
gameOngoing = false;
}
}
public void SwitchScene()
{
Debug.Log("Ich will jetzt in Scene " + curScene++ + " wechseln.");
gameOngoing = false;
gameWon = false;
if (curScene < 5)
{
Debug.Log("Ist noch nicht Tag 3");
SceneManager.LoadSceneAsync(curScene++);
}
else
{
Debug.Log("Es war Tag 3");
SceneManager.LoadScene(1);
}
}
}

View File

@@ -0,0 +1,210 @@
using System.Collections;
using UnityEngine;
public class SilvScript : MonoBehaviour
{
[SerializeField] GameObject button;
[Header("Spawn Points")]
[SerializeField] GameObject SPBack;
[SerializeField] GameObject SPLeft;
[SerializeField] GameObject SPRight;
[SerializeField] GameObject SPDeath;
bool spawnLeft = false;
[Header("Character")]
[SerializeField] GameObject Silv;
//[SerializeField] int damageDealt = 1; //hat aktuell keinen Zweck
[SerializeField] public float stateTime = 15f;
public bool silvKill;
[Header("Scripts")]
[SerializeField] GameObject scriptPile;
[SerializeField] GameObject door1; //1 is always Left
[SerializeField] GameObject door2;
[SerializeField] GameObject levelScript;
[SerializeField] GameObject eFie;
[SerializeField] GameObject eHai;
LevelBehavior level;
ChangeHealth healthScript;
Door doorSwitch;
Door doorSwitch2;
FieScript fie;
HaiScript hai;
private void Awake()
{
level = levelScript.GetComponent<LevelBehavior>();
healthScript = scriptPile.GetComponent<ChangeHealth>();
doorSwitch = door1.GetComponent<Door>();
doorSwitch2 = door2.GetComponent<Door>();
fie = eFie.GetComponent<FieScript>();
hai = eHai.GetComponent<HaiScript>();
}
void Start()
{
button.SetActive(false); //zum vorherigen Debuggen genutzt
spawnLeft = false;
//StateOne();
StartStuff();
}
void Update()
{
}
public void HitPlayer()
{
healthScript.GetHit();
}
public void StartStuff()
{
Debug.Log("I´m starting stuff.");
StartCoroutine(WanderAround());
}
IEnumerator WanderAround()
{
float elapsed = 0;
Debug.Log("Silv: Wandering around");
button.SetActive(false);
Silv.transform.position = SPBack.transform.position;
//Hauptposition
Debug.Log("Silv: Bin hinten");
int random = Random.Range(1, 3);
if (random == 1) //1 bedeutet immer left
{
spawnLeft = true;
}
else
{
spawnLeft = false;
}
Debug.Log("random = " + random);
while (elapsed < stateTime)
{
elapsed += Time.deltaTime;
}
yield return new WaitForSeconds(stateTime);
StartCoroutine(WanderClose());
}
IEnumerator WanderClose()
{
float elapsed2 = 0;
if (spawnLeft == true) //1 bedeutet immer left
{
Silv.transform.position = SPLeft.transform.position;
}
else
{
Silv.transform.position = SPRight.transform.position;
}
//einen von zwei Punkten aussuchen
Debug.Log("Silv: Komme näher");
while (elapsed2 < stateTime)
{
elapsed2 += Time.deltaTime;
}
yield return new WaitForSeconds(stateTime);
StartCoroutine(GetTooClose());
}
IEnumerator GetTooClose()
{
float elapsed3 = 0;
float stickAround = 0f;
if (spawnLeft && doorSwitch.isOpen == true)
{
Silv.transform.position = SPDeath.transform.position;
Debug.Log("Silv: Hab dich!");
//reingehen
HitPlayer();
//StateOne();
fie.fieKill = false;
hai.haiKill = false;
silvKill = true;
stickAround += Time.deltaTime;
if (stickAround >= 2f)
{
Silv.transform.position = SPBack.transform.position;
stickAround = 0f;
}
}
else if (!spawnLeft && doorSwitch2.isOpen == true)
{
Silv.transform.position = SPDeath.transform.position;
Debug.Log("Silv: Hab dich!");
//reingehen
HitPlayer();
//StateOne();
fie.fieKill = false;
hai.haiKill = false;
silvKill = true;
stickAround += Time.deltaTime;
if (stickAround >= 2f)
{
Silv.transform.position = SPBack.transform.position;
stickAround = 0f;
}
}
else
{
//AudioSpielen
silvKill = false;
level.earnedGems += level.earnGems;
Debug.Log("Silv: Och menno");
Silv.transform.position = SPBack.transform.position;
}
spawnLeft = false;
//StateOne();
while (elapsed3 < stateTime)
{
elapsed3 += Time.deltaTime;
}
yield return new WaitForSeconds(stateTime);
StartCoroutine(WanderAround());
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3b3779046044f5944a44d2efba268051

View File

@@ -1,4 +1,5 @@
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
using static UnityEngine.EventSystems.EventTrigger;
@@ -8,26 +9,50 @@ public class ChangeHealth : MonoBehaviour
[SerializeField] public int deathCounter;
[SerializeField] GameObject panel;
[SerializeField] GameObject scriptPile;
[SerializeField] GameObject scriptPileAgain;
[SerializeField] GameObject guessWhatAgain;
[SerializeField] TMP_Text healthHUD;
[SerializeField] public int standardHealth = 3;
//[SerializeField] GameObject levelScript; //wird aktuell nicht genutzt
[Header("Enemies")]
[SerializeField] GameObject eFie;
[SerializeField] GameObject eSilv;
[SerializeField] GameObject eHai;
[Header("ScriptPile")]
LevelBehavior level;
InventoryScript inventory;
GameOver end;
FieScript fie;
SilvScript silv;
HaiScript hai;
private void Awake()
{
inventory = panel.GetComponent<InventoryScript>();
end = panel.GetComponent<GameOver>();
inventory = scriptPileAgain.GetComponent<InventoryScript>(); //TO DO: FIXEN
end = guessWhatAgain.GetComponent<GameOver>();
level = scriptPile.GetComponent<LevelBehavior>();
fie = eFie.GetComponent<FieScript>();
silv = eSilv.GetComponent<SilvScript>();
hai = eHai.GetComponent<HaiScript>();
}
void Start()
{
if (level.gameOngoing == true)
{
Debug.Log("ich existiere!");
}
deathCounter = 0;
inventory.Health = standardHealth;
inventory.Health = inventory.StandardHealth;
Debug.Log(inventory.Health);
}
@@ -40,6 +65,8 @@ public class ChangeHealth : MonoBehaviour
public void GetHit() //MUSS NOCH MIT ENEMIES VERKNÜPFT WERDEN
{
Vibrator.Vibrate();
if (inventory.Health > 0)
{
inventory.Health -= 1; //MAGIC NUMBER BITTE BEACHTEN
@@ -55,6 +82,7 @@ public class ChangeHealth : MonoBehaviour
public void GetHitHard() //MUSS NOCH MIT ENEMIES VERKNÜPFT WERDEN
{
Vibrator.Vibrate();
if (inventory.Health > 0)
{
inventory.Health -= 2; //MAGIC NUMBER BITTE BEACHTEN
@@ -76,6 +104,10 @@ public class ChangeHealth : MonoBehaviour
//Time.timeScale = 0; //Wieder umlegen
end.ShowDeathScreen();
Debug.Log("rest in pizza");
level.gameOngoing = false;
end.StopEnemies();
}

View File

@@ -6,8 +6,7 @@ public class HandleEnergy : MonoBehaviour
{
[Header("Values")]
[SerializeField] public int standardEnergy = 10;
[SerializeField] public int addEnergyValue = 2;
[SerializeField] public int addEnergyValue = 4;
[Header("UI and HUD")]
@@ -29,7 +28,7 @@ public class HandleEnergy : MonoBehaviour
void Start()
{
inventory.Energy = standardEnergy;
inventory.Energy = inventory.StandardEnergy;
Debug.Log(inventory.Energy);
}

View File

@@ -17,11 +17,17 @@ public class InventoryData
//Gems
public int gems;
public InventoryData(int energy, int health, int gems)
public int standardHealth;
public int standardEnergy;
public InventoryData(int energy, int health, int gems, int standardHealth, int standardEnergy)
{
this.energy = energy;
this.health = health;
this.gems = gems;
this.standardHealth = standardHealth;
this.standardEnergy = standardEnergy;
}
}
@@ -41,6 +47,10 @@ public class InventoryScript : MonoBehaviour
//Gems
[SerializeField] int gems;
[SerializeField] int standardHealth = 3;
[SerializeField] int standardEnergy = 10;
private void Awake()
@@ -74,6 +84,18 @@ public class InventoryScript : MonoBehaviour
set { gems = value; ValChanged(); }
}
public int StandardHealth
{
get { return standardHealth; }
set { standardHealth = value; ValChanged(); }
}
public int StandardEnergy
{
get { return standardEnergy; }
set { standardEnergy = value; ValChanged(); }
}
// Achtung, ValChanged wird NICHT aufgerufen, wenn man die Werte im Inspector verändert,
// weil das nur die Felder, nicht die Properties setzt.
// Ändert man aber per Script die Property, wird ValChanged aufgerufen und sofort die Werte ins File gespeichert.
@@ -98,7 +120,7 @@ public class InventoryScript : MonoBehaviour
}
private void SaveInventoryData()
{
inventoryData = new InventoryData(energy, health, gems); // erstellt ein neues Objekt InventoryData aus den Werten dieses Scripts
inventoryData = new InventoryData(energy, health, gems, standardHealth, standardEnergy); // erstellt ein neues Objekt InventoryData aus den Werten dieses Scripts
string datastring = JsonUtility.ToJson(inventoryData); // macht einen JSON String aus diesem Objekt (dafür brauchen wir es auch nur)
File.WriteAllText(path, datastring);
}