14 Commits

Author SHA1 Message Date
52198a202f Merge branch 'features/enemy' of https://git.bib.de/PBA3H24ASE/ConvenientHorror 2026-02-16 15:33:03 +01:00
0441bb4bef Merge branch 'features/audio' of https://git.bib.de/PBA3H24ASE/ConvenientHorror 2026-02-16 15:32:10 +01:00
1a775172fd GameOver Overlay ist komplett fertig und funktional, später ggf. noch änderungen an info.Text 2026-02-16 15:30:57 +01:00
a7aac28d92 Timer eingebaut, Inventory Script überarbeitet, InventoryScript dank Hr. Neuhaus durch Speicherfunktion erweiter, GameOver und GameOverlay ready and working 2026-02-12 08:04:01 +01:00
57f6aa02c8 Health and Energy Logic ausgeführt, GameOver und LevelTime Scripte angelegt, Timer (aber keinen krassen coolen) eingebaut 2026-02-10 11:28:41 +01:00
42b50afc95 HUD Arbeiten begonnen, ChangeHealthScript neu erstellt, neue und alte Methoden eingebaut 2026-02-09 11:37:52 +01:00
f10a0ec485 Weitergebaut an Shop, LeanTween eingebaut 2026-02-04 13:02:13 +01:00
62d40f5467 Shop ist jetzt funktional in der MainMenueScene 2026-02-03 11:38:36 +01:00
20358f541a MainMenueShop weiter angepasst, DevMode gebaut, Text funktioniert noch nicht, CreditsScene Panel fertig 2026-02-02 12:00:55 +01:00
7aadd14cbc Shop weitergebaut, CreditsScene angepasst, MainMenue weiter verschönert, an Monetarisierung gearbeitet 2026-01-29 09:53:57 +01:00
4c5de64949 MainMenue weiterbearbeitet und Shop angelegt 2026-01-21 13:09:50 +01:00
Zinziel
1b50fee3d2 Platzhalter für die Prefabs erstellt, Design über die Gegner überlegt ujnd schon einmal einen Kommentar in einem Jumpscare Code verfasst, was ich vorhabe. 2026-01-07 13:03:53 +01:00
Zinziel
a020e65010 Enemy Data Type Scriptable Object Skript erstellt. Erste Gedanken. 2025-12-17 13:05:27 +01:00
Zinziel
2fa4f961b0 Essentielle Ordner, Prefabs, Skriptgerüst für die Audio Planung erstellt, sowie in dem SFX Manager den Skript von meinem anderen Projekt Derma Dread gezogen. 2025-12-15 11:22:36 +01:00
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public class SFXManager : MonoBehaviour
{
public static SFXManager instance;
[SerializeField] private AudioSource sFXObject;
private void Awake() {
if (instance == null) {
instance = this;
}
}
// Muss noch schauen, wie ich das für das jeweilige Vieh seine seperaten Sounds einstelle und nicht universal
public void PlaySFXClip(AudioClip clip, Transform spawnTransform, float volume) {
AudioSource audioSource = Instantiate(sFXObject, spawnTransform.position, Quaternion.identity);
audioSource.clip = clip;
audioSource.volume = volume;
audioSource.Play();
float clipLength = audioSource.clip.length;
Destroy(audioSource, clipLength);
}
}

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fileFormatVersion: 2
guid: 48370e214ee4193489b199ffc4cf0a77

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using JetBrains.Annotations;
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UIElements;
public class CreditsScript : MonoBehaviour
{
public float scrollSpeed;
private float maxScrollSpeed = 300f;
[SerializeField] public float maxYPosition;
[SerializeField] public float minYPosition;
[SerializeField] public TMP_Text text;
TMP_Text textfeld;
private RectTransform rectTransform;
void Start()
{
scrollSpeed = 200f;
textfeld = this.text;
maxYPosition = 3200;
minYPosition = 0;
rectTransform = GetComponent<RectTransform>();
Credits();
}
void Update()
{
rectTransform.anchoredPosition += new Vector2(0, scrollSpeed * Time.deltaTime);
if (transform.position.y >= maxYPosition)
{
//Credits wieder nach unten packen, damit sie loopen
//this.transform.position.y = minYPosition;
Debug.Log("The End");
}
}
public void HurryUp()
{
//scrollSpeed = 50f;
scrollSpeed = maxScrollSpeed;
//if (scrollSpeed > maxScrollSpeed)
//{
// scrollSpeed = maxScrollSpeed;
//}
//else
//{
// scrollSpeed = 50f;
//}
}
public void Credits()
{
//die Credits einfach hardcoden, dann kann ich die schneller anpassen
//funktioniert
textfeld.text = "Assets" +
"Dark UI kit by kΩsmaragd on Unity Store" +
"Clean Vector Icons by PONETI on Unity Store" +
"UX Flat Icons [Free] by Heathen Engineering on Unity Store" +
"Help Me Font by GGBotNet on itch.io ";
}
}

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fileFormatVersion: 2
guid: d5be39440ed9dd34481bc2c42f862691

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using System;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UIElements;
using static UnityEngine.Rendering.DebugUI;
public class GameOver : MonoBehaviour
{
[Header("UI and HUB")]
[SerializeField] GameObject deathPanel;
private float duration = 4f;
[SerializeField] public float timer;
[SerializeField] TMP_Text deathTime;
[SerializeField] TMP_Text infoText;
[SerializeField] TMP_Text costText;
[SerializeField] int cost;
//[SerializeField] public bool recentDeath; //discaraded
[SerializeField] public bool timerOn;
public float etwas;
public float zeit;
[Header("ScriptPile")]
[SerializeField] GameObject scriptPile;
InventoryScript inventory;
ChangeHealth healthScript;
HandleEnergy battery;
private void Awake()
{
inventory = scriptPile.GetComponent<InventoryScript>();
healthScript = scriptPile.GetComponent<ChangeHealth>();
battery = scriptPile.GetComponent<HandleEnergy>();
}
void Start()
{
timer = 10f;
inventory.Gems = 599;
deathPanel.SetActive(false);
}
void Update()
{
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()
{
//Time.timeScale = 0;
timerOn = true;
timer = 10f;
deathPanel.SetActive(true);
infoText.text = "Try again?";
costText.text = cost.ToString(); //ZUM DEBUGGEN
CheckDeathTime();
//OPTION INS MAINMENUE ZURÜCKZUKEHREN
}
public void GiveNewChance()
{
if (inventory.Gems >= cost)
{
NewChance();
inventory.Gems -= cost;
Debug.Log(inventory.Gems);
timerOn = false;
timer = 10f;
}
else //EINBAUEN, DASS MAN DORT GEMS KAUFEN KANN
{
infoText.text = "You don´t have enough gems to do that.";
}
}
public void StopBothering()
{
Time.timeScale = 1; //UNSICHER OB LADEN VON SCENE DEN WERT AUTO. AUF 1 SETZT
Debug.Log("Jetzt würdest du wieder in die MainMenueScene geschmissen werden");
//SceneManager.LoadSceneAsync(0); //MUSS AM ENDE WIEDER EINGEBAUT WERDEN
}
public void NewChance()
{
inventory.Health = healthScript.standardHealth;
if (battery.standardEnergy >= (inventory.Energy + battery.addEnergyValue))
{
inventory.Energy += battery.addEnergyValue;
}
deathPanel.SetActive(false);
//Time.timeScale = 1;
//Logik: bei Retry, soll der Player nochmal neue Energie bekommen
}
public void CheckDeathTime()
{
if(timerOn == true)
{
timer += zeit - Time.deltaTime;
deathTime.text = Convert.ToInt32(timer).ToString();
if (timer <= 0.0f)
{
StopBothering();
timerOn = false;
timer = 10f;
}
}
}
public void CalculateCost()
{
cost = healthScript.deathCounter * 100;
}
}

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fileFormatVersion: 2
guid: 1765a05fbe2c3cd408dca42fafe71d5d

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using TMPro;
using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using UnityEngine.UIElements;
public class MenueScript : MonoBehaviour public class MenueScript : MonoBehaviour
{ {
public void ReturnHome()
{
SceneManager.LoadSceneAsync(0);
}
public void GameStart() public void GameStart()
{ {
SceneManager.LoadSceneAsync(5); SceneManager.LoadSceneAsync(5);

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using System.Xml.Serialization;
using TMPro;
using Unity.VisualScripting;
using Unity.VisualScripting.Antlr3.Runtime;
using UnityEngine;
using UnityEngine.Rendering.VirtualTexturing;
using UnityEngine.U2D;
public class ShopScript : MonoBehaviour
{
[Header("Panels")]
[SerializeField] GameObject shopPanel;
[SerializeField] GameObject errorPanel;
[SerializeField] GameObject backgroundPanel;
[SerializeField] public bool paymentSystemActive = false;
//TMP_Text textfeld;
[SerializeField] TMP_Text textfeld;
[Header("Scripte")]
InventoryScript inventory;
ChangeHealth healthScript;
HandleEnergy battery;
[Header("BuyValues")]
private float moneten = 10.00f; //als vorerstiger Ersatz für tatsächliches Geld
private float gemsCost = 1.00f; //1€
private float manyGemsCost = 2.00f; //2€
private int updateCost = 100;
private float duration = 4f;
#region DevMode
[Header("DevMode")]
[SerializeField] GameObject devPanel;
//TMP_Text textfeldA; //als textfeld
//TMP_Text textfeldB;
//TMP_Text textfeldC;
[SerializeField] TMP_Text textfeldA; //als text
[SerializeField] TMP_Text textfeldB;
[SerializeField] TMP_Text textfeldC;
[SerializeField] TMP_Text errorText;
[Header("ShopTextfieldCost")]
[SerializeField] TMP_Text healthCost;
[SerializeField] TMP_Text energyCost;
[SerializeField] TMP_Text gemCost;
[SerializeField] TMP_Text moreGemsCost;
#endregion
private void Awake()
{
inventory = backgroundPanel.GetComponent<InventoryScript>();
healthScript = backgroundPanel.GetComponent<ChangeHealth>();
battery = backgroundPanel.GetComponent<HandleEnergy>();
}
void Start()
{
shopPanel.SetActive(false);
errorPanel.SetActive(false);
devPanel.SetActive(false);
healthCost.text = updateCost.ToString();
energyCost.text = updateCost.ToString();
gemCost.text = gemsCost.ToString() + " €";
moreGemsCost.text = manyGemsCost.ToString() + " €";
//textfeld = this.text;
}
void Update()
{
textfeld.text = inventory.Gems.ToString();
textfeldA.text = "Energy: " + inventory.Energy.ToString();
textfeldB.text = "Health: " + inventory.Health.ToString();
textfeldC.text = "Moneten: " + moneten.ToString();
}
public void OpenShop()
{
shopPanel.SetActive(true);
LeanTween.scale(shopPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
}
public void CloseShop()
{
LeanTween.scale(shopPanel, transform.localScale * 0f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
shopPanel.SetActive(false);
}
public void ClosePanel()
{
LeanTween.scale(errorPanel, transform.localScale * 0f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
errorPanel.SetActive(false);
}
public void AddLife()
{
if (inventory.Gems - updateCost < 0)
{
errorPanel.SetActive(true);
errorText.text = "Not enough gems!";
LeanTween.scale(errorPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
}
else
{
healthScript.standardHealth++;
inventory.Gems -= updateCost;
}
}
public void AddEnergy()
{
if (inventory.Gems - updateCost <0)
{
errorPanel.SetActive(true);
errorText.text = "Not enough gems!";
LeanTween.scale(errorPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
}
else
{
battery.standardEnergy++;
inventory.Gems -= updateCost;
}
}
public void BuyGems()
{
if (paymentSystemActive)
{
if (moneten - gemsCost < 0)
{
errorPanel.SetActive(true);
errorText.text = "Your card is empty!";
LeanTween.scale(errorPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
}
else
{
moneten -= gemsCost;
Debug.Log("Ich mag Moeneten");
inventory.Gems += 100;
}
}
else
{
errorPanel.SetActive(true);
errorText.text = "Payment System inactive!";
LeanTween.scale(errorPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
}
}
public void BuyMore()
{
if (paymentSystemActive)
{
if (moneten - manyGemsCost < 0)
{
errorPanel.SetActive(true);
errorText.text = "Your card is empty!";
LeanTween.scale(errorPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
}
else
{
moneten -= manyGemsCost;
Debug.Log("Ich mag Moeneten");
inventory.Gems += 200;
}
}
else
{
errorPanel.SetActive(true);
errorText.text = "Payment System inactive!";
LeanTween.scale(errorPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
}
}
public void ShowDevMode()
{
devPanel.SetActive(true);
LeanTween.scale(devPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
//textfeldA = textA;
//textfeldB = textB;
//textfeldC = textC;
//textfeldA.text = inventory.Energy.ToString();
//textfeldB.text = inventory.Health.ToString();
//textfeldC.text = moneten.ToString();
}
public void ChangeActivation()
{
SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>();
if (!paymentSystemActive)
{
paymentSystemActive = true;
spriteRenderer.sprite = Resources.Load<Sprite>("T_12_ok.png");
errorPanel.SetActive(true);
errorText.text = "PaymentSystem active";
LeanTween.scale(errorPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
}
else
{
paymentSystemActive = false;
spriteRenderer.sprite = Resources.Load<Sprite>("T_11_no.png");
errorPanel.SetActive(true);
errorText.text = "PaymentSystem inactive!";
LeanTween.scale(errorPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
}
}
public void CloseDevPanel()
{
LeanTween.scale(devPanel, transform.localScale * 0f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
devPanel.SetActive(false);
ClosePanel();
}
}

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fileFormatVersion: 2
guid: 1a63d792debb71643a4072a0cc116dbe

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using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class TweenScript : MonoBehaviour
{
[SerializeField] private float duration;
[SerializeField] private GameObject button;
//private KeyCode secretCode = KeyCode.G;
Vector3 ort = new Vector3();
public void Start()
{
duration = 2;
//button = this.GameObject;
}
public void Update()
{
OnClick();
}
public void Scale()
{
LeanTween.scale(button, transform.localScale * 1.1f, duration * Time.deltaTime).setEase(LeanTweenType.easeOutBounce);
//LeanTween.scale(Trinagle, new Vector3(2,2,2), duration).setOnComplete(Debug.Log);
}
private void Move()
{
LeanTween.moveX(button, button.transform.position.y, duration * Time.deltaTime);
}
public void Bounce()
{
//code folgt
//code steht in scale
//mach circle bounce on space press
}
public void OnClick()
{
if (Input.GetKeyDown(KeyCode.Mouse1))
{
Scale();
}
}
}

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fileFormatVersion: 2
guid: 0116161a3779aa24a919d65f454bee69

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using UnityEngine;
[CreateAssetMenu(fileName = "New Enemy Data", menuName = "Enemy Data")]
public class EnemyType : ScriptableObject
{
public string enemyName;
public GameObject enemyPrefab;
public GameObject enemyJumpscarePrefab;
public int approachStepCounter;
public float delayBetweenStep;
public float stayTime;
public Vector3 firstRoomPosition;
public Vector3 secondRoomPosition;
public Vector3 thirdRoomPosition;
public Vector3 mainRoomLeftPostion;
public Vector3 mainRoomRightPosition;
}

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fileFormatVersion: 2
guid: da88df8e75e881e42856c4de256e7348

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using UnityEngine;
public class JumpTrigger : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
// Sobald der Step an der offenen Tür verbraucht wird, geht der GFegner auf "void OnTriggerEnter" und es wird ein Sound abgespielt, sowie das Bild.
}

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fileFormatVersion: 2
guid: 0398a6a4757598944bd41c97bd7361c0
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using TMPro;
using UnityEngine;
using static UnityEngine.EventSystems.EventTrigger;
public class ChangeHealth : MonoBehaviour
{
[Header("UI and HUD")]
[SerializeField] public int deathCounter;
[SerializeField] GameObject panel;
[SerializeField] TMP_Text healthHUD;
[SerializeField] public int standardHealth = 3;
[Header("ScriptPile")]
InventoryScript inventory;
GameOver end;
private void Awake()
{
inventory = panel.GetComponent<InventoryScript>();
end = panel.GetComponent<GameOver>();
}
void Start()
{
deathCounter = 0;
inventory.Health = standardHealth;
Debug.Log(inventory.Health);
}
void Update()
{
healthHUD.text = inventory.Health.ToString();
}
public void GetHit() //MUSS NOCH MIT ENEMIES VERKNÜPFT WERDEN
{
if (inventory.Health > 0)
{
inventory.Health -= 1; //MAGIC NUMBER BITTE BEACHTEN
}
Debug.Log("Ouch, you bastard.");
if (inventory.Health <= 0)
{
Die();
}
}
public void Die()
{
deathCounter++;
Debug.Log(deathCounter);
end.CalculateCost();
//Time.timeScale = 0; //Wieder umlegen
end.ShowDeathScreen();
Debug.Log("rest in pizza");
}
}

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fileFormatVersion: 2
guid: 8336b8f8234487443af56cbe19330e6e

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using System.Threading;
using TMPro;
using UnityEngine;
public class HandleEnergy : MonoBehaviour
{
[Header("Values")]
[SerializeField] public int standardEnergy = 10;
[SerializeField] public int addEnergyValue = 2;
[Header("UI and HUD")]
[SerializeField] TMP_Text energyHUD;
[Header("ScriptPile")]
[SerializeField] GameObject scriptPile;
InventoryScript inventory;
GameOver end;
private void Awake()
{
inventory = scriptPile.GetComponent<InventoryScript>();
end = scriptPile.GetComponent<GameOver>(); //UNNÖTIG, BEI ENEGRY 0 IST JA KEIN GAMEOVER
}
void Start()
{
inventory.Energy = standardEnergy;
Debug.Log(inventory.Energy);
}
void Update()
{
energyHUD.text = inventory.Energy.ToString();
}
public void LoseEnergy()
{
if (inventory.Energy > 0)
inventory.Energy -= 1; //MAGIC NUMBER BEACHTEN ERSTMAL AUSPROBIEREN
else
{
Debug.Log("Alle alle.");
}
}
}

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fileFormatVersion: 2
guid: a55b227e958a84b4fa0f0b375b48aa87

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using System.IO;
using TMPro;
using UnityEngine;
public class InventoryData
{
//vielleicht standardHealth, standardEnergy einbauen
// energy
public int energy;
//Health
public int health;
//Gems
public int gems;
public InventoryData(int energy, int health, int gems)
{
this.energy = energy;
this.health = health;
this.gems = gems;
}
}
public class InventoryScript : MonoBehaviour
{
string filename = "inventoryData.txt";
string path;
InventoryData inventoryData;
[Header("Variables")]
//Energy
[SerializeField] int energy;
//Health
[SerializeField] int health;
//Gems
[SerializeField] int gems;
private void Awake()
{
path = Path.Combine(Application.persistentDataPath, filename);
if (!File.Exists(path))
{
Debug.Log("erzeuge leeres File");
File.WriteAllText(path, "");
}
}
private void Start()
{
ReadInventoryData();
}
public int Energy
{
get { return energy; }
set { energy = value; ValChanged(); }
}
public int Health
{
get { return health; }
set { health = value; ValChanged(); }
}
public int Gems
{
get { return gems; }
set { gems = 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.
// Solche Werte sollte man dann auch nicht in jedem Frame ändern, sondern nur, wenn der Spieler klickt.
private void ValChanged()
{
Debug.Log("ValChanged");
SaveInventoryData();
}
private void ReadInventoryData()
{
string datastring = File.ReadAllText(path);
if (datastring == "")
{
Debug.Log("File ist noch leer, bitte erst etwas schreiben");
return;
}
inventoryData = JsonUtility.FromJson<InventoryData>(datastring);
energy = inventoryData.energy;
health = inventoryData.health;
gems = inventoryData.gems;
}
private void SaveInventoryData()
{
inventoryData = new InventoryData(energy, health, gems); // 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);
}
}

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fileFormatVersion: 2
guid: 5973ed7f2e7a3374d97418dafd88e753

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using System;
using System.Threading;
using TMPro;
using UnityEditor.Rendering;
using UnityEngine;
public class LevelScripts : MonoBehaviour
{
[SerializeField] float clock;
[SerializeField] TMP_Text gameTime;
[SerializeField] bool onShift;
void Start()
{
onShift = true;
clock = 0;
}
private void Update()
{
if (onShift)
{
gameTime.text = Convert.ToInt32(clock += Time.deltaTime).ToString();
}
else
{
EndShift();
}
}
public void EndShift()
{
onShift = false;
}
}

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userData:
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