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this has the dark finish level in it that can be used 👍
This commit is contained in:
Unknown
2022-02-27 00:07:10 -06:00
parent fbe576872e
commit dcc8607ae4
12 changed files with 2604 additions and 42 deletions
+184
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@@ -0,0 +1,184 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class EndLevelDialogue : MonoBehaviour
{
public Animator animator;
public RuntimeAnimatorController controller;
public TMP_Text textbox;
public TMP_Text arrow;
public AudioManager audioManager;
public List<string> pages = new List<string>();
public List<int> emotes = new List<int>();
public int curPage = 0;
public bool isOpen = false;
public bool isDream = false;
[Range(1, 10)] public int first = 3;
[Range(2, 20)] public int second = 4;
[Range(1, 50)] public int last = 5;
public GameObject lvlEnder;
public Camera mainCam;
public Camera secondCam;
public Camera lastCam;
public int current_cam = 0;
//used to activate/deactivate test object
//activate through outside means probably
public GameObject textTest;
//used to print the first x letters of the text
int cCount = 0;
//changes the pace at which chars appear
//in seconds
float pace = 0.05f;
float elapsed = 0f;
//turns off and on sound
public bool isTalking;
// Start is called before the first frame update
void Start()
{
if (pages.Count > 0)
{
arrow.text = "";
}
animator.runtimeAnimatorController = controller;
}
//Adds a page of text
void AddPage(string text)
{
pages.Add(text);
}
// Update is called once per frame
void Update()
{
//only pauses if opened
if (isOpen)
{
//pause
Movement.pause = true;
//checks if all of the characters are on the page
if (cCount >= pages[curPage].Length)
{
//stops the animation
if (animator != null && emotes.Count == pages.Count)
{
animator.SetInteger("Animation", emotes[curPage] - 1);
}
//prints the "next" arrow when at end of page except last page
if (curPage < pages.Count - 1)
{
arrow.text = ">";
}
else
{
arrow.text = "x";
}
elapsed = 0;
if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.DownArrow) ||
Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.Space))
{
//scroll through textbox using any movement key
if (curPage+1 == first || curPage+1 == second || curPage+1 == last)
{
current_cam++;
}
if (curPage >= pages.Count - 1)
{
//exits the textbox
isOpen = false;
Movement.pause = false;
Destroy(textTest);
cCount = 0;
curPage = 0;
}
else
{
//resets pace of chars
arrow.text = "";
++curPage;
cCount = 0;
}
}
}
else
{
//starts the animation
if (animator != null && emotes.Count == pages.Count)
{
animator.SetInteger("Animation", emotes[curPage]);
}
//writes chars at specified pace
elapsed += Time.deltaTime;
if (elapsed > pace)
{
++cCount;
textbox.text = pages[curPage].Substring(0, cCount);
elapsed = 0;
if (isTalking)
{
int RNGSound = Random.Range(0, 2);
if (isDream == true)
{
if (RNGSound == 0)
{
audioManager.Play("dreamblip");
}
else
{
audioManager.Play("dreamblop");
}
}
else
{
if (RNGSound == 0)
{
audioManager.Play("blip");
Debug.Log("blip");
}
else
{
audioManager.Play("blop");
Debug.Log("blop");
}
}
}
}
//skip ahead
if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.DownArrow) ||
Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.Space))
{
cCount = pages[curPage].Length;
textbox.text = pages[curPage];
}
}
}
//unpause
else
{
Movement.pause = false;
}
switch (current_cam)
{
//staticCam.enabled = true;
default: return;
case (1): mainCam.enabled = false;
secondCam.enabled = true;
break;
case (2):
secondCam.enabled = false;
lastCam.enabled = true;
break;
case (3):
Debug.Log("Gay Sex");
lvlEnder.GetComponent<BeatDark>().BeatLevel();
break;
}
}
}
+11
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View File
@@ -21,7 +21,7 @@ public class BeatDark : MonoBehaviour
}
}*/
void BeatLevel()
public void BeatLevel()
{
if (currentLevel == 3)
+33
View File
@@ -0,0 +1,33 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EndFukiTalk : EndTrigger
{
public GameObject TextBox;
// public GameObject HeadBox;
public List<string> pages;
public List<int> emotes;
public RuntimeAnimatorController controller;
public Sprite startSprite;
public AudioManager audioManager;
public bool isTalking;
GameObject instance;
// GameObject instance;
// GameObject headInstance;
void Instant()
{
instance = Instantiate(TextBox, TextBox.transform.position, Quaternion.identity);
instance.SetActive(true);
instance.GetComponent<EndLevelDialogue>().pages = pages;
instance.GetComponent<EndLevelDialogue>().emotes = emotes;
instance.GetComponent<EndLevelDialogue>().controller = controller;
instance.GetComponent<EndLevelDialogue>().audioManager = audioManager;
instance.GetComponent<EndLevelDialogue>().isOpen = true;
instance.GetComponent<EndLevelDialogue>().isTalking = isTalking;
}
public override void Action()
{
Instant();
}
}
+11
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+88
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@@ -0,0 +1,88 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//to implement inheritance
public abstract class EndTrigger : MonoBehaviour
{
//tags for the trigger
public bool forceInteract;
public bool repeatable;
bool isActive;
//only worry about this if it is not repeatable
bool hasOccurred;
public int value;
// Start is called before the first frame update
void Start()
{
hasOccurred = false;
}
//checks if player is in range of the trigger
private void OnTriggerStay2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
//Debug.Log("entered");
isActive = true;
}
// else {
// isActive = false;
// Debug.Log("exit");
// if(forceInteract && repeatable) {
// hasOccurred = false;
// }
// }
}
private void OnTriggerExit2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
isActive = false;
//Debug.Log("exit");
}
if (forceInteract && repeatable)
{
hasOccurred = false;
}
}
// Update is called once per frame
public void Update()
{
// Debug.Log("testr");
//checks if conditions are right
if (isActive && !hasOccurred)
{
//executes action upon entering
if (forceInteract)
{
Action();
hasOccurred = true;
if (!repeatable)
{
isActive = false;
}
}
//only executes action if input is pressed
else
{
if (Input.GetKeyDown(KeyCode.E))
{
Debug.Log("action");
Action();
if (!repeatable)
{
hasOccurred = true;
}
}
}
}
}
public abstract void Action();
}
+11
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@@ -12,7 +12,7 @@ public class MoveOnToNextAreaScript : Trigger
{
isTrigger = true;
box.isTrigger = true;
Debug.Log(isTrigger);
//Debug.Log(isTrigger);
}