Sound + somewhat game loop

This commit is contained in:
Crizomb 2025-01-28 23:00:52 +01:00
parent 29e5e48aee
commit 1d6a879755
33 changed files with 1572 additions and 595 deletions

8
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View file

@ -17,7 +17,7 @@ public class Buttons : MonoBehaviour
public void PlayGame()
{
SceneManager.LoadSceneAsync("Start Scene");
GameManager.Instance.GoNextLevel();
}
public void LaunchSettings()

View file

@ -22,7 +22,15 @@ public class CameraMouvement : MonoBehaviour
// Update is called once per frame
void Update()
{
var mouvement = moveSpeed * Time.deltaTime * (new Vector3(_moveInput.y, 0, -_moveInput.x));
transform.Translate(transform.TransformVector(mouvement), Space.World);
var mouvement = (new Vector3(_moveInput.x, 0, _moveInput.y));
var worldSpaceMouvement = transform.TransformVector(mouvement);
var realMovement = Vector3.ProjectOnPlane(worldSpaceMouvement, Vector3.up);
if (Input.GetAxis("Mouse ScrollWheel") != 0.0)
{
realMovement += Input.GetAxis("Mouse ScrollWheel") * 20.0f * transform.forward;
}
transform.Translate(moveSpeed*Time.deltaTime*realMovement, Space.World);
}
}

View file

@ -8,16 +8,15 @@ public class Crown : MonoBehaviour
public event Action OnClicked;
public bool crowned=false;
[SerializeField] TextMeshProUGUI texte;
[SerializeField] private Camera _camera;
[SerializeField] private LayerMask placementLayer;
[SerializeField] private GameObject startButton;
private Camera _camera;
private void Start()
{
texte.enabled = false;
_camera = Camera.main;
}
public void StartCrown()

View file

@ -10,7 +10,7 @@ public class MonoBehaviourSingletonPersistent<T> : MonoBehaviour
if (Instance == null) {
Instance = this as T;
Instance.name = typeof(T).Name;
DontDestroyOnLoad (this);
DontDestroyOnLoad (gameObject);
} else {
Destroy (gameObject);
}

View file

@ -7,12 +7,12 @@ using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviourSingletonPersistent<GameManager>
{
[SerializeField] private List<string> levelNames;
[SerializeField] private List<string> levelMusics;
[SerializeField] private List<int> levelsMoney;
int current_level = -1;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
GoNextLevel();
}
// Update is called once per frame
@ -57,6 +57,7 @@ public class GameManager : MonoBehaviourSingletonPersistent<GameManager>
current_level++;
SetGlobals(current_level);
SceneManager.LoadScene(levelNames[current_level]);
SoundManager.Instance.PlayMusic(levelMusics[current_level]);
}
throw new Exception("Bro there is no next level like stop pls");

View file

@ -1,6 +1,15 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
[Serializable]
public class SoundEntry
{
public string Key;
public AudioClip Value;
}
public class SoundManager : MonoBehaviourSingletonPersistent<SoundManager>
{
@ -8,29 +17,45 @@ public class SoundManager : MonoBehaviourSingletonPersistent<SoundManager>
public AudioSource EffectsSource;
public AudioSource MusicSource;
public Dictionary<string, AudioClip> Sounds;
public List<SoundEntry> SoundsList;
private Dictionary<string, AudioClip> soundsDictionary;
// Play a single clip through the sound effects source.
public void Play(AudioClip clip)
new void Awake()
{
EffectsSource.clip = clip;
base.Awake();
// Convert the List to a Dictionary at runtime for easier access
soundsDictionary = new Dictionary<string, AudioClip>();
foreach (var entry in SoundsList)
{
if (!soundsDictionary.ContainsKey(entry.Key))
{
soundsDictionary.Add(entry.Key, entry.Value);
}
}
}
private AudioClip GetSound(string key)
{
print(soundsDictionary.Count);
AudioClip clip = soundsDictionary.TryGetValue(key, out var value) ? value : null;
if (clip == null)
{
Debug.LogError($"Sound {key} not found");
}
return clip;
}
public void Play(string keyName)
{
EffectsSource.clip = GetSound(keyName);
EffectsSource.Play();
}
// Play a single clip through the music source.
public void PlayMusic(AudioClip clip)
public void PlayMusic(string keyName)
{
MusicSource.clip = clip;
MusicSource.clip = GetSound(keyName);
MusicSource.Play();
}
// Play a random clip from an array, and randomize the pitch slightly.
public void RandomSoundEffect(params AudioClip[] clips)
{
int randomIndex = Random.Range(0, clips.Length);
EffectsSource.clip = clips[randomIndex];
EffectsSource.Play();
}
}

View file

@ -1,17 +1,17 @@
using System;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.UI;
public class SoundSettings : MonoBehaviour
{
[HideInInspector] public AudioSource source;
public AudioClip clip;
public string clipname;
public bool isLoop;
public bool playOnAwake;
[SerializeField] Slider slider;
[SerializeField] AudioMixer audioMixer;
private void Start()
{
SoundManager.Instance.PlayMusic("wait");
}
public void SetVolume(float value)
{
@ -20,8 +20,7 @@ public class SoundSettings : MonoBehaviour
value = 0.01f;
}
RefreshSlider(value);
PlayerPrefs.SetFloat("Saved Maseter Volume", value);
audioMixer.SetFloat("Master Volume", Mathf.Log10(value / 100) * 20f);
SoundManager.Instance.MusicSource.volume = value;
}
public void SetVolumeFromSlider()

View file

@ -3,10 +3,15 @@ using UnityEngine.AI;
public class UnitPlacement : MonoBehaviour
{
[SerializeField] private Camera _camera;
private Camera _camera;
public Vector3 lastPosition;
[SerializeField] private LayerMask placementLayer;
void Start()
{
_camera = Camera.main;
}
public Vector3 MapPosition()
{
Vector3 mousePos = Input.mousePosition;

View file

@ -13,7 +13,7 @@ public class MovementHandler : MonoBehaviour
[SerializeField] private NavMeshAgent agent;
[SerializeField] private bool followEnemy = true;
[SerializeField] private float knockbackTime = 1.2f;
private float _noNavMeshDeadTime = 6.0f;
[SerializeField] private float _noNavMeshDeadTime = 3.0f;
[HideInInspector] public AbstractUnit TargetUnit {get; set; }

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