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MonoBehaviour:
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@@ -54,6 +54,7 @@ public class PowerUnit {
|
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public List<(Output output, double expiresAt)> BoostActive = new();
|
public List<(Output output, double expiresAt)> BoostActive = new();
|
||||||
public double BoostProgress => boostProgress / boostMax;
|
public double BoostProgress => boostProgress / boostMax;
|
||||||
public int BoostCharges => (int)(boostMax / boostDurationSeconds);
|
public int BoostCharges => (int)(boostMax / boostDurationSeconds);
|
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|
public int BoostChargesAvailable => (int)(boostAvailable / boostDurationSeconds);
|
||||||
|
|
||||||
public float Acceleration =>
|
public float Acceleration =>
|
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acceleration + BoostActive.Count(b => b.output == Output.Acceleration) * baseOutput;
|
acceleration + BoostActive.Count(b => b.output == Output.Acceleration) * baseOutput;
|
||||||
@@ -78,12 +79,13 @@ public class PowerUnit {
|
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shieldCurrent = initialShieldMax;
|
shieldCurrent = initialShieldMax;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Deploy(Output output) {
|
public bool Deploy(Output output) {
|
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if (boostAvailable < boostDurationSeconds) return;
|
if (boostAvailable < boostDurationSeconds) return false;
|
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BoostActive.Add((output, Time.timeAsDouble + boostDurationSeconds));
|
BoostActive.Add((output, Time.timeAsDouble + boostDurationSeconds));
|
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boostAvailable -= boostDurationSeconds;
|
boostAvailable -= boostDurationSeconds;
|
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|
|
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if (output == Output.Shield) ShieldsBoost();
|
if (output == Output.Shield) ShieldsBoost();
|
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|
return true;
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}
|
}
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|
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public void Tick() {
|
public void Tick() {
|
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@@ -99,11 +101,6 @@ public class PowerUnit {
|
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int count => count * Time.fixedDeltaTime * -1f,
|
int count => count * Time.fixedDeltaTime * -1f,
|
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};
|
};
|
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|
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// boost available gets dragged up by the clock
|
|
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// when the delta is positive
|
|
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// which can only happen when there are no active boosts
|
|
||||||
// check it vvvv
|
|
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// Debug.Log($"Progress={boostProgress} actualAvailability={boostAvailable}");
|
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double next = Math.Min(boostProgress + delta, boostMax);
|
double next = Math.Min(boostProgress + delta, boostMax);
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boostProgress = Math.Max(0f, next);
|
boostProgress = Math.Max(0f, next);
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if (delta > 0f) boostAvailable = boostProgress;
|
if (delta > 0f) boostAvailable = boostProgress;
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+49
-101
@@ -13,11 +13,11 @@ public enum Sound {
|
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Decelerate,
|
Decelerate,
|
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Strafe,
|
Strafe,
|
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|
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||||||
Damage,
|
Damage, // noise pop
|
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Respawn,
|
Respawn, // noise pop
|
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|
|
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BoostAcceleration,
|
BoostAccelerate,
|
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BoostDeceleration,
|
BoostDecelerate,
|
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BoostStrafe,
|
BoostStrafe,
|
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BoostShield,
|
BoostShield,
|
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|
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public class ShipAudio : MonoBehaviour {
|
public class ShipAudio : MonoBehaviour {
|
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// Match these two up
|
// Match these two up
|
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[SerializeField]
|
[SerializeField]
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Sound[] soundNames;
|
Sound[] powerUnitSounds;
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|
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[SerializeField]
|
[SerializeField]
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AudioClip[] clips;
|
AudioClip[] powerUnitClips;
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|
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|
[SerializeField]
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AudioClip[] noiseClips;
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|
[SerializeField]
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|
AudioClip[] bigNoiseClips;
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|
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Dictionary<Sound, AudioClip> sounds = new();
|
Dictionary<Sound, AudioClip> sounds = new();
|
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|
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AudioSource srcAccel;
|
AudioSource srcShipAccel;
|
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AudioSource srcDecel;
|
AudioSource srcShipDecel;
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AudioSource srcStrafe;
|
AudioSource srcShipStrafe;
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|
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|
AudioSource src;
|
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|
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SpaceRaceInput input;
|
SpaceRaceInput input;
|
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ShipControls ship;
|
ShipControls ship;
|
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|
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void Awake() {
|
void Awake() {
|
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for (int i = 0; i < clips.Length; i++) {
|
for (int i = 0; i < powerUnitClips.Length; i++) {
|
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sounds.Add(soundNames[i], clips[i]);
|
sounds.Add(powerUnitSounds[i], powerUnitClips[i]);
|
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}
|
}
|
||||||
|
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ship = GetComponentInParent<ShipControls>();
|
ship = GetComponentInParent<ShipControls>();
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|
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srcAccel = gameObject.AddComponent<AudioSource>();
|
src = gameObject.AddComponent<AudioSource>();
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srcAccel.clip = sounds[Sound.Accelerate];
|
|
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srcAccel.loop = true;
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|
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srcAccel.volume = 0f;
|
|
||||||
srcAccel.Play();
|
|
||||||
|
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srcDecel = gameObject.AddComponent<AudioSource>();
|
srcShipAccel = gameObject.AddComponent<AudioSource>();
|
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srcDecel.clip = sounds[Sound.Decelerate];
|
srcShipAccel.clip = sounds[Sound.Accelerate];
|
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srcDecel.loop = true;
|
srcShipAccel.loop = true;
|
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srcDecel.volume = 0f;
|
srcShipAccel.volume = 0f;
|
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srcDecel.Play();
|
srcShipAccel.Play();
|
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|
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srcStrafe = gameObject.AddComponent<AudioSource>();
|
srcShipDecel = gameObject.AddComponent<AudioSource>();
|
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srcStrafe.clip = sounds[Sound.Strafe];
|
srcShipDecel.clip = sounds[Sound.Decelerate];
|
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srcStrafe.loop = true;
|
srcShipDecel.loop = true;
|
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srcStrafe.volume = 0f;
|
srcShipDecel.volume = 0f;
|
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srcStrafe.Play();
|
srcShipDecel.Play();
|
||||||
|
|
||||||
|
srcShipStrafe = gameObject.AddComponent<AudioSource>();
|
||||||
|
srcShipStrafe.clip = sounds[Sound.Strafe];
|
||||||
|
srcShipStrafe.loop = true;
|
||||||
|
srcShipStrafe.volume = 0f;
|
||||||
|
srcShipStrafe.Play();
|
||||||
|
|
||||||
RegisterEvents();
|
RegisterEvents();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update() {
|
void Update() {
|
||||||
srcAccel.pitch = Math.Min(1f, (1f / 500f) * ship.Speed);
|
srcShipAccel.pitch = Math.Min(1f, (1f / 500f) * ship.Speed);
|
||||||
srcDecel.pitch = Math.Min(1f, (1f / 500f) * ship.Speed);
|
srcShipDecel.pitch = Math.Min(1f, (1f / 500f) * ship.Speed);
|
||||||
srcStrafe.pitch = Math.Min(1f, (1f / 500f) * ship.Speed);
|
srcShipStrafe.pitch = Math.Min(1f, (1f / 500f) * ship.Speed);
|
||||||
|
|
||||||
// Super fucking annoying
|
// Super fucking annoying
|
||||||
// stops all the clicks and pops of starting / stopping the clips
|
// stops all the clicks and pops of starting / stopping the powerUnitClips
|
||||||
// 0.125s to get max volume
|
// 0.125s to get max volume
|
||||||
// == 8x per second...
|
// == 8x per second...
|
||||||
float volumeDelta = Time.deltaTime * 8;
|
float volumeDelta = Time.deltaTime * 8;
|
||||||
@@ -89,96 +98,35 @@ public class ShipAudio : MonoBehaviour {
|
|||||||
bool strafing = input.ship.strafe.ReadValue<Vector2>().magnitude > 0;
|
bool strafing = input.ship.strafe.ReadValue<Vector2>().magnitude > 0;
|
||||||
|
|
||||||
if (accelerating) {
|
if (accelerating) {
|
||||||
srcAccel.volume = Math.Min(1f, srcAccel.volume + volumeDelta);
|
srcShipAccel.volume = Math.Min(1f, srcShipAccel.volume + volumeDelta);
|
||||||
} else {
|
} else {
|
||||||
srcAccel.volume = Math.Max(0f, srcAccel.volume - decelDelta);
|
srcShipAccel.volume = Math.Max(0f, srcShipAccel.volume - decelDelta);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (decelerating) {
|
if (decelerating) {
|
||||||
srcDecel.volume = Math.Min(1f, srcDecel.volume + volumeDelta);
|
srcShipDecel.volume = Math.Min(1f, srcShipDecel.volume + volumeDelta);
|
||||||
} else {
|
} else {
|
||||||
srcDecel.volume = Math.Max(0f, srcDecel.volume - decelDelta);
|
srcShipDecel.volume = Math.Max(0f, srcShipDecel.volume - decelDelta);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (strafing) {
|
if (strafing) {
|
||||||
srcStrafe.volume = Math.Min(1f, srcStrafe.volume + volumeDelta);
|
srcShipStrafe.volume = Math.Min(1f, srcShipStrafe.volume + volumeDelta);
|
||||||
} else {
|
} else {
|
||||||
srcStrafe.volume = Math.Max(0f, srcStrafe.volume - decelDelta);
|
srcShipStrafe.volume = Math.Max(0f, srcShipStrafe.volume - decelDelta);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// public void PlaySound(Sound s) {
|
public void PlayNoise() {
|
||||||
// AudioSource src = sounds[s];
|
int noiseIndex = UnityEngine.Random.Range(0, noiseClips.Length);
|
||||||
// src.Play(0);
|
src.PlayOneShot(noiseClips[noiseIndex]);
|
||||||
// }
|
}
|
||||||
|
|
||||||
void RegisterEvents() {
|
void RegisterEvents() {
|
||||||
if (input == null)
|
if (input == null)
|
||||||
input = new SpaceRaceInput();
|
input = new SpaceRaceInput();
|
||||||
|
|
||||||
input.ship.Enable();
|
input.ship.Enable();
|
||||||
|
|
||||||
// input.ship.accelerate.started += OnAccelerateStart;
|
|
||||||
// input.ship.accelerate.canceled += OnAccelerateCancel;
|
|
||||||
// input.ship.decelerate.started += OnDecelerateStart;
|
|
||||||
// input.ship.decelerate.canceled += OnDecelerateCancel;
|
|
||||||
// input.ship.strafe.started += OnStrafeStart;
|
|
||||||
// input.ship.strafe.canceled += OnStrafeCancel;
|
|
||||||
|
|
||||||
// these we only care about the initial press
|
|
||||||
// input.ship.respawn.started += OnRespawn;
|
|
||||||
// input.ship.quit.started += OnQuit;
|
|
||||||
// input.ship.powerUnit1.started += OnPowerUnit1;
|
|
||||||
// input.ship.powerUnit2.started += OnPowerUnit2;
|
|
||||||
// input.ship.powerUnit3.started += OnPowerUnit3;
|
|
||||||
// input.ship.powerUnit4.started += OnPowerUnit4;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// void OnDestroy() {
|
|
||||||
// input.ship.accelerate.started -= OnAccelerateStart;
|
|
||||||
// input.ship.accelerate.canceled -= OnAccelerateCancel;
|
|
||||||
// input.ship.decelerate.started -= OnDecelerateStart;
|
|
||||||
// input.ship.decelerate.canceled -= OnDecelerateCancel;
|
|
||||||
// input.ship.strafe.started -= OnStrafeStart;
|
|
||||||
// input.ship.strafe.canceled -= OnStrafeCancel;
|
|
||||||
|
|
||||||
|
|
||||||
// // these we only care about the initial press
|
|
||||||
// input.ship.respawn.started -= OnRespawn;
|
|
||||||
// input.ship.quit.started -= OnQuit;
|
|
||||||
// input.ship.powerUnit1.started -= OnPowerUnit1;
|
|
||||||
// input.ship.powerUnit2.started -= OnPowerUnit2;
|
|
||||||
// input.ship.powerUnit3.started -= OnPowerUnit3;
|
|
||||||
// input.ship.powerUnit4.started -= OnPowerUnit4;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// void OnAcceleratePerformed(InputAction.CallbackContext _ctx) {
|
|
||||||
// Debug.Log(_ctx.duration);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// void OnAccelerateStart(InputAction.CallbackContext _ctx) {
|
|
||||||
// srcAccel.Play();
|
|
||||||
// }
|
|
||||||
|
|
||||||
// void OnAccelerateCancel(InputAction.CallbackContext _ctx) {
|
|
||||||
// srcAccel.Stop();
|
|
||||||
// }
|
|
||||||
|
|
||||||
// void OnDecelerateStart(InputAction.CallbackContext _ctx) {
|
|
||||||
// srcDecel.Play();
|
|
||||||
// }
|
|
||||||
|
|
||||||
// void OnDecelerateCancel(InputAction.CallbackContext _ctx) {
|
|
||||||
// srcDecel.Stop();
|
|
||||||
// }
|
|
||||||
|
|
||||||
// void OnStrafeStart(InputAction.CallbackContext _ctx) {
|
|
||||||
// srcStrafe.Play();
|
|
||||||
// }
|
|
||||||
|
|
||||||
// void OnStrafeCancel(InputAction.CallbackContext _ctx) {
|
|
||||||
// srcStrafe.Stop();
|
|
||||||
// }
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -9,6 +9,7 @@ public class ShipControls : MonoBehaviour {
|
|||||||
public Camera aim;
|
public Camera aim;
|
||||||
public Timing timing;
|
public Timing timing;
|
||||||
|
|
||||||
|
ShipAudio audio;
|
||||||
SpaceRaceInput input;
|
SpaceRaceInput input;
|
||||||
|
|
||||||
Rigidbody rigidBody;
|
Rigidbody rigidBody;
|
||||||
@@ -54,6 +55,7 @@ public class ShipControls : MonoBehaviour {
|
|||||||
void Start() {
|
void Start() {
|
||||||
Cursor.lockState = CursorLockMode.Locked;
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
rigidBody = GetComponent<Rigidbody>();
|
rigidBody = GetComponent<Rigidbody>();
|
||||||
|
audio = GetComponentInChildren<ShipAudio>();
|
||||||
|
|
||||||
// just stop the body from being affected by rotation for now
|
// just stop the body from being affected by rotation for now
|
||||||
// until the 3p camera is in to explain why
|
// until the 3p camera is in to explain why
|
||||||
@@ -115,7 +117,10 @@ public class ShipControls : MonoBehaviour {
|
|||||||
rigidBody.rotation = Quaternion.RotateTowards(transform.rotation, aim.transform.rotation, step);
|
rigidBody.rotation = Quaternion.RotateTowards(transform.rotation, aim.transform.rotation, step);
|
||||||
|
|
||||||
if (timing.timerEnabled) {
|
if (timing.timerEnabled) {
|
||||||
|
int boostBefore = powerUnit.BoostChargesAvailable;
|
||||||
powerUnit.Tick();
|
powerUnit.Tick();
|
||||||
|
|
||||||
|
if (powerUnit.BoostChargesAvailable > boostBefore) OnBoostCharge();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -160,6 +165,7 @@ public class ShipControls : MonoBehaviour {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void Respawn() {
|
public void Respawn() {
|
||||||
|
audio.PlayNoise();
|
||||||
// IMPORTANT
|
// IMPORTANT
|
||||||
// stop the timer before we move the ship or anything
|
// stop the timer before we move the ship or anything
|
||||||
// otherwise it might generate a checkpoint time
|
// otherwise it might generate a checkpoint time
|
||||||
@@ -188,15 +194,19 @@ public class ShipControls : MonoBehaviour {
|
|||||||
public void Damage(float amt, string src) {
|
public void Damage(float amt, string src) {
|
||||||
Debug.Log($"Damage {amt} from {src}");
|
Debug.Log($"Damage {amt} from {src}");
|
||||||
|
|
||||||
|
audio.PlayNoise();
|
||||||
|
|
||||||
bool destroyed = powerUnit.ShieldReduce(amt);
|
bool destroyed = powerUnit.ShieldReduce(amt);
|
||||||
if (destroyed) {
|
if (destroyed) {
|
||||||
Debug.Log($"Ddddestroyed by {src}");
|
Debug.Log($"Ddddestroyed by {src}");
|
||||||
|
// play big noise!
|
||||||
Respawn();
|
Respawn();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Deploy(Output output) {
|
void Deploy(Output output) {
|
||||||
powerUnit.Deploy(output);
|
bool deployed = powerUnit.Deploy(output);
|
||||||
|
if (deployed) audio.PlayNoise();
|
||||||
}
|
}
|
||||||
|
|
||||||
// I prefer doing it this way than registering the callbacks etc
|
// I prefer doing it this way than registering the callbacks etc
|
||||||
@@ -250,6 +260,11 @@ public class ShipControls : MonoBehaviour {
|
|||||||
void OnPowerUnit3(InputAction.CallbackContext ctx) => Deploy(Output.Strafing);
|
void OnPowerUnit3(InputAction.CallbackContext ctx) => Deploy(Output.Strafing);
|
||||||
void OnPowerUnit4(InputAction.CallbackContext ctx) => Deploy(Output.Shield);
|
void OnPowerUnit4(InputAction.CallbackContext ctx) => Deploy(Output.Shield);
|
||||||
|
|
||||||
|
void OnBoostCharge() {
|
||||||
|
// audio.PlayNoise();
|
||||||
|
// do some ui fx whatever
|
||||||
|
}
|
||||||
|
|
||||||
void OnDrawGizmosSelected() {
|
void OnDrawGizmosSelected() {
|
||||||
if (Application.isPlaying == false)
|
if (Application.isPlaying == false)
|
||||||
return;
|
return;
|
||||||
|
|||||||
@@ -16,6 +16,9 @@ public class Timing: MonoBehaviour {
|
|||||||
public List<SectorTime> sectorTimes;
|
public List<SectorTime> sectorTimes;
|
||||||
public bool timerEnabled;
|
public bool timerEnabled;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
ShipAudio audio;
|
||||||
|
|
||||||
public string mapName;
|
public string mapName;
|
||||||
public double sectorTime;
|
public double sectorTime;
|
||||||
public double lapTime;
|
public double lapTime;
|
||||||
@@ -106,9 +109,13 @@ public class Timing: MonoBehaviour {
|
|||||||
sectorTimes.Add(s);
|
sectorTimes.Add(s);
|
||||||
Debug.Log($"{sectorTimes.Count} / {sectors.Length}");
|
Debug.Log($"{sectorTimes.Count} / {sectors.Length}");
|
||||||
|
|
||||||
|
// play a sound :)
|
||||||
|
if (audio != null) audio.PlayNoise();
|
||||||
|
|
||||||
// restart the timer for the next sector
|
// restart the timer for the next sector
|
||||||
sectorStart = Time.timeAsDouble;
|
sectorStart = Time.timeAsDouble;
|
||||||
|
|
||||||
|
|
||||||
// they finished a lap!
|
// they finished a lap!
|
||||||
if (sectorTimes.Count == sectors.Length) {
|
if (sectorTimes.Count == sectors.Length) {
|
||||||
EndLap();
|
EndLap();
|
||||||
|
|||||||
@@ -110,6 +110,7 @@ public class MenuControls : MonoBehaviour {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void OnToggleMenu(InputAction.CallbackContext _ctx) {
|
void OnToggleMenu(InputAction.CallbackContext _ctx) {
|
||||||
|
audio.PlayNoise();
|
||||||
visible = !visible;
|
visible = !visible;
|
||||||
|
|
||||||
if (visible) {
|
if (visible) {
|
||||||
|
|||||||
@@ -1,11 +1,23 @@
|
|||||||
## TODO
|
## TODO
|
||||||
|
|
||||||
|
- git lfs
|
||||||
|
- its time
|
||||||
|
|
||||||
|
- fix up dependency chain
|
||||||
|
|
||||||
- applications
|
- applications
|
||||||
- steam
|
- steam
|
||||||
- improve descriptions
|
- improve descriptions
|
||||||
- add icons for A D T S
|
- talk about sound
|
||||||
|
- minimal soundtrack
|
||||||
|
- pops clicks noise, asmr
|
||||||
|
- win store
|
||||||
|
- make public cause it's fked
|
||||||
|
|
||||||
- sound
|
|
||||||
|
- audio
|
||||||
|
- add more noises
|
||||||
|
- menu disable
|
||||||
|
|
||||||
- murals
|
- murals
|
||||||
- flames at end of red corner in junglism2
|
- flames at end of red corner in junglism2
|
||||||
@@ -19,8 +31,6 @@
|
|||||||
- try to post
|
- try to post
|
||||||
- if fail store the lap in userdata
|
- if fail store the lap in userdata
|
||||||
|
|
||||||
- git lfs
|
|
||||||
|
|
||||||
- minimap
|
- minimap
|
||||||
- really want this?
|
- really want this?
|
||||||
- would make map source obvious
|
- would make map source obvious
|
||||||
|
|||||||
Reference in new issue
Block a user