Slight changes (Mostly script cleaning)

This commit is contained in:
Nicklas 2024-03-19 16:54:26 +01:00
parent 35770e2874
commit 9a720eb7b3
9 changed files with 193 additions and 105 deletions

@ -97,17 +97,8 @@ public class BoundAirScript : MonoBehaviour
windObjectToCollect.SetActive(true);
audioSource.PlayOneShot(narrationClipTwo);
//StartCoroutine(SecondNarration());
}
/*IEnumerator SecondNarration()
{
yield return new WaitForSeconds(narrationClipTwo.length);
}*/
IEnumerator ResetParticleSpeed(float delay)
{
@ -135,24 +126,13 @@ public class BoundAirScript : MonoBehaviour
moreSpirals.SetActive(false);
//isWindActive = false;
//canActivateAir = false;
}
//Method to remove the boundary when station has been completed.
//Start through Unity event wrapper for when item to collect is selected.
public void stationCompleted()
{
StartCoroutine(RemoveCollectedItem());
windObjectToCollect.SetActive(false);
//boundControl.ReactivateBoundary();
boundControl.RemoveBoundary("Air");
}
IEnumerator RemoveCollectedItem()
{
yield return new WaitForSeconds(2.0f);
}
}

@ -27,7 +27,6 @@ public class BoundEarthScript : MonoBehaviour
if (other.CompareTag("BoundHMD") && !narrationHasFinished && !narrationHasStarted) //
{
//Removing other bounds temporarily
boundControl.TempRemoveBoundary("Earth");
@ -50,30 +49,17 @@ public class BoundEarthScript : MonoBehaviour
public void collectForce() {
if (narrationHasFinished && !seedHasAppeared)
{
//Force sensor
// if (ConnectUnityWithSensors.isForceDetected)
// {
//}
earthObjectToCollect.SetActive(true);
audioSource.PlayOneShot(narrationClipTwo);
seedHasAppeared = true;
}
}
//Method to remove the boundary when station has been completed.
//Start through Unity event wrapper for when item to collect is selected.
public void stationCompleted()
{
StartCoroutine(RemoveCollectedItem());
earthObjectToCollect.SetActive(false);
//boundControl.ReactivateBoundary();
boundControl.RemoveBoundary("Earth");
}
IEnumerator RemoveCollectedItem()
{
yield return new WaitForSeconds(2.0f);
}
}

@ -24,7 +24,6 @@ public class BoundFireScript : MonoBehaviour
public BoundaryControlScript boundControl;
//Use Yield return to like not make it start instantly????
public void OnTriggerEnter(Collider other)
{
if (other.CompareTag("BoundHMD") && !narrationHasFinished && !narrationHasStarted) //
@ -51,9 +50,7 @@ public class BoundFireScript : MonoBehaviour
public void CollectFireObject()
{
StartCoroutine(SecondNarrationAndObject());
//audioSource.PlayOneShot(narrationClipTwo);
fireObjectToCollect.SetActive(true);
}
IEnumerator SecondNarrationAndObject()
@ -61,25 +58,12 @@ public class BoundFireScript : MonoBehaviour
audioSource.PlayOneShot(narrationClipTwo);
fireObjectToCollect.SetActive(true);
yield return new WaitForSeconds(narrationClipTwo.length);
}
//Method to remove the boundary when station has been completed.
//Start through Unity event wrapper for when item to collect is selected.
//Method for controlling when the item is grabbed
public void stationCompleted()
{
StartCoroutine(RemoveCollectedItem());
fireObjectToCollect.SetActive(false);
//boundControl.ReactivateBoundary();
boundControl.RemoveBoundary("Fire");
}
IEnumerator RemoveCollectedItem()
{
yield return new WaitForSeconds(2.0f);
}
}

@ -21,7 +21,6 @@ public class BoundWaterScript : MonoBehaviour
public BoundaryControlScript boundControl;
//Use Yield return to like not make it start instantly????
public void OnTriggerEnter(Collider other)
{
if (other.CompareTag("BoundHMD") && !narrationHasFinished && !narrationHasStarted) //
@ -61,19 +60,11 @@ public class BoundWaterScript : MonoBehaviour
}
//Method to remove the boundary when station has been completed.
//Start through Unity event wrapper for when item to collect is selected.
public void stationCompleted()
{
StartCoroutine(RemoveCollectedItem());
waterObjectToCollect.SetActive(false);
//boundControl.ReactivateBoundary();
boundControl.RemoveBoundary("Water");
}
IEnumerator RemoveCollectedItem()
{
yield return new WaitForSeconds(2.0f);
}
}

@ -40,9 +40,9 @@ public class BoundaryControlScript : MonoBehaviour
// Add references for the AudioSource and narration clips
public AudioSource narrationSource;
public AudioClip[] narrationClips; // Ensure this array is populated in the Inspector with your narration clips
public AudioClip[] narrationClips;
//Removes other boundries when an elemental boundary has been entered.
public void TempRemoveBoundary(string bound)
{
if (bound == "Air")
@ -76,6 +76,7 @@ public class BoundaryControlScript : MonoBehaviour
}
}
//Reactivate boundries when station has been finished.
public void ReactivateBoundary()
{
if (!airFinished)
@ -99,6 +100,7 @@ public class BoundaryControlScript : MonoBehaviour
}
}
//Things to happen when an elemental station has been completed.
public void RemoveBoundary(string bound)
{
if (bound == "Air" && !airHasBeenCollected)
@ -149,6 +151,7 @@ public class BoundaryControlScript : MonoBehaviour
fireBoundary.SetActive(false);
}
}
//Collection counter audio.
IEnumerator PlayCollectionNarration()
{
if (collectionCounter > 0 && collectionCounter <= narrationClips.Length)
@ -159,9 +162,5 @@ public class BoundaryControlScript : MonoBehaviour
yield return new WaitForSeconds(narrationClips[collectionCounter - 1].length);
ReactivateBoundary();
}
}
//ADD functionality for detecting when all elements have been collected (eg when collectionCounter
//is 4)
}

@ -31,8 +31,6 @@ public class FireCollisionAudioScript : MonoBehaviour
resetParticles();
isFireBigger = true;
boundFireScript.CollectFireObject();
}
}

@ -28,16 +28,9 @@ public class GameManagerScript : MonoBehaviour
Debug.Log("Hello World Hello World");
videoPlayerObject.Prepare();
}
// Update is called once per frame
void Update()
{
}
//Trigger introduction to when passing boundary
public void OnTriggerEnter(Collider other)
{
if (other.CompareTag("BoundHMD") && !introHasBeenEntered)
@ -46,10 +39,10 @@ public class GameManagerScript : MonoBehaviour
//Play introduction
StartCoroutine(IntroductionNarration());
}
}
//Starting introduction
IEnumerator IntroductionNarration()
{
//audioSource.PlayOneShot(introductionClip);
@ -60,6 +53,7 @@ public class GameManagerScript : MonoBehaviour
ActivateBoundries();
}
//Activate all the boundaries when introduction is finished, and inactivate the ones for introduction.
private void ActivateBoundries()
{
fireBoundary.SetActive(true);
@ -69,6 +63,4 @@ public class GameManagerScript : MonoBehaviour
introBound.SetActive(false);
introCanvas.SetActive(false);
}
}

@ -5,18 +5,7 @@ using UnityEngine.SceneManagement;
public class RestartExperienceScript : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
//Entering this boundary restarts the scene
public void OnTriggerEnter(Collider other)
{
if (other.CompareTag("BoundHMD"))

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