Rescaling and introduction implemented

As well as a lot of smaller changes
This commit is contained in:
Nicklas 2024-03-12 17:40:30 +01:00
parent 826ab478f7
commit b1d1c46a49
51 changed files with 5508 additions and 258 deletions

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.DS_Store vendored

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Assets/.DS_Store vendored

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@ -6,6 +6,7 @@ public class BoundAirScript : MonoBehaviour
{
public ParticleSystem masterEmitter; // Assign in the inspector
public ParticleSystem slaveEmitter; // Assign in the inspector
public GameObject moreSpirals;
private float defaultLifetime = 0.5f; // Default start lifetime, adjust as needed
public float fasterLifetime = 2.0f; // Example faster lifetime, adjust as needed

@ -4,6 +4,7 @@ using UnityEngine;
public class BoundFireScript : MonoBehaviour
{
public bool narrationHasFinished = false;
public bool narrationHasStarted = false;

@ -25,6 +25,7 @@ public class BoundaryControlScript : MonoBehaviour
public AudioSource narrationSource;
public AudioClip[] narrationClips; // Ensure this array is populated in the Inspector with your narration clips
public void TempRemoveBoundary(string bound)
{
if (bound == "Air")

@ -5,10 +5,14 @@ using UnityEngine;
public class FireCollisionAudioScript : MonoBehaviour
{
public ParticleSystem fireAlpha; // Assign in the inspector
public ParticleSystem fireAdd; // Assign in the inspector
public ParticleSystem fireGlow; // Assign in the inspector
public ParticleSystem fireSparks; // Assign in the inspector
public AudioSource audioPlayerFire;
public AudioSource audioPlayerGround;
public GameObject fireBigger;
public GameObject fireEvenBigger;
public BoundFireScript boundFireScript;
@ -24,12 +28,23 @@ public class FireCollisionAudioScript : MonoBehaviour
else if (collision.gameObject.tag == "CampFireTag" && !isFireBigger && boundFireScript.narrationHasFinished) {
audioPlayerFire.Play(); //Add more dramatic audio
fireBigger.SetActive(true);
resetParticles();
isFireBigger = true;
boundFireScript.CollectFireObject();
} /*else if (collision.gameObject.tag == "CampFireTag" && isFireBigger)
{
fireEvenBigger.SetActive(true);
}*/
}
}
private void resetParticles()
{
fireAlpha.Stop();
fireAlpha.Play();
fireAdd.Stop();
fireAdd.Play();
fireGlow.Stop();
fireGlow.Play();
fireSparks.Stop();
fireSparks.Play();
}
}

@ -4,15 +4,22 @@ using UnityEngine;
public class GameManagerScript : MonoBehaviour
{
public GameObject TestFire;
public GameObject TestAir;
public GameObject TestEarth;
public GameObject TestWater;
public AudioSource audioSource;
public AudioClip introductionClip;
public GameObject airBoundary;
public GameObject earthBoundary;
public GameObject waterBoundary;
public GameObject fireBoundary;
public GameObject introBound;
private bool introHasBeenEntered = false;
// Start is called before the first frame update
void Start()
{
Debug.Log("Hello World");
Debug.Log("Hello World Hello World");
}
// Update is called once per frame
@ -21,32 +28,33 @@ public class GameManagerScript : MonoBehaviour
}
//Use Yield return to like not make it start instantly????
/*public void OnTriggerEnter(Collider other)
public void OnTriggerEnter(Collider other)
{
if (other.CompareTag("BoundEarth")) //
if (other.CompareTag("BoundHMD") && !introHasBeenEntered)
{
Debug.Log("Entered Earth");
TestEarth.SetActive(true);
//Play narration and remove other temp
introHasBeenEntered = true;
//Play introduction
StartCoroutine(IntroductionNarration());
}
else if (other.CompareTag("BoundWater"))
{
Debug.Log("Entered Water");
TestWater.SetActive(true);
//Play narration and remove ot
}
else if (other.CompareTag("BoundFire"))
{
Debug.Log("Entered Fire");
TestFire.SetActive(true);
//Play narration and remove otehr temp
}
else if (other.CompareTag("BoundAir"))
{
Debug.Log("Entered Air");
TestAir.SetActive(true);
//Play narration and remove otehr temp
}
}*/
}
IEnumerator IntroductionNarration()
{
audioSource.PlayOneShot(introductionClip);
yield return new WaitForSeconds(introductionClip.length);
ActivateBoundries();
}
private void ActivateBoundries()
{
fireBoundary.SetActive(true);
airBoundary.SetActive(true);
waterBoundary.SetActive(true);
earthBoundary.SetActive(true);
introBound.SetActive(false);
}
}

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