Upgrades!!

This commit is contained in:
SpoodyTheOne 2024-02-04 11:32:07 +01:00
parent 4806f8f79a
commit eb0a259b48
14 changed files with 1098 additions and 125 deletions

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@ -169,7 +169,7 @@ public class BloodComputeShader : MonoBehaviour
// float mappedRumble = Convert.ToSingle(bufferData[0]).Remap(0, RumbleAmount, 0, 0.1f);
//RumbleManager.StartRumble(-1, 0, mappedRumble, 0.1f);
squeakVolume += 0.1f;
squeakVolume += 0.3f;
mop1Clean += (int)bufferData[0];
mop2Clean += (int)bufferData[1];
@ -184,7 +184,7 @@ public class BloodComputeShader : MonoBehaviour
// Blood hitting the floor
if (bufferData[1] > 0)
{
splatterVolume += bufferData[1] / 25.0f;
splatterVolume += bufferData[1] / 10.0f;
// Debug.Log("splat x" + bufferData[1]);

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@ -72,6 +72,10 @@ public class GameManager : MonoBehaviour
}
}
public void AddRevive() {
Revives++;
}
public void setTime(string t)
{
penisSuriveTime = t;

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@ -4,7 +4,7 @@ using UnityEngine;
public class IngameMusic : MonoBehaviour
{
float volume = 0.4f;
float volume = 0.1f;
void Start()
{
@ -15,6 +15,6 @@ public class IngameMusic : MonoBehaviour
void PlayMusic()
{
AudioManager.PlaySound("Ingame_Theme", new Vector3(0f, 0f, 0f), false, false, true, true).volume = volume;
AudioManager.PlaySound("Ingame_Theme", new Vector3(0f, 0f, 0f), false, false, true, false).volume = volume;
}
}

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@ -23,6 +23,7 @@ public class Upgrades
public Upgrade damageUpgrade = new Upgrade("More rope damage");
public Upgrade bloodUpgrade = new Upgrade("MORE BLOOD!");
public Upgrade reelUpgrade = new Upgrade("Faster rope reel speed");
public Upgrade reviveUpgrade = new Upgrade("Adds an extra revive");
}
public class Upgrader : MonoBehaviour
@ -158,6 +159,7 @@ public class Upgrader : MonoBehaviour
ReelUpgrade();
break;
case 7:
ReviveUpgrade();
break;
}
@ -175,6 +177,34 @@ public class Upgrader : MonoBehaviour
i.gameObject.transform.localScale = Vector3.one;
}
switch (p1a)
{
case 0:
description.text = upgrades.mopUpgrade.name;
break;
case 1:
description.text = upgrades.speedUpgrade.name;
break;
case 2:
description.text = upgrades.ropeUpgrade.name;
break;
case 3:
description.text = upgrades.healthUpgrade.name;
break;
case 4:
description.text = upgrades.damageUpgrade.name;
break;
case 5:
description.text = upgrades.bloodUpgrade.name;
break;
case 6:
description.text = upgrades.reelUpgrade.name;
break;
case 7:
description.text = upgrades.reviveUpgrade.name;
break;
}
upgradeImages[p1a].fillAmount = acceptTime / 2f;
upgradeImages[p1a].transform.localScale = Vector3.one * 2f;
}
@ -198,7 +228,7 @@ public class Upgrader : MonoBehaviour
}
else if (prevCouldUpgrade)
{
// TODO: PLAY SOUND HERE!!
AudioManager.PlaySound("Blood_Splatter_Large_SFX", Vector3.zero, false, false);
description.text = "";
background.color = Color.gray;
@ -278,6 +308,12 @@ public class Upgrader : MonoBehaviour
upgrades.reelUpgrade.amount++;
}
public void ReviveUpgrade()
{
description.text = upgrades.reviveUpgrade.name;
GameManager.Instance.AddRevive();
}
IEnumerator updateBloodMeter()
{
while (true)

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