TO SQUASH: Changes.
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: ae5479cb3e81a6773b311e88ba24952d
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guid: 48872dd0fd9e46208b93aa56c37e8ba3
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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@@ -0,0 +1,56 @@
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using UnityEngine;
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using System.Collections;
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public class ScoreChecker : MonoBehaviour
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{
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public AudioSource winSound;
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public AudioSource loseSound;
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public Fader fadeOut;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void resetFader()
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{
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Invoke(nameof(checkScore), 0.5f);
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}
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private IEnumerator PlayAudioThenActivateGameObject(AudioSource audio, bool showGui)
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{
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audio.Play();
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if (showGui) {
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// Activate your GUI here
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} else {
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yield return new WaitUntil(() => audio.time >= audio.clip.length);
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fadeOut.resetFader();
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}
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}
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void checkScore()
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{
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int currentScore = PlayerPrefs.GetInt("CurrentScore");
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AudioSource audio = null;
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bool showGui = false;
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if (GameSetup.IsHighScore(currentScore)) {
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audio = winSound;
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showGui = true;
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} else {
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audio = loseSound;
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}
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StartCoroutine(PlayAudioThenActivateGameObject(audio, showGui));
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: c7d837793868a819eb438a6336078dd7
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@@ -0,0 +1,66 @@
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using UnityEngine;
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public class GameSetup
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{
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public static void InitializeGame()
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{
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for (int i = 0; i < 8; i++) {
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if (!PlayerPrefs.HasKey($"Score_{i}")) {
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PlayerPrefs.SetInt($"Score_{i}", 0);
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}
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if (!PlayerPrefs.HasKey($"Level_{i}")) {
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PlayerPrefs.SetInt($"Level_{i}", 0);
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}
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if (!PlayerPrefs.HasKey($"Name_{i}")) {
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PlayerPrefs.SetString($"Name_{i}", "");
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}
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}
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Debug.Log("Game Initialized");
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}
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public static void ZapScores()
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{
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for (int i = 0; i < 8; i++) {
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PlayerPrefs.SetInt($"Score_{i}", 0);
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PlayerPrefs.SetInt($"Level_{i}", 0);
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PlayerPrefs.SetString($"Name_{i}", "");
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}
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Debug.Log("Scores Reset");
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}
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public static void InsertScore(int score, int level, string name)
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{
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for (int i = 0; i < 8; i++) {
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int currentScore = PlayerPrefs.GetInt($"Score_{i}");
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if (score > currentScore) {
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// Shift lower scores down
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for (int j = 7; j > i; j--) {
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PlayerPrefs.SetInt($"Score_{j}", PlayerPrefs.GetInt($"Score_{j - 1}"));
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PlayerPrefs.SetInt($"Level_{j}", PlayerPrefs.GetInt($"Level_{j - 1}"));
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PlayerPrefs.SetString($"Name_{j}", PlayerPrefs.GetString($"Name_{j - 1}"));
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}
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// Insert new score
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PlayerPrefs.SetInt($"Score_{i}", score);
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PlayerPrefs.SetInt($"Level_{i}", level);
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PlayerPrefs.SetString($"Name_{i}", name);
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break;
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}
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}
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Debug.Log($"Inserted Score: {score}, Level: {level}, Name: {name}");
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}
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public static bool IsHighScore(int score)
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{
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for (int i = 0; i < 8; i++) {
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int currentScore = PlayerPrefs.GetInt($"Score_{i}");
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if (score > currentScore) {
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return true;
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}
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}
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return false;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 9f9900f9b8d6afbc89d2d879d7b5783f
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@@ -35,6 +35,7 @@ public class Intro : FadeCallback
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}
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music.Stop();
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faderScript.Invoke("resetFader", 0.0f);
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}
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private IEnumerator PlayAudioThenActivateGameObject()
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@@ -5,7 +5,7 @@ public class IntroSkipper : MonoBehaviour
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{
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public Intro fadeIn;
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public Fader fadeOut;
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public Fader fadeOut = null;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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@@ -24,7 +24,9 @@ public class IntroSkipper : MonoBehaviour
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mouse != null && mouse.leftButton.wasPressedThisFrame)
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{
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fadeIn.forceStopAudioCoroutine();
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fadeOut.resetFader();
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if (fadeOut != null) {
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fadeOut.resetFader();
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}
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}
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}
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}
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: eddef7e8d7ef07ad2a01247a9a68684c
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,21 @@
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using UnityEngine;
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public class MainMenu : MonoBehaviour
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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void Awake()
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{
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GameSetup.InitializeGame();
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 3d0d9341818a50ef8b0e61be1b3d7f88
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@@ -1,24 +0,0 @@
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using UnityEngine;
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public class SplashScreen : FadeCallback
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{
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public AudioSource yeah; // Reference to the AudioSource component for playing the sound effect
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public Fader faderScript; // Reference to the Fader script for handling the fade effect
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start() { }
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// Update is called once per frame
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void Update() { }
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public override void OnFadeStarted()
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{
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yeah.PlayDelayed(1.0f);
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}
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public override void OnFadeComplete()
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{
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faderScript.resetFader();
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 09d7151b5eeb9b9a0834eb4821a03f34
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