貌似还有一些文件忘了加入版本控制,一起提交了

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_Karasu_ 2023-02-14 20:08:58 +08:00
parent c54285cb91
commit 50b6841c98
61 changed files with 6657 additions and 0 deletions

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开发者Lucas
项目主页:
https://gitme.fun/lucas8485/jump-out-of-the-world
本人不具有美术素材的版权,如有侵权请联系我更换
本项目基于zlib协议开源

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3.4版本
1.修复了按暂停按钮时误触跳跃的问题
2.新增关于游戏和更新日志界面

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/*
zlib License
(C) 2022-2023 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GamePauseController : MonoBehaviour
{
// Start is called before the first frame update
private bool pauseState = false;
private GameObject pauseMenuInstance = null;
private AudioSource audioSource;
private void Start()
{
pauseMenuInstance = GameObject.FindGameObjectWithTag("PauseMenu");
pauseMenuInstance.SetActive(false);
// Get Music Component
audioSource = GetComponent<AudioSource>();
}
// Add: For Keyboard Users use "ESC" To Pause
private void Update()
{
if (Input.GetKey(KeyCode.Escape) || Input.GetKeyUp(KeyCode.Escape))
{
OnPauseTriggered();
}
}
public void OnPauseTriggered()
{
pauseState = true; SetPauseState();
pauseMenuInstance.SetActive(true);
audioSource.Pause();
}
private void SetPauseState() => Time.timeScale = pauseState ? 0 : 1;
public void OnResumeButtonTriggered()
{
pauseMenuInstance.SetActive(false);
pauseState = false;
audioSource.Play();
SetPauseState();
}
public void OnRestartButtonTriggered()
{
SceneManager.LoadScene("MainScene");
pauseState = false;
SetPauseState();
}
public void OnMainMenuButtonTriggered()
{
SceneManager.LoadScene("StartupScene");
pauseState = false;
SetPauseState();
}
}

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namespace Gravitons.UI.Modal
{
using UnityEngine;
using UnityEngine.UI;
public class GenericModal : Modal
{
[Tooltip("Modal title")]
[SerializeField] protected Text m_Title;
[Tooltip("Modal body")]
[SerializeField] protected Text m_Body;
[Tooltip("Buttons in the modal")]
[SerializeField] protected Button[] m_Buttons;
/// <summary>
/// Deactivate buttons in awake
/// </summary>
public void Awake()
{
for (int i = 0; i < m_Buttons.Length; i++)
{
m_Buttons[i].gameObject.SetActive(false);
}
}
public override void Show(ModalContentBase modalContent, ModalButton[] modalButton)
{
GenericModalContent content = (GenericModalContent) modalContent;
m_Title.text = content.Title;
m_Body.text = content.Body;
//Activate buttons and populate properties
for (int i = 0; i < modalButton.Length; i++)
{
if (i >= m_Buttons.Length)
{
Debug.LogError($"Maximum number of buttons of this modal is {m_Buttons.Length}. But {modalButton.Length} ModalButton was given. To display all buttons increase the size of the button array to at least {modalButton.Length}");
return;
}
m_Buttons[i].gameObject.SetActive(true);
m_Buttons[i].GetComponentInChildren<Text>().text = modalButton[i].Text;
int index = i; //Closure
m_Buttons[i].onClick.AddListener(() =>
{
if (modalButton[index].Callback != null)
{
modalButton[index].Callback();
}
if (modalButton[index].CloseModalOnClick)
{
Close();
}
m_Buttons[index].onClick.RemoveAllListeners();
});
}
}
}
}

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namespace Gravitons.UI.Modal
{
public class GenericModalContent : ModalContentBase
{
/// <summary>
/// Title text of the modal
/// </summary>
public string Title { get; set; }
/// <summary>
/// Body text of the modal
/// </summary>
public string Body { get; set; }
}
}

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/*
zlib License
(C) 2022-2023 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class GlobalGameDataManager : MonoBehaviour
{
// Global
public struct GameData
{
public string name;
public int meters;
}
private static GameData[] _gameDatas; // For Ranking Use
private static string _dataPath;
private static bool _initialized = false;
private void Awake()
{
var flag = false;
if (_initialized) return;
_gameDatas = new GameData[4];
_dataPath = Application.persistentDataPath + "/rank.dat";
// Read from file
if (File.Exists(_dataPath))
{
// Read 3 Lines from local data
using var streamReader = new StreamReader(_dataPath);
for (var i = 0; i < 3; ++i)
{
try
{
var temp = streamReader.ReadLine()!.Split(' ');
_gameDatas[i].name = temp[0];
_gameDatas[i].meters = int.Parse(temp[1]);
}
catch (Exception e)
{
print(e);
print(_dataPath);
flag = true;
break;
}
}
}
if (flag)
{
if (File.Exists(_dataPath))
File.Delete(_dataPath);
File.Create(_dataPath);
_gameDatas = new GameData[4];
for (var i = 0; i < 4; ++i)
{
_gameDatas[i].name = "Unknown";
_gameDatas[i].meters = 0;
}
}
_initialized = true;
}
public static bool NeedUpdateName(int score)
{
RecentScore = score;
var tmpArray = new int[4];
for (var i = 0; i < 3; ++i)
tmpArray[i] = _gameDatas[i].meters;
tmpArray[3] = score;
Array.Sort(tmpArray, (lhs, rhs) => rhs - lhs);
return score != tmpArray[3];
}
public static void UpdateGameData(GameData data)
{
// First, place New GameData in the back of the array
_gameDatas[3] = data;
// Then, sort _gameData according to meters
Array.Sort(_gameDatas, (lhs, rhs) => rhs.meters - lhs.meters);
WriteGameData();
}
private static void WriteGameData()
{
using var streamWriter = new StreamWriter(_dataPath, false);
for (var i = 0; i < 3; ++i)
{
streamWriter.WriteLine(_gameDatas[i].name + ' ' + _gameDatas[i].meters);
}
}
// Call this only in MainScene
public static int GetScore()
{
var distanceText = GameObject.FindGameObjectWithTag("DistanceText");
var score = distanceText.GetComponent<Text>().text;
var result = int.Parse(score[9..^1]);
print(result);
return result;
}
public static IEnumerable<GameData> GameDataList
{
get
{
var list = new List<GameData>();
for (var i = 0; i < 3; ++i)
list.Add(_gameDatas[i]);
return list;
}
}
public static int RecentScore { get; private set; }
}

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Assets/Scripts/Modal.cs Normal file
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namespace Gravitons.UI.Modal
{
using UnityEngine;
/// <summary>
/// Base class for all modals
/// </summary>
public abstract class Modal : MonoBehaviour
{
/// <summary>
/// Closes this modal
/// </summary>
public virtual void Close()
{
Destroy(gameObject);
}
/// <summary>
/// Shows the modal with the given content
/// </summary>
/// <param name="modalContent">Content to show</param>
/// <param name="modalButton">Button properties</param>
public abstract void Show(ModalContentBase modalContent, ModalButton[] modalButton);
}
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namespace Gravitons.UI.Modal
{
using System;
/// <summary>
/// Base wrapper class for button properties
/// </summary>
public class ModalButton
{
/// <summary>
/// The text to show on the button
/// </summary>
public string Text { get; set; }
/// <summary>
/// The callback function that will be called when the button is clicked
/// </summary>
public Action Callback { get; set; }
/// <summary>
/// When set to true, modal will close automatically if the button is clicked
/// </summary>
public bool CloseModalOnClick
{
get { return m_CloseModalOnClick; }
set { m_CloseModalOnClick = value; }
}
private bool m_CloseModalOnClick = true;
}
}

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namespace Gravitons.UI.Modal
{
/// <summary>
/// Base class for all modal content
/// </summary>
public class ModalContentBase
{
}
}

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using UnityEngine;
namespace Gravitons.UI.Modal
{
[CreateAssetMenu(fileName = "New Modal Database", menuName = "Gravitons/UI/Modal Database", order = 0)]
public class ModalDatabase : ScriptableObject
{
[SerializeField] protected ModalData[] m_ModalData;
public GameObject GetModal(string identifier)
{
for (int i = 0; i < m_ModalData.Length; i++)
{
if (m_ModalData[i].identifier == identifier)
{
return m_ModalData[i].prefab;
}
}
return null;
}
}
[System.Serializable]
public class ModalData
{
public string identifier;
public GameObject prefab;
}
}

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using System;
namespace Gravitons.UI.Modal
{
using UnityEngine;
public class ModalManager : MonoBehaviour
{
[Tooltip("The modal database reference, all modals will be retrieved from this database")]
[SerializeField] protected ModalDatabase m_ModalDatabase;
[Tooltip("The identifier of the default modal")]
[SerializeField] protected string m_DefaultIdentifier = "Default";
private static ModalManager s_Instance;
private static ModalManager Instance
{
get { return s_Instance; }
}
public void OnEnable()
{
s_Instance = this;
}
private void OnDisable()
{
s_Instance = null;
}
/// <summary>
/// Shows a generic (default) modal
/// </summary>
/// <param name="title">Modal title</param>
/// <param name="body">Modal body</param>
/// <param name="buttons">Modal button properties</param>
/// <returns>The modal instantiated</returns>
public static Modal Show(string title, string body, ModalButton[] buttons)
{
return Instance.InternalShow(Instance.m_DefaultIdentifier, new GenericModalContent(){ Title = title, Body = body} , buttons);
}
/// <summary>
/// Shows a modal with the specified identifier
/// </summary>
/// <param name="identifier">The identifier of the modal to show</param>
/// <param name="modalContent">The content to show in the modal</param>
/// <param name="modalButton">Modal button properties</param>
/// <returns>The modal instantiated</returns>
public static Modal Show(string identifier, ModalContentBase modalContent, ModalButton[] modalButton)
{
return Instance.InternalShow(identifier, modalContent, modalButton);
}
/// <summary>
/// Shows a generic (default) modal
/// </summary>
/// <param name="identifier">The identifier of the modal to show</param>
/// <param name="modalContent">The content to show in the modal</param>
/// <param name="modalButton">Modal button properties</param>
/// <returns>The modal instantiated</returns>
private Modal InternalShow(string identifier, ModalContentBase modalContent, ModalButton[] modalButton)
{
GameObject modalObj = m_ModalDatabase.GetModal(identifier);
if (modalObj == null)
{
Debug.LogError("Error! Failed to get a modal prefab with the identifier: " + identifier + ". Ensure that the identifier matches the one in the database");
return null;
}
GameObject clone = Instantiate(modalObj, transform);
var modal = clone.GetComponent<Modal>();
modal.Show(modalContent, modalButton);
return modal;
}
#if UNITY_2019_3_OR_NEWER
/// <summary>
/// Reset the static variables for domain reloading.
/// </summary>
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
private static void DomainReset()
{
s_Instance = null;
}
#endif
}
}

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/*
zlib License
(C) 2022-2023 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class NameSubmitManager : MonoBehaviour
{
private InputField inputField;
// Start is called before the first frame update
void Start()
{
inputField = GameObject.FindGameObjectWithTag("Text").GetComponent<InputField>();
}
public void OnSubmitNameTriggered()
{
GlobalGameDataManager.GameData data;
data.meters = GlobalGameDataManager.RecentScore;
data.name = inputField.text;
GlobalGameDataManager.UpdateGameData(data);
SceneManager.LoadScene("SettlementScene");
}
}

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/*
zlib License
(C) 2022-2023 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class RankSceneController : MonoBehaviour
{
private Text rankText;
private string INTToChineseCharacter(int integer)
{
switch (integer)
{
case 1:
return "一";
case 2:
return "二";
case 3:
return "三";
default:
return "";
}
}
// Start is called before the first frame update
void Start()
{
rankText = GameObject.FindGameObjectWithTag("Text").GetComponent<Text>();
var gameDataList = GlobalGameDataManager.GameDataList;
var stringBuilder = new StringBuilder();
var i = 1;
foreach (var data in gameDataList)
{
stringBuilder.Append("第");
stringBuilder.Append(INTToChineseCharacter(i));
stringBuilder.Append("名: ");
stringBuilder.Append(data.name);
stringBuilder.Append("\n成绩");
stringBuilder.Append(data.meters + "m\n");
++i;
}
rankText.text = stringBuilder.ToString();
}
public void OnMainMenuButtonTriggered() => SceneManager.LoadScene("StartupScene");
}

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/*
zlib License
(C) 2022-2023 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class SettlementSceneController : MonoBehaviour
{
private Text meterText;
// Start is called before the first frame update
void Start()
{
meterText = GameObject.FindGameObjectWithTag("DistanceText").GetComponent<Text>();
meterText.text = GlobalGameDataManager.RecentScore + "m";
}
public void OnRestartButtonTriggered() => SceneManager.LoadScene("MainScene");
public void OnMainMenuButtonTriggered() => SceneManager.LoadScene("StartupScene");
}

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/*
zlib License
(C) 2022-2023 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SoundEffectController : MonoBehaviour
{
private AudioSource audioSource;
// Start is called before the first frame update
void Start()
{
audioSource = GetComponent<AudioSource>();
}
// Update is called once per frame
void Update()
{
}
public void NotifyPlay() => audioSource.Play();
}

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