Some Nice UI
This commit is contained in:
@@ -64,6 +64,7 @@
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<Compile Include="Assets\Scripts\PlayerPlatformerController.cs" />
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<Compile Include="Assets\Scripts\AutoSquareSprite.cs" />
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<Compile Include="Assets\Scripts\ScoreManager.cs" />
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<Compile Include="Assets\Scripts\LoseScreenController.cs" />
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<Compile Include="Assets\Scripts\BasketController.cs" />
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<Compile Include="Assets\Scripts\TrickCollisionManager.cs" />
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<Compile Include="Assets\Scripts\Spawner.cs" />
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@@ -74,10 +75,15 @@
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<Compile Include="Assets\Scripts\TrickSpawnKeeper.cs" />
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<Compile Include="Assets\Scripts\WinScreenController.cs" />
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<Compile Include="Assets\Scripts\MainMenuController.cs" />
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<Compile Include="Assets\Scripts\LoseGuiController.cs" />
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<Compile Include="Assets\Scripts\HealthGUIController.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Assets\ProgressBar.uss" />
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<None Include="Assets\UI Toolkit\LoseScreen.uxml" />
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<None Include="Assets\UI Toolkit\MainMenu.uxml" />
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<None Include="Assets\UI Toolkit\WinScreenMenu.uxml" />
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<None Include="Assets\UI Toolkit\progressBar.uss" />
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<None Include="Assets\UI Toolkit\GameGUI.uxml" />
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m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: a79441f348de89743a2939f4d699eac1, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier: Unity.RenderPipelines.Universal.Runtime::UnityEngine.Rendering.Universal.UniversalAdditionalCameraData
|
||||
m_RenderShadows: 1
|
||||
m_RequiresDepthTextureOption: 2
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||||
m_RequiresOpaqueTextureOption: 2
|
||||
m_CameraType: 0
|
||||
m_Cameras: []
|
||||
m_RendererIndex: -1
|
||||
m_VolumeLayerMask:
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||||
serializedVersion: 2
|
||||
m_Bits: 1
|
||||
m_VolumeTrigger: {fileID: 0}
|
||||
m_VolumeFrameworkUpdateModeOption: 2
|
||||
m_RenderPostProcessing: 0
|
||||
m_Antialiasing: 0
|
||||
m_AntialiasingQuality: 2
|
||||
m_StopNaN: 0
|
||||
m_Dithering: 0
|
||||
m_ClearDepth: 1
|
||||
m_AllowXRRendering: 1
|
||||
m_AllowHDROutput: 1
|
||||
m_UseScreenCoordOverride: 0
|
||||
m_ScreenSizeOverride: {x: 0, y: 0, z: 0, w: 0}
|
||||
m_ScreenCoordScaleBias: {x: 0, y: 0, z: 0, w: 0}
|
||||
m_RequiresDepthTexture: 0
|
||||
m_RequiresColorTexture: 0
|
||||
m_TaaSettings:
|
||||
m_Quality: 3
|
||||
m_FrameInfluence: 0.1
|
||||
m_JitterScale: 1
|
||||
m_MipBias: 0
|
||||
m_VarianceClampScale: 0.9
|
||||
m_ContrastAdaptiveSharpening: 0
|
||||
m_Version: 2
|
||||
--- !u!1660057539 &9223372036854775807
|
||||
SceneRoots:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
@@ -0,0 +1,84 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
using static UnityEditor.Experimental.GraphView.GraphView;
|
||||
|
||||
public class HealthGUIController : MonoBehaviour
|
||||
{
|
||||
private List<PlayerStressController> players;
|
||||
|
||||
public List<Sprite> images;
|
||||
|
||||
private UIDocument uiDocument;
|
||||
private List<Image> playerLifeList;
|
||||
private List<ProgressBar> playerStressBarList;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
players = Object.FindObjectsByType<PlayerStressController>(FindObjectsSortMode.InstanceID).ToList();
|
||||
|
||||
uiDocument ??= GetComponent<UIDocument>();
|
||||
if (uiDocument == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var root = uiDocument.rootVisualElement;
|
||||
if (root == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
playerLifeList = new List<Image>() { new Image(), new Image(), new Image(), new Image() };
|
||||
playerStressBarList = new List<ProgressBar>() { new ProgressBar(), new ProgressBar(), new ProgressBar(), new ProgressBar() };
|
||||
|
||||
playerLifeList[0] = root.Q<Image>("Player1Life");
|
||||
playerLifeList[1] = root.Q<Image>("Player2Life");
|
||||
playerLifeList[2] = root.Q<Image>("Player3Life");
|
||||
playerLifeList[3] = root.Q<Image>("Player4Life");
|
||||
|
||||
playerLifeList[0].tintColor = players[0].gameObject.GetComponent<SpriteRenderer>() ? players[0].gameObject.GetComponent<SpriteRenderer>().color : Color.white;
|
||||
playerLifeList[1].tintColor = players[1].gameObject.GetComponent<SpriteRenderer>() ? players[1].gameObject.GetComponent<SpriteRenderer>().color : Color.white;
|
||||
playerLifeList[2].tintColor = players[2].gameObject.GetComponent<SpriteRenderer>() ? players[2].gameObject.GetComponent<SpriteRenderer>().color : Color.white;
|
||||
playerLifeList[3].tintColor = players[3].gameObject.GetComponent<SpriteRenderer>() ? players[3].gameObject.GetComponent<SpriteRenderer>().color : Color.white;
|
||||
|
||||
playerStressBarList[0] = root.Q<ProgressBar>("Player1StressBar");
|
||||
playerStressBarList[1] = root.Q<ProgressBar>("Player2StressBar");
|
||||
playerStressBarList[2] = root.Q<ProgressBar>("Player3StressBar");
|
||||
playerStressBarList[3] = root.Q<ProgressBar>("Player4StressBar");
|
||||
}
|
||||
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
for (int i = 0; i < players.Count; i++)
|
||||
{
|
||||
//update stress bar
|
||||
float ratio = Mathf.Clamp01(players[i].currentStress / players[i].maxStress);
|
||||
|
||||
// Update the bar's value (0-100)
|
||||
playerStressBarList[i].value = ratio * 100f;
|
||||
|
||||
|
||||
//update sprite
|
||||
playerLifeList[i].sprite = players[i].currentStress switch
|
||||
{
|
||||
>= 0 and <= 33 => images[0],
|
||||
> 33 and <= 66 => images[1],
|
||||
> 66 and <= 99 => images[2],
|
||||
_ => images[0]
|
||||
};
|
||||
|
||||
if (players[i].isParalyzed)
|
||||
{
|
||||
playerLifeList[i].sprite = images[3];
|
||||
}
|
||||
else if (players[i].isPanicking)
|
||||
{
|
||||
playerLifeList[i].sprite = images[4];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 09397b12132be4248998c82e96a8b7c4
|
||||
@@ -0,0 +1,37 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
public class LoseGuiController : MonoBehaviour
|
||||
{
|
||||
private UIDocument uiDocument;
|
||||
private Button button;
|
||||
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
private void OnEnable()
|
||||
{
|
||||
uiDocument ??= GetComponent<UIDocument>();
|
||||
if (uiDocument == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var root = uiDocument.rootVisualElement;
|
||||
if (root == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
button = root.Q<Button>("Button");
|
||||
|
||||
button.clicked += () => HandleClick("MainMenu");
|
||||
}
|
||||
|
||||
private void HandleClick(string sceneName)
|
||||
{
|
||||
if (!string.IsNullOrWhiteSpace(sceneName))
|
||||
{
|
||||
SceneManager.LoadScene(sceneName);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9c38ae32eef77b54bb36b487e11c7422
|
||||
@@ -8,19 +8,18 @@ public class LoseScreenController : MonoBehaviour
|
||||
[SerializeField]private const string LoseSceneName = "Lose";
|
||||
|
||||
private List<PlayerStressController> players;
|
||||
private bool hasLost = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
players = FindObjectsOfType<PlayerStressController>().ToList();
|
||||
players = Object.FindObjectsByType<PlayerStressController>(FindObjectsSortMode.None).ToList();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (hasLost || players.Count == 0)
|
||||
if (players.Count == 0)
|
||||
return;
|
||||
|
||||
if (players.All(p => p.IsPanicking))
|
||||
if (players.All(p => p.isPanicking))
|
||||
{
|
||||
TriggerLose();
|
||||
}
|
||||
@@ -28,7 +27,6 @@ public class LoseScreenController : MonoBehaviour
|
||||
|
||||
void TriggerLose()
|
||||
{
|
||||
hasLost = true;
|
||||
SceneManager.LoadScene(LoseSceneName);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -23,14 +23,17 @@ public class PlayerPickupController : MonoBehaviour
|
||||
public Transform holdPoint; // Empty GameObject above head
|
||||
public float pickupRange = 2.0f;
|
||||
|
||||
private GameObject heldObject;
|
||||
public GameObject heldObject;
|
||||
private PlayerPlatformerController platformerController;
|
||||
private PlayerStressController playerStressController;
|
||||
private bool isChargingThrow;
|
||||
private float throwChargeStartTime;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
platformerController = GetComponent<PlayerPlatformerController>();
|
||||
playerStressController = GetComponent<PlayerStressController>();
|
||||
|
||||
if (inputActions == null)
|
||||
{
|
||||
Debug.LogError("PlayerPickupController missing InputActionAsset reference.", this);
|
||||
@@ -76,10 +79,10 @@ public class PlayerPickupController : MonoBehaviour
|
||||
|
||||
private void OnInteractPerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
Debug.Log("Interact action performed");
|
||||
if(heldObject != null)
|
||||
if (playerStressController.isPanicking) return;
|
||||
|
||||
if (heldObject != null)
|
||||
{
|
||||
Debug.Log("Dropping held object");
|
||||
DropObject(false);
|
||||
return;
|
||||
}
|
||||
@@ -94,6 +97,12 @@ public class PlayerPickupController : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
if(playerStressController.isPanicking)
|
||||
{
|
||||
DropObject(false);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!heldObject.TryGetComponent<TrickController>(out _))
|
||||
{
|
||||
return;
|
||||
@@ -118,13 +127,15 @@ public class PlayerPickupController : MonoBehaviour
|
||||
{
|
||||
DropObject(true);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TryPickUp()
|
||||
{
|
||||
// Find all colliders within range
|
||||
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, pickupRange);
|
||||
Debug.Log(colliders.Length + " colliders found in range");
|
||||
|
||||
foreach (var col in colliders)
|
||||
{
|
||||
if (col.gameObject == gameObject)
|
||||
|
||||
@@ -17,6 +17,8 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
[SerializeField] private LayerMask groundMask = ~0;
|
||||
[SerializeField] private float groundCheckDistance = 0.05f;
|
||||
|
||||
private PlayerStressController playerStressController;
|
||||
|
||||
private Rigidbody2D body;
|
||||
private BoxCollider2D bodyCollider;
|
||||
private InputActionAsset runtimeActions;
|
||||
@@ -29,6 +31,7 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
{
|
||||
body = GetComponent<Rigidbody2D>();
|
||||
bodyCollider = GetComponent<BoxCollider2D>();
|
||||
playerStressController = GetComponent<PlayerStressController>();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
@@ -86,6 +89,8 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
if (playerStressController.isPanicking) return;
|
||||
|
||||
var input = moveAction.ReadValue<Vector2>();
|
||||
if (Mathf.Abs(input.x) > 0.01f)
|
||||
{
|
||||
@@ -98,6 +103,8 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
|
||||
private void OnJumpPerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
if (playerStressController.isPanicking) return;
|
||||
|
||||
if (!IsGrounded())
|
||||
{
|
||||
return;
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
@@ -10,12 +11,17 @@ public class PlayerStressController : MonoBehaviour
|
||||
[Header("Stress Settings")]
|
||||
public float currentStress = 0f;
|
||||
public float maxStress = 100f;
|
||||
|
||||
public bool isPanicking = false;
|
||||
public bool isParalyzed = false;
|
||||
|
||||
// Define the event
|
||||
public static event Action OnPlayerPanic;
|
||||
public static event Action OnPlayerCalm;
|
||||
|
||||
[Header("Panic Settings")]
|
||||
[SerializeField] private float panicDuration = 1.2f;
|
||||
private float panicEndTime;
|
||||
[SerializeField] private float paralyseDuration = 5f;
|
||||
|
||||
public bool IsPanicking => Time.time < panicEndTime;
|
||||
|
||||
void Start()
|
||||
{
|
||||
@@ -27,35 +33,59 @@ public class PlayerStressController : MonoBehaviour
|
||||
{
|
||||
while (true) // Runs for the lifetime of the object
|
||||
{
|
||||
ApplyStressLogic();
|
||||
yield return ApplyStressLogic();
|
||||
|
||||
// Wait for exactly 1 second before running again
|
||||
yield return new WaitForSeconds(1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void ApplyStressLogic()
|
||||
IEnumerator ApplyStressLogic()
|
||||
{
|
||||
if (isParalyzed) yield break;
|
||||
|
||||
// Find all objects tagged as "Enemy"
|
||||
List<GameObject> enemies = GameObject.FindGameObjectsWithTag("Interactable").Where(enemy => enemy.GetComponent<TrickController>() != null).ToList();
|
||||
|
||||
// Keep stress within 0 and Max
|
||||
currentStress = Mathf.Clamp(currentStress, 0, maxStress);
|
||||
|
||||
currentStress += enemies.Count; // Increase stress based on number of enemies nearby
|
||||
|
||||
Debug.Log($"Current Stress: {currentStress}");
|
||||
|
||||
if (currentStress >= maxStress)
|
||||
if (pickupController.heldObject != null && pickupController.heldObject.TryGetComponent<TrickController>(out _))
|
||||
{
|
||||
HandlePanic();
|
||||
currentStress += 5; // Increase stress based on number of carried tricks
|
||||
}
|
||||
|
||||
currentStress = Mathf.Clamp(currentStress, 0, maxStress);
|
||||
|
||||
if (!isPanicking && currentStress >= maxStress)
|
||||
{
|
||||
Debug.Log($"{currentStress}, {isPanicking}, {isParalyzed}");
|
||||
yield return HandlePanic();
|
||||
}
|
||||
|
||||
else if(isPanicking && currentStress < maxStress)
|
||||
{
|
||||
isPanicking = false;
|
||||
HandleCalm();
|
||||
Debug.Log("Player has calmed down.");
|
||||
}
|
||||
}
|
||||
|
||||
void HandlePanic()
|
||||
IEnumerator HandlePanic()
|
||||
{
|
||||
panicEndTime = Time.time + panicDuration;
|
||||
|
||||
isPanicking = true;
|
||||
Debug.Log("Player is freaking out man!");
|
||||
// Add effects like screen shake or slowing down the player here
|
||||
OnPlayerPanic?.Invoke(); // Trigger the panic event
|
||||
yield return StartCoroutine(HandleParalyze());
|
||||
}
|
||||
|
||||
void HandleCalm()
|
||||
{
|
||||
Debug.Log("Player is feeling better now!");
|
||||
OnPlayerCalm?.Invoke(); // Trigger the calm event
|
||||
}
|
||||
|
||||
public void ReduceStress(float amount)
|
||||
@@ -64,4 +94,15 @@ public class PlayerStressController : MonoBehaviour
|
||||
currentStress = Mathf.Clamp(currentStress, 0, maxStress);
|
||||
Debug.Log($"Stress reduced by {amount}. Current Stress: {currentStress}");
|
||||
}
|
||||
|
||||
IEnumerator HandleParalyze()
|
||||
{
|
||||
isParalyzed = true;
|
||||
Debug.Log("Player is paralyzed.");
|
||||
|
||||
yield return new WaitForSecondsRealtime(paralyseDuration);
|
||||
|
||||
Debug.Log("Player has recovered from paralysis.");
|
||||
isParalyzed = false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -25,10 +25,10 @@ public class WinSceneController : MonoBehaviour
|
||||
|
||||
button = root.Q<Button>("Button");
|
||||
|
||||
button.clicked += () => HandleStartClicked("MainMenu");
|
||||
button.clicked += () => HandleClick("MainMenu");
|
||||
}
|
||||
|
||||
private void HandleStartClicked(string sceneName)
|
||||
private void HandleClick(string sceneName)
|
||||
{
|
||||
if (!string.IsNullOrWhiteSpace(sceneName))
|
||||
{
|
||||
|
||||
@@ -1,18 +1,31 @@
|
||||
<ui:UXML xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
|
||||
<Style src="project://database/Assets/UI%20Toolkit/progressBar.uss?fileID=7433441132597879392&guid=2c3cb808f8496d4438df1bd06428d6f1&type=3#progressBar"/>
|
||||
<ui:VisualElement style="flex-grow: 1; background-color: rgba(0, 0, 0, 0); height: 20%;">
|
||||
<ui:Label text="Score: 0" name="Score" style="font-size: 40px; height: 10%;"/>
|
||||
</ui:VisualElement>
|
||||
<ui:VisualElement style="flex-grow: 1; align-self: auto; align-items: flex-start; align-content: auto; height: 80%; flex-direction: row;">
|
||||
<ui:VisualElement style="flex-grow: 1; height: 100%; width: 10%; background-size: 100% 100%;">
|
||||
<ui:Image name="Player1Life" style="background-image: url("project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=2800000&guid=03a067405c8cfa945a9ed2e8ff6a71dd&type=3#P_Health01"); height: 50%;"/>
|
||||
<ui:VisualElement style="flex-grow: 1;">
|
||||
<ui:Image name="Player1Life" source="project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=21300000&guid=03a067405c8cfa945a9ed2e8ff6a71dd&type=3#P_Health01" style="background-image: none; height: 85%; -unity-background-image-tint-color: rgb(182, 255, 165);"/>
|
||||
<ui:ProgressBar value="23" title="" name="Player1StressBar" style="background-color: rgb(255, 255, 255); -unity-background-image-tint-color: rgb(255, 255, 255);"/>
|
||||
</ui:VisualElement>
|
||||
<ui:VisualElement style="flex-grow: 1; height: 50%;"/>
|
||||
<ui:Image name="Player2Life" style="background-image: url("project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=2800000&guid=03a067405c8cfa945a9ed2e8ff6a71dd&type=3#P_Health01"); height: 50%;"/>
|
||||
<ui:VisualElement style="flex-grow: 1;">
|
||||
<ui:Image name="Player2Life" source="project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=21300000&guid=03a067405c8cfa945a9ed2e8ff6a71dd&type=3#P_Health01" style="background-image: none; height: 85%; -unity-background-image-tint-color: rgb(182, 255, 165);"/>
|
||||
<ui:ProgressBar value="23" title="" name="Player2StressBar" style="background-color: rgb(255, 255, 255); -unity-background-image-tint-color: rgb(255, 255, 255);"/>
|
||||
</ui:VisualElement>
|
||||
</ui:VisualElement>
|
||||
<ui:VisualElement style="flex-grow: 1; width: 80%; height: 100%;"/>
|
||||
<ui:VisualElement style="flex-grow: 1; width: 10%; height: 100%;">
|
||||
<ui:Image name="Player3Life" style="background-image: url("project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=2800000&guid=03a067405c8cfa945a9ed2e8ff6a71dd&type=3#P_Health01"); height: 50%;"/>
|
||||
<ui:VisualElement name="VisualElement" style="flex-grow: 1;">
|
||||
<ui:Image name="Player3Life" source="project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=21300000&guid=03a067405c8cfa945a9ed2e8ff6a71dd&type=3#P_Health01" style="background-image: none; height: 85%; -unity-background-image-tint-color: rgb(182, 255, 165);"/>
|
||||
<ui:ProgressBar value="23" title="" name="Player3StressBar" style="background-color: rgb(255, 255, 255); -unity-background-image-tint-color: rgb(255, 255, 255);"/>
|
||||
</ui:VisualElement>
|
||||
<ui:VisualElement style="flex-grow: 1; height: 50%;"/>
|
||||
<ui:Image name="Player4Life" style="background-image: url("project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=2800000&guid=03a067405c8cfa945a9ed2e8ff6a71dd&type=3#P_Health01"); height: 50%;"/>
|
||||
<ui:VisualElement name="VisualElement" style="flex-grow: 1;">
|
||||
<ui:Image name="Player4Life" source="project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=21300000&guid=03a067405c8cfa945a9ed2e8ff6a71dd&type=3#P_Health01" style="background-image: none; height: 85%; -unity-background-image-tint-color: rgb(182, 255, 165);"/>
|
||||
<ui:ProgressBar value="23" title="" name="Player4StressBar" style="background-color: rgb(255, 255, 255); -unity-background-image-tint-color: rgb(255, 255, 255);"/>
|
||||
</ui:VisualElement>
|
||||
</ui:VisualElement>
|
||||
</ui:VisualElement>
|
||||
</ui:UXML>
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
<ui:UXML xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
|
||||
<ui:Label text="Loser"/>
|
||||
<ui:Label text="Loser... Gross" style="font-size: 50px;"/>
|
||||
<ui:Button text="Just... *sigh* Whatever" name="Button" style="font-size: 50px;"/>
|
||||
</ui:UXML>
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
|
||||
<ui:Label text="Fun Fun Happy Time Game" name="Title" style="color: rgb(255, 255, 255); font-size: 25px; align-self: center; background-color: rgb(10, 10, 10); -unity-text-align: lower-left; top: auto;"/>
|
||||
<ui:VisualElement style="flex-grow: 1; justify-content: center; align-self: auto; align-content: auto; background-color: rgb(17, 17, 17);">
|
||||
<ui:Button text="Start" name="Start" emoji-fallback-support="true" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
|
||||
<ui:Button text="Experiment" name="Experiment" emoji-fallback-support="true" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
|
||||
<ui:Button text="Level 2" name="Level2" emoji-fallback-support="true" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
|
||||
<ui:VisualElement style="flex-grow: 1; justify-content: center; background-color: rgb(0, 0, 0);">
|
||||
<ui:Label text="Candy Crashout" name="Title" style="color: rgb(255, 255, 255); font-size: 60px; align-self: center; background-color: rgb(10, 10, 10); -unity-text-align: lower-left; top: auto;"/>
|
||||
</ui:VisualElement>
|
||||
<ui:VisualElement style="flex-grow: 1; justify-content: center; align-self: auto; align-content: auto; background-color: rgb(0, 0, 0);">
|
||||
<ui:Button text="Start" name="Start" emoji-fallback-support="true" enabled="false" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
|
||||
<ui:Button text="Experiment" name="Experiment" emoji-fallback-support="true" enabled="true" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
|
||||
<ui:Button text="Level 2" name="Level2" emoji-fallback-support="true" enabled="false" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
|
||||
</ui:VisualElement>
|
||||
</ui:UXML>
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
<ui:UXML xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
|
||||
<ui:Label text="Win"/>
|
||||
<ui:Button text="Dun"/>
|
||||
<ui:Label text="Win" style="font-size: 50px;"/>
|
||||
<ui:Button text="Dun" name="Button" style="font-size: 50px;"/>
|
||||
</ui:UXML>
|
||||
|
||||
@@ -0,0 +1,14 @@
|
||||
:root {
|
||||
}
|
||||
|
||||
unityprogressbar__progress {
|
||||
background-color: rgb(0, 197, 10);
|
||||
}
|
||||
|
||||
.unity-progress-bar__progress {
|
||||
background-color: rgb(243, 0, 40);
|
||||
}
|
||||
|
||||
.unity-progress-bar__background {
|
||||
background-color: rgb(70, 0, 11);
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2c3cb808f8496d4438df1bd06428d6f1
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
|
||||
disableValidation: 0
|
||||
unsupportedSelectorAction: 0
|
||||
@@ -17,6 +17,9 @@ EditorBuildSettings:
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/Win.unity
|
||||
guid: 4130885cdd041af4c8b7861d46bbcf11
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/Lose.unity
|
||||
guid: d554758d849cd094e9fe7db190ef082e
|
||||
m_configObjects:
|
||||
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 2bcd2660ca9b64942af0de543d8d7100, type: 3}
|
||||
m_UseUCBPForAssetBundles: 0
|
||||
|
||||
Reference in New Issue
Block a user