Differences
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| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| wiki:building_search_explore [2022/08/04 10:37] – [Game System] admin | wiki:building_search_explore [2022/08/04 11:17] (current) – [Final Demo] admin | ||
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| Line 1: | Line 1: | ||
| --- // | --- // | ||
| + | |||
| + | ===== Final Demo ===== | ||
| + | |||
| + | {{ : | ||
| + | |||
| ===== Prototyping ===== | ===== Prototyping ===== | ||
| Line 5: | Line 10: | ||
| {{ : | {{ : | ||
| + | <file | Finsihed Minigame > | ||
| + | Checkpoint adding can be added dynamically there' | ||
| + | </ | ||
| ===== Game System ===== | ===== Game System ===== | ||
| Line 10: | Line 18: | ||
| {{ : | {{ : | ||
| - | <code CSharp | Full Script> | + | <file | Haloooo~~ > |
| + | In this game mode I explore new things that is, Delegate and Actions, so now my gameManager script in this case RunToBuilding doesn' | ||
| + | even existed in RunToBuilding, | ||
| + | you can see on my UI scripts this thing make me motivated to make a clean code... this UI scripts is the most cleanest my code can be (4/8/2022) I put date here maybe my future self | ||
| + | wold vomit to my code here HAHAHAHAH HELLO FUTURE SELF!!! | ||
| + | </ | ||
| + | |||
| + | <code CSharp | RunToBuilding.cs> | ||
| using Sirenix.OdinInspector; | using Sirenix.OdinInspector; | ||
| using System; | using System; | ||
| Line 119: | Line 134: | ||
| </ | </ | ||
| - | <code CSharp | Full Script> | + | <code CSharp | RunToBuildingUI.cs> |
| using System.Collections; | using System.Collections; | ||
| using System.Collections.Generic; | using System.Collections.Generic; | ||
| Line 175: | Line 190: | ||
| #endregion | #endregion | ||
| - | private void CloseUI() | + | private void CloseUI() |
| - | { | + | |
| - | | + | |
| - | | + | |
| - | private void OpenUI() | ||
| - | { | ||
| - | UI.SetActive(true); | ||
| - | } | ||
| private IEnumerator RunWinLoseTextFaded(string setText) | private IEnumerator RunWinLoseTextFaded(string setText) | ||
| Line 193: | Line 204: | ||
| } | } | ||
| - | private void SetWinLoseText(string setText) | + | private void SetWinLoseText(string setText) |
| - | { | + | |
| - | | + | |
| - | } | + | |
| - | private void OpenWinLoseTextFaded() | ||
| - | { | ||
| - | winLoseText.DOFade(1, | ||
| - | } | ||
| - | private void CloseWinLoseTextFaded() | + | private void OpenWinLoseTextFaded() => winLoseText.DOFade(1, |
| - | { | + | |
| - | winLoseText.DOFade(0, | + | |
| - | } | + | private void CloseWinLoseTextFaded() => winLoseText.DOFade(0, |
| } | } | ||
| + | |||
| </ | </ | ||
| - | <code CSharp | Full Script> | + | <code CSharp | RunToBuildingCheckPoint.cs> |
| using System; | using System; | ||
| using System.Collections; | using System.Collections; | ||