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Dialogue System  

Clock System

Developed by Tyler Sweppenhiser and Shane Tupler for "4AM"

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class DialogueSystem : MonoBehaviour
{
    private GameObject canvas;
    public GameObject E;

    public string Name;

    [TextArea(3, 10)]
    public string[] sentences;

    public Text Dialogue;
    public Text NameText;

    private int sentencesLeft;
    private int currentSentence = 0;
    private bool canDialogue = false;

    public float typingSpeed;

    void Awake()
    {
        Dialogue = GameObject.FindGameObjectWithTag("DialogueText").GetComponent<Text>();
        NameText = GameObject.FindGameObjectWithTag("NameText").GetComponent<Text>();
        E = GameObject.FindGameObjectWithTag("ESprite");

        if (NameText != null)
        {

            NameText.text = Name;
        }
        sentencesLeft = sentences.Length;
        canvas = GameObject.FindGameObjectWithTag("DialogueCanvas");
        E.SetActive(false);
    }

    void Update()
    {
        if (canDialogue == true)
        {
            if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.Return))
            {
                canvas.SetActive(true);
                AttemptDialogue();                              
            }
        }
    }

    public void AttemptDialogue()
    {
        if (sentencesLeft > 0)
        {
            if (currentSentence == 0)
            {
                NextDialogue();
            }
            else if (Dialogue.text == sentences[currentSentence -1])
            {
                NextDialogue();
            }
        }
        else if (Dialogue.text == sentences[currentSentence - 1])
        {
            canvas.SetActive(false);
            E.SetActive(false);
        }
    }

    public void NextDialogue()
    {
        E.SetActive(false);
        Dialogue.text = "";
        StartCoroutine(Type());
        sentencesLeft -= 1;
        currentSentence += 1;
    }

    IEnumerator Type()
    {
        foreach(char letter in sentences[currentSentence].ToCharArray())
        {
            Dialogue.text += letter;
            yield return new WaitForSeconds(typingSpeed);
        }
    }

    void OnTriggerEnter2D()
    {
        if (sentencesLeft > 0)
        {
            canDialogue = true;
            if (currentSentence == 0)
            {
                E.SetActive(true);
            }
        }
        else
        {
            canvas.SetActive(false);
            E.SetActive(false);
        }
    }

    void OnTriggerExit2D()
    {
        canDialogue = false;
        E.SetActive(false);
    }

}

Developed by Tyler Sweppenhiser  "4AM"

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Clock : MonoBehaviour
{

 

    public Text hour;

    // Start is called before the first frame update
    void Start()
    {
        Invoke("Set11", 30f);
        Invoke("Set12", 60f);
        Invoke("Set1", 90f);
        Invoke("Set2", 120f);
        Invoke("Set3", 150f);
        Invoke("Set4", 180f);


        hour = GetComponent<Text>();
        hour.text = "10:00PM";

    }

    // sets the time to 11PM
    void Set11()
    {
        hour.text = "11:00PM";
    }


    void Set12()
    {
        hour.text = "12:00AM";
    }

    // sets the time to 11PM
    void Set1()
    {
        hour.text = "1:00AM";
    }

 

    // sets the time to 11PM
    void Set2()
    {
        hour.text = "2:00AM";
    }

 

    // sets the time to 11PM
    void Set3()
    {
        hour.text = "3:00AM";
    }

 

    // sets the time to 11PM
    void Set4()
    {
        hour.text = "4:00AM";
    }

 

}
 

Fill Bar Mechanics #1

Score System

Developed by Tyler Sweppenhiser for "4AM"

​

using UnityEngine;
using UnityEngine.UI;

public class DangerBar : MonoBehaviour
{

    // Unity UI References
    public Slider slider;

    // Slider's value
    public float currentValue = 0f;
    public float currentValueChange = 0f;

    public float countdown = 40f;


    void Start()
    {
        slider = GameObject.FindGameObjectWithTag("DangerSlider").GetComponent<Slider>();

    }

    void Update()
    {
        slider.value = currentValue;
        countdown -= Time.deltaTime;
        if (countdown <= 0)
        {
            Change(+.1f);
            countdown = 40f;
        }
        if (currentValue < 0)
        {
            currentValue = 0;
        }
        if (currentValue > 1)
        {
            currentValue = 1;
        }
        if (currentValue <= currentValueChange)
        {
            currentValue += 0.0001f;
        }

        if (currentValue >= currentValueChange)
        {
            currentValue -= 0.0001f;
        }

 

    }

    public void Change(float changeAmt)
    {
        currentValueChange += changeAmt;
    }
}

​

​

Developed by Tyler Sweppenhiser and Shane Tupler for "Digital Janitor"

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class ScoreScript : MonoBehaviour{

    public string sceneName;

    public Text ScoreText;
    public Text CorrectText;
    public Text MistakesText;
    public Text RoundText;

    public int ScoreValue = 0;
    public int MalwareRecycledScore;
    public int MalwareSecuredScore;
    public int PersonalFoldersSecuredScore;
    public int PersonalFoldersRecycledScore;
    public int CorrectSorts;
    public int MistakesMade;
    public int RoundCountScore;

    void Update()
    {
        DontDestroyOnLoad(gameObject);
        sceneName = SceneManager.GetActiveScene().name;
        if (sceneName == "MainScene")
        {
            // Saves variable data from various scripts in this script
            MalwareRecycledScore = Recycle.MalwareRecycled;
            MalwareSecuredScore = SecureDrive.MalwareSecured;
            PersonalFoldersSecuredScore = SecureDrive.PersonalFilesSecured;
            PersonalFoldersRecycledScore = Recycle.PersonalFoldersRecycle;
            RoundCountScore = SpawnFolders.waveCount;
        }
        if (sceneName == "Final")
        {
            CalculateScore();
        }
    }

    void CalculateScore()
    {
        ScoreText = GameObject.FindGameObjectWithTag("Score").GetComponent<Text>();
        CorrectText = GameObject.FindGameObjectWithTag("Correct").GetComponent<Text>();
        MistakesText = GameObject.FindGameObjectWithTag("Mistakes").GetComponent<Text>();
        RoundText = GameObject.FindGameObjectWithTag("Round").GetComponent<Text>();
        // Calculates and displays the score
        ScoreValue = (MalwareRecycledScore * 100) + (PersonalFoldersSecuredScore * 100) - (MalwareSecuredScore * 150) - (PersonalFoldersRecycledScore * 150);
        ScoreText.text = " Score: " + ScoreValue;
        // Calculates and displays the number of correct sorts
        CorrectSorts = MalwareRecycledScore + PersonalFoldersSecuredScore;
        CorrectText.text = "Files Sorted Correctly: " + CorrectSorts;
        // Calculates and displays the number of mistakes made
        MistakesMade = MalwareSecuredScore + PersonalFoldersRecycledScore;
        MistakesText.text = "Files Sorted Incorrectly: " + MistakesMade;
        // Displays the number of waves lasted
        RoundText.text = "Waves Lasted: " + RoundCountScore;
        Destroy(gameObject);
    }
}
 

Fill Bar Mechanics #2

Play Game Script

Developed by Tyler Sweppenhiser for "4AM"

​

using UnityEngine;
using UnityEngine.UI;

public class RadialFill : MonoBehaviour
{

    public Image fillImage;
    public Text displayText;


    protected float maxValue = 1f, minValue = 0f;

    public static float currentValueR = 1f;

    public float currentValueReference;
    
    void Start()
    {
        currentValueR = 0f;
    }


    void Update()
    {
        
    float fillPercentage = currentValueR / maxValue;
    fillImage.fillAmount = fillPercentage;
    displayText.text = (fillPercentage * 100).ToString("0.00") + "%";


      
        if (currentValueR < 0)
        {
            currentValueR = 0;
        }
        if (currentValueR > 1)
        {
            currentValueR = 1;
        }
        currentValueReference = currentValueR;


    }
}

​

Developed by Tyler Sweppenhiser for  "Digital Janitor"

​

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class PlayBack : MonoBehaviour
{
    public static bool isMouseOver = false;

    public void PlayGame()
    {
        isMouseOver = false;
        SceneManager.LoadScene("MainScene");
    }

    void OnMouseOver()
    {
        isMouseOver = true;
    }

    void OnMouseExit()
    {
        isMouseOver = false;
    }
}

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