A new AudioManager Method triggers a signal which is received by every ManageableAudio instance. If the causer of the signal is the same transform as the parent of the ManageableAudio, a change in AudioEffects is caused. |
||
|---|---|---|
| .vscode | ||
| Assets | ||
| Packages | ||
| ProjectSettings | ||
| .gitignore | ||
| .vsconfig | ||
| README.md | ||
| space smash out.code-workspace | ||
When using this repo a game can be started from the Unity Editor, by starting the GameManagement scene from the Assets/Scenes folder. The GameManager is a sort of bootloader, which sets up all the other managers and orchestrates the match start process.
Once the main menu is loaded, the only real option is to start a local 1v1 match. For now I'm using the SlimUI Unity store asset as the main menu. Starting this match (using the button in SlimUI) sets off the async scene loading, transition to the arena camera and match setup in the GameManager.
The GameManager provides a method which invokes an event once a specific scene has been loaded. Here I'm using that to trigger a camera transition once the arena scene was loaded.
After the camera transition the InGameUI scene is loaded additively, after that the match setup process in the GameManager is started.
To look into this process see: Assets\SlimUI\Modern Menu 1\Scripts\Managers\SlimUIMainMenu Line 162 onwards Assets\Scripts\Managers\GameManager Line 176 onwards
Also noteworthy is the ship movement logic in which I change the flying behavior and gravity for the ship depending which zone it is in and also the shader for the ripple effect of the inner/green/nimble zone, which is an older BRP ripple shader converted to URP (in code not shader graph), featuring up to 5 simulateously animated ripples.