Thursday, January 16, 2014

Menu Script

For the past week or more i have been editing and working on the menu script and pause in-game function along with having editable graphic changes and  audio control within game.


 var skin:GUISkin;
public var isActiveMouseLook;

private var gldepth = -0.5;
private var startTime = 0.1;

var mat:Material;

private var tris = 0;
private var verts = 0;
private var savedTimeScale:float;
private var pauseFilter;

private var showfps:boolean;
private var showtris:boolean;
private var showvtx:boolean;
private var showfpsgraph:boolean;

var lowFPSColor = Color.red;
var highFPSColor = Color.green;

var lowFPS = 30;
var highFPS = 50;

var start:GameObject;

var url = "unity.html";

var statColor:Color = Color.yellow;

var credits:String[]=[
"A JMC Games Production",
"NYX",
"Game Design and creation by",
"Simon Green, Matthew Gillett, Izzy Ashley, Joseph Rehgad",
"Audio edited and designed by",
"Justin Zorbas"] ;
var crediticons:Texture[];

enum Page {
None,Main,Options,Credits
}

private var currentPage:Page;

private var fpsarray:int[];
private var fps:float;

function Start() {
fpsarray = new int[Screen.width];
Time.timeScale = 1.0;
pauseFilter = Camera.main.GetComponent(SepiaToneEffect);
PauseGame();
}
+
function Update()
{
if(Input.GetKeyDown("p"))
{
isActiveMouseLook = GameObject.Find("Player");
isActiveMouseLook.GetComponent("MouseLook");
}
if(Input.GetKeyDown("o"))
{
isActiveMouseLook = GameObject.Find("Player").GetComponent("MouseLook");
}
}

function OnPostRender() {
if (showfpsgraph && mat != null) {
GL.PushMatrix ();
GL.LoadPixelMatrix();
for (var i = 0; i < mat.passCount; ++i)
{
mat.SetPass(i);
GL.Begin( GL.LINES );
for (var x=0; x<fpsarray.length; ++x) {
GL.Vertex3(x,fpsarray[x],gldepth);
}
GL.End();
}
GL.PopMatrix();
ScrollFPS();
}
}

function ScrollFPS() {
for (var x=1; x<fpsarray.length; ++x) {
fpsarray[x-1]=fpsarray[x];
}
if (fps < 1000) {
fpsarray[fpsarray.length-1]=fps;
}
}

static function IsDashboard() {
return Application.platform == RuntimePlatform.OSXDashboardPlayer;
}

static function IsBrowser() {
return (Application.platform == RuntimePlatform.WindowsWebPlayer ||
Application.platform == RuntimePlatform.OSXWebPlayer);
}

function LateUpdate () {
if (showfps || showfpsgraph) {
FPSUpdate();
}
if (Input.GetKeyDown("escape")) {
switch (currentPage) {
case Page.None: PauseGame(); break;
case Page.Main: if (!IsBeginning()) UnPauseGame(); break;
default: currentPage = Page.Main;
}
}
}

function OnGUI () {
if (skin != null) {
GUI.skin = skin;
}
ShowStatNums();
ShowLegal();
if (IsGamePaused()) {
GUI.color = statColor;
switch (currentPage) {
case Page.Main: PauseMenu(); break;
case Page.Options: ShowToolbar(); break;
case Page.Credits: ShowCredits(); break;
}
}
}

function ShowLegal() {
if (!IsLegal()) {
GUI.Label(Rect(Screen.width-100,Screen.height-20,90,20),
"https://www.facebook.com/nyxjmc");
}
}

function IsLegal() {
return !IsBrowser() ||
Application.absoluteURL.StartsWith("https://www.facebook.com/nyxjmc") ||
Application.absoluteURL.StartsWith("https://www.facebook.com/nyxjmc");
}

private var toolbarInt:int=0;
private var toolbarStrings: String[]= ["Audio","Graphics","Credits"];

function ShowToolbar() {
BeginPage(300,300);
toolbarInt = GUILayout.Toolbar (toolbarInt, toolbarStrings);
switch (toolbarInt) {
case 0: VolumeControl(); break;
//case 3: ShowDevice(); break;
case 1: Qualities(); QualityControl(); break;
//case 2: StatControl(); break;
case 2: ShowCredits(); break;
}
EndPage();
}

function ShowCredits() {
GUILayout.BeginVertical();
for (var credit in credits) {
GUILayout.Label(credit);
}
GUILayout.EndVertical();
}

function ShowBackButton() {
if (GUI.Button(Rect(20,Screen.height-50,50,20),"Back")) {
currentPage = Page.Main;
}
}

function ShowDevice() {
GUILayout.Label ("Unity player version "+Application.unityVersion);
GUILayout.Label("Graphics: "+SystemInfo.graphicsDeviceName+" "+
SystemInfo.graphicsMemorySize+"MB\n"+
SystemInfo.graphicsDeviceVersion+"\n"+
SystemInfo.graphicsDeviceVendor);
GUILayout.Label("Shadows: "+SystemInfo.supportsShadows);
GUILayout.Label("Image Effects: "+SystemInfo.supportsImageEffects);
GUILayout.Label("Render Textures: "+SystemInfo.supportsRenderTextures);
}

function Qualities() {
GUILayout.Label(QualitySettings.names[QualitySettings.GetQualityLevel()]);
}

function QualityControl() {
GUILayout.BeginHorizontal();
if (GUILayout.Button("Decrease")) {
QualitySettings.DecreaseLevel();
}
if (GUILayout.Button("Increase")) {
QualitySettings.IncreaseLevel();
}
GUILayout.EndHorizontal();
}

function VolumeControl() {
GUILayout.Label("Volume");
AudioListener.volume = GUILayout.HorizontalSlider(AudioListener.volume,0.0,1.0);
}

function StatControl() {
GUILayout.BeginHorizontal();
showfps = GUILayout.Toggle(showfps,"FPS");
showtris = GUILayout.Toggle(showtris,"Triangles");
showvtx = GUILayout.Toggle(showvtx,"Vertices");
showfpsgraph = GUILayout.Toggle(showfpsgraph,"FPS Graph");
GUILayout.EndHorizontal();
}

function FPSUpdate() {
var delta = Time.smoothDeltaTime;
if (!IsGamePaused() && delta !=0.0) {
fps = 1 / delta;
}
}

function ShowStatNums() {
GUILayout.BeginArea(Rect(Screen.width-100,10,100,200));
if (showfps) {
var fpsString= fps.ToString ("#,##0 fps");
GUI.color = Color.Lerp(lowFPSColor, highFPSColor,(fps-lowFPS)/(highFPS-lowFPS));
GUILayout.Label (fpsString);
}
if (showtris || showvtx) {
GetObjectStats();
GUI.color = statColor;
}
if (showtris) {
GUILayout.Label (tris+"tri");
}
if (showvtx) {
GUILayout.Label (verts+"vtx");
}
GUILayout.EndArea();
}

function BeginPage(width,height) {
GUILayout.BeginArea(Rect((Screen.width-width)/2,(Screen.height-height)/2,width,height));
}

function EndPage() {
GUILayout.EndArea();
if (currentPage != Page.Main) {
ShowBackButton();
}
}

function IsBeginning() {
return Time.time < startTime;
}

function PauseMenu() {
BeginPage(200,200);
if (GUILayout.Button (IsBeginning() ? "Play" : "Continue")) {
UnPauseGame();

}
if (GUILayout.Button ("Options")) {
currentPage = Page.Options;
}
if (IsBrowser() && !IsBeginning() && GUILayout.Button ("Restart")) {
Application.OpenURL(url);
}
EndPage();
}

function GetObjectStats() {
verts = 0;
tris = 0;
var ob = FindObjectsOfType(GameObject);
for (var obj in ob) {
GetObjectStats(obj);
}
}

function GetObjectStats(object) {
var filters : Component[];
filters = object.GetComponentsInChildren(MeshFilter);
for( var f : MeshFilter in filters )
{
tris += f.sharedMesh.triangles.Length/3;
verts += f.sharedMesh.vertexCount;
}
}

function PauseGame() {
savedTimeScale = Time.timeScale;
Time.timeScale = 0;
AudioListener.pause = true;
if (pauseFilter) pauseFilter.enabled = true;
currentPage = Page.Main;
}

function UnPauseGame() {
Time.timeScale = savedTimeScale;
AudioListener.pause = false;
if (pauseFilter) pauseFilter.enabled = false;
currentPage = Page.None;
if (IsBeginning() && start != null) {
start.active = true;
}
}

function IsGamePaused() {
return Time.timeScale==0;

}

function OnApplicationPause(pause:boolean) {
if (IsGamePaused()) {
AudioListener.pause = true;
GameObject.Find("Player").GetComponent(MouseLook).SetActive(true);
}
}

Wednesday, December 4, 2013

Thursday, November 28, 2013

spent today fixing up texture sizes bringing the file size of the game down and created obj holders for everything with the same textures to reduce the drawcall of the game.

Wednesday, November 27, 2013

Scene

showing off the hard work still needs tweaks but is very close i feel when we start the lighting for this game it will bring it a lot more life.




Working with floor, Walls and Roof textures

For the past week and a bit i  have been working and tweaking with tiling textures so that i could save on texture data size for the game, after quite a few tutorials on how to produce dirt and or old decay feel to my textures i think my view and knowledge in Photoshop has improved dramatically in the past week.

Thursday, November 7, 2013

Building It Up

been working on building this room up for one of the main stage areas where you will encounter the boss of our horror game



Monday, November 4, 2013