Team Updates

We decided to upload our builds and the source code to a Google Drive, so it will be easier for people to find and download everything.

Windows Build

Mac Build

Source Code

E
Erick Divin
usingSystem.Collections;
usingSystem.Collections.Generic;
usingUnityEngine;
publicclassGameManager:MonoBehaviour
{
privateGameObjectsector1;
privateGameObjectsector2;
privateGameObjectsector3;
voidStart()
{
sector1=GameObject.Find("SectorInfo_1");
sector1.SetActiveRecursively(false);
sector2=GameObject.Find("SectorInfo_2");
sector2.SetActiveRecursively(false);
sector3=GameObject.Find("SectorInfo_3");
sector3.SetActiveRecursively(false);
}
publicvoidEnableSector1()
{
sector1.SetActiveRecursively(true);
}
publicvoidEnableSector2()
{
sector2.SetActiveRecursively(true);
}
publicvoidEnableSector3()
{
sector3.SetActiveRecursively(true);
}
publicvoidDisableSector1()
{
sector1.SetActiveRecursively(false);
}
publicvoidDisableSector2()
{
sector2.SetActiveRecursively(false);
}
publicvoidDisableSector3()
{
sector3.SetActiveRecursively(false);
}
// Update is called once per frame
//void Update()
// {
// }
//public void Sector1 ()
//{
//sector1.transform.SetActive(true);
//}
}
E
Erick Divin
Team Stream Item
E
Erick Divin
Team Stream Item
E
Erick Divin
Team Stream Item
E
Erick Divin
usingSystem.Collections;
usingSystem.Collections.Generic;
usingUnityEngine;
publicclassShipCollector:MonoBehaviour
{
privateGameObjectsattelite;
publicintcollectionstatus=0;
privateGameObjectCollectionMessage;
privateAnimatorcollectionAnimator;
publicboolcollect=false;
publicboolcollidertriggered=false;
publicstringVictory;
// Start is called before the first frame update
voidStart()
{
sattelite=GameObject.FindWithTag("Debris");
CollectionMessage=GameObject.FindWithTag("CollectionMessage");
collectionAnimator=CollectionMessage.GetComponent<Animator>();
}
// Update is called once per frame
voidUpdate()
{
}
voidOnTriggerEnter2D(Collider2Dother)
{
if(other.gameObject.CompareTag("CollectionArea"))
{
collect=true;
collectionstatus=0;
collecting();
/* collectionAnimator.SetInteger("Status", 1);
collectionAnimator.SetInteger("Status", 2);
collectionAnimator.SetInteger("Status", 3);
collectionAnimator.SetInteger("Status", 4);
collectionAnimator.SetInteger("Status", 5);
Destroy(sattelite);
*/
}
else{
collect=false;
}
}
voidOnTriggerExit2D(Collider2Dother)
{
if(other.gameObject.CompareTag("CollectionArea"))
{
collect=false;
collectionstatus=0;
collectionAnimator.SetInteger("Status",0);
}
}
privatevoidcollecting(){
if(collectionstatus<5&&collect==true){
collectionstatus++;
collectionAnimator.SetInteger("Status",collectionstatus);
}
elseif(collect==true){
Destroy(sattelite);
collect=false;
Application.LoadLevel(Victory);
}
Invoke("collecting",1f);
}
}
E
Erick Divin
Here goes our final version of the main menu
Here goes our final version of the main menu
E
Erick Divin
Our planning begins here!
Our planning begins here!
E
Erick Divin