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Sound effects added, enemy no worki why naut. loading is pain

Priz 4 日 前
コミット
2e6f414006
78 ファイル変更3321 行追加538 行削除
  1. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/Darth_Artisan/Free_Trees/Meshes/Materials/Free_Tree.mat
  2. 58 4
      GAMEN3-ValleyRunner_SanTi036/Assets/Darth_Artisan/Free_Trees/Meshes/Materials/No Name.mat
  3. 1 1
      GAMEN3-ValleyRunner_SanTi036/Assets/Darth_Artisan/Free_Trees/Prefabs/Fir_Tree.prefab
  4. 1 1
      GAMEN3-ValleyRunner_SanTi036/Assets/Darth_Artisan/Free_Trees/Prefabs/Palm_Tree.prefab
  5. 1 1
      GAMEN3-ValleyRunner_SanTi036/Assets/Darth_Artisan/Free_Trees/Prefabs/Poplar_Tree.prefab
  6. 1 0
      GAMEN3-ValleyRunner_SanTi036/Assets/Prefabs/Energy Orb.prefab
  7. 1 145
      GAMEN3-ValleyRunner_SanTi036/Assets/Scenes/Game.unity
  8. 0 129
      GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/Enemy.cs
  9. 0 2
      GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/Enemy.cs.meta
  10. 212 0
      GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/EnemyAI.cs
  11. 2 0
      GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/EnemyAI.cs.meta
  12. 15 2
      GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/EnergyOrb.cs
  13. 43 10
      GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/GameManager.cs
  14. 22 18
      GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/LoadingManager.cs
  15. 3 3
      GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/OrbSpawner.cs
  16. 24 2
      GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/PauseMenu.cs
  17. 56 1
      GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/PlayerController.cs
  18. 8 16
      GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/SaveData.cs
  19. 0 31
      GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/SaveSystem.cs
  20. 1 1
      GAMEN3-ValleyRunner_SanTi036/Assets/Skybox.mat
  21. 1 1
      GAMEN3-ValleyRunner_SanTi036/Assets/Sound.meta
  22. BIN
      GAMEN3-ValleyRunner_SanTi036/Assets/Sound/107624__stintx__running02.wav
  23. 23 0
      GAMEN3-ValleyRunner_SanTi036/Assets/Sound/107624__stintx__running02.wav.meta
  24. BIN
      GAMEN3-ValleyRunner_SanTi036/Assets/Sound/138476__justinvoke__steptap.wav
  25. 23 0
      GAMEN3-ValleyRunner_SanTi036/Assets/Sound/138476__justinvoke__steptap.wav.meta
  26. BIN
      GAMEN3-ValleyRunner_SanTi036/Assets/Sound/146723__leszek_szary__coin-object.wav
  27. 23 0
      GAMEN3-ValleyRunner_SanTi036/Assets/Sound/146723__leszek_szary__coin-object.wav.meta
  28. BIN
      GAMEN3-ValleyRunner_SanTi036/Assets/Sound/268758__deleted_user_5093904__footsteps.wav
  29. 23 0
      GAMEN3-ValleyRunner_SanTi036/Assets/Sound/268758__deleted_user_5093904__footsteps.wav.meta
  30. BIN
      GAMEN3-ValleyRunner_SanTi036/Assets/Sound/795480__flavioconcini__musical-composition.mp3
  31. 23 0
      GAMEN3-ValleyRunner_SanTi036/Assets/Sound/795480__flavioconcini__musical-composition.mp3.meta
  32. 67 4
      GAMEN3-ValleyRunner_SanTi036/Assets/YughuesFreeBushes2018/Materials/M_Bush01.mat
  33. 67 4
      GAMEN3-ValleyRunner_SanTi036/Assets/YughuesFreeBushes2018/Materials/M_Bush02.mat
  34. 67 4
      GAMEN3-ValleyRunner_SanTi036/Assets/YughuesFreeBushes2018/Materials/M_Bush03.mat
  35. 67 4
      GAMEN3-ValleyRunner_SanTi036/Assets/YughuesFreeBushes2018/Materials/M_Bush04.mat
  36. 67 4
      GAMEN3-ValleyRunner_SanTi036/Assets/YughuesFreeBushes2018/Materials/M_Bush05.mat
  37. 63 6
      GAMEN3-ValleyRunner_SanTi036/Assets/YughuesFreeBushes2018/demo/Ground.mat
  38. 56 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/brick_01.mat
  39. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/brick_01_s.mat
  40. 57 4
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/door_01.mat
  41. 72 4
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/door_01_s.mat
  42. 56 4
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/floor_01.mat
  43. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/floor_01_s.mat
  44. 61 6
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/glass_01.mat
  45. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/glass_01_s.mat
  46. 62 5
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/glass_02.mat
  47. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/glass_02_s.mat
  48. 58 4
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/grey_01.mat
  49. 60 6
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/grid_01.mat
  50. 56 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/oldMetal_01.mat
  51. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/oldMetal_01_s.mat
  52. 56 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/oldWood_01.mat
  53. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/oldWood_01_s.mat
  54. 56 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/roof_02.mat
  55. 58 4
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/roof_02_s.mat
  56. 58 4
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/roughWood_01.mat
  57. 58 4
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/roughWood_01_s.mat
  58. 57 4
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/smoothStone_01.mat
  59. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/smoothStone_01_s.mat
  60. 56 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/smoothStone_02.mat
  61. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/smoothStone_02_s.mat
  62. 56 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/timber_01.mat
  63. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/timber_01_s.mat
  64. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/topFloor_01.mat
  65. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPLanks_05_s.mat
  66. 56 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_02.mat
  67. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_02_s.mat
  68. 56 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_03.mat
  69. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_03_s.mat
  70. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_04.mat
  71. 56 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_05.mat
  72. 56 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_06.mat
  73. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_06_s.mat
  74. 56 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/wood_02.mat
  75. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/wood_02_s.mat
  76. 57 4
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/wood_02b.mat
  77. 57 3
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/wood_02b_s.mat
  78. 2 4
      GAMEN3-ValleyRunner_SanTi036/ProjectSettings/QualitySettings.asset

+ 57 - 3
GAMEN3-ValleyRunner_SanTi036/Assets/Darth_Artisan/Free_Trees/Meshes/Materials/Free_Tree.mat

@@ -1,5 +1,18 @@
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 Material:
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@@ -8,7 +21,7 @@ Material:
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
   m_Name: Free_Tree
-  m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+  m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
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@@ -18,12 +31,18 @@ Material:
   m_EnableInstancingVariants: 0
   m_DoubleSidedGI: 0
   m_CustomRenderQueue: -1
-  stringTagMap: {}
-  disabledShaderPasses: []
+  stringTagMap:
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@@ -60,12 +79,39 @@ Material:
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+        m_Scale: {x: 1, y: 1}
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+    - unity_Lightmaps:
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+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - unity_LightmapsInd:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - unity_ShadowMasks:
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+        m_Scale: {x: 1, y: 1}
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     - _GlossMapScale: 1
     - _Glossiness: 0
     - _GlossyReflections: 1
@@ -73,13 +119,21 @@ Material:
     - _Mode: 0
     - _OcclusionStrength: 1
     - _Parallax: 0.02
+    - _QueueOffset: 0
+    - _ReceiveShadows: 1
+    - _Smoothness: 0
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     - _SpecularHighlights: 1
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     - _ZWrite: 1
     m_Colors:
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     - _Color: {r: 0.8, g: 0.8, b: 0.8, a: 1}
     - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+    - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
   m_BuildTextureStacks: []
   m_AllowLocking: 1

+ 58 - 4
GAMEN3-ValleyRunner_SanTi036/Assets/Darth_Artisan/Free_Trees/Meshes/Materials/No Name.mat

@@ -1,5 +1,18 @@
 %YAML 1.1
 %TAG !u! tag:unity3d.com,2011:
+--- !u!114 &-5287042627476609291
+MonoBehaviour:
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+  m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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 --- !u!21 &2100000
 Material:
   serializedVersion: 8
@@ -8,7 +21,7 @@ Material:
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
   m_Name: No Name
-  m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+  m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
   m_Parent: {fileID: 0}
   m_ModifiedSerializedProperties: 0
   m_ValidKeywords:
@@ -18,12 +31,18 @@ Material:
   m_EnableInstancingVariants: 0
   m_DoubleSidedGI: 0
   m_CustomRenderQueue: -1
-  stringTagMap: {}
-  disabledShaderPasses: []
+  stringTagMap:
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+  disabledShaderPasses:
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   m_LockedProperties: 
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     serializedVersion: 3
     m_TexEnvs:
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@@ -60,12 +79,39 @@ Material:
         m_Texture: {fileID: 0}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
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+    - _EnvironmentReflections: 1
     - _GlossMapScale: 1
     - _Glossiness: 0.5
     - _GlossyReflections: 1
@@ -73,13 +119,21 @@ Material:
     - _Mode: 0
     - _OcclusionStrength: 1
     - _Parallax: 0.02
+    - _QueueOffset: 0
+    - _ReceiveShadows: 1
+    - _Smoothness: 0.5
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     - _SpecularHighlights: 1
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     m_Colors:
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   m_BuildTextureStacks: []
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+ 1 - 1
GAMEN3-ValleyRunner_SanTi036/Assets/Darth_Artisan/Free_Trees/Prefabs/Fir_Tree.prefab

@@ -65,7 +65,7 @@ MeshRenderer:
   m_RenderingLayerMask: 1
   m_RendererPriority: 0
   m_Materials:
-  - {fileID: 2100000, guid: 7ab977a21c92388468ee65ad1c0e5a78, type: 2}
+  - {fileID: 2100000, guid: af65c0942482e46aeb256506726ff0f7, type: 2}
   m_StaticBatchInfo:
     firstSubMesh: 0
     subMeshCount: 0

+ 1 - 1
GAMEN3-ValleyRunner_SanTi036/Assets/Darth_Artisan/Free_Trees/Prefabs/Palm_Tree.prefab

@@ -65,7 +65,7 @@ MeshRenderer:
   m_RenderingLayerMask: 1
   m_RendererPriority: 0
   m_Materials:
-  - {fileID: 2100000, guid: 7ab977a21c92388468ee65ad1c0e5a78, type: 2}
+  - {fileID: 2100000, guid: af65c0942482e46aeb256506726ff0f7, type: 2}
   m_StaticBatchInfo:
     firstSubMesh: 0
     subMeshCount: 0

+ 1 - 1
GAMEN3-ValleyRunner_SanTi036/Assets/Darth_Artisan/Free_Trees/Prefabs/Poplar_Tree.prefab

@@ -65,7 +65,7 @@ MeshRenderer:
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   m_RendererPriority: 0
   m_Materials:
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   m_StaticBatchInfo:
     firstSubMesh: 0
     subMeshCount: 0

+ 1 - 0
GAMEN3-ValleyRunner_SanTi036/Assets/Prefabs/Energy Orb.prefab

@@ -123,3 +123,4 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   ID: 
   Collected: 0
+  pickupSound: {fileID: 8300000, guid: 25260d4ae193c9f4c91f0565694bf56a, type: 3}

ファイルの差分が大きいため隠しています
+ 1 - 145
GAMEN3-ValleyRunner_SanTi036/Assets/Scenes/Game.unity


+ 0 - 129
GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/Enemy.cs

@@ -1,129 +0,0 @@
-using UnityEngine;
-using UnityEngine.AI;
-
-public class Enemy : MonoBehaviour
-{
-    public NavMeshAgent agent;
-
-    public Transform player;
-
-    public LayerMask whatIsGround, whatIsPlayer;
-
-    public float health;
-
-    //Patroling
-    public Vector3 walkPoint;
-    bool walkPointSet;
-    public float walkPointRange;
-
-    //Attacking
-    public float timeBetweenAttacks;
-    bool alreadyAttacked;
-    public GameObject projectile;
-
-    //States
-    public float sightRange, attackRange;
-    public bool playerInSightRange, playerInAttackRange;
-
-    private void Awake()
-    {
-        player = GameObject.Find("PlayerObj").transform;
-        agent = GetComponent<NavMeshAgent>();
-    }
-
-    private void Update()
-    {
-        //Check for sight and attack range
-        playerInSightRange = Physics.CheckSphere(transform.position, sightRange, whatIsPlayer);
-        playerInAttackRange = Physics.CheckSphere(transform.position, attackRange, whatIsPlayer);
-
-        if (!playerInSightRange && !playerInAttackRange) Patroling();
-        if (playerInSightRange && !playerInAttackRange) ChasePlayer();
-        if (playerInAttackRange && playerInSightRange) AttackPlayer();
-    }
-
-    private void Patroling()
-    {
-        if (!walkPointSet) SearchWalkPoint();
-
-        if (walkPointSet)
-            agent.SetDestination(walkPoint);
-
-        Vector3 distanceToWalkPoint = transform.position - walkPoint;
-
-        //Walkpoint reached
-        if (distanceToWalkPoint.magnitude < 1f)
-            walkPointSet = false;
-    }
-    private void SearchWalkPoint()
-    {
-        //Calculate random point in range
-        float randomZ = Random.Range(-walkPointRange, walkPointRange);
-        float randomX = Random.Range(-walkPointRange, walkPointRange);
-
-        walkPoint = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ);
-
-        if (Physics.Raycast(walkPoint, -transform.up, 2f, whatIsGround))
-            walkPointSet = true;
-    }
-
-    private void ChasePlayer()
-    {
-        agent.SetDestination(player.position);
-    }
-
-    private void AttackPlayer()
-    {
-        //Make sure enemy doesn't move
-        agent.SetDestination(transform.position);
-
-        transform.LookAt(player);
-
-        if (!alreadyAttacked)
-        {
-            ///Attack code here
-            Rigidbody rb = Instantiate(projectile, transform.position, Quaternion.identity).GetComponent<Rigidbody>();
-            rb.AddForce(transform.forward * 32f, ForceMode.Impulse);
-            rb.AddForce(transform.up * 8f, ForceMode.Impulse);
-            ///End of attack code
-
-            alreadyAttacked = true;
-            Invoke(nameof(ResetAttack), timeBetweenAttacks);
-        }
-    }
-    private void ResetAttack()
-    {
-        alreadyAttacked = false;
-    }
-
-    public void TakeDamage(int damage)
-    {
-        health -= damage;
-
-        if (health <= 0) Invoke(nameof(DestroyEnemy), 0.5f);
-    }
-    private void DestroyEnemy()
-    {
-        Destroy(gameObject);
-    }
-
-    private void OnDrawGizmosSelected()
-    {
-        Gizmos.color = Color.red;
-        Gizmos.DrawWireSphere(transform.position, attackRange);
-        Gizmos.color = Color.yellow;
-        Gizmos.DrawWireSphere(transform.position, sightRange);
-    }
-
-    // Save this enemy state
-    /*public EnemyData GetSaveData()
-    {
-        return new EnemyData(enemyID, transform.position, currentState);
-    }*/
-
-    // Load this enemy state
-    public void LoadData(EnemyData data)
-    {
-        transform.position = data.position;
-    }
-}

+ 0 - 2
GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/Enemy.cs.meta

@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: 2e0c0ba923175d1488c2a07685c486e4

+ 212 - 0
GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/EnemyAI.cs

@@ -0,0 +1,212 @@
+using UnityEngine;
+using UnityEngine.AI;
+using System.Collections;
+
+public class EnemyAI : MonoBehaviour
+{
+    [Header("ID (for save/load)")]
+    public string enemyID;
+
+    [Header("References")]
+    public NavMeshAgent agent;
+    public Transform player;
+
+    [Header("Detection")]
+    public float detectionRadius = 10f;
+    public float attackRange = 2f;
+    public float losePlayerDistance = 15f;
+
+    [Header("Patrol")]
+    public Transform[] patrolPoints;
+    private int patrolIndex;
+    private Vector3 patrolStartPosition;
+
+    [Header("State")]
+    public EnemyState currentState;
+
+    private bool isInitialized = false;
+
+
+    void Awake()
+    {
+        if (string.IsNullOrEmpty(enemyID))
+            enemyID = "Enemy_" + System.Guid.NewGuid();
+
+        if (!agent) agent = GetComponent<NavMeshAgent>();
+
+        patrolStartPosition = transform.position;
+    }
+
+    void Start()
+    {
+
+        Debug.Log($"Enemy {enemyID} agent enabled: {agent.enabled}");
+        Debug.Log($"On NavMesh: {agent.isOnNavMesh}");
+        Debug.Log($"Has patrol points: {patrolPoints.Length}");
+
+        if (!player)
+            player = GameObject.FindGameObjectWithTag("Player").transform;
+
+    }
+
+    void Update()
+    {
+        if (!isInitialized) return;
+
+        switch (currentState)
+        {
+            case EnemyState.Patrolling:
+                UpdatePatrol();
+                break;
+            case EnemyState.Chasing:
+                UpdateChase();
+                break;
+            case EnemyState.Attacking:
+                UpdateAttack();
+                break;
+            case EnemyState.Returning:
+                UpdateReturn();
+                break;
+        }
+    }
+
+
+    // STATES 
+
+    void SetState(EnemyState newState)
+    {
+        currentState = newState;
+
+        switch (newState)
+        {
+            case EnemyState.Patrolling:
+                GoToNextPatrolPoint();
+                break;
+
+            case EnemyState.Returning:
+                agent.SetDestination(patrolStartPosition);
+                break;
+        }
+    }
+
+    void UpdatePatrol()
+    {
+        DetectPlayer();
+
+        if (!agent.pathPending && agent.remainingDistance < 0.5f)
+        {
+            GoToNextPatrolPoint();
+        }
+    }
+
+    void UpdateChase()
+    {
+        float dist = Vector3.Distance(transform.position, player.position);
+
+        agent.SetDestination(player.position);
+
+        if (dist <= attackRange)
+        {
+            SetState(EnemyState.Attacking);
+        }
+        else if (dist > losePlayerDistance)
+        {
+            SetState(EnemyState.Returning);
+        }
+    }
+
+    void UpdateAttack()
+    {
+        float dist = Vector3.Distance(transform.position, player.position);
+
+        agent.ResetPath();
+
+        // TODO: Knockback / damage logic here
+
+        if (dist > attackRange)
+        {
+            SetState(EnemyState.Chasing);
+        }
+    }
+
+    void UpdateReturn()
+    {
+        DetectPlayer();
+
+        if (!agent.pathPending && agent.remainingDistance < 0.5f)
+        {
+            SetState(EnemyState.Patrolling);
+        }
+    }
+
+    // HOW
+
+    void DetectPlayer()
+    {
+        float dist = Vector3.Distance(transform.position, player.position);
+        if (dist <= detectionRadius)
+        {
+            SetState(EnemyState.Chasing);
+        }
+    }
+
+    void GoToNextPatrolPoint()
+    {
+        if (patrolPoints.Length == 0) return;
+
+        agent.SetDestination(patrolPoints[patrolIndex].position);
+        patrolIndex = (patrolIndex + 1) % patrolPoints.Length;
+    }
+
+    // SAVE / LOAD LOGIC
+
+    public EnemyData GetSaveData()
+    {
+        return new EnemyData
+        {
+            id = enemyID,
+            position = transform.position,
+            state = currentState
+        };
+    }
+
+    public void LoadFromData(EnemyData data)
+    {
+        agent.Warp(data.position); // NEED THIS FOR THE NAVMESHHHH
+        SetState(data.state);
+    }
+
+
+    public void InitializeFromSaveOrDefault(EnemyData data = null)
+    {
+        agent.enabled = false;
+
+        if (data != null)
+        {
+            transform.position = data.position;
+            currentState = data.state;
+        }
+
+        agent.enabled = true;
+
+        StartCoroutine(EnableAfterNavMesh());
+    }
+
+    private IEnumerator EnableAfterNavMesh()
+    {
+        yield return null;
+
+        if (!agent.isOnNavMesh)
+        {
+            Debug.LogWarning($"Enemy {enemyID} not on NavMesh!");
+            yield break;
+        }
+
+        isInitialized = true;
+        SetState(currentState == EnemyState.Attacking
+            ? EnemyState.Chasing
+            : currentState);
+    }
+
+
+}

+ 2 - 0
GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/EnemyAI.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: c8b60823d6e1e7f4d893bea02dc5b217

+ 15 - 2
GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/EnergyOrb.cs

@@ -6,15 +6,28 @@ public class EnergyOrb : MonoBehaviour
     public string ID;  // unique ID for each of this orb
     public bool Collected = false;
 
+    [Header("Sound")]
+    public AudioClip pickupSound;   // assign your .wav in the inspector
+    public float volume = 1f;
+
     private void OnTriggerEnter(Collider other)
     {
         if (other.CompareTag("Player") && !Collected)
         {
             Collected = true;
-            gameObject.SetActive(false);
 
-            // Send the GameManager that its been collected
+            // Play the pickup sound without needing the orb to stay active
+            if (pickupSound != null)
+            {
+                // Play from the main camera (or any object that won't be disabled)
+                AudioSource.PlayClipAtPoint(pickupSound, Camera.main.transform.position, volume);
+            }
+
+            // Send the GameManager that it's been collected
             GameManager.Instance.CollectOrb();
+
+            // Deactivate the orb
+            gameObject.SetActive(false);
         }
     }
 }

+ 43 - 10
GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/GameManager.cs

@@ -182,13 +182,16 @@ public class GameManager : MonoBehaviour
     {
         SaveData data = new SaveData();
 
+        // Player
         data.playerPosition = player.transform.position;
         data.playerRotation = player.transform.rotation;
         data.stamina = player.Stamina;
 
+        // Time / orbs
         data.orbsCollected = collectedOrbs;
         data.remainingTime = timeRemaining;
 
+        // Orbs
         data.orbs.Clear();
         foreach (var orb in allOrbs)
         {
@@ -199,6 +202,13 @@ public class GameManager : MonoBehaviour
             });
         }
 
+        // ENEMIES (THIS IS WHERE IT GOES)
+        data.enemies.Clear();
+        foreach (EnemyAI enemy in FindObjectsOfType<EnemyAI>())
+        {
+            data.enemies.Add(enemy.GetSaveData());
+        }
+
         return data;
     }
 
@@ -206,36 +216,58 @@ public class GameManager : MonoBehaviour
 
 
 
+
+
     public void LoadGame(SaveData data)
     {
         if (data == null) return;
-        StartCoroutine(LoadPlayerNextFrame(data));
+        StartCoroutine(LoadGameNextFrame(data));
     }
 
-    private IEnumerator LoadPlayerNextFrame(SaveData data)
+    public IEnumerator LoadGameNextFrame(SaveData data)
     {
-        yield return new WaitForEndOfFrame(); // wait for the scene too finish
+        yield return new WaitForEndOfFrame(); // wait for scene & map to generate
+
+        // Restore procedural map seed
+        WorldSettings.seed = data.worldSeed;
+        WorldSettings.generateNewWorld = false;
+
+        // In LoadGameNextFrame or directly in PauseMenu
+        Rigidbody rb = player.GetComponent<Rigidbody>();
+        if (rb != null)
+        {
+            rb.position = data.playerPosition; // directly sets physics position
+            rb.rotation = data.playerRotation;
+            rb.linearVelocity = Vector3.zero; // reset velocity
+        }
+        else
+        {
+            player.transform.position = data.playerPosition;
+            player.transform.rotation = data.playerRotation;
+        }
+        player.Stamina = data.stamina;
 
-        // Restore the player position and rotation
+
+        // Player
         player.transform.position = data.playerPosition;
         player.transform.rotation = data.playerRotation;
-
-        // Restore the stamina
         player.Stamina = data.stamina;
 
-        // Restore the timer
+        // Timer
         timeRemaining = data.remainingTime;
         UpdateTimerUI();
 
-        // Restore all of the orbs
+        // Orbs
+        collectedOrbs = data.orbsCollected;
         for (int i = 0; i < allOrbs.Count; i++)
         {
+            if (i >= data.orbs.Count) break;
             allOrbs[i].Collected = data.orbs[i].collected;
             allOrbs[i].gameObject.SetActive(!data.orbs[i].collected);
         }
-        
-        collectedOrbs = data.orbsCollected;
         UpdateOrbUI();
+
+        Debug.Log("Game Loaded!");
     }
 
 
@@ -246,4 +278,5 @@ public class GameManager : MonoBehaviour
 
 
 
+
 }

+ 22 - 18
GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/LoadingManager.cs

@@ -88,36 +88,40 @@ public class LoadingManager : MonoBehaviour
 
         if (loadSave)
         {
-            SaveData data = SaveSystem.Load();
-            if (data != null && GameManager.Instance != null)
+            SaveData data = SaveSystem.Load(); // load JSON file
+            if (data != null)
             {
-                GameManager.Instance.LoadGame(data); // restore last save (not fully implemented)
+                // Wait one frame to ensure GameManager is awake
+                yield return null;
+
+                if (GameManager.Instance == null) Debug.LogError("GameManager not found on scene load!");
+
+
+                if (GameManager.Instance != null)
+                {
+                    GameManager.Instance.LoadGame(data);
+                }
+                else
+                {
+                    Debug.LogWarning("No GameManager found! Starting new game.");
+                }
             }
             else
             {
-                Debug.LogWarning("No save file found! Starting new game instead.");
+                Debug.LogWarning("No save file found! Starting new game.");
                 GameManager.Instance.StartNewGame();
             }
         }
+        else
+        {
+            GameManager.Instance.StartNewGame();
+        }
+
 
 
     }
 
     public static SaveData currentSave;
 
-    /*private static void LoadEnemies(SaveData saveData)
-    {
-        Enemy[] enemies = GameObject.FindObjectsOfType<Enemy>();
-
-        foreach (var enemy in enemies)
-        {
-            // find matching enemy by ID
-            EnemyData data = saveData.enemies.Find(e => e.id == enemy.enemyID);
-            if (data != null)
-            {
-                enemy.LoadData(data);
-            }
-        }
-    }*/
 
 }

+ 3 - 3
GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/OrbSpawner.cs

@@ -5,11 +5,11 @@ using System.Collections.Generic;
 public class OrbSpawner : MonoBehaviour
 {
     [Header("Spawn Settings")]
-    public GameObject orbPrefab; // Assign your EnergyOrb prefab here
+    public GameObject orbPrefab; // Assigning the EnergyOrb prefab here
     public int numberOfOrbsToSpawn = 20;
     public Vector2 spawnAreaSize = new Vector2(200, 200); // How wide the spread is
     public float heightOffset = 1.0f; // How high above the ground the orb floats
-    public LayerMask terrainLayer; // Assign the layer your Terrain/Map is on
+    public LayerMask terrainLayer; 
 
     [Header("Raycast Settings")]
     public float raycastStartHeight = 500f; // Start looking from this height
@@ -23,7 +23,7 @@ public class OrbSpawner : MonoBehaviour
 
     IEnumerator SpawnOrbsRoutine()
     {
-        // Optional: Wait for map generator if it's slow
+        // Wait for map generator if it's slow
         yield return new WaitForSecondsRealtime(0.5f);
 
 

+ 24 - 2
GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/PauseMenu.cs

@@ -43,14 +43,36 @@ public class PauseMenu : MonoBehaviour
 
     public void SaveGame()
     {
-        Debug.Log("Save");
+        if (GameManager.Instance != null)
+        {
+            SaveData data = GameManager.Instance.CreateSaveData();
+            SaveSystem.Save(data);
+            Debug.Log("Game Saved!");
+            Debug.Log("Saving to: " + Application.persistentDataPath + "/save.json");
+
+        }
     }
 
+
+
     public void LoadGame()
     {
-        Debug.Log("Load");
+        SaveData data = SaveSystem.Load();
+        if (data == null) return;
+
+        if (GameManager.Instance != null)
+        {
+            // Call the coroutine on the instance of GameManager
+            GameManager.Instance.StartCoroutine(GameManager.Instance.LoadGameNextFrame(data));
+            Debug.Log("Pause menu load triggered.");
+        }
+        else
+        {
+            Debug.LogError("GameManager instance not found!");
+        }
     }
 
+
     public void ReturnToMainMenu()
     {
         Time.timeScale = 1f;

+ 56 - 1
GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/PlayerController.cs

@@ -27,6 +27,18 @@ public class PlayerController : MonoBehaviour
     private Vector3 velocity;
     private bool isGrounded;
 
+    [Header("Footstep Sounds")]
+    public AudioSource footstepSource;
+    public AudioClip[] walkClips;
+    public AudioClip[] runClips;
+
+    [Header("Footstep Timing")]
+    public float walkStepInterval = 0.5f;
+    public float runStepInterval = 0.3f;
+
+    private float stepTimer = 0f;
+
+
     void Start()
     {
         controller = GetComponent<CharacterController>();
@@ -41,7 +53,7 @@ public class PlayerController : MonoBehaviour
         bool isMoving = (x != 0 || y != 0);
         bool isSprinting = Input.GetKey(KeyCode.LeftShift);
 
-        if (!isMoving && !isSprinting && Stamina < maxStamina)
+        if (!isMoving && Stamina < maxStamina)
         {
             regenTimer += Time.deltaTime;
 
@@ -107,6 +119,26 @@ public class PlayerController : MonoBehaviour
 
         controller.Move(move * currentSpeed * Time.deltaTime);
 
+        bool isMoving = move.magnitude > 0.1f && isGrounded;
+
+        if (isMoving)
+        {
+            stepTimer += Time.deltaTime;
+
+            float interval = (currentSpeed == sprintSpeed) ? runStepInterval : walkStepInterval;
+
+            if (stepTimer >= interval)
+            {
+                PlayFootstep();
+                stepTimer = 0f;
+            }
+        }
+        else
+        {
+            stepTimer = 0f; // reset when not moving
+        }
+
+
         // Jumping
         if (Input.GetButtonDown("Jump") && isGrounded)
         {
@@ -116,4 +148,27 @@ public class PlayerController : MonoBehaviour
         velocity.y += gravity * Time.deltaTime;
         controller.Move(velocity * Time.deltaTime);
     }
+
+    void PlayFootstep()
+    {
+        if (footstepSource == null) return;
+
+        AudioClip clip;
+
+        if (currentSpeed == sprintSpeed && runClips.Length > 0)
+        {
+            clip = runClips[Random.Range(0, runClips.Length)];
+        }
+        else if (walkClips.Length > 0)
+        {
+            clip = walkClips[Random.Range(0, walkClips.Length)];
+        }
+        else
+        {
+            return;
+        }
+
+        footstepSource.PlayOneShot(clip);
+    }
+
 }

+ 8 - 16
GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/SaveData.cs

@@ -36,22 +36,6 @@ public class OrbData
     public bool collected;
 }
 
-[Serializable]
-public class EnemyData
-{
-    public string id;           // unique ID for the enemy
-    public Vector3 position;    // enemy's position
-    public EnemyState state;    // current state
-
-    public EnemyData(string id, Vector3 pos, EnemyState state)
-    {
-        this.id = id;
-        this.position = pos;
-        this.state = state;
-    }
-}
-
-// Enum for your enemy states
 public enum EnemyState
 {
     Patrolling,
@@ -60,3 +44,11 @@ public enum EnemyState
     Returning
 }
 
+[Serializable]
+public class EnemyData
+{
+    public string id;
+    public Vector3 position;
+    public EnemyState state;
+}
+

+ 0 - 31
GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/SaveSystem.cs

@@ -23,36 +23,5 @@ public static class SaveSystem
         return null;
     }
 
-    /*public static void SaveGame(SaveData saveData)
-    {
-        // Save existing player/world data here...
-
-        // Save enemies
-        saveData.enemies.Clear();
-        Enemy[] enemies = GameObject.FindObjectsOfType<Enemy>();
-        foreach (var enemy in enemies)
-        {
-            saveData.enemies.Add(enemy.GetSaveData());
-        }
-
-        SaveSystem.Save(saveData);
-    }
-
-    public static void LoadEnemies(SaveData saveData)
-    {
-        Enemy[] enemies = GameObject.FindObjectsOfType<Enemy>();
-
-        foreach (var enemy in enemies)
-        {
-            // find matching enemy by ID
-            EnemyData data = saveData.enemies.Find(e => e.id == enemy.enemyID);
-            if (data != null)
-            {
-                enemy.LoadData(data);
-            }
-        }
-    }*/
-
-
 }
 

+ 1 - 1
GAMEN3-ValleyRunner_SanTi036/Assets/Skybox.mat

@@ -112,7 +112,7 @@ Material:
     - _DstBlend: 0
     - _DstBlendAlpha: 0
     - _EnvironmentReflections: 1
-    - _Exposure: 0.24919987
+    - _Exposure: 0.71489006
     - _GlossMapScale: 0
     - _Glossiness: 0
     - _GlossyReflections: 0

+ 1 - 1
GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/Save.meta → GAMEN3-ValleyRunner_SanTi036/Assets/Sound.meta

@@ -1,5 +1,5 @@
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-guid: 71da1f44bf4ddb04884588e6e90398bc
+guid: 195b0668edca2034f9dfb23483fd3f7e
 folderAsset: yes
 DefaultImporter:
   externalObjects: {}

BIN
GAMEN3-ValleyRunner_SanTi036/Assets/Sound/107624__stintx__running02.wav


+ 23 - 0
GAMEN3-ValleyRunner_SanTi036/Assets/Sound/107624__stintx__running02.wav.meta

@@ -0,0 +1,23 @@
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+guid: 1ae21f45c07d99541a16e04d44ac4de9
+AudioImporter:
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+  serializedVersion: 8
+  defaultSettings:
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GAMEN3-ValleyRunner_SanTi036/Assets/Sound/138476__justinvoke__steptap.wav


+ 23 - 0
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@@ -0,0 +1,23 @@
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GAMEN3-ValleyRunner_SanTi036/Assets/Sound/146723__leszek_szary__coin-object.wav


+ 23 - 0
GAMEN3-ValleyRunner_SanTi036/Assets/Sound/146723__leszek_szary__coin-object.wav.meta

@@ -0,0 +1,23 @@
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+guid: 25260d4ae193c9f4c91f0565694bf56a
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GAMEN3-ValleyRunner_SanTi036/Assets/Sound/268758__deleted_user_5093904__footsteps.wav


+ 23 - 0
GAMEN3-ValleyRunner_SanTi036/Assets/Sound/268758__deleted_user_5093904__footsteps.wav.meta

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GAMEN3-ValleyRunner_SanTi036/Assets/Sound/795480__flavioconcini__musical-composition.mp3


+ 23 - 0
GAMEN3-ValleyRunner_SanTi036/Assets/Sound/795480__flavioconcini__musical-composition.mp3.meta

@@ -0,0 +1,23 @@
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+ 67 - 4
GAMEN3-ValleyRunner_SanTi036/Assets/YughuesFreeBushes2018/Materials/M_Bush01.mat

@@ -1,25 +1,55 @@
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+--- !u!114 &-1519780748442427512
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この差分においてかなりの量のファイルが変更されているため、一部のファイルを表示していません