Explain the Code
Player Code
Initialization in Start Method
private void Start(){startPosition = transform.position;}
Purpose: Stores the player's initial position when the game starts.
Restarting Player Position
public void RestartPlayerPosition(){transform.position = startPosition;rb.velocity = Vector2.zero;}
Purpose: Resets the player's position to the start position and stops any movement by setting the velocity to zero.
Handling Player Input in Update Method
private void Update(){Vector2 oldVelocity = rb.velocity;if (Input.GetKeyDown(KeyCode.Space)){oldVelocity.y = 6;}oldVelocity.x = 4;rb.velocity = oldVelocity;}
Purpose: Captures the player's input (space key) to make the player "jump" by setting the y-velocity to 6, while constantly moving the player to the right by setting the x-velocity to 4.
Collision Handling
OnCollisionEnter2D
private void OnCollisionEnter2D(Collision2D collision){if (collision.collider.tag == "ground"){RestartPlayerPosition();}}
Purpose: Resets the player's position when colliding with objects tagged as "ground".
OnTriggerEnter2D
private void OnTriggerEnter2D(Collider2D collision){if (collision.tag == "win"){winPanel.SetActive(true);SoundManager.instance.PlayEffect(1);}}
Purpose: Activates the win panel and plays a sound effect when the player collides with objects tagged as "win".
Summary
- Movement: Player moves to the right continuously and jumps when the space key is pressed;
- Restart: Player position resets upon collision with the ground;
- Winning: Displays a win panel and plays a sound when reaching the win trigger.
SoundManager Class
Start Method
private void Start(){if (instance == null){instance = this;}else{Destroy(gameObject);return;}DontDestroyOnLoad(gameObject);}
Purpose:
Ensures there is only one instance of SoundManager
in the game using the Singleton Pattern. Uses DontDestroyOnLoad(gameObject)
to persist across different scenes.
PlayEffect Method
public void PlayEffect(int index){if (index >= 0 && index < effects.Count){source.PlayOneShot(effects[index]);}}
Purpose:
Takes an integer index
to identify which sound effect to play from the effects
list. It checks if the index
is within the valid range of the effects
list and plays the specified sound effect using source.PlayOneShot(effects[index])
.
Summary
- Singleton Pattern: Ensures only one instance of
SoundManager
exists in the game, persisting across scenes; - Playing Sound Effects: Uses the
PlayEffect
method to play sound effects by specifying their index in theeffects
list; - Audio Source: Utilizes an
AudioSource
component to play the audio clips.
WinPanel Class
The WinPanel
class provides functionality for the UI panel that appears when the player wins. It includes methods to return to the main menu or restart the level, each playing a sound effect and loading the appropriate scene.
Methods
ReturnToMainMenu Method
public void ReturnToMainMenu(){SoundManager.instance.PlayEffect(0);SceneManager.LoadScene(0);}
Purpose:
Plays a sound effect (index 0) using SoundManager.instance.PlayEffect(0)
. Loads the main menu scene with build index 0 using SceneManager.LoadScene(0)
.
RestartLevel Method
public void RestartLevel(){SoundManager.instance.PlayEffect(0);SceneManager.LoadScene("Game");}
Purpose:
Plays a sound effect (index 0) using SoundManager.instance.PlayEffect(0)
. Loads the game scene named "Game" using SceneManager.LoadScene("Game")
.
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