diff --git a/Assets/Core/Scripts/EventSystem/AppPauseDetector.cs b/Assets/Core/Scripts/EventSystem/AppPauseDetector.cs
index ef31fc45..87f5388b 100644
--- a/Assets/Core/Scripts/EventSystem/AppPauseDetector.cs
+++ b/Assets/Core/Scripts/EventSystem/AppPauseDetector.cs
@@ -12,12 +12,12 @@ public class AppPauseDetector : MonoBehaviour
{
[SerializeField]
AbstractGameEvent m_PauseEvent;
-
+
///
/// Returns the current pause state of the application
///
public bool IsPaused { get; private set; }
-
+
void OnApplicationFocus(bool hasFocus)
{
IsPaused = !hasFocus;
@@ -29,7 +29,7 @@ void OnApplicationFocus(bool hasFocus)
void OnApplicationPause(bool pauseStatus)
{
IsPaused = pauseStatus;
-
+
if (IsPaused)
m_PauseEvent.Raise();
}
diff --git a/Assets/Core/Scripts/StateMachine/AbstractState.cs b/Assets/Core/Scripts/StateMachine/AbstractState.cs
index e0e8590e..cbf619ee 100644
--- a/Assets/Core/Scripts/StateMachine/AbstractState.cs
+++ b/Assets/Core/Scripts/StateMachine/AbstractState.cs
@@ -15,7 +15,7 @@ public abstract class AbstractState : IState
///
public virtual string Name { get; set; }
- readonly List m_Links = new ();
+ readonly List m_Links = new();
public virtual void Enter()
{
@@ -74,7 +74,7 @@ public void EnableLinks()
link.Enable();
}
}
-
+
public void DisableLinks()
{
foreach (var link in m_Links)
diff --git a/Assets/Core/Scripts/StateMachine/DelayState.cs b/Assets/Core/Scripts/StateMachine/DelayState.cs
index 10bebeba..ce48989b 100644
--- a/Assets/Core/Scripts/StateMachine/DelayState.cs
+++ b/Assets/Core/Scripts/StateMachine/DelayState.cs
@@ -12,7 +12,7 @@ public class DelayState : AbstractState
public override string Name => nameof(DelayState);
readonly float m_DelayInSeconds;
-
+
/// delay in seconds
public DelayState(float delayInSeconds)
{
diff --git a/Assets/Core/Scripts/StateMachine/EventLink.cs b/Assets/Core/Scripts/StateMachine/EventLink.cs
index 67b1905a..789e3839 100644
--- a/Assets/Core/Scripts/StateMachine/EventLink.cs
+++ b/Assets/Core/Scripts/StateMachine/EventLink.cs
@@ -12,7 +12,7 @@ public class EventLink : ILink, IGameEventListener
IState m_NextState;
AbstractGameEvent m_GameEvent;
bool m_EventRaised;
-
+
/// the event this link listens to
/// the next state
public EventLink(AbstractGameEvent gameEvent, IState nextState)
@@ -25,13 +25,13 @@ public bool Validate(out IState nextState)
{
nextState = null;
bool result = false;
-
+
if (m_EventRaised)
{
nextState = m_NextState;
result = true;
}
-
+
return result;
}
@@ -45,7 +45,7 @@ public void Enable()
m_GameEvent.AddListener(this);
m_EventRaised = false;
}
-
+
public void Disable()
{
m_GameEvent.RemoveListener(this);
diff --git a/Assets/Core/Scripts/StateMachine/ILink.cs b/Assets/Core/Scripts/StateMachine/ILink.cs
index b9ce8603..5f209751 100644
--- a/Assets/Core/Scripts/StateMachine/ILink.cs
+++ b/Assets/Core/Scripts/StateMachine/ILink.cs
@@ -16,15 +16,15 @@ public interface ILink
/// The next state that this link points to
/// true: the link is open for transition
bool Validate(out IState nextState);
-
+
///
/// Activates the link
///
- void Enable(){}
-
+ void Enable() { }
+
///
/// Deactivates the link
///
- void Disable(){}
+ void Disable() { }
}
}
\ No newline at end of file
diff --git a/Assets/Core/Scripts/StateMachine/Link.cs b/Assets/Core/Scripts/StateMachine/Link.cs
index c9dbd9a4..cb2e8319 100644
--- a/Assets/Core/Scripts/StateMachine/Link.cs
+++ b/Assets/Core/Scripts/StateMachine/Link.cs
@@ -8,7 +8,7 @@ namespace HyperCasual.Core
public class Link : ILink
{
readonly IState m_NextState;
-
+
/// the next state
public Link(IState nextState)
{
diff --git a/Assets/Core/Scripts/StateMachine/LoadSceneState.cs b/Assets/Core/Scripts/StateMachine/LoadSceneState.cs
index 5f864b79..37ab977f 100644
--- a/Assets/Core/Scripts/StateMachine/LoadSceneState.cs
+++ b/Assets/Core/Scripts/StateMachine/LoadSceneState.cs
@@ -13,9 +13,9 @@ public class LoadSceneState : AbstractState
readonly string m_Scene;
readonly SceneController m_SceneController;
readonly Action m_OnLoadCompleted;
-
+
public override string Name => $"{nameof(LoadSceneState)}: {m_Scene}";
-
+
/// The SceneController for the current loading operation
/// The path to the scene
/// An action that is invoked when scene loading is finished
@@ -25,7 +25,7 @@ public LoadSceneState(SceneController sceneController, string scene, Action onLo
m_SceneController = sceneController;
m_OnLoadCompleted = onLoadCompleted;
}
-
+
public override IEnumerator Execute()
{
yield return m_SceneController.LoadScene(m_Scene);
diff --git a/Assets/Core/Scripts/StateMachine/PauseState.cs b/Assets/Core/Scripts/StateMachine/PauseState.cs
index 833fa40a..956a2d93 100644
--- a/Assets/Core/Scripts/StateMachine/PauseState.cs
+++ b/Assets/Core/Scripts/StateMachine/PauseState.cs
@@ -11,9 +11,9 @@ namespace HyperCasual.Core
public class PauseState : AbstractState
{
readonly Action m_OnPause;
-
+
public override string Name => $"{nameof(PauseState)}";
-
+
/// The action that is invoked when the game loop paused
public PauseState(Action onPause)
{
@@ -30,7 +30,7 @@ public override IEnumerator Execute()
{
yield return null;
}
-
+
public override void Exit()
{
Time.timeScale = 1f;
diff --git a/Assets/Core/Scripts/StateMachine/State.cs b/Assets/Core/Scripts/StateMachine/State.cs
index 04577dc9..6d51c56c 100644
--- a/Assets/Core/Scripts/StateMachine/State.cs
+++ b/Assets/Core/Scripts/StateMachine/State.cs
@@ -10,7 +10,7 @@ namespace HyperCasual.Core
public class State : AbstractState
{
readonly Action m_OnExecute;
-
+
/// An event that is invoked when the state is executed
public State(Action onExecute)
{
diff --git a/Assets/Core/Scripts/StateMachine/StateMachine.cs b/Assets/Core/Scripts/StateMachine/StateMachine.cs
index 619b6671..3aaa7eda 100644
--- a/Assets/Core/Scripts/StateMachine/StateMachine.cs
+++ b/Assets/Core/Scripts/StateMachine/StateMachine.cs
@@ -11,7 +11,7 @@ namespace HyperCasual.Core
public class StateMachine
{
public IState CurrentState { get; private set; }
-
+
///
/// Finalizes the previous state and then runs the new state
///
@@ -22,12 +22,12 @@ public virtual void SetCurrentState(IState state)
if (state == null)
throw new ArgumentNullException(nameof(state));
- if (CurrentState != null && m_CurrentPlayCoroutine != null)
+ if (CurrentState != null && m_CurrentPlayCoroutine != null)
{
//interrupt currently executing state
Skip();
}
-
+
CurrentState = state;
Coroutines.StartCoroutine(Play());
}
@@ -43,14 +43,14 @@ IEnumerator Play()
if (!m_PlayLock)
{
m_PlayLock = true;
-
+
CurrentState.Enter();
//keep a ref to execute coroutine of the current state
//to support stopping it later.
m_CurrentPlayCoroutine = Coroutines.StartCoroutine(CurrentState.Execute());
yield return m_CurrentPlayCoroutine;
-
+
m_CurrentPlayCoroutine = null;
}
}
@@ -63,7 +63,7 @@ void Skip()
{
if (CurrentState == null)
throw new Exception($"{nameof(CurrentState)} is null!");
-
+
if (m_CurrentPlayCoroutine != null)
{
Coroutines.StopCoroutine(ref m_CurrentPlayCoroutine);
@@ -73,24 +73,24 @@ void Skip()
m_PlayLock = false;
}
}
-
+
public virtual void Run(IState state)
{
SetCurrentState(state);
Run();
}
-
+
Coroutine m_LoopCoroutine;
///
/// Turns on the main loop of the StateMachine.
/// This method does not resume previous state if called after Stop()
/// and the client needs to set the state manually.
///
- public virtual void Run()
+ public virtual void Run()
{
if (m_LoopCoroutine != null) //already running
return;
-
+
m_LoopCoroutine = Coroutines.StartCoroutine(Loop());
}
@@ -101,13 +101,13 @@ public void Stop()
{
if (m_LoopCoroutine == null) //already stopped
return;
-
- if (CurrentState != null && m_CurrentPlayCoroutine != null)
+
+ if (CurrentState != null && m_CurrentPlayCoroutine != null)
{
//interrupt currently executing state
Skip();
}
-
+
Coroutines.StopCoroutine(ref m_LoopCoroutine);
CurrentState = null;
}
@@ -133,7 +133,7 @@ protected virtual IEnumerator Loop()
}
CurrentState.DisableLinks();
SetCurrentState(nextState);
- CurrentState.EnableLinks();
+ CurrentState.EnableLinks();
}
}
diff --git a/Assets/Core/Scripts/StateMachine/UnloadLastSceneState.cs b/Assets/Core/Scripts/StateMachine/UnloadLastSceneState.cs
index 89525ffc..28f9c800 100644
--- a/Assets/Core/Scripts/StateMachine/UnloadLastSceneState.cs
+++ b/Assets/Core/Scripts/StateMachine/UnloadLastSceneState.cs
@@ -16,7 +16,7 @@ public UnloadLastSceneState(SceneController sceneController)
{
m_SceneController = sceneController;
}
-
+
public override IEnumerator Execute()
{
yield return m_SceneController.UnloadLastScene();
diff --git a/Assets/Core/Scripts/UI/UIManager.cs b/Assets/Core/Scripts/UI/UIManager.cs
index 73030523..7e32f025 100644
--- a/Assets/Core/Scripts/UI/UIManager.cs
+++ b/Assets/Core/Scripts/UI/UIManager.cs
@@ -24,13 +24,13 @@ public class UIManager : AbstractSingleton
View m_CurrentView;
- readonly Stack m_History = new ();
+ readonly Stack m_History = new();
void Start()
{
m_Views = m_Root.GetComponentsInChildren(true).ToList();
Init();
-
+
// m_ViewLayer.ResizeToSafeArea(m_Canvas);
}
diff --git a/Assets/Core/Scripts/UI/View.cs b/Assets/Core/Scripts/UI/View.cs
index fbdb28ca..54f33370 100644
--- a/Assets/Core/Scripts/UI/View.cs
+++ b/Assets/Core/Scripts/UI/View.cs
@@ -13,7 +13,7 @@ public abstract class View : MonoBehaviour
public virtual void Initialize()
{
}
-
+
///
/// Makes the View visible
///
diff --git a/Assets/Core/Scripts/Utils/CoroutineUtils.cs b/Assets/Core/Scripts/Utils/CoroutineUtils.cs
index 738ec668..e252c5ff 100644
--- a/Assets/Core/Scripts/Utils/CoroutineUtils.cs
+++ b/Assets/Core/Scripts/Utils/CoroutineUtils.cs
@@ -11,10 +11,10 @@ namespace HyperCasual.Core
/// It instantiates a hidden GameObject and adds an empty MonoBehaviour component
/// to it that is used for starting/stopping coroutines.
///
- public static class Coroutines
+ public static class Coroutines
{
public class CoroutineHelper : MonoBehaviour { }
-
+
static MonoBehaviour s_Instance;
static MonoBehaviour Instance
@@ -32,7 +32,7 @@ static MonoBehaviour Instance
return s_Instance;
}
}
-
+
///
/// Starts a coroutine
///
diff --git a/Assets/Core/Scripts/Utils/SceneController.cs b/Assets/Core/Scripts/Utils/SceneController.cs
index d78c42c7..9e4dabb7 100644
--- a/Assets/Core/Scripts/Utils/SceneController.cs
+++ b/Assets/Core/Scripts/Utils/SceneController.cs
@@ -14,7 +14,7 @@ public class SceneController
{
Scene m_LastScene;
readonly Scene m_NeverUnloadScene;
-
+
/// The scene we instantiate all level-independent managers in it and never unloads.
public SceneController(Scene neverUnloadScene)
{
@@ -36,7 +36,7 @@ public IEnumerator LoadScene(string scene)
yield return LoadSceneAdditive(scene);
}
-
+
///
/// Creates and Loads a new empty scene of the given name and unloads others.
///
@@ -51,12 +51,12 @@ public IEnumerator LoadNewScene(string scene)
LoadNewSceneAdditive(scene);
}
-
+
IEnumerator UnloadScene(Scene scene)
{
- if (!m_LastScene.IsValid())
+ if (!m_LastScene.IsValid())
yield break;
-
+
var asyncUnload = SceneManager.UnloadSceneAsync(scene);
while (!asyncUnload.isDone)
{
@@ -76,7 +76,7 @@ IEnumerator LoadSceneAdditive(string scenePath)
m_LastScene = SceneManager.GetSceneByPath(scenePath);
SceneManager.SetActiveScene(m_LastScene);
}
-
+
void LoadNewSceneAdditive(string sceneName)
{
var scene = SceneManager.CreateScene(sceneName);
diff --git a/Assets/Editor/CustomEditors/SceneRefEditor.cs b/Assets/Editor/CustomEditors/SceneRefEditor.cs
index bb0f3f95..9b3afec8 100644
--- a/Assets/Editor/CustomEditors/SceneRefEditor.cs
+++ b/Assets/Editor/CustomEditors/SceneRefEditor.cs
@@ -13,14 +13,14 @@ namespace HyperCasual.CustomEditors
public class ScenePickerEditor : Editor
{
const string k_PropertyName = "m_ScenePath";
-
+
public override void OnInspectorGUI()
{
var sceneRef = target as SceneRef;
if (sceneRef == null)
return;
-
+
var oldScene = AssetDatabase.LoadAssetAtPath(sceneRef.m_ScenePath);
serializedObject.Update();
diff --git a/Assets/Runner/Scripts/CameraManager.cs b/Assets/Runner/Scripts/CameraManager.cs
index 4974bb84..d68cd099 100644
--- a/Assets/Runner/Scripts/CameraManager.cs
+++ b/Assets/Runner/Scripts/CameraManager.cs
@@ -130,7 +130,7 @@ bool GetCameraLockStatus()
Vector3 GetPlayerPosition()
{
Vector3 playerPosition = Vector3.up;
- if (PlayerController.Instance != null)
+ if (PlayerController.Instance != null)
{
playerPosition = PlayerController.Instance.GetPlayerTop();
}
diff --git a/Assets/Runner/Scripts/Collectable.cs b/Assets/Runner/Scripts/Collectable.cs
index 24250c92..287b9236 100644
--- a/Assets/Runner/Scripts/Collectable.cs
+++ b/Assets/Runner/Scripts/Collectable.cs
@@ -15,7 +15,7 @@ public class Collectable : Spawnable
{
[SerializeField]
SoundID m_Sound = SoundID.None;
-
+
const string k_PlayerTag = "Player";
public ItemPickedEvent m_Event;
@@ -31,7 +31,7 @@ public class Collectable : Spawnable
public override void ResetSpawnable()
{
m_Collected = false;
-
+
for (int i = 0; i < m_Renderers.Length; i++)
{
m_Renderers[i].enabled = true;
diff --git a/Assets/Runner/Scripts/Editor/RunnerLevelEditorWindow.cs b/Assets/Runner/Scripts/Editor/RunnerLevelEditorWindow.cs
index 47cbb1f2..f893120f 100644
--- a/Assets/Runner/Scripts/Editor/RunnerLevelEditorWindow.cs
+++ b/Assets/Runner/Scripts/Editor/RunnerLevelEditorWindow.cs
@@ -66,7 +66,7 @@ static void Init()
window.LoadAutoSaveSettings();
}
- void OnFocus()
+ void OnFocus()
{
SceneView.duringSceneGui -= OnSceneGUI;
SceneView.duringSceneGui += OnSceneGUI;
@@ -183,7 +183,7 @@ void OnSceneGUI(SceneView sceneView)
Debug.LogError($"Could not load level with path {levelPath}. Specify a valid level to continue.");
m_AttemptedToLoadPreviousLevel = true;
}
-
+
return;
}
@@ -487,7 +487,7 @@ void SaveLevel(LevelDefinition levelDefinition)
{
Debug.LogWarning("No instance of PlayerController found in the scene. No changes saved!");
}
- else
+ else
{
Debug.LogWarning("More than two instances of PlayerController found in the scene. No changes saved!");
}
@@ -515,7 +515,7 @@ void SaveLevel(LevelDefinition levelDefinition)
{
Debug.LogWarning("No instance of CameraManager found in the scene. No changes saved!");
}
- else
+ else
{
Debug.LogWarning("More than two instances of CameraManager found in the scene. No changes saved!");
}
diff --git a/Assets/Runner/Scripts/FinishLine.cs b/Assets/Runner/Scripts/FinishLine.cs
index d4cc9bd4..91d66939 100644
--- a/Assets/Runner/Scripts/FinishLine.cs
+++ b/Assets/Runner/Scripts/FinishLine.cs
@@ -13,7 +13,7 @@ namespace HyperCasual.Runner
public class FinishLine : Spawnable
{
const string k_PlayerTag = "Player";
-
+
void OnTriggerEnter(Collider col)
{
if (col.CompareTag(k_PlayerTag))
diff --git a/Assets/Runner/Scripts/GameManager.cs b/Assets/Runner/Scripts/GameManager.cs
index d982e3ae..afb3da4b 100644
--- a/Assets/Runner/Scripts/GameManager.cs
+++ b/Assets/Runner/Scripts/GameManager.cs
@@ -155,7 +155,7 @@ public static void LoadLevel(LevelDefinition levelDefinition, ref GameObject lev
Vector3 scale = spawnableObject.Scale;
GameObject go = null;
-
+
if (Application.isPlaying)
{
go = GameObject.Instantiate(spawnableObject.SpawnablePrefab, position, Quaternion.Euler(eulerAngles));
@@ -286,7 +286,7 @@ private void SetSkyBox()
Material nightSkyBox = Resources.Load("Skybox1", typeof(Material)) as Material;
RenderSettings.skybox = nightSkyBox;
}
-
+
public void Win()
{
m_WinEvent.Raise();
diff --git a/Assets/Runner/Scripts/Gate.cs b/Assets/Runner/Scripts/Gate.cs
index 3a1466a9..41e032d8 100644
--- a/Assets/Runner/Scripts/Gate.cs
+++ b/Assets/Runner/Scripts/Gate.cs
@@ -84,11 +84,11 @@ void ActivateGate()
{
case GateType.ChangeSpeed:
PlayerController.Instance.AdjustSpeed(m_Value);
- break;
+ break;
case GateType.ChangeSize:
PlayerController.Instance.AdjustScale(m_Value);
- break;
+ break;
}
m_Applied = true;
diff --git a/Assets/Runner/Scripts/InputManager.cs b/Assets/Runner/Scripts/InputManager.cs
index 2a4684b9..1e959c6d 100644
--- a/Assets/Runner/Scripts/InputManager.cs
+++ b/Assets/Runner/Scripts/InputManager.cs
@@ -77,7 +77,7 @@ void Update()
{
m_PreviousInputPosition = m_InputPosition;
}
-
+
m_HasInput = true;
}
else
diff --git a/Assets/Runner/Scripts/LevelManager.cs b/Assets/Runner/Scripts/LevelManager.cs
index c41e4222..1667d33d 100644
--- a/Assets/Runner/Scripts/LevelManager.cs
+++ b/Assets/Runner/Scripts/LevelManager.cs
@@ -23,7 +23,7 @@ public class LevelManager : MonoBehaviour
public LevelDefinition LevelDefinition
{
get => m_LevelDefinition;
- set
+ set
{
m_LevelDefinition = value;
diff --git a/Assets/Runner/Scripts/LoadLevelFromDef.cs b/Assets/Runner/Scripts/LoadLevelFromDef.cs
index 7677e187..00c3d3e8 100644
--- a/Assets/Runner/Scripts/LoadLevelFromDef.cs
+++ b/Assets/Runner/Scripts/LoadLevelFromDef.cs
@@ -21,7 +21,7 @@ public LoadLevelFromDef(SceneController sceneController, AbstractLevelData level
m_ManagerPrefabs = managerPrefabs;
m_SceneController = sceneController;
}
-
+
public override IEnumerator Execute()
{
if (m_LevelDefinition == null)
diff --git a/Assets/Runner/Scripts/Obstacle.cs b/Assets/Runner/Scripts/Obstacle.cs
index 995ac875..9f192981 100644
--- a/Assets/Runner/Scripts/Obstacle.cs
+++ b/Assets/Runner/Scripts/Obstacle.cs
@@ -13,7 +13,7 @@ namespace HyperCasual.Runner
public class Obstacle : Spawnable
{
const string k_PlayerTag = "Player";
-
+
void OnTriggerEnter(Collider col)
{
if (col.CompareTag(k_PlayerTag))
diff --git a/Assets/Runner/Scripts/Spawnable.cs b/Assets/Runner/Scripts/Spawnable.cs
index fe6f7472..6ec073d6 100644
--- a/Assets/Runner/Scripts/Spawnable.cs
+++ b/Assets/Runner/Scripts/Spawnable.cs
@@ -104,7 +104,7 @@ public virtual void SetBaseColor(Color baseColor)
///
public virtual void SetScale(Vector3 scale)
{
- m_Transform.localScale = scale;
+ m_Transform.localScale = scale;
}
///
@@ -128,7 +128,7 @@ public void SetLevelDefinition(LevelDefinition levelDefinition)
/// This method can be overriden in classes that extend Spawnable
/// to hold any logic needed to reset that object to its default state.
///
- public virtual void ResetSpawnable() {}
+ public virtual void ResetSpawnable() { }
protected virtual void OnEnable()
{
@@ -182,8 +182,8 @@ protected virtual void SnapToGrid()
Vector3 position = m_Position;
- position.x = m_LevelDefinition.GridSize * Mathf.Round(position.x/m_LevelDefinition.GridSize);
- position.z = m_LevelDefinition.GridSize * Mathf.Round(position.z/m_LevelDefinition.GridSize);
+ position.x = m_LevelDefinition.GridSize * Mathf.Round(position.x / m_LevelDefinition.GridSize);
+ position.z = m_LevelDefinition.GridSize * Mathf.Round(position.z / m_LevelDefinition.GridSize);
m_Transform.position = position;
diff --git a/Assets/Runner/Scripts/TerrainGenerator.cs b/Assets/Runner/Scripts/TerrainGenerator.cs
index 9d25da75..e5b1b46d 100644
--- a/Assets/Runner/Scripts/TerrainGenerator.cs
+++ b/Assets/Runner/Scripts/TerrainGenerator.cs
@@ -20,17 +20,17 @@ public struct TerrainDimensions
/// Width of the terrain to generate.
///
public float Width;
-
+
///
/// Length of the terrain to generate.
///
public float Length;
-
+
///
/// Length of terrain to add before the start of the level.
///
public float StartBuffer;
-
+
///
/// Length of terrain to add after the end of the level.
///
diff --git a/Assets/Shared/Scripts/AudioManager.cs b/Assets/Shared/Scripts/AudioManager.cs
index 4f8ce6dc..8f1f24fc 100644
--- a/Assets/Shared/Scripts/AudioManager.cs
+++ b/Assets/Shared/Scripts/AudioManager.cs
@@ -10,7 +10,7 @@ namespace HyperCasual.Runner
///
/// Handles playing sounds and music based on their sound ID
///
- public class AudioManager : AbstractSingleton
+ public class AudioManager : AbstractSingleton
{
[Serializable]
class SoundIDClipPair
@@ -45,7 +45,7 @@ public bool EnableMusic
m_MusicSource.mute = !value;
}
}
-
+
///
/// Unmute/mute all sound effects
///
@@ -98,7 +98,7 @@ void OnEnable()
EnableSfx = audioSettings.EnableSfx;
MasterVolume = audioSettings.MasterVolume;
}
-
+
void OnDisable()
{
if (SaveManager.Instance == null)
@@ -113,12 +113,12 @@ void PlayMusic(AudioClip audioClip, bool looping = true)
{
if (m_MusicSource.isPlaying)
return;
-
+
m_MusicSource.clip = audioClip;
m_MusicSource.loop = looping;
m_MusicSource.Play();
}
-
+
///
/// Play a music based on its sound ID
///
@@ -154,7 +154,7 @@ public void PlayEffect(SoundID soundID)
{
if (soundID == SoundID.None)
return;
-
+
PlayEffect(m_Clips[soundID]);
}
}
diff --git a/Assets/Shared/Scripts/BootLoader.cs b/Assets/Shared/Scripts/BootLoader.cs
index 45ff1768..d6127295 100644
--- a/Assets/Shared/Scripts/BootLoader.cs
+++ b/Assets/Shared/Scripts/BootLoader.cs
@@ -13,7 +13,7 @@ public class BootLoader : MonoBehaviour
{
[SerializeField]
SequenceManager m_SequenceManagerPrefab;
-
+
void Start()
{
Instantiate(m_SequenceManagerPrefab);
diff --git a/Assets/Shared/Scripts/GenericGameEventListener.cs b/Assets/Shared/Scripts/GenericGameEventListener.cs
index de5c4112..e4d6bca4 100644
--- a/Assets/Shared/Scripts/GenericGameEventListener.cs
+++ b/Assets/Shared/Scripts/GenericGameEventListener.cs
@@ -12,7 +12,7 @@ public class GenericGameEventListener : IGameEventListener
/// The event this class is observing
///
public AbstractGameEvent m_Event;
-
+
///
/// The event handler invoked once the event is triggered
///
@@ -33,7 +33,7 @@ public void Unsubscribe()
{
m_Event.RemoveListener(this);
}
-
+
///
/// The event handler that is called when the subscribed event is triggered
///
diff --git a/Assets/Shared/Scripts/HyperCasualButton.cs b/Assets/Shared/Scripts/HyperCasualButton.cs
index ed0d4024..846deec1 100644
--- a/Assets/Shared/Scripts/HyperCasualButton.cs
+++ b/Assets/Shared/Scripts/HyperCasualButton.cs
@@ -30,7 +30,7 @@ protected virtual void OnDisable()
{
m_Button.onClick.RemoveListener(OnClick);
}
-
+
///
/// Adds a listener the button event.
///
@@ -39,7 +39,7 @@ public void AddListener(Action handler)
{
m_Action += handler;
}
-
+
///
/// Removes a listener from the button event.
///
@@ -53,7 +53,7 @@ public void RemoveListener()
{
m_Button.onClick.RemoveListener(OnClick);
}
-
+
protected virtual void OnClick()
{
m_Action?.Invoke();
diff --git a/Assets/Shared/Scripts/ItemPickedEvent.cs b/Assets/Shared/Scripts/ItemPickedEvent.cs
index 59a68cdd..b9aa7d66 100644
--- a/Assets/Shared/Scripts/ItemPickedEvent.cs
+++ b/Assets/Shared/Scripts/ItemPickedEvent.cs
@@ -14,7 +14,7 @@ public class ItemPickedEvent : AbstractGameEvent
{
[HideInInspector]
public int Count = -1;
-
+
public override void Reset()
{
Count = -1;
diff --git a/Assets/Shared/Scripts/ItemPickupTrigger.cs b/Assets/Shared/Scripts/ItemPickupTrigger.cs
index 342fdd72..a20cc308 100644
--- a/Assets/Shared/Scripts/ItemPickupTrigger.cs
+++ b/Assets/Shared/Scripts/ItemPickupTrigger.cs
@@ -15,22 +15,22 @@ public class ItemPickupTrigger : Spawnable
/// Player tag
///
public string m_PlayerTag = "Player";
-
+
///
/// The event to raise on trigger
///
public ItemPickedEvent m_Event;
-
+
///
/// Defines how many items(for example coins) are stored in this object.
///
public int m_Count;
-
+
void OnTriggerEnter(Collider col)
{
- if (!col.CompareTag(m_PlayerTag))
+ if (!col.CompareTag(m_PlayerTag))
return;
-
+
m_Event.Count = m_Count;
m_Event.Raise();
gameObject.SetActive(false);
diff --git a/Assets/Shared/Scripts/SequenceManager.cs b/Assets/Shared/Scripts/SequenceManager.cs
index f9d81607..c6a72161 100644
--- a/Assets/Shared/Scripts/SequenceManager.cs
+++ b/Assets/Shared/Scripts/SequenceManager.cs
@@ -47,7 +47,7 @@ public class SequenceManager : AbstractSingleton
[SerializeField]
float m_SplashDelay = 2f;
- readonly StateMachine m_StateMachine = new ();
+ readonly StateMachine m_StateMachine = new();
IState m_SplashScreenState;
IState m_MainMenuState;
IState m_LevelSelectState;
@@ -55,19 +55,19 @@ public class SequenceManager : AbstractSingleton
public IState m_CurrentLevel;
SceneController m_SceneController;
-
+
///
/// Initializes the SequenceManager
///
public void Initialize()
{
m_SceneController = new SceneController(SceneManager.GetActiveScene());
-
+
InstantiatePreloadedAssets();
m_SplashScreenState = new State(ShowUI);
m_StateMachine.Run(m_SplashScreenState);
-
+
CreateMenuNavigationSequence();
CreateLevelSequences();
SetStartingLevel(0);
@@ -87,7 +87,7 @@ void CreateMenuNavigationSequence()
var splashDelay = new DelayState(m_SplashDelay);
m_MainMenuState = new State(OnMainMenuDisplayed);
m_LevelSelectState = new State(OnLevelSelectionDisplayed);
-
+
//Connect the states
m_SplashScreenState.AddLink(new Link(splashDelay));
splashDelay.AddLink(new Link(m_MainMenuState));
@@ -98,7 +98,7 @@ void CreateMenuNavigationSequence()
void CreateLevelSequences()
{
m_LevelStates.Clear();
-
+
//Create and connect all level states
IState lastState = null;
foreach (var level in m_Levels)
@@ -144,7 +144,7 @@ IState CreateLevelState(string scenePath)
{
return new LoadSceneState(m_SceneController, scenePath);
}
-
+
///
/// Creates a level state from a level data
///
@@ -154,7 +154,7 @@ IState CreateLevelState(AbstractLevelData levelData)
{
return new LoadLevelFromDef(m_SceneController, levelData, m_LevelManagers);
}
-
+
IState AddLevelPeripheralStates(IState loadLevelState, IState quitState, IState lastState)
{
//Create states
@@ -180,7 +180,7 @@ IState AddLevelPeripheralStates(IState loadLevelState, IState quitState, IState
gameplayState.AddLink(new EventLink(m_WinEvent, winState));
gameplayState.AddLink(new EventLink(m_LoseEvent, loseState));
gameplayState.AddLink(new EventLink(m_PauseEvent, pauseState));
-
+
loseState.AddLink(new EventLink(m_ContinueEvent, loadLevelState));
loseState.AddLink(new EventLink(m_BackEvent, unloadLose));
unloadLose.AddLink(new Link(quitState));
@@ -195,7 +195,7 @@ IState AddLevelPeripheralStates(IState loadLevelState, IState quitState, IState
unlockedSkinState.AddLink(new EventLink(m_ContinueEvent, loadLevelState));
unlockedSkinState.AddLink(new EventLink(m_CollectEvent, collectedSkinState));
collectedSkinState.AddLink(new EventLink(m_ContinueEvent, loadLevelState));
-
+
return winState;
}
@@ -206,8 +206,8 @@ IState AddLevelPeripheralStates(IState loadLevelState, IState quitState, IState
public void SetStartingLevel(int index)
{
m_LevelSelectState.RemoveAllLinks();
- m_LevelSelectState.AddLink( new EventLink(m_ContinueEvent, m_LevelStates[index]));
- m_LevelSelectState.AddLink(new EventLink(m_BackEvent, m_MainMenuState));
+ m_LevelSelectState.AddLink(new EventLink(m_ContinueEvent, m_LevelStates[index]));
+ m_LevelSelectState.AddLink(new EventLink(m_BackEvent, m_MainMenuState));
m_LevelSelectState.EnableLinks();
}
@@ -215,7 +215,7 @@ void ShowUI() where T : View
{
UIManager.Instance.Show();
}
-
+
void OnMainMenuDisplayed()
{
ShowUI();
@@ -226,10 +226,10 @@ void OnWinScreenDisplayed(IState currentLevel)
{
UIManager.Instance.Show();
var currentLevelIndex = m_LevelStates.IndexOf(currentLevel);
-
+
if (currentLevelIndex == -1)
throw new Exception($"{nameof(currentLevel)} is invalid!");
-
+
var levelProgress = SaveManager.Instance.LevelProgress;
if (currentLevelIndex == levelProgress && currentLevelIndex < m_LevelStates.Count - 1)
SaveManager.Instance.LevelProgress = levelProgress + 1;
@@ -240,7 +240,7 @@ void OnLevelSelectionDisplayed()
ShowUI();
AudioManager.Instance.PlayMusic(SoundID.MenuMusic);
}
-
+
void OnGamePlayStarted(IState current)
{
m_CurrentLevel = current;
diff --git a/Assets/Shared/Scripts/Service/ApiService.cs b/Assets/Shared/Scripts/Service/ApiService.cs
index c0cd3db7..032bc360 100644
--- a/Assets/Shared/Scripts/Service/ApiService.cs
+++ b/Assets/Shared/Scripts/Service/ApiService.cs
@@ -8,6 +8,7 @@
namespace HyperCasual.Core
{
- public class ApiService {
+ public class ApiService
+ {
}
}
\ No newline at end of file
diff --git a/Assets/Shared/Scripts/UI/Hud.cs b/Assets/Shared/Scripts/UI/Hud.cs
index 4a1a5693..99636622 100644
--- a/Assets/Shared/Scripts/UI/Hud.cs
+++ b/Assets/Shared/Scripts/UI/Hud.cs
@@ -29,7 +29,7 @@ public class Hud : View
public Slider XpSlider => m_XpSlider;
int m_FoodValue;
-
+
///
/// The amount of gold to display on the hud.
/// The setter method also sets the hud text.
@@ -48,7 +48,7 @@ public int FoodValue
}
float m_XpValue;
-
+
///
/// The amount of XP to display on the hud.
/// The setter method also sets the hud slider value.
diff --git a/Assets/Shared/Scripts/UI/LevelSelectButton.cs b/Assets/Shared/Scripts/UI/LevelSelectButton.cs
index 783b21e1..eab6d19f 100644
--- a/Assets/Shared/Scripts/UI/LevelSelectButton.cs
+++ b/Assets/Shared/Scripts/UI/LevelSelectButton.cs
@@ -18,7 +18,7 @@ public class LevelSelectButton : HyperCasualButton
int m_Index = -1;
Action m_OnClick;
bool m_IsUnlocked;
-
+
/// The index of the associated level
/// Is the associated level locked?
/// callback method for this button
diff --git a/Assets/Shared/Scripts/UI/LevelSelectionScreen.cs b/Assets/Shared/Scripts/UI/LevelSelectionScreen.cs
index edf1f3c0..44ea6978 100644
--- a/Assets/Shared/Scripts/UI/LevelSelectionScreen.cs
+++ b/Assets/Shared/Scripts/UI/LevelSelectionScreen.cs
@@ -47,7 +47,7 @@ void Start()
void OnEnable()
{
ResetButtonData();
-
+
m_QuickPlayButton.AddListener(OnQuickPlayButtonClicked);
m_BackButton.AddListener(OnBackButtonClicked);
}
@@ -71,7 +71,7 @@ void ResetButtonData()
button.SetData(i, unlocked, OnClick);
}
}
-
+
void OnClick(int startingIndex)
{
if (startingIndex < 0)
@@ -80,12 +80,12 @@ void OnClick(int startingIndex)
SequenceManager.Instance.SetStartingLevel(startingIndex);
m_NextLevelEvent.Raise();
}
-
+
void OnQuickPlayButtonClicked()
{
OnClick(SaveManager.Instance.LevelProgress);
}
-
+
void OnBackButtonClicked()
{
m_BackEvent.Raise();
diff --git a/Assets/Shared/Scripts/UI/MainMenu.cs b/Assets/Shared/Scripts/UI/MainMenu.cs
index 356f0274..39c0643c 100644
--- a/Assets/Shared/Scripts/UI/MainMenu.cs
+++ b/Assets/Shared/Scripts/UI/MainMenu.cs
@@ -33,11 +33,11 @@ void OnEnable()
// Set listener to 'Logout' button
m_LogoutButton.RemoveListener(OnLogoutButtonClick);
m_LogoutButton.AddListener(OnLogoutButtonClick);
-
+
ShowLoading(false);
ShowStartButton(true);
}
-
+
void OnDisable()
{
m_StartButton.RemoveListener(OnStartButtonClick);
diff --git a/Assets/Shared/Scripts/UI/SettingsMenu.cs b/Assets/Shared/Scripts/UI/SettingsMenu.cs
index d23c3950..95ad3eed 100644
--- a/Assets/Shared/Scripts/UI/SettingsMenu.cs
+++ b/Assets/Shared/Scripts/UI/SettingsMenu.cs
@@ -21,21 +21,21 @@ public class SettingsMenu : View
Slider m_AudioVolumeSlider;
[SerializeField]
Slider m_QualitySlider;
-
+
void OnEnable()
{
m_EnableMusicToggle.isOn = AudioManager.Instance.EnableMusic;
m_EnableSfxToggle.isOn = AudioManager.Instance.EnableSfx;
m_AudioVolumeSlider.value = AudioManager.Instance.MasterVolume;
m_QualitySlider.value = QualityManager.Instance.QualityLevel;
-
+
m_Button.AddListener(OnBackButtonClick);
m_EnableMusicToggle.onValueChanged.AddListener(MusicToggleChanged);
m_EnableSfxToggle.onValueChanged.AddListener(SfxToggleChanged);
m_AudioVolumeSlider.onValueChanged.AddListener(VolumeSliderChanged);
m_QualitySlider.onValueChanged.AddListener(QualitySliderChanged);
}
-
+
void OnDisable()
{
m_Button.RemoveListener(OnBackButtonClick);
@@ -59,7 +59,7 @@ void VolumeSliderChanged(float value)
{
AudioManager.Instance.MasterVolume = value;
}
-
+
void QualitySliderChanged(float value)
{
QualityManager.Instance.QualityLevel = (int)value;
diff --git a/Assets/Shared/Scripts/UI/SetupWalletScreen.cs b/Assets/Shared/Scripts/UI/SetupWalletScreen.cs
index 021f9897..f8cf64f9 100644
--- a/Assets/Shared/Scripts/UI/SetupWalletScreen.cs
+++ b/Assets/Shared/Scripts/UI/SetupWalletScreen.cs
@@ -13,7 +13,7 @@ namespace HyperCasual.Runner
///
public class SetupWalletScreen : View
{
-
+
[SerializeField]
TextMeshProUGUI m_Title;
[SerializeField]