AudioEvent | Manages an audio event, which when trigged sends the audio event to the player's audio receiver |
AudioReceiver | Receivers audio events to be played to the player. The audio receiver can receive two types of audio. The first type is backing music (i.e. music to set the games mood/theme) and sound effects (i.e. gunshots, explosions etc). This allows both music and sound effects to be mixed over one another |
BulletEffects | Creates a bullet effect, which consists of a combination of a bullet hole, spark or blood splatter effect |
Door | Creates and manages a door within the game. Each door requires a pre-defined keycard to allow the player to pass through it |
Enemy | An enemy class manages the common properties and methods shared by enemy within the game |
EnemyRoom | Creates and manages a enemy room. An enemy room contains a pre-defined number of enemy's, where the goal is to kill all the enemy's to receive the prize (the keycard required to open the exit door will be spawned once all the enemies in the room have been killed) |
Flashlight | Manages the player's flashlight within the game. The flashlight is a small torch the player uses to illuminate dark areas in the game. The flashlight can be carried and used in unison with the player's gun. The flashlight is an inventory item |
Game | Manages the general game behavior, i.e. is the game paused, is the game completed. Note this in NOT a "main" class as Unity's mono enviroment does not use constructors, thus the object instances in the game are pre-instantiated and thus a "main" class to create the object instances is not needed |
GameSettings | Manages settings within the game. Settings such as the enemy settings (i.e. health), items settings (such as the gun and flashlight), and the Kinect control settings can be set and managed |
Gun | Manages the player's gun within the game. The gun is used to shoot enemies, objects and the surrouding enviroment within the game (with each providing a different behaviour). The gun is an inventory item |
HUD | The HUD displays vital information to the player (such as the player's health, ammo and flashlight power level) |
Inventory | Manages the player's inventory. The player can store inventory item's within the inventory, and use them for certain tasks throughout the game |
InventoryItem | A basic inventory item. An inventory can be picked up and placed in the player's inventory for later use in the game |
Keycard | Creates a keycard item, used to open doors throughout the game |
KinectControl | Controls the player's camera based on the player's hand and hand orientation (i.e are they left or right handed), in relation to the "Kinect point" (note the Kinect point will change based on hand orientation to either the left or right side of the player respectively) which is a pre-defined point in 3D space (positioned just under the left or right shoulder, where the player generally finds it most comfortable to position their hand) |
LightEvent | A light event is a trigged event, which invokes light effects (via the LightsControl class). Players trigger a light event when the collide, with the light event's collision box. The light event is trigged is dependant on the light events type. The light event is destroyed once it has finished, in order to effiently use memory |
LightsControl | Controls all the lights (and light effects) within the game. Lights can be disabled/enabled, and also produce a flicker effect |
LoadingScreen | Creates a loading screen, which appears between level loading |
MainMenu | Creates the main menu. The main menu consist of GUI elements to navigate through several options, and also start the game. The main menu also consists of the game settings menu, which enables players to change the settings of the game (basically change the difficulty of the game) |
Orc | An orc class creates and manages an orc enemy type within the game. An orc can go beserk and charge the player (a method common to all types of enemy) and addtionally has a gun which it uses to fire at the player |
Player | Manages the player throughout the game. The player has a level of health, takes damage (and will die if that health reaches 0). The player can identify objects, pick them up, use them and add them to their inventory (if they are inventory items). A player can also hold and move objects within the game |
PuzzleRoom | Creates and manages a puzzle room. A puzzle room consists of a series of boxes which the player may stack in order to reach a pre-positioned keycard. The keycard instantiated will always be the keycard required by the room's exit door |
Room | Acts as the base classes to different room types. A room consists of a entrance and exit door. Based on the type of room, once once a certain goal has been met the keycard required to open the room's exit door will be spawned in the room |