Activity Diagram Level 3 Activity Diagram

MenuUtama boundary +MenuUtama +Mulai +Pengaturan +Petunjuk +Keluar Mulai control +mulai +ContentLoaded: Bool -PauseMenuInterface -SceneLoaded +Main -loadvideo Petunjuk control +Petunjuk +ContentLoaded: bool +PagePetunjuk -PetunjukKembali PlayerScript control +PlayerHealth +PlayerGUI +maxCarriedWeapon +currentWeapon +maxCarriedWeapon +WeaponChangeSound +gameStatus +LevelStateMachine +fpsCam -switchWeapon +primary +action +isDead +awake: void +update +LateUpdate +FoundItem +LevelCompleted +WeaponChanged +ApplyDamage +UnderwaterDamage +Die +UpdateGUI +InfoTextstring +HidePlayerboolean +HideGUIboolean +GetWeaponsCount +isSameWeapon +findPrimaryint +ActivateWeapon +Drop +HandleCollisions +Action +copyTransformsRecurse +SpeakOnTrigger Pengaturan control +Pengaturan +Text: String +TingkatSuara: Int +Resolusi: int +PageOption -SetResolusi -SetVolume -OptionKembali universalGun control +bullet: GameObject +lightFlash: Light +muzzleFlash: Renderer +particleEffect: GameObject +shotNearSound: AudioClip +shotFarSound: AudioClip +farSoundStartDist: Float +emptySound: AudioClip +reloadSound: AudioClip +burstMode: object +SwicthModes: boolean +fireRate: float +bulletSpeed: float +bulletsPerClip: int +bulletsLeft: int +clips: int +shotTime: float +shitDelay: float +reloadTime: float +sightTarget: Transform +scopeTexture: Texture +scopeFOV: float +throwPos: Transform +emptyHull: Rigidbody +hullSpeed: float +hullTorque: float +lestArmPos: Transform +baseInaccuracy: float +inaccuracyIncreaseOverTime: float +maximumInaccuracy: float +inaccuracy: float +recoil: Vector2 +recoilOffset: Vector2 +inScope: boolean +Shoot: boolean +m_LastFrameShot: int +nextFireTime: float -t: Transform -rb: Rigidbody -fpsCam: FPSCam -controller: CharacterController -childEmitters: ParticleEmitters -count: int -lastFireTime: float -effectActive: boolean -busy: boolean -currentRotation: Quarternion -emptyAudio: boolean -vol: float +awake +LateUpdate +Fire +FireOneShot +setSpecialEffectActiveboolean +reload +WeaponChanged +ShowOptics +HideOptics +GetBulletsLeft +GetClips Weapons entity +weapon +hasWeapon +weaponMaxClips +weaponName +AmmoName +weaponTexture +CrosshairTexture +dropableWeapon +dropPosition +dropSpeed PlayerHealth entity +maximumHitPoints +hitPoints +regenerateHealth +RegenerateSpeed +underwaterDamage +lives +deadReplacement +deadOffsetY +deadTime +deathHidesGUI +deathSlowsTime +painLittle +painBig +gaspLittle +gaspBig +breathSound +dieSound PlayerGUI Entity +enemiesGUI +BossesGUI +scoreGUI +healthGUI +oxigenGUI +livesGUI +burstMode +bulletsLeft +clipsGUI +weaponGUI +crosshairGUI +scopeGUI +infoText +scopeAspect +scopePosition +healthGUIWidth EnemyAI control +AI +speed: float +rotationSpeed: float +shootrange: float +attackRange: float +dontComeCloserRange: float +delayShootTime: float +target: transform +awake: void +start: void +patrol: IEnumerator +shoot: IEnumerator +attackPlayer: IEnumerator +SearchPlayervector: IEnumerator +RotateTowardsvector: void +Movetowardsvector: void characterController entity +characterContorller +isGrounded: void +velocity: void +move: void mouseLook control +MouseLook +RotationAxes: enum +sensitivity X: float +sensitivity Y: float +minimum X: float +minimum Y: float +maximum X: float +maximum Y: float +rotation X: float +rotation Y: float +update: void +start: void LevelCompleted entity +LevelCompleted +sound: AudioClip -used: boolean +awake: void +OnTriggerEntercollider: IEnumerator AIanimation control +AIanimation +minimumRunSpeed: float +awake: void +Start: void +SetSpeedfloat: void Level1 control +loadscene +LevelCompleted Level2 control +loadscene +LevelCompleted Level3 control +loadscene +LevelCompleted Loading control +loadscene Player boundary TpsAnimationScript boundary TPSMovement entity +useKeyboard: boolean +maxRotationSpeed: float +crouchMultiplier: float +walkMultiplier: float +defaultIsWalk: float +waterMultiplier: float +defaultIsWalk: boolean +walkMultiplier: float +defaultIsWalk: boolean +depthToReduceSpeed: float TPSAnims entity +standAnim: AnimationClips +standAimAnim: AnimationClips +walkAnim: AnimationClips +walkAimAnim: AnimationClips +walkShootAnim: AnimationClips +runAnim: AnimationClips +runAimAnim: AnimationClips +runShootAnim: Animation Clips +reloadAnim: AnimationClips +changedWeaponAnim: AnimationClips +SetTimeForChange: boolean +SetTimeForChangeWeapon: float TPSJumping entity +jumpingAnimation: AnimationClip +jumpingSound: AudioClip +landingSound: AudioClip +jumpL: andCrouchTime : float +fallTimeThreshold: float +fallingDamage: boolean +injuredTimeThreshold: float +deadTimeThreshold: float +doJumping: boolean +superJump: boolean +canJump: boolean +doJump: boolean +currJumpHeight: float +fallingTimer: Fkiat +landSound: boolean +injured: boolean +dead: boolean TPSAnimation control +tpsMovement: TPSMovement +aimTime: float +onlyWhenRun: boolean +noAimWhenBusy: boolean +animatedMesh: Animation +tpsAnims: TPSAnims +standAnimsSpeed: float +walkAnimsSpeed: float +walkHeadBobMultiplier +deactivateAnimation: AnimationClip +tpsjumping: TPSJumping +tpsLeftHand: FPSLeftHand +leftFoot: Transform +rightFoot: Transform +playerIbject: Transform +crouchedControllerCenterHeight: float +crouchedControllerCenterY: float +crouchedPlayerObjectY: float +busy: boolean +moved: boolean +directionVector: Vector3 +Crouch: boolean +grounded: boolean +aim: boolean +shoot: boolean +gunIsEmpty: boolean +stopWaiting: boolean +inWater: boolean +underWater: boolean +playerObjectPos: float -t: Transform -controller: CharacterController -cm: CharacterMotor -player: Player -tpsCam: TPSCamera -crosshair: FadeGUITexture -aimWeapons: AimWeapons -waterScript: WaterInteractions -footprintsScript: FootPrints -armIK: ArmIK -velocityMagnitude: float -waiting: boolean -deactivate: boolean -run: boolean -readyToFire: boolean -lastFireTime: float -footstepTimer: float -swapFoot: boolean -currControllerHeight: float -currControllerCenterY: float -currPlayerObjectY: float -playerObjectVelocity: float -vol: float +awake +start +setupAnimation +Update +Crouch +MovePlayer +UpdateFacingDirection +ProjectOntoPlane +ConstantSlerp +Reloading +WeaponChanged +DeactivateBomb +GunIsEmpty +Run +Jump +SuperJump +OntriggerEnter +OnTriggerStay +IsDead heroff_prefab boundary characterDamage control +maximumHitPoints: float +hitPoints: float +regenerateHealth: boolean +regeneratingSpeed: float +painLittle: AudioClip +deadReplacement: float +painBig: AudioClip +gaspLittle: AudioClip +gaspBig: AudioClip +dieSound: AudioClip +respawn: boolean +respawnTime: float +lives: int +isEnemy: boolean +isBoss: boolean +score: int +showScoreInfo: boolean +isDead: boolean -t: transform -player: transform +controller: CharacterController -gotHitTimer -weaponIndex -vol: float -coms: behaviour +awake +OnEnable +Start +update +ApplyDamage +Detonate +HideCharacter +CopytransformRecurse +SelectWeapon spawner control +spawner: Spawner +caches: ObjectCache +activeCachedObkect +Awake +Spawn +Destroy EnemyRespawn control +respawnType: Object +foundItemNumber: int +oneTimeRespawn: boolean +spawnRange: float +deleteRange: float +gizmoName: String +enemyPrefab: GameObject +respawnEffect: GameObject +respawnSound: AudioClip +respawnPoint: GameObject +respawnDelayMin: Float +respawnDelayMax: Float +NumberOfEnemies: int +radius: float +spawnInGrid: Object +weaponIndex: int +setSightRange: boolean +sightRange: object +setAttackRange: boolean +attackRange: Object +setRetreat: boolean +setShootRange: boolean +shootRange: Object +setBurstIntervalMin: boolean +burstIntercalMin: float +setBurstIntervalMax: boolean +burstIntervalMax: float +setBurstTimeMin +burstTimeMin: float +setBurstTimeMax: float +burstTimeMax: boolean +setShoot: boolean +shootEnemis: boolean +setMove: boolean +setSearch: boolean +searchForEnemies: boolean -target: Transform -player: Player -updateInterval: float +awake +start +update +IsAnyoneAlive +HideEnemies +Respawn +SetParams Level4 control +loadscene +LevelCompleted Level5 control +loadscene +LevelCompleted 1 1 1 1 1 1 coyote_prepab boundary AnimalAI Control +AI +speed: float +rotationspeed: float +attackRange: float +dontComeCloserRange: float +target: transform +awake: void +start: void +patrol: IEnumerator +attackPlayer: IEnumerator +SearchPlayervector: IEnumerator +RotateTowardsvector: void +Movetowardsvector: void 1 1 SpeakOnTrigger entity +Instruction +Playing +Timer +InstructionToPlay +start +update +OnTriggerEnter Gambar 3.25 Class Diagram Game Save Our Planet From Extinction

3.1.11.8. Sequence Diagram

Sequence diagram menggambarkan interaksi antar objek di dalam dan di sekitar sistem termasuk pengguna, display, dan sebagainya berupa message yang digambarkan terhadap waktu. Sequence diagram terdiri atas dimensi vertikal waktu dan dimensi horizontal objek-objek yang terkait. Sequence diagram biasa digunakan untuk menggambarakan skenario atau rangkaian langkah-langkah yang dilakukan sebagai respon dari sebuah event untuk menghasilkan output tertentu. Diawali dari apa yang men-trigger aktivitas tersebut, proses dan perubahan apa saja yang terjadi secara internal dan output apa yang dihasilkan. Berikut ini beberapa sequencial diagram yang terdapat pada game save our planet from extinction yaitu : 3.1.11.8.1. Sequence Diagram Menampilkan Permainan Level 1 Sequence diagram untuk menampilkan permainan level 1 bisa dilihat pada gambar 3.26. Top Package::Pemain StartMenu Loading level 1 TPSAnimation TPSMovement MouseLook CharacterController LevelCompleted 4. Awake 5. Update 6. LoadScene 1. Memilih menu mulai 2. Load Scene 8. I put to bol Keyboard W,A,S,D 7. Update 3. Start 8.1 : Walk 8.2 : Jump 9 : Update 10. Mencapai Tujuan 11. OnTriggerEnter 12. LoadLevel Gambar 3.26 Sequence Diagram Menampilkan Permainan Level 1 3.1.11.8.2. Sequence Diagram Menampilkan Permainan Level 2 Sequence diagram untuk menampilkan permainan level 2 bisa dilihat pada gambar 3.27.