Activity Diagram Level 1 Activity Diagram Level 2

3.1.11.6.6. Activity Diagram Pergerakan Karakter

Sistem Pemain Menggerakan Karakter Karakter Bergerak Maju Menekan Tombol Keyboard W Menekan Tombol Keyboard A Menekan Tombol Keyboard S Menekan Tombol Keyboard D Karakter Bergerak ke Kiri Karakter Bergerak Mundur Karakter Bergerak ke Kanan Gambar 3.23 Acitivity Diagram Pergerakan Karakter

3.1.11.6.7. Activity Diagram Menampilkan Instruksi Misi

Sistem Pemain Mengarahkan Karakter Menuju Trigger Instruksi Karakter Bergerak Menuju Trigger Trigger Hilang Trigger Tidak Hilang Menampillkan Instruksi Misi Menyentuh trigger Tidak menyentuh trigger Gambar 3.24 Acitivity Diagram Menampilkan Instruksi Misi

3.1.11.7. Class Diagram

Class adalah sebuah spesifikasi yang jika diinstansiasi akan menghasilkan sebuah objek dan merupakan inti dari pengembangan dan desain berorientasi objek. Class menggambarkan keadaan atributproperti suatu sistem, sekaligus menawarkan layanan untuk memanipulasi keadaan tersebut metodafungsi. Class diagram menggambarkan struktur dan deskripsi class, package dan objek beserta hubungan satu sama lain seperti containment, pewarisan, asosiasi dan lain-lain. Gambar 3.25 berikut adalah class diagram dari aplikasi game. 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.