Merge branch 'main' of https://gitea.deprived.dev/Sveskejuice/fgm24
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@ -28,6 +28,9 @@ public class BloodComputeShader : MonoBehaviour
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public int activeParticles = 0;
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public long score = 0;
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public int mop1Clean = 0;
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public int mop2Clean = 0;
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public float squeakVolume = 0.0f;
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public AudioSource squeakPlayer;
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@ -104,8 +107,8 @@ public class BloodComputeShader : MonoBehaviour
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argsBuffer = new ComputeBuffer(1, 5 * sizeof(uint), ComputeBufferType.IndirectArguments);
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argsBuffer.SetData(args);
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ComputeHelper.CreateStructuredBuffer<uint>(ref numParticlesConsumedBuffer, 2);
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ComputeHelper.CreateStructuredBuffer<uint>(ref numParticlesConsumedBuffer, 3);
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// Initialize with empty data
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@ -145,47 +148,55 @@ public class BloodComputeShader : MonoBehaviour
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}
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bool putBuffer = false;
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uint[] bufferData = new uint[] {0,0};
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if (readbackRequest.done)
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{
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bufferData[1] = readbackRequest.GetData<uint>()[1];
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bufferData = readbackRequest.GetData<uint>().ToArray();
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// Blood cleaned
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if (bufferData[0] > 0)
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if (bufferData[0] > 0 || bufferData[1] > 0)
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{
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// Debug.Log("Cleaned " + bufferData[0]);
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activeParticles -= (int)bufferData[0];
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uint totalBloodCleaned = bufferData[0] + bufferData[1];
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score += bufferData[0];
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activeParticles -= (int)totalBloodCleaned;
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float mappedRumble = Convert.ToSingle(bufferData[0]).Remap(0, RumbleAmount, 0, 0.1f);
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score += totalBloodCleaned;
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// this doesnt exist but ok
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// float mappedRumble = Convert.ToSingle(bufferData[0]).Remap(0, RumbleAmount, 0, 0.1f);
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//RumbleManager.StartRumble(-1, 0, mappedRumble, 0.1f);
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squeakVolume += 0.1f;
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mop1Clean += (int)bufferData[0];
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mop2Clean += (int)bufferData[1];
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// Reset counter
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putBuffer = true;
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bufferData[0] = 0;
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bufferData[1] = 0;
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}
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// Blood hitting the floor
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if (bufferData[1] > 0) {
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if (bufferData[1] > 0)
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{
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splatterVolume += bufferData[1] / 25.0f;
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// Debug.Log("splat x" + bufferData[1]);
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putBuffer = true;
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bufferData[1] = 0;
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bufferData[2] = 0;
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}
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RequestAsyncReadback();
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}
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if (putBuffer) {
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if (putBuffer)
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{
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numParticlesConsumedBuffer.SetData(bufferData);
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bloodCompute.SetBuffer(UpdateDustKernel, "numParticlesConsumed", numParticlesConsumedBuffer);
|
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|
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|
@ -206,6 +217,9 @@ public class BloodComputeShader : MonoBehaviour
|
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|
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if (squeakVolume < 0.001)
|
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squeakVolume = 0;
|
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|
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mop1Clean = (int)(mop1Clean * 0.8f);
|
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mop2Clean = (int)(mop2Clean * 0.8f);
|
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}
|
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|
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void FixedUpdate()
|
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|
|
|
@ -28,8 +28,7 @@ float gravity;
|
|||
float particleVel;
|
||||
|
||||
// Hash function www.cs.ubc.ca/~rbridson/docs/schechter-sca08-turbulence.pdf
|
||||
uint hash(uint state)
|
||||
{
|
||||
uint hash(uint state) {
|
||||
state ^= 2747636419u;
|
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state *= 2654435769u;
|
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state ^= state >> 16;
|
||||
|
@ -39,22 +38,18 @@ uint hash(uint state)
|
|||
return state;
|
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}
|
||||
|
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float scaleToRange01(uint state)
|
||||
{
|
||||
return state / 4294967295.0;
|
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}
|
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float scaleToRange01(uint state) { return state / 4294967295.0; }
|
||||
|
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|
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[numthreads(64,1,1)]
|
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void InitDust (uint3 id : SV_DispatchThreadID)
|
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{
|
||||
[numthreads(64, 1, 1)] void InitDust(uint3 id
|
||||
: SV_DispatchThreadID) {
|
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if (id.x > particlesToInitialize) {
|
||||
return;
|
||||
}
|
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|
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uint i = freeParticles[id.x];
|
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|
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// if (particles[id.x].enabled != 0 || numParticlesInitialized[0] >= numParticles ) {
|
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// if (particles[id.x].enabled != 0 || numParticlesInitialized[0] >=
|
||||
// numParticles ) {
|
||||
while (i <= numParticles) {
|
||||
if (i == numParticles) {
|
||||
return;
|
||||
|
@ -96,9 +91,8 @@ void InitDust (uint3 id : SV_DispatchThreadID)
|
|||
// InterlockedAdd(numParticlesInitialized[0],1);
|
||||
}
|
||||
|
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[numthreads(64,1,1)]
|
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void UpdateDust (uint3 id : SV_DispatchThreadID)
|
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{
|
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[numthreads(64, 1, 1)] void UpdateDust(uint3 id
|
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: SV_DispatchThreadID) {
|
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uint i = id.x;
|
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|
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if (particles[i].enabled == 0) {
|
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|
@ -116,7 +110,7 @@ void UpdateDust (uint3 id : SV_DispatchThreadID)
|
|||
particles[i].airborne = 0;
|
||||
|
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// Increase splattered particles
|
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InterlockedAdd(numParticlesConsumed[1],1);
|
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InterlockedAdd(numParticlesConsumed[2], 1);
|
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}
|
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|
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float3 offset1 = mop1Pos - pos;
|
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|
@ -132,11 +126,14 @@ void UpdateDust (uint3 id : SV_DispatchThreadID)
|
|||
if (dist < CleanRadius) {
|
||||
particles[i].enabled = 0;
|
||||
// Increase cleaned particles
|
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if (dist1 < dist2) { // Mop1 is the one that cleaned
|
||||
InterlockedAdd(numParticlesConsumed[0], 1);
|
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} else {
|
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InterlockedAdd(numParticlesConsumed[1], 1);
|
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}
|
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}
|
||||
}
|
||||
|
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particles[i].position += particles[i].velocity * deltaTime;
|
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positions[i] = float4(particles[i].position, particles[i].enabled * size);
|
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}
|
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|
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|
|
|
@ -0,0 +1,27 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
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|
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public class ContinueToGameScene : MonoBehaviour
|
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{
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public GameObject anim;
|
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// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Input.anyKey)
|
||||
{
|
||||
anim.SetActive(true);
|
||||
Invoke("LoadGameScene", 1.5f);
|
||||
}
|
||||
}
|
||||
void LoadGameScene()
|
||||
{
|
||||
SceneManager.LoadScene(2);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
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guid: 311a7d10bb7d1784e8ec287aa508f48e
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|
@ -0,0 +1,19 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class GameOverMainMenuReturnerButtonScriptForLoadingTheMainMenuSceneOnceAPlayerHasDiedAndHasThenPressedTheMainMenuButtonOnTheGameOverScreen : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
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guid: ebc1ff2ca6301ea418d24447257776ae
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@ -1,13 +1,41 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class GameManager : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
public static GameManager Instance { get; private set; }
|
||||
|
||||
public Action OnPlayerDied;
|
||||
|
||||
private string penisSuriveTime = "";
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
}
|
||||
|
||||
public void playerDied(int who)
|
||||
{
|
||||
Debug.Break();
|
||||
}
|
||||
|
||||
public void setTime(string t) {
|
||||
penisSuriveTime = t;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
|
|
|
@ -99,9 +99,10 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
|
|||
if (BloodComputeShader.Instance != null)
|
||||
{
|
||||
int blood = (int)(maxHealth * 100.0f * BloodComputeShader.Instance.scoreMult);
|
||||
float power = 10.0f + (maxHealth / 25.0f);
|
||||
|
||||
BloodComputeShader.Instance.createBlood(transform.position, blood / 2, maxHealth / 8.0f);
|
||||
BloodComputeShader.Instance.createBlood(transform.position, blood / 2, maxHealth / 8.0f);
|
||||
BloodComputeShader.Instance.createBlood(transform.position, blood / 2, power);
|
||||
BloodComputeShader.Instance.createBlood(transform.position, blood / 2, power);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -9,6 +9,8 @@ public class PlayerCollideAttack : MonoBehaviour
|
|||
|
||||
[SerializeField] AnimationCurve speedToDamage;
|
||||
|
||||
public float speedYouNeedToNotTakeDamageFromRammingOrSomtmh = 10f;
|
||||
|
||||
public void OnCollisionEnter2D(Collision2D collision)
|
||||
{
|
||||
if (collision.collider.tag != "Enemy") return;
|
||||
|
|
|
@ -18,6 +18,8 @@ public class PlayerMovement : MonoBehaviour
|
|||
[Header("Whipping")]
|
||||
[SerializeField]
|
||||
RopeWhipAttack whipAttack;
|
||||
public float whipSmashSpeed = 2f;
|
||||
public float whipSmashDamageMult = 2f;
|
||||
|
||||
[SerializeField]
|
||||
private float whipMoveSpeed = 25f;
|
||||
|
@ -28,6 +30,7 @@ public class PlayerMovement : MonoBehaviour
|
|||
private PlayerInput playerInput;
|
||||
|
||||
private HealthComponent hp;
|
||||
private PlayerCollideAttack attack;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
|
@ -85,7 +88,11 @@ public class PlayerMovement : MonoBehaviour
|
|||
{
|
||||
if (collision.collider.gameObject.CompareTag("Enemy"))
|
||||
{ // Other object is an enemy
|
||||
if (whipAttack.IsBeingWhipped && rb.velocity.magnitude > attack.speedYouNeedToNotTakeDamageFromRammingOrSomtmh) {
|
||||
// collision.collider.gameObject.GetComponent<HealthComponent>().TakeDamage(rb.velocity.magnitude * whipSmashDamageMult);
|
||||
} else {
|
||||
hp.TakeDamage(1f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,65 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
public class PauseMenu : MonoBehaviour
|
||||
{
|
||||
public GameObject pauseMenuUI;
|
||||
|
||||
Gamepad pad;
|
||||
|
||||
// Variable to keep track of the game's pause state
|
||||
private bool isPaused = false;
|
||||
private void Start()
|
||||
{
|
||||
if (pauseMenuUI.activeSelf)
|
||||
pauseMenuUI.SetActive(false);
|
||||
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
for (int i = 0; i < Gamepad.all.Count; i++)
|
||||
Gamepad.all.ElementAtOrDefault(i);
|
||||
|
||||
|
||||
// Check if the Escape key is pressed
|
||||
if (Input.GetKeyDown(KeyCode.Escape) || PlayerInput.c)
|
||||
{
|
||||
if (isPaused)
|
||||
{
|
||||
ResumeGame();
|
||||
}
|
||||
else
|
||||
{
|
||||
PauseGame();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Method to resume the game
|
||||
public void ResumeGame()
|
||||
{
|
||||
// Hide the pause menu
|
||||
pauseMenuUI.SetActive(false);
|
||||
|
||||
// Set the time scale to 1 to resume normal gameplay
|
||||
Time.timeScale = 1f;
|
||||
|
||||
// Update the pause state
|
||||
isPaused = false;
|
||||
}
|
||||
|
||||
// Method to pause the game
|
||||
public void PauseGame()
|
||||
{
|
||||
// Show the pause menu
|
||||
pauseMenuUI.SetActive(true);
|
||||
|
||||
// Set the time scale to 0 to pause the game
|
||||
Time.timeScale = 0f;
|
||||
|
||||
// Update the pause state
|
||||
isPaused = true;
|
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}
|
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}
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@ -22,5 +22,6 @@ public class SurvivalTimer : MonoBehaviour
|
|||
int minutes = Mathf.FloorToInt(elapsedTime / 60);
|
||||
int seconds = Mathf.FloorToInt(elapsedTime % 60);
|
||||
timerText.text = string.Format("{00:00}:{01:00}", minutes, seconds);
|
||||
GameManager.Instance.setTime(timerText.text);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -11,6 +11,11 @@ public class Wait2SecondsToShow : MonoBehaviour
|
|||
private void Start()
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||||
{
|
||||
canvas = GetComponent<Image>();
|
||||
Invoke(nameof(StartFade), 2.8f);
|
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}
|
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|
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void StartFade()
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{
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StartCoroutine(FadeOut(2f));
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}
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textureFormat: 1
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maxTextureSize: 2048
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compressionQuality: 50
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spriteMeshType: 1
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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textureType: 8
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textureShape: 1
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singleChannelComponent: 0
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flipbookRows: 1
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flipbookColumns: 1
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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ignorePngGamma: 0
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applyGammaDecoding: 0
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swizzle: 50462976
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cookieLightType: 0
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platformSettings:
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- serializedVersion: 3
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 3
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buildTarget: Standalone
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maxTextureSize: 2048
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textureFormat: -1
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 3
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buildTarget: Server
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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outline: []
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bones: []
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spriteID: 5e97eb03825dee720800000000000000
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internalID: 0
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weights: []
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nameFileIdTable: {}
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -8,6 +8,9 @@ EditorBuildSettings:
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- enabled: 1
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path: Assets/Scenes/MainMenu.unity
|
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guid: 33b308b02cb61b643b15ad93698b00ee
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- enabled: 1
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path: Assets/Scenes/ControlsTutorialScene.unity
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guid: bc79d5e4c83d675498b09344ca23bde1
|
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- enabled: 1
|
||||
path: Assets/Scenes/GameScene.unity
|
||||
guid: 0400e5e5779425c40ba3164b1e0b5b59
|
||||
|
|
Loading…
Reference in New Issue