Fix all errors
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commit
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File diff suppressed because one or more lines are too long
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@ -50,7 +50,7 @@ MonoBehaviour:
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@ -58,132 +58,73 @@ GameObject:
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@ -445,8 +386,8 @@ RectTransform:
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@ -476,8 +417,8 @@ MonoBehaviour:
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@ -573,14 +514,13 @@ RectTransform:
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@ -610,8 +550,8 @@ MonoBehaviour:
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@ -768,7 +708,7 @@ GameObject:
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@ -816,7 +756,7 @@ MonoBehaviour:
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@ -825,8 +765,8 @@ MonoBehaviour:
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@ -952,8 +892,8 @@ MonoBehaviour:
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@ -974,6 +914,140 @@ MonoBehaviour:
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@ -395,6 +396,7 @@ MonoBehaviour:
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m_Name: Enemy1V2
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m_Name: Enemy1V2
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m_TagString: Enemy
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@ -173,6 +172,8 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 1fdfc885f1a69704b893825cf9e616ba, type: 3}
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m_Script: {fileID: 11500000, guid: 1fdfc885f1a69704b893825cf9e616ba, type: 3}
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maxHealth: 100
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damageTickDelay: 0.25
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damageTickDelay: 0.25
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@ -311,6 +312,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 4cdfa33fd6ed7d647a720cbd59cea7df, type: 3}
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m_Script: {fileID: 11500000, guid: 4cdfa33fd6ed7d647a720cbd59cea7df, type: 3}
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@ -320,20 +322,6 @@ MonoBehaviour:
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@ -257,6 +256,8 @@ MonoBehaviour:
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@ -404,20 +406,6 @@ MonoBehaviour:
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|
File diff suppressed because it is too large
Load Diff
Binary file not shown.
|
@ -20,7 +20,7 @@ public class EnemyAnimationHandler : MonoBehaviour
|
||||||
void EnemyDie()
|
void EnemyDie()
|
||||||
{
|
{
|
||||||
GetComponentInParent<Collider2D>().enabled = false;
|
GetComponentInParent<Collider2D>().enabled = false;
|
||||||
GetComponentInParent<NavMeshAgent>().enabled = false;
|
GetComponentInParent<NavMeshAgent>().isStopped = true;
|
||||||
|
|
||||||
if (!isDying)
|
if (!isDying)
|
||||||
StartCoroutine(AnimationDie());
|
StartCoroutine(AnimationDie());
|
||||||
|
|
|
@ -6,7 +6,7 @@ using UnityEngine.SceneManagement;
|
||||||
public class GameOverMainMenuReturnerButtonScriptForLoadingTheMainMenuSceneOnceAPlayerHasDiedAndHasThenPressedTheMainMenuButtonOnTheGameOverScreen : MonoBehaviour
|
public class GameOverMainMenuReturnerButtonScriptForLoadingTheMainMenuSceneOnceAPlayerHasDiedAndHasThenPressedTheMainMenuButtonOnTheGameOverScreen : MonoBehaviour
|
||||||
{
|
{
|
||||||
public void r() {
|
public void r() {
|
||||||
AudioManager.StopAllAudio();
|
AudioManager.Instance.StopAllAudio();
|
||||||
SceneManager.LoadScene(0);
|
SceneManager.LoadScene(0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -2,10 +2,9 @@ using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
|
using TMPro;
|
||||||
using Unity.VisualScripting;
|
using Unity.VisualScripting;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using static Unity.VisualScripting.Member;
|
|
||||||
|
|
||||||
|
|
||||||
public class AudioManager : MonoBehaviour
|
public class AudioManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
@ -78,8 +77,16 @@ public class AudioManager : MonoBehaviour
|
||||||
|
|
||||||
|
|
||||||
audioSource.Play();
|
audioSource.Play();
|
||||||
yield return new WaitUntil(() => !audioSource.isPlaying);
|
yield return new WaitUntil(() => audioSource.gameObject.IsDestroyed() || !audioSource.isPlaying);
|
||||||
Destroy(audioSource.gameObject);
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
Destroy(audioSource.gameObject);
|
||||||
|
}
|
||||||
|
catch (SystemException err)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public IEnumerator StartMusicFadeIn(AudioSource AS)
|
public IEnumerator StartMusicFadeIn(AudioSource AS)
|
||||||
|
@ -95,10 +102,13 @@ public class AudioManager : MonoBehaviour
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void StopAllAudio()
|
public void StopAllAudio()
|
||||||
{
|
{
|
||||||
|
StopAllCoroutines();
|
||||||
foreach (SoundSource item in AliveSources)
|
foreach (SoundSource item in AliveSources)
|
||||||
{
|
{
|
||||||
|
if (item.IsUnityNull() || item.source.IsUnityNull()) continue;
|
||||||
|
|
||||||
item.source.Stop();
|
item.source.Stop();
|
||||||
Destroy(item.source.gameObject);
|
Destroy(item.source.gameObject);
|
||||||
}
|
}
|
||||||
|
|
|
@ -42,7 +42,7 @@ public class GameManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
if (Revives == 0)
|
if (Revives == 0)
|
||||||
{
|
{
|
||||||
AudioManager.StopAllAudio();
|
AudioManager.Instance.StopAllAudio();
|
||||||
AudioManager.PlaySound("Game_Over_Jingle", Vector3.zero);
|
AudioManager.PlaySound("Game_Over_Jingle", Vector3.zero);
|
||||||
SceneManager.LoadScene(3);
|
SceneManager.LoadScene(3);
|
||||||
}
|
}
|
||||||
|
|
|
@ -39,7 +39,7 @@ public class MainMenuTransitionAnimation : MonoBehaviour
|
||||||
yield return new WaitForSecondsRealtime(0.1f);
|
yield return new WaitForSecondsRealtime(0.1f);
|
||||||
}
|
}
|
||||||
|
|
||||||
AudioManager.StopAllAudio();
|
AudioManager.Instance.StopAllAudio();
|
||||||
SceneManager.LoadScene(1);
|
SceneManager.LoadScene(1);
|
||||||
//SceneManager.sceneLoaded += () => AudioManager.stop
|
//SceneManager.sceneLoaded += () => AudioManager.stop
|
||||||
}
|
}
|
||||||
|
|
|
@ -18,9 +18,15 @@ public class PlayerAnimationHandler : MonoBehaviour
|
||||||
}
|
}
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
RunMop1(BloodComputeShader.Instance.mop1Clean >= 10);
|
var playerInput = GetComponent<PlayerInput>();
|
||||||
|
if (playerInput.PlayerNum == 0)
|
||||||
RunMop2(BloodComputeShader.Instance.mop2Clean >= 10);
|
{
|
||||||
|
RunMop1(BloodComputeShader.Instance.mop1Clean >= 10);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
RunMop2(BloodComputeShader.Instance.mop2Clean >= 10);
|
||||||
|
}
|
||||||
|
|
||||||
// Current frame values
|
// Current frame values
|
||||||
//float currentMop1Clean = BloodComputeShader.Instance.mop1Clean;
|
//float currentMop1Clean = BloodComputeShader.Instance.mop1Clean;
|
||||||
|
|
|
@ -14,10 +14,9 @@ public class PauseMenu : MonoBehaviour
|
||||||
private bool isPaused = false;
|
private bool isPaused = false;
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
if (pauseMenuUI.activeSelf)
|
pauseMenuUI.SetActive(isPaused);
|
||||||
pauseMenuUI.SetActive(false);
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
//for (int i = 0; i < Gamepad.all.Count; i++)
|
//for (int i = 0; i < Gamepad.all.Count; i++)
|
||||||
|
|
Loading…
Reference in New Issue