Fix revive and game over

This commit is contained in:
Sveske_Juice 2024-02-04 16:55:37 +01:00
parent 175c7ca086
commit 916994f143
8 changed files with 5167 additions and 5145 deletions

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@ -0,0 +1,7 @@
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@ -900,7 +900,7 @@ GameObject:
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@ -46,7 +46,7 @@ public class InstantiateOverTime : MonoBehaviour
{ {
// i kknow very ismart!:) // i kknow very ismart!:)
int radm = Random.Range(0, rng); int radm = Random.Range(0, rng);
if (radm != 500) return; if (radm != 0) return;
if (CanShootTime < Time.time) // We are allowed to shoot if (CanShootTime < Time.time) // We are allowed to shoot
{ {
@ -110,4 +110,4 @@ public class InstantiateOverTime : MonoBehaviour
); );
} }
} }

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@ -71,8 +71,11 @@ public class GameManager : MonoBehaviour
RumbleManager.StartRumble(0, 0.3f, 0.1f, 3f); RumbleManager.StartRumble(0, 0.3f, 0.1f, 3f);
RumbleManager.StartRumble(1, 0.3f, 0.1f, 3f); RumbleManager.StartRumble(1, 0.3f, 0.1f, 3f);
ReviveParticleSystem.transform.position = who.transform.position; GameObject go = Instantiate(ReviveParticleSystem, who.transform.position, Quaternion.identity);
ReviveParticleSystem.GetComponent<ParticleSystem>().Play(); ParticleSystem ps = go.GetComponent<ParticleSystem>();
ps.Play();
go.AddComponent<DestroyAfter>().Init(5f);
} }
} }

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@ -23,30 +23,34 @@ public class PauseMenu : MonoBehaviour
// if(Gamepad.all[i].selectButton) // if(Gamepad.all[i].selectButton)
foreach (var controller in Gamepad.all)
if (isPaused)
{ {
if (controller.startButton.wasReleasedThisFrame) foreach (var controller in Gamepad.all)
{ {
if (isPaused) if (controller.startButton.wasReleasedThisFrame)
{
if (isPaused)
{
ResumeGame();
}
else
{
PauseGame();
}
}
if (controller.crossButton.IsPressed())
{ {
ResumeGame(); ResumeGame();
} }
else if (controller.circleButton.IsPressed())
{ {
PauseGame(); QuitGame();
}
if (controller.squareButton.IsPressed())
{
MainMenu();
} }
}
if (controller.crossButton.IsPressed())
{
ResumeGame();
}
if (controller.circleButton.IsPressed())
{
QuitGame();
}
if (controller.squareButton.IsPressed())
{
MainMenu();
} }
} }