Fix revive and game over
This commit is contained in:
parent
175c7ca086
commit
916994f143
File diff suppressed because one or more lines are too long
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: cce5bb4f212e61847bff6ada16d93b59
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -900,7 +900,7 @@ GameObject:
|
|||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
|
||||
m_IsActive: 0
|
||||
m_IsActive: 1
|
||||
--- !u!224 &1907822959
|
||||
RectTransform:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -46,7 +46,7 @@ public class InstantiateOverTime : MonoBehaviour
|
|||
{
|
||||
// i kknow very ismart!:)
|
||||
int radm = Random.Range(0, rng);
|
||||
if (radm != 500) return;
|
||||
if (radm != 0) return;
|
||||
|
||||
if (CanShootTime < Time.time) // We are allowed to shoot
|
||||
{
|
||||
|
|
|
@ -71,8 +71,11 @@ public class GameManager : MonoBehaviour
|
|||
RumbleManager.StartRumble(0, 0.3f, 0.1f, 3f);
|
||||
RumbleManager.StartRumble(1, 0.3f, 0.1f, 3f);
|
||||
|
||||
ReviveParticleSystem.transform.position = who.transform.position;
|
||||
ReviveParticleSystem.GetComponent<ParticleSystem>().Play();
|
||||
GameObject go = Instantiate(ReviveParticleSystem, who.transform.position, Quaternion.identity);
|
||||
ParticleSystem ps = go.GetComponent<ParticleSystem>();
|
||||
ps.Play();
|
||||
|
||||
go.AddComponent<DestroyAfter>().Init(5f);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -23,6 +23,9 @@ public class PauseMenu : MonoBehaviour
|
|||
// if(Gamepad.all[i].selectButton)
|
||||
|
||||
|
||||
|
||||
if (isPaused)
|
||||
{
|
||||
foreach (var controller in Gamepad.all)
|
||||
{
|
||||
if (controller.startButton.wasReleasedThisFrame)
|
||||
|
@ -49,6 +52,7 @@ public class PauseMenu : MonoBehaviour
|
|||
MainMenu();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check if the Escape key is pressed
|
||||
if (Input.GetKeyDown(KeyCode.Escape))
|
||||
|
|
Loading…
Reference in New Issue