Upgrades!!
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@ -169,7 +169,7 @@ public class BloodComputeShader : MonoBehaviour
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@ -184,7 +184,7 @@ public class BloodComputeShader : MonoBehaviour
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// Blood hitting the floor
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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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{
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splatterVolume += bufferData[1] / 10.0f;
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// Debug.Log("splat x" + bufferData[1]);
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// Debug.Log("splat x" + bufferData[1]);
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}
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}
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}
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}
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public void AddRevive() {
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Revives++;
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}
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public void setTime(string t)
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public void setTime(string t)
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{
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{
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penisSuriveTime = t;
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penisSuriveTime = t;
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@ -4,7 +4,7 @@ using UnityEngine;
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public class IngameMusic : MonoBehaviour
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public class IngameMusic : MonoBehaviour
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{
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{
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float volume = 0.4f;
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float volume = 0.1f;
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void Start()
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void Start()
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{
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{
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void PlayMusic()
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void PlayMusic()
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{
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{
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AudioManager.PlaySound("Ingame_Theme", new Vector3(0f, 0f, 0f), false, false, true, true).volume = volume;
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AudioManager.PlaySound("Ingame_Theme", new Vector3(0f, 0f, 0f), false, false, true, false).volume = volume;
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}
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}
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}
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}
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@ -23,6 +23,7 @@ public class Upgrades
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public Upgrade damageUpgrade = new Upgrade("More rope damage");
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public Upgrade damageUpgrade = new Upgrade("More rope damage");
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public Upgrade bloodUpgrade = new Upgrade("MORE BLOOD!");
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public Upgrade bloodUpgrade = new Upgrade("MORE BLOOD!");
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public Upgrade reelUpgrade = new Upgrade("Faster rope reel speed");
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public Upgrade reelUpgrade = new Upgrade("Faster rope reel speed");
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public Upgrade reviveUpgrade = new Upgrade("Adds an extra revive");
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}
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}
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public class Upgrader : MonoBehaviour
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public class Upgrader : MonoBehaviour
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@ -158,6 +159,7 @@ public class Upgrader : MonoBehaviour
|
||||||
ReelUpgrade();
|
ReelUpgrade();
|
||||||
break;
|
break;
|
||||||
case 7:
|
case 7:
|
||||||
|
ReviveUpgrade();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -175,6 +177,34 @@ public class Upgrader : MonoBehaviour
|
||||||
i.gameObject.transform.localScale = Vector3.one;
|
i.gameObject.transform.localScale = Vector3.one;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
switch (p1a)
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
description.text = upgrades.mopUpgrade.name;
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
description.text = upgrades.speedUpgrade.name;
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
description.text = upgrades.ropeUpgrade.name;
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
description.text = upgrades.healthUpgrade.name;
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
description.text = upgrades.damageUpgrade.name;
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
description.text = upgrades.bloodUpgrade.name;
|
||||||
|
break;
|
||||||
|
case 6:
|
||||||
|
description.text = upgrades.reelUpgrade.name;
|
||||||
|
break;
|
||||||
|
case 7:
|
||||||
|
description.text = upgrades.reviveUpgrade.name;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
upgradeImages[p1a].fillAmount = acceptTime / 2f;
|
upgradeImages[p1a].fillAmount = acceptTime / 2f;
|
||||||
upgradeImages[p1a].transform.localScale = Vector3.one * 2f;
|
upgradeImages[p1a].transform.localScale = Vector3.one * 2f;
|
||||||
}
|
}
|
||||||
|
@ -198,7 +228,7 @@ public class Upgrader : MonoBehaviour
|
||||||
}
|
}
|
||||||
else if (prevCouldUpgrade)
|
else if (prevCouldUpgrade)
|
||||||
{
|
{
|
||||||
// TODO: PLAY SOUND HERE!!
|
AudioManager.PlaySound("Blood_Splatter_Large_SFX", Vector3.zero, false, false);
|
||||||
|
|
||||||
description.text = "";
|
description.text = "";
|
||||||
background.color = Color.gray;
|
background.color = Color.gray;
|
||||||
|
@ -278,6 +308,12 @@ public class Upgrader : MonoBehaviour
|
||||||
upgrades.reelUpgrade.amount++;
|
upgrades.reelUpgrade.amount++;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ReviveUpgrade()
|
||||||
|
{
|
||||||
|
description.text = upgrades.reviveUpgrade.name;
|
||||||
|
GameManager.Instance.AddRevive();
|
||||||
|
}
|
||||||
|
|
||||||
IEnumerator updateBloodMeter()
|
IEnumerator updateBloodMeter()
|
||||||
{
|
{
|
||||||
while (true)
|
while (true)
|
||||||
|
|
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172
Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset
Executable file → Normal file
172
Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset
Executable file → Normal file
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Loading…
Reference in New Issue