nig
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6b07e3b115
commit
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@ -372,6 +372,7 @@ GameObject:
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- component: {fileID: 1111096819}
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- component: {fileID: 1111096819}
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- component: {fileID: 1111096818}
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- component: {fileID: 1111096818}
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- component: {fileID: 1111096817}
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- component: {fileID: 1111096817}
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- component: {fileID: 1111096820}
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m_Layer: 5
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m_Layer: 5
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m_Name: Returnbtn
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m_Name: Returnbtn
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m_TagString: Untagged
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m_TagString: Untagged
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@ -442,7 +443,20 @@ MonoBehaviour:
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m_TargetGraphic: {fileID: 1111096818}
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m_TargetGraphic: {fileID: 1111096818}
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m_OnClick:
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m_OnClick:
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m_PersistentCalls:
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m_PersistentCalls:
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m_Calls: []
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m_Calls:
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- m_Target: {fileID: 1111096820}
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m_TargetAssemblyTypeName: GameOverMainMenuReturnerButtonScriptForLoadingTheMainMenuSceneOnceAPlayerHasDiedAndHasThenPressedTheMainMenuButtonOnTheGameOverScreen,
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Assembly-CSharp
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m_MethodName: r
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m_Mode: 1
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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--- !u!114 &1111096818
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--- !u!114 &1111096818
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -481,6 +495,18 @@ CanvasRenderer:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1111096815}
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m_GameObject: {fileID: 1111096815}
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m_CullTransparentMesh: 1
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m_CullTransparentMesh: 1
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--- !u!114 &1111096820
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1111096815}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: ebc1ff2ca6301ea418d24447257776ae, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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--- !u!1 &1464315473
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--- !u!1 &1464315473
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -5,15 +5,7 @@ using UnityEngine.SceneManagement;
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public class GameOverMainMenuReturnerButtonScriptForLoadingTheMainMenuSceneOnceAPlayerHasDiedAndHasThenPressedTheMainMenuButtonOnTheGameOverScreen : MonoBehaviour
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public class GameOverMainMenuReturnerButtonScriptForLoadingTheMainMenuSceneOnceAPlayerHasDiedAndHasThenPressedTheMainMenuButtonOnTheGameOverScreen : MonoBehaviour
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{
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{
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// Start is called before the first frame update
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public void r() {
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void Start()
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SceneManager.LoadScene(0);
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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}
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}
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@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System;
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using System;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Events;
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using UnityEngine.SceneManagement;
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public class GameManager : MonoBehaviour
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public class GameManager : MonoBehaviour
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{
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{
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@ -12,12 +13,15 @@ public class GameManager : MonoBehaviour
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private string penisSuriveTime = "";
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private string penisSuriveTime = "";
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public int Revives { get; private set; }
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void Awake()
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void Awake()
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{
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{
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if (Instance == null)
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if (Instance == null)
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{
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{
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Instance = this;
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Instance = this;
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DontDestroyOnLoad(gameObject);
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DontDestroyOnLoad(gameObject);
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Revives = 0;
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}
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}
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else
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else
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{
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{
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@ -29,12 +33,30 @@ public class GameManager : MonoBehaviour
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{
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{
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}
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}
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public void playerDied(int who)
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public void playerDied(GameObject who)
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{
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{
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Debug.Break();
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if (Revives == 0)
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SceneManager.LoadScene(3);
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else {
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Revives--;
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Collider2D[] d = Physics2D.OverlapCircleAll(who.transform.position, 5f);
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foreach (Collider2D c in d) {
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if (c.gameObject.CompareTag("Enemy")) {
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c.gameObject.GetComponent<HealthComponent>().TakeDamage(9999999999);
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}
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}
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var g = who.GetComponent<HealthComponent>();
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// heal
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g.setMaxHealth(g.getMaxHealth(), true);
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// REVIVE SOUND HERE
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}
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}
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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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penisSuriveTime = t;
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penisSuriveTime = t;
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}
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}
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@ -14,7 +14,6 @@ public class PlayerMovement : MonoBehaviour
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private bool right = false;
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private bool right = false;
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[Header("Whipping")]
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[Header("Whipping")]
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[SerializeField]
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[SerializeField]
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RopeWhipAttack whipAttack;
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RopeWhipAttack whipAttack;
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@ -37,6 +36,7 @@ public class PlayerMovement : MonoBehaviour
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rb = GetComponent<Rigidbody2D>();
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rb = GetComponent<Rigidbody2D>();
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playerInput = GetComponent<PlayerInput>();
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playerInput = GetComponent<PlayerInput>();
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hp = GetComponent<HealthComponent>();
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hp = GetComponent<HealthComponent>();
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attack = GetComponent<PlayerCollideAttack>();
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if (gameObject.name == "Player2")
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if (gameObject.name == "Player2")
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{
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{
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