Merge branch 'master' into PiegamesDev
3
.gitignore
vendored
|
@ -32,7 +32,7 @@ sysinfo.txt
|
|||
# Builds
|
||||
*.apk
|
||||
*.unitypackage
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||||
|
||||
|
||||
# Created by https://www.gitignore.io/api/macos,linux,windows
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||||
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||||
### Linux ###
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||||
|
@ -80,6 +80,7 @@ Temporary Items
|
|||
### Windows ###
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# Windows thumbnail cache files
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Thumbs.db
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Thumbs.db.meta
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ehthumbs.db
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ehthumbs_vista.db
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|
|
148
Assets/Prefabs/Bullet.prefab
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45
Assets/Scripts/AudioControl.cs
Normal file
|
@ -0,0 +1,45 @@
|
|||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using UnityEngine.Audio;
|
||||
|
||||
public class AudioControl : MonoBehaviour
|
||||
{
|
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public AudioMixer mixer;
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public AudioMixerSnapshot maintheme;
|
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public AudioMixerSnapshot end;
|
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public AudioSource gameovers;
|
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public AudioSource[] soundeffects;
|
||||
|
||||
public enum Sfx { shoot, explosion, mobattack};
|
||||
|
||||
private float m_TransitionIn;
|
||||
private float m_TransitionOut;
|
||||
private bool endstate;
|
||||
|
||||
// Use this for initialization
|
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void Start()
|
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{
|
||||
m_TransitionIn = 1.2f;
|
||||
m_TransitionOut = 0.3f;
|
||||
}
|
||||
|
||||
public void SfxPlay(int sound)
|
||||
{
|
||||
soundeffects[sound].Play();
|
||||
}
|
||||
|
||||
public void SfxStop(int sound)
|
||||
{
|
||||
soundeffects[sound].Stop();
|
||||
}
|
||||
public bool SfxPlaying(int sound)
|
||||
{
|
||||
return soundeffects[sound].isPlaying;
|
||||
}
|
||||
|
||||
public void SetMasterVolume(float nvol)
|
||||
{
|
||||
mixer.SetFloat("masterVolume", Mathf.Clamp(nvol, -80f, 20f));
|
||||
}
|
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}
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|
@ -1,5 +1,5 @@
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serializedVersion: 2
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|
@ -7,7 +7,8 @@ public class BrakeBarController : MonoBehaviour {
|
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float currentRotation;
|
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int BrakeAmount = 100;
|
||||
private Player player;
|
||||
int currentBrakeAmount;
|
||||
float firstTime;
|
||||
float secondTime;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
|
@ -19,22 +20,31 @@ public class BrakeBarController : MonoBehaviour {
|
|||
// if player alive and spawned
|
||||
if (player != null)
|
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{
|
||||
UpdatePointer(currentBrakeAmount);
|
||||
UpdatePointer();
|
||||
}
|
||||
else if (currentRotation != 0)
|
||||
{
|
||||
//if player dead or not spawned
|
||||
UpdatePointer(0);
|
||||
UpdatePointer();
|
||||
}
|
||||
|
||||
}
|
||||
private void UpdatePointer(float brakeAmount)
|
||||
private void UpdatePointer()
|
||||
{
|
||||
if (Input.GetKey(KeyCode.S)) {
|
||||
float offset = brakeAmount - currentRotation;
|
||||
gameObject.transform.Rotate(Vector3.forward, offset);
|
||||
currentRotation += offset;
|
||||
if (Input.GetKeyDown(KeyCode.S))
|
||||
{
|
||||
firstTime = Time.time;
|
||||
}
|
||||
|
||||
if (Input.GetKeyUp(KeyCode.S))
|
||||
{
|
||||
secondTime = Time.time;
|
||||
float difference = secondTime - firstTime;
|
||||
gameObject.transform.Rotate(Vector3.forward, difference);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
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}
|
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}
|
||||
|
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|
|
45
Assets/Scripts/Bullet.cs
Normal file
|
@ -0,0 +1,45 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Bullet : MonoBehaviour {
|
||||
[SerializeField]
|
||||
protected float speed = 1;
|
||||
[SerializeField]
|
||||
int damage = 0;
|
||||
|
||||
GameObject owner;
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
|
||||
}
|
||||
|
||||
public void SetDamage(int dmg) {
|
||||
damage = dmg;
|
||||
}
|
||||
|
||||
public void SetOwner(GameObject ow) {
|
||||
owner = ow;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
if ( owner == null )
|
||||
return;
|
||||
transform.position = transform.position + transform.localRotation * Vector3.up * speed * Time.deltaTime; // TODO do with physics (rigidbody)
|
||||
}
|
||||
|
||||
void OnCollisionEnter2D(Collision2D collision) {
|
||||
if ( owner == null )
|
||||
return;
|
||||
|
||||
if ( collision.collider.gameObject.tag != owner.tag ) {
|
||||
Mob m = collision.collider.gameObject.GetComponent(typeof(Mob)) as Mob;
|
||||
if (m != null) {
|
||||
m.InflictDamage(damage);
|
||||
}
|
||||
Destroy(this.gameObject);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
11
Assets/Scripts/Bullet.cs.meta
Normal file
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 0cfff064e4589e34cb5b415dcc016dc1
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -18,7 +18,7 @@ public class CameraControl : MonoBehaviour {
|
|||
void LateUpdate() {
|
||||
if ( followThis == null )
|
||||
return;
|
||||
var target = followThis.transform.position + offset;
|
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var target = followThis.transform.position; // + offset;
|
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var targetVec = target - transform.position;
|
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targetVec.Scale(new Vector3(0.05f, 0.05f, 0));
|
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|
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|
|
|
@ -1,46 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class EnemyAI : MonoBehaviour {
|
||||
|
||||
private GameObject victim;
|
||||
Rigidbody2D body;
|
||||
[SerializeField]
|
||||
private float speed = 1;
|
||||
[SerializeField]
|
||||
private float rotationSpeed = 1;
|
||||
|
||||
/*
|
||||
* Die destructive dumme deutsche Dungeon Diktator Drifter DLC Debakel Distribution Dokumentations - Druck Datei
|
||||
*/
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
victim = null;
|
||||
body = gameObject.GetComponent<Rigidbody2D>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update ()
|
||||
{
|
||||
if(victim == null) {
|
||||
//victim = GameController.instance.GetPlayer().gameObject; // TODO testing purpose only!
|
||||
return;
|
||||
}
|
||||
|
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Vector3 distanceToEnemy = victim.transform.position - gameObject.transform.position;
|
||||
|
||||
// movement
|
||||
body.velocity = new Vector2(distanceToEnemy.normalized.x, distanceToEnemy.normalized.y) * speed;
|
||||
|
||||
//rotation
|
||||
Vector3 localRotation = gameObject.transform.localRotation * Vector3.up;
|
||||
float angleToRotate = Mathf.Round(Vector3.SignedAngle(localRotation, distanceToEnemy.normalized, Vector3.forward));
|
||||
gameObject.transform.Rotate(0, 0, angleToRotate * rotationSpeed);
|
||||
}
|
||||
|
||||
public void SetVictim(GameObject g) {
|
||||
victim = g;
|
||||
}
|
||||
}
|
8
Assets/Scripts/Entities/Attack.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ad806e075b6034b4c9ceb3ae832ac6a3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
7
Assets/Scripts/Entities/Attack/IAttack.cs
Normal file
|
@ -0,0 +1,7 @@
|
|||
namespace Assets.Scripts.Entities.Attack {
|
||||
public interface IAttack {
|
||||
void Attack();
|
||||
float GetRange();
|
||||
float GetCooldownTime();
|
||||
}
|
||||
}
|
11
Assets/Scripts/Entities/Attack/IAttack.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 58fd06520c77b6e4683cbf37114a3062
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
35
Assets/Scripts/Entities/Attack/MeleeAttack.cs
Normal file
|
@ -0,0 +1,35 @@
|
|||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Assets.Scripts.Entities.Attack {
|
||||
[Serializable]
|
||||
class MeleeAttack : IAttack {
|
||||
|
||||
int damage = 10;
|
||||
float cooldown = 1;
|
||||
float range = 2f;
|
||||
GameObject owner;
|
||||
|
||||
public MeleeAttack(GameObject owner) {
|
||||
this.owner = owner;
|
||||
}
|
||||
|
||||
public void Attack() {
|
||||
RaycastHit2D hit = Physics2D.Raycast(owner.transform.position, owner.transform.localRotation * Vector3.up, range);
|
||||
Mob m = hit.collider.gameObject.GetComponent(typeof(Mob)) as Mob;
|
||||
if ( m != null && m.tag != owner.tag) {
|
||||
m.InflictDamage(damage);
|
||||
}
|
||||
|
||||
// Todo animation?
|
||||
}
|
||||
|
||||
public float GetCooldownTime() {
|
||||
return cooldown;
|
||||
}
|
||||
|
||||
public float GetRange() {
|
||||
return range;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Entities/Attack/MeleeAttack.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6320d45b19b0dac4d829864e5cc9e6d9
|
||||
MonoImporter:
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externalObjects: {}
|
||||
serializedVersion: 2
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||||
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|
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|
||||
userData:
|
||||
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||||
assetBundleVariant:
|
48
Assets/Scripts/Entities/Attack/SingleShot.cs
Normal file
|
@ -0,0 +1,48 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Assets.Scripts.Entities.Attack {
|
||||
class SingleShot : IAttack {
|
||||
|
||||
int damage = 12;
|
||||
float cooldown = 1;
|
||||
int range = 4;
|
||||
GameObject owner;
|
||||
GameObject bulletPrefab;
|
||||
Transform spawn;
|
||||
|
||||
public SingleShot(GameObject owner) {
|
||||
this.owner = owner;
|
||||
}
|
||||
|
||||
public void SetSpawn(Transform t) {
|
||||
spawn = t;
|
||||
}
|
||||
|
||||
public void SetPrefab(GameObject bullet) {
|
||||
this.bulletPrefab = bullet;
|
||||
}
|
||||
|
||||
public void Attack() {
|
||||
if ( bulletPrefab == null )
|
||||
return;
|
||||
Debug.Log("Instantiate Bullet");
|
||||
GameObject b = GameObject.Instantiate(bulletPrefab);
|
||||
b.transform.rotation = spawn.rotation;
|
||||
b.transform.position = spawn.position;
|
||||
Bullet bu = b.GetComponent<Bullet>();
|
||||
bu.SetDamage(damage);
|
||||
bu.SetOwner(owner);
|
||||
|
||||
}
|
||||
|
||||
public float GetCooldownTime() {
|
||||
return cooldown;
|
||||
}
|
||||
|
||||
public float GetRange() {
|
||||
return range;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Entities/Attack/SingleShot.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 49a9496d02160ac448645af09ce8540f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
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|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
55
Assets/Scripts/Entities/Enemy.cs
Normal file
|
@ -0,0 +1,55 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Assets.Scripts.Entities.Attack;
|
||||
|
||||
namespace Assets.Scripts.Entities {
|
||||
class Enemy : Mob {
|
||||
|
||||
[SerializeField]
|
||||
private float speed = 1;
|
||||
[SerializeField]
|
||||
private float rotationSpeed = 1;
|
||||
[SerializeField]
|
||||
protected GameObject victim;
|
||||
[SerializeField]
|
||||
private Rigidbody2D body;
|
||||
private float nextAttackTime;
|
||||
|
||||
public Enemy(int mHP) : base(mHP) {
|
||||
|
||||
}
|
||||
|
||||
void Update() {
|
||||
if ( victim == null || attack == null ) {
|
||||
return;
|
||||
}
|
||||
|
||||
if ( Time.timeSinceLevelLoad >= nextAttackTime ) {
|
||||
RaycastHit2D hit = Physics2D.Raycast(transform.position, transform.position - victim.transform.position, attack.GetRange());
|
||||
if ( hit.collider.gameObject == victim ) {
|
||||
attack.Attack();
|
||||
nextAttackTime = Time.timeSinceLevelLoad + attack.GetCooldownTime();
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 distanceToEnemy = victim.transform.position - gameObject.transform.position;
|
||||
//rotation
|
||||
Vector3 localRotation = gameObject.transform.localRotation * Vector3.up;
|
||||
float angleToRotate = Mathf.Round(Vector3.SignedAngle(localRotation, distanceToEnemy.normalized, Vector3.forward));
|
||||
gameObject.transform.Rotate(0, 0, angleToRotate * rotationSpeed);
|
||||
|
||||
if ( distanceToEnemy.magnitude < attack.GetRange() ) {
|
||||
return;
|
||||
}
|
||||
// movement
|
||||
body.velocity = new Vector2(distanceToEnemy.normalized.x, distanceToEnemy.normalized.y) * speed;
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void SetVictim(GameObject g) {
|
||||
victim = g;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Entities/Enemy.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
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|
@ -1,8 +1,10 @@
|
|||
public abstract class Mob : Entity {
|
||||
readonly int maxHP;
|
||||
int currentHP;
|
||||
bool isDead;
|
||||
int damage;
|
||||
using Assets.Scripts.Entities.Attack;
|
||||
|
||||
public abstract class Mob : Entity {
|
||||
protected readonly int maxHP;
|
||||
protected int currentHP;
|
||||
protected bool isDead;
|
||||
protected IAttack attack;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new Mob instance with the given HP.
|
||||
|
@ -14,6 +16,10 @@
|
|||
isDead = false;
|
||||
}
|
||||
|
||||
public void SetAttack(IAttack attack) {
|
||||
this.attack = attack;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Inflicts damage to this mob.
|
||||
/// </summary>
|
||||
|
@ -44,22 +50,6 @@
|
|||
currentHP = ( currentHP + healAmount > currentHP ) ? maxHP : currentHP + healAmount;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the damage value of a mobs attack.
|
||||
/// </summary>
|
||||
/// <param name="dmg"></param>
|
||||
public void SetDamage(int dmg) {
|
||||
damage = dmg;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the damage value og a mobs attack.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public int GetDamage() {
|
||||
return damage;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current HP.
|
||||
/// </summary>
|
||||
|
|
|
@ -1,11 +1,37 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Assets.Scripts.Entities.Attack;
|
||||
using UnityEngine;
|
||||
|
||||
public class Player : Mob {
|
||||
|
||||
[SerializeField]
|
||||
private GameObject bulletPrefab;
|
||||
[SerializeField]
|
||||
Transform bulletSpawn;
|
||||
[SerializeField]
|
||||
private int carDamage = 5;
|
||||
|
||||
private float nextAttackTime;
|
||||
|
||||
public Player() : base(100) { }
|
||||
|
||||
private void Start() {
|
||||
SingleShot s = new SingleShot(this.gameObject);
|
||||
s.SetPrefab(bulletPrefab);
|
||||
s.SetSpawn(bulletSpawn);
|
||||
SetAttack(s);
|
||||
}
|
||||
|
||||
void Update() {
|
||||
if ( Time.timeSinceLevelLoad >= nextAttackTime && attack != null) {
|
||||
if ( Input.GetKey(KeyCode.Space) ) {
|
||||
Debug.Log("Attack pressed!");
|
||||
attack.Attack();
|
||||
nextAttackTime = Time.timeSinceLevelLoad + attack.GetCooldownTime();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Collision checking. Player is going to die on any collision with a wall.
|
||||
/// </summary>
|
||||
|
@ -17,9 +43,8 @@ public class Player : Mob {
|
|||
} else if ( collision.collider.tag == "enemy" ) {
|
||||
Mob m = collision.collider.GetComponent(typeof(Mob)) as Mob;
|
||||
if ( m != null ) {
|
||||
InflictDamage(m.GetDamage()); // TODO think about Mob attac mechanic
|
||||
InflictDamage(carDamage);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
16
Assets/Scripts/Entities/Scorpion.cs
Normal file
|
@ -0,0 +1,16 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Assets.Scripts.Entities.Attack;
|
||||
|
||||
namespace Assets.Scripts.Entities {
|
||||
class Scorpion : Enemy {
|
||||
public Scorpion() : base(30) {
|
||||
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
SetAttack(new MeleeAttack(this.gameObject));
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Entities/Scorpion.cs.meta
Normal file
|
@ -0,0 +1,11 @@
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guid: 0d221474512c53044b3507bc53b9c7a8
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@ -42,23 +42,11 @@ public class UIController : MonoBehaviour
|
|||
|
||||
public void ShowGameOverUI()
|
||||
{
|
||||
if (gameOverPanel != null)
|
||||
{
|
||||
Canvas gameOverCanvas = gameOverPanel.GetComponent<Canvas>();
|
||||
Debug.Log("Loading Canvas");
|
||||
if (gameOverPanel != null) {
|
||||
Debug.Log("Loaded Canvas");
|
||||
gameOverPanel.SetActive(true);
|
||||
|
||||
if (gameOverCanvas != null)
|
||||
{
|
||||
Debug.Log("Loaded Canvas");
|
||||
gameOverCanvas.enabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Gameover panel has no Canvas");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
Debug.Log("No game over panel assigned");
|
||||
}
|
||||
}
|
||||
|
|
|
@ -43,7 +43,7 @@ TextureImporter:
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||||
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@ -67,6 +67,39 @@ TextureImporter:
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BIN
Assets/graphics/textures/Entities/Player/wheelFront.png
Normal file
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84
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Normal file
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fileFormatVersion: 2
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||||
guid: 8e4f42b9eba821d43911f4be1c85efe6
|
||||
AudioImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 6
|
||||
defaultSettings:
|
||||
loadType: 0
|
||||
sampleRateSetting: 0
|
||||
sampleRateOverride: 44100
|
||||
compressionFormat: 1
|
||||
quality: 1
|
||||
conversionMode: 0
|
||||
platformSettingOverrides: {}
|
||||
forceToMono: 0
|
||||
normalize: 1
|
||||
preloadAudioData: 1
|
||||
loadInBackground: 0
|
||||
ambisonic: 0
|
||||
3D: 1
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -8,6 +8,7 @@ TagManager:
|
|||
- door
|
||||
- DoorRoot
|
||||
- SpawnlistRoot
|
||||
- Enemy
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
|