Merge remote-tracking branch 'origin/master'
This commit is contained in:
commit
90c426bff3
@ -133,6 +133,7 @@
|
||||
<Compile Include="Assets\NewGame.cs" />
|
||||
<Compile Include="Assets\Scripts\SceneManager\SaveDynamicObjects.cs" />
|
||||
<Compile Include="Assets\Scripts\Knockback.cs" />
|
||||
<Compile Include="Assets\ContinueButton.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Chest\SaveChestManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneBaseDataManager.cs" />
|
||||
<Compile Include="Assets\Scripts\DialogueNpcTest.cs" />
|
||||
@ -270,6 +271,7 @@
|
||||
<Compile Include="Assets\Scripts\Pathfinding\Pathfinding.cs" />
|
||||
<Compile Include="Assets\Scripts\Item\PickableController.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Chest\SceneChestBuilder.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Story\WizardHouse\WizardFirstQuestManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Buildable\SceneObjectBuilder.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\SaveMissionManager.cs" />
|
||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\Condition\CollectMissionConditionData.cs" />
|
||||
|
@ -233,7 +233,7 @@ CircleCollider2D:
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m_UsedByComposite: 0
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serializedVersion: 2
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m_Radius: 0.3
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m_Radius: 0.4
|
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--- !u!114 &1871481852447508369
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MonoBehaviour:
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m_ObjectHideFlags: 0
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|
33
Assets/ContinueButton.cs
Normal file
33
Assets/ContinueButton.cs
Normal file
@ -0,0 +1,33 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class ContinueButton : MonoBehaviour
|
||||
{
|
||||
Color greyscale => new Color(1f, 1f, 1f, 0.3f);
|
||||
Color greyscaletext => new Color(50f, 50f, 50f, 0.3f);
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
GameObject continueButton = GameObject.Find("ContinueButton");
|
||||
|
||||
TMP_Text m_TextComponent;
|
||||
m_TextComponent = GameObject.Find("ContinueText").GetComponent <TextMeshProUGUI>();
|
||||
|
||||
|
||||
if (!PlayerPrefs.HasKey("SceneSaved"))
|
||||
{
|
||||
continueButton.GetComponent<Image>().color = greyscaletext;
|
||||
m_TextComponent.color = greyscaletext;
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
11
Assets/ContinueButton.cs.meta
Normal file
11
Assets/ContinueButton.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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@ -43,7 +43,6 @@ public class NewGame : MonoBehaviour
|
||||
float health = 10.0f;
|
||||
PlayerPrefs.SetFloat("maxHealth", 10);
|
||||
PlayerPrefs.SetFloat("health", 10);
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PlayerPrefs.SetInt("HasEverPlayed",1);
|
||||
//PlayerPrefs.SetInt("continued", 0);
|
||||
|
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PlayerPrefs.SetInt("rock", 0); // Is it used anywhere? I have not found it
|
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@ -61,6 +60,28 @@ public class NewGame : MonoBehaviour
|
||||
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_INTELIGENCE_POINTS, 0); // IntelligencePoints
|
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// --------------------------------------------------------------------
|
||||
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||||
//DEFAULT CONTROLS
|
||||
if (!PlayerPrefs.HasKey("Interact"))
|
||||
{
|
||||
PlayerPrefs.SetString("Interact","E");
|
||||
}
|
||||
if (!PlayerPrefs.HasKey("Attack"))
|
||||
{
|
||||
PlayerPrefs.SetString("Attack","Space");
|
||||
}
|
||||
if (!PlayerPrefs.HasKey("Skills"))
|
||||
{
|
||||
PlayerPrefs.SetString("Skills","U");
|
||||
}
|
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if (!PlayerPrefs.HasKey("Inventory"))
|
||||
{
|
||||
PlayerPrefs.SetString("Inventory","I");
|
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}
|
||||
if (!PlayerPrefs.HasKey("Settings"))
|
||||
{
|
||||
PlayerPrefs.SetString("Settings","Escape");
|
||||
}
|
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// --------------------------------------------------------------------
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|
||||
//LETTER --------------------------------------------------------------
|
||||
PlayerPrefs.SetInt("PrologueLetter.WhereDisplayed", 0);
|
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|
@ -13,7 +13,8 @@ public class OpenSettingsOnESCPress : MonoBehaviour
|
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|
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void Update()
|
||||
{
|
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if (Input.GetKeyUp(KeyCode.Escape))
|
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KeyCode keyToSettings = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Settings"));
|
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if (Input.GetKeyUp(keyToSettings))
|
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{
|
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if ((SettingsMainPanel.active == false) && (SettingsPanel.active == false) && (SoundsPanel.active == false) && (ControlsPanel.active == false) && (LanguagePanel.active == false))
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{
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8
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@ -0,0 +1,8 @@
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Assets/Resources/Objects/Catacombs/Column.prefab
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119
Assets/Resources/Objects/Catacombs/Column.prefab
Normal file
@ -0,0 +1,119 @@
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@ -40634,6 +40681,8 @@ MonoBehaviour:
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Elements: []
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--- !u!1 &1831594541
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@ -3,18 +3,46 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
|
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using System;
|
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using System.Diagnostics;
|
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using Debug = UnityEngine.Debug;
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public class ChangeScene : MonoBehaviour
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{
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float x, y, z;
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private Animator myanim;
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public void MoveToScene(int sceneID)
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{
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SceneManager.LoadScene(sceneID);
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}
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|
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|
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public void MoveToSceneFirst(int sceneID)
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{
|
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//Scene current = SceneManager.GetActiveScene();
|
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//Debug.Log(PlayerPrefs.HasKey("HER"));
|
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if (!PlayerPrefs.HasKey("SceneSaved"))
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{
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SceneManager.LoadScene(5);
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}
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else
|
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{
|
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SceneManager.LoadScene(sceneID);
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}
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}
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void Start(){
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}
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private void Awake()
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{
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}
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private void Update()
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{
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}
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|
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private IEnumerator WaitForAnimationAndMoveToScene(float waitTime, Collision2D collision)
|
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@ -22,8 +50,9 @@ public class ChangeScene : MonoBehaviour
|
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while (true)
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{
|
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yield return new WaitForSeconds(waitTime);
|
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Debug.Log("BEFORE");
|
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collision.gameObject.GetComponent<DoorBehaviour>().ScenetToMoveTo();
|
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|
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Debug.Log("AFTER");
|
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}
|
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}
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@ -38,8 +67,11 @@ public class ChangeScene : MonoBehaviour
|
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if(collision.gameObject.tag == "AnimatedDoorSceneTransition")
|
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{
|
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Debug.Log("Starting coroutine");
|
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|
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Debug.Log(TriggerDoor.ableToOpen);
|
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if (TriggerDoor.ableToOpen)
|
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{
|
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StartCoroutine(WaitForAnimationAndMoveToScene(0.3f, collision));
|
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}
|
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}
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}
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}
|
@ -6,7 +6,7 @@ public class TriggerDoor : DetectionZone
|
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{
|
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public string DoorOpenAnimatorParamName = "DoorOpen";
|
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public static bool ableToOpen = false;
|
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Animator animator;
|
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public static Animator animator;
|
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|
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void Start(){
|
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animator = GetComponent<Animator>();
|
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@ -14,11 +14,14 @@ public class TriggerDoor : DetectionZone
|
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|
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void Update() {
|
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if(detectedObjs.Count > 0) {
|
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//if (Input.GetKeyDown(KeyCode.E))
|
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//{
|
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animator.SetBool(DoorOpenAnimatorParamName, true);
|
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ableToOpen = true;
|
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|
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//}
|
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} else {
|
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animator.SetBool(DoorOpenAnimatorParamName, false);
|
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ableToOpen = false;
|
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}
|
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}
|
||||
|
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|
@ -40,11 +40,17 @@ public class KeyBindScript : MonoBehaviour
|
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keys.Add("Attack",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Attack","Space")));
|
||||
|
||||
//Sets the text on the buttons
|
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interaction.text = keys["Interact"].ToString();
|
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skills.text = keys["Settings"].ToString();
|
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settings.text = keys["Inventory"].ToString();
|
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attack.text = keys["Skills"].ToString();
|
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inventory.text = keys["Attack"].ToString();
|
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//interaction.text = keys["Interact"].ToString();
|
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interaction.text = PlayerPrefs.GetString("Interact");
|
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//skills.text = keys["Settings"].ToString();
|
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skills.text = PlayerPrefs.GetString("Skills");
|
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//settings.text = keys["Inventory"].ToString();
|
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settings.text = PlayerPrefs.GetString("Settings");
|
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//attack.text = keys["Skills"].ToString();
|
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attack.text = PlayerPrefs.GetString("Attack");
|
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//inventory.text = keys["Attack"].ToString();
|
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inventory.text = PlayerPrefs.GetString("Inventory");
|
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|
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|
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}
|
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|
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@ -124,8 +130,10 @@ public class KeyBindScript : MonoBehaviour
|
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{
|
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PlayerPrefs.SetString(key.Key, key.Value.ToString()); //Saves the keybinds for each key
|
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}
|
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|
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PlayerPrefs.Save();
|
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InventoryUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
|
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EquipmentUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
|
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SkillsUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Skills"));
|
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|
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}
|
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}
|
@ -229,7 +229,9 @@ public class Player : MonoBehaviour
|
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|
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private void HandleInput()
|
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{
|
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if (Input.GetKeyDown(KeyCode.Space))
|
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KeyCode keyToAttack = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Attack"));
|
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|
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if (Input.GetKeyDown(keyToAttack))
|
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{
|
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attackSword = true;
|
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}
|
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|
@ -32,7 +32,6 @@ public class ChestUIManager : UIBaseManager<Chest>
|
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}
|
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}
|
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|
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|
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public override void Update()
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{
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base.Update();
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|
@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
Loading…
Reference in New Issue
Block a user