diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj
index 17f9e79e..ed5feb32 100644
--- a/Assembly-CSharp.csproj
+++ b/Assembly-CSharp.csproj
@@ -323,6 +323,7 @@
+
diff --git a/Assets/ContinueButton.cs b/Assets/ContinueButton.cs
new file mode 100644
index 00000000..ee34e62c
--- /dev/null
+++ b/Assets/ContinueButton.cs
@@ -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 ();
+
+
+ if (!PlayerPrefs.HasKey("SceneSaved"))
+ {
+ continueButton.GetComponent().color = greyscaletext;
+ m_TextComponent.color = greyscaletext;
+ }
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
diff --git a/Assets/ContinueButton.cs.meta b/Assets/ContinueButton.cs.meta
new file mode 100644
index 00000000..ca3aeb2b
--- /dev/null
+++ b/Assets/ContinueButton.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e44f20bba37308745b213d8247feb6b9
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/NewGame.cs b/Assets/NewGame.cs
index 851320c2..7120878a 100644
--- a/Assets/NewGame.cs
+++ b/Assets/NewGame.cs
@@ -43,7 +43,6 @@ public class NewGame : MonoBehaviour
float health = 10.0f;
PlayerPrefs.SetFloat("maxHealth", 10);
PlayerPrefs.SetFloat("health", 10);
- PlayerPrefs.SetInt("HasEverPlayed",1);
//PlayerPrefs.SetInt("continued", 0);
PlayerPrefs.SetInt("rock", 0); // Is it used anywhere? I have not found it
diff --git a/Assets/Scenes/Main Menu.unity b/Assets/Scenes/Main Menu.unity
index d46fb397..dc2cc5de 100644
--- a/Assets/Scenes/Main Menu.unity
+++ b/Assets/Scenes/Main Menu.unity
@@ -564,6 +564,7 @@ GameObject:
- component: {fileID: 455923087}
- component: {fileID: 455923090}
- component: {fileID: 455923091}
+ - component: {fileID: 455923092}
m_Layer: 5
m_Name: ContinueButton
m_TagString: Untagged
@@ -721,6 +722,18 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 7a1bf3e868faa974eacf1ae8d9407255, type: 3}
m_Name:
m_EditorClassIdentifier:
+--- !u!114 &455923092
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 455923085}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: e44f20bba37308745b213d8247feb6b9, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
--- !u!1 &502516633
GameObject:
m_ObjectHideFlags: 0
@@ -890,7 +903,7 @@ MonoBehaviour:
m_Calls:
- m_Target: {fileID: 680041739}
m_TargetAssemblyTypeName: ChangeScene, Assembly-CSharp
- m_MethodName: MoveToScene
+ m_MethodName: MoveToSceneFirst
m_Mode: 3
m_Arguments:
m_ObjectArgument: {fileID: 0}
diff --git a/Assets/Scripts/ChangeScene.cs b/Assets/Scripts/ChangeScene.cs
index 687bbe4c..ac5641bd 100644
--- a/Assets/Scripts/ChangeScene.cs
+++ b/Assets/Scripts/ChangeScene.cs
@@ -3,27 +3,56 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using System;
+using System.Diagnostics;
+using Debug = UnityEngine.Debug;
public class ChangeScene : MonoBehaviour
{
float x, y, z;
+ private Animator myanim;
+
+
public void MoveToScene(int sceneID)
{
SceneManager.LoadScene(sceneID);
}
+
+ public void MoveToSceneFirst(int sceneID)
+ {
+ //Scene current = SceneManager.GetActiveScene();
+ //Debug.Log(PlayerPrefs.HasKey("HER"));
+ if (!PlayerPrefs.HasKey("SceneSaved"))
+ {
+ SceneManager.LoadScene(5);
+ }
+ else
+ {
+ SceneManager.LoadScene(sceneID);
+ }
+
+ }
+
void Start(){
}
-
+ private void Awake()
+ {
+ }
+
+ private void Update()
+ {
+ }
+
private IEnumerator WaitForAnimationAndMoveToScene(float waitTime, Collision2D collision)
{
while (true)
{
yield return new WaitForSeconds(waitTime);
+ Debug.Log("BEFORE");
collision.gameObject.GetComponent().ScenetToMoveTo();
-
+ Debug.Log("AFTER");
}
}
@@ -38,8 +67,11 @@ public class ChangeScene : MonoBehaviour
if(collision.gameObject.tag == "AnimatedDoorSceneTransition")
{
Debug.Log("Starting coroutine");
-
+ Debug.Log(TriggerDoor.ableToOpen);
+ if (TriggerDoor.ableToOpen)
+ {
StartCoroutine(WaitForAnimationAndMoveToScene(0.3f, collision));
+ }
}
}
-}
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Door/TriggerDoor.cs b/Assets/Scripts/Door/TriggerDoor.cs
index 38f67c4d..f5bead4a 100644
--- a/Assets/Scripts/Door/TriggerDoor.cs
+++ b/Assets/Scripts/Door/TriggerDoor.cs
@@ -6,7 +6,7 @@ public class TriggerDoor : DetectionZone
{
public string DoorOpenAnimatorParamName = "DoorOpen";
public static bool ableToOpen = false;
- Animator animator;
+ public static Animator animator;
void Start(){
animator = GetComponent();
@@ -14,11 +14,14 @@ public class TriggerDoor : DetectionZone
void Update() {
if(detectedObjs.Count > 0) {
- animator.SetBool(DoorOpenAnimatorParamName, true);
+ //if (Input.GetKeyDown(KeyCode.E))
+ //{
+ animator.SetBool(DoorOpenAnimatorParamName, true);
ableToOpen = true;
-
+ //}
} else {
animator.SetBool(DoorOpenAnimatorParamName, false);
+ ableToOpen = false;
}
}
diff --git a/Assets/Scripts/SaveController.cs b/Assets/Scripts/SaveController.cs
index 5dbfa04a..1caba6e2 100644
--- a/Assets/Scripts/SaveController.cs
+++ b/Assets/Scripts/SaveController.cs
@@ -1,3 +1,4 @@
+using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;