Main Menu Upgrade
This commit is contained in:
parent
cc6146631b
commit
9f36774efb
@ -323,6 +323,7 @@
|
|||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\MissionDialogue.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\MissionDialogue.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\TaskPanelController.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\TaskPanelController.cs" />
|
||||||
<Compile Include="Assets\Scripts\Player.cs" />
|
<Compile Include="Assets\Scripts\Player.cs" />
|
||||||
|
<Compile Include="Assets\ContinueButton.cs" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
|
||||||
<None Include="Assets\HardLight2D\ReadMe - FAQ.txt" />
|
<None Include="Assets\HardLight2D\ReadMe - FAQ.txt" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
|
||||||
|
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 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e44f20bba37308745b213d8247feb6b9
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -43,7 +43,6 @@ public class NewGame : MonoBehaviour
|
|||||||
float health = 10.0f;
|
float health = 10.0f;
|
||||||
PlayerPrefs.SetFloat("maxHealth", 10);
|
PlayerPrefs.SetFloat("maxHealth", 10);
|
||||||
PlayerPrefs.SetFloat("health", 10);
|
PlayerPrefs.SetFloat("health", 10);
|
||||||
PlayerPrefs.SetInt("HasEverPlayed",1);
|
|
||||||
//PlayerPrefs.SetInt("continued", 0);
|
//PlayerPrefs.SetInt("continued", 0);
|
||||||
|
|
||||||
PlayerPrefs.SetInt("rock", 0); // Is it used anywhere? I have not found it
|
PlayerPrefs.SetInt("rock", 0); // Is it used anywhere? I have not found it
|
||||||
|
@ -564,6 +564,7 @@ GameObject:
|
|||||||
- component: {fileID: 455923087}
|
- component: {fileID: 455923087}
|
||||||
- component: {fileID: 455923090}
|
- component: {fileID: 455923090}
|
||||||
- component: {fileID: 455923091}
|
- component: {fileID: 455923091}
|
||||||
|
- component: {fileID: 455923092}
|
||||||
m_Layer: 5
|
m_Layer: 5
|
||||||
m_Name: ContinueButton
|
m_Name: ContinueButton
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
@ -721,6 +722,18 @@ MonoBehaviour:
|
|||||||
m_Script: {fileID: 11500000, guid: 7a1bf3e868faa974eacf1ae8d9407255, type: 3}
|
m_Script: {fileID: 11500000, guid: 7a1bf3e868faa974eacf1ae8d9407255, type: 3}
|
||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
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
|
--- !u!1 &502516633
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@ -890,7 +903,7 @@ MonoBehaviour:
|
|||||||
m_Calls:
|
m_Calls:
|
||||||
- m_Target: {fileID: 680041739}
|
- m_Target: {fileID: 680041739}
|
||||||
m_TargetAssemblyTypeName: ChangeScene, Assembly-CSharp
|
m_TargetAssemblyTypeName: ChangeScene, Assembly-CSharp
|
||||||
m_MethodName: MoveToScene
|
m_MethodName: MoveToSceneFirst
|
||||||
m_Mode: 3
|
m_Mode: 3
|
||||||
m_Arguments:
|
m_Arguments:
|
||||||
m_ObjectArgument: {fileID: 0}
|
m_ObjectArgument: {fileID: 0}
|
||||||
|
@ -3,18 +3,46 @@ using System.Collections.Generic;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
using System;
|
using System;
|
||||||
|
using System.Diagnostics;
|
||||||
|
using Debug = UnityEngine.Debug;
|
||||||
|
|
||||||
public class ChangeScene : MonoBehaviour
|
public class ChangeScene : MonoBehaviour
|
||||||
{
|
{
|
||||||
float x, y, z;
|
float x, y, z;
|
||||||
|
private Animator myanim;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public void MoveToScene(int sceneID)
|
public void MoveToScene(int sceneID)
|
||||||
{
|
{
|
||||||
SceneManager.LoadScene(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(){
|
void Start(){
|
||||||
|
|
||||||
|
}
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
private IEnumerator WaitForAnimationAndMoveToScene(float waitTime, Collision2D collision)
|
private IEnumerator WaitForAnimationAndMoveToScene(float waitTime, Collision2D collision)
|
||||||
@ -22,8 +50,9 @@ public class ChangeScene : MonoBehaviour
|
|||||||
while (true)
|
while (true)
|
||||||
{
|
{
|
||||||
yield return new WaitForSeconds(waitTime);
|
yield return new WaitForSeconds(waitTime);
|
||||||
|
Debug.Log("BEFORE");
|
||||||
collision.gameObject.GetComponent<DoorBehaviour>().ScenetToMoveTo();
|
collision.gameObject.GetComponent<DoorBehaviour>().ScenetToMoveTo();
|
||||||
|
Debug.Log("AFTER");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -38,8 +67,11 @@ public class ChangeScene : MonoBehaviour
|
|||||||
if(collision.gameObject.tag == "AnimatedDoorSceneTransition")
|
if(collision.gameObject.tag == "AnimatedDoorSceneTransition")
|
||||||
{
|
{
|
||||||
Debug.Log("Starting coroutine");
|
Debug.Log("Starting coroutine");
|
||||||
|
Debug.Log(TriggerDoor.ableToOpen);
|
||||||
|
if (TriggerDoor.ableToOpen)
|
||||||
|
{
|
||||||
StartCoroutine(WaitForAnimationAndMoveToScene(0.3f, collision));
|
StartCoroutine(WaitForAnimationAndMoveToScene(0.3f, collision));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
@ -6,7 +6,7 @@ public class TriggerDoor : DetectionZone
|
|||||||
{
|
{
|
||||||
public string DoorOpenAnimatorParamName = "DoorOpen";
|
public string DoorOpenAnimatorParamName = "DoorOpen";
|
||||||
public static bool ableToOpen = false;
|
public static bool ableToOpen = false;
|
||||||
Animator animator;
|
public static Animator animator;
|
||||||
|
|
||||||
void Start(){
|
void Start(){
|
||||||
animator = GetComponent<Animator>();
|
animator = GetComponent<Animator>();
|
||||||
@ -14,11 +14,14 @@ public class TriggerDoor : DetectionZone
|
|||||||
|
|
||||||
void Update() {
|
void Update() {
|
||||||
if(detectedObjs.Count > 0) {
|
if(detectedObjs.Count > 0) {
|
||||||
|
//if (Input.GetKeyDown(KeyCode.E))
|
||||||
|
//{
|
||||||
animator.SetBool(DoorOpenAnimatorParamName, true);
|
animator.SetBool(DoorOpenAnimatorParamName, true);
|
||||||
ableToOpen = true;
|
ableToOpen = true;
|
||||||
|
//}
|
||||||
} else {
|
} else {
|
||||||
animator.SetBool(DoorOpenAnimatorParamName, false);
|
animator.SetBool(DoorOpenAnimatorParamName, false);
|
||||||
|
ableToOpen = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1,3 +1,4 @@
|
|||||||
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
Loading…
Reference in New Issue
Block a user