Main Menu Upgrade
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@ -323,6 +323,7 @@
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<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\MissionDialogue.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\TaskPanelController.cs" />
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<Compile Include="Assets\Scripts\Player.cs" />
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<Compile Include="Assets\ContinueButton.cs" />
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<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
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<None Include="Assets\HardLight2D\ReadMe - FAQ.txt" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
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33
Assets/ContinueButton.cs
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33
Assets/ContinueButton.cs
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@ -0,0 +1,33 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class ContinueButton : MonoBehaviour
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{
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Color greyscale => new Color(1f, 1f, 1f, 0.3f);
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Color greyscaletext => new Color(50f, 50f, 50f, 0.3f);
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// Start is called before the first frame update
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void Start()
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{
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GameObject continueButton = GameObject.Find("ContinueButton");
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TMP_Text m_TextComponent;
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m_TextComponent = GameObject.Find("ContinueText").GetComponent <TextMeshProUGUI>();
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if (!PlayerPrefs.HasKey("SceneSaved"))
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{
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continueButton.GetComponent<Image>().color = greyscaletext;
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m_TextComponent.color = greyscaletext;
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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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11
Assets/ContinueButton.cs.meta
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11
Assets/ContinueButton.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: e44f20bba37308745b213d8247feb6b9
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -43,7 +43,6 @@ public class NewGame : MonoBehaviour
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float health = 10.0f;
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PlayerPrefs.SetFloat("maxHealth", 10);
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PlayerPrefs.SetFloat("health", 10);
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PlayerPrefs.SetInt("HasEverPlayed",1);
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//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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@ -564,6 +564,7 @@ GameObject:
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- component: {fileID: 455923087}
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- component: {fileID: 455923090}
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- component: {fileID: 455923091}
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- component: {fileID: 455923092}
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m_Layer: 5
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m_Name: ContinueButton
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m_TagString: Untagged
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@ -721,6 +722,18 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 7a1bf3e868faa974eacf1ae8d9407255, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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--- !u!114 &455923092
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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: 455923085}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: e44f20bba37308745b213d8247feb6b9, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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--- !u!1 &502516633
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GameObject:
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m_ObjectHideFlags: 0
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@ -890,7 +903,7 @@ MonoBehaviour:
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m_Calls:
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- m_Target: {fileID: 680041739}
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m_TargetAssemblyTypeName: ChangeScene, Assembly-CSharp
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m_MethodName: MoveToScene
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m_MethodName: MoveToSceneFirst
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m_Mode: 3
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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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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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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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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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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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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}
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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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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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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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} 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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@ -1,3 +1,4 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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