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GameDevWeek
Wintersemester 2018-2019
Unity
Suck It
Commits
3480a93a
Commit
3480a93a
authored
Mar 29, 2019
by
Sebastian Frey
Browse files
Merge remote-tracking branch 'origin/master'
parents
c76d0176
7b8d9392
Changes
16
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Assets/_Game/Graphics/Sprite/Obstacles/Ranken.png
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LFS
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3480a93a
131 Bytes
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Assets/_Game/Prefabs/Level_Elements/Burnable_Thing.prefab
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...
...
Assets/_Game/Prefabs/PauseMenu.prefab
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Assets/_Game/Scenes/MainLevel-Isa.unity
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3480a93a
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Assets/_Game/Scenes/Test.unity
0 → 100644
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Assets/_Game/Scenes/Test.unity.meta
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3480a93a
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Assets/_Game/Scripts/SaveAndLoad/SavePoint.cs
View file @
3480a93a
...
...
@@ -3,32 +3,36 @@ using System.Collections.Generic;
using
UnityEngine
;
using
LevelauswahlScript
;
using
PlayerSpawnPointScript
;
using
UnityEngine.UI
;
public
class
SavePoint
:
MonoBehaviour
{
private
bool
isUsed
;
private
Transform
options
;
public
Button
button
;
private
void
Start
()
{
button
.
interactable
=
false
;
isUsed
=
false
;
options
=
gameObject
.
transform
.
Find
(
"Options"
);
}
public
void
OnTriggerEnter2D
(
Collider2D
other
)
{
options
.
gameObject
.
SetActive
(
true
);
//
options.gameObject.SetActive(true);
}
public
void
OnTriggerExit2D
(
Collider2D
other
)
{
options
.
gameObject
.
SetActive
(
false
);
//
options.gameObject.SetActive(false);
}
public
void
OnTriggerStay2D
(
Collider2D
collision
)
{
if
(
Input
.
GetButtonDown
(
"Interact"
))
{
button
.
interactable
=
true
;
isUsed
=
true
;
SaveSystem
.
SavePointUpdate
(
this
);
}
else
if
(
Input
.
GetButtonDown
(
"Teleport"
)
&&
Levelauswahl
.
la
.
auswahlIsActive
()
==
false
)
...
...
@@ -44,6 +48,7 @@ public class SavePoint : MonoBehaviour
public
void
SetIsUsed
(
bool
var
)
{
button
.
interactable
=
var
;
isUsed
=
var
;
}
...
...
Assets/_Game/Scripts/UI/MainMenu.cs
View file @
3480a93a
...
...
@@ -15,7 +15,6 @@ public class MainMenu : MonoBehaviour
private
Button
_selectedBtn
;
private
GameObject
_old
,
_new
;
void
Start
()
{
...
...
Assets/_Game/Scripts/UI/PauseMenu.cs
View file @
3480a93a
...
...
@@ -8,16 +8,16 @@ using LevelauswahlScript;
public
class
PauseMenu
:
MonoBehaviour
{
public
GameObject
pauseMenu
,
optionsMenu
;
p
rivate
EventSystem
_myEventSystem
;
public
GameObject
pauseMenu
;
p
ublic
EventSystem
_myEventSystem
;
public
Button
firstSelect
;
private
GameObject
_backScreen
,
_currentScreen
;
private
bool
isPaused
=
false
;
private
GameObject
_old
,
_new
;
public
GameObject
HUD
;
// Start is called before the first frame update
void
Start
()
{
_myEventSystem
=
EventSystem
.
current
;
}
IEnumerator
highlightBtn
()
...
...
@@ -36,61 +36,39 @@ public class PauseMenu : MonoBehaviour
{
_old
=
_new
;
}
if
(
Input
.
GetButtonDown
(
"Cancel"
)
&&
isPaused
==
true
&&
_backScreen
==
null
)
if
(
Input
.
GetButtonDown
(
"Cancel"
)
&&
isPaused
==
true
)
{
Resume
();
}
else
if
(
Input
.
GetButtonDown
(
"Cancel"
)
&&
isPaused
==
false
&&
_backScreen
==
null
&&
Levelauswahl
.
la
.
auswahlIsActive
()
==
false
)
}
else
if
(
Input
.
GetButtonDown
(
"Cancel"
)
&&
isPaused
==
false
&&
Levelauswahl
.
la
.
auswahlIsActive
()
==
false
)
{
Pause
();
}
else
if
(
Input
.
GetButtonDown
(
"Cancel"
)
&&
isPaused
==
true
&&
_backScreen
!=
null
)
{
_backScreen
.
SetActive
(
true
);
_currentScreen
.
SetActive
(
false
);
//firstSelect.Select();
_backScreen
=
null
;
}
if
(
Input
.
GetMouseButtonDown
(
0
)
&&
!
EventSystem
.
current
.
IsPointerOverGameObject
())
if
(
Input
.
GetMouseButtonDown
(
0
))
{
_myEventSystem
.
SetSelectedGameObject
(
_old
);
}
}
public
void
SetBackScreen
(
GameObject
bScreen
)
{
_backScreen
=
bScreen
;
}
public
void
ResetBackScreen
()
{
_backScreen
=
null
;
}
public
void
selectBtn
(
Button
optionBtn
)
{
optionBtn
.
Select
();
}
public
void
SetCurrentScreen
(
GameObject
cScreen
)
{
_currentScreen
=
cScreen
;
}
public
void
Resume
()
{
isPaused
=
false
;
pauseMenu
.
SetActive
(
false
);
optionsMenu
.
SetActive
(
false
);
Time
.
timeScale
=
1f
;
HUD
.
SetActive
(
true
);
}
public
void
Pause
()
{
Time
.
timeScale
=
0f
;
isPaused
=
true
;
pauseMenu
.
SetActive
(
true
);
Time
.
timeScale
=
0f
;
StartCoroutine
(
"highlightBtn"
);
HUD
.
SetActive
(
false
);
}
public
void
SwitchToMouse
()
...
...
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