fixed ui
also added the general game ui canvas to all scenes
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Assets/Prefabs/CanvasObjects/GameUICanvas.prefab
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585
Assets/Prefabs/CanvasObjects/GameUICanvas.prefab
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m_RemovedComponents: []
|
||||
m_RemovedGameObjects: []
|
||||
m_AddedGameObjects: []
|
||||
m_AddedComponents: []
|
||||
m_SourcePrefab: {fileID: 100100000, guid: eb9e81404697848cc9b0a55dc9b8fc06, type: 3}
|
||||
--- !u!4 &2046913369 stripped
|
||||
Transform:
|
||||
m_CorrespondingSourceObject: {fileID: 3781786539254097561, guid: 9230d7cbf1bbf0046a4d642090b875f3, type: 3}
|
||||
@ -42011,7 +42112,7 @@ PrefabInstance:
|
||||
m_Modifications:
|
||||
- target: {fileID: 2403035371236191089, guid: b4de2c0f6f97dfd4889c636185501814, type: 3}
|
||||
propertyPath: m_RootOrder
|
||||
value: 6
|
||||
value: 7
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 2403035371236191089, guid: b4de2c0f6f97dfd4889c636185501814, type: 3}
|
||||
propertyPath: m_LocalScale.x
|
||||
|
@ -26,6 +26,7 @@ public class PlayerBehavior : MonoBehaviour
|
||||
[Header("Controllers:")]
|
||||
[SerializeField] private PlayerMovement playerController;
|
||||
[SerializeField] private StateController stateController;
|
||||
private GameUIController gameUI;
|
||||
|
||||
Animator animator;
|
||||
[HideInInspector] public bool playerIsAlive = true;
|
||||
@ -40,6 +41,7 @@ public class PlayerBehavior : MonoBehaviour
|
||||
{ // initialize
|
||||
_rb = GetComponent<Rigidbody2D>();
|
||||
stateController = GameObject.Find("StateController").GetComponent<StateController>();
|
||||
gameUI = GameObject.FindGameObjectWithTag("GameUICanvas").GetComponent<GameUIController>();
|
||||
|
||||
audioSource = this.gameObject.GetComponent<AudioSource>();
|
||||
audioSource.clip = footstepSound;
|
||||
@ -125,10 +127,15 @@ public class PlayerBehavior : MonoBehaviour
|
||||
if (unlockedTambourine && hasTambourine && !grapplingRope.isGrappling)
|
||||
{
|
||||
launcher.ThrowTambourine(forward);
|
||||
hasTambourine = false;
|
||||
SetHasTambourine(false);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetHasTambourine(bool state) {
|
||||
hasTambourine = state;
|
||||
gameUI.ToggleTambourine(state);
|
||||
}
|
||||
|
||||
void AttemptGrapple() {
|
||||
if (tambourine != null)
|
||||
{ // grapple to tambourine
|
||||
|
@ -58,7 +58,7 @@ public class TambourineBehavior : MonoBehaviour {
|
||||
timeLerped += Time.deltaTime;
|
||||
this.gameObject.transform.position = Vector2.Lerp(this.gameObject.transform.position, player.transform.position, timeLerped/0.1f);
|
||||
if (this.gameObject.transform.position.x == player.transform.position.x && this.gameObject.transform.position.y == player.transform.position.y) {
|
||||
player.GetComponent<PlayerBehavior>().hasTambourine = true;
|
||||
player.GetComponent<PlayerBehavior>().SetHasTambourine(true);
|
||||
Destroy(this.gameObject);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user