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_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -39613,6 +39613,107 @@ PrefabInstance:
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@ -26,6 +26,7 @@ public class PlayerBehavior : MonoBehaviour
|
|||||||
[Header("Controllers:")]
|
[Header("Controllers:")]
|
||||||
[SerializeField] private PlayerMovement playerController;
|
[SerializeField] private PlayerMovement playerController;
|
||||||
[SerializeField] private StateController stateController;
|
[SerializeField] private StateController stateController;
|
||||||
|
private GameUIController gameUI;
|
||||||
|
|
||||||
Animator animator;
|
Animator animator;
|
||||||
[HideInInspector] public bool playerIsAlive = true;
|
[HideInInspector] public bool playerIsAlive = true;
|
||||||
@ -40,6 +41,7 @@ public class PlayerBehavior : MonoBehaviour
|
|||||||
{ // initialize
|
{ // initialize
|
||||||
_rb = GetComponent<Rigidbody2D>();
|
_rb = GetComponent<Rigidbody2D>();
|
||||||
stateController = GameObject.Find("StateController").GetComponent<StateController>();
|
stateController = GameObject.Find("StateController").GetComponent<StateController>();
|
||||||
|
gameUI = GameObject.FindGameObjectWithTag("GameUICanvas").GetComponent<GameUIController>();
|
||||||
|
|
||||||
audioSource = this.gameObject.GetComponent<AudioSource>();
|
audioSource = this.gameObject.GetComponent<AudioSource>();
|
||||||
audioSource.clip = footstepSound;
|
audioSource.clip = footstepSound;
|
||||||
@ -125,10 +127,15 @@ public class PlayerBehavior : MonoBehaviour
|
|||||||
if (unlockedTambourine && hasTambourine && !grapplingRope.isGrappling)
|
if (unlockedTambourine && hasTambourine && !grapplingRope.isGrappling)
|
||||||
{
|
{
|
||||||
launcher.ThrowTambourine(forward);
|
launcher.ThrowTambourine(forward);
|
||||||
hasTambourine = false;
|
SetHasTambourine(false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void SetHasTambourine(bool state) {
|
||||||
|
hasTambourine = state;
|
||||||
|
gameUI.ToggleTambourine(state);
|
||||||
|
}
|
||||||
|
|
||||||
void AttemptGrapple() {
|
void AttemptGrapple() {
|
||||||
if (tambourine != null)
|
if (tambourine != null)
|
||||||
{ // grapple to tambourine
|
{ // grapple to tambourine
|
||||||
|
@ -58,7 +58,7 @@ public class TambourineBehavior : MonoBehaviour {
|
|||||||
timeLerped += Time.deltaTime;
|
timeLerped += Time.deltaTime;
|
||||||
this.gameObject.transform.position = Vector2.Lerp(this.gameObject.transform.position, player.transform.position, timeLerped/0.1f);
|
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) {
|
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);
|
Destroy(this.gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user