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8 Commits
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File diff suppressed because one or more lines are too long
File diff suppressed because it is too large
Load Diff
@@ -28,6 +28,8 @@ public class CameraController : MonoBehaviour
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// Start is called before the first frame update
|
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void Start()
|
void Start()
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{
|
{
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{
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{
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@@ -40,10 +42,6 @@ public class CameraController : MonoBehaviour
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{
|
{
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Debug.LogError("Multiple instances of CameraController within Scene");
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@@ -30,6 +30,7 @@ public class PortalCamera : MonoBehaviour
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|
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|
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|
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|
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@@ -18,8 +18,11 @@ public class MainMenu : MonoBehaviour
|
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[Header("Options References")]
|
[Header("Options References")]
|
||||||
[SerializeField] Text m_SensText;
|
[SerializeField] Text m_SensText;
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[SerializeField] Slider m_SensitivitySlider;
|
[SerializeField] Slider m_SensitivitySlider;
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|
[SerializeField] Text m_FOVText;
|
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|
[SerializeField] Slider m_FOVSlider;
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public static float sens = 100.0f;
|
public static float sens = 35;
|
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|
public static float fov = 90;
|
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|
|
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private void Start()
|
private void Start()
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{
|
{
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@@ -27,6 +30,12 @@ public class MainMenu : MonoBehaviour
|
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|
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|
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m_OptionsCanvas.enabled = false;
|
m_OptionsCanvas.enabled = false;
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|
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|
Cursor.visible = true;
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|
Cursor.lockState = CursorLockMode.Confined;
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|
m_FOVSlider.value = fov;
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|
m_SensitivitySlider.value = sens;
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}
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}
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public void StartGame() => SceneManager.LoadScene(1);
|
public void StartGame() => SceneManager.LoadScene(1);
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@@ -55,12 +64,15 @@ public class MainMenu : MonoBehaviour
|
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|
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private void Update()
|
private void Update()
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{
|
{
|
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if (Input.GetKey(KeyCode.Escape))
|
if (Input.GetKey(KeyCode.Tab))
|
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{
|
{
|
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StartMenu();
|
StartMenu();
|
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}
|
}
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|
|
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sens = m_SensitivitySlider.value;
|
sens = m_SensitivitySlider.value;
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|
m_SensText.text = sens.ToString();
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|
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fov = m_FOVSlider.value;
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m_FOVText.text = fov.ToString();
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}
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46
Assets/Scripts/UI/PauseMenu.cs
Normal file
46
Assets/Scripts/UI/PauseMenu.cs
Normal file
@@ -0,0 +1,46 @@
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|
using UnityEngine;
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|
using UnityEngine.SceneManagement;
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|
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public class PauseMenu : MonoBehaviour
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{
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[SerializeField] Canvas m_Canvas;
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private bool m_Paused = false;
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private void UpdateState()
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{
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Cursor.visible = m_Paused;
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Cursor.lockState = m_Paused ? CursorLockMode.None : CursorLockMode.Locked;
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}
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private void Start()
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{
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UpdateState();
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}
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|
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private void Update()
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{
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|
// Toggles the paused state if the ESC key is pressed //
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|
if (Input.GetKeyDown(KeyCode.Tab) && PlayerMovement.Instance().IsDead() == false)
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|
{
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|
m_Paused = !m_Paused;
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|
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|
UpdateState();
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|
}
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|
}
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|
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|
public void Unpause()
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|
{
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|
m_Paused = false;
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|
UpdateState();
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||||||
|
}
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public void MainMenu()
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|
{
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|
Time.timeScale = 1.0f;
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|
SceneManager.LoadScene(0);
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|
}
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11
Assets/Scripts/UI/PauseMenu.cs.meta
Normal file
11
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Normal file
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85
Assets/TransparrentRed.mat
Normal file
85
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8
Assets/TransparrentRed.mat.meta
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8
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"key": "editor.lastMeshSelectMode",
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"value": "{\"m_Value\":8}"
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"type": "UnityEngine.ProBuilder.SelectionModifierBehavior, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
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Reference in New Issue
Block a user