Выход из игры по нажатию и1 или и2. Только перед первым ходом. Деньги возвращает на счетчики не влияет
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53
Assets/Scripts/BackToMenuButton.cs
Normal file
53
Assets/Scripts/BackToMenuButton.cs
Normal file
@ -0,0 +1,53 @@
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using System.Collections;
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using UnityEditor.Tilemaps;
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using UnityEngine;
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[RequireComponent(typeof(CanvasGroup))]
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public class BackToMenuButton : MonoBehaviour
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{
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[Header("Появление")]
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[SerializeField] float appearSpeed = 100;
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GameManager gm;
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bool ActualState = false;
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void Start()
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{
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gm = GameManager.instance;
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void Update()
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StartCoroutine(changeState());
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{
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//actualState true значит что ход сделан и надо убрать надпись
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float speed = ActualState ? disappearSpeed : appearSpeed;
|
||||
float delay = ActualState ? disappearDelay : appearDelay;
|
||||
float targetAlpha = ActualState ? 0 : 1;
|
||||
|
||||
yield return new WaitForSeconds(delay);
|
||||
while (canvasGroup.alpha != targetAlpha)
|
||||
{
|
||||
canvasGroup.alpha = Mathf.MoveTowards(canvasGroup.alpha, targetAlpha, Time.deltaTime * speed);
|
||||
yield return null;
|
||||
}
|
||||
canvasGroup.alpha = targetAlpha;
|
||||
}
|
||||
|
||||
}
|
||||
11
Assets/Scripts/BackToMenuButton.cs.meta
Normal file
11
Assets/Scripts/BackToMenuButton.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5aff4130243041642870d5eface590f6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -100,11 +100,15 @@ public class MenuState : IState
|
||||
|
||||
CharacterController.HideCharacter();
|
||||
CharacterController.I.SetAllCharactersPrizeAvailable(true);
|
||||
DualAvatarController.Instance.KillCharacters();
|
||||
|
||||
DifficultyManager.instance.ResetDifficulty();
|
||||
|
||||
gm.player1score = 0;
|
||||
gm.player2score = 0;
|
||||
gm.vsBotScore = 0;
|
||||
|
||||
gm.moveMade = false;
|
||||
}
|
||||
|
||||
public void exit() { }
|
||||
|
||||
@ -158,27 +158,24 @@ public class PositioningState : IState
|
||||
else
|
||||
canMove = false;
|
||||
|
||||
//pdeb
|
||||
bool playerButtonPressed = In.GetButtonDown(ButtonPinMapping.startOnePlayer) || In.GetButtonDown(ButtonPinMapping.startTwoPlayers);
|
||||
if (action || playerButtonPressed)
|
||||
if (action)
|
||||
{
|
||||
|
||||
if (canMove && GameManager.fieldModel.getHeight(gm.currentColumnIndex) != -1)
|
||||
{
|
||||
float delayBeforeStartFalling = 0;
|
||||
|
||||
if (gm.gameMode == GameMode.pve)
|
||||
{
|
||||
gm.vsBotMoves += 1;
|
||||
gm.stateMachine.ChangeState(new ChipFallingState(startDelay: 0));
|
||||
}
|
||||
|
||||
if (gm.gameMode == GameMode.pvp && action)
|
||||
if (gm.gameMode == GameMode.pvp)
|
||||
{
|
||||
AvatarEventBus.Instance.OnTurnEnd?.Invoke(gm.currentPlayer);
|
||||
float delay = DualAvatarController.Instance.CurrentAvatar.ChipSpawnTime;
|
||||
gm.stateMachine.ChangeState(new ChipFallingState(startDelay: delay));
|
||||
//добавить ожидание пока анимация завершится. чтобы еще не сломать ниче
|
||||
delayBeforeStartFalling = DualAvatarController.Instance.CurrentAvatar.ChipSpawnTime;
|
||||
}
|
||||
|
||||
gm.moveMade = true;
|
||||
gm.stateMachine.ChangeState(new ChipFallingState(startDelay: delayBeforeStartFalling));
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -186,6 +183,12 @@ public class PositioningState : IState
|
||||
}
|
||||
}
|
||||
|
||||
bool exitPressed = In.GetButtonDown(ButtonPinMapping.startOnePlayer) || In.GetButtonDown(ButtonPinMapping.startTwoPlayers);
|
||||
if (exitPressed && !gm.moveMade)
|
||||
{
|
||||
gm.stateMachine.ChangeState(new ClearFieldState(toMenu: true, CellState.Player1));
|
||||
ComWrapper.ReturnCredits(gm.gameMode);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@ -36,16 +36,7 @@ public class StartRoundState : IState
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
gm.stateMachine.ChangeState(new StartTurnState());
|
||||
//try
|
||||
//{
|
||||
//}
|
||||
//catch(Exception e)
|
||||
//{
|
||||
// DebugWindow.Message(e.ToString());
|
||||
//}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
||||
@ -394,6 +394,8 @@ public class GameManager : MonoBehaviour
|
||||
public float stepY = 1.24f;
|
||||
public float startY;
|
||||
|
||||
public bool moveMade = false;
|
||||
|
||||
|
||||
public float chipXSpeed = 10,
|
||||
chipYSpeed = 0,
|
||||
|
||||
@ -83,6 +83,16 @@ public class ComWrapper : MonoBehaviour
|
||||
onCoinAdded?.Invoke(Balance);
|
||||
}
|
||||
|
||||
public static void ReturnCredits(GameMode gameMode)
|
||||
{
|
||||
string gamemodePriceKey = gameMode == GameMode.pvp ? "PricePVP" : "PricePVE";
|
||||
int gamemodePrice = PlayerPrefs.GetInt(gamemodePriceKey, 10);
|
||||
|
||||
Balance += gamemodePrice;
|
||||
onCoinAdded?.Invoke(Balance);
|
||||
|
||||
}
|
||||
|
||||
public static void Send(string message)
|
||||
{
|
||||
try
|
||||
|
||||
@ -30,14 +30,19 @@ public class RGB_FOntAsset : MonoBehaviour
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
// Изменяем оттенок (hue) от 0 до 1
|
||||
hue += Time.deltaTime * speed;
|
||||
hue %= 1f; // Ограничиваем от 0 до 1
|
||||
if (material != null)
|
||||
{
|
||||
// Изменяем оттенок (hue) от 0 до 1
|
||||
hue += Time.deltaTime * speed;
|
||||
hue %= 1f; // Ограничиваем от 0 до 1
|
||||
|
||||
// Преобразуем HSV в RGB
|
||||
Color color = Color.HSVToRGB(hue, 1f, 1f);
|
||||
// Преобразуем HSV в RGB
|
||||
Color color = Color.HSVToRGB(hue, 1f, 1f);
|
||||
|
||||
material.SetColor(ShaderUtilities.ID_GlowColor, color);
|
||||
|
||||
}
|
||||
|
||||
material.SetColor(ShaderUtilities.ID_GlowColor, color);
|
||||
|
||||
float t = Time.time * scaleSpeed;
|
||||
float s = mid + half * Mathf.Sin(t);
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user