Add poor menu

This commit is contained in:
haitem 2021-01-30 21:23:55 +01:00
parent 227096d3b5
commit 80b64561f7
8 changed files with 1532 additions and 4 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class CanvasManager : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void Exit()
{
Application.Quit();
}
public void Scene(int sceneNumber)
{
SceneManager.LoadScene(sceneNumber);
}
public void Scene(string sceneName)
{
SceneManager.LoadScene(sceneName);
}
}

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@ -245,7 +245,6 @@ public class PlayerManager : MonoBehaviour
public void ActivePowerCube(float power, float powerTime, PowerCubeManager.PowerType powerType, string nextSceneName = "") public void ActivePowerCube(float power, float powerTime, PowerCubeManager.PowerType powerType, string nextSceneName = "")
{ {
Debug.Log((powerType.GetHashCode() - 1));
if ((powerType.GetHashCode() - 1) == 3) if ((powerType.GetHashCode() - 1) == 3)
{ {
SceneManager.LoadScene(nextSceneName); SceneManager.LoadScene(nextSceneName);

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@ -9,7 +9,6 @@ public class PowerCubeManager : MonoBehaviour
public PowerType powerType = PowerType.Nothing; public PowerType powerType = PowerType.Nothing;
public float powerTime = 5f; public float powerTime = 5f;
public float powerUnit = 10f; public float powerUnit = 10f;
private bool interact = false;
public string nextSceneName; public string nextSceneName;
private MeshRenderer meshRenderer; private MeshRenderer meshRenderer;
@ -45,7 +44,6 @@ public class PowerCubeManager : MonoBehaviour
if (other.gameObject.tag == "Player") if (other.gameObject.tag == "Player")
{ {
meshRenderer.materials[1].SetFloat("_Outline", 0.4f); meshRenderer.materials[1].SetFloat("_Outline", 0.4f);
interact = true;
} }
} }
private void OnTriggerExit(Collider other) private void OnTriggerExit(Collider other)
@ -53,7 +51,6 @@ public class PowerCubeManager : MonoBehaviour
if (other.gameObject.tag == "Player") if (other.gameObject.tag == "Player")
{ {
meshRenderer.materials[1].SetFloat("_Outline", 0.0f); meshRenderer.materials[1].SetFloat("_Outline", 0.0f);
interact = false;
} }
} }
} }

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