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This commit is contained in:
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1443 changed files with 1065651 additions and 0 deletions
58
Assets/Scripts/SwordsGame/SwordAttack.cs
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58
Assets/Scripts/SwordsGame/SwordAttack.cs
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|||
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SwordAttack : MonoBehaviour{
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[SerializeField] GameTutorialControler tutorial;
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[SerializeField] float attackDamage = 20f;
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Animator anim;
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||||
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[Space]
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[SerializeField] Transform attackPos = default;
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[SerializeField, Range(0, 3)] float attackRange = 2;
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[SerializeField] LayerMask whatIsEnemy = -1;
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SwordPlayerController player;
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bool attacking;
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// Start is called before the first frame update
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void Awake(){
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anim = GetComponent<Animator>();
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player = FindObjectOfType<SwordPlayerController>();
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}
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// Update is called once per frame
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void Update(){
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if (Input.GetMouseButtonDown(0) && !attacking && tutorial.gameStarted)
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{
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anim.SetTrigger("Attack");
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attacking = true;
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player.StopMovement();
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}
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}
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public void Attack(){
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Collider[] hitEnemies = Physics.OverlapSphere(attackPos.position, attackRange, whatIsEnemy);
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if(hitEnemies.Length == 0)
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AudioManager.instance.PlayOneShot("SFX_falloEspada" + Random.Range(1, 5), true);
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else
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AudioManager.instance.PlayOneShot("SFX_Espada" + Random.Range(1, 3), true);
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foreach (Collider enemy in hitEnemies){
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enemy.GetComponent<SwordsEnemyController>().Damage(attackDamage);
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}
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}
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public void EndAttack(){
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attacking = false;
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player.RegainMovement();
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}
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void OnDrawGizmos(){
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if (attackPos == null)
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return;
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Gizmos.DrawWireSphere(attackPos.position, attackRange);
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}
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}
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11
Assets/Scripts/SwordsGame/SwordAttack.cs.meta
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11
Assets/Scripts/SwordsGame/SwordAttack.cs.meta
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|||
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|
||||
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||||
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|
||||
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|
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|
||||
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||||
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|
||||
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|
||||
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|
10
Assets/Scripts/SwordsGame/SwordCharacterType.cs
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10
Assets/Scripts/SwordsGame/SwordCharacterType.cs
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[System.Serializable]
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public class SwordCharacterType{
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public float speed;
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public float detectArea;
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public float angryIncreaseTime;
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public float healthAlert;
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}
|
11
Assets/Scripts/SwordsGame/SwordCharacterType.cs.meta
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11
Assets/Scripts/SwordsGame/SwordCharacterType.cs.meta
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@ -0,0 +1,11 @@
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|||
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|
||||
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|
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||||
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|
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|
||||
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|
||||
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64
Assets/Scripts/SwordsGame/SwordEnemyAttack.cs
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64
Assets/Scripts/SwordsGame/SwordEnemyAttack.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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public class SwordEnemyAttack : MonoBehaviour{
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[SerializeField] Animator anim = default;
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[SerializeField] float attackDamage = 20f;
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[SerializeField, Range(0, .5f)] float attackMaxDelay = .1f;
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bool attacking;
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[SerializeField] NavMeshAgent agent;
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||||
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[Space]
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[SerializeField] Transform attackPos = default;
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[SerializeField, Range(0, 3)] float attackRange = 2;
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[SerializeField] LayerMask whatIsEnemy = -1;
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// Start is called before the first frame update
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void Update(){
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Collider[] hitEnemies = Physics.OverlapSphere(attackPos.position, attackRange, whatIsEnemy);
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if (hitEnemies.Length > 0 && !attacking)
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{
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if (GetComponentInParent<SwordsEnemyController>().hp > 0f) {
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attacking = true;
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anim.SetTrigger("Attack");
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}
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}
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if (attacking)
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{
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agent.isStopped = true;
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}
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else
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{
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agent.isStopped = false;
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||||
}
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}
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public void Attack(){
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Collider[] hitEnemies = Physics.OverlapSphere(attackPos.position, attackRange, whatIsEnemy);
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if (hitEnemies.Length == 0)
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AudioManager.instance.PlayOneShot("SFX_falloEspada" + Random.Range(1, 5));
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else
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AudioManager.instance.PlayOneShot("SFX_Espada" + Random.Range(1, 3));
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foreach (Collider enemy in hitEnemies){
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enemy.GetComponent<SwordPlayerController>().Damage(attackDamage);
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}
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}
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public void EndAttack(){
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attacking = false;
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}
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void OnDrawGizmos(){
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if (attackPos == null)
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return;
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Gizmos.DrawWireSphere(attackPos.position, attackRange);
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}
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}
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11
Assets/Scripts/SwordsGame/SwordEnemyAttack.cs.meta
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11
Assets/Scripts/SwordsGame/SwordEnemyAttack.cs.meta
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@ -0,0 +1,11 @@
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|||
fileFormatVersion: 2
|
||||
guid: 46fe85b04190be54583da24a5beb8ed2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
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executionOrder: 0
|
||||
icon: {instanceID: 0}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
218
Assets/Scripts/SwordsGame/SwordPlayerController.cs
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218
Assets/Scripts/SwordsGame/SwordPlayerController.cs
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@ -0,0 +1,218 @@
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using System.Collections;
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using System.Collections.Generic;
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||||
using UnityEngine;
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using UnityEngine.UI;
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||||
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||||
public class SwordPlayerController : MonoBehaviour
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{
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[SerializeField] ScenesTransitionController scenesTransition = default;
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[SerializeField] GameTutorialControler tutorial = default;
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[SerializeField] Animator anim = default;
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[SerializeField] public Animator charAnim = default;
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[SerializeField] CharacterController controller = default;
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[SerializeField] Transform cam = default;
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[SerializeField] Transform enemy = default;
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[SerializeField] float speed = 6;
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[SerializeField, Range(0, .3f)] float turnSmoothTime = .1f;
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float turnSmoothVelocity;
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[Header("Jump")]
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[SerializeField, Min(0)] float gravity = 15f;
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[SerializeField] float jumpHeight = 3f;
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[SerializeField, Range(0, .5f)] float jumpDelay = .5f;
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Vector3 velocity;
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[SerializeField] Transform groundCheck = default;
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[SerializeField, Range(0, .5f)] float groundDistance = .4f;
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[SerializeField] LayerMask groundMask = -1;
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bool isGrounded;
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[Space]
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[SerializeField] Image healthBar = default;
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[SerializeField] float maxHp = 100;
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float hp;
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bool canMove;
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[Space]
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[SerializeField] GameObject playerHPbar;
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[SerializeField] GameObject enemyHPbar;
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[SerializeField] GameObject playerHPbarLabel;
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[SerializeField] GameObject enemyHPbarLabel;
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||||
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[SerializeField, Range(0, 1f)] float stepsInterval = .5f;
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float currentTime;
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||||
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bool scoreDistributed;
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void Awake(){
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Cursor.lockState = CursorLockMode.Locked;
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hp = maxHp;
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canMove = true;
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charAnim = GetComponent<CharacterIdController>().SetPlayerCustom();
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||||
}
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float currentX;
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float xDirVelocity;
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float currentY;
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// Update is called once per frame
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||||
void Update(){
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if (tutorial.gameStarted)
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{
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isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
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||||
|
||||
if (isGrounded && velocity.y < 0)
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{
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velocity.y = -2f;
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||||
}
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||||
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float horizontal = Input.GetAxisRaw("Horizontal");
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float vertical = Input.GetAxisRaw("Vertical");
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Vector3 direction = new Vector3(horizontal, 0, vertical).normalized;
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||||
|
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if (direction.magnitude >= .1f && canMove)
|
||||
{
|
||||
float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
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float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
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transform.rotation = Quaternion.Euler(0, angle, 0);
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||||
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Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
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controller.Move(moveDir.normalized * speed * Time.deltaTime);
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Vector3 directionX = direction.x * transform.forward;
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Vector3 directionZ = direction.z * transform.forward;
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||||
currentX = Mathf.SmoothDamp(currentX, directionX.x, ref xDirVelocity, .1f);
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||||
currentY = Mathf.SmoothDamp(currentY, directionZ.z, ref xDirVelocity, .1f);
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||||
charAnim.SetFloat("VelocityY", 1);
|
||||
anim.SetBool("Moving", true);
|
||||
|
||||
currentTime += Time.deltaTime;
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||||
if (currentTime >= stepsInterval)
|
||||
{
|
||||
AudioManager.instance.PlayOneShot("SFX_paso" + Random.Range(1, 6), true);
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||||
currentTime = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
currentX = Mathf.SmoothDamp(currentX, 0, ref xDirVelocity, .1f);
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||||
currentY = Mathf.SmoothDamp(currentY, 0, ref xDirVelocity, .1f);
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||||
charAnim.SetFloat("VelocityY", 0);
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||||
anim.SetBool("Moving", false);
|
||||
}
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||||
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||||
velocity.y -= gravity * Time.deltaTime;
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||||
controller.Move(velocity * Time.deltaTime);
|
||||
}
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||||
}
|
||||
|
||||
public void StopMovement(){
|
||||
transform.LookAt(new Vector3(enemy.position.x, transform.position.y, enemy.position.z));
|
||||
canMove = false;
|
||||
}
|
||||
|
||||
public void RegainMovement(){
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if(hp > 0){
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||||
canMove = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void Damage(float ammount){
|
||||
if(hp > 0){
|
||||
hp -= ammount;
|
||||
healthBar.transform.localScale = new Vector3(Mathf.Clamp(hp / maxHp, 0, 1), 1, 1);
|
||||
|
||||
ScreenShakeCall.instance.ShakeCamera(12.5f, .4f);
|
||||
|
||||
if (hp > 0f){
|
||||
charAnim.SetTrigger("Damage");
|
||||
float randomAnim = Random.Range(0, 200);
|
||||
if(randomAnim > 100){
|
||||
GameObject pow = ObjectPooler.instance.SpawnFromPool("Pow", transform.position + Vector3.up);
|
||||
pow.transform.LookAt(cam);
|
||||
}
|
||||
else{
|
||||
GameObject pam = ObjectPooler.instance.SpawnFromPool("Pam", transform.position + Vector3.up);
|
||||
pam.transform.LookAt(cam);
|
||||
}
|
||||
}else{
|
||||
GameObject kapow = ObjectPooler.instance.SpawnFromPool("Kapow", transform.position);
|
||||
kapow.transform.LookAt(Camera.main.transform);
|
||||
charAnim.SetTrigger("Die");
|
||||
StopMovement();
|
||||
ReturnToMenu(GameObject.Find("Enemy").GetComponent<CharacterIdController>().CharacterId, gameObject.GetComponent<CharacterIdController>().CharacterId);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnDrawGizmos(){
|
||||
if(groundCheck != null){
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawWireSphere(groundCheck.position, groundDistance);
|
||||
}
|
||||
}
|
||||
|
||||
public void ShowLives()
|
||||
{
|
||||
playerHPbar.SetActive(true);
|
||||
enemyHPbar.SetActive(true);
|
||||
playerHPbarLabel.SetActive(true);
|
||||
enemyHPbarLabel.SetActive(true);
|
||||
|
||||
StartCoroutine(AudioManager.instance.FadeOut("transicion", 1));
|
||||
StartCoroutine(AudioManager.instance.FadeIn("04_espadas", 1));
|
||||
}
|
||||
|
||||
void ReturnToMenu(int winner, int looser)
|
||||
{
|
||||
if (!scoreDistributed)
|
||||
{
|
||||
//AudioManager.instance.PlayOneShot("SFX_booring");
|
||||
|
||||
StartCoroutine(BetweenScenePass.instance.DistributeScore(
|
||||
BetweenScenePass.Games.Swords,
|
||||
winner,
|
||||
null));
|
||||
|
||||
int newWinner1 = winner;
|
||||
int i = 0;
|
||||
while (i < 100)
|
||||
{
|
||||
newWinner1 = Random.Range(0, 6);
|
||||
i++;
|
||||
if (newWinner1 != winner && newWinner1 != looser)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
StartCoroutine(BetweenScenePass.instance.DistributeScore(
|
||||
BetweenScenePass.Games.Swords,
|
||||
newWinner1,
|
||||
null));
|
||||
|
||||
int newWinner2;
|
||||
newWinner2 = winner;
|
||||
i = 0;
|
||||
while (i < 100)
|
||||
{
|
||||
newWinner2 = Random.Range(0, 6);
|
||||
i++;
|
||||
if (newWinner2 != winner && newWinner2 != looser && newWinner2 != newWinner1)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
StartCoroutine(BetweenScenePass.instance.DistributeScore(
|
||||
BetweenScenePass.Games.Swords,
|
||||
newWinner2,
|
||||
scenesTransition));
|
||||
scoreDistributed = true;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/SwordsGame/SwordPlayerController.cs.meta
Normal file
11
Assets/Scripts/SwordsGame/SwordPlayerController.cs.meta
Normal file
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@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6db0af3c8c50c204eabd60264e312957
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
175
Assets/Scripts/SwordsGame/SwordsEnemyController.cs
Normal file
175
Assets/Scripts/SwordsGame/SwordsEnemyController.cs
Normal file
|
@ -0,0 +1,175 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class SwordsEnemyController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] ScenesTransitionController scenesTransition = default;
|
||||
[SerializeField] GameTutorialControler tutorial = default;
|
||||
[SerializeField] Transform player = default;
|
||||
NavMeshAgent agent;
|
||||
[SerializeField] Animator charAnim = default;
|
||||
|
||||
[System.Serializable] public enum Personality {Shy, Hyperactive, Balanced}
|
||||
[Space]
|
||||
public Personality personality;
|
||||
|
||||
[SerializeField] float maxHp = 100;
|
||||
public float hp;
|
||||
|
||||
[SerializeField] float currentRadius = 10;
|
||||
[SerializeField, Range(0, 3)] float angryLevel;
|
||||
float angryLevelIncreaseTime;
|
||||
[SerializeField] float healthAlert;
|
||||
|
||||
[Space]
|
||||
[SerializeField] SwordCharacterType shyStats = default;
|
||||
[SerializeField] SwordCharacterType angryStats = default;
|
||||
[SerializeField] SwordCharacterType balancedStats = default;
|
||||
|
||||
[Space]
|
||||
[SerializeField] Image healthBar = default;
|
||||
|
||||
[SerializeField, Range(0, 1f)] float stepsInterval = .5f;
|
||||
float currentTime;
|
||||
|
||||
bool scoreDistributed;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Awake(){
|
||||
|
||||
charAnim = charAnim = GetComponent<CharacterIdController>().SetRandomNpcCustom();
|
||||
|
||||
|
||||
agent = GetComponent<NavMeshAgent>();
|
||||
switch (personality){
|
||||
case Personality.Balanced:
|
||||
currentRadius = balancedStats.detectArea;
|
||||
healthAlert = balancedStats.healthAlert;
|
||||
angryLevelIncreaseTime = balancedStats.angryIncreaseTime;
|
||||
agent.speed = balancedStats.speed;
|
||||
break;
|
||||
case Personality.Hyperactive:
|
||||
currentRadius = angryStats.detectArea;
|
||||
healthAlert = angryStats.healthAlert;
|
||||
angryLevelIncreaseTime = angryStats.angryIncreaseTime;
|
||||
agent.speed = angryStats.speed;
|
||||
break;
|
||||
case Personality.Shy:
|
||||
currentRadius = shyStats.detectArea;
|
||||
healthAlert = shyStats.healthAlert;
|
||||
angryLevelIncreaseTime = shyStats.angryIncreaseTime;
|
||||
agent.speed = shyStats.speed;
|
||||
break;
|
||||
}
|
||||
|
||||
hp = maxHp;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
if (tutorial.gameStarted)
|
||||
{
|
||||
agent.SetDestination(new Vector3(player.position.x, 0, player.position.z));
|
||||
|
||||
if ((player.position - transform.position).sqrMagnitude < agent.stoppingDistance * agent.stoppingDistance)
|
||||
{
|
||||
transform.LookAt(new Vector3(player.position.x, transform.position.y, player.position.z));
|
||||
}
|
||||
|
||||
charAnim.SetFloat("VelocityY", 1);
|
||||
|
||||
currentTime += Time.deltaTime;
|
||||
if (currentTime >= stepsInterval)
|
||||
{
|
||||
AudioManager.instance.PlayOneShot("SFX_paso" + Random.Range(1, 6), true);
|
||||
currentTime = 0;
|
||||
}
|
||||
|
||||
angryLevel += angryLevelIncreaseTime * Time.deltaTime;
|
||||
angryLevel = Mathf.Clamp(angryLevel, 0, 3);
|
||||
}
|
||||
}
|
||||
|
||||
public void Damage(float amount){
|
||||
if (hp > 0){
|
||||
hp -= amount;
|
||||
healthBar.transform.localScale = new Vector3(Mathf.Clamp(hp / maxHp, 0, 1), 1, 1);
|
||||
|
||||
ScreenShakeCall.instance.ShakeCamera(12.5f, .4f);
|
||||
|
||||
if (hp > 0f){
|
||||
float randomAnim = Random.Range(0, 200);
|
||||
if (randomAnim > 100){
|
||||
GameObject pow = ObjectPooler.instance.SpawnFromPool("Pow", transform.position + Vector3.up);
|
||||
pow.transform.LookAt(Camera.main.transform);
|
||||
}else{
|
||||
GameObject pam = ObjectPooler.instance.SpawnFromPool("Pam", transform.position + Vector3.up);
|
||||
pam.transform.LookAt(Camera.main.transform);
|
||||
}
|
||||
charAnim.SetTrigger("Damage");
|
||||
}else{
|
||||
GameObject kapow = ObjectPooler.instance.SpawnFromPool("Kapow", transform.position);
|
||||
kapow.transform.LookAt(Camera.main.transform);
|
||||
charAnim.SetTrigger("Die");
|
||||
ReturnToMenu(GameObject.Find("Player").GetComponent<CharacterIdController>().CharacterId, gameObject.GetComponent<CharacterIdController>().CharacterId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected(){
|
||||
Gizmos.DrawWireSphere(transform.position, currentRadius);
|
||||
}
|
||||
|
||||
void ReturnToMenu(int winner, int looser)
|
||||
{
|
||||
if (!scoreDistributed)
|
||||
{
|
||||
AudioManager.instance.PlayOneShot("SFX_campanillas");
|
||||
|
||||
StartCoroutine(BetweenScenePass.instance.DistributeScore(
|
||||
BetweenScenePass.Games.Swords,
|
||||
winner,
|
||||
null));
|
||||
|
||||
int newWinner1 = winner;
|
||||
int i = 0;
|
||||
while (i < 100)
|
||||
{
|
||||
newWinner1 = Random.Range(0, 6);
|
||||
i++;
|
||||
if (newWinner1 != winner && newWinner1 != looser)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
StartCoroutine(BetweenScenePass.instance.DistributeScore(
|
||||
BetweenScenePass.Games.Swords,
|
||||
newWinner1,
|
||||
null));
|
||||
|
||||
int newWinner2;
|
||||
newWinner2 = winner;
|
||||
i = 0;
|
||||
while (i < 100)
|
||||
{
|
||||
newWinner2 = Random.Range(0, 6);
|
||||
i++;
|
||||
if (newWinner2 != winner && newWinner2 != looser && newWinner2 != newWinner1)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
StartCoroutine(BetweenScenePass.instance.DistributeScore(
|
||||
BetweenScenePass.Games.Swords,
|
||||
newWinner2,
|
||||
scenesTransition));
|
||||
scoreDistributed = true;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
11
Assets/Scripts/SwordsGame/SwordsEnemyController.cs.meta
Normal file
11
Assets/Scripts/SwordsGame/SwordsEnemyController.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 279d3c70f1b27c74d9ba8001aed01660
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Add table
Add a link
Reference in a new issue