Merge branch 'Dev' into Level2FinalIntegration
This commit is contained in:
commit
31665e3e11
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Assets/Scenes/MainMenu/ReflectionProbe-0.exr
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BIN
Assets/Scenes/MainMenu/ReflectionProbe-0.exr
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Binary file not shown.
171
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9
Assets/Scripts/DontDestroyOnLoad.cs
Normal file
9
Assets/Scripts/DontDestroyOnLoad.cs
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class DontDestroyOnLoad : MonoBehaviour
|
||||||
|
{
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
DontDestroyOnLoad(this.gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/DontDestroyOnLoad.cs.meta
Normal file
11
Assets/Scripts/DontDestroyOnLoad.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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|
fileFormatVersion: 2
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@ -91,15 +91,27 @@ public class GrappleHook : MonoBehaviour
|
|||||||
if(!hitMarkerRect.gameObject.activeSelf)hitMarkerRect.gameObject.SetActive(true);
|
if(!hitMarkerRect.gameObject.activeSelf)hitMarkerRect.gameObject.SetActive(true);
|
||||||
hitMarkerRect.anchoredPosition = WorldToUI(gameObject.transform.position + aimDir * maxGrappleDist);
|
hitMarkerRect.anchoredPosition = WorldToUI(gameObject.transform.position + aimDir * maxGrappleDist);
|
||||||
|
|
||||||
if(Physics.Raycast(gameObject.transform.position, aimDir, out hit, maxGrappleDist, grappleableLayer)){
|
if (Physics.Raycast(gameObject.transform.position, aimDir, out hit, maxGrappleDist, grappleableLayer)) {
|
||||||
hitMarkerRect.anchoredPosition = WorldToUI(hit.point);
|
if (hit.transform.gameObject.layer != 7)
|
||||||
hitMarkerRect.gameObject.GetComponent<Image>().color = Color.green;
|
{
|
||||||
|
hitMarkerRect.anchoredPosition = WorldToUI(hit.point);
|
||||||
|
hitMarkerRect.gameObject.GetComponent<Image>().color = Color.green;
|
||||||
|
|
||||||
if(grappling){
|
if (grappling)
|
||||||
StartGrapple(hit);
|
{
|
||||||
}else{
|
StartGrapple(hit);
|
||||||
grappling = false;
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
grappling = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
hitMarkerRect.anchoredPosition = WorldToUI(hit.point);
|
||||||
|
hitMarkerRect.gameObject.GetComponent<Image>().color = Color.red;
|
||||||
|
}
|
||||||
|
|
||||||
}else{
|
}else{
|
||||||
hitMarkerRect.gameObject.GetComponent<Image>().color = Color.red;
|
hitMarkerRect.gameObject.GetComponent<Image>().color = Color.red;
|
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}
|
}
|
||||||
|
|||||||
@ -52,7 +52,7 @@ public class MainMenu : MonoBehaviour
|
|||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
Debug.Log(Input.GetKeyDown(KeyCode.Escape));
|
//Debug.Log(Input.GetKeyDown(KeyCode.Escape));
|
||||||
if (isCreditScrolling && Input.GetKeyDown(KeyCode.Escape))
|
if (isCreditScrolling && Input.GetKeyDown(KeyCode.Escape))
|
||||||
{
|
{
|
||||||
isCreditScrolling = false;
|
isCreditScrolling = false;
|
||||||
|
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@ -21,7 +21,7 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: CRTMaterialShader
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m_Shader: {fileID: 4800000, guid: 7d830e9754227db4b89bacfdc753e135, type: 3}
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m_ValidKeywords: []
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m_ValidKeywords: []
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m_InvalidKeywords: []
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m_InvalidKeywords: []
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m_LightmapFlags: 4
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m_LightmapFlags: 4
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@ -118,24 +118,24 @@ Material:
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- _Surface: 0
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- _Surface: 0
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- _WorkflowMode: 1
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- _ZWrite: 1
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- u_bend: 4.03
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- u_blue_offset_y: 0.0021
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- u_green_offset_y: 0
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- u_noise_amount: 0.0154
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- u_noise_amount: 0.004
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- u_noise_size: 417
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- u_noise_size: 500
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- u_red_offset_y: -0.0024
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- u_red_offset_y: -0.0024
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- u_scanlin_transparence1: 0.005
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- u_scanlin_transparence1: 0.001
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- u_scanlin_transparence2: 0.005
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- u_scanlin_transparence2: 0.001
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- u_scanline_amount: 0.143
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- u_scanline_amount: 0.143
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- u_scanline_size_1: 277
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- u_scanline_size_2: 521
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- u_scanline_size_2: 521
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- u_scanline_speed_1: 1569.4
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- u_scanline_speed_1: 1569.4
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- u_scanline_speed_2: 76.6
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- u_scanline_speed_2: 76.6
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- u_space_bend: 1.993
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- u_space_bend: 2.055
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- u_time: 5.1
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- u_time: 5.1
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- u_vignette_edge_round: 11.6
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- u_vignette_edge_round: 58.5
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- u_vignette_size: 1.95
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- u_vignette_size: 2
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- u_vignette_smoothness: 0.82
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- u_vignette_smoothness: 0.59
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m_Colors:
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m_Colors:
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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@ -1,4 +1,4 @@
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Shader "CRTShaderFixed"
|
Shader "CRTShader"
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{
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{
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Properties
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{
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{
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@ -8,18 +8,18 @@ EditorBuildSettings:
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- enabled: 1
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path: Assets/Scenes/MainMenu.unity
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path: Assets/Scenes/MainMenu.unity
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guid: af63aef6e17277b44ade3df35992db53
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guid: af63aef6e17277b44ade3df35992db53
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path: Assets/Scenes/Dev.unity
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path: Assets/Scenes/Dev.unity
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guid: 739ca6d2c9f3b5b4a8885b94cf11f074
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guid: 739ca6d2c9f3b5b4a8885b94cf11f074
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- enabled: 1
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- enabled: 0
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path: Assets/Scenes/GameLogic.unity
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path: Assets/Scenes/GameLogic.unity
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guid: 6c735b8f44735c84789efdc5bc7c8d2d
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guid: 6c735b8f44735c84789efdc5bc7c8d2d
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path: Assets/Scenes/ThanksScene.unity
|
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guid: b3991f64db889b744ba3668a4998424e
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- enabled: 1
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- enabled: 1
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path: Assets/Scenes/LevelDesign.unity
|
path: Assets/Scenes/LevelDesign.unity
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guid: 4b213b8915c09ca49873cfadc143c61b
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guid: 4b213b8915c09ca49873cfadc143c61b
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path: Assets/Scenes/ThanksScene.unity
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com.unity.input.settings: {fileID: 11400000, guid: 98320edbf6dc6f447809b5027a818f6e,
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type: 2}
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@ -12,8 +12,8 @@ PlayerSettings:
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accelerometerFrequency: 60
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m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
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m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
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@ -136,12 +136,14 @@ PlayerSettings:
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4:3: 1
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4:3: 1
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5:4: 1
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16:10: 1
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16:9: 1
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bundleVersion: 0.1.0
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m_HolographicPauseOnTrackingLoss: 1
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@ -816,7 +818,7 @@ PlayerSettings:
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webGLCompressionFormat: 1
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webGLWasmArithmeticExceptions: 0
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webGLWasmArithmeticExceptions: 0
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webGLThreadsSupport: 0
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webGLThreadsSupport: 0
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|||||||
Loading…
x
Reference in New Issue
Block a user