Added new start OPTION + fix bugs

This commit is contained in:
Rabidus 2023-07-26 14:13:07 +03:00
parent a75c7cb5aa
commit c420b01f93
40 changed files with 14930 additions and 2324 deletions

8
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@ -2544,8 +2544,15 @@ namespace BNG {
void OnDestroy() {
if(BeingHeld && !quitting) {
try
{
DropItem(false, false);
}
catch (System.Exception)
{
}
}
}
void OnDrawGizmosSelected() {

File diff suppressed because one or more lines are too long

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File diff suppressed because one or more lines are too long

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@ -19,27 +19,18 @@ public class GameManager : MonoBehaviour
private PlayerSetup _playerSetup;
private CoinCounter _coinCounter;
private GameTimeController _timeController;
private vTimerCounter _timerCounter;
private UIController _UIController;
[SerializeField]
private Button _startButton;
[SerializeField]
private TMPro.TMP_InputField _inputField;
public event UnityAction OnGameStarted;
public UnityEvent OnGameStarted;
public UnityEvent OnGameEnded;
public GameState CurrentGameState = GameState.None;
private void OnEnable()
{
_startButton.onClick.AddListener(OnStartGame);
}
private void OnDisable()
{
_startButton.onClick.RemoveListener(OnStartGame);
}
private void Awake()
{
@ -60,9 +51,6 @@ public class GameManager : MonoBehaviour
{
_playerSetup = FindObjectOfType<PlayerSetup>();
_coinCounter = FindObjectOfType<CoinCounter>();
_timeController = FindObjectOfType<GameTimeController>();
_timerCounter = FindObjectOfType<vTimerCounter>();
_UIController = FindObjectOfType<UIController>();
}
private void Start()
@ -74,6 +62,8 @@ public class GameManager : MonoBehaviour
{
CurrentGameState = newState;
Debug.Log(newState);
switch (CurrentGameState)
{
case GameState.None:
@ -84,22 +74,20 @@ public class GameManager : MonoBehaviour
case GameState.Started:
{
_playerSetup.CreateNewPlayer(_inputField.text);
_timeController.ChangeTime(1);
_timerCounter.StartTimer();
_UIController.HideMenu();
OnGameStarted?.Invoke();
}
break;
case GameState.Ended:
{
_playerSetup.AddScore(_coinCounter.CoinCount);
_UIController.ShowMenu();
OnGameEnded?.Invoke();
ChangeState(GameState.None);
}
break;
}
}
private void OnStartGame()
public void OnStartGame()
{
ChangeState(GameState.Started);
}