Added character selection in the main game scene and also changed the original stock scene into the modified scene

nuruz-dev
nuruznaeem198 2 months ago
parent a21a03e794
commit 1f5c7398e7

@ -1,3 +1,4 @@
using Animancer;
using System;
using System.Collections;
using System.Collections.Generic;
@ -12,6 +13,7 @@ public class CharactersScript : MonoBehaviour
public Button nextButton;
public Button prevButton;
public Button selectButton; // Separate "Select" button for current character
public Avatar[] characterAvatar;
void Start()
{
@ -76,7 +78,7 @@ public class CharactersScript : MonoBehaviour
{
character.SetActive(false);
}
characters[index].transform.parent.GetComponent<AnimancerComponent>().Animator.avatar = characterAvatar[index];
// Show the character at the specified index
if (index >= 0 && index < characters.Length)
{
@ -97,10 +99,12 @@ public class CharactersScript : MonoBehaviour
{
selectButton.GetComponentInChildren<Text>().text = "Select";
}
//characters[savedIndex].SetActive(true);
//characters[savedIndex].transform.parent.GetComponent<AnimancerComponent>().Animator.avatar = characterAvatar[savedIndex];
}
public void playGame()
{
SceneManager.LoadScene("Level_1 New Enemies");
}
}

@ -21,16 +21,17 @@ public class NeutralsSpawn : Unit
private void Awake()
{
for (int i = 0; i < neutralMember.Length; i++)
{
neutralMember[i].gameObject.SetActive(false);
}
currentCamera = Camera.main;
index = PlayerPrefs.GetInt("selectedCharacterIndex");
}
private void Start()
{
for (int i = 0; i < neutralMember.Length; i++)
{
neutralMember[i].gameObject.SetActive(false);
}
neutralMember[index].gameObject.SetActive(true);
}
private void Update()

@ -14,7 +14,7 @@ public class ParticleController : MonoBehaviour
// Debug.Log("index is" + index);
enableprojectileParticles(index);
//enableimpactParticles(index);
enablemuzzleParticles(index);
//enablemuzzleParticles(index);
}
public void enableprojectileParticles(int val)
{

@ -720,8 +720,8 @@ MonoBehaviour:
m_UiScaleMode: 0
m_ReferencePixelsPerUnit: 100
m_ScaleFactor: 1
m_ReferenceResolution: {x: 800, y: 600}
m_ScreenMatchMode: 0
m_ReferenceResolution: {x: 1920, y: 1080}
m_ScreenMatchMode: 2
m_MatchWidthOrHeight: 0
m_PhysicalUnit: 3
m_FallbackScreenDPI: 96

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@ -122,6 +122,7 @@ Transform:
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@ -68,10 +68,10 @@ public class PistolMember : SquadMember
private void Start()
{
//particleController = GetComponent<ParticleController>();
characterIndex = PlayerPrefs.GetInt("selectedCharacterIndex");
Debug.Log("index is" + characterIndex);
charactersArray[characterIndex].SetActive(true);
charactersArray[characterIndex].transform.parent.GetComponent<AnimancerComponent>().Animator.avatar = characterAvatar[characterIndex];
//characterIndex = PlayerPrefs.GetInt("selectedCharacterIndex");
//Debug.Log("index is" + characterIndex);
//charactersArray[characterIndex].SetActive(true);
//charactersArray[characterIndex].transform.parent.GetComponent<AnimancerComponent>().Animator.avatar = characterAvatar[characterIndex];
}
private void HitEnemy(Transform other, Transform @object)
{

@ -11,4 +11,10 @@ EditorBuildSettings:
- enabled: 1
path: Assets/Scenes/Level_1.unity
guid: c5ddf6fc4e21e4ec18c592064edf342f
- enabled: 1
path: Assets/Scenes/CharactersSelection.unity
guid: 4e9c97bf49791b44484077ba575928c4
- enabled: 1
path: Assets/Scenes/Level_1 New Enemies.unity
guid: 281e83595f2fe584b9528a7e1cdb0ae5
m_configObjects: {}

@ -15,7 +15,7 @@ TagManager:
- Default
- TransparentFX
- Ignore Raycast
-
- CharacterSelection
- Water
- UI
- Ground

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