dev-ali
Ali Sharoz 4 days ago
parent 5554a0fd4a
commit 75c15cf265

@ -156,7 +156,8 @@ namespace D2D.Gameplay
IEnumerator DeathCoroutine()
{
yield return new WaitForSeconds(10f);
yield return new WaitForSeconds(6f);
GameManager.Instance.OnRevival();
InitiateDeathSequence();
}

@ -26,6 +26,7 @@ namespace D2D
private void Show(GameObject[] parent)
{
Debug.Log("Show: " + parent[0].gameObject.name);
if (parent.IsNullOrEmpty())
return;

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Revival : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

@ -0,0 +1,11 @@
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@ -61640,6 +61640,18 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
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@ -190022,6 +190034,9 @@ PrefabInstance:
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@ -13,11 +13,11 @@ public class ReviveOnClick : DButtonListener
private bool _isClaimClickMissed;
private void Update()
{
if (!_isButton && DInput.IsMouseReleased)
OnClick();
}
//private void Update()
//{
// if (!_isButton && DInput.IsMouseReleased)
// OnClick();
//}
protected override void OnClick()
{

@ -1,6 +1,7 @@
using D2D;
using D2D.Core;
using D2D.Utilities;
using ES3Internal;
using Sirenix.OdinInspector;
using System;
using System.Collections;
@ -28,10 +29,14 @@ public class GameProgress : GameStateMachineUser
public Action<int> OnLevelUp;
private float levelTime;
[SerializeField]
private float timeForLevelUp;
[SerializeField]
private float levelUpTimer;
[SerializeField]
private bool isStarted = false;
[SerializeField]
private bool isFinished = false;
public float GetValueForFinish() => totalXP / needToFinish;
@ -137,6 +142,7 @@ public class GameProgress : GameStateMachineUser
[Button]
public void LevelUp()
{
Debug.Log("LevelUp Called");
XPforLevelUp = 0;
level++;

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