Maham Post-Work Commit
parent
18b7134d2c
commit
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using System.Collections;
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using System.Collections.Generic;
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using D2D;
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using UnityEngine;
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using UnityEngine.UI;
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public class ExternalScript : MonoBehaviour
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{
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}
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fileFormatVersion: 2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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<?xml version="1.0" encoding="utf-8"?>
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<manifest
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xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.unity3d.player"
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xmlns:tools="http://schemas.android.com/tools">
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<application>
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<activity android:name="com.unity3d.player.UnityPlayerActivity"
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android:theme="@style/UnityThemeSelector">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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<meta-data android:name="unityplayer.UnityActivity" android:value="true" />
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</activity>
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</application>
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</manifest>
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fileFormatVersion: 2
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guid: afc56253143d2b0488efacc911cfd2da
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleVariant:
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<?xml version="1.0" encoding="utf-8"?>
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<manifest
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xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.unity3d.player"
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xmlns:tools="http://schemas.android.com/tools"
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android:installLocation="preferExternal">
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<supports-screens
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android:smallScreens="true"
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android:normalScreens="true"
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android:largeScreens="true"
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android:xlargeScreens="true"
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android:anyDensity="true"/>
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<application android:label="@string/app_name"
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android:icon="@mipmap/app_icon"/>
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</manifest>
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fileFormatVersion: 2
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guid: 87fade8ed99e92949be060d32776c9bd
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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apply plugin: 'com.android.application'
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dependencies {
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implementation project(':unityLibrary')
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}
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android {
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ndkPath "**NDKPATH**"
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compileSdkVersion **APIVERSION**
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buildToolsVersion '**BUILDTOOLS**'
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compileOptions {
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sourceCompatibility JavaVersion.VERSION_11
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targetCompatibility JavaVersion.VERSION_11
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}
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defaultConfig {
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minSdkVersion **MINSDKVERSION**
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targetSdkVersion **TARGETSDKVERSION**
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applicationId '**APPLICATIONID**'
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ndk {
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abiFilters **ABIFILTERS**
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}
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versionCode **VERSIONCODE**
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versionName '**VERSIONNAME**'
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}
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aaptOptions {
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noCompress = **BUILTIN_NOCOMPRESS** + unityStreamingAssets.tokenize(', ')
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ignoreAssetsPattern = "!.svn:!.git:!.ds_store:!*.scc:!CVS:!thumbs.db:!picasa.ini:!*~"
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}**SIGN**
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lintOptions {
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abortOnError false
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}
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buildTypes {
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debug {
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minifyEnabled **MINIFY_DEBUG**
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proguardFiles getDefaultProguardFile('proguard-android.txt')**SIGNCONFIG**
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jniDebuggable true
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}
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release {
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minifyEnabled **MINIFY_RELEASE**
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proguardFiles getDefaultProguardFile('proguard-android.txt')**SIGNCONFIG**
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}
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}**PACKAGING_OPTIONS****PLAY_ASSET_PACKS****SPLITS**
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**BUILT_APK_LOCATION**
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bundle {
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language {
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enableSplit = false
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}
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density {
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enableSplit = false
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}
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abi {
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enableSplit = true
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}
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}
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}**SPLITS_VERSION_CODE****LAUNCHER_SOURCE_BUILD_SETUP**
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fileFormatVersion: 2
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guid: ef8d664d56d70ad4988608361b4fb781
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
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using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine.UI;
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namespace D2D
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{
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public class PoolManager : MonoBehaviour
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{
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[Tooltip("List of prefabs to spawn.")]
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[SerializeField] private List<PoolMember> _prefabs; // List of prefabs
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[Tooltip("List of UI buttons.")]
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[SerializeField] private List<Button> _buttons; // List of buttons
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private PoolMember _selectedPrefab; // Currently selected prefab
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private void Start()
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{
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InitButtons(); // Initialize the buttons
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}
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// Initialize buttons with listeners
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private void InitButtons()
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{
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for (int i = 0; i < _buttons.Count; i++)
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{
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int index = i; // Capture index for button listener
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_buttons[i].onClick.AddListener(() => OnButtonPressed(index));
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}
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}
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// Triggered when a button is pressed
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private void OnButtonPressed(int index)
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{
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if (index < _prefabs.Count)
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{
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_selectedPrefab = _prefabs[index]; // Assign the prefab corresponding to the button index
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Debug.Log("Prefab selected: " + _selectedPrefab.name);
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}
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else
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{
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Debug.LogWarning("No prefab available for this button.");
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}
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}
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// Example method to spawn the selected prefab at a given position
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public void SpawnSelectedPrefab(Vector3 position)
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{
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if (_selectedPrefab != null)
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{
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Instantiate(_selectedPrefab, position, Quaternion.identity);
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}
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else
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{
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Debug.LogWarning("No prefab selected.");
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}
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}
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}
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}
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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.SceneManagement;
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public class Uiscript : MonoBehaviour
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{
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public GameObject mainmenu, setting, Play, Shop, Levelselection, CharacterSelection,Mode;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void MainmenuPanal()
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{
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mainmenu.SetActive(true);
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}
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public void SettingPanal()
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{
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setting.SetActive(true);
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mainmenu.SetActive(false);
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}
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public void Settingpanalcross()
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{
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setting.SetActive(false);
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mainmenu.SetActive(true);
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}
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public void Playpanal()
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{
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Play.SetActive(true);
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mainmenu.SetActive(false);
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}
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public void Modes()
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{
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Mode.SetActive(true);
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Play.SetActive(false);
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}
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public void modesCross()
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{
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Mode.SetActive(false);
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Play.SetActive(true);
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}
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public void levelselectionPanal()
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{
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Levelselection.SetActive(true);
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Mode.SetActive(false);
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}
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public void levelSelectionback()
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{
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Levelselection.SetActive(false);
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Mode.SetActive(true);
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}
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public void ShopPanal()
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{
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Shop.SetActive(true);
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Play.SetActive(false);
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}
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public void ShopPanalCross()
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{
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Shop.SetActive(false);
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Play.SetActive(true);
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}
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public void InfiniteMode()
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{
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SceneManager.LoadScene(1);
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}
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public void characterselectionPanal()
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{
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CharacterSelection.SetActive(true);
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Play.SetActive(false);
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} public void characterselectionPanalcross()
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{
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CharacterSelection.SetActive(false);
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Play.SetActive(true);
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}
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public void playBack()
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{
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mainmenu.SetActive(true);
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Play.SetActive(false);
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}
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public void quit()
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{
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Application.Quit();
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}
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}
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Loading…
Reference in New Issue