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-public class CharacterController2D : MonoBehaviour -{ - [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps. - [SerializeField] private float m_WallJumpMultiplier = 3f; // Amount of force added when the player jumps off a wall. - [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100% - [Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement - [SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping; - [SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character - [SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded. - [SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings - [SerializeField] private Transform m_WallCheck; - [SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching - - const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded - private bool m_Grounded; // Whether or not the player is grounded. - private bool m_TouchingWall; - const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up - private Rigidbody2D m_Rigidbody2D; - private bool m_FacingRight = true; // For determining which way the player is currently facing. - private Vector3 m_Velocity = Vector3.zero; - private enum Direction { NA=0, L, R }; - private Direction m_LastWallJumpDirection = Direction.NA; - - [Header("Events")] - [Space] - - public UnityEvent OnLandEvent; - - [System.Serializable] - public class BoolEvent : UnityEvent { } - - public BoolEvent OnCrouchEvent; - private bool m_wasCrouching = false; - - private void Awake() - { - m_Rigidbody2D = GetComponent(); - - if (OnLandEvent == null) - OnLandEvent = new UnityEvent(); - - if (OnCrouchEvent == null) - OnCrouchEvent = new BoolEvent(); - } - - private void FixedUpdate() - { - CheckGrounded(); - CheckTouchingWall(); - } - +using UnityEngine; +using UnityEngine.Events; + +public class CharacterController2D : MonoBehaviour +{ + [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps. + [SerializeField] private float m_WallJumpMultiplier = 3f; // Amount of force added when the player jumps off a wall. + [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100% + [Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement + [SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping; + [SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character + [SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded. + [SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings + [SerializeField] private Transform m_WallCheck; + [SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching + + const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded + private bool m_Grounded; // Whether or not the player is grounded. + private bool m_TouchingWall; + const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up + private Rigidbody2D m_Rigidbody2D; + private bool m_FacingRight = true; // For determining which way the player is currently facing. + private Vector3 m_Velocity = Vector3.zero; + private enum Direction { NA=0, L, R }; + private Direction m_LastWallJumpDirection = Direction.NA; + + [Header("Events")] + [Space] + + public UnityEvent OnLandEvent; + + [System.Serializable] + public class BoolEvent : UnityEvent { } + + public BoolEvent OnCrouchEvent; + private bool m_wasCrouching = false; + + private void Awake() + { + m_Rigidbody2D = GetComponent(); + + if (OnLandEvent == null) + OnLandEvent = new UnityEvent(); + + if (OnCrouchEvent == null) + OnCrouchEvent = new BoolEvent(); + } + + private void FixedUpdate() + { + CheckGrounded(); + CheckTouchingWall(); + } + private void CheckGrounded() { bool wasGrounded = m_Grounded; @@ -67,8 +67,8 @@ public class CharacterController2D : MonoBehaviour OnLandEvent.Invoke(); } } - } - + } + private void CheckTouchingWall() { m_TouchingWall = false; @@ -80,80 +80,80 @@ public class CharacterController2D : MonoBehaviour m_TouchingWall = true; } } - } - - public void Move(float move, bool crouch, bool jump) - { - // If crouching, check to see if the character can stand up - if (!crouch) - { - // If the character has a ceiling preventing them from standing up, keep them crouching - { - crouch = true; - } - } - - //only control the player if grounded or airControl is turned on - if (m_Grounded || m_AirControl) - { - - // If crouching - if (crouch) - { - if (!m_wasCrouching) - { - m_wasCrouching = true; - OnCrouchEvent.Invoke(true); - } - - // Reduce the speed by the crouchSpeed multiplier - move *= m_CrouchSpeed; - - // Disable one of the colliders when crouching - if (m_CrouchDisableCollider != null) - m_CrouchDisableCollider.enabled = false; - } - else - { - // Enable the collider when not crouching - if (m_CrouchDisableCollider != null) - m_CrouchDisableCollider.enabled = true; - - if (m_wasCrouching) - { - m_wasCrouching = false; - OnCrouchEvent.Invoke(false); - } - } - - // Move the character by finding the target velocity - Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y); - // And then smoothing it out and applying it to the character - m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing); - - // If the input is moving the player right and the player is facing left... - if (move > 0 && !m_FacingRight) - { - // ... flip the player. - Flip(); - } - // Otherwise if the input is moving the player left and the player is facing right... - else if (move < 0 && m_FacingRight) - { - // ... flip the player. - Flip(); - } - } - // If the player should jump... - if (m_Grounded && jump) - { - // Add a vertical force to the player. - m_Grounded = false; + } + + public void Move(float move, bool crouch, bool jump) + { + // If crouching, check to see if the character can stand up + if (!crouch) + { + // If the character has a ceiling preventing them from standing up, keep them crouching + { + crouch = true; + } + } + + //only control the player if grounded or airControl is turned on + if (m_Grounded || m_AirControl) + { + + // If crouching + if (crouch) + { + if (!m_wasCrouching) + { + m_wasCrouching = true; + OnCrouchEvent.Invoke(true); + } + + // Reduce the speed by the crouchSpeed multiplier + move *= m_CrouchSpeed; + + // Disable one of the colliders when crouching + if (m_CrouchDisableCollider != null) + m_CrouchDisableCollider.enabled = false; + } + else + { + // Enable the collider when not crouching + if (m_CrouchDisableCollider != null) + m_CrouchDisableCollider.enabled = true; + + if (m_wasCrouching) + { + m_wasCrouching = false; + OnCrouchEvent.Invoke(false); + } + } + + // Move the character by finding the target velocity + Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y); + // And then smoothing it out and applying it to the character + m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing); + + // If the input is moving the player right and the player is facing left... + if (move > 0 && !m_FacingRight) + { + // ... flip the player. + Flip(); + } + // Otherwise if the input is moving the player left and the player is facing right... + else if (move < 0 && m_FacingRight) + { + // ... flip the player. + Flip(); + } + } + // If the player should jump... + if (m_Grounded && jump) + { + // Add a vertical force to the player. + m_Grounded = false; m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce)); // Reset wall jump switch - m_LastWallJumpDirection = move > 0 ? Direction.R : Direction.L; - } + m_LastWallJumpDirection = move > 0 ? Direction.R : Direction.L; + } else if (m_TouchingWall && jump) { if (m_FacingRight && m_LastWallJumpDirection == Direction.L) @@ -173,14 +173,14 @@ public class CharacterController2D : MonoBehaviour } - private void Flip() - { - // Switch the way the player is labelled as facing. - m_FacingRight = !m_FacingRight; - - // Multiply the player's x local scale by -1. - Vector3 theScale = transform.localScale; - theScale.x *= -1; - transform.localScale = theScale; - } + private void Flip() + { + // Switch the way the player is labelled as facing. + m_FacingRight = !m_FacingRight; + + // Multiply the player's x local scale by -1. + Vector3 theScale = transform.localScale; + theScale.x *= -1; + transform.localScale = theScale; + } } \ No newline at end of file diff --git a/Assets/Scripts/ChestController.cs b/Assets/Scripts/ChestController.cs index b8bebe1..d03be2f 100644 --- a/Assets/Scripts/ChestController.cs +++ b/Assets/Scripts/ChestController.cs @@ -16,6 +16,9 @@ public class ChestController : MonoBehaviour [SerializeField] private Reference m_freezePlayer; + [SerializeField] + private Reference m_isVictory; + private void OnTriggerEnter2D(Collider2D collision) { Animator[] animators = collision.GetComponentsInChildren().Concat(collision.GetComponentsInParent()).ToArray(); @@ -25,6 +28,7 @@ public class ChestController : MonoBehaviour m_chestAnimator.SetBool("Open", true); m_playerAnimator.SetTrigger("Victory"); m_freezePlayer.Value = true; + m_isVictory.Value = true; } diff --git a/Assets/Scripts/DarknessController.cs b/Assets/Scripts/DarknessController.cs index 950af94..1d00e5a 100644 --- a/Assets/Scripts/DarknessController.cs +++ b/Assets/Scripts/DarknessController.cs @@ -16,6 +16,9 @@ public class DarknessController : MonoBehaviour [SerializeField] private Reference m_isInputDown; + [SerializeField] + private Reference m_manuelDarknesscontrol; + [SerializeField, BoxGroup("Settings")] private float m_darknessSpeed = 0.25f; @@ -46,10 +49,18 @@ public class DarknessController : MonoBehaviour } + private void Update() + { + m_darknessMat.SetFloat("_Apply", m_lightLevel); + } + + private void OnInputChange(bool value) { + if (m_manuelDarknesscontrol) + return; + StopAllCoroutines(); - Debug.Log($"Here {m_isDarknessChanging}"); if (value) { if (!m_isDarknessChanging) { @@ -83,14 +94,12 @@ public class DarknessController : MonoBehaviour while(elapsedTime < time) { m_lightLevel.Value = Mathf.Lerp(start, end, curve.Evaluate(elapsedTime / time)); - m_darknessMat.SetFloat("_Apply", m_lightLevel); yield return new WaitForEndOfFrame(); elapsedTime += Time.deltaTime; } m_isDarknessChanging = false; m_lightLevel.Value = end; - m_darknessMat.SetFloat("_Apply", m_lightLevel); } diff --git a/Assets/Scripts/TextController.cs b/Assets/Scripts/IntroController.cs similarity index 92% rename from Assets/Scripts/TextController.cs rename to Assets/Scripts/IntroController.cs index 63b5746..3728d85 100644 --- a/Assets/Scripts/TextController.cs +++ b/Assets/Scripts/IntroController.cs @@ -5,7 +5,7 @@ using UnityEngine.UI; using TMPro; using NaughtyAttributes; -public class TextController : MonoBehaviour, IResettable +public class IntroController : MonoBehaviour, IResettable { [SerializeField] @@ -13,6 +13,7 @@ public class TextController : MonoBehaviour, IResettable [SerializeField] private TextMeshProUGUI m_detailsText; + [SerializeField] private TextMeshProUGUI m_timerText; @@ -22,6 +23,9 @@ public class TextController : MonoBehaviour, IResettable [SerializeField] private Variables.Reference m_freezePlayer; + [SerializeField] + private LevelManager m_manager; + [SerializeField] private Image m_backGround; @@ -42,6 +46,9 @@ public class TextController : MonoBehaviour, IResettable private IEnumerator Start() { m_backGround.gameObject.SetActive(true); + m_timerText.gameObject.SetActive(false); + m_levelText.text = m_manager.levelName; + m_freezePlayer.Value = true; @@ -81,14 +88,15 @@ public class TextController : MonoBehaviour, IResettable private IEnumerator DetailText(float time,float time2, float time3) { - m_detailsText.gameObject.SetActive(true); - m_detailsText.text = "10\n"; + m_timerText.gameObject.SetActive(true); yield return new WaitForSeconds(time); - m_detailsText.text += "Seconds\n\n"; + + m_detailsText.gameObject.SetActive(true); + m_detailsText.text = "\nSeconds\n\n"; yield return new WaitForSeconds(time); - foreach(char c in "Get to the Chest") + foreach(char c in m_manager.levelPrompt) { m_detailsText.text += c; yield return new WaitForSeconds(time2); @@ -104,7 +112,7 @@ public class TextController : MonoBehaviour, IResettable Color textColor = m_detailsText.color; Color backgroundColor = m_backGround.color; - m_timerText.gameObject.SetActive(true); + while (elaspedTime < time) { diff --git a/Assets/Scripts/TextController.cs.meta b/Assets/Scripts/IntroController.cs.meta similarity index 100% rename from Assets/Scripts/TextController.cs.meta rename to Assets/Scripts/IntroController.cs.meta diff --git a/Assets/Scripts/LevelManager.cs b/Assets/Scripts/LevelManager.cs index e6898ec..78000b1 100644 --- a/Assets/Scripts/LevelManager.cs +++ b/Assets/Scripts/LevelManager.cs @@ -2,6 +2,8 @@ using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; +using UnityEngine.UI; +using UnityEngine.SceneManagement; using NaughtyAttributes; using Variables; @@ -19,17 +21,32 @@ public class LevelManager : MonoBehaviour [SerializeField] Reference m_timer; + [SerializeField] + Reference m_light; + + [SerializeField] + Reference m_manualDarkness; + + [SerializeField] + private Image m_backGround; + [SerializeField, BoxGroup("Level Settings")] - private string m_levelName = "Level 1"; + public string levelName = "Level 1"; [SerializeField, BoxGroup("Level Settings")] private float m_timeInLevel = 10; - [SerializeField] + [SerializeField, BoxGroup("Level Settings")] + public string levelPrompt = "Get to the Chest"; + + [SerializeField,BoxGroup("Default Settings")] private float m_resetTime = 1; - [SerializeField] + [SerializeField, BoxGroup("Default Settings")] + private float m_nextSceneWaitTime = 3; + + [SerializeField, BoxGroup("Level Settings")] private string m_nextSceneToLoad = "Level 2"; @@ -40,6 +57,8 @@ public class LevelManager : MonoBehaviour m_allResetable = FindObjectsOfType().OfType().ToArray(); m_timer.Value = m_timeInLevel; + m_isVictory.Value = false; + foreach (IResettable resettable in m_allResetable) { resettable.OnLevelLoad(); @@ -50,6 +69,12 @@ public class LevelManager : MonoBehaviour { if (!m_freezePlayer) m_timer.Value -= Time.deltaTime; + + if (m_timer <= 0 && !m_isPlayerDead) + { + m_isPlayerDead.Value = true; + } + } @@ -87,6 +112,48 @@ public class LevelManager : MonoBehaviour } + private IEnumerator VictoryRoutine() + { + yield return new WaitForSeconds(m_nextSceneWaitTime); + + m_manualDarkness.Value = true; + + float elapsedTime = 0; + float fadeTime = 1; + while (elapsedTime < fadeTime) + { + m_light.Value = 1 - elapsedTime / fadeTime; + yield return new WaitForEndOfFrame(); + elapsedTime += Time.deltaTime; + } + m_light.Value = 0; + + yield return new WaitForSeconds(1); + + elapsedTime = 0; + fadeTime = 2; + + + Color color = m_backGround.color; + m_backGround.gameObject.SetActive(true); + + while (elapsedTime < fadeTime) + { + color.a = elapsedTime / fadeTime; + m_backGround.color = color; + Debug.Log(color.a); + yield return new WaitForEndOfFrame(); + elapsedTime += Time.deltaTime; + } + + yield return new WaitForSeconds(1); + + + m_manualDarkness.Value = false; + SceneManager.LoadScene(m_nextSceneToLoad); + + + } @@ -102,7 +169,10 @@ public class LevelManager : MonoBehaviour private void OnPlayerVictoryChange(bool value) { - + if (value) + { + StartCoroutine(VictoryRoutine()); + } } @@ -110,4 +180,6 @@ public class LevelManager : MonoBehaviour + + } diff --git a/Assets/Scripts/LevelManager.cs.meta b/Assets/Scripts/LevelManager.cs.meta index 2af79f6..664e714 100644 --- a/Assets/Scripts/LevelManager.cs.meta +++ b/Assets/Scripts/LevelManager.cs.meta @@ -4,7 +4,7 @@ MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] - executionOrder: 0 + executionOrder: -1 icon: {instanceID: 0} userData: assetBundleName: diff --git a/Assets/Scripts/Shaders/Image.mat b/Assets/Scripts/Shaders/Image.mat index d383809..9cfdde7 100644 --- a/Assets/Scripts/Shaders/Image.mat +++ b/Assets/Scripts/Shaders/Image.mat @@ -79,7 +79,7 @@ Material: - _UVSec: 0 - _ZWrite: 1 m_Colors: - - _BackgroundColor: {r: 0.043137256, g: 0.043137256, b: 0.10980393, a: 1} + - _BackgroundColor: {r: 0.054901965, g: 0.039215688, b: 0.10196079, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _MaskColor: {r: 0.043137256, g: 0.043137256, b: 0.10980393, a: 1} diff --git a/Assets/Scripts/SneakyTextController.cs b/Assets/Scripts/SneakyTextController.cs index 25d280f..94f0612 100644 --- a/Assets/Scripts/SneakyTextController.cs +++ b/Assets/Scripts/SneakyTextController.cs @@ -11,9 +11,16 @@ public class SneakyTextController : MonoBehaviour [SerializeField] private Reference m_freezePlayer; + [SerializeField] + private Reference m_manuelDarknesscontrol; + [SerializeField] private float m_time = 10; + [SerializeField] + private GameObject m_timerObject; + + [SerializeField] private TMPro.TextMeshProUGUI m_text; @@ -38,10 +45,8 @@ public class SneakyTextController : MonoBehaviour private void OnLightChange(float value) { - - Color color = m_text.color; - color.a = 1 - m_lightLevel; - m_text.color = color; + + Debug.Log("Here"); if (!m_hasTriggered && !m_freezePlayer) { @@ -53,10 +58,85 @@ public class SneakyTextController : MonoBehaviour private IEnumerator Timer(float time) { - Debug.Log("here"); + Debug.Log("Showing sneaky text"); + + m_manuelDarknesscontrol.Value = true; + + float elapsedTime = 0; + float fadeTime = 0.33f; + m_text.gameObject.SetActive(true); - yield return new WaitForSeconds(time); + + Color color = m_text.color; + + while (elapsedTime< fadeTime) + { + + m_lightLevel.Value = 1 - (elapsedTime / fadeTime); + + + color.a = 1 - m_lightLevel; + m_text.color = color; + + yield return new WaitForEndOfFrame(); + elapsedTime += Time.deltaTime; + } + + m_lightLevel.Value = 0; + color.a = 1 - m_lightLevel; + m_text.color = color; + + m_timerObject.SetActive(false); + + Time.timeScale = 0.1f; + + + + elapsedTime = 0; + fadeTime = 1.0f; + + while (elapsedTime < fadeTime) + { + + Time.timeScale = 1 - (elapsedTime / fadeTime); + + yield return new WaitForEndOfFrame(); + elapsedTime += Time.unscaledDeltaTime; + } + + + + + yield return new WaitForSecondsRealtime(time); + + Time.timeScale = 1; + + m_timerObject.SetActive(true); + + + + + + elapsedTime = 0; + fadeTime = 0.25f; + + while (elapsedTime < fadeTime) + { + + m_lightLevel.Value = (elapsedTime / fadeTime); + + color.a = 1 - (elapsedTime / fadeTime); + m_text.color = color; + + yield return new WaitForEndOfFrame(); + elapsedTime += Time.deltaTime; + } + m_text.gameObject.SetActive(false); + m_manuelDarknesscontrol.Value = false; + + + } } diff --git a/Assets/Scripts/SneakyTextController.cs.meta b/Assets/Scripts/SneakyTextController.cs.meta index 83d3495..3765616 100644 --- a/Assets/Scripts/SneakyTextController.cs.meta +++ b/Assets/Scripts/SneakyTextController.cs.meta @@ -4,7 +4,7 @@ MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] - executionOrder: 0 + executionOrder: 300 icon: {instanceID: 0} userData: assetBundleName: diff --git a/Assets/Scripts/TimerController.cs b/Assets/Scripts/TimerController.cs index ec739a6..d38e5b1 100644 --- a/Assets/Scripts/TimerController.cs +++ b/Assets/Scripts/TimerController.cs @@ -2,16 +2,35 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; using TMPro; +using NaughtyAttributes; using Variables; public class TimerController : MonoBehaviour { - [SerializeField] + [SerializeField,Header("References")] private Reference m_time; + [SerializeField] + private TextMeshProUGUI m_text; + + [SerializeField, BoxGroup("Settings")] + private Color m_lowTimeColor = Color.red; + + [SerializeField, BoxGroup("Settings")] private Color m_defaultColor; + [SerializeField, BoxGroup("Settings")] + private float m_lowTimeAmount = 3; + + + + + private void Awake() + { + OnTimeChange(m_time.Value); + } + private void OnEnable() { @@ -26,8 +45,16 @@ public class TimerController : MonoBehaviour private void OnTimeChange(float value) { + m_text.text = value.ToString("0"); - + if (value <= m_lowTimeAmount) + { + m_text.color = m_lowTimeColor; + } + else + { + m_text.color = m_defaultColor; + } } diff --git a/Assets/Variables/Runtime/freezePlayer.asset b/Assets/Variables/Runtime/freezePlayer.asset index a81d699..3856791 100644 --- a/Assets/Variables/Runtime/freezePlayer.asset +++ b/Assets/Variables/Runtime/freezePlayer.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:466fdb9107b37543a2ad85e238da069372b91af9605c5eeabd8ce9114f1801eb +oid sha256:0bdaa82dad2328390eadee14e5be5fa2212932bb4288893339be7bd715e38eea size 466 diff --git a/Assets/Variables/Runtime/freezePlayer.asset.meta b/Assets/Variables/Runtime/freezePlayer.asset.meta index ad6634d..5496878 100644 --- a/Assets/Variables/Runtime/freezePlayer.asset.meta +++ b/Assets/Variables/Runtime/freezePlayer.asset.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: ea1cffffa7e1ed34ca1fe3d3af13777c +guid: 4644ea58ce4d81544b22caddc5e66c86 NativeFormatImporter: externalObjects: {} mainObjectFileID: 11400000 diff --git a/Assets/Variables/Runtime/isLightManual.asset b/Assets/Variables/Runtime/isLightManual.asset new file mode 100644 index 0000000..c421639 --- /dev/null +++ b/Assets/Variables/Runtime/isLightManual.asset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:01e81b52e5eaaaf1e5c78876abe3d92236882c7c8d51a203dc6982bfe3007d53 +size 467 diff --git a/Assets/Variables/Runtime/isLightManual.asset.meta b/Assets/Variables/Runtime/isLightManual.asset.meta new file mode 100644 index 0000000..0c7c95b --- /dev/null +++ b/Assets/Variables/Runtime/isLightManual.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cfc8ff2567609574f8482f3eaabd3bee +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Variables/Runtime/isVictory.asset b/Assets/Variables/Runtime/isVictory.asset new file mode 100644 index 0000000..3b4f8b4 --- /dev/null +++ b/Assets/Variables/Runtime/isVictory.asset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b8b95c374d0f352efe17d4dbd7c5f9154d44e723b1b6a93a2164b14150c3e8fe +size 463 diff --git a/Assets/Variables/Runtime/isVictory.asset.meta b/Assets/Variables/Runtime/isVictory.asset.meta new file mode 100644 index 0000000..1958b1a --- /dev/null +++ b/Assets/Variables/Runtime/isVictory.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f1d9845714eccd24bafc361e7f23c030 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index 9e1d6c1..b869a01 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:97b40654805e8679125b7bce207937def997d80224ce14027e735689f32f8874 -size 257 +oid sha256:eebf3c29f693944f36ddb50bfb449cf7dae8447b60d500d93339731264eac6a3 +size 418