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Renamed old levels

main
Joshua Reason 2 years ago
parent
commit
df2584cc75
10 changed files with 10 additions and 4 deletions
  1. +2
    -2
      Assets/Prefabs/2D Camera.prefab
  2. BIN
      Assets/Scenes/Level 1_Profiles/PostVolume Profile.asset
  3. +0
    -0
      Assets/Scenes/OldLevel 1.unity
  4. +0
    -0
      Assets/Scenes/OldLevel 1.unity.meta
  5. +0
    -0
      Assets/Scenes/OldLevel 2.unity
  6. +0
    -0
      Assets/Scenes/OldLevel 2.unity.meta
  7. +0
    -0
      Assets/Scenes/OldLevel 3.unity
  8. +0
    -0
      Assets/Scenes/OldLevel 3.unity.meta
  9. +6
    -0
      Assets/Scripts/Character/CharacterInputController.cs
  10. +1
    -1
      Assets/Scripts/LevelManager.cs

+ 2
- 2
Assets/Prefabs/2D Camera.prefab View File

@ -866,8 +866,8 @@ MonoBehaviour:
m_EditorClassIdentifier:
Player: {fileID: 0}
m_FollowStrength: 3
m_FollowX: 0
m_FollowY: 0
m_FollowX: 1
m_FollowY: 1
m_OffsetX: 0
m_OffsetY: 2
--- !u!114 &515301201

BIN
Assets/Scenes/Level 1_Profiles/PostVolume Profile.asset (Stored with Git LFS) View File

size 1163

Assets/Scenes/Level 1.unity → Assets/Scenes/OldLevel 1.unity View File


Assets/Scenes/Level 1.unity.meta → Assets/Scenes/OldLevel 1.unity.meta View File


Assets/Scenes/Level 2.unity → Assets/Scenes/OldLevel 2.unity View File


Assets/Scenes/Level 2.unity.meta → Assets/Scenes/OldLevel 2.unity.meta View File


Assets/Scenes/Level 3.unity → Assets/Scenes/OldLevel 3.unity View File


Assets/Scenes/Level 3.unity.meta → Assets/Scenes/OldLevel 3.unity.meta View File


+ 6
- 0
Assets/Scripts/Character/CharacterInputController.cs View File

@ -43,6 +43,12 @@ public class CharacterInputController : MonoBehaviour
m_isVictory.OnValueChanged += OnVictory;
}
private void OnDisable()
{
m_isPlayerDead.OnValueChanged -= OnDeath;
m_isVictory.OnValueChanged -= OnVictory;
}
public void OnMove(InputAction.CallbackContext context)
{
m_movement = context.ReadValue<Vector2>();

+ 1
- 1
Assets/Scripts/LevelManager.cs View File

@ -143,7 +143,7 @@ public class LevelManager : MonoBehaviour
{
color.a = elapsedTime / fadeTime;
m_backGround.color = color;
Debug.Log(color.a);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}

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