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2 changes: 2 additions & 0 deletions Assets/MainCanvasScript.cs
Original file line number Diff line number Diff line change
Expand Up @@ -5,13 +5,15 @@
public class MainCanvasScript : MonoBehaviour
{
[SerializeField] private GameObject _obj;
[SerializeField] private GameObject pausePanel;

void Start()
{
if (PlayerPrefs.GetInt("destroy") == 1)
{
_obj.SetActive(true);
gameObject.SetActive(false);
pausePanel.SetActive(true);
Time.timeScale = 1;
PlayerPrefs.SetInt("destroy", 0);
}
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5 changes: 3 additions & 2 deletions Assets/TimeScaleFactorMenu.cs
Original file line number Diff line number Diff line change
@@ -1,10 +1,11 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TimeScaleFactorMenu : MonoBehaviour
{
private void Start()
// AnesVijay: изменил Start на OnEnable, чтобы время останавливалось не только на первой заставке, но и при возникновении экрана паузы (чтобы игра на фоне не шла)
private void OnEnable()
{
Time.timeScale = 0;
}
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195 changes: 164 additions & 31 deletions Assets/_Game/Scenes/GameScene.unity
Original file line number Diff line number Diff line change
Expand Up @@ -824,6 +824,83 @@ MonoBehaviour:
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Expand Down Expand Up @@ -1518,27 +1595,28 @@ GameObject:
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Expand Down Expand Up @@ -1625,30 +1703,6 @@ MonoBehaviour:
m_StringArgument:
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m_CallState: 2
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m_TargetAssemblyTypeName: UnityEngine.Behaviour, UnityEngine
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MonoBehaviour:
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Expand Down Expand Up @@ -1687,6 +1741,47 @@ CanvasRenderer:
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Expand Down Expand Up @@ -1817,6 +1912,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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--- !u!1 &676747202
GameObject:
m_ObjectHideFlags: 0
Expand Down Expand Up @@ -1938,6 +2034,30 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 0
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Expand Down Expand Up @@ -2225,8 +2345,8 @@ RectTransform:
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Expand Down Expand Up @@ -2456,6 +2576,7 @@ GameObject:
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m_TagString: Untagged
Expand Down Expand Up @@ -2525,6 +2646,18 @@ RectTransform:
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Expand Down Expand Up @@ -2681,7 +2814,7 @@ MonoBehaviour:
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Expand Down Expand Up @@ -3294,7 +3427,7 @@ RectTransform:
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4 changes: 4 additions & 0 deletions Assets/_Game/Scripts/CheckLanding.cs
Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,11 @@ public void OnWin(GameObject collider)
//startPos.position = transform.position;
gameObject.GetComponent<ForceAdding>().enabled = true;
Debug.Log(gameObject.GetComponent<FlyControlling>().ToString());

// AnesVijay: 32 строку трогать не стал, добавил 33-ю, чтобы двойной прыжок перезаряжался при приземлении в тостер.
// Также переменную isDoubleJumpPressed сделал публичной, чтобы тут так можно было пробросить
gameObject.GetComponent<FlyControlling>().enabled = false;
gameObject.GetComponent<FlyControlling>().isDoubleJumpPressed = false;
//if (!collider.Equals(PrevCollider))
//PlanesGenerator.GenerateNextPanel();
//PrevCollider = collider;
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22 changes: 19 additions & 3 deletions Assets/_Game/Scripts/FlyControlling.cs
Original file line number Diff line number Diff line change
@@ -1,27 +1,43 @@
using System;
using System;
using TMPro;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class FlyControlling : MonoBehaviour
{
private Rigidbody physics;
private bool isDoubleJumpPressed = false;
public bool isDoubleJumpPressed;

private float startTime;
private const float MAX_TIME = 5;

private bool pausePressed;

private void Start()
{
physics = gameObject.GetComponent<Rigidbody>();
}

private void OnEnable()
{

isDoubleJumpPressed = false;
}

// AnesVijay: ChangePauseButtonToPressed и ChangePauseButtonToUnpressed нужны для того, чтобы не срабатывал двойной прыжок при нажатии на паузу,
// переменная pausePressed служит для этого флагом
public void ChangePauseButtonToPressed()
{
pausePressed = true;
}

public void ChangePauseButtonToUnpressed()
{
pausePressed = false;
}

void Update()
{
//bool phonePress = Input.touchCount > 0 && (Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(0).phase == TouchPhase.Stationary);
Expand All @@ -31,7 +47,7 @@ void Update()
//}

bool phonePress = Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began;
if ((phonePress || Input.GetMouseButtonDown(0)) && !isDoubleJumpPressed)
if ((phonePress || Input.GetMouseButtonDown(0)) && !isDoubleJumpPressed && !pausePressed)
{
if(physics.velocity.y < 0)
physics.velocity = new Vector3(physics.velocity.x, 0f, physics.velocity.z);
Expand Down
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