From b1ad1febe26938a97bb414620c49b580caf58336 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Sat, 16 Dec 2023 17:05:42 +0000
Subject: [PATCH] Added oscillation to pickups (optional)

---
 Assets/Scripts/UIManager.cs |   29 +++++++++++++++++++++++++++--
 1 files changed, 27 insertions(+), 2 deletions(-)

diff --git a/Assets/Scripts/UIManager.cs b/Assets/Scripts/UIManager.cs
index 4fda747..834bab4 100644
--- a/Assets/Scripts/UIManager.cs
+++ b/Assets/Scripts/UIManager.cs
@@ -2,6 +2,8 @@
 using System.Collections.Generic;
 using TMPro;
 using UnityEngine;
+using UnityEngine.InputSystem;
+using UnityEngine.SceneManagement;
 
 public class UIManager : MonoBehaviour
 {
@@ -17,6 +19,7 @@
 
     private void OnEnable()
     {
+        // add listen events
         CharacterEvents.characterDamaged += (CharacterTookDamange);
         CharacterEvents.characterHealed += (CharacterHealed);
 
@@ -24,13 +27,14 @@
 
     private void OnDisable()
     {
+        // remove listen events
         CharacterEvents.characterDamaged -= (CharacterTookDamange);
         CharacterEvents.characterHealed -= (CharacterHealed);
     }
 
     public void CharacterTookDamange(GameObject character, int damageReceived)
     {
-        // Create text at character hit
+        // Create damage text at character
         Vector3 spawnPosition = Camera.main.WorldToScreenPoint(character.transform.position);
 
         TMP_Text tmpText = Instantiate(damageTextPrefab, spawnPosition, Quaternion.identity, gameCanvas.transform).GetComponent<TMP_Text>();
@@ -40,7 +44,7 @@
     }
     public void CharacterHealed(GameObject character, int healthRestored)
     {
-        // Create text at character hit
+        // Create heal text at character
         Vector3 spawnPosition = Camera.main.WorldToScreenPoint(character.transform.position);
 
         TMP_Text tmpText = Instantiate(healthTextPrefab, spawnPosition, Quaternion.identity, gameCanvas.transform).GetComponent<TMP_Text>();
@@ -48,4 +52,25 @@
         tmpText.text = healthRestored.ToString();
 
     }
+
+    public void OnExitGame(InputAction.CallbackContext context)
+    {
+        if (context.started)
+        {
+#if (UNITY_EDITOR || DEVELOPMENT_BUILD)
+            Debug.Log(this.name + ": " + this.GetType() + ": " + System.Reflection.MethodBase.GetCurrentMethod().Name);
+#endif
+#if (UNITY_EDITOR)
+            UnityEditor.EditorApplication.isPlaying = false;
+#elif (UNITY_STANDALONE)
+            Application.Quit();
+#elif (UNITY_WEBGL)
+            // NOT WORKING
+            // Need to add new scene "QuitScene"
+            // change camera to solid color "black"
+            // add scene to build settings
+            // SceneManager.LoadScene("QuitScene");
+#endif
+        }
+    }
 }

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