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 + } + } } -- Gitblit v1.9.3