diff --git a/Assets/game/Animation/UI/LevelCount/LevelCount2.anim b/Assets/game/Animation/UI/LevelCount/Fading.anim similarity index 99% rename from Assets/game/Animation/UI/LevelCount/LevelCount2.anim rename to Assets/game/Animation/UI/LevelCount/Fading.anim index 90d39f5..b667956 100644 --- a/Assets/game/Animation/UI/LevelCount/LevelCount2.anim +++ b/Assets/game/Animation/UI/LevelCount/Fading.anim @@ -6,7 +6,7 @@ AnimationClip: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: LevelCount2 + m_Name: Fading serializedVersion: 6 m_Legacy: 0 m_Compressed: 0 diff --git a/Assets/game/Animation/UI/LevelCount/LevelCount2.anim.meta b/Assets/game/Animation/UI/LevelCount/Fading.anim.meta similarity index 100% rename from Assets/game/Animation/UI/LevelCount/LevelCount2.anim.meta rename to Assets/game/Animation/UI/LevelCount/Fading.anim.meta diff --git a/Assets/game/Animation/UI/LevelCount/Image.controller b/Assets/game/Animation/UI/LevelCount/Image.controller index 2517ef7..79d042c 100644 --- a/Assets/game/Animation/UI/LevelCount/Image.controller +++ b/Assets/game/Animation/UI/LevelCount/Image.controller @@ -35,7 +35,7 @@ AnimatorController: m_Name: Image serializedVersion: 5 m_AnimatorParameters: - - m_Name: Disable + - m_Name: Fade m_Type: 4 m_DefaultFloat: 0 m_DefaultInt: 0 @@ -63,7 +63,7 @@ AnimatorStateTransition: m_Name: m_Conditions: - m_ConditionMode: 1 - m_ConditionEvent: Disable + m_ConditionEvent: Fade m_EventTreshold: 0 m_DstStateMachine: {fileID: 0} m_DstState: {fileID: 6532693886344616546} @@ -112,7 +112,7 @@ AnimatorState: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: LevelCount2 + m_Name: Fading m_Speed: 1 m_CycleOffset: 0 m_Transitions: [] diff --git a/Assets/game/Bus/Scripts/Bus.cs b/Assets/game/Bus/Scripts/Bus.cs index d56e6c1..f4bd63b 100644 --- a/Assets/game/Bus/Scripts/Bus.cs +++ b/Assets/game/Bus/Scripts/Bus.cs @@ -35,6 +35,8 @@ public class Bus : MonoBehaviour animator.SetBool("Run", true); moveBus = true; yield return new WaitForSeconds(5.0f); - Endlevel.nextLevel = true; + + Endlevel endLevelInstance = FindObjectOfType().GetComponent(); + endLevelInstance.GoToNextLevel(); } } diff --git a/Assets/game/Scripts/Endlevel.cs b/Assets/game/Scripts/Endlevel.cs index 48c9d8d..cc26d5d 100644 --- a/Assets/game/Scripts/Endlevel.cs +++ b/Assets/game/Scripts/Endlevel.cs @@ -8,14 +8,12 @@ public class Endlevel : MonoBehaviour public SceneFader sceneFader; public static int level = 0; private int SetLevel; - public static bool nextLevel = false; void Awake() { //Make Collider2D as trigger GetComponent().isTrigger = true; level = PlayerSaving.level; - Debug.Log(level); SetLevel = GetValueForSetLevel(); } @@ -23,9 +21,7 @@ public class Endlevel : MonoBehaviour { if (c2d.CompareTag("Player")) { - level = SetLevel; - Debug.Log(level); - sceneFader.FadeTo(levelToLoad); + GoToNextLevel(); } } @@ -40,14 +36,13 @@ public class Endlevel : MonoBehaviour //Debug.Log("Saved " + PlayerSaving.levels + " Level"); } } + } - if (nextLevel) - { - nextLevel = false; - level = SetLevel; - Debug.Log(level); - sceneFader.FadeTo(levelToLoad); - } + public void GoToNextLevel() + { + level = SetLevel; + Debug.Log(level); + sceneFader.FadeTo(levelToLoad); } public int GetValueForSetLevel() diff --git a/Assets/game/Scripts/Save/SaveSystem.cs b/Assets/game/Scripts/Save/SaveSystem.cs index 25df643..35d02c2 100644 --- a/Assets/game/Scripts/Save/SaveSystem.cs +++ b/Assets/game/Scripts/Save/SaveSystem.cs @@ -32,7 +32,9 @@ public static class SaveSystem else { Debug.LogError("SaveFile not found in " + path); - return null; + Debug.Log("Creating new save file..."); + SavePlayer(); + return LoadPlayer(); } } diff --git a/Assets/game/Scripts/UI/LevelCounter.cs b/Assets/game/Scripts/UI/LevelCounter.cs index 4e6a5af..9e7f962 100644 --- a/Assets/game/Scripts/UI/LevelCounter.cs +++ b/Assets/game/Scripts/UI/LevelCounter.cs @@ -4,20 +4,22 @@ using UnityEngine; public class LevelCounter : MonoBehaviour { - public Animator animator; + Animator animator; - // Start is called before the first frame update void Start() { + animator = GetComponent(); StartCoroutine(Disabeling()); } IEnumerator Disabeling() { yield return new WaitForSeconds(2.0f); - animator.SetBool("Disable", true); + animator.SetBool("Fade", true); + yield return new WaitForSeconds(0.1f); - animator.SetBool("Disable", false); + animator.SetBool("Fade", false); + yield return new WaitForSeconds(1.8f); Destroy(gameObject); }