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Refactored Sound script & removed an animation bug
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parent
a90f5fe421
commit
e51c6f4650
3 changed files with 14 additions and 14 deletions
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@ -20,7 +20,7 @@ public class PlayerSaving : MonoBehaviour
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Debug.Log($"Saved level: {Level}, coins: {Coins}, tutorial: {HasCompletedTutorial}, cloudsMove: {MovingClouds}");
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Debug.Log($"Saved level: {Level}, coins: {Coins}, tutorial: {HasCompletedTutorial}, cloudsMove: {MovingClouds}");
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}
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}
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public static void LoadPlayer()
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private static void LoadPlayer()
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{
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{
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var data = SaveSystem.LoadPlayer();
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var data = SaveSystem.LoadPlayer();
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@ -17,7 +17,7 @@ public class Pause : MonoBehaviour
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public GameObject Fire;
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public GameObject Fire;
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public GameObject Image;
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public GameObject Image;
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private static readonly int IsCrouching = Animator.StringToHash("IsCrouchingAnimationID");
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private static readonly int IsCrouchingAnimationID = Animator.StringToHash("IsCrouching");
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public void IsPauseing()
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public void IsPauseing()
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{
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{
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@ -58,7 +58,7 @@ public class Pause : MonoBehaviour
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if(!IsPause) // if going back to the game
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if(!IsPause) // if going back to the game
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{
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{
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PlayerMovement.Crouch = false;
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PlayerMovement.Crouch = false;
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animator.SetBool(IsCrouching, false);
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animator.SetBool(IsCrouchingAnimationID, false);
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}
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}
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}
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}
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}
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}
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@ -6,10 +6,10 @@ public class SoundBar : MonoBehaviour
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{
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{
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public static float SoundVolume = 0.75f;
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public static float SoundVolume = 0.75f;
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public AudioSource BackgroundMusic;
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public AudioSource BackgroundMusic;
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public static float MusicTime = 0f; // Static variable to store the music time
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private static float _musicTime; // Static variable to store the music time
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public static bool SceneReloaded = false; // Static variable to track if scene is reloaded
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public static bool SceneReloaded; // Static variable to track if scene is reloaded
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void Start()
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private void Start()
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{
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{
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LoadSoundVolume();
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LoadSoundVolume();
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ApplySoundVolume();
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ApplySoundVolume();
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@ -17,38 +17,38 @@ public class SoundBar : MonoBehaviour
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if (SceneReloaded)
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if (SceneReloaded)
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{
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{
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// If the scene has been reloaded before, continue playing from where it stopped
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// If the scene has been reloaded before, continue playing from where it stopped
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BackgroundMusic.time = MusicTime;
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BackgroundMusic.time = _musicTime;
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}
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}
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SceneReloaded = false;
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SceneReloaded = false;
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}
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}
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void Update()
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private void Update()
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{
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{
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if (SoundVolume != BackgroundMusic.volume)
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if (!Mathf.Approximately(SoundVolume, BackgroundMusic.volume))
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{
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{
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SoundVolume = BackgroundMusic.volume;
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SoundVolume = BackgroundMusic.volume;
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SaveSoundVolume();
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SaveSoundVolume();
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}
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}
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MusicTime = BackgroundMusic.time;
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_musicTime = BackgroundMusic.time;
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}
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}
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public static void SaveSoundVolume()
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private static void SaveSoundVolume()
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{
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{
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PlayerPrefs.SetFloat("SoundVolume", SoundVolume);
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PlayerPrefs.SetFloat("SoundVolume", SoundVolume);
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PlayerPrefs.Save();
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PlayerPrefs.Save();
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}
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}
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void LoadSoundVolume()
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private static void LoadSoundVolume()
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{
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{
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if (PlayerPrefs.HasKey("SoundVolume"))
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if (PlayerPrefs.HasKey("SoundVolume"))
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{
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{
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float savedVolume = PlayerPrefs.GetFloat("SoundVolume");
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var savedVolume = PlayerPrefs.GetFloat("SoundVolume");
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SoundVolume = savedVolume;
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SoundVolume = savedVolume;
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}
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}
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}
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}
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void ApplySoundVolume()
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private void ApplySoundVolume()
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{
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{
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BackgroundMusic.volume = SoundVolume;
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BackgroundMusic.volume = SoundVolume;
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}
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}
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