diff --git a/Game/Assets/Scenes/0_MainScene.unity b/Game/Assets/Scenes/0_MainScene.unity index fb913fc..ad36bf8 100644 --- a/Game/Assets/Scenes/0_MainScene.unity +++ b/Game/Assets/Scenes/0_MainScene.unity @@ -119,6 +119,11 @@ NavMeshSettings: debug: m_Flags: 0 m_NavMeshData: {fileID: 0} +--- !u!1 &118794739 stripped +GameObject: + m_CorrespondingSourceObject: {fileID: 2141180002423843430, guid: d56297e435f8410a584581d73d99d2e4, type: 3} + m_PrefabInstance: {fileID: 1445156949} + m_PrefabAsset: {fileID: 0} --- !u!1 &505713147 GameObject: m_ObjectHideFlags: 0 @@ -1824,8 +1829,9 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: Assembly-CSharp::Timer timeText: {fileID: 2009337314} - timeRemaining: 89 - targetObject: {fileID: 0} + timeRemaining: 10 + targetObject: {fileID: 118794739} + damageHandler: {fileID: 0} --- !u!114 &2112957321 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/Game/Assets/Scenes/2_Hole Death scene.unity b/Game/Assets/Scenes/2_Hole Death scene.unity index bae948e..e18a2d9 100644 --- a/Game/Assets/Scenes/2_Hole Death scene.unity +++ b/Game/Assets/Scenes/2_Hole Death scene.unity @@ -552,8 +552,8 @@ Transform: m_GameObject: {fileID: 596651170} serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: 0, y: 0, z: 0} - m_LocalScale: {x: 1, y: 1, z: 1} + m_LocalPosition: {x: -0.0115, y: -0.023, z: 0} + m_LocalScale: {x: 0.9196271, y: 0.9231282, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} diff --git a/Game/Assets/Scenes/3_Fall splash scene.unity b/Game/Assets/Scenes/3_Fall splash scene.unity index faf16be..533aae5 100644 --- a/Game/Assets/Scenes/3_Fall splash scene.unity +++ b/Game/Assets/Scenes/3_Fall splash scene.unity @@ -517,7 +517,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 0 + m_IsActive: 1 --- !u!212 &1431685197 SpriteRenderer: serializedVersion: 2 @@ -586,8 +586,8 @@ Transform: m_GameObject: {fileID: 1431685196} serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: 0, y: 0, z: 0} - m_LocalScale: {x: 1, y: 1, z: 1} + m_LocalPosition: {x: -0.0115, y: -0.0346, z: 0} + m_LocalScale: {x: 0.9219821, y: 0.9252364, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} diff --git a/Game/Assets/Scripts/DamageHandler.cs b/Game/Assets/Scripts/DamageHandler.cs index 7d8536d..40fbd23 100644 --- a/Game/Assets/Scripts/DamageHandler.cs +++ b/Game/Assets/Scripts/DamageHandler.cs @@ -146,7 +146,7 @@ public class DamageHandler : MonoBehaviour isDead = true; TreeSpawner.treeCount = 0; - if(reason == "hole") + if (reason == "hole") { SceneManager.LoadScene(2, LoadSceneMode.Single); Debug.Log("Died from hole"); @@ -154,8 +154,10 @@ public class DamageHandler : MonoBehaviour { Debug.Log("Fell too much"); SceneManager.LoadScene(3, LoadSceneMode.Single); - Destroy(gameObject); - + } else if (reason == "Timer") + { + SceneManager.LoadScene(3,LoadSceneMode.Single); } - } + Destroy(gameObject); + } } diff --git a/Game/Assets/Scripts/DropletMovement.cs b/Game/Assets/Scripts/DropletMovement.cs index 3cd291e..8fae26d 100644 --- a/Game/Assets/Scripts/DropletMovement.cs +++ b/Game/Assets/Scripts/DropletMovement.cs @@ -12,8 +12,6 @@ public class DropletMovement : MonoBehaviour private bool isGrounded = false; private float facingDirection = 1f; private bool isDropping = false; - private float fallTimer; - private bool isFalling; public float maxFallTime = 0.5f; // movement diff --git a/Game/Assets/Scripts/Timer.cs b/Game/Assets/Scripts/Timer.cs index cd0d796..e529ada 100644 --- a/Game/Assets/Scripts/Timer.cs +++ b/Game/Assets/Scripts/Timer.cs @@ -11,6 +11,12 @@ public class Timer : MonoBehaviour private bool timerIsRunning = false; public GameObject targetObject; + public DamageHandler damageHandler; + + private void Start() + { + damageHandler = targetObject.GetComponent(); + } void Update() { @@ -51,8 +57,8 @@ public class Timer : MonoBehaviour if (timeRemaining <= 0) { - SceneManager.LoadScene(4, LoadSceneMode.Single); - Destroy(targetObject); + //SceneManager.LoadScene(3, LoadSceneMode.Single); + damageHandler.Die("Timer"); } }