game(scripts): add old scripts from everellia
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139
RunningLateGame/Assets/Scripts/AudioManager.cs
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139
RunningLateGame/Assets/Scripts/AudioManager.cs
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/*
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* author: mark joshwel
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* date: 29/5/2024
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* description: audio manager for handling audio in the game
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*/
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using System;
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using UnityEngine;
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/// <summary>
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/// singleton class for handling audio in the game
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/// </summary>
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public class AudioManager : MonoBehaviour
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{
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/// <summary>
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/// singleton pattern: define instance field for accessing the singleton elsewhere
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/// </summary>
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public static AudioManager Instance;
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/// <summary>
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/// music audio source
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/// </summary>
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[SerializeField] private AudioSource musicSource;
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/// <summary>
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/// music source default volume
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/// </summary>
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[SerializeField] private float musicSourceDefaultVolume = 0.6f;
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/// <summary>
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/// sound effects (sfx) audio source
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/// </summary>
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[SerializeField] private AudioSource sfxSource;
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/// <summary>
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/// sound effects (sfx) source default volume
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/// </summary>
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[SerializeField] private float sfxSourceDefaultVolume = 0.6f;
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/// <summary>
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/// audio clip for menu button click
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/// </summary>
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[SerializeField] public AudioClip menuButtonClick;
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/// <summary>
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/// audio clip for menu button hover
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/// </summary>
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[SerializeField] public AudioClip menuButtonHover;
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/// <summary>
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/// function to set doesn't destroy on load and checks for multiple instances
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/// </summary>
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private void Awake()
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{
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// check if instance hasn't been set yet
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if (Instance == null)
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{
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// set this instance as the singleton instance
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Instance = this;
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// don't destroy this instance on a scene load
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DontDestroyOnLoad(gameObject);
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Debug.Log("AudioManager: Awake as singleton instance");
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}
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// check if instance is already set and it's not this instance
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else if (Instance != null && Instance != this)
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{
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Debug.Log("AudioManager: Awake as non-singleton instance, destroying self");
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// destroy the new instance if it's not the singleton instance
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Destroy(gameObject);
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}
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}
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/// <summary>
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/// function to set default volumes for the audio sources
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/// </summary>
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public void Start()
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{
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// set the default volume for the music source
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musicSource.volume = musicSourceDefaultVolume;
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// set the default volume for the sfx source
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sfxSource.volume = sfxSourceDefaultVolume;
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}
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/// <summary>
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/// plays the audio clip once on the music source/channel
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/// </summary>
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/// <param name="clip">audio clip to play</param>
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public void PlayOnMusicChannel(AudioClip clip)
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{
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musicSource.PlayOneShot(clip);
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}
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/// <summary>
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/// plays the audio clip once on the sound effects (sfx) source/channel
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/// </summary>
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/// <param name="clip">audio clip to play</param>
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public void PlayOnSFXChannel(AudioClip clip)
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{
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sfxSource.PlayOneShot(clip);
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}
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/// <summary>
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/// function to get the current volume of the music source/channel
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/// </summary>
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/// <returns>volume as float from 0.0 to 1.0</returns>
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public float GetMusicVolume()
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{
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return musicSource.volume;
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}
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/// <summary>
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/// sets the volume of the music source/channel
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/// </summary>
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/// <param name="volume">float (0.0-1.0) to set the channel volume to</param>
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public void SetMusicVolume(float volume)
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{
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musicSource.volume = Math.Min(volume, 1.0f);
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}
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/// <summary>
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/// function to get the current volume of the sound effects (sfx) source/channel
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/// </summary>
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/// <returns>volume as float from 0.0 to 1.0</returns>
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public float GetSfxVolume()
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{
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return sfxSource.volume;
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}
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/// <summary>
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/// sets the volume of the sound effects (sfx) source/channel
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/// </summary>
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/// <param name="volume">float (0.0-1.0) to set the channel volume to</param>
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public void SetSfxVolume(float volume)
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{
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sfxSource.volume = Math.Min(volume, 1.0f);
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}
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}
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3
RunningLateGame/Assets/Scripts/AudioManager.cs.meta
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3
RunningLateGame/Assets/Scripts/AudioManager.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 723a7675db014cb3aca02f49d069e931
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timeCreated: 1723266436
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119
RunningLateGame/Assets/Scripts/CommonMenu.cs
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119
RunningLateGame/Assets/Scripts/CommonMenu.cs
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/*
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* author: mark joshwel
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* date: 29/5/2024
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* description: common menu script for hover and click sound effects on ui toolkit buttons
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*/
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using System;
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using UnityEngine;
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using UnityEngine.UIElements;
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/// <summary>
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/// common menu class for hover and click sound effects
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/// on ui toolkit buttons.
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/// override <c>OnEnable()</c> with the first call to <c>base.OnEnable()</c> or <c>PostEnable()</c>,
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/// and set the variable <c>GameManager.DisplayState associatedState</c> to the respective menu state
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/// </summary>
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public class CommonMenu : MonoBehaviour
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{
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/// <summary>
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/// associated display state with the menu for the game manager to filter out menus in a scene
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/// </summary>
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public GameManager.DisplayState associatedState = GameManager.DisplayState.UnassociatedState;
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/// <summary>
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/// manager for audio
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/// </summary>
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protected AudioManager Audio;
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/// <summary>
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/// manager for the game state
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/// </summary>
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protected GameManager Game;
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/// <summary>
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/// the visual element object for the menu
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/// </summary>
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public VisualElement UI;
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/// <summary>
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/// checks if The Menu (2022) was set up correctly
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/// </summary>
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/// <exception cref="Exception">throws an exception if UI, Game and Audio are not set</exception>
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private void Start()
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{
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if (associatedState == GameManager.DisplayState.UnassociatedState)
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throw new Exception("CommonMenu: associatedState not set");
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if (Game == null)
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throw new Exception("CommonMenu: Game not set (was base.OnEnable() or PostEnable() called?)");
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if (Audio == null)
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throw new Exception("CommonMenu: Audio not set (was base.OnEnable() or PostEnable() called?)");
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}
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/// <summary>
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/// override this class but call <c>base.OnEnable()</c> first.
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/// also set the <c>associatedState</c> variable to the respective menu state
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/// </summary>
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public virtual void OnEnable()
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{
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PostEnable();
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}
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/// <summary>
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/// function to subscribe to mouse events and assign managers
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/// </summary>
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public void PostEnable()
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{
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// get audio manager singleton instance from the world
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UI = GetComponent<UIDocument>().rootVisualElement;
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Audio = AudioManager.Instance;
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Game = GameManager.Instance;
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// subscribe to hover events
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UI.RegisterCallback<PointerOverEvent>(HoverListener);
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}
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/// <summary>
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/// function listener for <c>PointerOverEvents</c> and plays a hover sound if it's a button
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/// </summary>
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/// <param name="evt">event from UIE callback</param>
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public virtual void HoverListener(PointerOverEvent evt)
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{
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// check for button
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if (evt.target is Button)
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// play hover sound
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PlayHover();
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}
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/// <summary>
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/// function listener for <c>ClickEvents</c> and plays a click sound if it's a button
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/// </summary>
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/// <param name="evt">event from UIE callback</param>
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public virtual void ClickListener(ClickEvent evt)
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{
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// check for button
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if (evt.target is Button)
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// play click sound
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PlayClick();
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}
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/// <summary>
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/// generic decoupled function to play click sound
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/// </summary>
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public virtual void PlayClick()
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{
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// play click sound
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Audio.PlayOnSFXChannel(Audio.menuButtonClick);
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}
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/// <summary>
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/// generic decoupled function to play hover sound
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/// </summary>
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public virtual void PlayHover()
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{
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// play hover sound
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Audio.PlayOnSFXChannel(Audio.menuButtonHover);
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}
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}
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3
RunningLateGame/Assets/Scripts/CommonMenu.cs.meta
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3
RunningLateGame/Assets/Scripts/CommonMenu.cs.meta
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fileFormatVersion: 2
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guid: 41be3570aaa04d079869df1b9a2b91b8
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timeCreated: 1723266536
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296
RunningLateGame/Assets/Scripts/GameManager.cs
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296
RunningLateGame/Assets/Scripts/GameManager.cs
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/*
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* author: mark joshwel
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* date: 29/5/2024
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* description: game manager singleton for a single source of truth state management
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*/
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using UnityEngine;
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using UnityEngine.SceneManagement;
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/// <summary>
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/// singleton class for managing the game state as a single source of truth
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/// </summary>
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public class GameManager : MonoBehaviour
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{
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/// <summary>
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/// enum for available menus in the game, for use with <c>ShowMenu()</c>
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/// </summary>
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public enum DisplayState
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{
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Game,
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ScreenMainMenu,
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ScreenOptionsMenu,
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ScreenCreditsMenu,
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ScreenPauseMenu,
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ScreenCaughtMenu,
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ScreenEscapedMenu,
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UnassociatedState
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}
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/// <summary>
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/// singleton pattern: define instance field for accessing the singleton elsewhere
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/// </summary>
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public static GameManager Instance;
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/// <summary>
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/// the current state of the game
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/// </summary>
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private DisplayState _state = DisplayState.UnassociatedState;
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/// <summary>
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/// property to check if the game is paused based on the current <c>DisplayState</c>
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/// </summary>
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// TODO: remove this if not needed
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public bool Paused => _state != DisplayState.Game;
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// /// <summary>
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// /// the current scene of the game, used for scene switching and state transitions
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// /// </summary>
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// private Scene _currentScene;
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//
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// /// <summary>
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// /// the previous scene of the game, used for scene switching and state transitions
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// /// </summary>
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// private Scene _previousScene;
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/// <summary>
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/// function to set doesn't destroy on load and checks for multiple instances
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/// </summary>
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private void Awake()
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{
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// check if instance hasn't been set yet
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if (Instance == null)
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{
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// set this instance as the singleton instance
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Instance = this;
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// don't destroy this instance on a scene load
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DontDestroyOnLoad(gameObject);
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Debug.Log("GameManager: Awake as singleton instance");
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}
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// check if instance is already set and it's not this instance
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else if (Instance != null && Instance != this)
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{
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Debug.Log("GameManager: Awake as non-singleton instance, destroying self");
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// destroy the new instance if it's not the singleton instance
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Destroy(gameObject);
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}
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}
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/// <summary>
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/// called when the game starts, sets state to the main menu
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/// </summary>
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// /// <exception cref="Exception">generic exception it couldn't verify a safe state when starting the game</exception>
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private void Start()
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{
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SetDisplayState(DisplayState.ScreenMainMenu);
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// _currentScene = SceneManager.GetSceneByName("S2 World");
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// _previousScene = _currentScene;
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// if (_currentScene == null)
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// {
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// throw new Exception("GameManager.Start: current scene is null");
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// }
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}
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/// <summary>
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/// helper function to hide any menu that is currently showing
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/// </summary>
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private void HideMenuHelper()
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{
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// get all child menus in the "Menus" parent object
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foreach (var menu in GameObject.FindGameObjectsWithTag("Menus"))
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foreach (Transform menuChild in menu.transform)
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{
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// disable the menu if it's currently active
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if (!menuChild.gameObject.activeSelf) continue;
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Debug.Log($"GameManager.HideMenuHelper: hiding menu '{menuChild}'");
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menuChild.gameObject.SetActive(false);
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}
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}
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/// <summary>
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/// helper function for <c>SetDisplayState()</c> to pause the game,
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/// called before the incoming game state is set
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/// </summary>
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/// <param name="incomingState">the to-be-set state of the game</param>
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private void PauseGameHelper(DisplayState incomingState)
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{
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// if we're transitioning from a state of gameplay to a state of non-gameplay,
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// then we should pause the game
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if (_state == DisplayState.Game && incomingState != DisplayState.Game)
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{
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Debug.Log("GameManager.PauseGameHelper: actually pausing game");
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Time.timeScale = 0f;
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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// or if the incoming state is the main menu, we should probably free the cursor
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else if (incomingState == DisplayState.ScreenMainMenu)
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{
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Debug.Log("GameManager.PauseGameHelper: freeing cursor for main menu");
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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// if the current and incoming states are the same, then we shouldn't do anything,
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// so we return early
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if (_state == incomingState)
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{
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Debug.Log("GameManager.PauseGameHelper: states are the same, returning early");
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return;
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}
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// hide any menu that is currently showing
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HideMenuHelper();
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// get all child menus in the "Menus" parent object
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foreach (var menuParent in GameObject.FindGameObjectsWithTag("Menus"))
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foreach (Transform menu in menuParent.transform)
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{
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// show the menu based on the incoming state
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// get the associated state of the menu
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var possibleMenuObject = menu.gameObject.GetComponent<CommonMenu>();
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if (possibleMenuObject == null) continue;
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// guard clause if the menu isn't what we're looking for
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if (possibleMenuObject.associatedState != incomingState)
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continue;
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// if the associated state is the same as the incoming state, then show the menu
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Debug.Log($"GameManager.PauseGameHelper: showing menu for {incomingState}");
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menu.gameObject.SetActive(true);
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}
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}
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/// <summary>
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/// helper function for <c>SetDisplayState()</c> to resume the game,
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/// called before the incoming game state is set
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/// </summary>
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/// <param name="incomingState">the to-be-set state of the game</param>
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private void ResumeGameHelper(DisplayState incomingState)
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{
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// if we're NOT transitioning from a state of non-gameplay to a state of gameplay,
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// (which means currently we are in a state of gameplay),
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// then we shouldn't do anything, because the game is already running,
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// so we return early
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if (_state == DisplayState.Game || incomingState != DisplayState.Game)
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{
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Debug.Log(
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"GameManager.ResumeGameHelper: returning prematurely as" +
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$" _state={_state} and incomingState={incomingState}");
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return;
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}
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// else, we should resume the game
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Time.timeScale = 1f;
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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Debug.Log("GameManager.ResumeGameHelper: resuming game");
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// hide any menu that is currently showing
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HideMenuHelper();
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}
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/// <summary>
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/// function to show a menu based on the enum passed,
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/// and any other necessary actions
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/// </summary>
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/// <param name="displayState">the game menu to show</param>
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public void SetDisplayState(DisplayState displayState)
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{
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// boolean check if we're transitioning to the same state
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var transitioning = _state == displayState;
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// check if the game is paused or not
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if (displayState is DisplayState.Game or DisplayState.UnassociatedState)
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{
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Debug.Log($"GameManager.SetDisplayState({displayState}): pre-resume helper");
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ResumeGameHelper(displayState);
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}
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else
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{
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Debug.Log($"GameManager.SetDisplayState({displayState}): pre-pause helper");
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// if we're transitioning to the main menu, load the main menu scene
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if (transitioning && displayState == DisplayState.ScreenMainMenu)
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SceneManager.LoadScene("S2 World");
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PauseGameHelper(displayState);
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}
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Debug.Log($"GameManager.SetDisplayState({displayState}): post-pause/resume helper");
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// set the state of the game to the incoming state
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_state = displayState;
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Debug.Log($"GameManager.SetDisplayState({displayState}): state is now {displayState}");
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// if we're transitioning into gameplay or into the main menu,
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// we'll need a post-step to enable the correct camera
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if (displayState is not (DisplayState.Game or DisplayState.ScreenMainMenu))
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return;
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// get all MainCamera-tagged objects and disable them
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foreach (var mainCameraObject in GameObject.FindGameObjectsWithTag("MainCamera"))
|
||||
{
|
||||
// find the camera component
|
||||
var potentialCamera = mainCameraObject.GetComponent<Camera>();
|
||||
// if the object doesn't have a camera component, skip it
|
||||
if (potentialCamera == null) continue;
|
||||
// disable the camera
|
||||
potentialCamera.enabled = false;
|
||||
}
|
||||
|
||||
// declare a target camera to enable
|
||||
GameObject targetCameraObject;
|
||||
|
||||
// switch on the state to enable the correct camera
|
||||
// could be an if statement, but unity optimizes switch statements anyway
|
||||
switch (displayState)
|
||||
{
|
||||
// if we're transitioning to the main menu state,
|
||||
// change the camera to the main menu camera under the "Menus"-tagged parent object
|
||||
case DisplayState.ScreenMainMenu:
|
||||
Debug.Log("GameManager.SetDisplayState: targeting 'Menu Camera' camera");
|
||||
targetCameraObject = GameObject.Find("Menu Camera");
|
||||
break;
|
||||
|
||||
// else, we should enable the players' main camera
|
||||
default:
|
||||
Debug.Log("GameManager.SetDisplayState: targeting 'MainCamera' camera");
|
||||
targetCameraObject = GameObject.Find("MainCamera");
|
||||
break;
|
||||
}
|
||||
|
||||
// find the camera component
|
||||
if (targetCameraObject == null) return;
|
||||
var targetCamera = targetCameraObject.GetComponent<Camera>();
|
||||
if (targetCamera == null) return;
|
||||
|
||||
// enable the target camera
|
||||
Debug.Log("GameManager.SetDisplayState: enabling target camera");
|
||||
targetCamera.enabled = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// wrapper function to quit the game
|
||||
/// in case of any cleanup needed
|
||||
/// </summary>
|
||||
public void Quit()
|
||||
{
|
||||
// quit the application
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// resets game state and starts a new game, will call <c>SetDisplayState()</c>
|
||||
/// </summary>
|
||||
public void NewGame()
|
||||
{
|
||||
// set to game state
|
||||
SetDisplayState(DisplayState.Game);
|
||||
|
||||
// TODO
|
||||
}
|
||||
}
|
3
RunningLateGame/Assets/Scripts/GameManager.cs.meta
Normal file
3
RunningLateGame/Assets/Scripts/GameManager.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9f6e55d96ef14d65979aabb99a0d5f1a
|
||||
timeCreated: 1723266512
|
35
RunningLateGame/Assets/Scripts/MarkPlayer.cs
Normal file
35
RunningLateGame/Assets/Scripts/MarkPlayer.cs
Normal file
|
@ -0,0 +1,35 @@
|
|||
/*
|
||||
* author: mark joshwel
|
||||
* date: 27/5/2024
|
||||
* description: script for handling player interactivity
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// class for handling player interactivity
|
||||
/// </summary>
|
||||
public class MarkPlayer : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// game manager instance
|
||||
/// </summary>
|
||||
private GameManager _game;
|
||||
|
||||
/// <summary>
|
||||
/// initialisation function
|
||||
/// </summary>
|
||||
private void Start()
|
||||
{
|
||||
_game = GameManager.Instance;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// function called by the input system when escape is paused
|
||||
/// </summary>
|
||||
public void OnPause()
|
||||
{
|
||||
Debug.Log("escape pressed");
|
||||
_game.SetDisplayState(_game.Paused ? GameManager.DisplayState.Game : GameManager.DisplayState.ScreenPauseMenu);
|
||||
}
|
||||
}
|
3
RunningLateGame/Assets/Scripts/MarkPlayer.cs.meta
Normal file
3
RunningLateGame/Assets/Scripts/MarkPlayer.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 995d26dc842b43269f0cfd51fe4e32ef
|
||||
timeCreated: 1723266626
|
Reference in a new issue