Cloned from the Team project repo
This commit is contained in:
6
.vsconfig
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6
.vsconfig
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{
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Assets/Assets_And_Scenes.meta
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8
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Assets/Assets_And_Scenes/GameManager/GameManager.cs
Normal file
244
Assets/Assets_And_Scenes/GameManager/GameManager.cs
Normal file
@ -0,0 +1,244 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public enum EnemyType
|
||||
{
|
||||
ENEMYDUMB,
|
||||
ENEMYCOWARD,
|
||||
ENEMYCHASE,
|
||||
ENEMYDROP
|
||||
}
|
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public class GameManager : MonoBehaviour
|
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{
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private static GameManager _instance;
|
||||
public static GameManager Instance
|
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{
|
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get
|
||||
{
|
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return _instance;
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}
|
||||
}
|
||||
|
||||
// Dictionary to hold the enemy counts and type
|
||||
public Dictionary<EnemyType, Dictionary<int, int>> enemyList = new Dictionary<EnemyType, Dictionary<int, int>>();
|
||||
|
||||
public AudioMixer currentAudioMixer;
|
||||
|
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public bool godMode = false;
|
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public int maxLives = 3;
|
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public int lives = 3;
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public bool controller;
|
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public int firstLevel = 0;
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public int level = 0;
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public int blackHoleSize = 0;
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|
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public int startCores = 0;
|
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private int _coreCount = 0;
|
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public int coreNeeded = 5;
|
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public bool boss = false;
|
||||
public bool isGameOver = false;
|
||||
|
||||
private void Awake()
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{
|
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if (_instance != null && _instance != this)
|
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{
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Destroy(this.gameObject);
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}
|
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else
|
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{
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_instance = this;
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DontDestroyOnLoad(gameObject);
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}
|
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}
|
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private void Start()
|
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{
|
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// Load the saved audio levels into the mixer
|
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if (PlayerPrefs.HasKey("currentMasterVol"))
|
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{
|
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float currentMasterVol = PlayerPrefs.GetFloat("currentMasterVol");
|
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float currentMusicVol = PlayerPrefs.GetFloat("currentMusicVol");
|
||||
float currentSFXVol = PlayerPrefs.GetFloat("currentSFXVol");
|
||||
|
||||
currentAudioMixer.SetFloat("masterVol", SharedMethods.ConvertToDecibels(currentMasterVol));
|
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currentAudioMixer.SetFloat("musicVol", SharedMethods.ConvertToDecibels(currentMusicVol));
|
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currentAudioMixer.SetFloat("sfxVol", SharedMethods.ConvertToDecibels(currentSFXVol));
|
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}
|
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else
|
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{
|
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float currentMasterVol = 1f;
|
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float currentMusicVol = 1f;
|
||||
float currentSFXVol = 1f;
|
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|
||||
currentAudioMixer.SetFloat("masterVol", SharedMethods.ConvertToDecibels(currentMasterVol));
|
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currentAudioMixer.SetFloat("musicVol", SharedMethods.ConvertToDecibels(currentMusicVol));
|
||||
currentAudioMixer.SetFloat("sfxVol", SharedMethods.ConvertToDecibels(currentSFXVol));
|
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|
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PlayerPrefs.SetFloat("currentMasterVol", currentMasterVol);
|
||||
PlayerPrefs.SetFloat("currentMusicVol", currentMusicVol);
|
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PlayerPrefs.SetFloat("currentSFXVol", currentSFXVol);
|
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}
|
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|
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}
|
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public void SetupLevel()
|
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{
|
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lives = maxLives;
|
||||
_coreCount = startCores;
|
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level = firstLevel;
|
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isGameOver = false;
|
||||
|
||||
if (enemyList.Count == 0)
|
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{
|
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// Set up the enemy level and count dictionaries
|
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Dictionary<int, int> enemyDumbSetup = new Dictionary<int, int>();
|
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Dictionary<int, int> enemyCowardSetup = new Dictionary<int, int>();
|
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Dictionary<int, int> enemyChaseSetup = new Dictionary<int, int>();
|
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Dictionary<int, int> enemyDropSetup = new Dictionary<int, int>();
|
||||
|
||||
// Level 1 numbers
|
||||
enemyDumbSetup.Add(0, 6);
|
||||
enemyCowardSetup.Add(0, 0);
|
||||
enemyChaseSetup.Add(0, 0);
|
||||
enemyDropSetup.Add(0, 0);
|
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|
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// Level 2 numbers
|
||||
enemyDumbSetup.Add(1, 8);
|
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enemyCowardSetup.Add(1, 2);
|
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enemyChaseSetup.Add(1, 0);
|
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enemyDropSetup.Add(1, 0);
|
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|
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// Level 3 numbers
|
||||
enemyDumbSetup.Add(2, 8);
|
||||
enemyCowardSetup.Add(2, 3);
|
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enemyChaseSetup.Add(2, 1);
|
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enemyDropSetup.Add(2, 0);
|
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|
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// Level 4 numbers
|
||||
enemyDumbSetup.Add(3, 10);
|
||||
enemyCowardSetup.Add(3, 3);
|
||||
enemyChaseSetup.Add(3, 2);
|
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enemyDropSetup.Add(3, 1);
|
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|
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// Add the counts to the enemy type dictionaries
|
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enemyList.Add(EnemyType.ENEMYDUMB, enemyDumbSetup);
|
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enemyList.Add(EnemyType.ENEMYCOWARD, enemyCowardSetup);
|
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enemyList.Add(EnemyType.ENEMYCHASE, enemyChaseSetup);
|
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enemyList.Add(EnemyType.ENEMYDROP, enemyDropSetup);
|
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}
|
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}
|
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public int GetCurrentLevelEnemyTypeCount(EnemyType enemyType)
|
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{
|
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int result;
|
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// Check if the current level is higher than the max we have set up (we should probs cap it)
|
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if (level > enemyList[enemyType].Count - 1)
|
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{
|
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// Get the "last" levels numbers
|
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result = enemyList[enemyType][enemyList[enemyType].Count - 1];
|
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}
|
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else
|
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{
|
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// Get the current levels numbers
|
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result = enemyList[enemyType][level];
|
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}
|
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|
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return result;
|
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}
|
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|
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// Update is called once per frame
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void Update()
|
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{
|
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if(_coreCount >= coreNeeded)
|
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{
|
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_coreCount = 0;
|
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level++;
|
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}
|
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BadGuyCount();
|
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}
|
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public void toggleBike()
|
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{
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if (controller == true)
|
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{
|
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controller = false;
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}
|
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else
|
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{
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controller = true;
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}
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}
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public int getCoreCount()
|
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{
|
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return _coreCount;
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}
|
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|
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// This is dealt with in the enemy dictionary
|
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private void BadGuyCount()
|
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{
|
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switch (level)
|
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{
|
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case 0:
|
||||
break;
|
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case 1:
|
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break;
|
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case 2:
|
||||
break;
|
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case 3:
|
||||
break;
|
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case 4:
|
||||
//Temp until boss added, then add new case 5: with DoGameWon(); and uncomment boss = true;
|
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if (!isGameOver)
|
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{
|
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DoGameWon();
|
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}
|
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//boss = true;
|
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break;
|
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}
|
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}
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public void LostLife()
|
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{
|
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lives -= 1;
|
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if (lives <= 0)
|
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{
|
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DoGameOver();
|
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}
|
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}
|
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|
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public int GetLives()
|
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{
|
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return lives;
|
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}
|
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|
||||
public void AddCore()
|
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{
|
||||
_coreCount += 1;
|
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}
|
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|
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public void AddLife()
|
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{
|
||||
lives += 1;
|
||||
}
|
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public void DoGameOver()
|
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{
|
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isGameOver = true;
|
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SceneManager.LoadScene("Dead");
|
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}
|
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|
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public void DoGameWon()
|
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{
|
||||
isGameOver = true;
|
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SceneManager.LoadScene("Win");
|
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}
|
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}
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user