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target: {fileID: 8452897808363562605, guid: a4dd78ff48942854ebb4c65025a8dc36, type: 3} propertyPath: m_Sprite value: @@ -3878,6 +3937,5 @@ SceneRoots: - {fileID: 323864665} - {fileID: 424805726} - {fileID: 1651034646} - - {fileID: 8347532583749285323} - {fileID: 1928843372} - {fileID: 199536378} diff --git a/Assets/Scripts/Minigames/DivingForPictures/DivingGameManager.cs b/Assets/Scripts/Minigames/DivingForPictures/DivingGameManager.cs index 0135430d..7b0666b2 100644 --- a/Assets/Scripts/Minigames/DivingForPictures/DivingGameManager.cs +++ b/Assets/Scripts/Minigames/DivingForPictures/DivingGameManager.cs @@ -101,6 +101,7 @@ namespace Minigames.DivingForPictures public AudioSource deathAudioPlayer; public CameraViewfinderManager cameraViewfinderManager; + public GameObject scoreCanvasObject; public static DivingGameManager Instance => _instance; @@ -629,9 +630,9 @@ namespace Minigames.DivingForPictures deathAudioPlayer.Stop(); CinematicsManager.Instance.LoadAndPlayCinematic("SurfacingCinematic",true); CinematicsManager.Instance.ChangeCinematicBackgroundColour(new Color(0.5058824f, 0.7803922f, 0.8862746f, 1f)); - //PlayerHudManager.Instance.ResizeCinematicPlayer(); - //surfacingTimeline.Play(); - //Logging.Debug("[DivingGameManager] Last tile left the screen, playing timeline"); + + // Remove score canvas + scoreCanvasObject.SetActive(false); } else @@ -646,6 +647,8 @@ namespace Minigames.DivingForPictures CinematicsManager.Instance.OnCinematicStopped -= EndGame; // Start the end game sequence that grants a booster, waits for the UI animation, then shows Game Over. StartCoroutine(EndGameSequence()); + + } private IEnumerator EndGameSequence() diff --git a/Assets/Scripts/UI/DivingGameOverScreen.cs b/Assets/Scripts/UI/DivingGameOverScreen.cs index c1295d8c..283328ad 100644 --- a/Assets/Scripts/UI/DivingGameOverScreen.cs +++ b/Assets/Scripts/UI/DivingGameOverScreen.cs @@ -39,8 +39,8 @@ namespace UI // Update score when showing the screen if (DivingGameManager.Instance != null) { - int finalScore = DivingGameManager.Instance.PlayerScore; - finalScoreText.text = $"{finalScore}"; + int finalScore = DivingGameManager.Instance.picturesTaken; + finalScoreText.text = $"x {finalScore}"; } if (canvasGroup != null) diff --git a/Assets/Scripts/UI/Tutorial/DivingTutorial.cs b/Assets/Scripts/UI/Tutorial/DivingTutorial.cs index 42a3481a..947cfba4 100644 --- a/Assets/Scripts/UI/Tutorial/DivingTutorial.cs +++ b/Assets/Scripts/UI/Tutorial/DivingTutorial.cs @@ -22,6 +22,7 @@ namespace UI.Tutorial public bool playTutorial; public AudioSource bottleAudioPlayer; public AudioResource introVO; + public GameObject scoreCanvas; [SerializeField] private ProgressType progressType = ProgressType.Auto; // gating for input until current state's animation finishes first loop @@ -52,6 +53,9 @@ namespace UI.Tutorial // prepare gating for the initial active state SetupInputGateForCurrentState(); + + // hide the score canvas gameobject + scoreCanvas.SetActive(false); } else { @@ -80,6 +84,7 @@ namespace UI.Tutorial Destroy(gameObject); bottleAudioPlayer.resource = introVO; bottleAudioPlayer.Play(); + scoreCanvas.SetActive(true); } public void OnTap(Vector2 position)