Update the Pause menu flow to be slightly less scoffed
This commit is contained in:
@@ -347,12 +347,12 @@ LineRenderer:
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- {x: -0.16212131, y: 3.0913231, z: 0}
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m_Parameters:
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serializedVersion: 3
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widthMultiplier: 1
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@@ -1368,16 +1368,16 @@ LineRenderer:
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m_SortingOrder: 0
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m_Positions:
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- {x: -0.15602553, y: 4.074945, z: 0}
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- {x: -0.11662118, y: 3.8796227, z: 0}
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- {x: -0.07721684, y: 3.7057447, z: 0}
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- {x: -0.03781248, y: 3.553311, z: 0}
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- {x: 0.0015918687, y: 3.4223218, z: 0}
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- {x: 0.040996216, y: 3.3127768, z: 0}
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- {x: 0.11980491, y: 3.15802, z: 0}
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- {x: 0.15920927, y: 3.1128082, z: 0}
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- {x: 0.1986136, y: 3.0890408, z: 0}
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- {x: 0.23801796, y: 3.0867176, z: 0}
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- {x: -0.11662118, y: 3.8796225, z: 0}
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- {x: -0.07721684, y: 3.7057445, z: 0}
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- {x: -0.03781248, y: 3.5533106, z: 0}
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- {x: 0.0015918687, y: 3.4223216, z: 0}
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- {x: 0.040996216, y: 3.3127766, z: 0}
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- {x: 0.15920927, y: 3.1128078, z: 0}
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- {x: 0.1986136, y: 3.0890403, z: 0}
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- {x: 0.23801796, y: 3.0867171, z: 0}
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m_Parameters:
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serializedVersion: 3
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widthMultiplier: 1
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@@ -1912,15 +1912,15 @@ LineRenderer:
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m_Positions:
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- {x: -0.15602553, y: 4.074945, z: 0}
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- {x: -0.18956745, y: 3.8764977, z: 0}
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- {x: -0.22310936, y: 3.7000237, z: 0}
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- {x: -0.25665125, y: 3.5455213, z: 0}
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- {x: -0.29019317, y: 3.412991, z: 0}
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- {x: -0.32373506, y: 3.302434, z: 0}
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- {x: -0.35727698, y: 3.2138486, z: 0}
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- {x: -0.39081886, y: 3.147236, z: 0}
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- {x: -0.4243608, y: 3.1025963, z: 0}
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- {x: -0.45790267, y: 3.0799284, z: 0}
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- {x: -0.4914446, y: 3.079233, z: 0}
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- {x: -0.22310936, y: 3.7000232, z: 0}
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- {x: -0.25665125, y: 3.5455205, z: 0}
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- {x: -0.29019317, y: 3.4129908, z: 0}
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- {x: -0.32373506, y: 3.3024333, z: 0}
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- {x: -0.35727698, y: 3.213848, z: 0}
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- {x: -0.39081886, y: 3.1472356, z: 0}
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- {x: -0.4243608, y: 3.1025953, z: 0}
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- {x: -0.45790267, y: 3.0799277, z: 0}
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- {x: -0.4914446, y: 3.0792325, z: 0}
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m_Parameters:
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serializedVersion: 3
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widthMultiplier: 1
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@@ -2469,7 +2469,7 @@ Transform:
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m_GameObject: {fileID: 2106431001}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -0.165, y: 2.6975174, z: 0}
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m_LocalPosition: {x: -0.165, y: 2.697517, z: 0}
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m_LocalScale: {x: 0.57574, y: 0.57574, z: 0.57574}
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m_ConstrainProportionsScale: 0
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m_Children:
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@@ -1,8 +1,10 @@
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using System.Collections;
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using System;
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using System.Collections;
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using UnityEngine;
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using AppleHills.Core.Settings;
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using AppleHills.Core.Interfaces;
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using Core;
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using Random = UnityEngine.Random;
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namespace Minigames.DivingForPictures
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{
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@@ -65,10 +67,13 @@ namespace Minigames.DivingForPictures
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SetNextSpawnInterval();
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}
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void Start()
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private void OnEnable()
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{
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DivingGameManager.Instance.RegisterPausableComponent(this);
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}
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void Start()
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{
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// Start spawning if not paused
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StartSpawningCoroutine();
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}
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@@ -83,13 +83,16 @@ namespace Minigames.DivingForPictures
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onObstacleDestroyed = new UnityEvent<GameObject>();
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}
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void OnEnable()
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{
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// Register with the DivingGameManager for pause/resume events
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DivingGameManager.Instance.RegisterPausableComponent(this);
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}
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private void Start()
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{
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DivingGameManager.Instance.OnGameInitialized += Initialize;
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// Register with the DivingGameManager for pause/resume events
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DivingGameManager.Instance.RegisterPausableComponent(this);
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// If game is already initialized, initialize immediately
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if (DivingGameManager.Instance.GetType().GetField("_isGameInitialized",
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System.Reflection.BindingFlags.NonPublic |
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@@ -4,6 +4,7 @@ using System.Collections;
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using AppleHills.Core.Settings;
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using AppleHills.Utilities;
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using Core;
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using Minigames.DivingForPictures.Player;
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namespace Minigames.DivingForPictures
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{
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@@ -1,54 +1,59 @@
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using AppleHills.Core.Settings;
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using AppleHills.Core.Interfaces;
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using AppleHills.Core.Settings;
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using AppleHillsCamera;
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using Cinematics;
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using Core;
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using Input;
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using UnityEditor.Search;
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using UnityEngine;
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namespace Minigames.DivingForPictures
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namespace Minigames.DivingForPictures.Player
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{
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/// <summary>
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/// Handles endless descender movement in response to tap and hold input events.
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/// Moves the character horizontally to follow the finger or tap position.
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/// </summary>
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public class PlayerController : MonoBehaviour, ITouchInputConsumer
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public class PlayerController : MonoBehaviour, ITouchInputConsumer, IPausable
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{
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[Tooltip("Reference to the edge anchor that this player should follow for Y position")]
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[SerializeField] private EdgeAnchor edgeAnchor;
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// Settings reference
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private IDivingMinigameSettings _settings;
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private IDivingMinigameSettings settings;
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private float _targetFingerX;
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private bool _isTouchActive;
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private float _originY;
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private float targetFingerX;
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private bool isTouchActive;
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private float originY;
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// Tap impulse system variables
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private float _tapImpulseStrength = 0f;
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private float _tapDirection = 0f;
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private float tapImpulseStrength = 0f;
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private float tapDirection = 0f;
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// Initialization flag
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private bool _isInitialized = false;
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private bool isInitialized = false;
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void Awake()
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{
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_originY = transform.position.y;
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originY = transform.position.y;
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// Get settings from GameManager
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_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
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if (_settings == null)
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settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
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if (settings == null)
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{
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Debug.LogError("[PlayerController] Failed to load diving minigame settings!");
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}
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}
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void OnEnable()
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{
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// Register as a pausable component with DivingGameManager
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DivingGameManager.Instance.RegisterPausableComponent(this);
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}
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void Start()
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{
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// Initialize target to current position
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_targetFingerX = transform.position.x;
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_isTouchActive = false;
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targetFingerX = transform.position.x;
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isTouchActive = false;
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// Try to find edge anchor if not assigned
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if (edgeAnchor == null)
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@@ -59,7 +64,7 @@ namespace Minigames.DivingForPictures
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// If not found, find any edge anchor in the scene
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if (edgeAnchor == null)
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{
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edgeAnchor = FindObjectOfType<EdgeAnchor>();
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edgeAnchor = FindFirstObjectByType<EdgeAnchor>();
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if (edgeAnchor == null)
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{
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Logging.Warning("[PlayerController] No EdgeAnchor found in scene. Origin Y position won't update with camera changes.");
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@@ -98,12 +103,12 @@ namespace Minigames.DivingForPictures
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/// </summary>
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private void Initialize()
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{
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if (_isInitialized) return;
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if (isInitialized) return;
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// Register as default consumer for input
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InputManager.Instance?.SetDefaultConsumer(this);
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_isInitialized = true;
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isInitialized = true;
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Logging.Debug("[PlayerController] Initialized");
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}
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@@ -111,6 +116,9 @@ namespace Minigames.DivingForPictures
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{
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DivingGameManager.Instance.OnGameInitialized -= Initialize;
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// Unregister as a pausable component
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DivingGameManager.Instance.UnregisterPausableComponent(this);
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// Unsubscribe from edge anchor events
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if (edgeAnchor != null)
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{
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@@ -123,17 +131,20 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void OnTap(Vector2 worldPosition)
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{
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// Ignore input when paused
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if (isPaused) return;
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// Logging.Debug($"[EndlessDescenderController] OnTap at {worldPosition}");
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float targetX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
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float targetX = Mathf.Clamp(worldPosition.x, settings.ClampXMin, settings.ClampXMax);
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// Calculate tap direction (+1 for right, -1 for left)
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_tapDirection = Mathf.Sign(targetX - transform.position.x);
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tapDirection = Mathf.Sign(targetX - transform.position.x);
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// Set impulse strength to full
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_tapImpulseStrength = 1.0f;
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tapImpulseStrength = 1.0f;
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// Store target X for animation purposes
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_targetFingerX = targetX;
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targetFingerX = targetX;
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// Do not set _isTouchActive for taps anymore
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// _isTouchActive = true; - Removed to prevent continuous movement
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@@ -144,9 +155,12 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void OnHoldStart(Vector2 worldPosition)
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{
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// Ignore input when paused
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if (isPaused) return;
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// Logging.Debug($"[EndlessDescenderController] OnHoldStart at {worldPosition}");
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_targetFingerX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
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_isTouchActive = true;
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targetFingerX = Mathf.Clamp(worldPosition.x, settings.ClampXMin, settings.ClampXMax);
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isTouchActive = true;
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}
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/// <summary>
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@@ -154,8 +168,11 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void OnHoldMove(Vector2 worldPosition)
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{
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// Ignore input when paused
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if (isPaused) return;
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// Logging.Debug($"[EndlessDescenderController] OnHoldMove at {worldPosition}");
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_targetFingerX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
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targetFingerX = Mathf.Clamp(worldPosition.x, settings.ClampXMin, settings.ClampXMax);
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}
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/// <summary>
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@@ -163,20 +180,26 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void OnHoldEnd(Vector2 worldPosition)
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{
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// Ignore input when paused
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if (isPaused) return;
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// Logging.Debug($"[EndlessDescenderController] OnHoldEnd at {worldPosition}");
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_isTouchActive = false;
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isTouchActive = false;
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}
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void Update()
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{
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// Skip movement processing if paused
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if (isPaused) return;
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// Handle hold movement
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if (_isTouchActive)
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if (isTouchActive)
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{
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float currentX = transform.position.x;
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float lerpSpeed = _settings.LerpSpeed;
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float maxOffset = _settings.MaxOffset;
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float exponent = _settings.SpeedExponent;
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float targetX = _targetFingerX;
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float lerpSpeed = settings.LerpSpeed;
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float maxOffset = settings.MaxOffset;
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float exponent = settings.SpeedExponent;
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float targetX = targetFingerX;
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float offset = targetX - currentX;
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offset = Mathf.Clamp(offset, -maxOffset, maxOffset);
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float absOffset = Mathf.Abs(offset);
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@@ -185,32 +208,32 @@ namespace Minigames.DivingForPictures
|
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// Prevent overshooting
|
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moveStep = Mathf.Clamp(moveStep, -absOffset, absOffset);
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float newX = currentX + moveStep;
|
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newX = Mathf.Clamp(newX, _settings.ClampXMin, _settings.ClampXMax);
|
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newX = Mathf.Clamp(newX, settings.ClampXMin, settings.ClampXMax);
|
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|
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UpdatePosition(newX);
|
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}
|
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// Handle tap impulse movement
|
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else if (_tapImpulseStrength > 0)
|
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else if (tapImpulseStrength > 0)
|
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{
|
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float currentX = transform.position.x;
|
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float maxOffset = _settings.MaxOffset;
|
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float lerpSpeed = _settings.LerpSpeed;
|
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float maxOffset = settings.MaxOffset;
|
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float lerpSpeed = settings.LerpSpeed;
|
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|
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// Calculate move distance based on impulse strength
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float moveDistance = maxOffset * _tapImpulseStrength * Time.deltaTime * lerpSpeed;
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float moveDistance = maxOffset * tapImpulseStrength * Time.deltaTime * lerpSpeed;
|
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|
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// Limit total movement from single tap
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moveDistance = Mathf.Min(moveDistance, _settings.TapMaxDistance * _tapImpulseStrength);
|
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moveDistance = Mathf.Min(moveDistance, settings.TapMaxDistance * tapImpulseStrength);
|
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|
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// Apply movement in tap direction
|
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float newX = currentX + (moveDistance * _tapDirection);
|
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newX = Mathf.Clamp(newX, _settings.ClampXMin, _settings.ClampXMax);
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float newX = currentX + (moveDistance * tapDirection);
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newX = Mathf.Clamp(newX, settings.ClampXMin, settings.ClampXMax);
|
||||
|
||||
// Reduce impulse strength over time
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_tapImpulseStrength -= Time.deltaTime * _settings.TapDecelerationRate;
|
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if (_tapImpulseStrength < 0.01f)
|
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tapImpulseStrength -= Time.deltaTime * settings.TapDecelerationRate;
|
||||
if (tapImpulseStrength < 0.01f)
|
||||
{
|
||||
_tapImpulseStrength = 0f;
|
||||
tapImpulseStrength = 0f;
|
||||
}
|
||||
|
||||
UpdatePosition(newX);
|
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@@ -222,7 +245,7 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private void UpdatePosition(float newX)
|
||||
{
|
||||
float newY = _originY;
|
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float newY = originY;
|
||||
// Add vertical offset from WobbleBehavior if present
|
||||
WobbleBehavior wobble = GetComponent<WobbleBehavior>();
|
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if (wobble != null)
|
||||
@@ -237,7 +260,7 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
public void UpdateOriginY(float newOriginY)
|
||||
{
|
||||
_originY = newOriginY;
|
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originY = newOriginY;
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}
|
||||
|
||||
/// <summary>
|
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@@ -246,7 +269,7 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private void UpdateOriginYFromCurrentPosition()
|
||||
{
|
||||
_originY = transform.position.y;
|
||||
originY = transform.position.y;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -255,8 +278,43 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private void UpdateOriginYFromAnchor()
|
||||
{
|
||||
_originY = edgeAnchor.transform.position.y;
|
||||
originY = edgeAnchor.transform.position.y;
|
||||
}
|
||||
|
||||
#region IPausable Implementation
|
||||
private bool isPaused = false;
|
||||
|
||||
/// <summary>
|
||||
/// Pauses the player controller, blocking all input processing
|
||||
/// </summary>
|
||||
public void Pause()
|
||||
{
|
||||
if (isPaused) return;
|
||||
|
||||
isPaused = true;
|
||||
|
||||
// If we're being paused, stop any active touch and tap impulse
|
||||
isTouchActive = false;
|
||||
tapImpulseStrength = 0f;
|
||||
|
||||
Logging.Debug("[PlayerController] Paused");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resumes the player controller, allowing input processing again
|
||||
/// </summary>
|
||||
public void DoResume()
|
||||
{
|
||||
if (!isPaused) return;
|
||||
|
||||
isPaused = false;
|
||||
Logging.Debug("[PlayerController] Resumed");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether the player controller is currently paused
|
||||
/// </summary>
|
||||
public bool IsPaused => isPaused;
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Collections;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
@@ -8,6 +9,7 @@ using AppleHills.Core.Settings;
|
||||
using Utils;
|
||||
using AppleHills.Core.Interfaces;
|
||||
using Core;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace Minigames.DivingForPictures
|
||||
{
|
||||
@@ -166,13 +168,16 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Register with the DivingGameManager for pause/resume events
|
||||
DivingGameManager.Instance.RegisterPausableComponent(this);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
DivingGameManager.Instance.OnGameInitialized += Initialize;
|
||||
|
||||
// Register with the DivingGameManager for pause/resume events
|
||||
DivingGameManager.Instance.RegisterPausableComponent(this);
|
||||
|
||||
// If game is already initialized, initialize immediately
|
||||
if (DivingGameManager.Instance.GetType().GetField("_isGameInitialized",
|
||||
System.Reflection.BindingFlags.NonPublic |
|
||||
|
||||
@@ -9,7 +9,7 @@ namespace Minigames.DivingForPictures.Utilities
|
||||
|
||||
private bool isPaused = false;
|
||||
|
||||
private void Awake()
|
||||
private void OnEnable()
|
||||
{
|
||||
DivingGameManager.Instance.RegisterPausableComponent(this);
|
||||
}
|
||||
|
||||
@@ -10,7 +10,7 @@ namespace Minigames.DivingForPictures.Utilities
|
||||
|
||||
private bool isPaused = false;
|
||||
|
||||
private void Awake()
|
||||
private void OnEnable()
|
||||
{
|
||||
DivingGameManager.Instance.RegisterPausableComponent(this);
|
||||
}
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
@@ -10,9 +11,10 @@ public class DivingGameOverScreen : MonoBehaviour
|
||||
|
||||
}
|
||||
|
||||
public void PlayAgain()
|
||||
public async void PlayAgain()
|
||||
{
|
||||
SceneManagerService.Instance.ReloadCurrentScene();
|
||||
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
|
||||
await SceneManagerService.Instance.ReloadCurrentScene(progress);;
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -124,7 +124,8 @@ namespace UI
|
||||
// Clear paused flag and broadcast event
|
||||
_isPaused = false;
|
||||
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
|
||||
OnGameResumed?.Invoke();
|
||||
if(resetInput)
|
||||
OnGameResumed?.Invoke();
|
||||
|
||||
Logging.Debug("[PauseMenu] Game Resumed");
|
||||
}
|
||||
|
||||
@@ -17,7 +17,7 @@ MonoBehaviour:
|
||||
clampXMin: -3.5
|
||||
clampXMax: 3.5
|
||||
speedExponent: 0.97
|
||||
tapMaxDistance: 0.2
|
||||
tapMaxDistance: 0.03
|
||||
tapDecelerationRate: 15
|
||||
baseSpawnProbability: 0.2
|
||||
maxSpawnProbability: 0.8
|
||||
|
||||
Reference in New Issue
Block a user