Shorten game over text popup, make rope a little darker
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eb56148c8f
commit
7893187b8a
@ -490,7 +490,7 @@ Light:
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m_Type: 2
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m_Type: 2
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m_Shape: 0
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m_Shape: 0
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Intensity: 1
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m_Intensity: 0.4
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m_Range: 10
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m_Range: 10
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m_SpotAngle: 30
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m_SpotAngle: 30
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m_InnerSpotAngle: 21.80208
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m_InnerSpotAngle: 21.80208
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@ -532,7 +532,7 @@ Light:
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m_Lightmapping: 4
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m_Lightmapping: 4
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m_LightShadowCasterMode: 0
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m_LightShadowCasterMode: 0
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m_AreaSize: {x: 1, y: 1}
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m_AreaSize: {x: 1, y: 1}
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m_BounceIntensity: 1
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m_BounceIntensity: 0
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m_ColorTemperature: 6570
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m_ColorTemperature: 6570
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m_UseColorTemperature: 0
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m_UseColorTemperature: 0
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m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0}
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m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0}
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@ -8,7 +8,7 @@ public class GameOverVR : MonoBehaviour {
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private void Update() {
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private void Update() {
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DarknessVolume.weight = Mathf.Lerp(DarknessVolume.weight, GameState.Current == State.GameOver ? 1 : 0, 0.5f * Time.deltaTime);
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DarknessVolume.weight = Mathf.Lerp(DarknessVolume.weight, GameState.Current == State.GameOver ? 1 : 0, 0.5f * Time.deltaTime);
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if (DarknessVolume.weight >= 0.99) {
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if (DarknessVolume.weight >= 0.9) {
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SceneManager.LoadScene("Scenes/VRGameOverScene");
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SceneManager.LoadScene("Scenes/VRGameOverScene");
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}
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}
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}
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}
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