Add font, start working on options
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8
Assets/Fonts.meta
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Assets/Fonts.meta
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Assets/Fonts/Lemon.meta
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94
Assets/Fonts/Lemon/Lemon-License.txt
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94
Assets/Fonts/Lemon/Lemon-License.txt
Normal file
@ -0,0 +1,94 @@
|
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Copyright (c) 2011, Eduardo Tunni (http://www.tipo.net.ar),
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with Reserved Font Name "Lemon"
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
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||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
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||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
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||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
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||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
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||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
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||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
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||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
7
Assets/Fonts/Lemon/Lemon-License.txt.meta
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Assets/Fonts/Lemon/Lemon-Regular.ttf
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BIN
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Assets/Fonts/Lemon/Lemon-Regular.ttf.meta
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fontSize: 16
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forceTextureCase: -2
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characterSpacing: 0
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characterPadding: 1
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includeFontData: 1
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fontName: Lemon
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- Lemon
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lift:
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@ -66,7 +66,7 @@ public class Campfire : MonoBehaviour {
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if (Fuel >= GoodFuelAmount * 2) {
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return false;
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} else {
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Fuel += burnable.Quality.FuelValue * Mathf.Max(0, (2 - Fuel / GoodFuelAmount));
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Fuel += burnable.Quality.FuelValue * Mathf.Max(0.5f, (2 - Fuel / GoodFuelAmount));
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Flame.AddFuelEffect += burnable.Quality.FlameEffect;
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Sfx.ActiveBurn += burnable.Quality.SoundEffect;
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Destroy(burnable.gameObject);
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@ -38,21 +38,26 @@ public class CampfireSfx : MonoBehaviour {
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bool StopEndClip = Campfire.TimeToEnd > EndClip.length && AmbientSource.clip == EndClip;
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if (StartEndClip) {
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AmbientSource.time = Mathf.Clamp(EndClip.length - Campfire.TimeToEnd, 0, EndClip.length - 0.01f);
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AmbientSource.Play();
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AmbientSource.time = EndClip.length - Campfire.TimeToEnd;
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AmbientSource.clip = RandomClip(AmbientClips);
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AmbientSource.Play();
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Refresh(AmbientSource, AmbientClips);
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}
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if (NeedsRefresh(IntenseAmbientSource)) {
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IntenseAmbientSource.clip = RandomClip(IntenseAmbientClips);
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IntenseAmbientSource.Play();
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Refresh(IntenseAmbientSource, IntenseAmbientClips);
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}
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if (ActiveBurn > 0 && NeedsRefresh(ActiveBurnSource)) {
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ActiveBurnSource.clip = RandomClip(CrackleClips);
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ActiveBurnSource.Play();
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Refresh(ActiveBurnSource, CrackleClips);
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}
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}
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|
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private void Refresh(AudioSource source, AudioClip[] clips) {
|
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source.clip = RandomClip(clips);
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if (source.clip != null) {
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source.time = 0f;
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source.Play();
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}
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}
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@ -1,6 +1,5 @@
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||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
[RequireComponent(typeof(CanvasGroup))]
|
||||
public class GameOverMenu : MonoBehaviour {
|
||||
@ -20,6 +19,18 @@ public class GameOverMenu : MonoBehaviour {
|
||||
private void UpdateCanvas(bool instantTransition) {
|
||||
bool IsGameOver = GameState.Current == State.GameOver;
|
||||
Canvas.alpha = Mathf.Lerp(Canvas.alpha, IsGameOver ? 1 : 0, instantTransition ? 1 : 2f * Time.deltaTime);
|
||||
Canvas.interactable = IsGameOver;
|
||||
Canvas.blocksRaycasts = IsGameOver;
|
||||
}
|
||||
|
||||
public void Resume() {
|
||||
GameState.Current = State.Playing;
|
||||
}
|
||||
|
||||
public void Replay() {
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
|
||||
}
|
||||
|
||||
public void Exit() {
|
||||
Application.Quit();
|
||||
}
|
||||
}
|
||||
|
@ -13,10 +13,15 @@ public class PauseMenu : MonoBehaviour {
|
||||
|
||||
private void Awake() {
|
||||
Canvas = GetComponent<CanvasGroup>();
|
||||
Canvas.alpha = Paused ? 1 : 0;
|
||||
Fade(true);
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
Canvas.alpha = Mathf.Lerp(Canvas.alpha, Paused ? 1 : 0, 10f * Time.unscaledDeltaTime);
|
||||
Fade(false);
|
||||
}
|
||||
|
||||
private void Fade(bool instant) {
|
||||
Canvas.alpha = Mathf.Lerp(Canvas.alpha, Paused ? 1 : 0, instant ? 1 : 10f * Time.unscaledDeltaTime);
|
||||
Canvas.blocksRaycasts = Paused;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user