waffen realoden reapriert
This commit is contained in:
+10
-10
@@ -1206,16 +1206,16 @@ MonoBehaviour:
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m_MoveRepeatRate: 0.1
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m_MoveRepeatRate: 0.1
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m_MoveAction: {fileID: -8784545083839296357, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_MoveAction: {fileID: 3710738434707379630, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_LeftClickAction: {fileID: 3001919216989983466, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_MiddleClickAction: {fileID: -2185481485913320682, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_RightClickAction: {fileID: -4090225696740746782, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_RightClickAction: {fileID: 3837173908680883260, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_ScrollWheelAction: {fileID: 6240969308177333660, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_ScrollWheelAction: {fileID: 4502412055082496612, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_TrackedDevicePositionAction: {fileID: 6564999863303420839, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_TrackedDevicePositionAction: {fileID: 4754684134866288074, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_TrackedDeviceOrientationAction: {fileID: 7970375526676320489, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_TrackedDeviceOrientationAction: {fileID: 1025543830046995696, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_DeselectOnBackgroundClick: 1
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m_DeselectOnBackgroundClick: 1
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m_PointerBehavior: 0
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m_PointerBehavior: 0
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m_CursorLockBehavior: 0
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m_CursorLockBehavior: 0
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+21
-33
@@ -170,7 +170,7 @@ MonoBehaviour:
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m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Image
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m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Image
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m_Material: {fileID: 0}
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 0.392}
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m_Color: {r: 1, g: 1, b: 1, a: 0.392}
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m_RaycastTarget: 1
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m_RaycastTarget: 0
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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m_Maskable: 1
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m_OnCullStateChanged:
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m_OnCullStateChanged:
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@@ -214,6 +214,8 @@ MonoBehaviour:
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bulletPrefab: {fileID: 4474395191186681843, guid: afa71643f370d394e8dd19e0ab40ab57, type: 3}
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bulletPrefab: {fileID: 4474395191186681843, guid: afa71643f370d394e8dd19e0ab40ab57, type: 3}
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spawnPointAR: {fileID: 2136079773}
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spawnPointAR: {fileID: 2136079773}
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spawnPointPistol: {fileID: 0}
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spawnPointPistol: {fileID: 0}
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weapon: {fileID: 1546402530}
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||||||
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fireRate: 0.15
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||||||
AR: 1
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AR: 1
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||||||
Pistole: 1
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Pistole: 1
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||||||
--- !u!114 &50826114
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--- !u!114 &50826114
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||||||
@@ -486,10 +488,10 @@ MonoBehaviour:
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|||||||
m_OnClick:
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m_OnClick:
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m_PersistentCalls:
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m_PersistentCalls:
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m_Calls:
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m_Calls:
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- m_Target: {fileID: 1985753437}
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- m_Target: {fileID: 535044339}
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m_TargetAssemblyTypeName: PausenManager, Assembly-CSharp
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m_TargetAssemblyTypeName: PauseMenu, Assembly-CSharp
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m_MethodName: lobby
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m_MethodName: ResumeGame
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m_Mode: 5
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m_Mode: 1
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m_Arguments:
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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@@ -847,16 +849,16 @@ MonoBehaviour:
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m_MoveRepeatRate: 0.1
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m_MoveRepeatRate: 0.1
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m_XRTrackingOrigin: {fileID: 0}
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m_XRTrackingOrigin: {fileID: 0}
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m_ActionsAsset: {fileID: -944628639613478452, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_ActionsAsset: {fileID: -944628639613478452, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_PointAction: {fileID: -1654692200621890270, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_PointAction: {fileID: 1054132383583890850, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_MoveAction: {fileID: -8784545083839296357, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_MoveAction: {fileID: 3710738434707379630, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_SubmitAction: {fileID: 392368643174621059, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_SubmitAction: {fileID: 2064916234097673511, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_CancelAction: {fileID: 7727032971491509709, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_CancelAction: {fileID: -1967631576421560919, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_LeftClickAction: {fileID: 3001919216989983466, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_LeftClickAction: {fileID: 8056856818456041789, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_MiddleClickAction: {fileID: -2185481485913320682, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_MiddleClickAction: {fileID: 3279352641294131588, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_RightClickAction: {fileID: -4090225696740746782, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_RightClickAction: {fileID: 3837173908680883260, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_ScrollWheelAction: {fileID: 6240969308177333660, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_ScrollWheelAction: {fileID: 4502412055082496612, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_TrackedDevicePositionAction: {fileID: 6564999863303420839, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_TrackedDevicePositionAction: {fileID: 4754684134866288074, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_TrackedDeviceOrientationAction: {fileID: 7970375526676320489, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_TrackedDeviceOrientationAction: {fileID: 1025543830046995696, guid: ca9f5fa95ffab41fb9a615ab714db018, type: 3}
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m_DeselectOnBackgroundClick: 1
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m_DeselectOnBackgroundClick: 1
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m_PointerBehavior: 0
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m_PointerBehavior: 0
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m_CursorLockBehavior: 0
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m_CursorLockBehavior: 0
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@@ -974,9 +976,9 @@ MonoBehaviour:
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m_OnClick:
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m_OnClick:
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m_PersistentCalls:
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m_PersistentCalls:
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m_Calls:
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m_Calls:
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- m_Target: {fileID: 1985753437}
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- m_Target: {fileID: 535044339}
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m_TargetAssemblyTypeName: PausenManager, Assembly-CSharp
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m_TargetAssemblyTypeName: PauseMenu, Assembly-CSharp
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||||||
m_MethodName: Quit
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m_MethodName: QuitGame
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m_Mode: 1
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m_Mode: 1
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m_Arguments:
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgument: {fileID: 0}
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@@ -1573,7 +1575,7 @@ RectTransform:
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m_GameObject: {fileID: 1597635426}
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m_GameObject: {fileID: 1597635426}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
|
m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children:
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m_Children:
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- {fileID: 1783601023}
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- {fileID: 1783601023}
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@@ -1850,7 +1852,6 @@ GameObject:
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- component: {fileID: 1985753435}
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- component: {fileID: 1985753435}
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- component: {fileID: 1985753434}
|
- component: {fileID: 1985753434}
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- component: {fileID: 1985753433}
|
- component: {fileID: 1985753433}
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||||||
- component: {fileID: 1985753437}
|
|
||||||
m_Layer: 5
|
m_Layer: 5
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||||||
m_Name: "pausenmen\xFC"
|
m_Name: "pausenmen\xFC"
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
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@@ -1944,19 +1945,6 @@ RectTransform:
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m_AnchoredPosition: {x: 0, y: 0}
|
m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0, y: 0}
|
m_Pivot: {x: 0, y: 0}
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||||||
--- !u!114 &1985753437
|
|
||||||
MonoBehaviour:
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|
||||||
m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1985753432}
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m_Enabled: 1
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|
||||||
m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 33345f0f372370e4d903e361cc6ec87c, type: 3}
|
|
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m_Name:
|
|
||||||
m_EditorClassIdentifier: Assembly-CSharp::PausenManager
|
|
||||||
pauseMenuUI: {fileID: 0}
|
|
||||||
--- !u!1 &2041741097
|
--- !u!1 &2041741097
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
|||||||
@@ -26,6 +26,8 @@ public class Door_Rotate : MonoBehaviour
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|||||||
|
|
||||||
void Update()
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void Update()
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||||||
{
|
{
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||||||
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if (PauseMenu.GameIsPaused) return;
|
||||||
|
|
||||||
if (Input.GetKeyDown(KeyCode.E) && IsPlayerLooking())
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if (Input.GetKeyDown(KeyCode.E) && IsPlayerLooking())
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||||||
{
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{
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||||||
ToggleDoor();
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ToggleDoor();
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||||||
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|||||||
@@ -19,6 +19,8 @@ public class EquipmentManager : MonoBehaviour
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|||||||
// Update is called once per frame
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// Update is called once per frame
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||||||
void Update()
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void Update()
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||||||
{
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{
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||||||
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if (PauseMenu.GameIsPaused) return;
|
||||||
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|
||||||
if(Input.GetKeyDown(KeyCode.Alpha2) && PistoleIsOn == false)
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if(Input.GetKeyDown(KeyCode.Alpha2) && PistoleIsOn == false)
|
||||||
{
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{
|
||||||
AR.SetActive(false);
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AR.SetActive(false);
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||||||
|
|||||||
@@ -6,14 +6,19 @@ public class PauseMenu : MonoBehaviour
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|||||||
public GameObject pauseMenuUI; // Das Pausenmenü-Panel
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public GameObject pauseMenuUI; // Das Pausenmenü-Panel
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||||||
public GameObject hudUI; // Die Lebens- und Munitionsanzeige (HUD)
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public GameObject hudUI; // Die Lebens- und Munitionsanzeige (HUD)
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||||||
|
|
||||||
private bool isPaused = false;
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public static bool GameIsPaused = false;
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||||||
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||||||
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void Start()
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||||||
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{
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||||||
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ResumeGame();
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||||||
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}
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||||||
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||||||
void Update()
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void Update()
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||||||
{
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{
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||||||
// Überprüft, ob die ESC-Taste gedrückt wurde
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// Überprüft, ob die ESC-Taste gedrückt wurde
|
||||||
if (Input.GetKeyDown(KeyCode.Escape))
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if (Input.GetKeyDown(KeyCode.Escape))
|
||||||
{
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{
|
||||||
if (isPaused)
|
if (GameIsPaused)
|
||||||
{
|
{
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||||||
ResumeGame();
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ResumeGame();
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||||||
}
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}
|
||||||
@@ -29,7 +34,7 @@ public class PauseMenu : MonoBehaviour
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|||||||
pauseMenuUI.SetActive(true); // Pausenmenü anzeigen
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pauseMenuUI.SetActive(true); // Pausenmenü anzeigen
|
||||||
hudUI.SetActive(false); // Lebens- & Munitionsanzeige ausblenden
|
hudUI.SetActive(false); // Lebens- & Munitionsanzeige ausblenden
|
||||||
Time.timeScale = 0f; // Spielzeit anhalten
|
Time.timeScale = 0f; // Spielzeit anhalten
|
||||||
isPaused = true;
|
GameIsPaused = true;
|
||||||
|
|
||||||
// MAUSZEIGER FREIGEBEN (damit man Knöpfe drücken kann)
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// MAUSZEIGER FREIGEBEN (damit man Knöpfe drücken kann)
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||||||
Cursor.lockState = CursorLockMode.None;
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Cursor.lockState = CursorLockMode.None;
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||||||
@@ -41,10 +46,20 @@ public class PauseMenu : MonoBehaviour
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|||||||
pauseMenuUI.SetActive(false); // Pausenmenü ausblenden
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pauseMenuUI.SetActive(false); // Pausenmenü ausblenden
|
||||||
hudUI.SetActive(true); // Lebens- & Munitionsanzeige wieder anzeigen
|
hudUI.SetActive(true); // Lebens- & Munitionsanzeige wieder anzeigen
|
||||||
Time.timeScale = 1f; // Spielzeit weiterlaufen lassen
|
Time.timeScale = 1f; // Spielzeit weiterlaufen lassen
|
||||||
isPaused = false;
|
GameIsPaused = false;
|
||||||
|
|
||||||
// MAUSZEIGER WIEDER SPERREN (fürs Gameplay)
|
// MAUSZEIGER WIEDER SPERREN (fürs Gameplay)
|
||||||
Cursor.lockState = CursorLockMode.Locked;
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
Cursor.visible = false;
|
Cursor.visible = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void QuitGame()
|
||||||
|
{
|
||||||
|
Time.timeScale = 1f;
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
UnityEditor.EditorApplication.isPlaying = false;
|
||||||
|
#else
|
||||||
|
Application.Quit();
|
||||||
|
#endif
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -16,6 +16,12 @@ public class PlayerController : MonoBehaviour
|
|||||||
|
|
||||||
void Update()
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void Update()
|
||||||
{
|
{
|
||||||
|
if (PauseMenu.GameIsPaused)
|
||||||
|
{
|
||||||
|
position = Vector3.zero;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
position = Vector3.zero;
|
position = Vector3.zero;
|
||||||
if (Input.GetKey(KeyCode.W))
|
if (Input.GetKey(KeyCode.W))
|
||||||
{
|
{
|
||||||
|
|||||||
+11
-2
@@ -6,19 +6,26 @@ public class Shoot : MonoBehaviour
|
|||||||
[SerializeField] GameObject bulletPrefab;
|
[SerializeField] GameObject bulletPrefab;
|
||||||
[SerializeField] Transform spawnPointAR;
|
[SerializeField] Transform spawnPointAR;
|
||||||
[SerializeField] Transform spawnPointPistol;
|
[SerializeField] Transform spawnPointPistol;
|
||||||
|
[SerializeField] WeaponReload weapon;
|
||||||
|
[SerializeField] float fireRate = 0.15f;
|
||||||
[SerializeField] bool AR = true;
|
[SerializeField] bool AR = true;
|
||||||
[SerializeField] bool Pistole = true;
|
[SerializeField] bool Pistole = true;
|
||||||
|
private float nextShotTime;
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
if (weapon == null)
|
||||||
|
weapon = FindFirstObjectByType<WeaponReload>();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
if (PauseMenu.GameIsPaused) return;
|
||||||
|
|
||||||
if ( AR == true && Input.GetKey(KeyCode.Mouse0))
|
if (AR == true && Input.GetKey(KeyCode.Mouse0) && Time.time >= nextShotTime)
|
||||||
{
|
{
|
||||||
Shot(spawnPointAR);
|
Shot(spawnPointAR);
|
||||||
|
nextShotTime = Time.time + fireRate;
|
||||||
}
|
}
|
||||||
else if (Pistole == true && Input.GetKeyDown(KeyCode.Mouse0))
|
else if (Pistole == true && Input.GetKeyDown(KeyCode.Mouse0))
|
||||||
{
|
{
|
||||||
@@ -27,6 +34,8 @@ public class Shoot : MonoBehaviour
|
|||||||
}
|
}
|
||||||
public void Shot(Transform spawnPoint)
|
public void Shot(Transform spawnPoint)
|
||||||
{
|
{
|
||||||
|
if (spawnPoint == null || weapon == null || !weapon.UseAmmo()) return;
|
||||||
|
|
||||||
GameObject bullet = Instantiate(bulletPrefab, spawnPoint.position, spawnPoint.rotation);
|
GameObject bullet = Instantiate(bulletPrefab, spawnPoint.position, spawnPoint.rotation);
|
||||||
bullet.transform.Rotate(90,0,0);
|
bullet.transform.Rotate(90,0,0);
|
||||||
Destroy(bullet, 2);
|
Destroy(bullet, 2);
|
||||||
|
|||||||
@@ -17,6 +17,8 @@ public class WeaponReload : MonoBehaviour
|
|||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
if (PauseMenu.GameIsPaused) return;
|
||||||
|
|
||||||
// Während nachgeladen wird, keine Aktionen zulassen
|
// Während nachgeladen wird, keine Aktionen zulassen
|
||||||
if (isReloading)
|
if (isReloading)
|
||||||
return;
|
return;
|
||||||
@@ -29,30 +31,21 @@ public class WeaponReload : MonoBehaviour
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 2. Automatisches Nachladen beim Schießen, wenn das Magazin leer (<= 0) ist
|
|
||||||
if (Input.GetButtonDown("Fire1"))
|
|
||||||
{
|
|
||||||
if (currentAmmo > 0)
|
|
||||||
{
|
|
||||||
Shoot();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Magazin ist leer -> automatisch nachladen!
|
|
||||||
StartCoroutine(Reload());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Shoot()
|
public bool UseAmmo()
|
||||||
{
|
{
|
||||||
// Nur schießen, wenn das Pausemenü NICHT offen ist
|
if (PauseMenu.GameIsPaused || isReloading) return false;
|
||||||
if (PausenManager.GameIsPaused) return;
|
|
||||||
|
if (currentAmmo <= 0)
|
||||||
|
{
|
||||||
|
StartCoroutine(Reload());
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
currentAmmo--;
|
currentAmmo--;
|
||||||
Debug.Log("Schuss gefeuert! Verbleibende Munition: " + currentAmmo);
|
Debug.Log("Schuss gefeuert! Verbleibende Munition: " + currentAmmo);
|
||||||
|
return true;
|
||||||
// Hier deinen normalen Schuss-Code einfügen (Raycast, Bullet-Prefab, Ton etc.)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Coroutine für die Nachlade-Verzögerung
|
// Coroutine für die Nachlade-Verzögerung
|
||||||
|
|||||||
Reference in New Issue
Block a user