file structure, newball visuals

main
Benjamin Kraft 1 year ago
parent 8e60e463d3
commit 45a7823a07
  1. 8
      Assets/Materials/Background.meta
  2. 0
      Assets/Materials/Background/Bricks_01_mat.mat
  3. 0
      Assets/Materials/Background/Bricks_01_mat.mat.meta
  4. 6
      Assets/Materials/Background/M_Wood2.mat
  5. 0
      Assets/Materials/Background/M_Wood2.mat.meta
  6. 0
      Assets/Materials/Background/M_Wood3.mat
  7. 0
      Assets/Materials/Background/M_Wood3.mat.meta
  8. 6
      Assets/Materials/NewBall.mat
  9. 61
      Assets/Materials/Player.mat
  10. 8
      Assets/Materials/Player.mat.meta
  11. 10
      Assets/Prefabs/Collectables/NewBall.prefab
  12. 91
      Assets/Prefabs/Player.prefab
  13. 2
      Assets/Scripts/Game/GameManager.cs
  14. 4
      Assets/Scripts/Game/NewBall.cs
  15. 1139
      Assets/Shaders/Circle.shadergraph
  16. 0
      Assets/Shaders/Circle.shadergraph.meta

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@ -50,7 +50,7 @@ namespace Game {
}
private void SetupPlayers() {
Settings.Type = Type.AI;
Settings.Type = Type.Hybrid;
Settings.AIDifficulty = Difficulty.VeryHard;
var p1Obj = Instantiate(playerPrefab);

@ -11,11 +11,13 @@ namespace Game {
public Color permanentColor;
[ColorUsage(true, true)]
public Color temporaryColor;
private static readonly int BorderColor = Shader.PropertyToID("_BorderColor");
public bool IsPermanent { get; set; }
protected override void Setup() {
GetComponent<SpriteRenderer>().material.color = IsPermanent ? permanentColor : temporaryColor;
GetComponent<SpriteRenderer>().material.SetColor(BorderColor, IsPermanent ? permanentColor : temporaryColor);
}
protected override float Duration() {

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