textures and pause game
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@@ -9,7 +9,7 @@ public class ShipControls : MonoBehaviour {
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public Camera aim;
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public Timing timing;
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ShipAudio audio;
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ShipAudio shipAudio;
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SpaceRaceInput input;
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Rigidbody rigidBody;
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@@ -64,7 +64,7 @@ public class ShipControls : MonoBehaviour {
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void Start() {
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Cursor.lockState = CursorLockMode.Locked;
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rigidBody = GetComponent<Rigidbody>();
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audio = GetComponentInChildren<ShipAudio>();
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shipAudio = GetComponentInChildren<ShipAudio>();
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// just stop the body from being affected by rotation for now
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// until the 3p camera is in to explain why
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@@ -174,7 +174,7 @@ public class ShipControls : MonoBehaviour {
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}
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public void Respawn() {
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audio.PlayNoise();
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shipAudio.PlayNoise();
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// IMPORTANT
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// stop the timer before we move the ship or anything
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// otherwise it might generate a checkpoint time
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@@ -203,7 +203,7 @@ public class ShipControls : MonoBehaviour {
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public void Damage(float amt, string src) {
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Debug.Log($"Damage {amt} from {src}");
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audio.PlayNoise();
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shipAudio.PlayNoise();
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// convert dmg to % to hide internals
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float dmg = (amt / powerUnit.ShieldMax) * 100f;
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@@ -223,7 +223,7 @@ public class ShipControls : MonoBehaviour {
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void Deploy(Output output) {
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bool deployed = powerUnit.Deploy(output);
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if (deployed) audio.PlayNoise();
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if (deployed) shipAudio.PlayNoise();
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}
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// I prefer doing it this way than registering the callbacks etc
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@@ -278,7 +278,7 @@ public class ShipControls : MonoBehaviour {
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void OnPowerUnit4(InputAction.CallbackContext ctx) => Deploy(Output.Shield);
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void OnBoostCharge() {
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// audio.PlayNoise();
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// shipAudio.PlayNoise();
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// do some ui fx whatever
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}
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