Music implementation, cloud art, and bug fixes

Implemented music
Added cloud tiles
Made players be able to stand on each others' heads
Synced the music and day/night cycle
Added a transition in to the gameplay scene
Fixed blocking while dying bug
This commit is contained in:
RochesterX
2025-03-07 23:32:42 -05:00
parent 3d28357b56
commit 7b4bdd927e
115 changed files with 5516 additions and 1409 deletions

View File

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LifeDisplayManager : MonoBehaviour
{
public GameObject players;
public GameObject playerPrefab;
public GameObject lifePrefab;
public Dictionary<Damageable, List<GameObject>> lifeDisplays = new Dictionary<Damageable, List<GameObject>>();
private void Start()
{
foreach (GameObject player in GameManager.players)
{
Transform parent = Instantiate(playerPrefab, players.transform).transform;
List<GameObject> lives = new List<GameObject>();
for (int i = 0; i < player.GetComponent<Damageable>().lives; i++)
{
GameObject life = Instantiate(lifePrefab, parent);
life.GetComponentInChildren<Image>().color = GameManager.playerColors[GameManager.players.IndexOf(player)];
lives.Add(life);
}
lifeDisplays.Add(player.GetComponent<Damageable>(), lives);
}
}
private void Update()
{
foreach (Damageable damageable in lifeDisplays.Keys)
{
foreach (GameObject life in lifeDisplays[damageable])
{
life.SetActive(lifeDisplays[damageable].IndexOf(life) < damageable.lives);
}
}
}
}