29 Commits

Author SHA1 Message Date
6f64065e7d добавленно меню и проверки на null 2024-09-13 21:30:28 +03:00
04289c7711 сейв 2024-09-11 12:56:13 +03:00
cba6df902a Исправление бага 2024-09-09 16:35:12 +03:00
5f68cbebe4 Добавление паузы
Не работает рестарт, хотя скрипт используется тот же
2024-09-09 12:58:35 +03:00
3295cdf462 ремонт 2024-09-06 22:45:06 +03:00
b991d2f632 исправление багов 2024-09-06 22:13:45 +03:00
2651e66a21 проверка 2024-09-06 21:24:48 +03:00
562f3e5514 Добавлены картинки 2024-08-30 13:40:17 +03:00
ccb6ac8370 Вернул зависимости, они послетали 2024-08-28 13:40:47 +03:00
dcbc536143 Переделывание загрузки сцены 2024-08-28 12:18:59 +03:00
88e182c7c8 Поменял спрайты кнопок 2024-08-17 11:45:56 +03:00
36018dbfb4 Исправил баг с залипанием кнопки в меню 2024-08-14 15:49:46 +03:00
f8e6da58b4 Добавление карт, добавление скриптов 2024-08-13 18:26:37 +03:00
56714ca605 Merge branch 'modDanilTemp' into devVlad2 2024-08-13 15:22:04 +03:00
263d4269f0 Исправление баги, забыл указать ссылку на объект 2024-08-13 15:15:47 +03:00
896f9e1e37 Merge branch 'devVlad2' into modDanilTemp 2024-08-13 14:50:25 +03:00
0d0fa355cd Добавлен выбор машин 2024-08-13 13:07:22 +03:00
149bb7fa70 Исправление баги с обнулением выбора игрока при возвращении в меню 2024-08-12 14:49:46 +03:00
95532a1839 Изменил размер шрифтов, переписал скрипт инактива 2024-08-12 13:44:41 +03:00
8b71a920ae Добавлен функционал выбора кол-ва игроков 2024-08-12 13:00:54 +03:00
d4768d590b крупный рефакторинг 2024-08-10 01:05:38 +03:00
a51631152b рефакторинг иерархий 2024-08-09 20:30:41 +03:00
f53b505860 переписывание скриптов 2024-08-09 15:47:12 +03:00
ce10b0f75c Поменял кнопки в меню 2024-08-09 14:18:12 +03:00
5b2fb857d4 Поменял на стандарт геймпад управление 2024-08-08 17:59:56 +03:00
f5a594d323 Переписал скрипты Restart и BackToMenu, Настроил управление, изменил меню 2024-08-08 17:53:46 +03:00
72950b2600 Merge branch 'devVlad2' of https://git.skbkit.ru/SKB-KIT/Racing_Game into devVlad2 2024-08-08 14:21:15 +03:00
05a1863098 Правки карт 2024-08-08 14:20:47 +03:00
b48c8ca1b0 Добавление управления в меню с клавиатуры 2024-08-08 13:43:24 +03:00
204 changed files with 5955 additions and 137 deletions

40
Assets/EnableMenuSript.cs Normal file
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@ -0,0 +1,40 @@
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class EnableMenuSript : MonoBehaviour
{
[SerializeField] private GameObject _Menu;
[SerializeField] private Button[] _Button = new Button[2];
public void EnableMenu()
{
if (_Menu.activeSelf)
{
_Menu.SetActive(false);
Time.timeScale = 1f;
}
else
{
GameObject selectedObject = EventSystem.current.currentSelectedGameObject;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (selectedObject != null)
{
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Button
Button selectedButton = selectedObject.GetComponent<Button>();
if (selectedButton != null)
{
selectedButton.GetComponent<Image>().color = Color.white;
}
}
_Menu.SetActive(true);
_Button[0].Select();
Time.timeScale = 0f;
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,18 @@
using UnityEngine;
public class MinimapStatrScript : MonoBehaviour
{
[SerializeField] private FollowTarget _followTarget;
[SerializeField] private FollowYRotation _followYRotation;
[SerializeField] private SelectCarGameScript _SelectCarGameScript;
public void Starter()
{
if (_SelectCarGameScript._CurrentCar != null)
{
_followTarget.target = _SelectCarGameScript._CurrentCar.transform;
_followYRotation.target = _SelectCarGameScript._CurrentCar.transform;
}
}
}

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@ -0,0 +1,11 @@
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Assets/New Terrain.asset Normal file

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11
Assets/PauseScript.cs Normal file
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@ -0,0 +1,11 @@
using UnityEngine;
public class PauseScript : MonoBehaviour
{
[SerializeField] private GameObject _Menu;
public void ContinueGame()
{
Time.timeScale = 1f;
}
}

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@ -0,0 +1,11 @@
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@ -1,6 +1,4 @@
using UnityEngine;
using System.Collections;
using UnityEngine.InputSystem;
namespace RootMotion
{

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@ -1,7 +1,8 @@
using System.Collections.Generic;
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
@ -9,12 +10,16 @@ class Finish : MonoBehaviour
{
[SerializeField] private GameObject Effects1;
[SerializeField] private GameObject Effects2;
public List<PlayerInput> playerInput;
[SerializeField] private GameObject WinMenu;
[SerializeField] private PlayerInput Player1_Input;
[SerializeField] private PlayerInput Player2_Input;
[SerializeField] private Button SelectedButton;
[SerializeField] private TextMeshProUGUI WinText;
[SerializeField] private GameObject StripeActive;
private void Start()
{
WinMenu.SetActive(false);
@ -24,6 +29,7 @@ class Finish : MonoBehaviour
}
private void OnTriggerEnter(Collider other)
{
//Debug.Log("<22><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> " + other.gameObject.tag);
if (other.gameObject.tag == "Player 1")
{
OnePlayerWin();
@ -60,9 +66,17 @@ class Finish : MonoBehaviour
Effects1.SetActive(true);
Effects2.SetActive(true);
WinMenu.SetActive(true);
Player1_Input.enabled = false;
Player2_Input.enabled = false;
SelectedButton.Select();
if (StaticDataMap.NumPlayer == 1)
{
playerInput[0].DeactivateInput();
}
else
{
playerInput[0].DeactivateInput();
playerInput[1].DeactivateInput();
}
}

View File

@ -4,12 +4,12 @@ using UnityEngine;
public class FollowTarget : MonoBehaviour
{
[SerializeField] private Transform target;
public Transform target;
[SerializeField] private Vector3 offset;
// Update is called once per frame
void Update()
{
transform.position = target.transform.position + offset;
if(target != null) transform.position = target.transform.position + offset;
}
}

View File

@ -4,10 +4,10 @@ using UnityEngine;
public class FollowYRotation : MonoBehaviour
{
[SerializeField] Transform target;
public Transform target;
void Update()
{
transform.eulerAngles = new Vector3(0 ,target.eulerAngles.y, 0);
if (target != null) transform.eulerAngles = new Vector3(0 ,target.eulerAngles.y, 0);
}
}

View File

@ -8,6 +8,6 @@ public class ScriptRestart : MonoBehaviour
/// </summary>
public void Restart()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
}
}

View File

@ -1,5 +1,7 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Rendering;
using UnityEngine.UI;
public class Starter : MonoBehaviour
@ -7,22 +9,16 @@ public class Starter : MonoBehaviour
[SerializeField] private float _starter = 5f;
[SerializeField] private Text _timer;
[SerializeField] private PlayerInput _dontMovePlayer1;
[SerializeField] private PlayerInput _dontMovePlayer2;
public List<PlayerInput> DontMovePlayer;
[SerializeField] private Image _borders;
[SerializeField] private MinimapStatrScript[] _MinimapStatrScript;
private void Start()
{
_timer.text = _starter.ToString();
_dontMovePlayer1.enabled = false;
_dontMovePlayer2.enabled = false;
_borders.enabled = true;
}
void Update()
@ -38,11 +34,50 @@ public class Starter : MonoBehaviour
if (_timer != null)
{
Destroy(_timer.gameObject);
_dontMovePlayer1.enabled = true;
_dontMovePlayer2.enabled = true;
if (StaticDataMap.NumPlayer == 1)
{
DontMovePlayer[0].ActivateInput();
}
else if (StaticDataMap.NumPlayer == 2)
{
DontMovePlayer[0].ActivateInput();
DontMovePlayer[1].ActivateInput();
}
_borders.enabled = false;
}
}
else
{
if (StaticDataMap.NumPlayer == 1 && DontMovePlayer[0] != null)
{
DontMovePlayer[0].DeactivateInput();
}
else if (StaticDataMap.NumPlayer == 2 && DontMovePlayer[0] != null && DontMovePlayer[1] != null)
{
DontMovePlayer[0].DeactivateInput();
DontMovePlayer[1].DeactivateInput();
}
if (_MinimapStatrScript != null)
{
if (_MinimapStatrScript.Length == 1)
{
_MinimapStatrScript[0].Starter();
}
else if (_MinimapStatrScript.Length == 2)
{
_MinimapStatrScript[0].Starter();
_MinimapStatrScript[1].Starter();
}
}
_borders.enabled = true;
}

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@ -6,7 +6,7 @@ using UnityEngine;
public class DriftScore : MonoBehaviour
{
[SerializeField] private Rigidbody playerRB;
public Rigidbody playerRB;
[SerializeField] private TMP_Text totalScoreText;
[SerializeField] private TMP_Text currentScoreText;
[SerializeField] private TMP_Text factorText;
@ -30,16 +30,19 @@ public class DriftScore : MonoBehaviour
private IEnumerator stopDriftingCoroutine = null;
private void Start()
public void Start()
{
driftingObject.SetActive(false);
}
private void Update()
{
if (playerRB != null)
{
ManagerDrift();
ManageUI();
}
}
void ManagerDrift()
{
speed = playerRB.velocity.magnitude;

View File

@ -207,6 +207,61 @@
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "2D Vector",
"id": "fc8df150-cf95-48c7-8f83-52e1d99dcc73",
"path": "2DVector",
"interactions": "",
"processors": "",
"groups": "",
"action": "Move",
"isComposite": true,
"isPartOfComposite": false
},
{
"name": "up",
"id": "467edd3b-7270-4cbb-aa7f-42da64798aaf",
"path": "<Keyboard>/w",
"interactions": "",
"processors": "",
"groups": "",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "down",
"id": "894c888f-08b0-409e-8fad-e6d1a4639052",
"path": "<Keyboard>/s",
"interactions": "",
"processors": "",
"groups": "",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "left",
"id": "ca3a6e6d-2921-4807-a507-fffcba159ca0",
"path": "<Keyboard>/a",
"interactions": "",
"processors": "",
"groups": "",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "right",
"id": "bce8a4c3-41ee-4d46-bcfa-806c9646e5d0",
"path": "<Keyboard>/d",
"interactions": "",
"processors": "",
"groups": "",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "",
"id": "83039f45-6901-4dc9-8336-e0cfce58be6d",
@ -218,6 +273,17 @@
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "915669cd-7677-4f5b-96d8-df6b1cb307bd",
"path": "<Keyboard>/space",
"interactions": "",
"processors": "",
"groups": "",
"action": "Submit",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "34b17771-9abc-4619-baac-eba36fda801d",

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@ -0,0 +1,28 @@
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.InputSystem;
public class CheckNumPlayerScript : MonoBehaviour
{
[SerializeField] private SetActiveScript _setActiveFirstPlayer;
[SerializeField] private SetActiveScript _setActiveSecondPlayer;
[SerializeField] Camera _cameraFirstPlayer;
[SerializeField] Camera _cameraSecondPlayer;
private void Start()
{
if (StaticDataMap.NumPlayer == 1)
{
_setActiveFirstPlayer.SetActiveSelected();
_cameraFirstPlayer.rect = new Rect(0f, 0f, 1f, 1f);
}
else
{
_setActiveFirstPlayer.SetActiveSelected();
_setActiveSecondPlayer.SetActiveSelected();
}
}
}

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@ -0,0 +1,11 @@
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@ -1,15 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SetActiveScript : MonoBehaviour
{
[SerializeField] private List<GameObject> _ActiveGameObject;
[SerializeField] private List<GameObject> _NoActiveGameObject;
public List<GameObject> ActiveGameObject;
public List<GameObject> NoActiveGameObject;
public void SetActiveSelected()
{
foreach (GameObject item in _ActiveGameObject)
foreach (GameObject item in ActiveGameObject)
{
item.SetActive(true);
}
@ -17,7 +16,7 @@ public class SetActiveScript : MonoBehaviour
public void SetNoActiveSelected()
{
foreach (GameObject item in _NoActiveGameObject)
foreach (GameObject item in NoActiveGameObject)
{
item.SetActive(false);
}

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@ -0,0 +1,7 @@
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@ -0,0 +1,8 @@
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@ -32,7 +32,7 @@ public class SelectCarPlayerScript : MonoBehaviour
_IndexCar = (_IndexCar == _Cars.Count) ? 0 : _IndexCar;
_Cars[_IndexCar].SetActive(true);
StaticDataMap.CarPlayers[_IndexPlayer] = _Cars[_IndexCar].name;
Debug.Log($"{StaticDataMap.CarPlayers[_IndexPlayer]}");
//Debug.Log($"{StaticDataMap.CarPlayers[_IndexPlayer]}");
}
public void SelectPrevious()
@ -42,6 +42,6 @@ public class SelectCarPlayerScript : MonoBehaviour
_IndexCar = (_IndexCar == -1) ? _Cars.Count - 1 : _IndexCar;
_Cars[_IndexCar].SetActive(true);
StaticDataMap.CarPlayers[_IndexPlayer] = _Cars[_IndexCar].name;
Debug.Log($"{StaticDataMap.CarPlayers[_IndexPlayer]}");
//Debug.Log($"{StaticDataMap.CarPlayers[_IndexPlayer]}");
}
}

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@ -1,3 +1,4 @@
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
@ -6,5 +7,34 @@ public class StartGameScript : MonoBehaviour
public void StartGame()
{
SceneManager.LoadSceneAsync(StaticDataMap.SelectedMap);
//StartCoroutine(LoadSceneAsync(StaticDataMap.SelectedMap, SceneManager.GetActiveScene().name));
Debug.Log("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
}
private IEnumerator LoadSceneAsync(string newScene, string oldScene)
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(newScene, LoadSceneMode.Additive);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
while (!asyncLoad.isDone)
{
yield return null;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
SceneManager.SetActiveScene(SceneManager.GetSceneByName(newScene));
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
AsyncOperation asyncUnload = SceneManager.UnloadSceneAsync(oldScene);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
while (!asyncUnload.isDone)
{
yield return null;
}
Debug.Log("<22><><EFBFBD><EFBFBD><EFBFBD> " + oldScene + " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20> <20><><EFBFBD><EFBFBD><EFBFBD> " + newScene + " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.");
}
}

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@ -18,10 +18,10 @@ public class StartInfoSelectedScript : MonoBehaviour
private void Awake()
{
StaticDataMap.SelectedMap ??= _MapImages[0].name;
StaticDataMap.Time = "<22><><EFBFBD><EFBFBD>";
StaticDataMap.NumPlayer = 1;
StaticDataMap.CarPlayers[0] = _CarsFirstPlayer[0].name;
StaticDataMap.CarPlayers[1] = _CarsSecondPlayer[0].name;
StaticDataMap.Time ??= "<22><><EFBFBD><EFBFBD>";
StaticDataMap.NumPlayer ??= 1;
StaticDataMap.CarPlayers[0] ??= _CarsFirstPlayer[0].name;
StaticDataMap.CarPlayers[1] ??= _CarsSecondPlayer[0].name;
}
private void OnEnable()

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@ -0,0 +1,126 @@
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
using UnityEngine.UI;
public class TimerOnInactiveScript : MonoBehaviour
{
[SerializeField] float _valueTargetTime = 30.0f;
[SerializeField] private Animator _animator;
[SerializeField] GameObject _UIActive;
[SerializeField] GameObject _UIInactive;
[SerializeField] GameObject _button;
[SerializeField] private float _targetTime;
private bool _canMoveFrom;
private void Awake()
{
_canMoveFrom = false;
_targetTime = _valueTargetTime;
}
private void Update()
{
_targetTime -= Time.deltaTime;
if (_targetTime <= 0.0f)
{
//Debug.Log("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
_canMoveFrom = true;
MoveCameraToRound();
}
///
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>-<2D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
///
//--------------------------------------------------------------------------------------------
if (Gamepad.current != null)
{
foreach (var control in Gamepad.current.allControls)
{
if (control is ButtonControl button && button.wasPressedThisFrame)
{
ResetTimer();
MoveCameraFromRound();
//Debug.Log("gamepad");
}
if (control is AxisControl axis)
{
float value = axis.ReadValue();
if (value != 0)
{
ResetTimer();
MoveCameraFromRound();
}
//Debug.Log($"gamepad {value}");
}
}
}
if (Keyboard.current != null)
{
if (Keyboard.current.wasUpdatedThisFrame)
{
ResetTimer();
MoveCameraFromRound();
//Debug.Log("keyboard");
}
}
//--------------------------------------------------------------------------------------------
}
void MoveCameraToRound()
{
_UIActive.SetActive(false);
//Debug.Log("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>");
_animator.Play("MoveCameraToRound");
}
void MoveCameraFromRound()
{
if (_canMoveFrom)
{
_UIInactive.SetActive(false);
_animator.Play("MoveCameraFromRound");
//Debug.Log("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>");
ResetTimer();
//_button.GetComponent<Button>().Select();
GameObject selectedObject = EventSystem.current.currentSelectedGameObject;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (selectedObject != null)
{
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Button
Button selectedButton = selectedObject.GetComponent<Button>();
if (selectedButton != null)
{
selectedButton.GetComponent<Image>().color = Color.white;
}
}
}
}
public void SetActiveInactive()
{
_UIInactive.SetActive(true);
}
public void SetActiveActive()
{
_UIActive.SetActive(true);
}
void ResetTimer()
{
_targetTime = _valueTargetTime;
}
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