diff --git a/Assets/Models/Environment/Quest1/Animation/Weapon/DefaultWeaponAC.controller b/Assets/Models/Environment/Quest1/Animation/Weapon/DefaultWeaponAC.controller index ed24808be3aed49069b3aad028397172323f166d..89375a3ff6f98a3e518aa1430d527c159961e843 100644 --- a/Assets/Models/Environment/Quest1/Animation/Weapon/DefaultWeaponAC.controller +++ b/Assets/Models/Environment/Quest1/Animation/Weapon/DefaultWeaponAC.controller @@ -26,6 +26,28 @@ AnimatorState: m_MirrorParameter: m_CycleOffsetParameter: m_TimeParameter: +--- !u!1101 &-7218054135611982524 +AnimatorStateTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: [] + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: -7512122822829820548} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 0 + serializedVersion: 3 + m_TransitionDuration: 0.25 + m_TransitionOffset: 0 + m_ExitTime: 0 + m_HasExitTime: 1 + m_HasFixedDuration: 1 + m_InterruptionSource: 0 + m_OrderedInterruption: 1 + m_CanTransitionToSelf: 1 --- !u!1102 &-1049778884847399437 AnimatorState: serializedVersion: 6 @@ -36,7 +58,8 @@ AnimatorState: m_Name: DefaultShoot m_Speed: 1 m_CycleOffset: 0 - m_Transitions: [] + m_Transitions: + - {fileID: -7218054135611982524} m_StateMachineBehaviours: [] m_Position: {x: 50, y: 50, z: 0} m_IKOnFeet: 0 @@ -91,7 +114,7 @@ AnimatorController: m_DefaultFloat: 0 m_DefaultInt: 0 m_DefaultBool: 0 - m_Controller: {fileID: 0} + m_Controller: {fileID: 9100000} m_AnimatorLayers: - serializedVersion: 5 m_Name: Base Layer diff --git a/Assets/Scripts/Managers/MainMenuManager/MainHandler.cs b/Assets/Scripts/Managers/MainMenuManager/MainHandler.cs index c776ebd90cbfd6315e5bfae747fddc6bb3438a00..b6def6f43f38b9ab4a0f253752671e902b49cc02 100644 --- a/Assets/Scripts/Managers/MainMenuManager/MainHandler.cs +++ b/Assets/Scripts/Managers/MainMenuManager/MainHandler.cs @@ -13,6 +13,17 @@ public class MainHandler : MonoBehaviour } public void NewGame() { + PersistentSceneData.playerHealth = 100; + PersistentSceneData.weapons[0] = true; + PersistentSceneData.weapons[1] = false; + PersistentSceneData.weapons[2] = false; + PersistentSceneData.weapons[3] = false; + PersistentSceneData.petHealths[0] = 100; + PersistentSceneData.petHealths[1] = 100; + PersistentSceneData.petHealths[2] = 100; + PersistentSceneData.hasPets[0] = false; + PersistentSceneData.hasPets[1] = false; + PersistentSceneData.hasPets[2] = false; SceneManager.LoadScene("Cutscene_01"); }