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readyCheck2.localRotation = Quaternion.RotateTowards(readyCheck1.localRotation, pready ? Quaternion.identity : Quaternion.Euler(0f, 0f, 45f), delta); + readyCheck2.localRotation = Quaternion.RotateTowards(readyCheck2.localRotation, pready ? Quaternion.identity : Quaternion.Euler(0f, 0f, 45f), delta); readyImage2.color = pready ? Color.green : Color.red; } else { GameBoardInstance.instance.player2.authorityID = -1; diff --git a/Assets/RealCode/Menu/Rematch.cs b/Assets/RealCode/Menu/Rematch.cs new file mode 100644 index 0000000..cc1dd71 --- /dev/null +++ b/Assets/RealCode/Menu/Rematch.cs @@ -0,0 +1,54 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using TMPro; + +public class Rematch : MonoBehaviour { + + public static Rematch Instance { get; private set; } + + public GameObject[] buttons; + public TextMeshProUGUI continueTextMesh; + public string continueKey, waitKey; + + public Image continueBar; + public float continueDuration = 10f; + private float continueTime; + + private void Awake() { + Instance = this; + } + + private void Update() { + if (GameTransition.Instance.state == GameState.Continue){ + var delta = Mathf.Clamp01(1f - (Time.time - continueTime) / continueDuration); + + continueBar.fillAmount = delta; + + if (delta <= 0f && 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