adrenalin mukodik ertek levedes nelkul
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@@ -1,4 +1,5 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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@@ -14,7 +15,7 @@ public class Dice : MonoBehaviour {
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private Targyak targyak;
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public int[] diceResult = { 0, 0 };
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public int[] ujertek = {0,0};
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public List<int> ujertek = new List<int>();
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public int valasztottErtek; //a jatekos altal valasztott dobott ertek helye
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private bool locked = false; //ne lehessen ujra kivalasztani a masikat ha mar tortent egy valasztas
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@@ -36,6 +37,10 @@ public class Dice : MonoBehaviour {
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public int dobott = 0;
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private void Awake() {
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}
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private void Start() {
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upgrade = FindObjectOfType<Upgrade>();
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ap = FindObjectOfType<Akciopont>();
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@@ -118,11 +123,13 @@ public class Dice : MonoBehaviour {
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if (adrenalinMegerosites) {
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//Debug.Log("belep");
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targyak.CallAdrenalinLoket();
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yield return new WaitUntil(() => ujertek.Count > 0);
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if(mehet){
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Debug.Log("belep mehet");
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Debug.Log("List: 0: " + ujertek[0] + " 1: " + ujertek[1]);
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diceResult[0] = targyak.ujertek1;
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diceResult[1] = targyak.ujertek2;
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}
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}
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}
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//deaktivalas
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Debug.Log("belep2");
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@@ -130,14 +137,12 @@ public class Dice : MonoBehaviour {
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//HelyszinKiBekapcs(false);
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}
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hely1.sprite = diceSides[diceResult[0]-1];
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hely1.size = new Vector2(38, 38);
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hely2.sprite = diceSides[diceResult[1]-1];
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hely2.size = new Vector2(38, 38);
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dobott++;
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}
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public void HelyszinKiBekapcs(bool kikapcsolas){
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@@ -148,20 +153,6 @@ public class Dice : MonoBehaviour {
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foreach(var item in colliders)
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item.gameObject.SetActive(true);
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}
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public IEnumerator waitbutton(){
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Debug.Log("belep wait");
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var waitForButton = new WaitForUIButtons(confirm, cancel);
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yield return waitForButton.Reset();
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if(waitForButton.PressedButton == confirm){
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adrenalinMegerosites = true;
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}else{
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adrenalinMegerosites = false;
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}
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adrenalinHasznalat.gameObject.SetActive(false);
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}
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public void setAdrenalinMegerosites(bool adrenalinMegerosites) {
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this.adrenalinMegerosites = adrenalinMegerosites;
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