Merge remote-tracking branch 'origin/main' into beni

This commit is contained in:
MindfulMinun
2022-02-27 01:51:59 -06:00
43 changed files with 16844 additions and 688 deletions
+13
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@@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ActivateScript : Trigger
{
public GameObject obj;
public bool deactivate;
public override void Action() {
obj.SetActive(!deactivate);
}
}
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+5 -12
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@@ -6,28 +6,21 @@ using UnityEngine.SceneManagement;
public class BeatDark : MonoBehaviour
{
public int currentLevel;
public int i = 2;
// Start is called before the first frame update
void Start()
{
currentLevel = PlayerPrefs.GetInt("CurrentLevel");
}
// Update is called once per frame
/*void Update()
{
if (Input.GetButtonDown("Jump"))
{
BeatLevel();
}
}*/
void BeatLevel()
public void BeatLevel()
{
if (currentLevel == 3)
if (i == currentLevel && i <= 6)
{
PlayerPrefs.SetInt("CurrentLevel", 4);
PlayerPrefs.SetInt("CurrentLevel", i + 1);
SceneManager.LoadScene("Real World");
Debug.Log(i);
}
else
{
+33
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EndFukiTalk : EndTrigger
{
public GameObject TextBox;
// public GameObject HeadBox;
public List<string> pages;
public List<int> emotes;
public RuntimeAnimatorController controller;
public Sprite startSprite;
public AudioManager audioManager;
public bool isTalking;
GameObject instance;
// GameObject instance;
// GameObject headInstance;
void Instant()
{
instance = Instantiate(TextBox, TextBox.transform.position, Quaternion.identity);
instance.SetActive(true);
instance.GetComponent<EndLevelDialogue>().pages = pages;
instance.GetComponent<EndLevelDialogue>().emotes = emotes;
instance.GetComponent<EndLevelDialogue>().controller = controller;
instance.GetComponent<EndLevelDialogue>().audioManager = audioManager;
instance.GetComponent<EndLevelDialogue>().isOpen = true;
instance.GetComponent<EndLevelDialogue>().isTalking = isTalking;
}
public override void Action()
{
Instant();
}
}
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+88
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//to implement inheritance
public abstract class EndTrigger : MonoBehaviour
{
//tags for the trigger
public bool forceInteract;
public bool repeatable;
bool isActive;
//only worry about this if it is not repeatable
bool hasOccurred;
public int value;
// Start is called before the first frame update
void Start()
{
hasOccurred = false;
}
//checks if player is in range of the trigger
private void OnTriggerStay2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
//Debug.Log("entered");
isActive = true;
}
// else {
// isActive = false;
// Debug.Log("exit");
// if(forceInteract && repeatable) {
// hasOccurred = false;
// }
// }
}
private void OnTriggerExit2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
isActive = false;
//Debug.Log("exit");
}
if (forceInteract && repeatable)
{
hasOccurred = false;
}
}
// Update is called once per frame
public void Update()
{
// Debug.Log("testr");
//checks if conditions are right
if (isActive && !hasOccurred)
{
//executes action upon entering
if (forceInteract)
{
Action();
hasOccurred = true;
if (!repeatable)
{
isActive = false;
}
}
//only executes action if input is pressed
else
{
if (Input.GetKeyDown(KeyCode.E))
{
Debug.Log("action");
Action();
if (!repeatable)
{
hasOccurred = true;
}
}
}
}
}
public abstract void Action();
}
+11
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+18
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FallTrigger : Trigger
{
// Start is called before the first frame update
public GameObject player;
public Vector2 respawn;
[SerializeField] bool canHurt = true;
public override void Action() {
player.transform.position = respawn;
if(canHurt) {
player.GetComponent<Health>().takeHit();
}
}
}
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+1 -1
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@@ -12,7 +12,7 @@ public class MoveOnToNextAreaScript : Trigger
{
isTrigger = true;
box.isTrigger = true;
Debug.Log(isTrigger);
//Debug.Log(isTrigger);
}
+1 -1
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@@ -8,7 +8,7 @@ public class WorkingWallTrigger : MonoBehaviour
public GameObject cat;
public BoxCollider2D box;
private int counter = 0;
[Range(-25f, 25f)] public float camOffset = 10f;
[Range(-50f, 50f)] public float camOffset = 10f;
[Range(-15f, 15f)] public float catOffset = 5f;
[Range(5, 180)] public int countOffset = 10;
private Vector3 moveCam;
+31
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class bettertransform : MonoBehaviour
{
public float HorizontalSpeed = 1;
public float MaxHorizontalPosition = 200;
public float MinHorizontalPosition = -200;
// Please, name correctly your variables.
// Yourself, in 3 months will be grateful
private RectTransform rectTransform;
void Start()
{
rectTransform = GetComponent<RectTransform>();
}
void Update()
{
Vector2 position = rectTransform.anchoredPosition;
position.x += HorizontalSpeed * Time.deltaTime;
if (position.x > MaxHorizontalPosition)
position.x = MinHorizontalPosition;
rectTransform.anchoredPosition = position;
}
}
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