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

This commit is contained in:
Zoe J
2022-02-23 16:25:33 -06:00
29 changed files with 4063 additions and 1463 deletions
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@@ -0,0 +1,48 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Ceiling_Trigger : MonoBehaviour
{
bool entered = false;
public GameObject cam;
public GameObject cat;
private int counter = 0;
private Vector3 moveCam = new Vector3(0, 10, 0);
private Vector3 moveCat = new Vector3(0, 3, 0);
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
counter++;
}
void OnTriggerEnter2D(Collider2D col)
{
if (!entered && counter >= 69)
{
entered = true;
//Debug.Log("Move Cam Right");
cam.transform.position += moveCam;
cat.transform.position += moveCat;
Debug.Log(counter);
counter = 0;
}
else if (counter >= 69 && entered)
{
//Debug.Log("Moved cam left");
Debug.Log(counter);
cam.transform.position -= moveCam;
//cat.transform.position -= moveCat;
entered = false;
counter = 0;
}
}
}
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@@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ScriptRayHit : MonoBehaviour
{
public RaycastHit2D hit;
public Ray ray;
private int counter;
// Start is called before the first frame update
void Start()
{
counter = 0;
}
// Update is called once per frame
void Update()
{
hit = Physics2D.Raycast(transform.position, transform.TransformDirection(Vector2.right), 4f);
if (hit)
{
//Debug.Log(" Hit a wall "+ hit.collider.name);
//Debug.Log(counter);
}
counter++;
}
}
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@@ -5,12 +5,14 @@ using TMPro;
public class Dialogue : MonoBehaviour
{
public Animator animator;
public TMP_Text textbox;
public TMP_Text arrow;
public AudioManager audioManager;
public List<string> pages = new List<string>();
public List<int> emotes = new List<int>();
int curPage = 0;
public bool isOpen = true;
public bool isOpen = false;
//used to activate/deactivate test object
//activate through outside means probably
public GameObject textTest;
@@ -20,12 +22,13 @@ public class Dialogue : MonoBehaviour
//in seconds
float pace = 0.05f;
float elapsed = 0f;
//turns off and on sound
public bool isTalking;
// Start is called before the first frame update
void Start()
{
if (pages.Count > 0)
{
textbox.text = pages[0];
arrow.text = "";
}
}
@@ -46,6 +49,10 @@ public class Dialogue : MonoBehaviour
//checks if all of the characters are on the page
if(cCount >= pages[curPage].Length)
{
//stops the animation
if(animator != null && emotes.Count == pages.Count) {
animator.SetInteger("Animation",emotes[curPage] - 1);
}
//prints the "next" arrow when at end of page except last page
if(curPage < pages.Count - 1)
{
@@ -78,6 +85,10 @@ public class Dialogue : MonoBehaviour
}
else
{
//starts the animation
if(animator != null && emotes.Count == pages.Count) {
animator.SetInteger("Animation",emotes[curPage]);
}
//writes chars at specified pace
elapsed += Time.deltaTime;
if(elapsed > pace)
@@ -85,15 +96,17 @@ public class Dialogue : MonoBehaviour
++cCount;
textbox.text = pages[curPage].Substring(0, cCount);
elapsed = 0;
int RNGSound = Random.Range(0, 2);
if (RNGSound == 0) {
audioManager.Play("blip");
Debug.Log("blip");
}
else
{
audioManager.Play("blop");
Debug.Log("blop");
if(isTalking){
int RNGSound = Random.Range(0, 2);
if (RNGSound == 0) {
audioManager.Play("blip");
Debug.Log("blip");
}
else
{
audioManager.Play("blop");
Debug.Log("blop");
}
}
}
//skip ahead
+19
View File
@@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Interaction : MonoBehaviour
{
public float radius = 3f;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
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@@ -34,4 +34,14 @@ public class PlayerMovement : MonoBehaviour
controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
jump = false;
}
public void ChangePos(double x, double y)
{
transform.position = new Vector2();
}
/*void OnTriggerEnter2D(Collider2D col)
{
Debug.Log("Trigger Detected!");
}*/
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WallTrigger : MonoBehaviour
{
bool entered = false;
public GameObject cam;
public GameObject cat;
private int counter = 0;
private Vector3 moveCam = new Vector3(20,0,0);
private Vector3 moveCat = new Vector3(4,0,0);
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
counter++;
}
void OnTriggerEnter2D(Collider2D col)
{
if (Input.GetButtonDown("Interact"))
{
Interact(col);
}
if (!entered && counter >= 120)
{
entered = true;
//Debug.Log("Move Cam Right");
cam.transform.position += moveCam;
cat.transform.position += moveCat;
//Debug.Log(counter);
counter = 0;
//PlayerMovement.ChangePos(1, 2);
}
else if (counter >= 120 && entered)
{
//Debug.Log("Moved cam left");
//Debug.Log(counter);
cam.transform.position -= moveCam;
cat.transform.position -= moveCat;
entered = false;
counter = 0;
}
}
private void Interact(Collider2D col)
{
Debug.Log("Interact Buttion Pressed!!");
}
/*void Interact(Collider2D col, ){
*
}*/
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TextTrigger : Trigger
{
public Dialogue TextBox;
public override void Action()
{
TextBox.gameObject.SetActive(true);
TextBox.GetComponent<Dialogue>().isOpen = true;
}
}
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@@ -0,0 +1,66 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//to implement inheritance
public abstract class Trigger : 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 OnTriggerEnter2D(Collider2D other) {
if(other.CompareTag("Player")) {
isActive = true;
}
}
private void OnTriggerExit2D(Collider2D other) {
if(other.CompareTag("Player")) {
isActive = false;
}
if(forceInteract && repeatable) {
hasOccurred = false;
}
}
// Update is called once per frame
void Update()
{
//checks if conditions are right
if(isActive && !hasOccurred)
{
//executes action upon entering
if(forceInteract)
{
Action();
hasOccurred = true;
isActive = false;
}
//only executes action if input is pressed
else
{
if(Input.GetKeyDown(KeyCode.E)) {
Action();
if(!repeatable)
{
hasOccurred = true;
}
}
}
}
}
public abstract void Action();
}
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m_Name: Interact
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positiveButton: e
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