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File diff suppressed because it is too large
Load Diff
@ -1,40 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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|
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public class ChestAnimation : MonoBehaviour
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{
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[SerializeField] public GameObject chest;
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private Animator m_Animator;
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bool isTrigerred = false;
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|
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// Start is called before the first frame update
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void Start()
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{
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m_Animator = gameObject.GetComponent<Animator>();
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chest = gameObject; // set object on current GameObject
|
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}
|
||||
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||||
private bool beingHandled = false;
|
||||
private static bool Opening;
|
||||
private static bool Closing;
|
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private IEnumerator OpenChestWithAnimation()
|
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{
|
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beingHandled = true;
|
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// process pre-yield
|
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m_Animator.SetTrigger("OpenIt");
|
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yield return new WaitForSeconds( 0.4f );
|
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m_Animator.ResetTrigger("OpenIt");
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// process post-yield
|
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beingHandled = false;
|
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|
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||||
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// Update is called once per frame
|
||||
void Update()
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}
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using System.Collections;
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using UnityEngine;
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public class Fire : MonoBehaviour
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{
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private GameObject fire;
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private int randomizer = 0;
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void Start()
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{
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lights = FindObjectsOfType<HardLight2D>();
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List<HardLight2D> finalList = new List<HardLight2D>();
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string nameToLookFor = "LightFire";
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{
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{
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}
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firelight = finalList[0];
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//firelight = FindObjectOfType<HardLight2D>();
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StartCoroutine( ChangeRange());
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}
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// Update is called once per frame
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void Update()
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{
|
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StartCoroutine( ChangeRange());
|
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}
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|
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IEnumerator ChangeRange()
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{
|
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if (randomizer == 0) {
|
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firelight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
|
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}
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else firelight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
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randomizer = Random.Range (0, 1);
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yield return new WaitForSeconds(flickerSpeed);
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class BossBar : MonoBehaviour
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{
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public Slider slider;
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public float health;
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//public void SetHealth(float health)
|
||||
//{
|
||||
// slider.value = health;
|
||||
//}
|
||||
|
||||
void Update()
|
||||
{
|
||||
maxHealth = PlayerPrefs.GetFloat("WizardMaxHealth");
|
||||
currentHealth = PlayerPrefs.GetFloat("WizardCurrentHealth");
|
||||
slider.maxValue = maxHealth;
|
||||
slider.value = currentHealth;
|
||||
|
||||
maxHealthString = maxHealth.ToString();
|
||||
currentHealthString = currentHealth.ToString();
|
||||
displayText.text = currentHealthString + "/" + maxHealthString;
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 02f08b92a006c8f4c93651800f10888f
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MonoImporter:
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -6,6 +6,7 @@ public class BreakOre : MonoBehaviour
|
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{
|
||||
|
||||
public string name;
|
||||
public string name2;
|
||||
|
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public Sprite[] sprites;
|
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private int oldSprite;
|
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@ -24,15 +25,15 @@ public class BreakOre : MonoBehaviour
|
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availableSprites.Add(i);
|
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}
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if (OnMapAppearanceMethod.IsNewGame())
|
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int continued = PlayerPrefs.GetInt("continued");
|
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if (continued == 1)
|
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{
|
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isBroken = 0; // TODO Like in NPC Type script
|
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isBroken = PlayerPrefs.GetInt(name2);
|
||||
}
|
||||
else
|
||||
{
|
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isBroken = PlayerPrefs.GetInt(name + "-S");
|
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isBroken = PlayerPrefs.GetInt(name);
|
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}
|
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if (isBroken == 1)
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{
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gameObject.SetActive(false);
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@ -58,7 +59,7 @@ public class BreakOre : MonoBehaviour
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private void OnTriggerEnter2D(Collider2D collision)
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{
|
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if (collision.tag == "PickaxeHitbox")
|
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if (collision.tag == "AttackHitbox")
|
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{
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em.enabled = true;
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@ -82,6 +83,6 @@ public class BreakOre : MonoBehaviour
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{
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@ -1,21 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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@ -1,33 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class ContinueButton : MonoBehaviour
|
||||
{
|
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Color greyscale => new Color(1f, 1f, 1f, 0.3f);
|
||||
Color greyscaletext => new Color(50f, 50f, 50f, 0.3f);
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
GameObject continueButton = GameObject.Find("ContinueButton");
|
||||
|
||||
TMP_Text m_TextComponent;
|
||||
m_TextComponent = GameObject.Find("ContinueText").GetComponent <TextMeshProUGUI>();
|
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|
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|
||||
if (!PlayerPrefs.HasKey("SceneSaved"))
|
||||
{
|
||||
continueButton.GetComponent<Image>().color = greyscaletext;
|
||||
m_TextComponent.color = greyscaletext;
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
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{
|
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|
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}
|
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}
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Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user