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@ -47,31 +47,20 @@
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@ -355,7 +246,6 @@
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChestAnimation : MonoBehaviour
{
[SerializeField] public GameObject chest;
private Animator m_Animator;
bool isTrigerred = false;
// Start is called before the first frame update
void Start()
{
m_Animator = gameObject.GetComponent<Animator>();
chest = gameObject; // set object on current GameObject
}
private bool beingHandled = false;
private static bool Opening;
private static bool Closing;
private IEnumerator OpenChestWithAnimation()
{
beingHandled = true;
// process pre-yield
m_Animator.SetTrigger("OpenIt");
yield return new WaitForSeconds( 0.4f );
m_Animator.ResetTrigger("OpenIt");
// process post-yield
beingHandled = false;
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Fire : MonoBehaviour
{
private float range = 0;
float minFlickerIntensity = 0.5f;
float maxFlickerIntensity = 1.0f;
float flickerSpeed = 4.9f;
private HardLight2D firelight;
private HardLight2D[] lights;
private GameObject fire;
private int randomizer = 0;
// Start is called before the first frame update
void Start()
{
lights = FindObjectsOfType<HardLight2D>();
List<HardLight2D> finalList = new List<HardLight2D>();
string nameToLookFor = "LightFire";
for(var i = 0; i < lights.Length; i++)
{
if(lights[i].name == nameToLookFor)
{
finalList.Add(lights[i]);
}
}
firelight = finalList[0];
//firelight = FindObjectOfType<HardLight2D>();
StartCoroutine( ChangeRange());
}
// Update is called once per frame
void Update()
{
StartCoroutine( ChangeRange());
}
IEnumerator ChangeRange()
{
if (randomizer == 0) {
firelight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class BossBar : MonoBehaviour
{
public Slider slider;
public float maxHealth;
public float health;
public Text displayText;
public float currentHealth;
public string maxHealthString;
public string currentHealthString;
//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();
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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class ContinueButton : MonoBehaviour
{
Color greyscale => new Color(1f, 1f, 1f, 0.3f);
Color greyscaletext => new Color(50f, 50f, 50f, 0.3f);
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void Start()
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ControlsletterManager : MonoBehaviour
{
public GameObject LetterPanel;
public GameObject _panel;
// Start is called before the first frame update
void Start()
{
if (PlayerPrefs.GetInt("ControlLetter.WhereDisplayed") == 0)
{
_panel = Instantiate(LetterPanel, GameObject.FindGameObjectWithTag("GUI").transform);
_panel.transform.Find("Button").GetComponent<UnityEngine.UI.Button>().onClick.AddListener(DestroyLetter);
}
}
void DestroyLetter()
{
Destroy(_panel);
PlayerPrefs.SetInt("ControlLetter.WhereDisplayed", 1);
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -7,23 +6,19 @@ public class DisplayExpStatus : MonoBehaviour
{
public GameObject expText;
public static KeyCode keyToExp;
private void Start()
{
DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(keyToExp))
if (Input.GetKeyDown(KeyCode.Tab))
{
expText.SetActive(true);
}
if (Input.GetKeyUp(keyToExp))
if (Input.GetKeyUp(KeyCode.Tab))
{
expText.SetActive(false);
}
}
}

View File

@ -1,4 +1,3 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -8,23 +7,17 @@ public class DisplayHealthStatus : MonoBehaviour
{
public GameObject healthText;
public static KeyCode keyToHealth;
private void Start()
{
DisplayExpStatus.keyToExp = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(keyToHealth))
if (Input.GetKeyDown(KeyCode.Tab))
{
healthText.SetActive(true);
}
if (Input.GetKeyUp(keyToHealth))
if (Input.GetKeyUp(KeyCode.Tab))
{
healthText.SetActive(false);
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@ -1,44 +0,0 @@
using UnityEngine;
[ExecuteInEditMode]
[RequireComponent (typeof (MeshFilter))]
[RequireComponent (typeof (MeshRenderer))]
public class MeshCopy : MonoBehaviour
{
public MeshFilter OriginalMesh;
[ColorUsage (false)] public Color Color = Color.white;
public float Intensity = 1;
MeshFilter meshFilter;
Renderer rend;
Color oldColor = Color.black;
float oldIntensity = -1;
MaterialPropertyBlock propBlock;
string colorProp = "_Color";
void Update ()
{
CheckReferences ();
if (OriginalMesh && OriginalMesh.sharedMesh)
meshFilter.sharedMesh = OriginalMesh.sharedMesh;
else meshFilter.sharedMesh = null;
UpdateColor ();
}
void CheckReferences ()
{
if (!meshFilter) meshFilter = GetComponent<MeshFilter> ();
if (!rend) rend = GetComponent<Renderer> ();
if (propBlock == null) propBlock = new MaterialPropertyBlock ();
}
void UpdateColor ()
{
if (oldColor != Color || oldIntensity != Intensity)
{
oldColor = Color;
oldIntensity = Intensity;
rend.GetPropertyBlock (propBlock);
propBlock.SetColor (colorProp, Color * Intensity);
rend.SetPropertyBlock (propBlock);
}
}
}

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@ -1,30 +0,0 @@
using UnityEngine;
[RequireComponent (typeof (LineRenderer))]
[RequireComponent (typeof (PolygonCollider2D))]
public class PolyWobbler : MonoBehaviour
{
PolygonCollider2D Poly;
LineRenderer LineRend;
public float Wobbles = 1;
Vector2[] points;
private void Start ()
{
Poly = GetComponent<PolygonCollider2D> ();
LineRend = GetComponent<LineRenderer> ();
}
void Update ()
{
points = Poly.GetPath (0);
LineRend.positionCount = points.Length;
for (int i = 0; i < points.Length; i++)
{
points[i] += Random.insideUnitCircle * Time.deltaTime * Wobbles;
LineRend.SetPosition (i, points[i]);
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Speen : MonoBehaviour
{
public float speed = 1f;
void Update ()
{
transform.Rotate (Vector3.forward, speed * Time.deltaTime * 100f);
}
}

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