Höhlen-Level und Änderungen an Skripten
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@@ -1,6 +1,3 @@
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using System;
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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.SceneManagement;
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26
Assets/AssetsFORELLE/Script/ChangeToNextScene.cs
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26
Assets/AssetsFORELLE/Script/ChangeToNextScene.cs
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@@ -0,0 +1,26 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class ChangeToNextScene : MonoBehaviour
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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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}
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// Update is called once per frame
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void Update()
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{
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}
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private void OnTriggerEnter2D(Collider2D other)
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{
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if (other.gameObject.CompareTag("Player"))
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{
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SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex+1);
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}
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}
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}
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11
Assets/AssetsFORELLE/Script/ChangeToNextScene.cs.meta
generated
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11
Assets/AssetsFORELLE/Script/ChangeToNextScene.cs.meta
generated
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: d4c28211ac36e1548b54a009b7b0b10e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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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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@@ -8,6 +8,13 @@ public class DimShiftBlockable : MonoBehaviour
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private GameObject dim2;
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private LinkedList<GameObject> collisions = new LinkedList<GameObject>();
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AudioReverbFilter Rev1;
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AudioLowPassFilter lpf;
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GameObject Dim1;
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GameObject Dim2;
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private Animator animator;
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void Start()
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{
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@@ -16,13 +23,23 @@ public class DimShiftBlockable : MonoBehaviour
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dim1.SetActive(true);
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dim2.SetActive(false);
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Rev1 = GameObject.Find("AudioController").GetComponent<AudioReverbFilter>();
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lpf = GameObject.Find("AudioController").GetComponent<AudioLowPassFilter>();
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Rev1.enabled = false;
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lpf.enabled = false;
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animator = GetComponent<Animator>();
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}
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void Update()
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{
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if (Input.GetKeyDown(KeyCode.LeftShift) && CanSwitchDims())
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{ // CanSwitchDims ist rel. "teuer", wird aber nur ausgeführt wenn die erste condition true ergibt
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animator.SetTrigger("ShiftsDim");
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ChangeDim();
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MusicSwitch();
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}
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}
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@@ -46,6 +63,12 @@ public class DimShiftBlockable : MonoBehaviour
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dim1.SetActive(!dim1.activeSelf);
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dim2.SetActive(!dim2.activeSelf);
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}
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void MusicSwitch()
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{
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Rev1.enabled = !Rev1.enabled;
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lpf.enabled = !lpf.enabled;
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}
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private void OnTriggerEnter2D(Collider2D other)
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{
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@@ -2,34 +2,33 @@ using UnityEngine;
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public class FallingDetection : MonoBehaviour
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{
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public GameObject _LevelManager1;
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private CharController script1;
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bool grounded;
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private Rigidbody2D playerRigidbody;
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public bool isFalling;
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private Animator animator;
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public int counter = 0;
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private CharController charController;
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private Rigidbody2D playerRigidbody;
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private bool isFalling;
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private Animator animator;
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private int counter = 0;
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private void Start()
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{
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animator = GetComponent<Animator>();
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playerRigidbody = GetComponent<Rigidbody2D>();
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}
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{
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animator = GetComponent<Animator>();
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playerRigidbody = GetComponent<Rigidbody2D>();
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charController = gameObject.GetComponent<CharController>();
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}
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private void Update()
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{
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script1 = _LevelManager1.GetComponent<CharController>();
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grounded= script1.grounded;
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Vector3 velocity = playerRigidbody.velocity;
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if (!grounded && velocity.y < -0.1f){
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if(counter++>90||isFalling){
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isFalling = true;
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animator.SetBool("IsFalling", true);
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counter = 0;}
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} else {
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isFalling = false;
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counter = 0;
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animator.SetBool("IsFalling", false);}
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}
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Vector3 velocity = playerRigidbody.velocity;
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if (!charController.grounded && velocity.y < -0.1f) {
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if (isFalling || counter++>90) {
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isFalling = true;
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animator.SetBool("IsFalling", true);
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counter = 0;
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}
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} else {
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isFalling = false;
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counter = 0;
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animator.SetBool("IsFalling", false);
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}
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}
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}
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