Musik Anderswelt & Effekte
This commit is contained in:
@@ -1,43 +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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public class BoulderFix : MonoBehaviour
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{
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private Rigidbody2D rb;
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private BoxCollider2D bc;
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[SerializeField] private PhysicsMaterial2D frictionless;
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[SerializeField] private PhysicsMaterial2D frictionful;
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void Start()
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{
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rb = GetComponent<Rigidbody2D>();
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bc = GetComponent<BoxCollider2D>();
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rb.mass = 8;
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rb.drag = 1;
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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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void OnCollisionEnter2D(Collision2D col)
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{
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bc.sharedMaterial = frictionless;
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rb.drag = 3;
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}
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void OnCollisionExit2D(Collision2D col)
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{
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bc.sharedMaterial = frictionful;
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rb.drag = 1;
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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@@ -1,52 +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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public class ButtonBoth:MonoBehaviour
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{
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public GameObject door;
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public SpriteRenderer spriteRenderer;
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public Sprite originalSprite;
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public Sprite activatedSprite;
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public bool startActivated = false;
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private Collider2D Stein = null;
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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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if (startActivated == true ) {
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spriteRenderer.sprite = activatedSprite;
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} else {
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spriteRenderer.sprite = originalSprite;}
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if(Stein!=null && Stein.CompareTag("PlayerIsOnIt")){
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startActivated = true;
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spriteRenderer.sprite = activatedSprite;
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openDoor();
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}
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}
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void OnTriggerEnter2D(Collider2D other) {
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Stein = other;
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if (other.CompareTag("PlayerIsOnIt")) {
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startActivated = true;
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spriteRenderer.sprite = activatedSprite;
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openDoor();
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}
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}
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void openDoor(){
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door.SetActive(false);
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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@@ -1,34 +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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public class ButtonObj:MonoBehaviour
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{
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public SpriteRenderer spriteRenderer;
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public Sprite originalSprite;
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public Sprite activatedSprite;
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public bool startActivated = false;
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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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if (startActivated == true ) {
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spriteRenderer.sprite = activatedSprite;
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} else {
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spriteRenderer.sprite = originalSprite;}
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}
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void OnTriggerEnter2D(Collider2D other) {
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if (other.CompareTag("PressurePlatable")|| other.CompareTag("PlayerIsOnIt")) {
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startActivated = true;
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spriteRenderer.sprite = activatedSprite;
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}
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}
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}
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@@ -1,11 +0,0 @@
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@@ -1,34 +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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public class ButtonPlayer:MonoBehaviour
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{
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public SpriteRenderer spriteRenderer;
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public Sprite originalSprite;
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public Sprite activatedSprite;
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public bool startActivated = false;
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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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if (startActivated == true ) {
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spriteRenderer.sprite = activatedSprite;
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} else {
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spriteRenderer.sprite = originalSprite;}
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}
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void OnTriggerEnter2D(Collider2D other) {
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if (other.CompareTag("Player")) {
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spriteRenderer.sprite = activatedSprite;
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startActivated = true;
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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@@ -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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Static Class which takes role of Controller for all the Cameras/Triggers
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IMPORTANT!!!
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The Priority of the FIRST Camera that should be shown has to be set manually to 100
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The Priorities of the OTHER cameras can be anything else then 100
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IMPORTANT!!!
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*/
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public static class CameraController
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{
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public static Camera currentCam;
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static List<Camera> cameras = new List<Camera>();
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public static void Register(Camera cam)
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{
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cameras.Add(cam);
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}
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public static void ActivateCamera(Camera cam)
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{
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cam.depth = 100;
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currentCam = cam;
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foreach (Camera c in cameras)
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{
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if(c != currentCam) c.depth = 0;
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}
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}
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public static Camera CurrentCamera()
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{
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return currentCam;
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}
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}
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@@ -1,11 +0,0 @@
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@@ -1,29 +0,0 @@
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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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public class ChangeScene : MonoBehaviour
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{
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public Scene changeTo;
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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 OnCollisionEnter2D(Collision2D other)
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{
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if (other.gameObject.CompareTag("SceneChanger"))
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{
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SceneManager.LoadScene(other.gameObject.name);
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}
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}
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}
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@@ -1,11 +0,0 @@
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@@ -1,99 +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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public class CharController : MonoBehaviour
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{
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public float maxSpeed = 3.4f;
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public float jumpHeight = 6.5f;
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public float gravityScale = 1.5f;
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public Camera mainCamera;
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bool facingRight = true;
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public bool grounded = false;
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Vector3 cameraPos;
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float moveDirection = 0;
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Rigidbody2D rb;
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CapsuleCollider2D mainCollider;
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CapsuleCollider2D friction;
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Transform t;
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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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t = transform;
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rb = GetComponent<Rigidbody2D>();
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mainCollider = GetComponent<CapsuleCollider2D>();
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friction = GetComponent<CapsuleCollider2D>();
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rb.freezeRotation = true;
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rb.gravityScale = gravityScale;
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if(mainCamera)
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{
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cameraPos = mainCamera.transform.position;
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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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//if(grounded || Mathf.Abs(rb.velocity.x) > 0.01f)
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moveDirection = Input.GetAxisRaw("Horizontal");
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if(moveDirection != 0)
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{
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if (moveDirection > 0 && !facingRight)
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{
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facingRight = true;
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t.localScale = new Vector3(Mathf.Abs(t.localScale.x), t.localScale.y, transform.localScale.z);
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}
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if (moveDirection < 0 && facingRight)
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{
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facingRight = false;
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t.localScale = new Vector3(-Mathf.Abs(t.localScale.x), t.localScale.y, t.localScale.z);
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}
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}
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if(Input.GetButtonDown("Jump") && grounded)
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{
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rb.velocity = new Vector2(rb.velocity.x, jumpHeight);
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}
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if (mainCamera)
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{
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mainCamera.transform.position = new Vector3(t.position.x, t.position.y, cameraPos.z);
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}
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}
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void FixedUpdate()
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{
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Bounds colliderBounds = mainCollider.bounds;
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float colliderRadius = mainCollider.size.x * 0.4f * Mathf.Abs(transform.localScale.x);
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Vector3 groundCheckPos = colliderBounds.min + new Vector3(colliderBounds.size.x * 0.5f, colliderRadius * 0.9f, 0);
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Collider2D[] colliders = Physics2D.OverlapCircleAll(groundCheckPos, colliderRadius);
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grounded = false;
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if (colliders.Length > 2)
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{
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foreach (Collider2D hit in colliders){
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if (hit != mainCollider){
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grounded = true;
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break;
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}
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}
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}
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rb.velocity = new Vector2(moveDirection * maxSpeed, rb.velocity.y);
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Debug.DrawLine(groundCheckPos, groundCheckPos - new Vector3(0, colliderRadius, 0), grounded ? Color.green : Color.red);
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Debug.DrawLine(groundCheckPos, groundCheckPos - new Vector3(colliderRadius, 0, 0), grounded ? Color.green : Color.red);
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}
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}
|
@@ -1,11 +0,0 @@
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||||
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@@ -1,99 +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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public class CharControllerMod : MonoBehaviour
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{
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public float maxSpeed = 3.4f;
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public float jumpHeight = 6.5f;
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public float gravityScale = 1.5f;
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public Camera mainCamera;
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bool facingRight = true;
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public bool grounded = false;
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Vector3 cameraPos;
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float moveDirection = 0;
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Rigidbody2D rb;
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CapsuleCollider2D mainCollider;
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CapsuleCollider2D friction;
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Transform t;
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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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t = transform;
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rb = GetComponent<Rigidbody2D>();
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mainCollider = GetComponent<CapsuleCollider2D>();
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friction = GetComponent<CapsuleCollider2D>();
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rb.freezeRotation = true;
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rb.gravityScale = gravityScale;
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if(mainCamera)
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{
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cameraPos = mainCamera.transform.position;
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}
|
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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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//if(grounded || Mathf.Abs(rb.velocity.x) > 0.01f)
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moveDirection = Input.GetAxisRaw("Horizontal");
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|
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if(moveDirection != 0)
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{
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||||
if (moveDirection > 0 && !facingRight)
|
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{
|
||||
facingRight = true;
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t.localScale = new Vector3(Mathf.Abs(t.localScale.x), t.localScale.y, transform.localScale.z);
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||||
}
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if (moveDirection < 0 && facingRight)
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||||
{
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facingRight = false;
|
||||
t.localScale = new Vector3(-Mathf.Abs(t.localScale.x), t.localScale.y, t.localScale.z);
|
||||
}
|
||||
}
|
||||
|
||||
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if(Input.GetButtonDown("Jump") && grounded)
|
||||
{
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||||
rb.velocity = new Vector2(rb.velocity.x, jumpHeight);
|
||||
}
|
||||
|
||||
if (mainCamera)
|
||||
{
|
||||
mainCamera.transform.position = new Vector3(t.position.x, t.position.y, cameraPos.z);
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
|
||||
Bounds colliderBounds = mainCollider.bounds;
|
||||
float colliderRadius = mainCollider.size.x * 0.4f * Mathf.Abs(transform.localScale.x);
|
||||
Vector3 groundCheckPos = colliderBounds.min + new Vector3(colliderBounds.size.x * 0.5f, colliderRadius * 0.9f, 0);
|
||||
|
||||
Collider2D[] colliders = Physics2D.OverlapCircleAll(groundCheckPos, colliderRadius);
|
||||
|
||||
grounded = false;
|
||||
if (colliders.Length > 2)
|
||||
{
|
||||
foreach (Collider2D hit in colliders){
|
||||
if (hit != mainCollider){
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||||
grounded = true;
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||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
rb.velocity = new Vector2(moveDirection * maxSpeed, rb.velocity.y);
|
||||
|
||||
Debug.DrawLine(groundCheckPos, groundCheckPos - new Vector3(0, colliderRadius, 0), grounded ? Color.green : Color.red);
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||||
Debug.DrawLine(groundCheckPos, groundCheckPos - new Vector3(colliderRadius, 0, 0), grounded ? Color.green : Color.red);
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||||
}
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||||
}
|
@@ -1,11 +0,0 @@
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||||
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@@ -1,48 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
// Kann sein das das nur für statische Objekte funktioniert
|
||||
public class DimShift : MonoBehaviour
|
||||
{
|
||||
// 0 = inactive in Dimension 1
|
||||
// 1 = active in Dimension 1
|
||||
public bool inFirstDim;
|
||||
GameObject Dim1;
|
||||
GameObject Dim2;
|
||||
|
||||
void Start()
|
||||
{
|
||||
Dim1 = GameObject.Find("Dim1");
|
||||
Dim2 = GameObject.Find("Dim2");
|
||||
|
||||
if (inFirstDim)
|
||||
{
|
||||
Dim1.SetActive(true);
|
||||
Dim2.SetActive(false);
|
||||
|
||||
} else
|
||||
{
|
||||
Dim2.SetActive(true);
|
||||
Dim1.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.LeftShift)&&inFirstDim)
|
||||
{
|
||||
Dim2.SetActive(true);
|
||||
Dim1.SetActive(false);
|
||||
inFirstDim = !inFirstDim;
|
||||
} else
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.LeftShift)&&!inFirstDim)
|
||||
{
|
||||
Dim1.SetActive(true);
|
||||
Dim2.SetActive(false);
|
||||
inFirstDim = !inFirstDim;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bef524aa2ad305d4faf6b90a610e5be4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,34 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Enemy : MonoBehaviour
|
||||
{
|
||||
public float maxSpeed;
|
||||
private Rigidbody2D rb;
|
||||
private CapsuleCollider2D cc;
|
||||
private SpriteRenderer sr;
|
||||
|
||||
void Start()
|
||||
{
|
||||
rb = GetComponent<Rigidbody2D>();
|
||||
cc = GetComponent<CapsuleCollider2D>();
|
||||
sr = GetComponent<SpriteRenderer>();
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void FixedUpdate()
|
||||
{
|
||||
rb.velocity = new Vector2(maxSpeed, rb.velocity.y);
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D cc)
|
||||
{
|
||||
if (!cc.gameObject.CompareTag("Player"))
|
||||
{
|
||||
maxSpeed = -maxSpeed;
|
||||
sr.flipX = !sr.flipX;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f90e1f9169948b4499e0a5541c86d7bb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,57 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class FadingPlatform : MonoBehaviour
|
||||
{
|
||||
|
||||
private SpriteRenderer spriteRenderer;
|
||||
private BoxCollider2D col;
|
||||
private EdgeCollider2D edge;
|
||||
public float fadeTime;
|
||||
public float refractoryTime;
|
||||
private bool gone;
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
spriteRenderer = GetComponent<SpriteRenderer>();
|
||||
col = GetComponent<BoxCollider2D>();
|
||||
edge = GetComponent<EdgeCollider2D>();
|
||||
gone = false;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if(gone)
|
||||
{
|
||||
StartCoroutine(Switch());
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D edge) {
|
||||
if(!gone){
|
||||
StartCoroutine(Switch());
|
||||
}
|
||||
}
|
||||
|
||||
// Muss IEnumerator sein weil ich ansonsten den Timer nicht implementieren kann
|
||||
IEnumerator Switch(){
|
||||
|
||||
if(gone)
|
||||
{
|
||||
yield return new WaitForSeconds (refractoryTime);
|
||||
spriteRenderer.enabled = true;
|
||||
col.enabled = true;
|
||||
edge.enabled = true;
|
||||
gone = false;
|
||||
} else {
|
||||
yield return new WaitForSeconds (fadeTime);
|
||||
spriteRenderer.enabled = false;
|
||||
col.enabled = false;
|
||||
edge.enabled = false;
|
||||
gone = true;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 06a513c030dd05c408207938c16e432d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,40 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
public class InventoryBasic : MonoBehaviour
|
||||
{
|
||||
private List<GameObject> items;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
items = new List<GameObject>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private void OnCollisionEnter2D(Collision2D other)
|
||||
{
|
||||
switch (other.gameObject.tag) // switch-case hier damit in zukunft einfach fälle hinzugefügt werden können
|
||||
{
|
||||
case "Item":
|
||||
other.gameObject.SetActive(false);
|
||||
items.Add(other.gameObject);
|
||||
Debug.Log("Pickup: Take " + other.gameObject.name);
|
||||
break;
|
||||
|
||||
case "Openable":
|
||||
// Entfernt den ersten "Key" welcher unter den Items gefunden wird, falls es einen gibt
|
||||
if ( items.Remove((from item in items where item.name == "Key" select item).First()) )
|
||||
{ // falls ein "Key" gefunden wurde, wird dieser genutzt
|
||||
other.gameObject.SetActive(false);
|
||||
Debug.Log("Pickup: Use Key");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5c8672c5b58eae84da6091aa48615de7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,27 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class IsMovingTester : MonoBehaviour
|
||||
{
|
||||
private Animator animator;
|
||||
private Rigidbody2D rb;
|
||||
|
||||
void Start()
|
||||
{
|
||||
animator = GetComponent<Animator>();
|
||||
rb = GetComponent<Rigidbody2D>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (rb.velocity.magnitude > 0.1f)
|
||||
{
|
||||
animator.SetBool("IsMoving", true);
|
||||
}
|
||||
else
|
||||
{
|
||||
animator.SetBool("IsMoving", false);
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4760965f3d035f84db6a6741d746428c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,31 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class IsPlayerOnTop:MonoBehaviour
|
||||
{
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other) {
|
||||
if (other.CompareTag("Player")) {
|
||||
gameObject.tag = "PlayerIsOnIt";
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerExit2D(Collider2D other) {
|
||||
if (other.CompareTag("Player")) {
|
||||
gameObject.tag = "PressurePlatable";
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1a9bf412d91f64d47b4e4be6ff9f4f5e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,40 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class MovingPlatform : MonoBehaviour
|
||||
{
|
||||
public float speed;
|
||||
public int startingPoint;
|
||||
public Transform[] points;
|
||||
private int i;
|
||||
|
||||
void Start()
|
||||
{
|
||||
transform.position = points[startingPoint].position;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (Vector2.Distance(transform.position, points[i].position)<0.02f)
|
||||
{
|
||||
i++;
|
||||
if(i==points.Length)
|
||||
{
|
||||
i = 0;
|
||||
}
|
||||
}
|
||||
transform.position = Vector2.MoveTowards(transform.position, points[i].position, speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
private void OnCollisionEnter2D(Collision2D coll)
|
||||
{
|
||||
coll.transform.SetParent(transform);
|
||||
}
|
||||
|
||||
private void OnCollisionExit2D(Collision2D coll)
|
||||
{
|
||||
coll.transform.SetParent(null);
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 625cd88d174208441afb47c124a0f800
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,33 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ObjPressurePlate: MonoBehaviour
|
||||
{
|
||||
public SpriteRenderer spriteRenderer;
|
||||
public Sprite originalSprite;
|
||||
public Sprite activatedSprite;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other) {
|
||||
if (other.CompareTag("PressurePlatable") || other.CompareTag("PlayerIsOnIt")){
|
||||
spriteRenderer.sprite = activatedSprite;
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerExit2D(Collider2D other) {
|
||||
if (other.CompareTag("PressurePlatable")|| other.CompareTag("PlayerIsOnIt")) {
|
||||
spriteRenderer.sprite = originalSprite;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6c98bff63d012cd46ae3f1da27d9c742
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,34 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ObjPressurePlateMod: MonoBehaviour
|
||||
{
|
||||
public GameObject door;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other) {
|
||||
if (other.CompareTag("PressurePlatable")){
|
||||
door.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
void OnTriggerExit2D(Collider2D other) {
|
||||
if (other.CompareTag("PressurePlatable")) {
|
||||
door.SetActive(true);
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f13286b50fb8ea143ba03b353cd38288
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,33 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerPressurePlate: MonoBehaviour
|
||||
{
|
||||
public SpriteRenderer spriteRenderer;
|
||||
public Sprite originalSprite;
|
||||
public Sprite activatedSprite;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other) {
|
||||
if (other.CompareTag("Player")) {
|
||||
spriteRenderer.sprite = activatedSprite;
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerExit2D(Collider2D other) {
|
||||
if (other.CompareTag("Player")) {
|
||||
spriteRenderer.sprite = originalSprite;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4fc276bfd5b40942b9ca5950733343d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,34 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerPressurePlateMod: MonoBehaviour
|
||||
{
|
||||
public GameObject door;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other) {
|
||||
//if (other.CompareTag("Player")) {
|
||||
// spriteRenderer.sprite = activatedSprite;
|
||||
//}
|
||||
door.SetActive(false);
|
||||
}
|
||||
|
||||
/*
|
||||
void OnTriggerExit2D(Collider2D other) {
|
||||
if (other.CompareTag("Player")) {
|
||||
spriteRenderer.sprite = originalSprite;
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3b50f5f9ee7ebdb4bbeea9d8bf3c1b62
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,33 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/*
|
||||
Sends the necessary Requests to the CameraController saying "Hi i want to be rendered"
|
||||
The CameraController then obliges like the nice Guy he is :)
|
||||
*/
|
||||
public class ReactiveCamera : MonoBehaviour
|
||||
{
|
||||
|
||||
[SerializeField] private Camera cam;
|
||||
[SerializeField] private EdgeCollider2D col;
|
||||
Rigidbody2D rb;
|
||||
|
||||
void Start()
|
||||
{
|
||||
col = GetComponent<EdgeCollider2D>();
|
||||
rb = GetComponent<Rigidbody2D>();
|
||||
cam = GetComponentInChildren<Camera>();
|
||||
rb.isKinematic = true;
|
||||
CameraController.Register(cam);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if(other.gameObject.CompareTag("Player"))
|
||||
{
|
||||
if(CameraController.CurrentCamera() != cam) CameraController.ActivateCamera(cam);
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d469014f8afb2d4ea0308a0a86bef05
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,24 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class respawn : MonoBehaviour
|
||||
{
|
||||
public GameObject player;
|
||||
public Transform respawnPoint;
|
||||
|
||||
void Start()
|
||||
{
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
}
|
||||
|
||||
private void OnCollisionEnter2D(Collision2D other)
|
||||
{
|
||||
if (other.gameObject.CompareTag("Player"))
|
||||
{
|
||||
player.transform.position = respawnPoint.position;
|
||||
Debug.Log("Respawn: Move");
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 13af0af2052bc354cbdcc5815507a4fe
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,22 +0,0 @@
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine;
|
||||
|
||||
public class respawnReload : MonoBehaviour
|
||||
{
|
||||
void Start()
|
||||
{
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
}
|
||||
|
||||
private void OnCollisionEnter2D(Collision2D other)
|
||||
{
|
||||
if (other.gameObject.CompareTag("Player"))
|
||||
{
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
|
||||
Debug.Log("Respawn: Reload");
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cd6b3102cb91bcb4d96c128170b9d140
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Reference in New Issue
Block a user