Added new Scenes and gave em an order

This commit is contained in:
Dominik 2023-06-18 13:37:19 +02:00
parent 05ec330f08
commit 60928ee0ef
185 changed files with 192309 additions and 72 deletions

View File

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@ -11,8 +11,9 @@ public GameObject movingPoint;
public Vector3 activatedPointPosition; public Vector3 activatedPointPosition;
private Vector3 originalPointPosition; private Vector3 originalPointPosition;
public bool einsAn = false; public bool einsAn = false;
public bool zweiAn = false; public GameObject _LevelManager1;
public bool dreiAn = false; private keyWhenPressed script1;
bool isActivated;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
@ -23,6 +24,11 @@ public bool dreiAn = false;
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
script1 = _LevelManager1.GetComponent<keyWhenPressed>();
isActivated = script1.isActivated;
if (isActivated){
spriteRenderer.sprite = activatedSprite;
}
} }
@ -38,7 +44,8 @@ void OnTriggerExit2D(Collider2D other) {
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spriteRenderer.sprite = originalSprite; spriteRenderer.sprite = originalSprite;
movingPoint.transform.position = originalPointPosition; movingPoint.transform.position = originalPointPosition;
einsAn = false; einsAn = false;
} }
} }
} }

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@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DeleteObject : MonoBehaviour
{
public GameObject objectToActivate;
public GameObject objectToActivate2;
// Start is called before the first frame update
void Start()
{
objectToActivate.SetActive(true);
objectToActivate2.SetActive(true);
}
// Update is called once per frame
void Update()
{
}
public void done(){
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objectToActivate2.SetActive(false);
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@ -14,6 +14,8 @@ public class DimShift : MonoBehaviour
AudioLowPassFilter lpf; AudioLowPassFilter lpf;
GameObject Dim1; GameObject Dim1;
GameObject Dim2; GameObject Dim2;
//remove if unwanted
private Animator animator;
void Start() void Start()
{ {
@ -22,6 +24,8 @@ public class DimShift : MonoBehaviour
Audio1 = GameObject.Find("AudioController").GetComponent<AudioSource>(); Audio1 = GameObject.Find("AudioController").GetComponent<AudioSource>();
Rev1 = GameObject.Find("AudioController").GetComponent<AudioReverbFilter>(); Rev1 = GameObject.Find("AudioController").GetComponent<AudioReverbFilter>();
lpf = GameObject.Find("AudioController").GetComponent<AudioLowPassFilter>(); lpf = GameObject.Find("AudioController").GetComponent<AudioLowPassFilter>();
//remove if unwanted
animator = GetComponent<Animator>();
if (inFirstDim) if (inFirstDim)
{ {
@ -44,6 +48,8 @@ public class DimShift : MonoBehaviour
Dim1.SetActive(false); Dim1.SetActive(false);
MusicDim2(); MusicDim2();
inFirstDim = !inFirstDim; inFirstDim = !inFirstDim;
//remove if unwanted
animator.SetTrigger("ShiftsDim");
} else } else
{ {
if (Input.GetKeyDown(KeyCode.LeftShift)&&!inFirstDim) if (Input.GetKeyDown(KeyCode.LeftShift)&&!inFirstDim)
@ -52,6 +58,8 @@ public class DimShift : MonoBehaviour
Dim2.SetActive(false); Dim2.SetActive(false);
MusicDim1(); MusicDim1();
inFirstDim = !inFirstDim; inFirstDim = !inFirstDim;
//remove if unwanted
animator.SetTrigger("ShiftsDim");
} }
} }
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@ -0,0 +1,35 @@
using UnityEngine;
public class FallingDetection : MonoBehaviour
{
public GameObject _LevelManager1;
private CharController script1;
bool grounded;
private Rigidbody2D playerRigidbody;
public bool isFalling;
private Animator animator;
public int counter = 0;
private void Start()
{
animator = GetComponent<Animator>();
playerRigidbody = GetComponent<Rigidbody2D>();
}
private void Update()
{
script1 = _LevelManager1.GetComponent<CharController>();
grounded= script1.grounded;
Vector3 velocity = playerRigidbody.velocity;
if (!grounded && velocity.y < -0.1f){
if(counter++>90||isFalling){
isFalling = true;
animator.SetBool("IsFalling", true);
counter = 0;}
} else {
isFalling = false;
counter = 0;
animator.SetBool("IsFalling", false);}
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@ -5,23 +5,30 @@ using UnityEngine;
public class keyWhenPressed : MonoBehaviour public class keyWhenPressed : MonoBehaviour
{ {
public GameObject objectToActivate; public GameObject objectToActivate;
public ButtonDOne ButtonDOne; public GameObject _LevelManager1;
public ButtonDOne ButtonDTwo; private ButtonDOne script1;
public ButtonDOne ButtonDThree; public GameObject _LevelManager2;
private ButtonDTwo script2;
public GameObject _LevelManager3;
private ButtonDThree script3;
private bool isActivated; public bool isActivated;
private void Awake() private void Awake()
{ {
// Disable the object by default // Disable the object by default
objectToActivate.SetActive(false); objectToActivate.SetActive(false);
} }
private void Update() private void Update()
{ {
bool eins = ButtonDOne.einsAn; script1 = _LevelManager1.GetComponent<ButtonDOne>();
bool zwei = ButtonDTwo.zweiAn; script2= _LevelManager2.GetComponent<ButtonDTwo>();
bool drei = ButtonDThree.dreiAn; script3 = _LevelManager3.GetComponent<ButtonDThree>();
bool eins = script1.einsAn;
bool zwei = script2.zweiAn;
bool drei = script3.dreiAn;
// Check if all three conditions are true and the object is not yet activated // Check if all three conditions are true and the object is not yet activated
if (eins && zwei && drei && !isActivated) if (eins && zwei && drei && !isActivated)
{ {

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