Kritik Punkte im Szene 14 angegangen
-> Neues Partikel Prefab für jeweils Plattformen anderen Dimension -> NoShift Prefab mit Trigger in dem nicht dimShifted werden kann -> Richtige Musik -> Plattformen laufen jetzt Synchron -> Frank fällt hinter das Wasser
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Assets/AssetsFORELLE/Prefabs/NoDimShift.prefab.meta
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4872
Assets/AssetsFORELLE/Prefabs/ParticlePlatformsDim1.prefab
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Assets/AssetsFORELLE/Prefabs/ParticlePlatformsDim1.prefab
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Assets/AssetsFORELLE/Prefabs/ParticlePlatformsDim1.prefab.meta
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Assets/AssetsFORELLE/Prefabs/ParticlePlatformsDim1.prefab.meta
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Assets/AssetsFORELLE/Prefabs/ParticlePlatformsDim2.prefab
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Assets/AssetsFORELLE/Prefabs/ParticlePlatformsDim2.prefab.meta
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@ -8,7 +8,7 @@ public class DimShift : MonoBehaviour
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// 0 = inactive in Dimension 1
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// 1 = active in Dimension 1
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[SerializeField] private bool inFirstDim;
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[SerializeField] private bool ShiftingEnabled;
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[SerializeField] public bool ShiftingEnabled;
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AudioSource Audio1;
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Assets/AssetsFORELLE/Script/NoShift.cs
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Assets/AssetsFORELLE/Script/NoShift.cs
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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 NoShift : MonoBehaviour
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{
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private DimShift dimshift;
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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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dimshift = GameObject.Find("Frank").GetComponent<DimShift>();
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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 OnTriggerEnter2D(Collider2D col)
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{
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if(col.CompareTag("Player"))
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{
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dimshift.ShiftingEnabled = false;
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}
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}
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void OnTriggerExit2D(Collider2D col)
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{
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{
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dimshift.ShiftingEnabled = true;
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}
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Assets/AssetsFORELLE/Script/NoShift.cs.meta
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Assets/Scenes/ScenesInGame/14Level_Vanessa.unity
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Assets/Scenes/ScenesInGame/14Level_Vanessa.unity
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