This commit is contained in:
Ayumi 2023-06-22 17:25:16 +02:00
commit f3b9d173fb
30 changed files with 12761 additions and 446 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Amboss : MonoBehaviour
{
private GameObject anvil;
public bool one;
public bool two;
public bool three;
public bool four;
// Start is called before the first frame update
void Start()
{
anvil = GameObject.Find("ambos");
}
// Update is called once per frame
void FixedUpdate()
{
if(one&&two&&three&&four)
{
anvil.GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.None;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bang : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public IEnumerator Banger(GameObject projectilePrefab,Transform t ,Transform dim, Vector2 shotSpeed, float colliderDisabledSeconds, float shotAliveSeconds)
{
// create projectile
GameObject projectile = Instantiate(projectilePrefab,
t.position,
t.rotation);
projectile.transform.SetParent(dim);
// add force to projectile
projectile.GetComponent<Rigidbody2D>().velocity = shotSpeed;
// wait until enabling collider
yield return new WaitForSeconds(colliderDisabledSeconds);
projectile.GetComponent<Collider2D>().enabled = true;
// wait given time before destroying
yield return new WaitForSeconds(shotAliveSeconds);
Destroy(projectile);
}
}

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@ -6,6 +6,7 @@ public class BossLevel : MonoBehaviour
{ {
[SerializeField] private GameObject thepoint; [SerializeField] private GameObject thepoint;
[SerializeField] private Transform[] respawnPoints; [SerializeField] private Transform[] respawnPoints;
[SerializeField] private EdgeCollider2D[] Platforms;
// Start is called before the first frame update // Start is called before the first frame update

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@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DynamicRespawn : MonoBehaviour
{
[SerializeField] private Transform respawn;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
void OnTriggerEnter2D(Collider2D col)
{
if(CompareTag("Player"))
{
respawn.transform.SetPositionAndRotation(gameObject.transform.position ,Quaternion.identity);
}
}
}

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@ -0,0 +1,52 @@
using System.Collections;
using UnityEngine;
using UnityEngine.Serialization;
/*
WICHTIG
Für dieses Script muss ein Object namens "RespawnProjectile" vorhanden sein an dem man wieder spawnt
Collider Disabled Seconds muss so gesetzt werden das das Projectil aus der Quelle rauskommt ohne zerstört zu werden
*/
public class KitchenGunBossMod : MonoBehaviour
{
private Bang bullet;
private IEnumerator coroutine;
// The shot projectiles
public GameObject projectilePrefab;
// Time between shots, game needs to be restarted to take effect
public float shotIntervalSeconds = 1f;
// Time alive for the projectiles or until they hit something
public float shotAliveSeconds = 1f;
// Time until collider gets enabled
public float colliderDisabledSeconds = .2f;
// Speed of projectiles
public Vector2 shotSpeed = new Vector2(1f, 0f);
// Smallest step size for shot speed
private short shotSpeedStepSize = 50;
[SerializeField] private bool dim1;
private Transform dim;
// Start is called before the first frame update
void Start()
{
if(dim1){dim=GameObject.Find("Dim1").transform;} else {dim=GameObject.Find("Dim2").transform;}
bullet = GameObject.Find("DimAll").GetComponent<Bang>();
InvokeRepeating("RecurringBang",0f,shotIntervalSeconds);
}
// Update is called once per frame
void Update()
{
}
void RecurringBang()
{
coroutine = bullet.Banger(projectilePrefab, transform, dim, shotSpeed, colliderDisabledSeconds, shotAliveSeconds);
StartCoroutine(coroutine);
}
}

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@ -0,0 +1,58 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerPressurePlateBossMod: MonoBehaviour
{
public SpriteRenderer spriteRenderer;
public Sprite originalSprite;
public Sprite activatedSprite;
public GameObject[] doors;
private Amboss script;
[SerializeField] int num;
private Transform thepoint;
// Start is called before the first frame update
void Start()
{
script = GameObject.Find("DimAll").GetComponent<Amboss>();
thepoint = GameObject.Find("RespawnProjectile").transform;
}
// Update is called once per frame
void Update()
{
}
void OnTriggerEnter2D(Collider2D other) {
spriteRenderer.sprite = activatedSprite;
foreach (var door in doors)
{
door.SetActive(false);
}
thepoint.transform.SetPositionAndRotation(gameObject.transform.position + new Vector3(0,1,0),Quaternion.identity);
switch (num)
{
case 1: script.one = true;
break;
case 2: script.two = true;
break;
case 3: script.three = true;
break;
case 4: script.four = true;
break;
default: break;
}
Destroy(gameObject.GetComponent<EdgeCollider2D>());
}
}

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@ -8,7 +8,7 @@ public class DimShift : MonoBehaviour
// 0 = inactive in Dimension 1 // 0 = inactive in Dimension 1
// 1 = active in Dimension 1 // 1 = active in Dimension 1
[SerializeField] private bool inFirstDim; [SerializeField] private bool inFirstDim;
[SerializeField] private bool ShiftingEnabled; [SerializeField] public bool ShiftingEnabled;
AudioSource Audio1; AudioSource Audio1;

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@ -0,0 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NoShift : MonoBehaviour
{
private DimShift dimshift;
// Start is called before the first frame update
void Start()
{
dimshift = GameObject.Find("Frank").GetComponent<DimShift>();
}
// Update is called once per frame
void Update()
{
}
void OnTriggerEnter2D(Collider2D col)
{
if(col.CompareTag("Player"))
{
dimshift.ShiftingEnabled = false;
}
}
void OnTriggerExit2D(Collider2D col)
{
if(col.CompareTag("Player"))
{
dimshift.ShiftingEnabled = true;
}
}
}

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