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| @@ -0,0 +1,129 @@ | ||
| using UnityEngine; | ||
| using System.Collections; | ||
|
|
||
| public class ArrowControl : MonoBehaviour { | ||
| // Use this for initialization7 | ||
|
|
||
|
|
||
|
|
||
|
|
||
| bool b1; | ||
| bool b2; | ||
|
|
||
| public int arrow; | ||
| float time; | ||
| public float public_time; | ||
|
|
||
|
|
||
| void Start () { | ||
|
|
||
| b1 = false; | ||
| b2 = false; | ||
|
|
||
| } | ||
|
|
||
| // Update is called once per frame | ||
| void Update () { | ||
|
|
||
|
|
||
| if (arrow == 1) | ||
| { | ||
| if (b1 == true) | ||
| { | ||
|
|
||
| if (time > 0.0f) | ||
| { | ||
| gameObject.transform.Translate(Time.fixedDeltaTime * -2.5f, 0, 0); | ||
| } | ||
| time = (time - 0.1f); | ||
|
|
||
| if (time < 0.0f) | ||
| { | ||
| time = 0.0f; | ||
| b1 = false; | ||
| } | ||
| } | ||
|
|
||
|
|
||
| if (b2 == true) | ||
| { | ||
|
|
||
| if (time > 0.0f) | ||
| { | ||
| gameObject.transform.Translate(Time.fixedDeltaTime * 2.5f, 0, 0); | ||
| } | ||
| time = (time - 0.1f); | ||
|
|
||
| if (time < 0.0f) | ||
| { | ||
| time = 0.0f; | ||
| b2 = false; | ||
| } | ||
| } | ||
| } | ||
|
|
||
|
|
||
| if (arrow == 2) | ||
| { | ||
| if (b1 == true) | ||
| { | ||
|
|
||
| if (time > 0.0f) | ||
| { | ||
| gameObject.transform.Translate(Time.fixedDeltaTime * 2.5f, 0, 0); | ||
| } | ||
| time = (time - 0.1f); | ||
|
|
||
| if (time < 0.0f) | ||
| { | ||
| time = 0.0f; | ||
| b1 = false; | ||
| } | ||
| } | ||
|
|
||
|
|
||
| if (b2 == true) | ||
| { | ||
|
|
||
| if (time > 0.0f) | ||
| { | ||
| gameObject.transform.Translate(Time.fixedDeltaTime * -2.5f, 0, 0); | ||
| } | ||
| time = (time - 0.1f); | ||
|
|
||
| if (time < 0.0f) | ||
| { | ||
| time = 0.0f; | ||
| b2 = false; | ||
| } | ||
| } | ||
| } | ||
|
|
||
|
|
||
| } | ||
|
|
||
|
|
||
|
|
||
|
|
||
| public void ArrowIn() | ||
| { | ||
| b1 = true; | ||
| time = public_time; | ||
|
|
||
|
|
||
|
|
||
| } | ||
|
|
||
|
|
||
|
|
||
| public void ArrowOut() | ||
| { | ||
| b2 = true; | ||
| time = public_time; | ||
| } | ||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
| } |
| @@ -0,0 +1,32 @@ | ||
| using UnityEngine; | ||
| using System.Collections; | ||
| using UnityEngine.UI; | ||
| public class ControlText : MonoBehaviour { | ||
|
|
||
|
|
||
| public Text tex; | ||
|
|
||
|
|
||
| // Use this for initialization | ||
| void Start () { | ||
|
|
||
| } | ||
|
|
||
| // Update is called once per frame | ||
| void Update () { | ||
|
|
||
| } | ||
|
|
||
|
|
||
| public void changeText(string change) | ||
| { | ||
| tex.text = change; | ||
| } | ||
|
|
||
| public void Hide() | ||
| { | ||
| gameObject.SetActive(false); | ||
| } | ||
|
|
||
|
|
||
| } |
| @@ -0,0 +1,57 @@ | ||
| using UnityEngine; | ||
| using System.Collections; | ||
| using UnityEngine.UI; | ||
|
|
||
| public class GameOverController : MonoBehaviour { | ||
|
|
||
| // public Text InGameText; | ||
|
|
||
| public Text GameOver_score; | ||
| public Text GameOver_Highscore; | ||
|
|
||
| public GameObject New; | ||
| int FinalScore; | ||
| int Highscore; | ||
| int currentScore; | ||
| // Use this for initialization | ||
| void Start () { | ||
| } | ||
|
|
||
| // Update is called once per frame | ||
| void Update () { | ||
| } | ||
|
|
||
|
|
||
| public void Show() | ||
| { | ||
| // gameObject.SetActive(true); | ||
|
|
||
| ScoreController S = (ScoreController)GameObject.FindObjectOfType<ScoreController>(); | ||
| currentScore = (int)S.score; | ||
|
|
||
| Debug.Log(currentScore); | ||
| XML X = (XML)GameObject.FindObjectOfType<XML>(); | ||
| Highscore = X.HighScore(); | ||
| Debug.Log(Highscore); | ||
|
|
||
| if (Highscore < currentScore == true) | ||
| { | ||
| Debug.Log("worrking"); | ||
|
|
||
| X.UpdateScore(currentScore); | ||
| Highscore = currentScore; | ||
|
|
||
| // NewHS New = (NewHS)GameObject.FindObjectOfType<NewHS>(); | ||
| New.SetActive(true); | ||
| } | ||
|
|
||
| string t1; | ||
| string t2; | ||
|
|
||
| t1 = currentScore.ToString(); | ||
| GameOver_score.text = t1; | ||
|
|
||
| t2 = Highscore.ToString(); | ||
| GameOver_Highscore.text = t2; | ||
| } | ||
| } |
| @@ -0,0 +1,48 @@ | ||
| using UnityEngine; | ||
| using System.Collections; | ||
|
|
||
| public class Game_Over : MonoBehaviour { | ||
|
|
||
| public float public_time; | ||
| public GameObject G; | ||
| float time; | ||
| bool b1; | ||
|
|
||
|
|
||
|
|
||
| void Start() | ||
| { | ||
| b1 = false; | ||
| } | ||
|
|
||
| void Update() | ||
| { | ||
| if (b1 == true) | ||
| { | ||
| if (time > 0.0f) | ||
| { | ||
| gameObject.transform.Translate(0, Time.fixedDeltaTime * -2.0f, 0); | ||
| } | ||
| time = (time - 0.1f); | ||
|
|
||
| if (time < 0.0f) | ||
| { | ||
| time = 0.0f; | ||
| b1 = false; | ||
|
|
||
| G.SetActive(true); | ||
| GameOverController game = (GameOverController)GameObject.FindObjectOfType<GameOverController>(); | ||
| game.Show(); | ||
| } | ||
| } | ||
| } | ||
|
|
||
| public void GameOver() | ||
| { | ||
| time = public_time; | ||
| b1 = true; | ||
| } | ||
|
|
||
|
|
||
|
|
||
| } |
| @@ -0,0 +1,40 @@ | ||
| using UnityEngine; | ||
| using System.Collections; | ||
| using UnityEngine.UI; | ||
| public class InverseControl : MonoBehaviour { | ||
|
|
||
|
|
||
| public Image img; | ||
| Color C1; | ||
| // Use this for initialization | ||
| void Start () { | ||
|
|
||
| } | ||
|
|
||
| // Update is called once per frame | ||
| void Update () | ||
| { | ||
| float f; | ||
| C1 = img.color; | ||
| f = Mathf.Abs(Mathf.Sin(Time.time * 6)); | ||
| C1.a = f; | ||
| C1.b = (Mathf.Sin(Time.time * 3)); | ||
| C1.g = (Mathf.Sin(Time.time * 4)); | ||
| //C1.r = (Mathf.Sin(Time.time * 1)+0.5f); | ||
| img.color = C1; | ||
|
|
||
| } | ||
|
|
||
|
|
||
|
|
||
| public void InverseShow() | ||
| { | ||
| img.enabled = true; | ||
|
|
||
| } | ||
|
|
||
| public void InverseHide() | ||
| { | ||
| img.enabled = false; | ||
| } | ||
| } |
| @@ -0,0 +1,22 @@ | ||
| using UnityEngine; | ||
| using System.Collections; | ||
|
|
||
| public class NEW : MonoBehaviour { | ||
|
|
||
|
|
||
|
|
||
|
|
||
| public GameObject G; | ||
| // Use this for initialization | ||
| void Start () { | ||
|
|
||
| } | ||
|
|
||
| // Update is called once per frame | ||
| void Update () { | ||
|
|
||
| G.transform.localScale = new Vector3((Mathf.Sin(Time.time * 2.2f) / 8) + 1, (Mathf.Sin(Time.time *2.2f) / 8) + 0.5f, 0); | ||
|
|
||
|
|
||
| } | ||
| } |
| @@ -0,0 +1,18 @@ | ||
| using UnityEngine; | ||
| using System.Collections; | ||
|
|
||
| public class QuitCon : MonoBehaviour { | ||
|
|
||
| public void Show() | ||
| { | ||
|
|
||
| gameObject.SetActive(true); | ||
| } | ||
|
|
||
| public void Hide() | ||
| { | ||
| gameObject.SetActive(false); | ||
| } | ||
|
|
||
|
|
||
| } |
| @@ -0,0 +1,21 @@ | ||
| using UnityEngine; | ||
| using System.Collections; | ||
|
|
||
| public class ScoreController : MonoBehaviour { | ||
|
|
||
| public float score; | ||
| public bool GameOn; | ||
|
|
||
| // Use this for initialization | ||
| void Start () { | ||
| score = 0; | ||
| GameOn = true; | ||
| } | ||
|
|
||
| // Update is called once per frame | ||
| void Update () { | ||
| if (GameOn){ | ||
| score += Time.deltaTime; | ||
| } | ||
| } | ||
| } |
| @@ -0,0 +1,126 @@ | ||
| using UnityEngine; | ||
| using System.Collections; | ||
| using UnityEngine.UI; | ||
| using System.Collections.Generic; | ||
|
|
||
| public class UiControl : MonoBehaviour { | ||
|
|
||
|
|
||
| public Text tex; | ||
| void Start() | ||
| { | ||
| // GameOver(); | ||
| } | ||
|
|
||
|
|
||
| void Update() | ||
| { | ||
|
|
||
| if (Input.GetKeyDown(KeyCode.LeftArrow)) | ||
| { | ||
| GameOver(); | ||
|
|
||
| } | ||
|
|
||
| } | ||
|
|
||
|
|
||
|
|
||
| //call this to enable and disable the inverse image | ||
| public void Inverse(bool show) | ||
| { | ||
| InverseControl Inverse1 = (InverseControl)GameObject.FindObjectOfType<InverseControl>(); | ||
| if (show == true) | ||
| { | ||
| Inverse1.InverseShow(); | ||
|
|
||
| } | ||
|
|
||
| if(show == false) | ||
| { | ||
| Inverse1.InverseHide(); | ||
| } | ||
| } | ||
|
|
||
| //call this to set the Score texts need to be set once per frame for couninese score updateing | ||
| public void ScoreSet(int score) | ||
| { | ||
| UiScore uiscore = (UiScore)GameObject.FindObjectOfType<UiScore>(); | ||
| uiscore.VarScore = score; | ||
| } | ||
|
|
||
|
|
||
|
|
||
| //call this to scroll in the game over image | ||
| public void GameOver() | ||
| { | ||
|
|
||
| UiScore uiscore = (UiScore)GameObject.FindObjectOfType<UiScore>(); | ||
| uiscore.Hide(); | ||
|
|
||
| ControlText TextControl = (ControlText)GameObject.FindObjectOfType<ControlText>(); | ||
| TextControl.Hide(); | ||
|
|
||
| Inverse(false); | ||
| Game_Over game = (Game_Over)GameObject.FindObjectOfType<Game_Over>(); | ||
| game.GameOver(); | ||
| ArrowScroll(0); | ||
|
|
||
|
|
||
| } | ||
|
|
||
| // ArrowScroll with scroll the arrrow in and out of the screen, take in a short that need to be ehter 1 or 0; | ||
| public void ArrowScroll(short direction) | ||
| { | ||
| ArrowControl[] AC = GameObject.FindObjectsOfType<ArrowControl>(); | ||
| if (direction == 1) | ||
| { | ||
| AC[0].ArrowIn(); | ||
| AC[1].ArrowIn(); | ||
| } | ||
|
|
||
| if (direction == 0) | ||
| { | ||
| AC[0].ArrowOut(); | ||
| AC[1].ArrowOut(); | ||
| } | ||
|
|
||
| } | ||
|
|
||
|
|
||
|
|
||
| public void Quit() | ||
| { | ||
| Application.Quit(); | ||
| } | ||
|
|
||
| public void LoadMenu() | ||
| { | ||
| //Application.LoadLevel("TitleSplash"); | ||
| } | ||
|
|
||
|
|
||
| public void LoadGame() | ||
| { | ||
| ObstacleController.GO = false; | ||
| Application.LoadLevel("Main"); | ||
| } | ||
|
|
||
| public void Resume() | ||
| { | ||
|
|
||
| QuitCon Quit = (QuitCon)GameObject.FindObjectOfType<QuitCon>(); | ||
| Quit.Hide(); | ||
| } | ||
|
|
||
|
|
||
|
|
||
|
|
||
| public void Controls(string control) | ||
| { | ||
| ControlText TextControl = (ControlText)GameObject.FindObjectOfType<ControlText>(); | ||
| TextControl.changeText(control); | ||
| } | ||
|
|
||
|
|
||
| } |
| @@ -0,0 +1,31 @@ | ||
| using UnityEngine; | ||
| using System.Collections; | ||
| using UnityEngine.UI; | ||
|
|
||
| public class UiScore : MonoBehaviour { | ||
|
|
||
| public Text tex; | ||
| string Score; | ||
| public int VarScore; | ||
| // Use this for initialization | ||
|
|
||
|
|
||
| void Start (){ | ||
|
|
||
| } | ||
|
|
||
| // Update is called once per frame | ||
| void Update () | ||
| { | ||
| ScoreController S = (ScoreController)GameObject.FindObjectOfType<ScoreController>(); | ||
| VarScore = (int)S.score; | ||
|
|
||
| Score = VarScore.ToString(); | ||
| tex.text = Score; | ||
| } | ||
|
|
||
| public void Hide() | ||
| { | ||
| gameObject.SetActive(false); | ||
| } | ||
| } |
| @@ -0,0 +1,84 @@ | ||
| using UnityEngine; | ||
| using System.Collections; | ||
| using System.Xml; | ||
| using System.Xml.Serialization; | ||
| using System.IO; | ||
| public class XML : MonoBehaviour { | ||
|
|
||
| public void UpdateScore(int Score) | ||
| { | ||
| ApplicationData APP1 = new ApplicationData(); | ||
| ApplicationData APP2 = new ApplicationData(); | ||
| APP1 = APP1.Load("Info.xml"); | ||
| APP2 = APP1; | ||
| APP2.HighScore = Score; | ||
| APP2.save("Info.xml"); | ||
| } | ||
|
|
||
| static public void UpdateControl(int Control) | ||
| { | ||
| ApplicationData APP1 = new ApplicationData(); | ||
| ApplicationData APP2 = new ApplicationData(); | ||
| APP1 = APP1.Load("Info.xml"); | ||
| APP2 = APP1; | ||
| APP2.Control = Control; | ||
| APP2.save("Info.xml"); | ||
| } | ||
|
|
||
| static public void UpdateFirstPlay(int First) | ||
| { | ||
| ApplicationData APP1 = new ApplicationData(); | ||
| ApplicationData APP2 = new ApplicationData(); | ||
| APP1 = APP1.Load("Info.xml"); | ||
| APP2 = APP1; | ||
| APP2.FirstTimePlay = First; | ||
| APP2.save("Info.xml"); | ||
| } | ||
|
|
||
| static public int ControlScheme() | ||
| { | ||
| ApplicationData APP1 = new ApplicationData(); | ||
| APP1 = APP1.Load("Info.xml"); | ||
| return APP1.Control; | ||
| } | ||
|
|
||
| public int HighScore() | ||
| { | ||
| int temp; | ||
| ApplicationData APP1 = new ApplicationData(); | ||
| APP1 = APP1.Load("Info.xml"); | ||
| temp = APP1.HighScore; | ||
| return temp; | ||
| } | ||
|
|
||
| public class ApplicationData | ||
| { | ||
| public int HighScore { get; set; } | ||
| public int FirstTimePlay { get; set; } | ||
| public int Control { get; set; } | ||
|
|
||
|
|
||
| public void save(string FileName) | ||
| { | ||
|
|
||
| using (var Stream = new FileStream(FileName, FileMode.Create)) | ||
| { | ||
| XmlSerializer XML = new XmlSerializer(typeof(ApplicationData)); | ||
| XML.Serialize(Stream, this); | ||
| // Debug.Log("saved"); | ||
| } | ||
| } | ||
|
|
||
|
|
||
| public ApplicationData Load(string FileName) | ||
| { | ||
| using (var Stream = new FileStream(FileName, FileMode.Open)) | ||
| { | ||
| XmlSerializer XML = new XmlSerializer(typeof(ApplicationData)); | ||
| // Debug.Log("Open"); | ||
| return(ApplicationData)XML.Deserialize(Stream); | ||
| } | ||
| } | ||
| } | ||
|
|
||
| } |
| @@ -0,0 +1,19 @@ | ||
|
|
||
|
|
||
| Update(){ | ||
|
|
||
| //stuff here | ||
|
|
||
| switch ctrlScheme(){ | ||
| case accel: | ||
| Accel(); | ||
| } | ||
|
|
||
| player.tranform.translate(new vector3(speed, 0.0f, 0.0f)); | ||
|
|
||
| } | ||
|
|
||
| Accel(){ | ||
| accelAmount ++; | ||
| player speed += accelAmount; | ||
| } |
| @@ -0,0 +1,125 @@ | ||
| ////////////////////////////////////////////////////////////// | ||
| // CameraRelativeControl.js | ||
| // Penelope iPhone Tutorial | ||
| // | ||
| // CameraRelativeControl creates a control scheme similar to what | ||
| // might be found in 3rd person platformer games found on consoles. | ||
| // The left stick is used to move the character, and the right | ||
| // stick is used to rotate the camera around the character. | ||
| // A quick double-tap on the right joystick will make the | ||
| // character jump. | ||
| ////////////////////////////////////////////////////////////// | ||
|
|
||
| #pragma strict | ||
|
|
||
| // This script must be attached to a GameObject that has a CharacterController | ||
| @script RequireComponent( CharacterController ) | ||
|
|
||
| var moveJoystick : Joystick; | ||
| var rotateJoystick : Joystick; | ||
|
|
||
| var cameraPivot : Transform; // The transform used for camera rotation | ||
| var cameraTransform : Transform; // The actual transform of the camera | ||
|
|
||
| var speed : float = 5; // Ground speed | ||
| var jumpSpeed : float = 8; | ||
| var inAirMultiplier : float = 0.25; // Limiter for ground speed while jumping | ||
| var rotationSpeed : Vector2 = Vector2( 50, 25 ); // Camera rotation speed for each axis | ||
|
|
||
| private var thisTransform : Transform; | ||
| private var character : CharacterController; | ||
| private var velocity : Vector3; // Used for continuing momentum while in air | ||
| private var canJump = true; | ||
|
|
||
| function Start() | ||
| { | ||
| // Cache component lookup at startup instead of doing this every frame | ||
| thisTransform = GetComponent( Transform ); | ||
| character = GetComponent( CharacterController ); | ||
|
|
||
| // Move the character to the correct start position in the level, if one exists | ||
| var spawn = GameObject.Find( "PlayerSpawn" ); | ||
| if ( spawn ) | ||
| thisTransform.position = spawn.transform.position; | ||
| } | ||
|
|
||
| function FaceMovementDirection() | ||
| { | ||
| var horizontalVelocity : Vector3 = character.velocity; | ||
| horizontalVelocity.y = 0; // Ignore vertical movement | ||
|
|
||
| // If moving significantly in a new direction, point that character in that direction | ||
| if ( horizontalVelocity.magnitude > 0.1 ) | ||
| thisTransform.forward = horizontalVelocity.normalized; | ||
| } | ||
|
|
||
| function OnEndGame() | ||
| { | ||
| // Disable joystick when the game ends | ||
| moveJoystick.Disable(); | ||
| rotateJoystick.Disable(); | ||
|
|
||
| // Don't allow any more control changes when the game ends | ||
| this.enabled = false; | ||
| } | ||
|
|
||
| function Update() | ||
| { | ||
| var movement = cameraTransform.TransformDirection( Vector3( moveJoystick.position.x, 0, moveJoystick.position.y ) ); | ||
| // We only want the camera-space horizontal direction | ||
| movement.y = 0; | ||
| movement.Normalize(); // Adjust magnitude after ignoring vertical movement | ||
|
|
||
| // Let's use the largest component of the joystick position for the speed. | ||
| var absJoyPos = Vector2( Mathf.Abs( moveJoystick.position.x ), Mathf.Abs( moveJoystick.position.y ) ); | ||
| movement *= speed * ( ( absJoyPos.x > absJoyPos.y ) ? absJoyPos.x : absJoyPos.y ); | ||
|
|
||
| // Check for jump | ||
| if ( character.isGrounded ) | ||
| { | ||
| if ( !rotateJoystick.IsFingerDown() ) | ||
| canJump = true; | ||
|
|
||
| if ( canJump && rotateJoystick.tapCount == 2 ) | ||
| { | ||
| // Apply the current movement to launch velocity | ||
| velocity = character.velocity; | ||
| velocity.y = jumpSpeed; | ||
| canJump = false; | ||
| } | ||
| } | ||
| else | ||
| { | ||
| // Apply gravity to our velocity to diminish it over time | ||
| velocity.y += Physics.gravity.y * Time.deltaTime; | ||
|
|
||
| // Adjust additional movement while in-air | ||
| movement.x *= inAirMultiplier; | ||
| movement.z *= inAirMultiplier; | ||
| } | ||
|
|
||
| movement += velocity; | ||
| movement += Physics.gravity; | ||
| movement *= Time.deltaTime; | ||
|
|
||
| // Actually move the character | ||
| character.Move( movement ); | ||
|
|
||
| if ( character.isGrounded ) | ||
| // Remove any persistent velocity after landing | ||
| velocity = Vector3.zero; | ||
|
|
||
| // Face the character to match with where she is moving | ||
| FaceMovementDirection(); | ||
|
|
||
| // Scale joystick input with rotation speed | ||
| var camRotation = rotateJoystick.position; | ||
| camRotation.x *= rotationSpeed.x; | ||
| camRotation.y *= rotationSpeed.y; | ||
| camRotation *= Time.deltaTime; | ||
|
|
||
| // Rotate around the character horizontally in world, but use local space | ||
| // for vertical rotation | ||
| cameraPivot.Rotate( 0, camRotation.x, 0, Space.World ); | ||
| cameraPivot.Rotate( camRotation.y, 0, 0 ); | ||
| } |