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@@ -3,17 +3,22 @@

public class AndroidButtonHandel : MonoBehaviour {



public GameObject G;
// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {
public void Update () {

if(Input.GetKey(KeyCode.Escape))
{
Application.Quit();
G.SetActive(true);
//QuitCon Quit = (QuitCon)GameObject.FindObjectOfType<QuitCon>();
// Quit.Show();
};


@@ -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);


}
}
@@ -1,12 +1,12 @@
using UnityEngine;
using UnityEngine;
using System.Collections;

public class Obstacle : MonoBehaviour {
float speed;

// Use this for initialization
void Start () {
speed = 7;
speed = 5.5f;
}

// Update is called once per frame
@@ -17,4 +17,8 @@ public class Obstacle : MonoBehaviour {
Destroy(this);
}
}

void OnCollisionEnter() {
Destroy(this.gameObject);
}
}

Large diffs are not rendered by default.

@@ -1,7 +1,7 @@
using UnityEngine;
using System.Collections;

enum cScheme {moveScale, arrows, accel, SOD, moveScaleInv, arrowsInv, accelInv, SODInv, tiltInv, tilt};
public enum cScheme {moveScale, arrows, accel, SOD, moveScaleInv, arrowsInv, accelInv, SODInv, tiltInv, tilt};
// moveScale = Player moves at varying speed depending on how extreme their button presses are either side of middle
// arrows = Two arrows appear on screen for the player to click to move at a contstant speed in the chosen direction
// accel = Accelerated movement, the longer the player holds, the faster they move. Let go and they slow down
@@ -14,57 +14,79 @@ public class Player
{
public float speed; // Constant speed
public float accelSpeed; // Accelerated speed, cumulative
public int scheme; // What control schele is being used
public cScheme scheme; // What control schele is being used
public float maxSpeed; // Highest positive speed the player can go to in accel scheme
public float minSpeed; // Lowest etc.
public float telegraphTime; // Grace period before the control scheme changes
public bool teleCheck; // Checks if the grace period is active
public bool startGetScheme; // Used to tell the control scheme function to get a new control scheme


public UiControl UIControl;
public cScheme lastScheme;

public Player()
{
scheme = (int)cScheme.moveScaleInv;
scheme = cScheme.arrows;
speed = 0.0375f;
accelSpeed = 0;
maxSpeed = 10;
minSpeed = -10;
telegraphTime = 0.0f;
lastScheme = (cScheme)(-1);
}

public int GetControlScheme(int scheme, ref float accelSpeed, ref float telegraphTime, ref bool getScheme)
public cScheme GetControlScheme()
{
int lastScheme = scheme;

if (Random.value <= 0.85f)
if(lastScheme == (cScheme)(-1))
{
if ((scheme == cScheme.arrows) || (scheme == cScheme.arrowsInv))
{
Debug.Log("HI I'M A DEBUG");
UIControl.ArrowScroll(1);
}
lastScheme = scheme;
return scheme;
}
if (Random.value <= 0.85f)
{
if (startGetScheme)
{
if (startGetScheme)
while (scheme == lastScheme)
{
while (scheme == lastScheme)
// if (UseTilt()) // Player stored info from Options, checks if tilt controls are enabled
//{
scheme = (cScheme)Random.Range (0, 10);

/*}
else
{
// if (UseTilt()) // Player stored info from Options, checks if tilt controls are enabled
//{
scheme = Random.Range (0, 10);
/*}
else
{
scheme = Random.Range (0, 8);
accelSpeed = 0;
}*/
scheme = Random.Range (0, 8);
accelSpeed = 0;
}*/

if (scheme != lastScheme)
{
telegraphTime = 0;
startGetScheme = false;
Debug.Log(scheme);
lastScheme = scheme;

if (scheme != lastScheme)
if ((scheme != cScheme.arrows || scheme != cScheme.arrowsInv) && (lastScheme == cScheme.arrows || lastScheme == cScheme.arrowsInv))
{
telegraphTime = 0;
getScheme = false;
Debug.Log(scheme);
UIControl.ArrowScroll(0);
}
if ((scheme == cScheme.arrows || scheme == cScheme.arrowsInv) && (lastScheme != cScheme.arrows || lastScheme != cScheme.arrowsInv))
{
UIControl.ArrowScroll(1);
}

// DisplayScheme(); A function from UI that displays what control scheme is being used
// if (scheme >= 4 && scheme <= 9) {ShowInvert();} // shows the "INVERT" flashing UI bit
// DisplayScheme(); A function from UI that displays what control scheme is being used
// if (scheme >= 4 && scheme <= 9) {ShowInvert();} // shows the "INVERT" flashing UI bit

}
}

}
}

}

@@ -74,7 +96,6 @@ public int GetControlScheme(int scheme, ref float accelSpeed, ref float telegrap

public class PlayerControls : MonoBehaviour
{
Player player = new Player();
/*
__ __ _____ _____ ____ _ ______ _____
\ \ / //\ | __ \ |_ _| /\ | _ \ | | | ____| / ____|
@@ -94,19 +115,29 @@ public class PlayerControls : MonoBehaviour
float tiltSpeed = 6.0f;
float acceleration = 0.05f;
float revAcceleration = 0.11f;
float scaleSpeedLimiter = 0.5f;
float scaleSpeedLimiter = 0.9f;

// Misc Variables:
bool checkSOD;
float moveThreshold = 0.2f;
float arrowTop = (Screen.height / 8) + 0.25f;
float arrowBottom = (Screen.height / 20);

// Class Variables:
Player player = new Player();


// Use this for initialization
void Start ()
{
timer = 0;
checkSOD = false;
player.UIControl = GameObject.FindObjectOfType<UiControl>();
if ((player.scheme == cScheme.arrows) || (player.scheme == cScheme.arrowsInv))
{
Debug.Log("HI I'M A DEBUG");
player.UIControl.ArrowScroll(1);
}
}

/*
@@ -125,6 +156,11 @@ void Update ()
normalisedSpeed = player.speed * Time.deltaTime;
timer += Time.deltaTime;

if (player.lastScheme == (cScheme)(-1))
{
player.GetControlScheme();
}

PlayTimer ();
TelegraphChecker ();
MovePlayer ();
@@ -339,21 +375,23 @@ void PlayTimer ()
{
if (timer >= 5 && activateTimer)
{
player.scheme = player.GetControlScheme (player.scheme, ref player.accelSpeed, ref player.telegraphTime, ref player.startGetScheme );
player.scheme = player.GetControlScheme();
activateTimer = true;
timer = 0;
player.teleCheck = true;
}
}


/*void OnCollisionEnter ()
void OnCollisionEnter ()
{
if (ObstacleController.GO == false) {
GameObject.FindObjectOfType<UiControl>().GameOver();
player.UIControl.GameOver();
ObstacleController.GO = true;
}
}*/
}



}

@@ -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);
}
}
}

}
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@@ -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;
}
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@@ -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 );
}