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value: level 2
value: dialtutorial
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Large diffs are not rendered by default.

@@ -74,32 +74,64 @@

public class Rotate : MonoBehaviour
{

bool init, cont;
bool stillActive;
float OriginalRotAng;
float OriginalTouchAng;
float RotationAngle;
private Quaternion originalRotation;
Quaternion abc;
private float angle;
private float time;
Vector3 rotationLast; //The value of the rotation at the previous update
Vector3 rotationDelta; //The difference in rotation between now and the previous update
private float startAngle = 0;
Quaternion finalRot;
public void Start()
{
abc = this.transform.rotation;
rotationLast = transform.rotation.eulerAngles;

}
void Update()
{
//Update both variables, so they're accurate every frame.
rotationDelta = transform.rotation.eulerAngles - rotationLast;
rotationLast = transform.rotation.eulerAngles;

//Debug.Log(angle + " : " + backAngle(toAngle(angle)));
if (Input.GetKeyDown(KeyCode.Mouse0))
{
InputIsDown();
init = true;
}

else if (Input.GetKey(KeyCode.Mouse0))
{
InputIsHeld();
if (init)
{
init = false;
cont = true;
StartCoroutine(Click());
}
}
else
{
transform.rotation = abc;
//transform.rotation = Quaternion.RotateTowards(transform.rotation,transform.rotation.
cont = false;
init = false;
}
Debug.Log(1 / Mathf.Abs(angularVelocity.z));

}
public Vector3 angularVelocity
{
get
{
return rotationDelta;
}
}

public void InputIsDown()
{
@@ -122,4 +154,52 @@ public void InputIsHeld()
abc = this.transform.rotation;
}

public float toAngle(float angle)
{
float n1 = 180 - angle;
if (n1 >= 90 && n1 <= 180)
return n1 - 90;
if (n1 >= 0 && n1 <= 90)
return n1 + 270;
return Mathf.Abs(angle) + 90;

}

public float backAngle(float angle)
{
float n1 = 0;

if (angle >= 270 && angle <= 360)
{
n1 = angle + 90;
n1 = 180 - n1;
}
else if (n1 >= 0 && n1 <= 90)
{
n1 = angle + 270;
n1 = 180 - n1;
}
else if (n1 >= 90 && n1 <= 180)
n1 = 90 - angle;

return n1;
}

public float diffAngles(float transAngle, float destAngle)
{
return 0;
}

public IEnumerator Click()
{
yield return new WaitForSeconds(Mathf.Abs(angularVelocity.z) < 0.05f ? 0.2f : 1 / Mathf.Abs(angularVelocity.z));

if (cont)
{
//stillActive = true;
Instantiate(Resources.Load("Click1") as GameObject);

}
StartCoroutine(Click());
}
}
@@ -58,7 +58,8 @@ void changeLevel()

void setScoreText()
{
scoreText.text = "SCORE : " + (ScoreManager.score * (10)).ToString() + " / " + ((scoreToNext + prevScoresToNext)*10).ToString();
if(scoreText)
scoreText.text = "SCORE : " + (ScoreManager.score * (10)).ToString() + " / " + ((scoreToNext + prevScoresToNext)*10).ToString();
}

IEnumerator changeScene()
@@ -75,7 +76,7 @@ IEnumerator changeScene()
yield return null;
}
prevScoresToNext += scoreToNext;
if (sceneName == "credits" || sceneName == "menu")
if (sceneName == "credits" || sceneName == "menu" || sceneName == "dialtutorial")
SceneManager.LoadScene(PassageMovement.passedArgument);
else
SceneManager.LoadScene("passage");
@@ -6,44 +6,48 @@ EditorBuildSettings:
serializedVersion: 2
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- enabled: 1
path: Assets/Scenes/menu.unity
- enabled: 1
path: Assets/Scenes/level 1.unity
path: Assets/Scenes/credits 1.unity
- enabled: 1
path: Assets/Scenes/level 2.unity
path: Assets/Scenes/credits 2.unity
- enabled: 1
path: Assets/Scenes/level 3.unity
path: Assets/Scenes/credits 3.unity
- enabled: 1
path: Assets/Scenes/level 4.unity
path: Assets/Scenes/credits 4.unity
- enabled: 1
path: Assets/Scenes/level 5.unity
path: Assets/Scenes/credits.unity
- enabled: 1
path: Assets/Scenes/level 7.unity
path: Assets/Scenes/dialtutorial.unity
- enabled: 1
path: Assets/Scenes/level 8.unity
path: Assets/Scenes/GameOver.unity
- enabled: 1
path: Assets/Scenes/level 9.unity
path: Assets/Scenes/level 1.unity
- enabled: 1
path: Assets/Scenes/level 10.unity
- enabled: 1
path: Assets/Scenes/level 11.unity
- enabled: 1
path: Assets/Scenes/leval 12.unity
path: Assets/Scenes/level 12.unity
- enabled: 1
path: Assets/Scenes/level 13.unity
- enabled: 1
path: Assets/Scenes/level 14.unity
- enabled: 1
path: Assets/Scenes/passage.unity
path: Assets/Scenes/level 2.unity
- enabled: 1
path: Assets/Scenes/GameOver.unity
path: Assets/Scenes/level 3.unity
- enabled: 1
path: Assets/Scenes/credits 4.unity
path: Assets/Scenes/level 4.unity
- enabled: 1
path: Assets/Scenes/credits 3.unity
path: Assets/Scenes/level 5.unity
- enabled: 1
path: Assets/Scenes/credits 2.unity
path: Assets/Scenes/level 6.unity
- enabled: 1
path: Assets/Scenes/credits 1.unity
path: Assets/Scenes/level 7.unity
- enabled: 1
path: Assets/Scenes/credits.unity
path: Assets/Scenes/level 8.unity
- enabled: 1
path: Assets/Scenes/level 9.unity
- enabled: 1
path: Assets/Scenes/menu.unity
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path: Assets/Scenes/passage.unity
@@ -41,13 +41,13 @@ GraphicsSettings:
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useCascadedShadowMaps: 0
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