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https://github.com/ConjureETS/OuijaMTLGJ2016.git
synced 2026-03-24 02:01:06 +00:00
Adjusted some code, changed the floor assets again
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9685919fef
commit
1670768031
@ -476,9 +476,9 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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targetTransform: {fileID: 1296647346}
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y: 2.5
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offsetZ: -2.20000005
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smooth: 1.5
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screenCenterOffsetX: 0
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screenCenterOffsetY: 0
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--- !u!1 &1018231122
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GameObject:
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m_ObjectHideFlags: 0
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@ -607,9 +607,9 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 0659941834f628445b182d075f37a958, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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xScale: 3
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yScale: 3
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dimension: .680000007
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xScale: 2.79999995
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yScale: 2.79999995
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dimension: .720000029
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hexagon: {fileID: 118646, guid: 950731e814d3ade4c91c128681c35ce2, type: 2}
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--- !u!4 &1173224168
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Transform:
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2923
Assets/scenes/GameplayScene2.unity
Normal file
2923
Assets/scenes/GameplayScene2.unity
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File diff suppressed because it is too large
Load Diff
8
Assets/scenes/GameplayScene2.unity.meta
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8
Assets/scenes/GameplayScene2.unity.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 2916ec590b2a27846b1e17dd3be759be
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timeCreated: 1454232354
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licenseType: Free
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -14,7 +14,7 @@ public class Character : MonoBehaviour
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public Color TrailColor;
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private Rigidbody rb;
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private Quaternion targetRot;
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private Quaternion targetRot = Quaternion.identity;
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private float dashRemainingTime = 6f;
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private bool isDashing = false;
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@ -52,8 +52,8 @@ public class Character : MonoBehaviour
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rb.AddForce(dashForward * DashForce, ForceMode.VelocityChange);
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}
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else
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{
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rb.rotation = Quaternion.RotateTowards(rb.rotation, targetRot, TurnSpeed * Time.deltaTime);
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{
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rb.rotation = Quaternion.RotateTowards(rb.rotation, targetRot, TurnSpeed * Time.deltaTime);
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}
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}
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@ -19,11 +19,11 @@ public class Player {
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{
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letters[i] = (int)(str[i] - 'A');
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}
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Debug.Log("Player " + num + " has:");
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/*Debug.Log("Player " + num + " has:");
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foreach (int i in letters)
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{
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Debug.Log(i);
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}
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}*/
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}
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public void SetWord(int[] letters)
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@ -31,6 +31,12 @@ public class RuneBehaviour : MonoBehaviour {
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}
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}
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void Start()
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{
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float col = 80f/255f; // Random.value;
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GetComponent<Renderer>().material.color = new Color(col, col, col);
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}
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void OnTriggerEnter(Collider col)
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{
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if (col.gameObject.tag == "Player" && currentCharacter == null)
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@ -69,7 +69,7 @@ public class SelectorWithBolts : MonoBehaviour
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elapsedTime += Time.deltaTime;
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int cylinderIndex = (int)(elapsedTime * cylindersCount / DASH_COOLDOWN - 1);
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Debug.Log(cylinderIndex);
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// Debug.Log(cylinderIndex);
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playerCylinders[playerId][cylinderIndex].material.color = DashColors[playerId];
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yield return null;
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