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alicealysia authored Nov 19, 2019
0 parents commit a6a94a6
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Showing 27 changed files with 1,413 additions and 0 deletions.
18 changes: 18 additions & 0 deletions AndroidTut.cs
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using UnityEngine;
using System.Collections;

public class AndroidTut : MonoBehaviour {
public string AndroidText;
// Use this for initialization
void Start () {
if (SystemInfo.deviceType == DeviceType.Handheld)
{
GetComponent<TextMesh>().text = AndroidText;
}
}

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

}
}
56 changes: 56 additions & 0 deletions AnimSwitch.cs
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using UnityEngine;
using System.Collections;

public class AnimSwitch : MonoBehaviour {

public GameObject LeftEye;
public GameObject RightEye;
public Animator animator;
public float EyeRad;
public float AnimOffsX, AnimOffsY;
private Vector3 DefaultL, DefaultR;
public Rigidbody2D rig;
public Collider2D col;
private float TimeFrame;

// Use this for initialization
void Start()
{
animator = GetComponent<Animator>();
//rig = GetComponent<Rigidbody2D>();
//col = GetComponent<Collider2D>();
DefaultL = LeftEye.transform.localPosition;
DefaultR = RightEye.transform.localPosition;
}

// Update is called once per frame
void Update ()
{
animator.SetFloat("Speed", rig.velocity.magnitude);
animator.SetBool("OnGround", col.IsTouchingLayers(1));
if (Input.anyKey)
{
animator.SetFloat("IdleTime", 0);
TimeFrame = Time.timeSinceLevelLoad;
}
else
{
animator.SetFloat("IdleTime", Time.timeSinceLevelLoad - TimeFrame);
}
Vector3 _MousePoint =
Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0));
//use animation set values to indicate how far the eyes may wander
Vector3 AnimOffs = new Vector3(AnimOffsX, AnimOffsY, 0);
//convert mouse pos to localpos
Vector3 LEP = transform.InverseTransformPoint(_MousePoint);
Vector3 REP = transform.InverseTransformPoint(_MousePoint);
//reduce mouse pos to a small number, then set eye pos to that number.
if (LEP.magnitude > EyeRad)
LEP = LEP.normalized * EyeRad;
if (REP.magnitude > EyeRad)
REP = REP.normalized * EyeRad;
LeftEye.transform.localPosition = LEP + DefaultL + AnimOffs;
RightEye.transform.localPosition = REP + DefaultR + AnimOffs;

}
}
30 changes: 30 additions & 0 deletions AttMoveCheck.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AttMoveCheck : MonoBehaviour {
public AttractorBalance[] AB;
public Vector3 PrevPos;
public Quaternion zero = new Quaternion(0, 0, 0, 0);
private AudioSource AS;
// Use this for initialization
void Start () {
AB = FindObjectsOfType<AttractorBalance>();
AS = GetComponent<AudioSource>();
}

// Update is called once per frame
void Update()
{
if (Input.GetButtonDown("Slow Time") && AS.pitch > 0.11f)
AS.pitch *= 0.1f;
if (Input.GetButtonUp("Slow Time") && AS.pitch < 0.11f)
AS.pitch *= 10f;
if (transform.position != PrevPos)
{
PrevPos = transform.position;
foreach (AttractorBalance A in AB)
A.ChangeMags();
}
}
}
15 changes: 15 additions & 0 deletions Attractor.cs
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using UnityEngine;
using System.Collections;

public class Attractor : MonoBehaviour {

// Use this for initialization
void Start () {

}

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

}
}
54 changes: 54 additions & 0 deletions AttractorBalance.cs
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using UnityEngine;
using System.Collections;

public class AttractorBalance : MonoBehaviour {

public bool Gset = true;
public Vector2 MagnetizePos;
private Rigidbody2D CharRig;
// Use this for initialization
void Start ()
{
CharRig = GetComponent<Rigidbody2D>();
}

// Update is called once per frame
void FixedUpdate ()
{
if (!Gset)
{
CharRig.AddForce(((MagnetizePos - CharRig.position)/4) , ForceMode2D.Impulse);
CharRig.velocity *= 0.925f;
}
}

public void ChangeMags()
{
GameObject[] GO =
GameObject.FindGameObjectsWithTag("Attractor_tag");

MagnetizePos = Vector2.zero;

if (GO.Length > 0)
{
int j = 0;
foreach (GameObject i in GO)
{
i.transform.rotation = Quaternion.identity;
j++;
MagnetizePos += new Vector2(i.transform.position.x, i.transform.position.y);
}
MagnetizePos /= j;
if (Gset)
{
CharRig.gravityScale = 0;
Gset = false;
}
}
else if (!Gset)
{
CharRig.gravityScale = 1;
Gset = true;
}
}
}
48 changes: 48 additions & 0 deletions ButtonHoldObject.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ButtonHoldObject : MonoBehaviour {
public GameObject LeverObject;
public Sprite UnPressed;
public Sprite Pressed;
public bool RequiresPressable;
private SpriteRenderer SR;
public int ObjectsInside;
private void Start()
{
SR = GetComponent<SpriteRenderer>();
}
void OnTriggerEnter2D(Collider2D other)
{
if (RequiresPressable)
{
if(other.tag == "CanPress")
ObjectsInside++;
}
else
ObjectsInside++;
if (ObjectsInside > 0)
{
SR.sprite = Pressed;
LeverObject.SetActive(false);
}
}
void OnTriggerExit2D(Collider2D other)
{

if (RequiresPressable)
{
if (other.tag == "CanPress")
ObjectsInside--;
}
else
ObjectsInside--;
if (ObjectsInside <= 0)
{
SR.sprite = UnPressed;
LeverObject.SetActive(true);
}

}
}
24 changes: 24 additions & 0 deletions Checkpoint.cs
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using UnityEngine;
using System.Collections;

public class Checkpoint : MonoBehaviour {

// Use this for initialization
void Start () {

}

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

}
void OnTriggerEnter2D(Collider2D collision)
{
Debug.Log(collision.gameObject.tag);
if (collision.gameObject.tag == "Contravert")
{
collision.gameObject.GetComponent<GenAtt>().StartPos = collision.gameObject.transform.position;
}
}
}
16 changes: 16 additions & 0 deletions ConSpr_Code.cs
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using UnityEngine;
using System.Collections;

public class ConSpr_Code : MonoBehaviour {
private GameObject Contravert;

void Start ()
{
Contravert = GameObject.FindGameObjectWithTag("Contravert");
}
// Update is called once per frame
void Update ()
{
transform.position = Contravert.transform.position;
}
}
17 changes: 17 additions & 0 deletions Fan.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Fan : MonoBehaviour {

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update ()
{
transform.Rotate(Vector3.up, Time.deltaTime * 360);
}
}
39 changes: 39 additions & 0 deletions FollowChar.cs
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using UnityEngine;
using System.Collections;

public class FollowChar : MonoBehaviour {

//this class is really shit, if I intend to use the chase cam I should redo the whole thing.

private GameObject Conv;
private Vector3 Target;
public float MincX, MincY, MaxcX, MaxcY, MinX, MinY, MaxX, MaxY;
// Use this for initialization
void Start ()
{
Conv = GameObject.FindGameObjectWithTag("Contravert");
}

// Update is called once per frame
void Update ()
{
if (Conv.transform.position.x > MincX && Conv.transform.position.y > MincY && Conv.transform.position.x < MaxcX && Conv.transform.position.y < MaxcY)
{
Target.z = -10;
if (Conv.transform.position.x < MinX)
Target.x = MinX;
else if (Conv.transform.position.x > MaxX)
Target.x = MaxX;
else
Target.x = Conv.transform.position.x;

if (Conv.transform.position.y < MinY)
Target.y = MinY;
else if (Conv.transform.position.y > MaxY)
Target.y = MaxY;
else
Target.y = Conv.transform.position.y;
transform.position = Vector3.MoveTowards(transform.position, Target, 1);
}
}
}
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