Browse Source

updated credits

master
Joshua Reason 8 years ago
parent
commit
c699545fe5
50 changed files with 1145 additions and 4 deletions
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      unity_Project/Assets/0bjects/Textures/Credits Textures.meta
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      unity_Project/Assets/0bjects/Textures/Credits Textures/txtr_credits_3D_objects.png.meta
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      unity_Project/Assets/0bjects/Textures/Credits Textures/txtr_credits_LOGO.png.meta
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      unity_Project/Assets/EndCamera.cs
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      unity_Project/Assets/EndCamera.cs.meta
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      unity_Project/Assets/GUI Assets/UI_credits.png.meta
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      unity_Project/Assets/GUI Assets/buttons/btn_credits.png.meta
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      unity_Project/Assets/New Terrain 1.asset
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      unity_Project/Assets/Scripts/fence.cs
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      unity_Project/Assets/_Scenes/CreditScreen.unity
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      unity_Project/Assets/_Scenes/MainLevel.unity
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      unity_Project/Assets/zCreditStuff/Sign Textures.meta
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      unity_Project/Assets/zCreditStuff/Sign Textures/txt_Sign_3dObjects.mat
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      unity_Project/Assets/zCreditStuff/Sign Textures/txt_Sign_Credits.mat
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      unity_Project/Assets/zCreditStuff/Sign Textures/txt_Sign_Trailer.mat.meta
  49. +2
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      unity_Project/Assets/zCreditStuff/car_Control.cs
  50. BIN
      unity_Project/ProjectSettings/EditorBuildSettings.asset

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unity_Project/Assets/EndCamera.cs View File

@ -0,0 +1,24 @@
using UnityEngine;
using System.Collections;
public class EndCamera : MonoBehaviour {
public GameObject camera;
public MonoBehaviour script;
// Use this for initialization
void Start () {
//script = camera.GetComponent("Smooth Follow") as MonoBehaviour;
}
// Update is called once per frame
void Update () {
}
void OnTriggerEnter(Collider other) {
if (other.transform.tag == "moveable") {
script.enabled = false;
}
}
}

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unity_Project/Assets/New Terrain 1.asset View File


+ 17
- 0
unity_Project/Assets/Scripts/fence.cs View File

@ -31,4 +31,21 @@ public class fence : MonoBehaviour {
*/
}
}
void OnTriggerEnter(Collider other) {
if (other.transform.tag == "moveable") {
rigidbody.isKinematic = false;
//rigidbody.velocity = other.relativeVelocity;
/*
ContactPoint contact = collision.contacts[0];
Vector3 push = transform.position - contact.point;
push.Normalize();
Debug.Log("fence: " + push);
rigidbody.AddForceAtPosition(push*1000, contact.point);
*/
}
}
}

BIN
unity_Project/Assets/_Scenes/CreditScreen.unity View File


BIN
unity_Project/Assets/_Scenes/MainLevel.unity View File


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unity_Project/Assets/zCreditStuff/Sign Textures/txt_Sign_3dObjects.mat View File


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unity_Project/Assets/zCreditStuff/Sign Textures/txt_Sign_Credits.mat View File


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unity_Project/Assets/zCreditStuff/Sign Textures/txt_Sign_Logo.mat View File


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unity_Project/Assets/zCreditStuff/Sign Textures/txt_Sign_SFX.mat View File


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unity_Project/Assets/zCreditStuff/Sign Textures/txt_Sign_Simon.mat View File


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unity_Project/Assets/zCreditStuff/Sign Textures/txt_Sign_Trailer.mat View File


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- 2
unity_Project/Assets/zCreditStuff/car_Control.cs View File

@ -31,8 +31,8 @@ public class car_Control : MonoBehaviour {
// Update is called once per frame
void FixedUpdate () {
carRigid.centerOfMass = centreOfMass;
float inputX = Input.GetAxis ("Player1 Movement Y");
float inputY = Input.GetAxis("Player1 Movement X");
float inputX = 1; //Input.GetAxis ("Player1 Movement Y");
float inputY = 0; //Input.GetAxis("Player1 Movement X");
applyAcceleration (inputX);
applyTorque (inputY);

BIN
unity_Project/ProjectSettings/EditorBuildSettings.asset View File


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