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using UnityEngine; | |||||
using System.Collections; | |||||
public class autoMove : MonoBehaviour { | |||||
public float moveForce; | |||||
private Rigidbody rb; | |||||
// Use this for initialization | |||||
void Start () { | |||||
rb = GetComponent<Rigidbody> (); | |||||
} | |||||
// Update is called once per frame | |||||
void Update () { | |||||
} | |||||
void FixedUpdate(){ | |||||
rb.AddForce (transform.forward * moveForce * Time.deltaTime); | |||||
} | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
public class camAnimController : MonoBehaviour { | |||||
public GameObject crossHair; | |||||
public GameObject cameraOutline; | |||||
public Animator animator; | |||||
void Update(){ | |||||
if (this.animator.GetCurrentAnimatorStateInfo (0).IsName ("turnOnGui")) { | |||||
crossHair.SetActive(true); | |||||
cameraOutline.SetActive(true); | |||||
gameObject.SetActive (false); | |||||
} | |||||
} | |||||
} |
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licenseType: Free | |||||
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using UnityEngine; | |||||
using System.Collections; | |||||
public class checkpoint : MonoBehaviour { | |||||
public GameObject respawnPoint; | |||||
// Use this for initialization | |||||
void Start () { | |||||
} | |||||
// Update is called once per frame | |||||
void Update () { | |||||
} | |||||
void OnTriggerStay(Collider other) { | |||||
if (other.tag == "Player") { | |||||
other.transform.position = respawnPoint.transform.position; | |||||
} | |||||
} | |||||
} |
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timeCreated: 1444557115 | |||||
licenseType: Free | |||||
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@ -0,0 +1,73 @@ | |||||
using UnityEngine; | |||||
using System.Collections; | |||||
public class musicController : MonoBehaviour { | |||||
public AudioClip startMusic; | |||||
public AudioClip endMusic; | |||||
private AudioSource source; | |||||
private bool triggered = false; | |||||
void Awake(){ | |||||
source = GetComponent<AudioSource> (); | |||||
} | |||||
// Use this for initialization | |||||
void Start () { | |||||
source.clip = startMusic; | |||||
} | |||||
// Update is called once per frame | |||||
void Update () { | |||||
if (Input.GetKeyDown (KeyCode.Equals)) { | |||||
source.volume += 0.1f; | |||||
} | |||||
if (Input.GetKeyDown (KeyCode.Minus)) { | |||||
source.volume -= 0.1f; | |||||
} | |||||
} | |||||
IEnumerator fadeOut (float end, float steps){ | |||||
Debug.Log ("Volume: " + source.volume); | |||||
float curVol = source.volume; | |||||
while(source.volume > end + steps) | |||||
{ | |||||
source.volume -= steps * Time.deltaTime; | |||||
Debug.Log ("Volume: " + source.volume); | |||||
yield return new WaitForSeconds(0.01f); | |||||
} | |||||
source.volume = end; | |||||
source.clip = endMusic; | |||||
source.Play(); | |||||
StartCoroutine (fadeIn (curVol, 0.2f)); | |||||
yield return null; | |||||
} | |||||
IEnumerator fadeIn (float end, float steps){ | |||||
while(source.volume <end - steps) | |||||
{ | |||||
source.volume += steps * Time.deltaTime; | |||||
yield return new WaitForSeconds(0.01f); | |||||
} | |||||
source.volume = end; | |||||
yield return null; | |||||
} | |||||
void OnTriggerEnter(Collider other) { | |||||
Debug.Log ("Music Change"); | |||||
if (triggered) | |||||
return; | |||||
if (other.transform.tag != "Player") | |||||
return; | |||||
StartCoroutine (fadeOut (0.0f, 0.2f)); | |||||
//fadeIn (1.0f, 0.01f); | |||||
triggered = true; | |||||
} | |||||
} |
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@ -0,0 +1,36 @@ | |||||
using UnityEngine; | |||||
using System.Collections; | |||||
public class respawners : MonoBehaviour { | |||||
private bool player1; | |||||
private bool player2; | |||||
public GameObject respawnPoint; | |||||
public GameObject deathTrigger; | |||||
private checkpoint deathScript; | |||||
// Use this for initialization | |||||
void Start () { | |||||
deathScript = deathTrigger.GetComponent<checkpoint> (); | |||||
} | |||||
// Update is called once per frame | |||||
void Update () { | |||||
} | |||||
void OnTriggerStay(Collider other) { | |||||
if (other.name == "Player1") | |||||
player1 = true; | |||||
if (other.name == "Player2") | |||||
player2 = true; | |||||
if (player1 && player2) { | |||||
deathTrigger.SetActive(true); | |||||
deathScript.respawnPoint = respawnPoint; | |||||
gameObject.SetActive(false); | |||||
} | |||||
} | |||||
} |
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licenseType: Free | licenseType: Free | ||||
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