Conflicts: unity_Project/Assets/Character/Character_Animation.controller unity_Project/Assets/_Scenes/MainLevel.unitymaster
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using UnityEngine; | |||||
using System.Collections; | |||||
public class MagnetEffect : MonoBehaviour { | |||||
public GameObject magnetTipObject; // Object for placing Magnet Ray | |||||
// SELF-NOTE: You will need to connect this script to the player controls | |||||
// in order to make use of the ShootRay() function. | |||||
// Use this for initialization | |||||
void Start () { | |||||
} | |||||
// Update is called once per frame | |||||
void Update () { | |||||
} | |||||
// FUNCTION: Shoot Magnet Ray | |||||
void ShootRay(){ | |||||
RaycastHit hit; | |||||
if(Physics.Raycast(magnetTipObject.transform.position, magnetTipObject.transform.forward, out hit)){ | |||||
if(hit.collider.tag == "moveable"){ | |||||
print ("Magnet Laser hit the object : " + hit.collider.gameObject.name); | |||||
} | |||||
} | |||||
} | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
public class MagnetLaser : MonoBehaviour { | |||||
private LineRenderer lr; | |||||
// Use this for initialization | |||||
void Start () { | |||||
lr = GetComponent<LineRenderer> (); | |||||
} | |||||
// Update is called once per frame | |||||
void Update () { | |||||
// Magnet Laser Collision | |||||
RaycastHit hit; | |||||
if (Physics.Raycast (transform.position, transform.forward, out hit)) { | |||||
if(hit.collider){ | |||||
lr.SetPosition(1,new Vector3(0,0,hit.distance)); | |||||
} | |||||
else{ | |||||
lr.SetPosition(1,new Vector3(0,0,100)); | |||||
} | |||||
} | |||||
} | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
public class PlayerSounds : MonoBehaviour { | |||||
private AudioSource source; | |||||
private float volLowRange = 0.5f; // Volume Low Range | |||||
private float volHighRange = 1.0f; // Volume High Range | |||||
private float pitchLowRange = 0.90f; // Pitch Low Range | |||||
private float pitchHighRange = 1.5f; // Pitch High Range | |||||
private float pitchDefault = 1.0f; // Pitch Default Value | |||||
// AUDIO CLIPS | |||||
// All sound effects are listed here. | |||||
public AudioClip sfxFootstep; | |||||
public AudioClip sfxTEST; | |||||
public AudioClip sfxSwitch; | |||||
public AudioClip sfxPickUp; | |||||
public AudioClip sfxRotateL; | |||||
public AudioClip sfxRotateR; | |||||
public AudioClip sfxJump; | |||||
public AudioClip sfxLand; | |||||
// FUNCTION: Find Audio Source component (attached to Player Avatar Object) | |||||
void Awake(){ | |||||
source = GetComponent<AudioSource> (); | |||||
} | |||||
// FUNCTIONS: Play Sound Effects (SFX) | |||||
// NOTE: Must add the events to the relevant keyframe within animation clips. | |||||
void PlayFootstep(){ | |||||
float volRandom = Random.Range (volLowRange, volHighRange); | |||||
source.pitch = Random.Range (pitchLowRange, pitchHighRange); | |||||
source.PlayOneShot (sfxFootstep,volRandom); | |||||
} | |||||
public void PlayTest(){ | |||||
float volRandom = Random.Range (volLowRange, volHighRange); | |||||
source.pitch = Random.Range (pitchLowRange, pitchHighRange); | |||||
source.PlayOneShot (sfxTEST,volRandom); | |||||
} | |||||
void PlayJump(){ | |||||
float volRandom = Random.Range (volLowRange, volHighRange); | |||||
source.PlayOneShot (sfxJump,volRandom); | |||||
} | |||||
void PlayLand(){ | |||||
float volRandom = Random.Range (volLowRange, volHighRange); | |||||
source.PlayOneShot (sfxLand,volRandom); | |||||
} | |||||
public void PlaySwitch(){ | |||||
source.pitch = pitchDefault; | |||||
source.PlayOneShot (sfxSwitch,0.7f); | |||||
} | |||||
public void PlayPickUp(){ | |||||
source.pitch = pitchDefault; | |||||
source.PlayOneShot (sfxPickUp,0.7f); | |||||
} | |||||
public void PlayRotateL(){ | |||||
source.pitch = pitchDefault; | |||||
source.PlayOneShot (sfxRotateL); | |||||
} | |||||
public void PlayRotateR(){ | |||||
source.pitch = pitchDefault; | |||||
source.PlayOneShot (sfxRotateR); | |||||
} | |||||
// END BRACKET BELLOW: | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
public class impactSFX_crate : MonoBehaviour { | |||||
private AudioSource source; | |||||
public AudioClip sfxImpCrate; | |||||
private float volLowRange = 0.5f; // Volume Low Range | |||||
private float volHighRange = 1.0f; // Volume High Range | |||||
private float pitchLowRange = 0.75f; // Pitch Low Range | |||||
private float pitchHighRange = 1.0f; // Pitch High Range | |||||
private float pitchDefault = 1.0f; // Pitch Default Value | |||||
// FUNCTION: Find Audio Source component (attached to Player Avatar Object) | |||||
void Awake(){ | |||||
source = GetComponent<AudioSource> (); | |||||
} | |||||
void PlayImpCrate(){ | |||||
source.pitch = Random.Range (pitchLowRange, pitchHighRange); | |||||
source.PlayOneShot (sfxImpCrate,0.85f); | |||||
} | |||||
void OnCollisionEnter(Collision col){ | |||||
PlayImpCrate (); | |||||
} | |||||
// // Use this for initialization | |||||
// void Start () { | |||||
// | |||||
// } | |||||
// | |||||
// // Update is called once per frame | |||||
// void Update () { | |||||
// | |||||
// } | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
public class impactSFX_fence : MonoBehaviour { | |||||
private AudioSource source; | |||||
public AudioClip sfxImpFence; | |||||
private float volLowRange = 0.5f; // Volume Low Range | |||||
private float volHighRange = 1.0f; // Volume High Range | |||||
private float pitchLowRange = 0.75f; // Pitch Low Range | |||||
private float pitchHighRange = 1.0f; // Pitch High Range | |||||
private float pitchDefault = 1.0f; // Pitch Default Value | |||||
// FUNCTION: Find Audio Source component (attached to Player Avatar Object) | |||||
void Awake(){ | |||||
source = GetComponent<AudioSource> (); | |||||
} | |||||
void PlayImpFence(){ | |||||
source.pitch = Random.Range (pitchLowRange, pitchHighRange); | |||||
source.PlayOneShot (sfxImpFence,0.3f); | |||||
} | |||||
void OnCollisionEnter(Collision col){ | |||||
PlayImpFence (); | |||||
} | |||||
// // Use this for initialization | |||||
// void Start () { | |||||
// | |||||
// } | |||||
// | |||||
// // Update is called once per frame | |||||
// void Update () { | |||||
// | |||||
// } | |||||
} |
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