Committing all - Caleb
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@ -2,5 +2,6 @@ See Carlos, I told you that you'd get the hang of it.
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But now it gets trickier, I'm afraid they've changed the code to
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some of the floors, but don't worry Nick, for I shall tell you how to get ahead. Just use your bit shifting abilities and no
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floor or wall will be matched for you!
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(Press 'Q' to use the Bit Shifting ability to temporarily phase
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(Press 'R' to use the Bit Shifting ability to temporarily phase
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through certain walls and floors)
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@ -4,5 +4,6 @@ Karl! Glad you made it to this level...the System's Defenses are
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these platforms.
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Don't worry Kyle, I'm sure that after a few tries you'll get the
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hang of it.
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(Press 'T' to use your glitching abilities and launch yourself
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(Press 'Q' to use your GOTO abilities and launch yourself
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forward to make it onto other platforms)
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@ -1 +1,4 @@
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Alright Dante, this is it...*$# moment that we've &**& waiting for. You now have access $^ all *( your abilities but be warned. The System has dispatched &*(#@ actual foot soldiers to stop you *(#@ *)^%, HA! Seems like they never learn Virgil, especially after last years ritual.
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Alright Dante, this is it...*$# moment that we've &**& waiting for.
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You now have access $^ all *( your abilities but be warned. The System has dispatched &*(#@ actual foot soldiers to stop you
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*(#@ *)^%, HA! Seems like they never learn Virgil, especially after last years ritual.
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@ -1,2 +1,5 @@
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Dang Eric, I think you might actually break us free from the Systems wrath this year, by how well your breaching through their security. It's come to my knowledge Matt that the area ahead is filled with shocked charge sections. I think it's time that you start to use your HITBOXING ability.
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(Press 'R' to use your HITBOXING ability, which will temporarily raise your hit box above you)
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Dang Eric, I think you might actually break us free from the Systems wrath this year, by how well your breaching through their security.
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It's come to my knowledge Matt that the area ahead is filled with shocked charge sections.
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I think it's time that you start to use your HITBOXING ability.
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(Press 'E' to use your HITBOXING ability, which will temporarily raise your hit box above you)
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Assets/Resources/Prefabs/Button.prefab
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48
Assets/Resources/Scripts/ButtonScript.cs
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Assets/Resources/Scripts/ButtonScript.cs
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using UnityEngine;
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using System.Collections;
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using UnityEngine.SceneManagement;
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public class ButtonScript : MonoBehaviour
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{
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public string nextLevel;
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bool isTriggered = false;
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void OnTriggerEnter2D(Collider2D other)
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{
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if(SceneManager.GetActiveScene().name == "Level1")
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{
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GameManager.gManager.SetGameStateAndLoad("Level2");
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}
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else if (SceneManager.GetActiveScene().name == "Level2")
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{
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GameManager.gManager.SetGameStateAndLoad("Level3");
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}
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else if (SceneManager.GetActiveScene().name == "Level3")
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{
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GameManager.gManager.SetGameStateAndLoad("Level4");
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}
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else if (SceneManager.GetActiveScene().name == "Level4")
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{
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Application.Quit();
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}
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if (other.gameObject.tag == "Scene_Object")
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{
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isTriggered = true;
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SceneManager.LoadScene(nextLevel);
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}
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}
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void Update()
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{
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/*if (isTriggered)
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{
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foreach(Transform i in this.transform)
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{
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if (i.tag == "Button")
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{
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i.transform.position = Vector3.Lerp(i.transform.position, new Vector3(0, 0, 0), Time.deltaTime);
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}
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}
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}*/
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}
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}
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Assets/Resources/Scripts/ButtonScript.cs.meta
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@ -6,6 +6,7 @@ using UnityStandardAssets._2D;
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using System.Collections.Generic;
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using System.Collections;
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using UnityEngine.SceneManagement;
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using UnityStandardAssets._2D;
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public class GameManager : MonoBehaviour
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{
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@ -44,7 +45,11 @@ public class GameManager : MonoBehaviour
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scene_objects[j].Initialize();
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}
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levelDictionary = new Dictionary<GameState, string>() { { GameState.TLEVELONE, "GMLevel1" },
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{ GameState.TLEVELTWO, "GMLevel2" } };
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{ GameState.TLEVELTWO, "GMLevel2" },
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{GameState.LEVELONE, "Level1" },
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{GameState.LEVELTWO, "Level2" },
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{ GameState.LEVELTHREE, "Level3"},
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{GameState.LEVELFOUR, "Level4" } };
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// This will break on regular levels, handle regular levels separately.
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GameManager.gState = levelDictionary.FirstOrDefault(x => x.Value == _testLevelPrefix + SceneManager.GetActiveScene().name).Key;
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if(GameManager.m_Camera != null)
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@ -54,6 +59,11 @@ public class GameManager : MonoBehaviour
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}
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}
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void OnLevelWasLoaded(int level)
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{
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GameManager.m_Character.transform.position = GameObject.Find("SpawnPoint").transform.position;
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}
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public IEnumerator SetGameStateAndLoad(string levelName)
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{
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GameManager.gState = levelDictionary.FirstOrDefault(x => x.Value == levelName).Key;
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@ -48,7 +48,11 @@ namespace GameUtils
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TITLE, // index 0
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MAINMENU, // index 1
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TLEVELONE,
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TLEVELTWO
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TLEVELTWO,
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LEVELONE,
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LEVELTWO,
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LEVELTHREE,
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LEVELFOUR
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// ... this goes on to define levels, most useful if kept in the same loading order that is to be used during build.
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}
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}
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Binary file not shown.
Binary file not shown.
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Reference in New Issue
Block a user