made the main character "better" by implementing the code that i've worked on.
This commit is contained in:
parent
d599262b83
commit
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@ -1,7 +1,7 @@
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timeCreated: 1454180533
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timeCreated: 1454187697
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licenseType: Free
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Assets/Dusty Char/Art/window.png
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BIN
Assets/Dusty Char/Art/window.png
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spriteMode: 1
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spriteBorder: {x: 78, y: 76, z: 113, w: 34}
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spritePixelsToUnits: 32
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spriteSheet:
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sprites: []
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outline: []
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spritePackingTag:
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userData:
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@ -10,9 +10,9 @@ public class CharacterMovement : MonoBehaviour {
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public bool changeBox = false;
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public bool isStarted = false;
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float timeRemainingTransparency = 5;
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float timeRemainingTransfer = 5;
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float checkTimeRemaining = 5;
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private float timeRemainingTransparency = 5;
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private float timeRemainingTransfer = 5;
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private float checkTimeRemaining = 5;
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public Transform sightStart, sightEnd;
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@ -35,7 +35,7 @@ public class CharacterMovement : MonoBehaviour {
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// Update is called once per frame
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void Update ()
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{
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Movement();
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//Movement();
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powerTransparency();
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powerTransfer();
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@ -46,26 +46,31 @@ public class CharacterMovement : MonoBehaviour {
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// print("IS starting: " + isStarted);
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}
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void Movement()
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public void Movement()
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{
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//Is going to handle all the character movement
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if(Input.GetKey(KeyCode.D))
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{
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transform.Translate(Vector2.right * 4f * Time.deltaTime); //Makes it to where the player can travel to the right
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transform.eulerAngles = new Vector2(0,0); //this allows the "rotation" of the sprite, facing right / left
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}
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//if(Input.GetKey(KeyCode.D))
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//{
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// transform.Translate(Vector2.right * 4f * Time.deltaTime); //Makes it to where the player can travel to the right
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// transform.eulerAngles = new Vector2(0,0); //this allows the "rotation" of the sprite, facing right / left
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//}
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if (Input.GetKey(KeyCode.A))
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{
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transform.Translate(Vector2.left * -4f * Time.deltaTime); //Makes it to where the player can travel to the left
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transform.eulerAngles = new Vector2(0, 180);
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}
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//if (Input.GetKey(KeyCode.A))
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//{
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// transform.Translate(Vector2.left * -4f * Time.deltaTime); //Makes it to where the player can travel to the left
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// transform.eulerAngles = new Vector2(0, 180);
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//}
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if (Input.GetKeyDown(KeyCode.T))
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{
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print("Got teleport key.");
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powerTeleport();
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}
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if (Input.GetKeyDown(KeyCode.F))
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{
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print("got shit");
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if (canPass == true)
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canPass = false;
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else
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@ -75,21 +80,19 @@ public class CharacterMovement : MonoBehaviour {
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if (Input.GetKeyDown(KeyCode.G))
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{
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print("got nodda");
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if (changeBox == true)
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changeBox = false;
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else
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changeBox = true;
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}
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}
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void powerTransfer()
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public void powerTransfer()
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{
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//Transfer (enabling the player to "transfer" thier "hit" box behind them)
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print("got transfer");
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if (changeBox == true && timeRemainingTransfer >= 0.0 )
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{
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GetComponent<BoxCollider2D>().offset = new Vector2(secondBoxX, secondBoxY);
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@ -106,12 +109,13 @@ public class CharacterMovement : MonoBehaviour {
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}
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void powerTransparency()
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{
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public void powerTransparency()
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{
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//Transparency (enabling the player to "glitch" through certain boundaries.)
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print("got transparency");
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if (canPass == true && timeRemainingTransparency >= 0.0)
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{
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Physics2D.IgnoreLayerCollision(8, 10, true);
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Physics2D.IgnoreLayerCollision(8, 10, true); //Make sure that the "barriers" that the player needs to "phase" through are part of the barrier layer.
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timeRemainingTransparency -= Time.deltaTime;
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}
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else
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@ -123,7 +127,7 @@ public class CharacterMovement : MonoBehaviour {
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//still need to work on "re increasing" the time remaining variable.
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}
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void powerTeleport()
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public void powerTeleport()
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{
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//Teleportation (enabling teh player to teleport to a location ahead of him.)
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Debug.DrawLine(sightStart.position, sightEnd.position, Color.red);
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@ -1,6 +0,0 @@
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_Name: Sticky
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@ -5,11 +5,12 @@ using UnityStandardAssets.CrossPlatformInput;
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namespace UnityStandardAssets._2D
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{
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[RequireComponent(typeof (PlatformerCharacter2D))]
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public class Platformer2DUserControl : MonoBehaviour
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public class Platformer2DUserControl : CharacterMovement
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{
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private PlatformerCharacter2D m_Character;
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private bool m_Jump;
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public bool canMove;
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private void Awake()
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{
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@ -19,11 +20,17 @@ namespace UnityStandardAssets._2D
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private void Update()
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{
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// calling stuff in from the Character Movement class
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Movement();
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powerTransparency();
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powerTransfer();
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if (!m_Jump)
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{
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// Read the jump input in Update so button presses aren't missed.
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m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
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}
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}
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@ -20,6 +20,8 @@ namespace UnityStandardAssets._2D
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private Rigidbody2D m_Rigidbody2D;
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private bool m_FacingRight = true; // For determining which way the player is currently facing.
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private void Awake()
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{
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// Setting up references.
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@ -51,6 +53,8 @@ namespace UnityStandardAssets._2D
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public void Move(float move, bool crouch, bool jump)
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{
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// If crouching, check to see if the character can stand up
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if (!crouch && m_Anim.GetBool("Crouch"))
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{
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9
Assets/Dusty Char/Text.meta
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9
Assets/Dusty Char/Text.meta
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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 046e2c14dbc44814e91a3f104505dac1
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folderAsset: yes
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licenseType: Free
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assetBundleVariant:
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6
Assets/Dusty Char/Text/NPC_One_speech.txt
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6
Assets/Dusty Char/Text/NPC_One_speech.txt
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Hey There!
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Who are you?
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Oh, the strong silent type huh?
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That's okay I guess....
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8
Assets/Dusty Char/Text/NPC_One_speech.txt.meta
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8
Assets/Dusty Char/Text/NPC_One_speech.txt.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 2658e6216aeaa58468c6f11c2fbe3569
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timeCreated: 1454192267
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licenseType: Free
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TextScriptImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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7
Assets/Dusty Char/Text/example.txt
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7
Assets/Dusty Char/Text/example.txt
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This is a test.
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You're a punk ass bitch.
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Who lives in the ditch.
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Duhhhhhh.
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Even more...
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Assets/Dusty Char/Text/example.txt.meta
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8
Assets/Dusty Char/Text/example.txt.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 5490bae2cff395e44ba830b866dd5aec
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timeCreated: 1454187731
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licenseType: Free
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TextScriptImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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75
Assets/Dusty Char/TextBoxManager.cs
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75
Assets/Dusty Char/TextBoxManager.cs
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using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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public class TextBoxManager : MonoBehaviour {
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public GameObject textBox;
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public Text theText;
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public TextAsset textfile;
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public string[] textLines;
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public int currentLine;
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public int endAtLine;
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public PlayerCharacter player;
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public bool isActive;
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public bool stopPlayerMovement;
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// Use this for initialization
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void Start()
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{
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player = FindObjectOfType<PlayerCharacter>();
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if (textfile != null)
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{
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textLines = (textfile.text.Split('\n'));
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}
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if (endAtLine == 0)
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{
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endAtLine = textLines.Length - 1;
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}
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if(isActive)
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{
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EnableTextBox();
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}
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else
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{
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DisableTextBox();
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}
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}
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void Update()
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{
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if (!isActive)
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return;
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theText.text = textLines[currentLine];
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if (Input.GetKeyDown(KeyCode.Space))
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currentLine++;
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if (currentLine > endAtLine)
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DisableTextBox();
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}
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public void EnableTextBox()
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{
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textBox.SetActive(true);
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if (stopPlayerMovement)
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player.canMove = false;
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}
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public void DisableTextBox()
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{
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textBox.SetActive(false); //Once we get to the end of the "lines" we turn off the text block.
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player.canMove = true;
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}
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}
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12
Assets/Dusty Char/TextBoxManager.cs.meta
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12
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21
Assets/Dusty Char/TextImporter.cs
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using UnityEngine;
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using System.Collections;
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public class TextImporter : MonoBehaviour {
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public TextAsset textfile;
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public string[] textLines;
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// Use this for initialization
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void Start () {
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if(textfile != null)
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{
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textLines = (textfile.text.Split('\n'));
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}
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}
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}
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Assets/Dusty Char/TextImporter.cs.meta
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fileFormatVersion: 2
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guid: 0e1637f02d72a3c47b9c2705714b2114
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Binary file not shown.
@ -14,7 +14,7 @@ public class PlayerCharacter : Controller, ISceneObject {
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// TPC Editor Variables
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public float surfaceNormalAngleThreshold, jumpMagnitude, chargeSpeedModifier, wallRayCastDistance;
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private float distanceToWall;
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public bool canMove;
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public void Initialize()
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{
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// Put initialization code here.
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wallHit = new RaycastHit();
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joystickMovement = Vector2.zero;
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jumpMovement = Vector2.zero;
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}
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public void ObjectUpdate()
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@ -38,6 +39,9 @@ public class PlayerCharacter : Controller, ISceneObject {
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movementVector = GameManager.iManager.movementVector; // Shorthand for the InputManager's movement vector.
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movementIntensity = GameManager.iManager.movementIntensity;
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if (!canMove)
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return;
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// Put update code here.
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if(movementIntensity > 0.0f)
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{
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m_EditorVersion: 5.3.1f1
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m_EditorVersion: 5.3.2f1
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m_StandardAssetsVersion: 0
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