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gstuitje
RingMaster
Commits
b0efef5d
Commit
b0efef5d
authored
Jan 27, 2019
by
Mitchie Maluschnig
Browse files
played around with sound-distance stuff and made some particles for mime mime
parent
1135afed
Changes
12
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RingMaster/RingMaster/Assets/Prefabs/BadHit.prefab
0 → 100644
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b0efef5d
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RingMaster/RingMaster/Assets/Prefabs/BadHit.prefab.meta
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b0efef5d
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RingMaster/RingMaster/Assets/Prefabs/GoodHit.prefab
0 → 100644
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b0efef5d
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RingMaster/RingMaster/Assets/Prefabs/GoodHit.prefab.meta
0 → 100644
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b0efef5d
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RingMaster/RingMaster/Assets/Prefabs/PerfectHit.prefab
0 → 100644
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b0efef5d
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RingMaster/RingMaster/Assets/Prefabs/PerfectHit.prefab.meta
0 → 100644
View file @
b0efef5d
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RingMaster/RingMaster/Assets/Scenes/Daytime.unity
View file @
b0efef5d
...
...
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...
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@@ -371,7 +372,7 @@ AudioSource:
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:
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:
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:
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:
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...
...
@@ -379,10 +380,10 @@ AudioSource:
SpatializePostEffects
:
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Priority
:
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:
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:
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:
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MinDistance
:
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:
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...
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stripped
...
...
RingMaster/RingMaster/Assets/Scenes/Particle Tests.unity
0 → 100644
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b0efef5d
This diff is collapsed.
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RingMaster/RingMaster/Assets/Scenes/Particle Tests.unity.meta
0 → 100644
View file @
b0efef5d
fileFormatVersion: 2
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RingMaster/RingMaster/Assets/Scripts/Explosion.cs
0 → 100644
View file @
b0efef5d
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
Explosion
:
MonoBehaviour
{
public
float
lifeTime
=
1f
;
private
float
destroyTime
;
private
void
Start
()
{
destroyTime
=
Time
.
time
+
lifeTime
;
}
// Update is called once per frame
void
Update
()
{
if
(
Time
.
time
>
destroyTime
)
{
Destroy
(
gameObject
);
}
}
}
RingMaster/RingMaster/Assets/Scripts/Explosion.cs.meta
0 → 100644
View file @
b0efef5d
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RingMaster/RingMaster/Assets/Scripts/TriggerManager.cs
View file @
b0efef5d
...
...
@@ -10,6 +10,10 @@ public class TriggerManager : MonoBehaviour
public
GameObject
perfectRope
;
public
GameObject
perfectHit
;
public
GameObject
goodHit
;
public
GameObject
badHit
;
//the distance between the centre of each trigger area.
public
float
sepparation
=
1f
;
...
...
@@ -100,18 +104,21 @@ public class TriggerManager : MonoBehaviour
{
print
(
"PERFECT"
);
perfectRope
.
GetComponent
<
SpriteRenderer
>().
color
=
Color
.
green
;
Instantiate
(
perfectHit
,
currentKey
.
transform
.
position
,
currentKey
.
transform
.
rotation
);
Destroy
(
currentKey
);
}
else
if
(
goodCollider
.
OverlapPoint
(
currentKey
.
transform
.
position
))
{
print
(
"GOOD"
);
perfectRope
.
GetComponent
<
SpriteRenderer
>().
color
=
Color
.
yellow
;
Instantiate
(
goodHit
,
currentKey
.
transform
.
position
,
currentKey
.
transform
.
rotation
);
Destroy
(
currentKey
);
}
else
if
(
badCollider
.
OverlapPoint
(
currentKey
.
transform
.
position
))
{
print
(
"Bad"
);
perfectRope
.
GetComponent
<
SpriteRenderer
>().
color
=
Color
.
red
;
Instantiate
(
badHit
,
currentKey
.
transform
.
position
,
currentKey
.
transform
.
rotation
);
Destroy
(
currentKey
);
}
else
...
...
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