mirror of
https://github.com/evgen-app/steampunk-quest.git
synced 2025-02-08 10:20:33 +03:00
83 lines
2.5 KiB
C#
83 lines
2.5 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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public class blohaManager : MonoBehaviour
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{
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[SerializeField] private GameObject dialog;
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[SerializeField] private GameObject WinDialog;
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[SerializeField] private GameObject filter;
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[SerializeField] private float speed;
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[SerializeField] private VariableJoystick variableJoystick;
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[SerializeField] private List<GameObject> labirints;
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private Rigidbody2D rb;
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private Vector3 startPosition;
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private bool showDialog = false;
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private void Start()
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{
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rb = gameObject.GetComponent<Rigidbody2D>();
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startPosition = gameObject.transform.position;
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Instantiate(labirints[PlayerPrefs.GetInt("chestNumber")], gameObject.transform.parent);
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}
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public void FixedUpdate()
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{
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Vector2 direction = Vector2.up * variableJoystick.Vertical + Vector2.right * variableJoystick.Horizontal;
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if(direction.x != 0 && direction.y != 0)
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{
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if (direction.x > 0)
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{
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gameObject.transform.rotation = Quaternion.Euler(0f, 0f, -Convert.ToSingle(180 / Math.PI * (Math.Acos(direction.y / (Math.Sqrt(direction.x * direction.x + direction.y * direction.y))))));
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}
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else
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{
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gameObject.transform.rotation = Quaternion.Euler(0f, 0f, Convert.ToSingle(180 / Math.PI * (Math.Acos(direction.y / (Math.Sqrt(direction.x * direction.x + direction.y * direction.y))))));
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}
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}
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rb.AddForce(direction * speed * Time.fixedDeltaTime);
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if (showDialog && (Input.touchCount > 0 || Input.anyKeyDown))
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{
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dialog.SetActive(false);
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filter.SetActive(false);
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showDialog = false;
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gameObject.transform.position = startPosition;
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gameObject.transform.rotation = new Quaternion();
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rb.angularVelocity = 0f;
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}
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}
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private void OnCollisionEnter2D(Collision2D collision)
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{
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if (collision.gameObject.tag == "aim")
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{
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Debug.Log("<22><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
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Destroy(collision.gameObject);
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WinDialog.SetActive(true);
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filter.SetActive(true);
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}
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else
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{
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dialog.SetActive(true);
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filter.SetActive(true);
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showDialog = true;
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rb.velocity = new Vector2(0f, 0f);
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gameObject.transform.position = startPosition;
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}
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}
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public void chestOpen()
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{
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>, <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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}
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}
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