added 1.0

This commit is contained in:
That_One_Nerd 2021-06-25 07:50:12 -04:00
parent 579509da7c
commit a01e402ade
28194 changed files with 1746050 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public abstract class Button : MonoBehaviour
{
public bool IsClicked => IsHovered && ConstantManager.Click();
public bool IsClickedOnce => IsHovered && ConstantManager.ClickDown();
public bool IsHovered => Input.mousePosition.x > col.bounds.min.x && Input.mousePosition.x < col.bounds.max.x && Input.mousePosition.y > col.bounds.min.y && Input.mousePosition.y < col.bounds.max.y;
public ButtonMode GetMode
{
get
{
ButtonMode ret = ButtonMode.None;
if (IsHovered)
{
ret = ButtonMode.Hovered;
if (ConstantManager.ClickDown()) ret = ButtonMode.ClickedOnce;
else if (ConstantManager.Click()) ret = ButtonMode.Clicked;
}
return ret;
}
}
public Button Internal { get; private set; }
private Collider2D col;
private void Awake()
{
col = GetComponent<Collider2D>();
Internal = this;
}
public void Run()
{
switch (GetMode)
{
case ButtonMode.Clicked:
OnClick();
break;
case ButtonMode.ClickedOnce:
OnClickOnce();
break;
case ButtonMode.Hovered:
OnHover();
break;
default:
OnRegular();
break;
}
}
public abstract void OnClick();
public abstract void OnClickOnce();
public abstract void OnHover();
public abstract void OnRegular();
public enum ButtonMode
{
None,
Hovered,
Clicked,
ClickedOnce,
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LevelSelectButtons : Button
{
public int buildIndex;
public Vector3 sizes = new Vector3(1, 1.2f, 0.9f);
public float switchSpeed = 11.5f;
float size;
private void Update()
{
Internal.Run();
transform.localScale += (Vector3.one * size - transform.localScale) * (Time.deltaTime * switchSpeed);
}
public override void OnClick() => size = sizes.z;
public override void OnClickOnce() => Transition.Instance.FadeTransition(buildIndex, 1);
public override void OnHover() => size = sizes.y;
public override void OnRegular() => size = sizes.x;
}

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using System;
using UnityEngine;
public class PauseMenuButtons : Button
{
public Mode mode;
public Vector3 sizes = new Vector3(1, 1.2f, 0.9f);
public float switchSpeed = 11.5f;
float size;
private void Update()
{
Internal.Run();
transform.localScale += (Vector3.one * size - transform.localScale) * (Time.deltaTime * switchSpeed);
}
public override void OnClick() => size = sizes.z;
public override void OnClickOnce()
{
switch (mode)
{
case Mode.Resume:
PauseMenuController.active = false;
return;
case Mode.Restart:
Transition.Instance.ReloadFadeTransition(2);
return;
case Mode.Quit:
Transition.Instance.FadeTransition(1, 2);
return;
}
}
public override void OnHover() => size = sizes.y;
public override void OnRegular() => size = sizes.x;
public enum Mode
{
Resume,
Restart,
Quit,
}
}

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using System;
using UnityEngine;
using UnityEngine.SceneManagement;
public class TitleScreenButton : Button
{
public Mode buttonMode;
public Vector3 sizes;
public float switchSpeed;
float size;
private void Update()
{
Internal.Run();
transform.localScale += (Vector3.one * size - transform.localScale) * (Time.deltaTime * switchSpeed);
}
public override void OnClick() => size = sizes.z;
public override void OnClickOnce()
{
switch (buttonMode)
{
case Mode.Back:
Transition.Instance.FadeTransition(1, 1); // needs to go to the title screen
return;
case Mode.Play:
Transition.Instance.FadeTransition(3, 1); // needs to go to the tutorial level
return;
case Mode.LevelSelect:
Transition.Instance.FadeTransition(2, 1); // needs to go to the level select menu
return;
case Mode.Quit:
Transition.Instance.QuitTransition(1, 0, 0);
return;
}
}
public override void OnHover() => size = sizes.y;
public override void OnRegular() => size = sizes.x;
public enum Mode
{
Play,
LevelSelect,
Options,
Quit,
Back,
}
}

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using UnityEngine;
public class DeathFloor : MonoBehaviour
{
public float deathFloor;
PlayerController p;
private void Start() => p = FindObjectOfType<PlayerController>();
private void Update() { if (p.transform.position.y <= deathFloor) p.Die(); }
}

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using System;
using UnityEngine;
using UnityEngine.UI;
public class PauseMenuController : MonoBehaviour
{
public static bool active;
RawImage img;
private void Start()
{
active = false;
img = GetComponent<RawImage>();
}
private void Update()
{
if (Input.GetButtonDown("Cancel")) active = !active;
img.color = Color.black * Convert.ToSingle(active) * 0.75f;
for (int i = 0; i < transform.childCount; i++) transform.GetChild(i).gameObject.SetActive(active);
}
}

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using UnityEngine;
public class Platform : MonoBehaviour
{
public PlatformType type;
PlayerController p;
private void Start() => p = FindObjectOfType<PlayerController>();
private void Update()
{
switch (type)
{
case PlatformType.Boost:
p.heightenJump = PlayerCollides(1.1f);
// if (PlayerCollides(0.75f) && p.rb.velocity.y < -0.5f) p.rb.velocity = new Vector2(p.rb.velocity.x, p.rb.velocity.y * -0.5f);
break;
case PlatformType.Death:
if (PlayerCollides(1.1f)) p.Die();
break;
case PlatformType.Finish:
if (PlayerCollides(1.1f)) p.Finish();
break;
case PlatformType.Speed:
p.slowDecel = PlayerCollides(1.1f);
break;
case PlatformType.Standing:
tag = "Untagged";
break;
}
}
public bool PlayerCollides(float distance) => Physics.Raycast(p.transform.position, Vector3.down, out RaycastHit hit, distance) && hit.transform.TryGetComponent(out Platform plat) && plat.type == type;
public enum PlatformType
{
Basic,
Boost,
Death,
Finish,
Hidden,
Speed,
Standing,
}
}

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using Cinemachine;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PlayerController : MonoBehaviour
{
public bool CanJump { get => Physics.Raycast(transform.position, Vector3.down, out RaycastHit hit, 1) && hit.collider.CompareTag("Jumpable"); }
public static bool canMove;
internal bool heightenJump;
internal bool slowDecel;
internal Rigidbody rb;
internal Mode currentMode;
private void Start()
{
canMove = true;
currentMode = Mode.Alive;
rb = GetComponent<Rigidbody>();
}
private void Update()
{
switch (currentMode)
{
case Mode.Dead: Die();
break;
case Mode.Finished: Finish();
break;
}
if (!canMove) return;
// this must be at the start of all velocity related code
Vector2 vel = rb.velocity;
float vertical = Input.GetAxisRaw("Vertical");
if (CanJump && vertical > 0)
{
if (heightenJump) vel.y = vertical * 20;
else vel.y = vertical * 16;
}
if (vel.y < 0.1f) vel.y -= 24f * Time.deltaTime;
// this must be at the end of all velocity related code
rb.velocity = vel;
}
private void FixedUpdate()
{
if (!canMove) return;
// this must be at the start of all velocity related code
Vector2 vel = rb.velocity;
if (slowDecel) vel.x += Input.GetAxis("Horizontal") * 5f;
else vel.x += Input.GetAxis("Horizontal") * 2f;
vel.x *= 0.75f;
// this must be at the end of all velocity related code
rb.velocity = vel;
}
float deathTimer;
public void Die()
{
if (currentMode == Mode.Finished) return;
canMove = false;
currentMode = Mode.Dead;
CinemachineVirtualCamera cam = FindObjectOfType<CinemachineVirtualCamera>();
if (cam != null) cam.Follow = null;
deathTimer += Time.deltaTime;
if (deathTimer >= 2) Transition.Instance.ReloadFadeTransition(2);
}
public void Finish()
{
if (currentMode == Mode.Dead) return;
canMove = false;
currentMode = Mode.Finished;
CinemachineVirtualCamera cam = FindObjectOfType<CinemachineVirtualCamera>();
if (cam != null) cam.Follow = null;
if (SceneManager.sceneCountInBuildSettings >= SceneManager.GetActiveScene().buildIndex + 1) Transition.Instance.FadeTransition(1, 2);
else Transition.Instance.NextSceneTransition(2);
}
public enum Mode
{
Alive,
Dead,
Finished,
}
}

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using UnityEngine;
using UnityEngine.UI;
public class Timer : MonoBehaviour
{
static float gameTime;
public string format;
bool run;
float currentTime;
Text txt;
private void Start() => txt = GetComponent<Text>();
private void Update()
{
if (!run || FindObjectOfType<PlayerController>().currentMode != PlayerController.Mode.Alive)
{
run = true;
return;
}
gameTime += Time.deltaTime;
currentTime += Time.deltaTime;
txt.text = gameTime.ToString(format) + " | " + currentTime.ToString(format);
}
}

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8
Assets/Scripts/Misc.meta Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ClickyStuffs : MonoBehaviour
{
public string link;
Collider2D col;
Color start;
Text txt;
private void Start()
{
col = GetComponent<Collider2D>();
txt = GetComponent<Text>();
start = txt.color;
}
private void Update()
{
txt.color = start;
if (col.OverlapPoint(Input.mousePosition))
{
txt.color += Color.white * 0.15f;
if (Input.GetMouseButtonDown(0)) Application.OpenURL(link);
}
}
}

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using UnityEngine;
public class ConstantManager : MonoBehaviour
{
private void Awake() => DontDestroyOnLoad(gameObject);
public static bool Click() => Input.GetMouseButton(0) || Input.GetButton("Submit");
public static bool ClickDown() => Input.GetMouseButtonDown(0) || Input.GetButtonDown("Submit");
}

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