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@ -0,0 +1,55 @@
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|||||||
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using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
public class Interact : MonoBehaviour
|
||||||
|
{
|
||||||
|
public GameObject interactImage;
|
||||||
|
private Inputs Input;
|
||||||
|
private InputAction Inter;
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||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
Input = new Inputs();
|
||||||
|
}
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
Inter = Input.Movement.Interact;
|
||||||
|
Inter.Enable();
|
||||||
|
}
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
Inter.Disable();
|
||||||
|
}
|
||||||
|
private void OnTriggerEnter2D(Collider2D other)
|
||||||
|
{
|
||||||
|
if(other.CompareTag("Interactable"))
|
||||||
|
{
|
||||||
|
Inter.Enable();
|
||||||
|
Inter.performed += _ => interact(other);
|
||||||
|
interactImage.transform.position = other.transform.position + new Vector3(0, other.bounds.extents.y + 3, 0);
|
||||||
|
interactImage.SetActive(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void OnTriggerStay2D(Collider2D other)
|
||||||
|
{
|
||||||
|
if(other.CompareTag("Interactable"))
|
||||||
|
{
|
||||||
|
interactImage.transform.position = other.transform.position + new Vector3(0, other.bounds.extents.y + 3, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void OnTriggerExit2D(Collider2D other)
|
||||||
|
{
|
||||||
|
if(other.CompareTag("Interactable"))
|
||||||
|
{
|
||||||
|
Inter.Disable();
|
||||||
|
interactImage.SetActive(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void interact(Collider2D other)
|
||||||
|
{
|
||||||
|
Inter.Disable();
|
||||||
|
interactImage.SetActive(false);
|
||||||
|
other.GetComponent<Interactable>().Interact();
|
||||||
|
}
|
||||||
|
}
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@ -0,0 +1,23 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
public class Interactable : MonoBehaviour
|
||||||
|
{
|
||||||
|
public int option;
|
||||||
|
public void Interact()
|
||||||
|
{
|
||||||
|
var type = typeof(Interactable);
|
||||||
|
var e = type.GetMethod("M"+option.ToString());
|
||||||
|
if(e == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
e.Invoke(this, null);
|
||||||
|
}
|
||||||
|
public void M0()
|
||||||
|
{
|
||||||
|
SceneManager.LoadScene(1);
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|
}
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|
}
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@ -0,0 +1,76 @@
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|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
public class MouseFol : MonoBehaviour
|
||||||
|
{
|
||||||
|
private Inputs Input;
|
||||||
|
private InputAction Shoot;
|
||||||
|
private InputAction Aim;
|
||||||
|
private InputAction Mouse;
|
||||||
|
private SpriteRenderer Rend;
|
||||||
|
private GameObject hand;
|
||||||
|
public Animator PL_Ani;
|
||||||
|
public BoxCollider2D PL_Col;
|
||||||
|
public PlayerMovement PL_Script;
|
||||||
|
public Transform GR;
|
||||||
|
public Camera Cam;
|
||||||
|
public float rot;
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
Input = new Inputs();
|
||||||
|
Rend = gameObject.GetComponent<SpriteRenderer>();
|
||||||
|
hand = GameObject.Find("Hand");
|
||||||
|
}
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
Shoot = Input.Movement.attack;
|
||||||
|
Aim = Input.Movement.Aim;
|
||||||
|
Mouse = Input.Movement.Mouse_Pos;
|
||||||
|
Shoot.Enable();
|
||||||
|
Aim.Enable();
|
||||||
|
Mouse.Enable();
|
||||||
|
}
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
Shoot.Disable();
|
||||||
|
Aim.Disable();
|
||||||
|
Mouse.Disable();
|
||||||
|
}
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
Vector2 campoint = Cam.ScreenToWorldPoint(Mouse.ReadValue<Vector2>());
|
||||||
|
rot = (Mathf.Atan2((transform.position.y - campoint.y), (transform.position.x - campoint.x)) * Mathf.Rad2Deg) + 180;
|
||||||
|
transform.rotation = Quaternion.AngleAxis(rot, Vector3.forward);
|
||||||
|
if (Aim.IsPressed())
|
||||||
|
{
|
||||||
|
Rend.color = new Color(256, 256, 256, 256);
|
||||||
|
PL_Col.offset = new Vector2(0f, 1.25f);
|
||||||
|
PL_Col.size = new Vector2(3f, 9.5f);
|
||||||
|
PL_Script.Overlap = new Vector2(3, 1);
|
||||||
|
GR.localPosition = new Vector3(0f, -3f, 0);
|
||||||
|
hand.SetActive(true);
|
||||||
|
if (rot > 90 && rot < 270)
|
||||||
|
{
|
||||||
|
Rend.flipY = true;
|
||||||
|
hand.transform.localPosition = new Vector3(hand.transform.localPosition.x, 0.25f, 0);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Rend.flipY = false;
|
||||||
|
hand.transform.localPosition = new Vector3(hand.transform.localPosition.x, -0.25f, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Rend.color = new Color(256, 256, 256, 0);
|
||||||
|
PL_Col.offset = new Vector2(-1.125f, 2.5f);
|
||||||
|
PL_Col.size = new Vector2(13.75f, 5f);
|
||||||
|
PL_Script.Overlap = new Vector2(6, 1);
|
||||||
|
GR.localPosition = Vector3.zero;
|
||||||
|
hand.SetActive(false);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: 6ca0b9a86a179dc46bdf894519ceaeee
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
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|
assetBundleName:
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||||||
|
assetBundleVariant:
|
@ -0,0 +1,11 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class animationOnCollide : MonoBehaviour
|
||||||
|
{
|
||||||
|
private void OnTriggerEnter2D(Collider2D other)
|
||||||
|
{
|
||||||
|
GetComponent<Animator>().SetTrigger("Hello");
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: de9d7b0bdf0cd004ba16da76822af086
|
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|
MonoImporter:
|
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|
externalObjects: {}
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|
serializedVersion: 2
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|
defaultReferences: []
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|
executionOrder: 0
|
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|
icon: {instanceID: 0}
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|
userData:
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|
assetBundleName:
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assetBundleVariant:
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