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No commits in common. "021942ec8cfe05e1527a5c156ffd9a689987febb" and "81a96661c33d6d5aeab849b4e47e18e62469568a" have entirely different histories.
021942ec8c
...
81a96661c3
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@ -456,6 +387,11 @@ PrefabInstance:
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propertyPath: m_Name
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value: Player
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@ -1,7 +1,6 @@
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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 UnityEngine.SceneManagement;
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public class PlayerManager : MonoBehaviour
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{
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@ -166,7 +165,7 @@ public class PlayerManager : MonoBehaviour
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||||
public void Die()
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{
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SceneManager.LoadScene(SceneManager.GetActiveScene().name);
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Application.LoadLevel(Application.loadedLevel);
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}
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void Animation()
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@ -219,7 +218,7 @@ public class PlayerManager : MonoBehaviour
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{
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||||
pushPullObject = null;
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rigidBody.AddForce(
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(transform.right * (run ? runSpeed : speed) * 15 * Input.GetAxis("Horizontal") * Time.deltaTime) +
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(transform.right * (run ? runSpeed : speed) * 5 * Input.GetAxis("Horizontal") * Time.deltaTime) +
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(transform.up * jump * 10 * Time.deltaTime),
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ForceMode.VelocityChange
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);
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@ -312,11 +311,6 @@ public class PlayerManager : MonoBehaviour
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{
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if (other.tag == "Ground" || other.tag == "Objects")
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{
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rigidBody.AddForce(
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(transform.right * (run ? runSpeed : speed) * 10 * Input.GetAxis("Horizontal") * Time.deltaTime) +
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(transform.up * 10 * Time.deltaTime),
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ForceMode.VelocityChange
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);
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onGround = false;
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dash = false;
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}
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@ -1,17 +1,13 @@
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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 UnityEngine.SceneManagement;
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public class PowerCubeManager : MonoBehaviour
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{
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public enum PowerType {Nothing, Bigger, Faster, Jumper, Artefact};
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public enum PowerType {Nothing, Bigger, Faster, Jumper};
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public PowerType powerType = PowerType.Nothing;
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public float powerTime = 5f;
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public float powerUnit = 10f;
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private bool interact = false;
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public string nextSceneName;
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private MeshRenderer meshRenderer;
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||||
void Start()
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{
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@ -26,42 +22,11 @@ public class PowerCubeManager : MonoBehaviour
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{
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GetComponentInChildren<MeshRenderer>().material.color = Color.green;
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}
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else if (powerType == PowerType.Artefact)
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{
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||||
meshRenderer = GetComponentInChildren<MeshRenderer>();
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meshRenderer.materials[1].SetFloat("_Outline", 0.0f);
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||||
meshRenderer.materials[1].SetColor("_OutlineColor", new Color(0.5276349f, 0.5566038f, 0.118147f));
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||||
}
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||||
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||||
}
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||||
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||||
void Update()
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||||
{
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||||
if (interact) {
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||||
if (powerType == PowerType.Artefact)
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||||
{
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||||
if (Input.GetKeyUp(KeyCode.E))
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||||
{
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||||
SceneManager.LoadScene(nextSceneName);
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||||
}
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||||
}
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||||
}
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||||
}
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||||
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||||
private void OnTriggerEnter(Collider other)
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||||
{
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||||
if (other.gameObject.tag == "Player")
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||||
{
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||||
meshRenderer.materials[1].SetFloat("_Outline", 0.01f);
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||||
interact = true;
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||||
}
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||||
}
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||||
private void OnTriggerExit(Collider other)
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||||
{
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||||
if (other.gameObject.tag == "Player")
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||||
{
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||||
meshRenderer.materials[1].SetFloat("_Outline", 0.0f);
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||||
interact = false;
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||||
}
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||||
|
||||
}
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||||
}
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||||
|
@ -58,7 +58,7 @@ Shader "Outlined/Silhouette Only" {
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||||
Name "OUTLINE"
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||||
Tags { "LightMode" = "Always" }
|
||||
Cull Off
|
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Offset 5,5
|
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Offset 4,4
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||||
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|
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// you can choose what kind of blending mode you want for the outline
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|
@ -5,9 +5,6 @@ EditorBuildSettings:
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serializedVersion: 2
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m_Scenes:
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path: Assets/Scenes/Filip.unity
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guid: 326dea585e0ea574389529eaae8a0ab4
|
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- enabled: 1
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path: Assets/Scenes/Vasek.unity
|
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guid: 127deaeaf7712824f83ee4cba639e023
|
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|
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