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using System; | |
using System.Collections; | |
using UnityEngine; | |
public class InkInteraction : MonoBehaviour | |
{ | |
// This is the ink JSON asset | |
[SerializeField] private TextAsset inkJSON; | |
// This is a reference to the Ink Manager script designed to run the story |
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Here is a bonus Unity example for 2D Game Design F21. Let me know what else you need! | |
====================================================================================== | |
(DE) ACTIVATING GAMEOBJECTS | |
Activate another GameObject on Start example: ShowOnStart.cs | |
Deactivate this GameObject on action (press space) example: HideOnAction.cs | |
Example Unity Project: https://drive.google.com/file/d/1qhtZZOpn83fH7DKXjtUJ8WmbGrK62By2/view?usp=sharing | |
Important: | |
1. ShowOnStart requires the GameObject you want to activate deactivated in your scene (uncheck the top-left box in its Inspector) |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.SceneManagement; // Add Scene Management | |
public class SwitchScene : MonoBehaviour | |
{ | |
// Important: Don't forget to add the next scene to your project's Build Settings |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class JustOnce : MonoBehaviour | |
{ | |
// Has the thing already been done? | |
private bool alreadyDone = false; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class KeyControl : MonoBehaviour | |
{ | |
// Variables for keycodes that can be set in the Inspector | |
public KeyCode up = KeyCode.W; | |
public KeyCode down = KeyCode.S; | |
public KeyCode left = KeyCode.A; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class Spin : MonoBehaviour | |
{ | |
// Set the velocity of rotation (positive numbers go counterclockwise, negative numbers go clockwise) | |
public float spinVelocity = 10f; | |
private Rigidbody2D rb2d; |
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Here is a bonus Unity example for 2D Game Design F21. Let me know what else you need! | |
====================================================================================== | |
A BASIC APPROACH TO FLAPPING | |
Full example: FlappyControl.cs | |
Important: | |
1. Flapping isn't exactly jumping. Our expectations of jumping in videogames tend to be much higher. This is dumb, bouncy, and messy (but fun!) | |
2. Your GameObject needs a Rigidbody2D component with Gravity Scale set to something other than 0. | |
3. The script interact's a lot with the Rigidbody2D properties Gravity Scale and Linear Drag. Experiment! |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class DestroyingThings : MonoBehaviour | |
{ | |
// This example assumes you will use collision to destroy something. You can use the code inside of OnTriggerEnter2D as well | |
private void OnCollisionEnter2D(Collision2D collision) | |
{ | |
// If the other thing has a specific tag. It's a good idea to limit the detection to specific things |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
// Add SceneManagement to switch scenes | |
using UnityEngine.SceneManagement; | |
public class TriggerScene : MonoBehaviour | |
{ | |
// Create a string variable that you can set in the Inspector to specify the name of your new scene. You don't need quotes there. |
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// Code based on CameraFacingBillboard by Nei Carter: http://wiki.unity3d.com/index.php?title=CameraFacingBillboard | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class Billboard : MonoBehaviour | |
{ | |
public Transform cameraTransform; | |
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