using UnityEngine;
using UnityEngine.UI;
public class Calk : MonoBehaviour
{
float num1;
float num2;
Text button1;
Text button2;
void TextButtonLableUpdate()
{
button1.text = num1.ToString();
button2.text = num2.ToString();
}
public void MinAndSum()
{
float a = num1 + num2;
num2 -= num1;
num1 = a;
TextButtonLableUpdate();
}
}
using System.Collections;
using UnityEngine;
public class JumpPad : MonoBehaviour
{
[SerializeField]GameObject _platform;
[SerializeField] float _platformSpeed;
bool _canMove;
[SerializeField] float _timeToMove;
[SerializeField]Vector3 _nextPos;
private void Update()
{
if (_canMove) MovePlatform(_nextPos);
}
public void SetGo()
{
StartCoroutine(SetGoCor());
}
IEnumerator SetGoCor()
{
//тут можно сменить таргет примерно что у тебя есть
///if(platform.transform.position == startPoint.position) _targetPos=endPoint.position;
//else _targetPos=startPoint.position;
yield return new WaitForSeconds(_timeToMove);
_canMove=true;
}
void MovePlatform(Vector3 targetPos)
{
if (_platform.transform.position != targetPos)
{
_platform.transform.position = Vector3.MoveTowards(_platform.transform.position, targetPos, _platformSpeed * Time.deltaTime);
}
else {
_canMove = false;
SetGo();
}
}
}
void Start
{
timer=delay;
}
void FixedUpdate()
{
if(startTimer)
{
timer = timer - Time.fixedDeltaTime;
if(timer <=0)
{
startTimer =false;
timer=delay;
}
}
}
else if (Vector2.Distance(transform.position, player.position) < stoppingdistance && (Vector2.Distance(transform.position, player.position) > retreatDistance))
{
transform.position = this.transform.position;
}
else if (Vector2.Distance(transform.position, player.position) < retreatDistance)
{
transform.position = Vector2.MoveTowards(transform.position, player.position, -speed * Time.deltaTime);
}
float dist=Vector2.Distance(transform.position,player.position);
if(dist>stoppingdistance)transform.position = Vector2.MoveTowards(transform.position, player.position, speed * Time.deltaTime);
else if(dist<retreatDistance) transform.position = Vector2.MoveTowards(transform.position, player.position*-Vector2.one, speed * Time.deltaTime); //тут надо смотреть на игра сбоку или вид с верху
public PhysicMaterial _defaultMaterial; // стандартный материал
public PhysicMaterial _materialWhenJumping; //матетериал для воздуха
CharacterCollider = GetComponent<Collider>(); //получаем коллайдер перса
CharacterCollider.material = _defaultMaterial; //<-меняем материал коллайдера
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class MenuColor : MonoBehaviour
{
[SerializeField] Image _backGround; //Добавляем фон в инспекторе
[SerializeField] List<Button> _buttons; //добавляем кнопки в инспекторе
private void Start()
{
DarkMode();
}
public void DarkMode()
{
_backGround.color = Color.black; // Меняет цвет бекграунда
for(int i=0;i<_buttons.Count;i++)
{
_buttons[i].GetComponent<Image>().color = Color.white; // обводка кнопки
_buttons[i].transform.GetChild(0).GetComponent<Image>().color = Color.black; //цвет кнопки
TextMeshProUGUI text = _buttons[i].transform.GetChild(1).GetComponent<TextMeshProUGUI>();//цвет шрифта кнопки
text.color = Color.white;
text.faceColor=Color.white;
}
}
public void WhiteMode()
{
_backGround.color = Color.white;
for (int i = 0; i < _buttons.Count; i++)
{
_buttons[i].GetComponent<Image>().color = Color.black;
_buttons[i].transform.GetChild(0).GetComponent<Image>().color = Color.white;
TextMeshProUGUI text = _buttons[i].transform.GetChild(1).GetComponent<TextMeshProUGUI>();
text.color = Color.black;
text.faceColor = Color.black;
}
}
}
void questionGenerate()
{
if (qList.Count > 0)
{
randQ = Random.Range(0, qList.Count); //если не нужен рандом это удалить
crntQ = qList[randQ] as QuestionList;
qText.text = crntQ.question;
List<string> answers = new List<string>(crntQ.answers);
for (int i = 0; i < crntQ.answers.Length; i++)
{
int rand = Random.Range(0, answers.Count);
answersText[i].text = answers[rand];
answers.RemoveAt(rand);
}
qList.RemoveAt(qList[randQ]);
}
else
{
Debug.Log("Вы прошли игру");
}
}
[SerializeField] GameObject shootPF;
using UnityEngine;
using Cinemachine;
public class CameraShaker : MonoBehaviour {
public CinemachineVirtualCamera _vCam;
private CinemachineBasicMultiChannelPerlin _vCamNoise;
void Start()
{
if (_vCam != null)
_vCamNoise = _vCam.GetCinemachineComponent<Cinemachine.CinemachineBasicMultiChannelPerlin>();
}
void Update()
{
// _isShake = Input.GetKey(KeyCode.Space);
if (Input.GetKey(KeyCode.Space))
{
_vCamNoise.m_AmplitudeGain = 2f;
_vCamNoise.m_FrequencyGain = 1.2f;
}
else
{
_vCamNoise.m_AmplitudeGain = 0f;
}
}
}
private void Update()
{
transform.position = transform.position + transform.forward * 5f * Time.deltaTime;
}
using UnityEngine;
public class CamHolder : MonoBehaviour
{
[Header("TargetObj")]
[SerializeField] Rigidbody carPhysics;
[Header("CamSettings")]
[SerializeField] Transform _сamHolder;
[SerializeField] float _camSpeedRotate=1f;
[SerializeField] bool _rotateMode;
[SerializeField] float _speedToDefault = 360f;
[SerializeField] float _timerToSetDefoult=1f;
float _currentTimerToSet;
float mouseX, mouseY;
float _camYaw;
float _camPitch;
const float k_bottomClamp=-90f;
const float k_topClamp = 90f;
private void Update()
{
GetMouseInput();
}
void GetMouseInput()
{
mouseX = Input.GetAxis("Mouse X");
mouseY = Input.GetAxis("Mouse Y");
if (Input.GetMouseButton(1))
{
Debug.Log("Test");
_rotateMode=true;
_currentTimerToSet = _timerToSetDefoult;
}
if (_rotateMode)
{
_currentTimerToSet -= Time.deltaTime;
if(!(_currentTimerToSet>0))_rotateMode = false;
}
}
private void FixedUpdate()
{
transform.position = carPhysics.transform.position;
transform.rotation = carPhysics.transform.rotation;
}
private void LateUpdate()
{
CameraRotation();
}
private void CameraRotation()
{
if (_rotateMode)
{
_camYaw += mouseX * _camSpeedRotate;
_camPitch -= mouseY * _camSpeedRotate;
_camYaw = Clamper(_camYaw, float.MinValue, float.MaxValue);
_camPitch = Clamper(_camPitch, k_bottomClamp, k_topClamp);
_сamHolder.transform.rotation = Quaternion.Euler(_camPitch,
_camYaw, 0.0f);
}
else
{
_сamHolder.transform.localRotation = Quaternion.RotateTowards(_сamHolder.transform.localRotation,Quaternion.Euler(Vector3.zero),_speedToDefault*Time.deltaTime);
}
}
float Clamper(float curAngle,float clampMin,float clampMax)
{
if (curAngle < -360f) curAngle += 360f;
if (curAngle > 360f) curAngle -= 360f;
return Mathf.Clamp(curAngle, clampMin, clampMax);
}
}