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# Reach the end of the maze using move commands. | |
# Count how many gems you pick up, and then say the current count when near a fireball trap to disable it. | |
# The raven at the start will give you a password. Say the password near a door to open it. | |
# Kill ogres when you get near them. | |
# You can use a loop to repeat all of the instructions as needed. | |
# If you beat this level, you can skip to the Forest World! | |
canAttack = False; | |
gemCount = 0; | |
password = "Swordfish"; | |
steps = [0, 1, 1, 1, 0, 6, 2, 1, 5, 1, 1, 0, 7, 0, 0, 3, 3, 3, 3]; |
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using UnityEngine; | |
using System.Collections; | |
public class EnemyShipAI : MonoBehaviour { | |
public float detectRange = 8f; // Maximum range at which to target and chase the player | |
public float attackRange = 4f; // Maximum range at which to fire straight forward | |
public float targetDistance = 2f; // Maximum approach distance to target | |
public float moveSpeed = 0.02f; // Movement speed |
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using UnityEngine; | |
using System.Collections; | |
public class BulletScript : MonoBehaviour { | |
// Destroy the parent game object when it is no longer visible | |
void OnBecameInvisible() { | |
Destroy( gameObject); | |
} | |
void OnTriggerEnter2D( Collider2D other) { | |
// #TODO Explosion effect, sound effects, etc |
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using UnityEngine; | |
using System.Collections; | |
/* For use with BrightnessByRGBACamera | |
* | |
* Adds this script to the global probe list | |
* | |
* Feel free to use in any project | |
*/ |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
/* For use with BrightnessByRGBAProbe | |
* | |
* Takes a screen shot of regions around the probes, | |
* and assigns values to the probes | |
* | |
* Feel free to use in any project |
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using UnityEngine; | |
using System.Collections; | |
/* | |
* Demonstrates how to test for children probes | |
* | |
* Feel free to use in any project | |
*/ | |
// V2 |
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using UnityEngine; | |
using System.Collections; | |
/* | |
* This script causes the main camera to follow the attached gameObject. | |
* | |
* It allows for deadzones, moving by speed, distance limits (because the camera was too slow), | |
* and also limits the camera within level bounds defined from 0,0 to levelPixelWidth,levelPixelHeight | |
* | |
* Disable useSpeed to disable moving by speed, and the camera will instantly move as close to | |
* the attached gameObject as possible without exceeding the level bounds |
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using UnityEngine; | |
using System.Collections; | |
public class AmbientLight : MonoBehaviour { | |
//Global Variables for the Ambient Lighting Script | |
public static AmbientLight curController { get; private set; } // Public getters, private setters | |
public static int curLightMode { get; private set; } | |
public static int dayLength { get; private set; } | |
public static int[] timeList { get; private set; } |
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using UnityEngine; | |
public class DatTrueRotateScript : MonoBehaviour { | |
public Vector3 RotationAngleOffset = new Vector3( 0f, 0f, 90f); | |
//Setting gun rotation | |
Vector3 mousePos_world; | |
Vector3 mousePos; | |
Vector3 direction; |
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/* A Basic Orthographic camera script | |
* To get the correct orthosize, you must import all of your textures as sprites and | |
* you must ensure that all of your sprites are using the same Pixels Per Unit count | |
* and you must ensure that the orthoSize in this script is double your Pixels Per Unit | |
*/ | |
using UnityEngine; | |
using System.Collections; | |
public class BaseCameraScript : MonoBehaviour { | |
public float orthoSize = 32f; // Check your sprite's in the inspector. This should be double the "Pixels Per Unit" |
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