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Instruction Menu: http://i.imgur.com/vcyOh1O.png | |
Next/Skip This Buttons: | |
OnHoverStart: Both buttons pull down from the background slightly. | |
The background of the Blue button gets slightly lighter, the brown one darker red. | |
OnClick: Dark Blue and Dark Red backgrounds. The "Next/Skip This" text color remains unchanged. | |
Background of Instructions Menu warps between the two sizes (9-slice?) for transition between pages of instructions. | |
Content fades out, new content fades in faster | |
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public void AddMinutes(int numMinutes) | |
{ | |
m_currentMinutes += numMinutes; | |
if(m_currentMinutes >= 60) | |
{ | |
m_currentMinutes -= 60; | |
m_currentHours++; | |
} | |
} |
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using UnityEngine; | |
using System.Collections; | |
using System; | |
using UnityEngine.Events; | |
using UnityEngine.UI; | |
using System.Collections.Generic; | |
public class Pigeons : MonoBehaviour | |
{ | |
public class PigeonEvent<T> : UnityEvent<T>{} |
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using UnityEngine; | |
using System.Collections; | |
using System; | |
[RequireComponent(typeof(CharacterController2D))] | |
public class CreatureGarfunkel : StatelyMachine, IDamageable | |
{ | |
public enum MoveDirection | |
{ | |
None, Left, Right |
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using UnityEngine; | |
using System.Collections; | |
[RequireComponent(typeof(AudioSource))] | |
public class DawnAudioNotification : MonoBehaviour | |
{ | |
private AudioSource m_audioClip; | |
private void Awake() | |
{ |
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using OpenTK; | |
using OpenTK.Graphics.OpenGL4; | |
using System; | |
using System.Drawing; | |
using System.Reflection; | |
using System.Windows.Forms; | |
using WEditor; | |
namespace TestEditor | |
{ |
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using UnityEngine; | |
using System.Collections; | |
/// <summary> | |
/// What the problem is: | |
/// In Unity, the only way to get input from the user's keyboard/joysticks/etc. is to poll the Input | |
/// system in the Update() function. However, there are often times where you need to actually get | |
/// their input in the FixedUpdate() function (such as when dealing with the physics engine). | |
/// | |
/// Why is this a problem? |
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Shader "Sprites/Diffuse Flash" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_SelfIllum ("Self Illumination",Range(0.0,1.0)) = 0.0 | |
_FlashAmount ("Flash Amount",Range(0.0,1.0)) = 0.0 | |
_Color ("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 | |
} |
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using UnityEngine; | |
public interface IDamageable | |
{ | |
void OnTakeDamage(GameObject attacker, float damageAmount); | |
} |
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// See if it's something that takes damage, if so we're going to kill the velocity and its ability to hurt. | |
IDamageable damageable = (IDamageable)col.gameObject.GetComponent(typeof(IDamageable)); | |
if (damageable != null) | |
{ | |
damageable.OnTakeDamage(Owner, m_arrowDamage); | |
} |
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