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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
public class Abilities : MonoBehaviour | |
{ | |
public Weapons currentWeapon; | |
public PlayerMovement pM; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public static class Superscript | |
{ | |
public static int TilEmpty = 0; | |
public static void SaveInt(int value) | |
{ |
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public class Agent : MonoBehaviour | |
{ | |
public float Speed = 1f; | |
public Rigidbody rb1; | |
Vector3 movealt = new Vector3(Mathf.Round(-1), Mathf.Round(0), Mathf.Round(1)); | |
Vector3 move = new Vector3(Mathf.Round(0), Mathf.Round(0), Mathf.Round(1)); | |
public float height; | |
public float sideBounds; | |
public float dirMax; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class CollisionBehaviour : MonoBehaviour { | |
[Header("Stats")] | |
[Tooltip("Force applied to gameobject after a collision.")] | |
public float BounceSpeed = 300; | |
[Tooltip("Damage dealt to another gameobject on collision if other object has a TakeDamage(int) function.")] |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[System.Serializable] | |
public class CollisionBehaviourData { | |
[Header("Collision")] | |
[Tooltip("Tag of object colliding with.")] | |
public string tag; |
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sing System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[System.Serializable] | |
public class info | |
{ | |
[Header("Collision")] | |
[Tooltip("When colliding with..")] | |
public string Hit; |
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public class RIP : MonoBehaviour | |
{ | |
public GameObject me; | |
void Start() | |
{ | |
StartCoroutine(StartCountdown()); | |
} | |
public IEnumerator StartCountdown(int countdownValue = 1) | |
{ |
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public IEnumerator StartCountdown(int countdownValue = 100) | |
{ | |
currentTime = countdownValue; | |
while (currentTime > 0) | |
{ | |
yield return new WaitForSeconds(1.0f); | |
currentTime--; | |
audio1.pitch = audio1.pitch + 0.0003f; | |
} |
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x = Random.Range(0, 360); | |
Instantiate(myPrefab, new Vector3(0, 3f, 0), Quaternion.Euler(0, x, 0)); |
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void Update() | |
{ | |
if (rb.velocity.magnitude < roll) | |
{ | |
rb.velocity = rb.velocity.normalized * roll; | |
} | |
} |
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