Merge branch 'main' into variants

This commit is contained in:
2024-10-26 18:30:19 -07:00
99 changed files with 9968 additions and 78 deletions

6
.vsconfig Normal file
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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
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using UnityEngine;
using UnityEngine.SceneManagement;
public class LoreToMainMenu : MonoBehaviour
{
// Method to load the "mainMenu" scene
public void LoadMainMenu()
{
SceneManager.LoadScene("mainMenu");
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenuToLore : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadLoreScene()
{
SceneManager.LoadScene("Lore");
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
public class SceneLoader : MonoBehaviour
{
// Method to load the "SampleScene"
public void LoadSampleScene()
{
SceneManager.LoadScene("SampleScene");
}
}

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using UnityEngine;
public class GameQuitter : MonoBehaviour
{
// Method to quit the game
public void QuitGame()
{
// Closes the application
Application.Quit();
// For the editor (testing purposes), stops play mode
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif
}
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using UnityEngine;
using UnityEngine.SceneManagement;
public class PrequelToLore : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadLoreScene()
{
SceneManager.LoadScene("Lore");
}
}

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using System.Collections;
using UnityEngine;
using TMPro;
public class TypewriterEffect : MonoBehaviour
{
public TextMeshProUGUI textComponent; // Reference to the TextMeshProUGUI component
public float typingSpeed = 0.05f; // Speed of the typing effect
private string fullText; // Full text to display
private Coroutine typingCoroutine; // Coroutine to handle typing
private void Start()
{
// Example of starting the effect
SetText("One day, a genius boy named Paul changed the world. He used his computer science knowledge to create destructive robots known as the PaulBots. Paul set his army against the rats, who stood little to no chance... \n\nOne day, a brave and courageous rat set off to fight the PaulBot army in hopes of avenging his kind. He fought ruthlessly day and night, and would not stop until the mastermind was finished once and for all...");
}
public void SetText(string text)
{
fullText = text;
textComponent.text = ""; // Clear current text
// Stop any existing typing coroutine before starting a new one
if (typingCoroutine != null)
{
StopCoroutine(typingCoroutine);
}
// Start typing the new text
typingCoroutine = StartCoroutine(TypeText());
}
private IEnumerator TypeText()
{
// Type each character one by one
foreach (char c in fullText)
{
textComponent.text += c;
yield return new WaitForSeconds(typingSpeed);
}
typingCoroutine = null; // Reset coroutine reference after finishing
}
// Optional method to speed up typing
public void SpeedUpTyping(float newSpeed)
{
typingSpeed = newSpeed;
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
public class ToPrequel : MonoBehaviour
{
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Ratbot ratbot = hit.GetComponent<Ratbot>();
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// Calculate absolute difference between angles of ratbot and cursor
<<<<<<< HEAD:Assets/C# Scripts/Teo.cs
if (ratbot == null || Mathf.Abs(Mathf.Atan2(
hit.transform.position.y - transform.position.y,
hit.transform.position.x - transform.position.x
=======
/* if (ratbot == null || Mathf.Abs(Mathf.Atan2(
ratbot.transform.position.y - transform.position.y,
ratbot.transform.position.x - transform.position.x
>>>>>>> main:Assets/Scripts C#/Teo.cs
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