2 Commits
lore ... main

Author SHA1 Message Date
ProtoSharkk
26f8a323d3 Merge pull request #11 from ProtoSharkk/dash
Dashing into enemies creates a shockwave that pushes them away
2024-10-28 17:47:09 -07:00
7b15dbb593 Dashing into enemies creates a shockwave that pushes them away
You don't take damage from this
2024-10-27 21:27:38 -07:00
45 changed files with 514 additions and 3304 deletions

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using System.Collections;
using UnityEngine;
using TMPro;
public class TypewriterEffectCh7 : 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
public void Start()
{
// Example of starting the effect
SetText("Teo, armed up to the teeth, readily faces Gryan Breen. This was the battle that would go down in history. Sword in hand, fully focused, He readies for the attack. It was do or die.\n\n\"Then let it be known that you are the first and last man to ever see my full strength, Teo.\"");
}
public void SetText(string text)
{
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textComponent.text = ""; // Clear current text
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{
textComponent.text += c;
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typingCoroutine = null; // Reset coroutine reference after finishing
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public void SpeedUpTyping(float newSpeed)
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using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh2 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh2()
{
SceneManager.LoadScene("Chapter2");
}
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@@ -1,11 +0,0 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh3 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh3()
{
SceneManager.LoadScene("Chapter3");
}
}

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@@ -1,11 +0,0 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh4 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh4()
{
SceneManager.LoadScene("Chapter4");
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: dc00c24c29f99884ea08fb9589d0b137

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@@ -1,11 +0,0 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh5 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh5()
{
SceneManager.LoadScene("Chapter5");
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh6 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh6()
{
SceneManager.LoadScene("Chapter6");
}
}

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@@ -1,11 +0,0 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh7 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh7()
{
SceneManager.LoadScene("Chapter7");
}
}

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@@ -1,11 +0,0 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh8 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh8()
{
SceneManager.LoadScene("Chapter8");
}
}

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).normalized * dashDistance);
// Wait 0.2 seconds before ending the dash
yield return new WaitForSeconds(0.2F);
// Re enable collision and linearDamping after dash complete
// Re enable collision and linearDamping after dash
dashing = false;
collider.enabled = true;
controller.linearDamping = 15;
// Push enemies away at end of dash
foreach (Collider2D hit in Physics2D.OverlapCircleAll(
transform.position, 3
)) {
if (hit.tag != "Ratbot") continue;
hit.GetComponent<Rigidbody2D>().AddRelativeForce(
(hit.transform.position - transform.position)
.normalized * dashDistance
);
}
// Don't take damage at end of dash
yield return new WaitForSeconds(0.2F);
collider.enabled = true;
}
}

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