This commit is contained in:
Bruno Rybársky 2022-06-25 15:42:49 +02:00
commit fcb80253ce
235 changed files with 25161 additions and 0 deletions

88
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# ---> Unity
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
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/[Bb]uild/
/[Bb]uilds/
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# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
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# Visual Studio cache directory
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# Gradle cache directory
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*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
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# Unity3D generated meta files
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*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
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# Temporary auto-generated Android Assets
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# ---> VisualStudioCode
.vscode/*
!.vscode/settings.json
!.vscode/tasks.json
!.vscode/launch.json
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# Local History for Visual Studio Code
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using UnityEngine;
using System.Collections;
//load textmeshpro
using TMPro;
// This script moves the character controller forward
// and sideways based on the arrow keys.
// It also jumps when pressing space.
// Make sure to attach a character controller to the same game object.
// It is recommended that you make only one call to Move or SimpleMove per frame.
public class Character_ctrl : MonoBehaviour
{
CharacterController characterController;
Camera camera_obj;
//win sound
public HuDcko hudcko;
public AudioClip win_sound;
public AudioClip die_sound;
public AudioClip walk_sound;
public AudioClip jump_sound;
public AudioClip teleport_sound;
public GameObject spawnpoint;
public float speed = 6.0f;
//textmeshpro
public TextMeshProUGUI textmeshpro;
public TextMeshProUGUI hudko;
public float jumpSpeed = 8.0f;
public float gravity = 20.0f;
public float turnSpeed = 1.0f;
private float timeks = 0;
private bool passed = false;
Vector2 camerarot = new Vector2(0, 0);
private Vector3 moveDirection = Vector3.zero;
private Vector3 moveKeyb = Vector3.zero;
private bool ontop = false;
void Start()
{
characterController = GetComponent<CharacterController>();
camera_obj = GetComponentInChildren<Camera>();
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
characterController.enabled = false;
transform.position = spawnpoint.transform.position;
transform.rotation = spawnpoint.transform.rotation;
characterController.enabled = true;
}
void FixedUpdate()
{
if(timeks >= 0.2f){
timeks = 0;
passed = true;
}
else{
timeks += Time.fixedDeltaTime;
passed = false;
}
// We are grounded, so recalculate
// move direction directly from axes
//add mouse x and y to camera rotation
camerarot.x += Input.GetAxis("Mouse X");
camerarot.y += -Input.GetAxis("Mouse Y");
//use turn speed to rotate camera
camerarot.x *= turnSpeed;
camerarot.y *= turnSpeed;
//then modulo with 360 to keep it in range
camerarot.x %= 360;
camerarot.y %= 360;
//then apply to camera
//clip camerarot y to -90 to 90
if (camerarot.y > 90)
{
camerarot.y = 90;
}
if (camerarot.y < -90)
{
camerarot.y = -90;
}
camera_obj.transform.localRotation = Quaternion.Euler(camerarot.y, 0, 0);
transform.localRotation = Quaternion.Euler(0, camerarot.x, 0);
//then apply to character controller
//moveDirection = camera.transform.TransformDirection(moveDirection);
moveKeyb = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
//if moving and walk sound is not playing, play it
//add movekeyb to moveDirection while accounting for rotation of camera
moveDirection = transform.TransformDirection(moveKeyb);
//multiply moveDirection by speed
moveDirection *= speed;
if (characterController.isGrounded)
{
if (moveKeyb != Vector3.zero && !GetComponent<AudioSource>().isPlaying)
{
GetComponent<AudioSource>().clip = walk_sound;
GetComponent<AudioSource>().volume = 0.1f;
GetComponent<AudioSource>().Play();
}
if (Input.GetButtonDown("Jump"))
{
moveDirection.y = jumpSpeed;
//if enabled textmeshpro disable
if (textmeshpro.enabled)
{
textmeshpro.enabled = false;
hudko.enabled = true;
}
//set location of sound to be the same as the character and play sound
AudioSource.PlayClipAtPoint(jump_sound, transform.position);
}
}
if (Input.GetButton("Fire1"))
{
if(passed){
AudioSource.PlayClipAtPoint(teleport_sound, transform.position);
if(ontop){
Debug.Log("moved to lower floor");
characterController.enabled = false;
transform.position = new Vector3(transform.position.x, transform.position.y - 920, transform.position.z);
characterController.enabled = true;
ontop = false;
}
else{
characterController.enabled = false;
transform.position = new Vector3(transform.position.x, transform.position.y + 920, transform.position.z);
characterController.enabled = true;
ontop = true;
Debug.Log("moved to upper floor");
}
AudioSource.PlayClipAtPoint(teleport_sound, transform.position);
}
}
if(transform.position.y <= -500){
AudioSource.PlayClipAtPoint(die_sound, transform.position);
characterController.enabled = false;
transform.position = spawnpoint.transform.position;
transform.rotation = spawnpoint.transform.rotation;
characterController.enabled = true;
AudioSource.PlayClipAtPoint(die_sound, transform.position);
}
// Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
// when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
// as an acceleration (ms^-2)
moveDirection.y -= gravity * Time.fixedDeltaTime;
// Move the controller
characterController.Move(moveDirection * Time.fixedDeltaTime);
hudcko.ontop = ontop;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using System.Text;
public class HuDcko : MonoBehaviour
{
public int collectedcubes = 0;
public int collectedcubes_max = 0;
public bool ontop = false;
public string text = "";
public bool won = false;
public TextMeshProUGUI textmeshpro;
// Start is called before the first frame update
void Start()
{
textmeshpro = GetComponent<TextMeshProUGUI>();
}
// Update is called once per frame
void Update()
{
//prepare stringbuilder for textmeshpro
StringBuilder sb = new StringBuilder();
sb.Append("Collected cubes: ");
sb.Append(collectedcubes);
sb.Append("/");
sb.Append(collectedcubes_max);
sb.Append("\n");
sb.Append("On top: ");
sb.Append(ontop);
sb.Append("\n");
string hax = sb.ToString();
if (won)
{
textmeshpro.text = "You won!";
}
else
{
textmeshpro.text = hax;
}
}
}

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using UnityEngine;
using System.Collections;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class Pukvbrane : MonoBehaviour
{
AudioSource audioSource;
public HuDcko hudcko;
public GameObject puk;
public int maxcubes = 20;
public int collectedcubes = 0;
public void PlaceObj(){
int x = Random.Range(-821, 1000);
int z = Random.Range(-950, 950);
int y = -55;
//pick y from either -75 and 845
if (Random.Range(0, 2) == 0)
{
y = 880;
}
GameObject iks = Instantiate(puk.gameObject, new Vector3(x, y, z), Quaternion.identity);
iks.SetActive(true);
}
void Start()
{
audioSource = GetComponent<AudioSource>();
PlaceObj();
}
void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.tag == "puk")
{
audioSource.Play();
//generate two random numbers between -50 and 50
Destroy(collision.gameObject);
if (collectedcubes < maxcubes)
{
collectedcubes++;
PlaceObj();
}
else{
hudcko.won = true;
}
}
hudcko.collectedcubes = collectedcubes;
hudcko.collectedcubes_max = maxcubes;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class bombspawner : MonoBehaviour
{
public GameObject totok;
public int maxcubes = 100;
void PlaceObj(){
int x = Random.Range(-821, 1000);
int z = Random.Range(-950, 950);
int y = 800;
//pick y from either -75 and 845
if (Random.Range(0, 2) == 0)
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}
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iks.SetActive(true);
} // Start is called before the first frame update
void Start()
{
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{
PlaceObj();
}
}
// Update is called once per frame
void Update()
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class yolo : MonoBehaviour
{
public Pukvbrane pukvbrane;
public GameObject totok;
void PlaceObj(){
int x = Random.Range(-821, 1000);
int z = Random.Range(-950, 950);
int y = 800;
//pick y from either -75 and 845
if (Random.Range(0, 2) == 0)
{
y = 1600;
}
GameObject iks = Instantiate(totok.gameObject, new Vector3(x, y, z), Quaternion.identity);
iks.SetActive(true);
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
void OnCollisionEnter(Collision other) {
if(other.gameObject.tag == "Player"){
pukvbrane.collectedcubes = 0;
}
else if (other.gameObject.tag == "puk"){
Destroy(other.gameObject);
pukvbrane.PlaceObj();
}
PlaceObj();
Destroy(this.gameObject);
}
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Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

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Shader "TextMeshPro/Bitmap Custom Atlas" {
Properties {
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_FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
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#pragma vertex vert
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
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float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float4 mask : TEXCOORD2;
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uniform sampler2D _MainTex;
uniform sampler2D _FaceTex;
uniform float4 _FaceTex_ST;
uniform fixed4 _FaceColor;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
float2 UnpackUV(float uv)
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float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
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fixed4 faceColor = v.color;
faceColor *= _FaceColor;
v2f OUT;
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OUT.color = faceColor;
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pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
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clip(color.a - 0.001);
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Shader "TextMeshPro/Mobile/Bitmap" {
Properties {
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[HDR]_Color ("Text Color", Color) = (1,1,1,1)
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CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 mask : TEXCOORD2;
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sampler2D _MainTex;
fixed4 _Color;
float _DiffusePower;
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uniform float _VertexOffsetY;
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
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v2f OUT;
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return OUT;
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fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
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#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
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clip(color.a - 0.001);
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return color;
}
ENDCG
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Bind "TexCoord", texcoord0
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