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I forgot to commit some stuff

This commit is contained in:
Steffo 2020-04-20 18:16:48 +02:00
parent cab3e1cfe0
commit 4cbcade2be
48 changed files with 2023 additions and 52 deletions

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@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HoldExit : MonoBehaviour
{
public KeyCode exitKey = KeyCode.Escape;
public float holdTimeRequired = 1f;
private float holdTime;
void Start() {
holdTime = 0f;
}
void Update()
{
if(Input.GetKey(exitKey)) {
holdTime += Time.unscaledDeltaTime;
if(holdTime >= holdTimeRequired) {
Application.Quit(0);
}
}
else {
holdTime = 0f;
}
}
}

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@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ToggleActiveWithKey : MonoBehaviour
{
public KeyCode toggleKey = KeyCode.F2;
public GameObject target;
void Update() {
if(Input.GetKeyDown(toggleKey)) {
target.gameObject.SetActive(!target.gameObject.activeSelf);
}
}
}

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@ -16,6 +16,7 @@ public class SoundPitchAdjust : MonoBehaviour
private void Start() {
gameController.OnSpeedChange += OnSpeedChange;
audioSource.pitch = gameController.Timescale;
}
private void OnDestroy() {

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@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum StretchToFollowOptions {
HORIZONTAL,
VERTICAL
}
public class StretchToFollow : MonoBehaviour
{
public GameObject target;
public StretchToFollowOptions mode;
private Vector3 startingTargetPosition;
void Start() {
startingTargetPosition = target.transform.position;
transform.position = startingTargetPosition;
}
void Update() {
if(mode == StretchToFollowOptions.HORIZONTAL) {
transform.localScale = new Vector3(Mathf.Abs(target.transform.position.x - startingTargetPosition.x) * 2, transform.localScale.y, transform.localScale.z);
}
else {
transform.localScale = new Vector3(transform.localScale.x, Mathf.Abs(target.transform.position.y - startingTargetPosition.y) * 2, transform.localScale.z);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RainbowIfRainbow : MonoBehaviour
{
public SpriteRenderer planeObject;
public Sprite rainbowPlane;
void Start() {
if(planeObject.sprite != rainbowPlane) {
gameObject.SetActive(false);
}
}
}

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sampler2D _MainTex;
float random(float2 coordinates) {
return frac(sin(dot(coordinates, float2(_Time.x + 1, _Time.y + 1))) * _Multiplier);
return frac(sin(dot(coordinates, float2(_Time.x + 2, _Time.y + 2))) * _Multiplier);
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