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core gameplay

A
Josh 2 years ago
parent
commit
7006c342e5
  1. 0
      namedropper/.gitignore
  2. 6
      namedropper/.vsconfig
  3. 8
      namedropper/Assets/Fonts.meta
  4. BIN
      namedropper/Assets/Fonts/IMPACT.TTF
  5. 21
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  6. 8
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  7. 498
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  8. 7
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  9. 248
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      namedropper/Assets/Prefabs/Player Prefab.prefab.meta
  11. 8
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  12. 1844
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  14. 8
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  15. 68
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  17. 19
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  18. 11
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  19. 58
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  20. 11
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  21. 81
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  22. 11
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  47. 6
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  48. 36
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  49. 11
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  50. 36
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  51. 63
      namedropper/ProjectSettings/GraphicsSettings.asset
  52. 487
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  54. 8
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  55. 43
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  56. 56
      namedropper/ProjectSettings/Physics2DSettings.asset
  57. 7
      namedropper/ProjectSettings/PresetManager.asset
  58. 657
      namedropper/ProjectSettings/ProjectSettings.asset
  59. 2
      namedropper/ProjectSettings/ProjectVersion.txt
  60. 236
      namedropper/ProjectSettings/QualitySettings.asset
  61. 43
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  62. 9
      namedropper/ProjectSettings/TimeManager.asset
  63. 35
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  64. 12
      namedropper/ProjectSettings/VFXManager.asset
  65. 8
      namedropper/ProjectSettings/VersionControlSettings.asset
  66. 10
      namedropper/ProjectSettings/XRSettings.asset

0
.gitignore → namedropper/.gitignore

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Category : MonoBehaviour
{
public string Name;
public List<string> Elements = new List<string>();
List<string> WorkingElements = new List<string>();
[SerializeField] SpriteRenderer _feedbackGood;
[SerializeField] SpriteRenderer _feedbackBad;
private void Awake()
{
ResetElements();
}
private void Start()
{
transform.Find("Text").GetComponent<Text>().text = Name;
HideAllFeedback();
}
public void ShowFeedbackGood()
{
ShowFeedback(_feedbackGood);
}
public void ShowFeedbackBad()
{
ShowFeedback(_feedbackBad);
}
void ShowFeedback(SpriteRenderer feedback, bool show = true)
{
feedback.enabled = show;
CancelInvoke();
Invoke("HideAllFeedback", 1f);
}
void HideAllFeedback()
{
ShowFeedback(_feedbackGood, false);
ShowFeedback(_feedbackBad, false);
}
void ResetElements()
{
WorkingElements.Clear();
foreach (string element in Elements)
{
WorkingElements.Add(element);
}
}
public string PickRandomWord()
{
int index = Random.Range(0, WorkingElements.Count);
string retVal = WorkingElements[index];
WorkingElements.RemoveAt(index);
if (WorkingElements.Count == 0)
ResetElements();
return retVal;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CategoryBox : MonoBehaviour
{
[SerializeField] Category Data;
// Start is called before the first frame update
void Start()
{
}
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void Update()
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Game : MonoBehaviour
{
int _blueScore = 0;
int _redScore = 0;
[SerializeField] Text BlueScoreCounter;
[SerializeField] Text RedScoreCounter;
Category[] _categories;
// Start is called before the first frame update
void Awake()
{
_categories = FindObjectsOfType<Category>();
}
private void Start()
{
UpdateScores();
}
public void AddScore(Player.Team team, int amount = 1)
{
if (team == Player.Team.RED)
{
_redScore += amount;
}
else if (team == Player.Team.BLUE)
{
_blueScore += amount;
}
UpdateScores();
}
public string PickRandomWord()
{
int index = Random.Range(0, _categories.Length);
return _categories[index].PickRandomWord();
}
public void UpdateScores()
{
BlueScoreCounter.text = _blueScore.ToString();
RedScoreCounter.text = _redScore.ToString();
}
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void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Player : MonoBehaviour
{
const float SPEED = 1200f;
[SerializeField] KeyCode _keyLeft;
[SerializeField] KeyCode _keyRight;
[SerializeField] KeyCode _keyDown;
[SerializeField] Team _team;
[SerializeField] Text _text;
Game _game;
Vector3 _originalPosition;
public enum Team
{
RED,
BLUE
}
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private void Awake()
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_text = transform.GetChild(0).GetComponent<Text>();
_game = FindObjectOfType<Game>();
_originalPosition = transform.position;
}
void Start()
{
PickNewWord();
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void PickNewWord()
{
_text.text = _game.PickRandomWord();
}
private void OnTriggerEnter2D(Collider2D collision)
{
Category category = collision.gameObject.GetComponent<Category>();
if (category == null)
return;
if (category.Elements.Contains(_text.text))
{
_game.AddScore(_team);
category.ShowFeedbackGood();
}
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{
category.ShowFeedbackBad();
}
transform.position = _originalPosition;
PickNewWord();
}
// Update is called once per frame
void Update()
{
if (Input.GetKey(_keyLeft))
{
_rigidbody.velocity += new Vector2(SPEED * Time.deltaTime * -1f, 0f);
}
if (Input.GetKey(_keyRight))
{
_rigidbody.velocity += new Vector2(SPEED * Time.deltaTime, 0f);
}
if (Input.GetKey(_keyDown))
{
_rigidbody.velocity += new Vector2(0f, SPEED * Time.deltaTime * -1f);
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using System.Collections.Generic;
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void Start()
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