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using UnityEngine; | |
using System.Collections; | |
public class GPlayerLogic : MonoBehaviour { | |
public GameObject grappleHitParicle; | |
public float speed = 6.0F; | |
public float jumpBurst = 8.0F; | |
public float gravity = 20.0F; |
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using UnityEngine; | |
using System.Collections; | |
using System; | |
//wont show up because its a ScriptableObject | |
[AddComponentMenu("LD24/State")] | |
[Serializable] | |
public class _State : ScriptableObject { | |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
public class StarMap : MonoBehaviourSingleton<StarMap>{ | |
public List<MapPoint> mapPoints = new List<MapPoint>(); | |
public MapPoint currentLocation; |
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using UnityEngine; | |
using System.Collections; | |
public class MouseOrbitClickAndDrag : MonoBehaviour { | |
public Transform target; | |
public float distance = 5.0f; | |
public float xAccel = 0.3f; | |
public float maxXSpeed = 0.5f; |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class ScaleableObject : MonoBehaviour { | |
[ExecuteInEditMode] | |
public TextMesh juiceReadoutObject; | |
public int minJuice = 1; | |
public int maxJuice = 500; |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
/* State Template | |
* | |
// IDLE STATE | |
bool enterIDLE () | |
{ | |
return true; |
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using UnityEngine; | |
using System.Collections; | |
// An example of how to embed a StateMachine in a Character | |
// and load a few locally defined state methods into it. | |
public class Player : MonoBehaviour | |
{ | |
public float walkSpeed; | |
public float jumpBurst; | |
public float gravity; |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
/* State Template | |
* | |
// IDLE STATE | |
bool enterIDLE () | |
{ | |
return true; |
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using UnityEngine; | |
using System.Collections; | |
public class Heart : MonoBehaviour { | |
IDamageEventReciever damageReciever; | |
public int maxHealth; | |
int health; |
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using UnityEngine; | |
using System.Collections; | |
//[System.Serializable] | |
public interface IDamageEventReciever { | |
void TookDamage(int damage); | |
void TookDamage(int damage, Collision col); | |
void TookDamage(int damage, Collider col); | |
void TookDamage(int damage, ControllerColliderHit col); | |
} |
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