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initial commit

This commit is contained in:
LupiNexMedia
2026-04-28 09:32:03 +02:00
commit f84f5c592b
2173 changed files with 376140 additions and 0 deletions
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using System.Security.Cryptography;
using UnityEngine;
public class Collectible : MonoBehaviour
{
public float rotationSpeed;
public GameObject onCollectEffect;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.Rotate(0, rotationSpeed, 0);
}
private void OnTriggerEnter(Collider other)
{
// Check on Player
if (other.CompareTag("Player"))
{
// Destroy the collectible
Destroy(gameObject);
// instantiate the particle effect
Instantiate(onCollectEffect, transform.position, transform.rotation);
}
}
}
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using UnityEngine;
public class DayNightCycle : MonoBehaviour
{
[Tooltip("Duration of a full day in seconds")]
public float secondsPerDay = 120f;
private float rotationPerSecond;
void Start()
{
// Calculate how many degrees the light should rotate per second
rotationPerSecond = 360f / secondsPerDay;
}
void Update()
{
// Rotate around the X-axis
transform.Rotate(Vector3.right, rotationPerSecond * Time.deltaTime);
}
}
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fileFormatVersion: 2
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@@ -0,0 +1,26 @@
using UnityEngine;
public class DoorOpener : MonoBehaviour
{
private Animator doorAnimator;
void Start()
{
// Get the Animator component attached to the same GameObject as this script
doorAnimator = GetComponent<Animator>();
}
private void OnTriggerEnter(Collider other)
{
// Check if the object entering the trigger is the player (or another specified object)
if (other.CompareTag("Player")) // Make sure the player GameObject has the tag "Player"
{
if (doorAnimator != null)
{
// Trigger the Door_Open animation
doorAnimator.SetTrigger("Door_Open");
}
}
}
}
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fileFormatVersion: 2
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@@ -0,0 +1,41 @@
using System.Collections.Specialized;
using UnityEngine;
// Controls player movement and rotation.
public class PlayerController : MonoBehaviour
{
public float speed = 5.0f; // Set player's movement speed.
public float rotationSpeed = 120.0f; // Set player's rotation speed.
public float jumpForce = 5.0f;
private Rigidbody rb; // Reference to player's Rigidbody.
// Start is called before the first frame update
private void Start()
{
rb = GetComponent<Rigidbody>(); // Access player's Rigidbody.
}
// Update is called once per frame
void Update()
{
if (Input.GetButtonDown("Jump"))
{
rb.AddForce(Vector3.up * jumpForce, ForceMode.VelocityChange);
}
}
// Handle physics-based movement and rotation.
private void FixedUpdate()
{
// Move player based on vertical input.
float moveVertical = Input.GetAxis("Vertical");
Vector3 movement = transform.forward * moveVertical * speed * Time.fixedDeltaTime;
rb.MovePosition(rb.position + movement);
// Rotate player based on horizontal input.
float turn = Input.GetAxis("Horizontal") * rotationSpeed * Time.fixedDeltaTime;
Quaternion turnRotation = Quaternion.Euler(0f, turn, 0f);
rb.MoveRotation(rb.rotation * turnRotation);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Collectible2D : MonoBehaviour
{
public float rotationSpeed = 0.5f;
public GameObject onCollectEffect;
// Update is called once per frame
void Update()
{
transform.Rotate(0, 0, rotationSpeed);
}
private void OnTriggerEnter2D(Collider2D other) {
// Check if the other object has a PlayerController2D component
if (other.GetComponent<PlayerController2D>() != null) {
// Destroy the collectible
Destroy(gameObject);
// Instantiate the particle effect
Instantiate(onCollectEffect, transform.position, transform.rotation);
}
}
}
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@@ -0,0 +1,78 @@
using UnityEngine;
public class PlayerController2D : MonoBehaviour
{
// Public variables
public float speed = 5f; // The speed at which the player moves
public bool canMoveDiagonally = true; // Controls whether the player can move diagonally
// Private variables
private Rigidbody2D rb; // Reference to the Rigidbody2D component attached to the player
private Vector2 movement; // Stores the direction of player movement
private bool isMovingHorizontally = true; // Flag to track if the player is moving horizontally
void Start()
{
// Initialize the Rigidbody2D component
rb = GetComponent<Rigidbody2D>();
// Prevent the player from rotating
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
}
void Update()
{
// Get player input from keyboard or controller
float horizontalInput = Input.GetAxisRaw("Horizontal");
float verticalInput = Input.GetAxisRaw("Vertical");
// Check if diagonal movement is allowed
if (canMoveDiagonally)
{
// Set movement direction based on input
movement = new Vector2(horizontalInput, verticalInput);
// Optionally rotate the player based on movement direction
RotatePlayer(horizontalInput, verticalInput);
}
else
{
// Determine the priority of movement based on input
if (horizontalInput != 0)
{
isMovingHorizontally = true;
}
else if (verticalInput != 0)
{
isMovingHorizontally = false;
}
// Set movement direction and optionally rotate the player
if (isMovingHorizontally)
{
movement = new Vector2(horizontalInput, 0);
RotatePlayer(horizontalInput, 0);
}
else
{
movement = new Vector2(0, verticalInput);
RotatePlayer(0, verticalInput);
}
}
}
void FixedUpdate()
{
// Apply movement to the player in FixedUpdate for physics consistency
rb.linearVelocity = movement * speed;
}
void RotatePlayer(float x, float y)
{
// If there is no input, do not rotate the player
if (x == 0 && y == 0) return;
// Calculate the rotation angle based on input direction
float angle = Mathf.Atan2(y, x) * Mathf.Rad2Deg;
// Apply the rotation to the player
transform.rotation = Quaternion.Euler(0, 0, angle);
}
}
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