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ThingsThat
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Author | SHA1 | Date |
---|---|---|
unknown | af5d731d46 | 1 year ago |
Thanh | 6259df0e68 | 1 year ago |
Thanh | b78b212e89 | 1 year ago |
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DoorAnimation : MonoBehaviour
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{
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// Start is called before the first frame update
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[SerializeField]
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public int CurrentAction = 0;
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public int TimeRotation = 0;
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public float AngleRotation = -160.0f, TimePassed = 0.0f;
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public bool DoorIsMoving = false;
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void Start()
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{
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}
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|
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public void OpenDoor() {
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CurrentAction = 1;
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}
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public void CloseDoor() {
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CurrentAction = 2;
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}
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// Update is called once per frame
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void Update()
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{
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if(TimePassed < 1.0f) {
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float NewTime = Mathf.Min(1.0f - TimePassed, Time.deltaTime);
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float AngleRotate = AngleRotation * NewTime;
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transform.Rotate(0, 0, AngleRotate);
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TimePassed += NewTime;
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DoorIsMoving = true;
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}
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}
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if(TimePassed < 1.0f) {
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float NewTime = Mathf.Min(1.0f - TimePassed, Time.deltaTime);
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float AngleRotate = -AngleRotation * NewTime;
|
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transform.Rotate(0, 0, AngleRotate);
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TimePassed += NewTime;
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DoorIsMoving = true;
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}
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else {
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|
||||
using System;
|
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using System.Collections;
|
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
public class Operation {
|
||||
public int idx, val, op;
|
||||
// 0: ChangeValue
|
||||
// 1: OpenDoor
|
||||
// 2: CloseDoor
|
||||
// 3: Delay
|
||||
// 4: AddValue
|
||||
// 5: MoveText
|
||||
|
||||
}
|
||||
|
||||
public class PositionText {
|
||||
public Vector3 StartPoint;
|
||||
public Vector3 EndPoint;
|
||||
public string value;
|
||||
}
|
||||
|
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public class Initalize : MonoBehaviour
|
||||
{
|
||||
public GameObject[] Boxes;
|
||||
public DoorAnimation[] Door;
|
||||
public NewTextModify[] Label;
|
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public Spawner_Code MoveText;
|
||||
public Canvas OutputCanvas;
|
||||
public string UpdateOutputValue;
|
||||
public GameObject AllBoxes, ParentMoveText, RobotText, RealRobot;
|
||||
public RobotAnimation RobotA;
|
||||
public int IndexChange = -1, ActionChange = -1, TimeStop = 0, Accumulator = 0;
|
||||
public bool ActionExisted = false, ActionMoving = false, TextMoving = false, UpdateOutput = false, RobotRotating = false, GonnaRest = false, HoldingText = false, GonnaHoldText = false;
|
||||
Queue<Operation> AllOperation = new Queue<Operation>();
|
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|
||||
public GameObject TextAreaInstruction, TextAreaInput, CompileButton;
|
||||
public TextMeshProUGUI Instruction, Input, AnotherDisplayAccumulator;
|
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Queue<int> AllInput = new Queue<int>();
|
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public int Output;
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|
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private bool GonnaCompile = true;
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private int FakeAccumulator = 0;
|
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private int[] FakeBoxes = new int[100];
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
// public string s = DisplayAccumulator.GetComponent<TextMeshProUGUI>();
|
||||
OutputCanvas.enabled = false;
|
||||
RobotA = RealRobot.GetComponent<RobotAnimation>();
|
||||
MoveText = ParentMoveText.gameObject.transform.GetChild(0).gameObject.GetComponent<Spawner_Code>();
|
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for(int i = 0; i < 100; ++i) {
|
||||
Boxes[i] = AllBoxes.gameObject.transform.GetChild(i).gameObject;
|
||||
Label[i] = Boxes[i].GetComponent<NewTextModify>();
|
||||
Door[i] = Boxes[i].gameObject.transform.GetChild(0).GetChild(0).GetComponent<DoorAnimation>();
|
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Label[i].Init(i);
|
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}
|
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}
|
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|
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public Operation Cope(int idx, int val, int op) {
|
||||
var Op = new Operation();
|
||||
Op.idx = idx; Op.val = val; Op.op = op;
|
||||
return Op;
|
||||
}
|
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|
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public PositionText Chill(float StartX, float StartY, float StartZ, float EndX, float EndY, float EndZ, string value) {
|
||||
var PT = new PositionText();
|
||||
PT.StartPoint = new Vector3(StartX, StartY, StartZ);
|
||||
PT.EndPoint = new Vector3(EndX, EndY, EndZ);
|
||||
PT.value = value;
|
||||
return PT;
|
||||
}
|
||||
|
||||
// Put value from Box into Accumulator
|
||||
void Op5(int idx) {
|
||||
AllOperation.Enqueue(Cope(idx, 0, 11));
|
||||
AllOperation.Enqueue(Cope(idx, 0, 1));
|
||||
|
||||
AllOperation.Enqueue(Cope(idx, FakeBoxes[idx], -1));
|
||||
AllOperation.Enqueue(Cope(100, 0, 12));
|
||||
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], -2));
|
||||
|
||||
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], 0));
|
||||
AllOperation.Enqueue(Cope(idx, 0, 2));
|
||||
AllOperation.Enqueue(Cope(0, 0, 13));
|
||||
FakeAccumulator = FakeBoxes[idx];
|
||||
}
|
||||
|
||||
// Put value from Accumulator into Box
|
||||
void Op3(int idx) {
|
||||
// Code to animate number to fly up from Accumulator
|
||||
AllOperation.Enqueue(Cope(100, 0, 11));
|
||||
AllOperation.Enqueue(Cope(100, FakeAccumulator, -1));
|
||||
|
||||
AllOperation.Enqueue(Cope(idx, 0, 12));
|
||||
AllOperation.Enqueue(Cope(idx, 0, 1));
|
||||
AllOperation.Enqueue(Cope(idx, FakeAccumulator, -2));
|
||||
|
||||
AllOperation.Enqueue(Cope(idx, FakeAccumulator, 0));
|
||||
AllOperation.Enqueue(Cope(idx, 0, 2));
|
||||
AllOperation.Enqueue(Cope(0, 0, 13));
|
||||
FakeBoxes[idx] = FakeAccumulator;
|
||||
}
|
||||
|
||||
// Get value from Box and add into Accumulator
|
||||
void Op1(int idx) {
|
||||
AllOperation.Enqueue(Cope(idx, 0, 11));
|
||||
AllOperation.Enqueue(Cope(idx, 0, 1));
|
||||
|
||||
AllOperation.Enqueue(Cope(idx, FakeBoxes[idx], -1));
|
||||
AllOperation.Enqueue(Cope(100, 0, 12));
|
||||
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], -2));
|
||||
|
||||
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], 4));
|
||||
AllOperation.Enqueue(Cope(idx, 0, 2));
|
||||
AllOperation.Enqueue(Cope(0, 0, 13));
|
||||
FakeAccumulator += FakeBoxes[idx];
|
||||
}
|
||||
|
||||
// Get value from Box and subtract from Accumulator
|
||||
void Op2(int idx) {
|
||||
AllOperation.Enqueue(Cope(idx, 0, 11));
|
||||
AllOperation.Enqueue(Cope(idx, 0, 1));
|
||||
|
||||
AllOperation.Enqueue(Cope(idx, FakeBoxes[idx], -1));
|
||||
AllOperation.Enqueue(Cope(100, 0, 12));
|
||||
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], -2));
|
||||
|
||||
AllOperation.Enqueue(Cope(100, -FakeBoxes[idx], 4));
|
||||
AllOperation.Enqueue(Cope(idx, 0, 2));
|
||||
AllOperation.Enqueue(Cope(0, 0, 13));
|
||||
FakeAccumulator -= FakeBoxes[idx];
|
||||
}
|
||||
|
||||
void Op901() {
|
||||
// Code to summon number from Input Bracket
|
||||
int value = AllInput.Peek();
|
||||
|
||||
AllOperation.Enqueue(Cope(102, value, -3));
|
||||
AllOperation.Enqueue(Cope(102, 0, 11));
|
||||
AllOperation.Enqueue(Cope(102, value, -1));
|
||||
AllOperation.Enqueue(Cope(100, 0, 12));
|
||||
AllOperation.Enqueue(Cope(100, value, -2));
|
||||
|
||||
AllOperation.Enqueue(Cope(100, value, 0));
|
||||
AllOperation.Enqueue(Cope(0, 0, 13));
|
||||
FakeAccumulator = value; AllInput.Dequeue();
|
||||
}
|
||||
|
||||
void Op902() {
|
||||
// Code to summon number from Accumulator
|
||||
AllOperation.Enqueue(Cope(100, 0, 11));
|
||||
AllOperation.Enqueue(Cope(100, FakeAccumulator, -1));
|
||||
AllOperation.Enqueue(Cope(101, 0, 12));
|
||||
AllOperation.Enqueue(Cope(101, FakeAccumulator, -2));
|
||||
|
||||
AllOperation.Enqueue(Cope(101, FakeAccumulator, 0));
|
||||
AllOperation.Enqueue(Cope(0, 0, 13));
|
||||
// Output = FakeAccumulator;
|
||||
}
|
||||
|
||||
// Just update value of a box from nowhere
|
||||
void UpdateValue(int idx, int value) {
|
||||
AllOperation.Enqueue(Cope(idx, 0, 1));
|
||||
AllOperation.Enqueue(Cope(idx, value, 0));
|
||||
AllOperation.Enqueue(Cope(idx, 0, 2));
|
||||
FakeBoxes[idx] = value;
|
||||
}
|
||||
|
||||
void CompileError() {
|
||||
|
||||
}
|
||||
|
||||
bool CheckDigit(char c) {
|
||||
return (c >= '0' && c <= '9');
|
||||
}
|
||||
|
||||
public void Compile() {
|
||||
if(!GonnaCompile) return;
|
||||
GonnaCompile = false;
|
||||
string InstructionText = Instruction.text;
|
||||
string InputText = Input.text;
|
||||
|
||||
TextAreaInstruction.gameObject.SetActive(false);
|
||||
CompileButton.gameObject.SetActive(false);
|
||||
TextAreaInput.gameObject.SetActive(false);
|
||||
OutputCanvas.enabled = true;
|
||||
|
||||
int InputLength = InputText.Length;
|
||||
for(int i = 0; i < InputLength; ++i) {
|
||||
int idx = i, value = 0;
|
||||
while(idx < InputLength && CheckDigit(InputText[idx])) {
|
||||
value = value * 10 + (InputText[idx] - '0');
|
||||
++idx;
|
||||
}
|
||||
if(i != idx) {
|
||||
i = idx - 1;
|
||||
AllInput.Enqueue(value);
|
||||
}
|
||||
}
|
||||
|
||||
int[] EncodeOperation = new int[100];
|
||||
int InstructionLength = InstructionText.Length, Counter = 0;
|
||||
for(int i = 0; i < InstructionLength - 2; i += 4) {
|
||||
while(i < InstructionLength && !CheckDigit(InstructionText[i]))
|
||||
++i;
|
||||
EncodeOperation[Counter] = Convert.ToInt32(InstructionText.Substring(i, 3));
|
||||
Counter += 1;
|
||||
}
|
||||
|
||||
int ptr = 0;
|
||||
while(true) {
|
||||
int OpType = EncodeOperation[ptr] / 100;
|
||||
int OpValue = EncodeOperation[ptr] % 100;
|
||||
if(OpType == 0) {
|
||||
break;
|
||||
}
|
||||
else if(OpType == 9) {
|
||||
if(OpValue == 1) Op901();
|
||||
if(OpValue == 2) Op902();
|
||||
}
|
||||
else if(OpType == 1) {
|
||||
Op1(OpValue);
|
||||
}
|
||||
else if(OpType == 2) {
|
||||
Op2(OpValue);
|
||||
}
|
||||
else if(OpType == 3) {
|
||||
Op3(OpValue);
|
||||
}
|
||||
else if(OpType == 5) {
|
||||
Op5(OpValue);
|
||||
}
|
||||
else if(OpType == 6) {
|
||||
ptr = OpValue;
|
||||
continue;
|
||||
}
|
||||
else if(OpType == 7 && FakeAccumulator == 0) {
|
||||
ptr = OpValue;
|
||||
continue;
|
||||
}
|
||||
else if(OpType == 8 && FakeAccumulator >= 0) {
|
||||
ptr = OpValue;
|
||||
continue;
|
||||
}
|
||||
ptr += 1;
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 GetPositionBox(int idx) {
|
||||
if(idx < 100) return new Vector3(12 * (idx % 10) + 6, 12 * (idx / 10) + 6, -12);
|
||||
else if(idx == 100) return new Vector3(137f, 49.1f, -40.4f);
|
||||
else if(idx == 102) return new Vector3(0.2f, 4.1f, -32.5f);
|
||||
else if(idx == 101) return new Vector3(-0.3f, 4.1f, -49.6f);
|
||||
return new Vector3(0f, 0f, 0f);
|
||||
}
|
||||
|
||||
Vector3 GetRobotHand() {
|
||||
Debug.Log(RealRobot.transform.rotation.eulerAngles);
|
||||
return RobotText.transform.position;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
// Compile();
|
||||
if(TimeStop > 0) {
|
||||
TimeStop -= 1;
|
||||
return;
|
||||
}
|
||||
if(HoldingText) {
|
||||
Vector3 HandPosition = GetRobotHand();
|
||||
MoveText.Clone.transform.position = HandPosition;
|
||||
}
|
||||
if(ActionExisted) {
|
||||
if(!Door[IndexChange].DoorIsMoving) {
|
||||
if(ActionChange == 1) Door[IndexChange].OpenDoor();
|
||||
else Door[IndexChange].CloseDoor();
|
||||
}
|
||||
if(Door[IndexChange].TimePassed >= 1.0f) {
|
||||
ActionExisted = false;
|
||||
IndexChange = -1;
|
||||
ActionChange = -1;
|
||||
}
|
||||
}
|
||||
else if(TextMoving) {
|
||||
TextMoving = MoveText.Moving;
|
||||
if(!TextMoving && UpdateOutput) {
|
||||
UpdateOutput = false;
|
||||
OutputCanvas.gameObject.transform.GetChild(0).gameObject.GetComponent<TextMeshProUGUI>().text += UpdateOutputValue;
|
||||
}
|
||||
if(!TextMoving && GonnaHoldText) {
|
||||
GonnaHoldText = false;
|
||||
HoldingText = true;
|
||||
}
|
||||
}
|
||||
else if(RobotRotating) {
|
||||
if(RobotA.turning == 0) {
|
||||
RobotRotating = false;
|
||||
if(HoldingText)
|
||||
HoldingText = false;
|
||||
}
|
||||
}
|
||||
else {
|
||||
if(AllOperation.Count == 0) return;
|
||||
var Current = AllOperation.Peek(); AllOperation.Dequeue();
|
||||
if(Current.op == 0) {
|
||||
if(Current.idx == 100) {
|
||||
Accumulator = Current.val;
|
||||
AnotherDisplayAccumulator.text = Accumulator.ToString();
|
||||
return;
|
||||
}
|
||||
else if(Current.idx == 101) {
|
||||
Output = Current.val;
|
||||
return;
|
||||
}
|
||||
Label[Current.idx].ChangeValue(Current.val);
|
||||
}
|
||||
else if(Current.op == 4) {
|
||||
if(Current.idx == 100) {
|
||||
Accumulator += Current.val;
|
||||
AnotherDisplayAccumulator.text = Accumulator.ToString();
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if(Current.op == 3) {
|
||||
TimeStop = Current.val;
|
||||
}
|
||||
else if(Current.op == -1) {
|
||||
int idx = Current.idx;
|
||||
Vector3 EndPoint = GetRobotHand();
|
||||
string value = Current.val.ToString();
|
||||
MoveText.Change(GetPositionBox(idx), EndPoint, value);
|
||||
TextMoving = true; GonnaHoldText = true;
|
||||
}
|
||||
else if(Current.op == -2) {
|
||||
int idx = Current.idx;
|
||||
Vector3 StartPoint = GetRobotHand();
|
||||
string value = Current.val.ToString();
|
||||
MoveText.Change(StartPoint, GetPositionBox(idx), value);
|
||||
MoveText.OffSoon = true;
|
||||
TextMoving = true;
|
||||
if(idx == 101) {
|
||||
UpdateOutput = true;
|
||||
UpdateOutputValue = "\n" + value;
|
||||
}
|
||||
}
|
||||
else if(Current.op == -3) {
|
||||
int idx = Current.idx;
|
||||
string value = Current.val.ToString();
|
||||
Vector3 EndPoint = GetPositionBox(102);
|
||||
Vector3 StartPoint = new Vector3(EndPoint.x, EndPoint.y + 100, EndPoint.z);
|
||||
MoveText.Change(StartPoint, EndPoint, value);
|
||||
TextMoving = true;
|
||||
}
|
||||
else if(Current.op == 11) {
|
||||
Vector3 PointingPosition = GetPositionBox(Current.idx);
|
||||
RobotA.point1(PointingPosition.x, PointingPosition.z);
|
||||
RobotRotating = true;
|
||||
}
|
||||
else if(Current.op == 12) {
|
||||
Vector3 PointingPosition = GetPositionBox(Current.idx);
|
||||
RobotA.point2(PointingPosition.x, PointingPosition.z);
|
||||
RobotRotating = true;
|
||||
}
|
||||
else if(Current.op == 13) {
|
||||
RobotA.rest(); RobotRotating = true;
|
||||
}
|
||||
else if(Current.op == 1 || Current.op == 2) {
|
||||
ActionExisted = true;
|
||||
IndexChange = Current.idx;
|
||||
ActionChange = Current.op;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,22 +0,0 @@
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||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
public class LookAtCamera : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
public GameObject Ok;
|
||||
void Start()
|
||||
{
|
||||
Ok.transform.LookAt(Camera.main.transform);
|
||||
Ok.transform.Rotate(0, 180, 0);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
Ok.transform.LookAt(Camera.main.transform);
|
||||
Ok.transform.Rotate(0, 180, 0);
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
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@ -1,44 +0,0 @@
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||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
public class NewTextModify : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private TextMeshProUGUI Name;
|
||||
public int Val = 0;
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||||
private string s;
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
private string to_string(int x)
|
||||
{
|
||||
s = "";
|
||||
while(x > 0)
|
||||
{
|
||||
s = (char)('0' + x % 10) + s;
|
||||
x /= 10;
|
||||
}
|
||||
if (s == "") s = "0";
|
||||
return s;
|
||||
}
|
||||
public void Init(int x)
|
||||
{
|
||||
if(x < 10) Name.text = '0' + to_string(x);
|
||||
else Name.text = to_string(x);
|
||||
return;
|
||||
}
|
||||
public int CurrentVal() {
|
||||
return Val;
|
||||
}
|
||||
public void ChangeValue(int x)
|
||||
{
|
||||
Val = x;
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class RobotAnimation : MonoBehaviour
|
||||
{
|
||||
public GameObject Robot;
|
||||
public Animator robotanimation;
|
||||
public int turning, pending, type;
|
||||
public float angle, curang, lmao, speed=25f;
|
||||
|
||||
float calc(float desire)
|
||||
{
|
||||
lmao = desire;
|
||||
if (Mathf.Abs(desire - curang) <= 180F) return desire - curang;
|
||||
else return 360F - (desire - curang);
|
||||
}
|
||||
|
||||
public void point1(float x, float z)
|
||||
{
|
||||
float radians = Mathf.Atan((Robot.transform.position.x - x) / (Robot.transform.position.z - z));
|
||||
float angl = calc(radians * (180 / Mathf.PI)) / speed;
|
||||
turning = (int)speed;
|
||||
pending = (int)1;
|
||||
angle = angl;
|
||||
type = 0;
|
||||
}
|
||||
|
||||
public void point2(float x,float z)
|
||||
{
|
||||
float radians = Mathf.Atan((Robot.transform.position.x - x) / (Robot.transform.position.z - z));
|
||||
float angl = calc(radians * (180 / Mathf.PI)) / speed;
|
||||
turning = (int)speed;
|
||||
pending = (int)1;
|
||||
angle = angl;
|
||||
type = 1;
|
||||
}
|
||||
|
||||
public void rest()
|
||||
{
|
||||
float angl = calc(0) / speed;
|
||||
turning = (int)speed;
|
||||
pending = (int)1;
|
||||
angle = angl;
|
||||
type = 2;
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
robotanimation = GetComponent<Animator>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (turning > 0)
|
||||
{
|
||||
turning--;
|
||||
Robot.transform.Rotate(0, angle, 0, Space.Self);
|
||||
curang += angle;
|
||||
}
|
||||
if (pending > 0)
|
||||
{
|
||||
pending--;
|
||||
if (pending == 0)
|
||||
{
|
||||
if (type == 0) robotanimation.Play("Point1");
|
||||
else if (type == 1) robotanimation.Play("Point2");
|
||||
else if (type == 2)
|
||||
{
|
||||
robotanimation.Play("Rest");
|
||||
pending = 100;
|
||||
type = 3;
|
||||
}
|
||||
else if (type == 3) robotanimation.Play("Idle");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
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using TMPro;
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public class Spawner_Code : MonoBehaviour
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{
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public Canvas Canva;
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public GameObject Clone;
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public TextMeshProUGUI Number;
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public float Speed = 20;
|
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public Vector3 StartPoint, EndPoint;
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public bool Moving = false, OffSoon = false;
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public void Start()
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{
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Speed = 20;
|
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Clone.transform.position = StartPoint;
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Canva.enabled = false;
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}
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public void Change(Vector3 StartInput, Vector3 EndInput, string value)
|
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{
|
||||
Moving = true;
|
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Number.SetText(value);
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Clone.transform.position = StartInput;
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StartPoint = StartInput;
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EndPoint = EndInput;
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}
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void Update()
|
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{
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if (Moving)
|
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{
|
||||
Canva.enabled = true;
|
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if (Clone.transform.position != EndPoint)
|
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{
|
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Clone.transform.position = Vector3.MoveTowards(Clone.transform.position, EndPoint, Speed * Time.deltaTime);
|
||||
}
|
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else
|
||||
{
|
||||
Moving = false;
|
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if(OffSoon) {
|
||||
OffSoon = false;
|
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Canva.enabled = false;
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}
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}
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||||
Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
|
||||
with Reserved Font Name Anton.
|
||||
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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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
|
||||
with Reserved Font Name Bangers.
|
||||
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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|
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-----------------------------------------------------------
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- _OutlineUVSpeedY: 0
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||||
- _OutlineWidth: 0.4
|
||||
- _PerspectiveFilter: 0.875
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||||
- _Reflectivity: 10
|
||||
- _ScaleRatioA: 0.90909094
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||||
- _ScaleRatioB: 0.5568182
|
||||
- _ScaleRatioC: 0.90909094
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||||
- _ScaleX: 1
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||||
- _ScaleY: 1
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||||
- _ShaderFlags: 0
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||||
- _Sharpness: 0
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||||
- _SpecularPower: 2
|
||||
- _TextureHeight: 1024
|
||||
- _TextureWidth: 1024
|
||||
- _UnderlayDilate: 0
|
||||
- _UnderlayOffsetX: 0
|
||||
- _UnderlayOffsetY: 0
|
||||
- _UnderlaySoftness: 0
|
||||
- _VertexOffsetX: 0
|
||||
- _VertexOffsetY: 0
|
||||
- _WeightBold: 0.75
|
||||
- _WeightNormal: 0
|
||||
m_Colors:
|
||||
- _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _FaceColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _GlowColor: {r: 1, g: 0.6344826, b: 0, a: 0.5019608}
|
||||
- _MaskCoord: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _OutlineColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _SpecColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
|
@ -1,6 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4e195ac1e204eff960149d1cb34e18c
|
||||
NativeFormatImporter:
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||||
userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
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Reference in New Issue