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@ -66,12 +66,10 @@
<Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\DropdownSample.cs" />
<Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\VertexColorCycler.cs" />
<Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\EnvMapAnimator.cs" />
<Compile Include="Assets\LookAtCamera.cs" />
<Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_TextSelector_A.cs" />
<Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\Benchmark01_UGUI.cs" />
<Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\SimpleScript.cs" />
<Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\Benchmark04.cs" />
<Compile Include="Assets\Nigga.cs" />
<Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\ChatController.cs" />
<Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\ObjectSpin.cs" />
<Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_PhoneNumberValidator.cs" />
@ -95,7 +93,6 @@
<Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\CameraController.cs" />
<Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\Benchmark03.cs" />
<Compile Include="Assets\NewTextModify.cs" />
<Compile Include="Assets\Spawner_Code.cs" />
<Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_TextInfoDebugTool.cs" />
</ItemGroup>
<ItemGroup>

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@ -11,14 +11,6 @@ public class Operation {
// 2: CloseDoor
// 3: Delay
// 4: AddValue
// 5: MoveText
}
public class PositionText {
public Vector3 StartPoint;
public Vector3 EndPoint;
public string value;
}
public class Initalize : MonoBehaviour
@ -26,13 +18,9 @@ public class Initalize : MonoBehaviour
public GameObject[] Boxes;
public DoorAnimation[] Door;
public NewTextModify[] Label;
public Spawner_Code MoveText;
public Canvas OutputCanvas;
public string UpdateOutputValue;
public GameObject AllBoxes, ParentMoveText, RobotText, RealRobot;
public RobotAnimation RobotA;
public GameObject AllBoxes;
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;
public bool ActionExisted = false, ActionMoving = false;
Queue<Operation> AllOperation = new Queue<Operation>();
public GameObject TextAreaInstruction, TextAreaInput, CompileButton;
@ -48,9 +36,6 @@ public class Initalize : MonoBehaviour
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>();
for(int i = 0; i < 100; ++i) {
Boxes[i] = AllBoxes.gameObject.transform.GetChild(i).gameObject;
Label[i] = Boxes[i].GetComponent<NewTextModify>();
@ -65,99 +50,52 @@ public class Initalize : MonoBehaviour
return Op;
}
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(0, 100, 3));
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(0, 100, 3));
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(0, 100, 3));
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(0, 100, 3));
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();
AllOperation.Enqueue(Cope(100, AllInput.Peek(), 0));
FakeAccumulator = AllInput.Peek(); 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;
}
@ -165,6 +103,7 @@ public class Initalize : MonoBehaviour
void UpdateValue(int idx, int value) {
AllOperation.Enqueue(Cope(idx, 0, 1));
AllOperation.Enqueue(Cope(idx, value, 0));
AllOperation.Enqueue(Cope(0, 100, 3));
AllOperation.Enqueue(Cope(idx, 0, 2));
FakeBoxes[idx] = value;
}
@ -186,7 +125,6 @@ public class Initalize : MonoBehaviour
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) {
@ -249,19 +187,6 @@ public class Initalize : MonoBehaviour
}
}
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()
{
@ -270,10 +195,6 @@ public class Initalize : MonoBehaviour
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();
@ -285,24 +206,6 @@ public class Initalize : MonoBehaviour
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();
@ -328,51 +231,15 @@ public class Initalize : MonoBehaviour
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) {
else {
ActionExisted = true;
IndexChange = Current.idx;
ActionChange = Current.op;
}
}
}
void LateUpdate() {
}
}

@ -1,22 +0,0 @@
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);
}
}

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@ -6,8 +6,8 @@ public class RobotAnimation : MonoBehaviour
{
public GameObject Robot;
public Animator robotanimation;
public int turning, pending, type;
public float angle, curang, lmao, speed=25f;
public int turning, pending, type, timer;
public float angle, curang,lmao;
float calc(float desire)
{
@ -16,44 +16,53 @@ public class RobotAnimation : MonoBehaviour
else return 360F - (desire - curang);
}
public void point1(float x, float z)
void point(float x, float z, int pend)
{
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;
float radians = Mathf.Atan((Robot.transform.position.x - x) / (Robot.transform.position.z-z));
float angl = calc(radians * (180 / Mathf.PI)) / 100F;
turning = 100;
pending = 100 + pend;
angle = angl;
type = 0;
}
public void point2(float x,float z)
void palm(int pend)
{
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;
pending = 1 + pend;
type = 1;
}
public void rest()
void palmnpoint(float x, float z, int pend)
{
float angl = calc(0) / speed;
turning = (int)speed;
pending = (int)1;
float radians = Mathf.Atan((Robot.transform.position.x - x) / (Robot.transform.position.z-z));
float angl = calc(radians * (180 / Mathf.PI)) / 100F;
turning = 100;
pending = 100 + pend;
angle = angl;
type = 2;
}
void rest(int pend)
{
float angl = calc(0) / 100F;
turning = 100;
pending = 100 + pend;
angle = angl;
type = 3;
}
// Start is called before the first frame update
void Start()
{
robotanimation = GetComponent<Animator>();
point(24, 0, 0);
}
// Update is called once per frame
void Update()
{
timer++;
if (timer == 300) palm(0);
if (turning > 0)
{
turning--;
@ -65,15 +74,16 @@ public class RobotAnimation : MonoBehaviour
pending--;
if (pending == 0)
{
if (type == 0) robotanimation.Play("Point1");
else if (type == 1) robotanimation.Play("Point2");
else if (type == 2)
if (type == 0) robotanimation.Play("Point");
else if (type == 1) robotanimation.Play("OpenPalm");
else if (type == 2) robotanimation.Play("OpenPalm&Point");
else if (type == 3)
{
robotanimation.Play("Rest");
pending = 100;
type = 3;
pending = 30;
type = 4;
}
else if (type == 3) robotanimation.Play("Idle");
else if (type == 4) robotanimation.Play("Idle");
}
}
}

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: b70bdf6c06a1f964299d65114cad0037
guid: 6a62c35f56408ce4882c00a564ceb42d
MonoImporter:
externalObjects: {}
serializedVersion: 2

File diff suppressed because it is too large Load Diff

@ -1,48 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class Spawner_Code : MonoBehaviour
{
public Canvas Canva;
public GameObject Clone;
public TextMeshProUGUI Number;
public float Speed = 20;
public Vector3 StartPoint, EndPoint;
public bool Moving = false, OffSoon = false;
public void Start()
{
Speed = 20;
Clone.transform.position = StartPoint;
Canva.enabled = false;
}
public void Change(Vector3 StartInput, Vector3 EndInput, string value)
{
Moving = true;
Number.SetText(value);
Clone.transform.position = StartInput;
StartPoint = StartInput;
EndPoint = EndInput;
}
void Update()
{
if (Moving)
{
Canva.enabled = true;
if (Clone.transform.position != EndPoint)
{
Clone.transform.position = Vector3.MoveTowards(Clone.transform.position, EndPoint, Speed * Time.deltaTime);
}
else
{
Moving = false;
if(OffSoon) {
OffSoon = false;
Canva.enabled = false;
}
}
}
}
}

File diff suppressed because one or more lines are too long

@ -41,8 +41,8 @@ ModelImporter:
name: Idle
takeName: Armature|ArmatureAction
internalID: 4781951162920444690
firstFrame: 4
lastFrame: 36
firstFrame: 1
lastFrame: 40
wrapMode: 0
orientationOffsetY: 0
level: 0
@ -67,10 +67,39 @@ ModelImporter:
maskSource: {instanceID: 0}
additiveReferencePoseFrame: 0
- serializedVersion: 16
name: Point1
name: Point
takeName: Armature|ArmatureAction
internalID: -1246731831762816583
firstFrame: 41
lastFrame: 100
wrapMode: 0
orientationOffsetY: 0
level: 0
cycleOffset: 0
loop: 0
hasAdditiveReferencePose: 0
loopTime: 0
loopBlend: 0
loopBlendOrientation: 0
loopBlendPositionY: 0
loopBlendPositionXZ: 0
keepOriginalOrientation: 0
keepOriginalPositionY: 1
keepOriginalPositionXZ: 0
heightFromFeet: 0
mirror: 0
bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
curves: []
events: []
transformMask: []
maskType: 3
maskSource: {instanceID: 0}
additiveReferencePoseFrame: 0
- serializedVersion: 16
name: OpenPalm
takeName: Armature|ArmatureAction
internalID: 4594303134292970328
firstFrame: 101
lastFrame: 160
wrapMode: 0
orientationOffsetY: 0
@ -96,7 +125,7 @@ ModelImporter:
maskSource: {instanceID: 0}
additiveReferencePoseFrame: 0
- serializedVersion: 16
name: Point2
name: OpenPalm&Point
takeName: Armature|ArmatureAction
internalID: 3696890337287820257
firstFrame: 161

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