using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelLoader : MonoBehaviour {
public int sceneNumber;
// Use this for initialization
void Start () {
print(" Level Loaded");
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButtonDown(0))
{
LoadLevel();
//RestartLevel();
}
}
void LoadLevel()
{
SceneManager.LoadScene("level2");
//SceneManager.LoadScene(sceneNumber);
}
void RestartLevel()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraShake : MonoBehaviour {
Transform camTrans;
public float shakeTime;
public float shakeRange;
Vector3 originalPosition;
// Use this for initialization
void Start () {
camTrans = Camera.main.transform;
originalPosition = camTrans.position;
}
// Update is called once per frame
void Update() {
if (Input.GetMouseButtonDown(0))
{
StartCoroutine(ShakeCamera());
}
}
IEnumerator ShakeCamera()
{
float elapsedTime = 0;
while (elapsedTime < shakeTime)
{
Vector3 pos = originalPosition + Random.insideUnitSphere * shakeRange;
pos.z = originalPosition.z;
camTrans.position = pos;
elapsedTime += Time.deltaTime;
yield return null;
}
camTrans.position = originalPosition;
}
//IEnumerator Shake()
//{
// float timeElapsed = 0;
// while (timeElapsed < ShakeTime)
// {
// Vector3 pos = originalPos + Random.insideUnitSphere * shakeRange;
// pos.z = camTransform.position.z;
// //camTransform.position = Vector3.Lerp(camTransform.position, pos, smoothValue);
// camTransform.position = pos;
// timeElapsed += Time.deltaTime;
// yield return null;
// }
// camTransform.position = originalPos;
//}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CoRoutineTest : MonoBehaviour {
GameObject cube;
// Use this for initialization
void Start () {
//StartCoroutine("Test");
//Test2();
StartCoroutine("Test3",6);
//for (int i = 0; i < 6; i++)
//{
// print("Start()");
//}
//StopCoroutine("Test3");
}
IEnumerator Test()
{
print(" CoRoutine Starts");
yield return new WaitForSeconds(2f);
GetComponent<Renderer>().material.color = Color.red;
yield return new WaitForSeconds(2f);
GetComponent<Renderer>().material.color = Color.green;
yield return null;
print(" CoRoutine Ends");
}
void Test2()
{
for (int i = 0; i < 6; i++)
{
print("Test2()");
}
}
IEnumerator Test3(int times)
{
for (int i = 0; i < times; i++)
{
print("Test3()");
yield return null;
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RotateWithMouse : MonoBehaviour {
public float rotationSpeed;
private void OnMouseDrag()
{
float Y = Input.GetAxis("Mouse Y") * rotationSpeed;
float X = Input.GetAxis("Mouse X") * rotationSpeed;
transform.Rotate(Vector3.right, Y);
transform.Rotate(Vector3.up, -X);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InputTest : MonoBehaviour {
public GameObject ball;
public float speed;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
// if (Input.GetKeyDown (KeyCode.Space)) {
//
// print (" Space Button Pressed First Time ");
//
// GetComponent<Renderer> ().material.color = Color.green;
// }
//
// if (Input.GetKeyUp (KeyCode.Space)) {
//
// print (" Space Button Released ");
//
// GetComponent<Renderer> ().material.color = Color.yellow;
// }
//
// if (Input.GetKey (KeyCode.Space)) {
//
// print (" Space Button Held Down ");
// }
// if (Input.GetButtonDown ("Jump")) {
//
// print (" Space Button Pressed First Time ");
//
// GetComponent<Renderer> ().material.color = Color.green;
// }
// float xInput = Input.GetAxis ("Horizontal") * speed * Time.deltaTime;
//
// float yInput = Input.GetAxis ("Vertical") * speed * Time.deltaTime;
//
// Input.GetAxisRaw ("Horizontal");
//
// print (xInput);
//
// transform.Translate (xInput , yInput, 0);
// if (Input.GetButtonDown ("Fire1")) {
//
// print (" Left Click");
//
// }
//
// if (Input.GetMouseButtonDown (0)) {
//
// //print (" Left Click ");
//
// print (Input.mousePosition.x + " " + Input.mousePosition.y);
//
// Vector3 pos = Input.mousePosition;
// pos.z = 10f;
//
// pos = Camera.main.ScreenToWorldPoint (pos);
//
// Instantiate (ball, pos, Quaternion.identity);
//
//
// }
//
// if (Input.GetMouseButtonDown (1)) {
//
// print (" Right Click ");
//
// }
//
// if (Input.GetMouseButtonDown (2)) {
//
// print (" Wheel Click ");
//
// }
}
void OnMouseDown(){
Destroy (gameObject);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestScript2 : MonoBehaviour {
GameObject searchObj;
GameObject[] enemies;
// Use this for initialization
void Start () {
//searchObj = GameObject.Find ("Cube/Cube2/Enemy");
//searchObj = GameObject.FindWithTag ("Enemy");
//enemies = GameObject.FindGameObjectsWithTag ("Enemy");
//Destroy (searchObj);
// foreach (GameObject enemy in enemies) {
//
// Destroy (enemy);
// }
//
//GameObject.Find ("Cube").SetActive (false);
GameObject.Find ("Cube").GetComponent<Rigidbody> ().useGravity = true;
}
// Update is called once per frame
void Update () {
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LoopTest2 : MonoBehaviour {
public GameObject[] objects;
// Use this for initialization
void Start () {
foreach(GameObject o in objects ){
o.SetActive (true);
//Destroy (o);
}
}
}