Fixed changing shapes
- Changing shapes no longer breaks menu functions - Moved all Change...() functions related to Player in SpinningCube.cs to ToggleMenus.cs script -- Add saving needed data --Color, shape (Speed between shapes, etc..) -Created two new functions to replace 10+ small functions with switch case -ChangeShape(string shape) & ChangeColor(string color)
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@@ -11,27 +11,27 @@ public class SpinningCube : MonoBehaviour
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public float rotationPerSec = 0.0f;
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private string RotationDirection = "Up";
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private Vector3 m_RotationDirection = Vector3.up;
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private Vector3 rotationOrigin;
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private Vector3 stopRotation = Vector3.zero;
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private Vector3 tempRotation;
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private float angle2 = 0;
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private float angledif, angle1;
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private float angleSum = 0;
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public string RotationDirection = "Up";
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public Vector3 m_RotationDirection = Vector3.up;
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public Vector3 rotationOrigin;
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public Vector3 stopRotation = Vector3.zero;
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public Vector3 tempRotation;
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public float angle2 = 0;
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public float angledif, angle1;
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public float angleSum = 0;
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[SerializeField]
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private float secPerRotation = 0.0f;
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public float secPerRotation = 0.0f;
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[SerializeField]
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private float lastRPS = 0.0f;
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public float lastRPS = 0.0f;
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[SerializeField]
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private float secondsPassed = 0.0f;
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public float secondsPassed = 0.0f;
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[SerializeField]
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private int rotations;
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public int rotations;
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public void Start()
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{
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@@ -44,98 +44,6 @@ public class SpinningCube : MonoBehaviour
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}
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*/
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}
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public void ToggleRotationDirection()
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{
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if (m_RotationDirection == Vector3.up)
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{
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m_RotationDirection = Vector3.down;
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RotationDirection = "Down";
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}
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else
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{
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m_RotationDirection = Vector3.up;
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RotationDirection = "Up";
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}
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Debug.Log("Toggled rotation direction: " + RotationDirection);
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}
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public void ToggleRotation()
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{
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Debug.Log("Stopping Rotation. Last known rotation direction: " + RotationDirection);
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stopRotation = Vector3.zero;
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if (m_RotationDirection == stopRotation)
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{
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m_RotationDirection = tempRotation;
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}
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else {
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tempRotation = m_RotationDirection;
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m_RotationDirection = stopRotation;
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}
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}
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public void RaiseRotationSpeed()
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{
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currentSpeed = currentSpeed + currentIncrement;
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Debug.Log("Rotation Speed: " + currentSpeed);
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}
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public void LowerRotationSpeed()
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{
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currentSpeed = currentSpeed - currentIncrement;
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Debug.Log("Rotation Speed: " + currentSpeed);
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}
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public void ResetRotationSpeed()
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{
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currentSpeed = 20.0f;
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Debug.Log("Rotation Speed Reset");
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}
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public void ChangeColorWhite()
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{
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GameObject.FindGameObjectsWithTag("Player");
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gameObject.GetComponent<Renderer>().material.color = Color.white;
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}
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public void ChangeColorBlue()
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{
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gameObject.GetComponent<Renderer>().material.color = Color.blue;
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}
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public void ChangeColorBlack()
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{
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gameObject.GetComponent<Renderer>().material.color = Color.black;
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}
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public void ChangeColorGreen()
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{
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gameObject.GetComponent<Renderer>().material.color = Color.green;
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}
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public void ChangeColorRed()
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{
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gameObject.GetComponent<Renderer>().material.color = Color.red;
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}
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public void ChangeColorMagenta()
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{
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gameObject.GetComponent<Renderer>().material.color = Color.magenta;
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}
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public void ChangeColorYellow()
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{
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gameObject.GetComponent<Renderer>().material.color = Color.yellow;
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}
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public void ChangeColorCyan()
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{
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gameObject.GetComponent<Renderer>().material.color = Color.cyan;
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}
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void FixedUpdate()
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{
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//Set angle1 = eulerAngle of axis being rotated prior to applying rotation
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