Fixed Formatting
Removed unused variables Added Save() to OnDestroy() within all scripts related to PlayerData
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							@ -4,16 +4,14 @@ using UnityEngine.UI;
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public class ExperienceBar : MonoBehaviour {
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  // Eventually.. public RectTransform gainedExp
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  //Array used as expRequired[leveldesired]
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  //playerdata - needs saved
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  //Playerdata -- Needs saved
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  public int currentLevel = 1;
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  public float currentExp = 0;
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  public float currentRequirement = 100;
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  public GameObject currentLevelText;
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  [SerializeField]
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  private GameObject currentLevelText;
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  [SerializeField]
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  private float fillAmount;
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  [SerializeField]
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@ -34,6 +32,11 @@ public class ExperienceBar : MonoBehaviour {
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    fillAmount = currentExp / currentRequirement;
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  }
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  public void OnDestroy()
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  {
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    GameObject.FindGameObjectWithTag("GameController").GetComponent<GameManager>().Save();
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  }
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  // Update is called once per frame
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  void Update () {
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    fillAmount = currentExp / currentRequirement;
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@ -20,17 +20,17 @@ public class GameManager : MonoBehaviour {
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    public float increment;
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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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	// Use this for initialization
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	void Start () {
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    Load();
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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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  void OnEnable()
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  {    
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    Load();
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@ -67,7 +67,6 @@ public class GameManager : MonoBehaviour {
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    bf.Serialize(file, data);
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    file.Close();
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    Debug.Log("Saved");
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  }
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  public void Load()
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@ -85,11 +84,6 @@ public class GameManager : MonoBehaviour {
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      GameObject.FindGameObjectWithTag("ExpGained").GetComponent<ExperienceBar>().currentExp = data.experience;
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      GameObject.FindGameObjectWithTag("ExpGained").GetComponent<ExperienceBar>().currentRequirement = data.requirement;
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      Debug.Log("Loaded");
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    }
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  }
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}
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@ -5,113 +5,117 @@ public class SpinningCube : MonoBehaviour
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{
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  //Playerdata -- Needs saved
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    public float currentSpeed = 20f;
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    public float currentIncrement = 10f;
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  public float currentSpeed = 20f;
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  public float currentIncrement = 10f;
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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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  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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  [SerializeField]
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    private int rotations;
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  private int rotations;
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  public void OnDestroy()
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  {
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    GameObject.FindGameObjectWithTag("GameController").GetComponent<GameManager>().Save();
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  }
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  public void ToggleRotationDirection()
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	{
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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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    if (m_RotationDirection == Vector3.up) 
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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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	    m_RotationDirection = Vector3.down;
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      RotationDirection = "Down";
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    }
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    public void RaiseRotationSpeed()
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    else 
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    {
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        currentSpeed = currentSpeed + currentIncrement;
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        Debug.Log("Rotation Speed: " + currentSpeed);
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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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    public void LowerRotationSpeed()
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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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        currentSpeed = currentSpeed - currentIncrement;
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        Debug.Log("Rotation Speed: " + currentSpeed);
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      m_RotationDirection = tempRotation; 
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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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    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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 ChangeColorCyan()
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    {
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        gameObject.GetComponent<Renderer>().material.color = Color.cyan;
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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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@ -126,7 +130,7 @@ public class SpinningCube : MonoBehaviour
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    //rotations += (int)(m_Speed / 360);
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    //if object is rotating, and angle difference is less than 0
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    //If object has rotated 20 degrees (m_speed = 20), when angle1 = 350, && angle2 = 10
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    //If object has rotated 20 degrees (currentSpeed = 20), when angle1 = 350, && angle2 = 10
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    //angle2(10)-angle1(350) = -340
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    //Object has rotated past 360
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    if ((currentSpeed > 0) && (angledif < 0))
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@ -1,15 +1,19 @@
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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public class ToggleMenus : MonoBehaviour
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{
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  //Menus
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  public GameObject RotMenu;
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  public GameObject ColorMenu;
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  public GameObject ShapesMenu;
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  public GameObject LightingMenu;
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  public GameObject ExpMenu;
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  private bool ActiveMenu = false;
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  //Shapes - Prefabs
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  public GameObject Square;
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  public GameObject Sphere;
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  public GameObject Cylinder;
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@ -17,16 +21,30 @@ public class ToggleMenus : MonoBehaviour
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  public GameObject Temp;
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  public GameObject mySpawn;
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  private string Spawn = "Spawn";
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  private string Active = "Cube";
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  private bool ActiveMenu = false;
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  //Use with lighting menu
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  //private GameObject lighting = GameObject.FindGameObjectWithTag("Lighting");
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  public float lightRotX, lightRotY, lightRotZ;
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  public GameObject[] buttons;
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  // Use this for initialization
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  void Start()
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  {
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    Temp = Square;
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    lightRotX = 0;
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    lightRotY = 0;
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    lightRotZ = 0;
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    EditLightingRotation();
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    //EditLightingLocation();
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  }
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  public void Update()
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  {
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    GameObject.FindGameObjectWithTag("Lighting").transform.Rotate(lightRotX, lightRotY, lightRotZ);
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  }
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  public void ToggleRotationMenu()
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@ -133,7 +151,6 @@ public class ToggleMenus : MonoBehaviour
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    ColorMenu.gameObject.SetActive(false);
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    LightingMenu.gameObject.SetActive(false);
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    ExpMenu.gameObject.SetActive(false);
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  }
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  public void ChangeShapeSquare()
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@ -172,4 +189,51 @@ public class ToggleMenus : MonoBehaviour
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    Debug.Log(Active);
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  }
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  public void EditLightingRotation()
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  {
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    buttons = GameObject.FindGameObjectsWithTag("RotationMenuButtons");
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    foreach (Object button in buttons)
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    {
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      gameObject.GetComponent<Button>().onClick.RemoveAllListeners();
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    }
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    GameObject.Find("X Button").GetComponent<Button>().onClick.AddListener(() => { EditLightingRotationX(); });
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    GameObject.Find("Y Button").GetComponent<Button>().onClick.AddListener(() => { EditLightingRotationY(); });
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    GameObject.Find("Z Button").GetComponent<Button>().onClick.AddListener(() => { EditLightingRotationZ(); });
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  }
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  public void EditLightingLocation()
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  {
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    buttons = GameObject.FindGameObjectsWithTag("RotationMenuButtons");
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    foreach (Object button in buttons)
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    {
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      gameObject.GetComponent<Button>().onClick.RemoveAllListeners();
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    }
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    //
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    //CHANGE THESE TO LOCATION NOT ROTATION
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    //
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    GameObject.Find("X Button").GetComponent<Button>().onClick.AddListener(() => { EditLightingRotationX(); });
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    GameObject.Find("Y Button").GetComponent<Button>().onClick.AddListener(() => { EditLightingRotationY(); });
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    GameObject.Find("Z Button").GetComponent<Button>().onClick.AddListener(() => { EditLightingRotationZ(); });
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  }
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  public void EditLightingLocationX()
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  {
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    //lightRotX = 20 * Time.deltaTime; 
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  }
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  public void EditLightingRotationX()
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  {
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    lightRotX = 20 * Time.deltaTime;
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  }
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  public void EditLightingRotationY()
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  {
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    lightRotY = 20 * Time.deltaTime;
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  }
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  public void EditLightingRotationZ()
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  {
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    lightRotZ = 20 * Time.deltaTime;
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  }
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}
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