Initial Commit
Exp bar and Levels. Rethink ExperienceBar and ToggleMenus scripts
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# =============== #
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# Unity generated #
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# =============== #
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Temp/
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Library/
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# ===================================== #
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# Visual Studio / MonoDevelop generated #
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ExportedObj/
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obj/
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*.svd
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/*.csproj
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.DS_Store?
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.Spotlight-V100
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using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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public class ExperienceBar : MonoBehaviour {
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public int Exp = 0;
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public string level = "1";
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public int nextLevel = 1;
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public int Increment = 10;
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public GameObject levelText;
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public float barWidth;
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public float barHeight;
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GameObject expBar;
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// Eventually.. public RectTransform gainedExp
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//Array used as expRequired[leveldesired]
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public int[] expRequired = {0,0,100,250,450,700,1000,1350,1700,2150,2650 };
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public float clicksNeeded = 10;
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float barMovement;
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float barPosition;
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// Use this for initialization
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void Start () {
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expBar = this.gameObject;
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}
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// Update is called once per frame
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void Update () {
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checkExpGain();
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//Check if Exp bar is full
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if(this.gameObject.GetComponent<RectTransform>().sizeDelta.x == barWidth || expBar.GetComponent<RectTransform>().sizeDelta.x > barWidth)
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{
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this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(0, barHeight);
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barPosition = 0;
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levelText.GetComponent<Text>().text = level;
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}
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}
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public void ExpGain()
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{
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Exp = Exp + Increment;
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//10 clicks per level DIVDED BY clicks required for exp gain
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barMovement = 10 / clicksNeeded;
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barPosition = barMovement + barPosition;
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Debug.Log("barPosition = " + barPosition);
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//use time.deltatime to smooth this out to make it look better?
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this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition * 10, barHeight);
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}
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public void checkExpGain()
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{
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switch(Exp)
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{
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case (100):
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level = "2";
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nextLevel = 3;
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clicksNeeded = (expRequired[nextLevel] - Exp)/10;
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break;
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case (250):
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level = "3";
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nextLevel = 4;
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clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
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break;
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case (450):
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level = "4";
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nextLevel = 5;
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clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
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break;
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case (700):
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level = "5";
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nextLevel = 6;
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clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
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break;
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case (1000):
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level = "6";
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nextLevel = 7;
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clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
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break;
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case (1350):
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level = "7";
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nextLevel = 8;
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clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
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break;
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case (1700):
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level = "8";
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nextLevel = 9;
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clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
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break;
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case (2150):
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level = "9";
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nextLevel = 10;
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clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
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break;
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case (2650):
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level = "10";
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// nextLevel = 10;
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clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
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break;
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}
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}
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}
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using UnityEngine;
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using System.Collections;
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public class SpinningCube : MonoBehaviour
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{
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public float m_Speed = 20f;
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public float increments = 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 stopRotation = Vector3.zero;
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private Vector3 tempRotation;
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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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m_Speed = m_Speed + increments;
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Debug.Log("Rotation Speed: " + m_Speed);
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}
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public void LowerRotationSpeed()
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{
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m_Speed = m_Speed - increments;
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Debug.Log("Rotation Speed: " + m_Speed);
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}
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public void ResetRotationSpeed()
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{
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m_Speed = 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 Update()
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{
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transform.Rotate(m_RotationDirection * Time.deltaTime * m_Speed);
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}
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}
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|
@ -0,0 +1,175 @@
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using UnityEngine;
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using System.Collections;
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public class ToggleMenus : MonoBehaviour
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{
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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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public GameObject Square;
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public GameObject Sphere;
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public GameObject Cylinder;
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public GameObject Capsule;
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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 this for initialization
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void Start()
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{
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Temp = Square;
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}
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public void ToggleRotationMenu()
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{
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if (RotMenu.gameObject.active)
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{
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RotMenu.gameObject.SetActive(false);
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ActiveMenu = !ActiveMenu;
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}
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else if (!RotMenu.gameObject.active && ActiveMenu)
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{
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CloseAll();
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RotMenu.gameObject.SetActive(true);
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}
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else
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{
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RotMenu.gameObject.SetActive(true);
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ActiveMenu = !ActiveMenu;
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}
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}
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public void ToggleColorMenu()
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{
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if (ColorMenu.gameObject.active)
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{
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ColorMenu.gameObject.SetActive(false);
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ActiveMenu = !ActiveMenu;
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}
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else if (!ColorMenu.gameObject.active && ActiveMenu)
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{
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CloseAll();
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ColorMenu.gameObject.SetActive(true);
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}
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else
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{
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ColorMenu.gameObject.SetActive(true);
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ActiveMenu = !ActiveMenu;
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}
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}
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public void ToggleShapesMenu()
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{
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if (ShapesMenu.gameObject.active)
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{
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ShapesMenu.gameObject.SetActive(false);
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ActiveMenu = !ActiveMenu;
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}
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else if (!ShapesMenu.gameObject.active && ActiveMenu)
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{
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CloseAll();
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ShapesMenu.gameObject.SetActive(true);
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}
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else
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{
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ShapesMenu.gameObject.SetActive(true);
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ActiveMenu = !ActiveMenu;
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}
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}
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public void ToggleLightingMenu()
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{
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if (LightingMenu.gameObject.active)
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{
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LightingMenu.gameObject.SetActive(false);
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ActiveMenu = !ActiveMenu;
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}
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else if (!LightingMenu.gameObject.active && ActiveMenu)
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{
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CloseAll();
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LightingMenu.gameObject.SetActive(true);
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}
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else
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{
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LightingMenu.gameObject.SetActive(true);
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ActiveMenu = !ActiveMenu;
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}
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}
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public void ToggleExpMenu()
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{
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if (ExpMenu.gameObject.active)
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{
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ExpMenu.gameObject.SetActive(false);
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//check if another menu is open to avoid overlapping
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ActiveMenu = !ActiveMenu;
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}
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else if (!ExpMenu.gameObject.active && ActiveMenu)
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{
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CloseAll();
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ExpMenu.gameObject.SetActive(true);
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}
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else
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{
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ExpMenu.gameObject.SetActive(true);
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ActiveMenu = !ActiveMenu;
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}
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}
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public void CloseAll()
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{
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ShapesMenu.gameObject.SetActive(false);
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RotMenu.gameObject.SetActive(false);
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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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{
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Instantiate(Square, mySpawn.transform.position, mySpawn.transform.rotation);
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Debug.Log("Destroy " + Active);
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Destroy(GameObject.Find(Active));
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Active = "Cube(Clone)";
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Debug.Log(Active);
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}
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public void ChangeShapeSphere()
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{
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Instantiate(Sphere, mySpawn.transform.position, mySpawn.transform.rotation);
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Debug.Log("Destroy " + Active);
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Destroy(GameObject.Find(Active));
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Active = "Sphere(Clone)";
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Debug.Log(Active);
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}
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public void ChangeShapeCapsule()
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{
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Instantiate(Capsule, mySpawn.transform.position, mySpawn.transform.rotation);
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Debug.Log("Destroy " + Active);
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Destroy(GameObject.Find(Active));
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Active = "Capsule(Clone)";
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Debug.Log(Active);
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}
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public void ChangeShapeCylinder()
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{
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Instantiate(Cylinder, mySpawn.transform.position, mySpawn.transform.rotation);
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Debug.Log("Destroy " + Active);
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Destroy(GameObject.Find(Active));
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Active = "Cylinder(Clone)";
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Debug.Log(Active);
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}
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}
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Reference in New Issue