added fuel generator task
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This commit is contained in:
nlevin6 2025-04-16 20:07:39 -04:00
parent 0bec5d576c
commit 45fdad18b2
86 changed files with 5090 additions and 6 deletions

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using UnityEngine;
public class Generator : MonoBehaviour
{
public string requiredItemName = "GasTank";
private bool isFueled = false;
void Update()
{
if (isFueled) return;
Inventory inventory = FindObjectOfType<Inventory>();
if (inventory == null) return;
var heldItem = inventory.slots[inventory.currentSlot];
if (heldItem != null && heldItem.itemName == requiredItemName && Input.GetMouseButtonDown(0))
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int layerMask = ~LayerMask.GetMask("Player"); // ignore "Player" layer (this is very important to not forget to do in other tasks)
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if (Physics.Raycast(ray, out RaycastHit hit, 3f, layerMask))
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{
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inventory.EquipSlot(inventory.currentSlot);
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To use the provided RotateShaft script simply add it to the game object you want to rotate. Then drag the gameobject into the list field.

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RotateShaft : MonoBehaviour
{
// Set rotate to equal false
public bool rotate = false;
// List of Rotatable Objects
public List<GameObject> rotatableObjects;
// Object Rotation Speed
public float rotationSpeed = 20;
private void Start()
{
// Set rotate to false at start. I did this because I use a button to start the rotation.
// Set rotate to true at start, if you want it to rotate on start.
rotate = false;
}
private void FixedUpdate()
{
// If Not rotate
if (!rotate)
{
// Return
return;
}
else
{
// Foreach rotatableObject of type GameObject in rotatableObjects
foreach (GameObject rotatableObject in rotatableObjects)
{
// Rotate the rotatableObject
// Change Vector3.up if it's not the desired rotation. I had it originally set to Vector3.forward.
rotatableObject.transform.Rotate(Vector3.up * rotationSpeed * Time.deltaTime);
}
}
}
// Used to make the object rotate on button press.
public void RotateObject()
{
rotate = !rotate;
return;
}
// Used to make the object rotate on button press and play animation.
public void RotateObject(bool enable)
{
rotate = enable;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RotateSubmarineBlades : MonoBehaviour
{
// Set rotate to equal false
public bool rotate = false;
// List of Rotatable Objects
public List<GameObject> rotatableObjects;
// Object Rotation Speed
public float rotationSpeed = 20;
private void Start()
{
// Set rotate to false at start. I did this because I use a button to start the rotation.
// Set rotate to true at start, if you want it to rotate on start.
rotate = false;
}
private void FixedUpdate()
{
// If Not rotate
if (!rotate)
{
// Return
return;
}
else
{
// Foreach rotatableObject of type GameObject in rotatableObjects
foreach (GameObject rotatableObject in rotatableObjects)
{
// Rotate the rotatableObject
// Change Vector3.up if it's not the desired rotation. I had it originally set to Vector3.forward.
rotatableObject.transform.Rotate(Vector3.forward * rotationSpeed * Time.deltaTime);
}
}
}
// Used to make the object rotate on button press.
public void RotateObject()
{
rotate = !rotate;
return;
}
// Used to make the object rotate on button press and play animation.
public void RotateObject(bool enable)
{
rotate = enable;
}
}

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