first commit
2
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# Auto detect text files and perform LF normalization
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72
.gitignore
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6
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Assets/Image Puzzle/Scripts.meta
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233
Assets/Image Puzzle/Scripts/ImagePuzzle.cs
Normal file
@ -0,0 +1,233 @@
|
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using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class ImagePuzzle : MonoBehaviour
|
||||
{
|
||||
public int currentPuzzle = 1;
|
||||
|
||||
public List<Texture2D> puzzleSprites;
|
||||
|
||||
public List<RawImage> images = new List<RawImage>();
|
||||
public List<RectTransform> imagesTransforms = new List<RectTransform>();
|
||||
public TMP_Text completeText;
|
||||
|
||||
public Image backgroundImage;
|
||||
|
||||
public Sprite completedAllPuzzlesBackground;
|
||||
|
||||
private RawImage disabledImage;
|
||||
private bool hasStarted = false;
|
||||
|
||||
private List<string> correctImageOrder = new List<string>();
|
||||
|
||||
private void Awake()
|
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{
|
||||
foreach (var image in images)
|
||||
{
|
||||
image.GetComponent<Button>().onClick.AddListener(() => ButtonClicked(image));
|
||||
}
|
||||
}
|
||||
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private void ButtonClicked(RawImage image)
|
||||
{
|
||||
if (!hasStarted)
|
||||
return;
|
||||
|
||||
MoveLogic(image);
|
||||
}
|
||||
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private void MoveLogic(RawImage clickedImage)
|
||||
{
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||||
int clickedIndex = clickedImage.transform.GetSiblingIndex();
|
||||
|
||||
print(clickedIndex + " | " + CanMove(clickedIndex));
|
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|
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if (CanMove(clickedIndex))
|
||||
{
|
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var clickedImageName = clickedImage.name;
|
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var disabledImageName = disabledImage.name;
|
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|
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clickedImage.enabled = false;
|
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clickedImage.GetComponent<Button>().enabled = false;
|
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|
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disabledImage.texture = clickedImage.texture;
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disabledImage.enabled = true;
|
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disabledImage.GetComponent<Button>().enabled = true;
|
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|
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disabledImage.name = clickedImageName;
|
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clickedImage.name = disabledImageName;
|
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|
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disabledImage = clickedImage;
|
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|
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CheckPuzzleComplete();
|
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}
|
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}
|
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|
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private void CheckPuzzleComplete()
|
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{
|
||||
for (int i = 0; i < images.Count; i++)
|
||||
{
|
||||
var image = images[i];
|
||||
if (image.name != correctImageOrder[i])
|
||||
return;
|
||||
}
|
||||
|
||||
print("correct");
|
||||
|
||||
SplitSpriteToImages();
|
||||
|
||||
disabledImage.enabled = true;
|
||||
completeText.gameObject.SetActive(true);
|
||||
hasStarted = false;
|
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}
|
||||
|
||||
private bool CanMove(int clickedIndex)
|
||||
{
|
||||
switch (disabledImage.transform.GetSiblingIndex())
|
||||
{
|
||||
case 0:
|
||||
if (clickedIndex == 1 || clickedIndex == 3)
|
||||
return true;
|
||||
break;
|
||||
case 1:
|
||||
if (clickedIndex == 0 || clickedIndex == 2 || clickedIndex == 4)
|
||||
return true;
|
||||
break;
|
||||
case 2:
|
||||
if (clickedIndex == 1 || clickedIndex == 5)
|
||||
return true;
|
||||
break;
|
||||
case 3:
|
||||
if (clickedIndex == 0 || clickedIndex == 4 || clickedIndex == 6)
|
||||
return true;
|
||||
break;
|
||||
case 4:
|
||||
if (clickedIndex == 1 || clickedIndex == 3 || clickedIndex == 5 || clickedIndex == 7)
|
||||
return true;
|
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break;
|
||||
case 5:
|
||||
if (clickedIndex == 2 || clickedIndex == 4 || clickedIndex == 8)
|
||||
return true;
|
||||
break;
|
||||
case 6:
|
||||
if (clickedIndex == 3 || clickedIndex == 7)
|
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return true;
|
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break;
|
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case 7:
|
||||
if (clickedIndex == 4 || clickedIndex == 6 || clickedIndex == 8)
|
||||
return true;
|
||||
break;
|
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case 8:
|
||||
if (clickedIndex == 7 || clickedIndex == 5)
|
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return true;
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break;
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}
|
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|
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return false;
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}
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public void StartPuzzle()
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{
|
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currentPuzzle++;
|
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|
||||
if (currentPuzzle > puzzleSprites.Count)
|
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{
|
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print("No more puzzles.");
|
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for (int i = 0; i < images.Count; i++)
|
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{
|
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RawImage image = images[i];
|
||||
image.enabled = false;
|
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}
|
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|
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backgroundImage.sprite = completedAllPuzzlesBackground;
|
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|
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completeText.text = "All Puzzles Complete!";
|
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return;
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}
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completeText.gameObject.SetActive(false);
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SplitSpriteToImages();
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ResetImages();
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|
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correctImageOrder.Clear();
|
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|
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for (int i = 0; i < images.Count; i++)
|
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{
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RawImage image = images[i];
|
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correctImageOrder.Add(image.name);
|
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}
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RandomizeImages();
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DisableRandomImage();
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hasStarted = true;
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}
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[ContextMenu("Split Sprite")]
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public void SplitSpriteToImages()
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{
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var puzzleSprite = puzzleSprites[currentPuzzle - 1];
|
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|
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for (int i = 0; i < images.Count; i++)
|
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{
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RawImage image = images[i];
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Texture2D tex = new Texture2D(100, 100, TextureFormat.RGBA32, false);
|
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|
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if (i < 3)
|
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{
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var pixels = puzzleSprite.GetPixels(i * 100, puzzleSprite.height - 100, 100, 100);
|
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tex.SetPixels(pixels, 0);
|
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}
|
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else if(i < 6)
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{
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var pixels = puzzleSprite.GetPixels((i - 3) * 100, puzzleSprite.height - 200, 100, 100);
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tex.SetPixels(pixels, 0);
|
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}
|
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else if (i < 9)
|
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{
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var pixels = puzzleSprite.GetPixels((i - 6) * 100, puzzleSprite.height - 300, 100, 100);
|
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tex.SetPixels(pixels, 0);
|
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}
|
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|
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tex.Apply();
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image.texture = tex;
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}
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}
|
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|
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[ContextMenu("Reset Images")]
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public void ResetImages()
|
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{
|
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for (int i = 0; i < images.Count; i++)
|
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{
|
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var image = images[i];
|
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image.transform.SetSiblingIndex(transform.childCount - 1);
|
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image.enabled = true;
|
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image.GetComponent<Button>().enabled = true;
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}
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}
|
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|
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[ContextMenu("Randomize Images")]
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public void RandomizeImages()
|
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{
|
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for (int i = 0; i < images.Count; i++)
|
||||
{
|
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int selectedIndex = Random.Range(0, images.Count - 1);
|
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var image = images[selectedIndex];
|
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image.transform.SetSiblingIndex(transform.childCount - 1);
|
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}
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}
|
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|
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[ContextMenu("Disable Random Image")]
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public void DisableRandomImage()
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{
|
||||
int selectedIndex = Random.Range(0, images.Count - 1);
|
||||
var image = images[selectedIndex];
|
||||
image.enabled = false;
|
||||
image.GetComponent<Button>().enabled = false;
|
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|
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disabledImage = image;
|
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}
|
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}
|
11
Assets/Image Puzzle/Scripts/ImagePuzzle.cs.meta
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Assets/Shape Puzzle/Scripts/Shape.cs
Normal file
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using UnityEngine;
|
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using UnityEngine.EventSystems;
|
||||
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public enum ShapeType { Box, Triangle, Diamond }
|
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public class Shape : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler
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{
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public ShapeType shapeType;
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[Header("Floats")]
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private bool dragging;
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private Vector2 posToMove;
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void Start() => m_transform = GetComponent<RectTransform>();
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{
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m_transform.anchoredPosition += posToMove;
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posToMove = Vector2.zero;
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}
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public void OnDrag(PointerEventData eventData)
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{
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if (!dragging || eventData.delta.y > 0 && m_transform.anchoredPosition.y >= yMax / m_transform.localScale.y
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|| eventData.delta.y < 0 && m_transform.anchoredPosition.y <= yMin / m_transform.localScale.y
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|| eventData.delta.x < 0 && m_transform.anchoredPosition.x <= xMin / m_transform.localScale.x)
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return;
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posToMove = new Vector2(Mathf.Clamp(eventData.delta.x * sensitivity, -maxSpeed, maxSpeed), Mathf.Clamp(eventData.delta.y * sensitivity, -maxSpeed, maxSpeed));
|
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}
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public void OnBeginDrag(PointerEventData eventData)
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{
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transform.SetSiblingIndex(transform.parent.childCount - 1);
|
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dragging = true;
|
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}
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|
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public void OnEndDrag(PointerEventData eventData) => dragging = false;
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}
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Assets/Shape Puzzle/Scripts/ShapePuzzle.cs
Normal file
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using System.Collections.Generic;
|
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using UnityEngine;
|
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using System.Linq;
|
||||
|
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public class ShapePuzzle : MonoBehaviour
|
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{
|
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public float distanceMargin;
|
||||
|
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public Shape[] shapes;
|
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public Dictionary<Shape, Vector2> startPositions = new Dictionary<Shape, Vector2>();
|
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|
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[HideInInspector] public ShapePuzzleManager manager;
|
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|
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private List<Shape> correctShapes = new List<Shape>();
|
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|
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private void Awake()
|
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{
|
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shapes = GetComponentsInChildren<Shape>();
|
||||
|
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foreach (var item in shapes)
|
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{
|
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startPositions.Add(item, item.m_transform.anchoredPosition);
|
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}
|
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|
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RandomizeShapes();
|
||||
|
||||
while (CheckPuzzleComplete())
|
||||
RandomizeShapes();
|
||||
}
|
||||
|
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private void RandomizeShapes()
|
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{
|
||||
var usedIndexes = new List<int>();
|
||||
|
||||
for (int i = 0; i < shapes.Length;)
|
||||
{
|
||||
Shape shape = shapes[i];
|
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var index = Random.Range(0, startPositions.Count);
|
||||
|
||||
if (!usedIndexes.Contains(index))
|
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{
|
||||
shape.m_transform.anchoredPosition = startPositions.ElementAt(index).Value;
|
||||
usedIndexes.Add(index);
|
||||
i++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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private void FixedUpdate()
|
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{
|
||||
correctShapes.Clear();
|
||||
|
||||
foreach (var pair in startPositions)
|
||||
{
|
||||
var startPos = pair.Value;
|
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|
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|
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{
|
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foreach (var shape in shapes)
|
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{
|
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|
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{
|
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correctShapes.Add(shape);
|
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break;
|
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}
|
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}
|
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}
|
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else if (Vector2.Distance(pair.Key.m_transform.anchoredPosition, startPos) < distanceMargin)
|
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{
|
||||
correctShapes.Add(pair.Key);
|
||||
}
|
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}
|
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|
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if (CheckPuzzleComplete())
|
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{
|
||||
manager.PuzzleCompleted();
|
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}
|
||||
}
|
||||
|
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private bool CheckPuzzleComplete()
|
||||
{
|
||||
if (correctShapes.Count == shapes.Length)
|
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return true;
|
||||
|
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return false;
|
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42
Assets/Shape Puzzle/Scripts/ShapePuzzleManager.cs
Normal file
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using UnityEngine;
|
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|
||||
public class ShapePuzzleManager : MonoBehaviour
|
||||
{
|
||||
public int currentPuzzle = 1;
|
||||
public ShapePuzzle[] shapePuzzles = null;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
for (int i = 0; i < shapePuzzles.Length; i++)
|
||||
{
|
||||
ShapePuzzle puzzle = shapePuzzles[i];
|
||||
|
||||
puzzle.manager = this;
|
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|
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if (i == currentPuzzle)
|
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{
|
||||
puzzle.gameObject.SetActive(true);
|
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continue;
|
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}
|
||||
|
||||
puzzle.gameObject.SetActive(false);
|
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}
|
||||
}
|
||||
|
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public void PuzzleCompleted()
|
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{
|
||||
shapePuzzles[currentPuzzle].gameObject.SetActive(false);
|
||||
currentPuzzle++;
|
||||
|
||||
if (currentPuzzle < shapePuzzles.Length)
|
||||
{
|
||||
shapePuzzles[currentPuzzle].gameObject.SetActive(true);
|
||||
|
||||
print("Puzzle advanced!");
|
||||
}
|
||||
else
|
||||
{
|
||||
print("No more puzzles!");
|
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}
|
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Assets/Simon Says Puzzle/Scripts/SimonSaysGameManager.cs
Normal file
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|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class SimonSaysGameManager : MonoBehaviour
|
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{
|
||||
public int currentPuzzle = 1;
|
||||
public SimonSaysPuzzle[] shapePuzzles = null;
|
||||
|
||||
public Button startPuzzleButton;
|
||||
|
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private void Start()
|
||||
{
|
||||
for (int i = 0; i < shapePuzzles.Length; i++)
|
||||
{
|
||||
SimonSaysPuzzle puzzle = shapePuzzles[i];
|
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|
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if (i == currentPuzzle)
|
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{
|
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puzzle.gameObject.SetActive(true);
|
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continue;
|
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}
|
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|
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puzzle.gameObject.SetActive(false);
|
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}
|
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|
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startPuzzleButton.onClick.AddListener(ButtonClicked);
|
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}
|
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|
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private void ButtonClicked()
|
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{
|
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if (currentPuzzle > shapePuzzles.Length)
|
||||
return;
|
||||
|
||||
shapePuzzles[currentPuzzle].StartPuzzle();
|
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shapePuzzles[currentPuzzle].completeScreen.SetActive(false);
|
||||
shapePuzzles[currentPuzzle].failedScreen.SetActive(false);
|
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}
|
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|
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public void PuzzleCompleted()
|
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{
|
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shapePuzzles[currentPuzzle].gameObject.SetActive(false);
|
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currentPuzzle++;
|
||||
|
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if (currentPuzzle < shapePuzzles.Length)
|
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{
|
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shapePuzzles[currentPuzzle].gameObject.SetActive(true);
|
||||
|
||||
startPuzzleButton.gameObject.SetActive(true);
|
||||
print("Puzzle advanced!");
|
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}
|
||||
else
|
||||
{
|
||||
print("No more puzzles!");
|
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}
|
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}
|
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}
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Assets/Simon Says Puzzle/Scripts/SimonSaysPuzzle.cs
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|
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using System;
|
||||
using System.Collections;
|
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using System.Collections.Generic;
|
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using System.Linq;
|
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using UnityEngine;
|
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using UnityEngine.UI;
|
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|
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public class SimonSaysPuzzle : MonoBehaviour
|
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{
|
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private Dictionary<Button, Image> buttonPairs = new Dictionary<Button, Image>();
|
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private Dictionary<Button, Color> buttonColors = new Dictionary<Button, Color>();
|
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private List<Button> buttonSequence = new List<Button>();
|
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private List<Button> clickedButtons = new List<Button>();
|
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|
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public int currentButtonSequence = 0;
|
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public int buttonSequenceCount = 10;
|
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|
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public GameObject startButton;
|
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public GameObject completeScreen;
|
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public GameObject failedScreen;
|
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|
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private bool isDoingPuzzle;
|
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private Button clickedButton = null;
|
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|
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private void Awake()
|
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{
|
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foreach(var button in GetComponentsInChildren<Button>())
|
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{
|
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if (button.name == "Start")
|
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continue;
|
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|
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var image = button.GetComponent<Image>();
|
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buttonPairs.Add(button, image);
|
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|
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image.color = Color.black;
|
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|
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buttonColors.Add(button, new Color(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f),
|
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UnityEngine.Random.Range(0f, 1f)));
|
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|
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button.onClick.AddListener(() => StartCoroutine(ButtonClicked(button)));
|
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}
|
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}
|
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|
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private IEnumerator ButtonClicked(Button button)
|
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{
|
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if (!isDoingPuzzle)
|
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yield break;
|
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|
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if(buttonColors.TryGetValue(button, out var color))
|
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{
|
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clickedButton = button;
|
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|
||||
buttonPairs[button].color = color;
|
||||
|
||||
yield return new WaitForSeconds(0.25f);
|
||||
|
||||
buttonPairs[button].color = Color.black;
|
||||
}
|
||||
}
|
||||
|
||||
public void StartPuzzle()
|
||||
{
|
||||
startButton.SetActive(false);
|
||||
|
||||
ResetColors();
|
||||
|
||||
isDoingPuzzle = true;
|
||||
|
||||
for (int i = 0; i < buttonSequenceCount; i++)
|
||||
{
|
||||
var randomButton = buttonPairs.ElementAt(UnityEngine.Random.Range(0, buttonPairs.Count));
|
||||
buttonSequence.Add(randomButton.Key);
|
||||
}
|
||||
|
||||
StartCoroutine(DoPuzzleLoop());
|
||||
}
|
||||
|
||||
private IEnumerator DoPuzzleLoop()
|
||||
{
|
||||
while(isDoingPuzzle)
|
||||
{
|
||||
if(currentButtonSequence > buttonSequence.Count)
|
||||
{
|
||||
//game complete
|
||||
print("Game Complete!");
|
||||
|
||||
completeScreen.SetActive(true);
|
||||
|
||||
//EndPuzzle();
|
||||
yield break;
|
||||
}
|
||||
|
||||
for (int i = 0; i < currentButtonSequence; i++)
|
||||
{
|
||||
buttonPairs.TryGetValue(buttonSequence[i], out var image);
|
||||
|
||||
image.color = buttonColors[buttonSequence[i]];
|
||||
|
||||
yield return new WaitForSeconds(0.25f);
|
||||
|
||||
image.color = Color.black;
|
||||
|
||||
yield return new WaitForSeconds(0.25f);
|
||||
}
|
||||
|
||||
currentButtonSequence++;
|
||||
|
||||
clickedButtons.Clear();
|
||||
|
||||
while(clickedButtons.Count != currentButtonSequence - 1)
|
||||
{
|
||||
yield return new WaitUntil(() => clickedButton != null);
|
||||
|
||||
if (clickedButton != buttonSequence[clickedButtons.Count])
|
||||
{
|
||||
print("Game Failed!");
|
||||
failedScreen.SetActive(true);
|
||||
|
||||
|
||||
EndPuzzle();
|
||||
}
|
||||
clickedButtons.Add(clickedButton);
|
||||
|
||||
clickedButton = null;
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(1f);
|
||||
}
|
||||
}
|
||||
|
||||
private void ResetColors()
|
||||
{
|
||||
foreach (var pair in buttonPairs) {
|
||||
var image = pair.Value;
|
||||
|
||||
image.color = Color.black;
|
||||
}
|
||||
}
|
||||
|
||||
public void EndPuzzle()
|
||||
{
|
||||
isDoingPuzzle = false;
|
||||
buttonSequence.Clear();
|
||||
clickedButtons.Clear();
|
||||
currentButtonSequence = 0;
|
||||
clickedButton = null;
|
||||
|
||||
foreach (var pair in buttonPairs)
|
||||
{
|
||||
pair.Value.color = Color.black;
|
||||
|
||||
buttonColors[pair.Key] = new Color(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f),
|
||||
UnityEngine.Random.Range(0f, 1f));
|
||||
}
|
||||
|
||||
startButton.SetActive(true);
|
||||
}
|
||||
}
|
11
Assets/Simon Says Puzzle/Scripts/SimonSaysPuzzle.cs.meta
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93
Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt
Normal file
@ -0,0 +1,93 @@
|
||||
Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
|
||||
with Reserved Font Name Anton.
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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guid: 73a79399807f4e8388c2cbb5494681ca
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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
|
||||
with Reserved Font Name Bangers.
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
@ -0,0 +1,8 @@
|
||||
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|
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|
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Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf
Normal file
19
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Normal file
@ -0,0 +1,19 @@
|
||||
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|
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|
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|
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|
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|
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- Electronic Highway Sign
|
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@ -0,0 +1,92 @@
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||||
Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
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