1 Commits

Author SHA1 Message Date
Zinziel
2bd781a065 Prefab Ordner erstellen für das World Building. 2026-01-21 13:56:37 +01:00
272 changed files with 5334 additions and 10957 deletions

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using JetBrains.Annotations;
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UIElements;
public class CreditsScript : MonoBehaviour
{
public float scrollSpeed;
private float maxScrollSpeed = 300f;
[SerializeField] public float maxYPosition;
[SerializeField] public float minYPosition;
[SerializeField] public TMP_Text text;
TMP_Text textfeld;
private RectTransform rectTransform;
void Start()
{
scrollSpeed = 200f;
textfeld = this.text;
maxYPosition = 3200;
minYPosition = 0;
rectTransform = GetComponent<RectTransform>();
Credits();
}
void Update()
{
rectTransform.anchoredPosition += new Vector2(0, scrollSpeed * Time.deltaTime);
if (transform.position.y >= maxYPosition)
{
//Credits wieder nach unten packen, damit sie loopen
//this.transform.position.y = minYPosition;
Debug.Log("The End");
}
}
public void HurryUp()
{
//scrollSpeed = 50f;
scrollSpeed = maxScrollSpeed;
//if (scrollSpeed > maxScrollSpeed)
//{
// scrollSpeed = maxScrollSpeed;
//}
//else
//{
// scrollSpeed = 50f;
//}
}
public void Credits()
{
//die Credits einfach hardcoden, dann kann ich die schneller anpassen
//funktioniert
textfeld.text = "Assets" +
"Dark UI kit by kΩsmaragd on Unity Store" +
"Clean Vector Icons by PONETI on Unity Store" +
"UX Flat Icons [Free] by Heathen Engineering on Unity Store" +
"Help Me Font by GGBotNet on itch.io ";
}
}

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using TMPro;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UIElements;
public class MenueScript : MonoBehaviour
{
public void ReturnHome()
{
SceneManager.LoadSceneAsync(0);
}
public void GameStart()
{
SceneManager.LoadSceneAsync(5);

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using System.Xml.Serialization;
using TMPro;
using Unity.VisualScripting;
using Unity.VisualScripting.Antlr3.Runtime;
using UnityEngine;
using UnityEngine.U2D;
public class ShopScript : MonoBehaviour
{
[SerializeField] GameObject shopPanel;
[SerializeField] GameObject errorPanel;
[SerializeField] GameObject backgroundPanel;
[SerializeField]public bool paymentSystemActive = false;
//TMP_Text textfeld;
[SerializeField] TMP_Text textfeld;
InventoryScript inventory;
private float moneten = 1000; //als vorerstiger Ersatz für tatsächliches Geld
private int gemsCost = 100; //1€
private int manyGemsCost = 200; //2€
private int updateCost = 100;
#region DevMode
[SerializeField] GameObject devPanel;
//TMP_Text textfeldA; //als textfeld
//TMP_Text textfeldB;
//TMP_Text textfeldC;
[SerializeField] TMP_Text textfeldA; //als text
[SerializeField] TMP_Text textfeldB;
[SerializeField] TMP_Text textfeldC;
[SerializeField] TMP_Text errorText;
#endregion
private void Awake()
{
inventory = backgroundPanel.GetComponent<InventoryScript>();
}
void Start()
{
shopPanel.SetActive(false);
errorPanel.SetActive(false);
devPanel.SetActive(false);
//textfeld = this.text;
}
void Update()
{
textfeld.text = inventory.Gems.ToString();
textfeldA.text = inventory.Energy.ToString();
textfeldB.text = inventory.Health.ToString();
textfeldC.text = moneten.ToString();
}
public void OpenShop()
{
shopPanel.SetActive(true);
}
public void CloseShop()
{
shopPanel.SetActive(false);
}
public void ClosePanel()
{
errorPanel.SetActive(false);
}
public void AddLife()
{
if (inventory.Gems - updateCost < 0)
{
errorText.text = "Not enough gems!";
}
else
{
inventory.Health++;
inventory.Gems -= updateCost;
}
}
public void AddEnergy()
{
if (inventory.Gems - updateCost <0)
{
errorText.text = "Not enough gems!";
}
else
{
inventory.Energy++;
inventory.Gems -= updateCost;
}
}
public void BuyGems()
{
if (paymentSystemActive)
{
if (moneten - gemsCost <= 0)
{
errorText.text = "Payment System inactive!";
}
else
{
moneten -= gemsCost;
Debug.Log("Ich mag Moeneten");
inventory.Gems += 100;
}
}
else
{
errorPanel.SetActive(true);
errorText.text = "Payment System inactive!";
}
}
public void BuyMore()
{
if (paymentSystemActive)
{
if (moneten - manyGemsCost <= 0)
{
errorText.text = "Payment System inactive!";
}
else
{
moneten -= manyGemsCost;
Debug.Log("Ich mag Moeneten");
inventory.Gems += 200;
}
}
else
{
errorPanel.SetActive(true);
errorText.text = "Payment System inactive!";
}
}
public void ShowDevMode()
{
devPanel.SetActive(true);
//textfeldA = textA;
//textfeldB = textB;
//textfeldC = textC;
//textfeldA.text = inventory.Energy.ToString();
//textfeldB.text = inventory.Health.ToString();
//textfeldC.text = moneten.ToString();
}
public void ChangeActivation()
{
SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>();
if (!paymentSystemActive)
{
paymentSystemActive = true;
spriteRenderer.sprite = Resources.Load<Sprite>("T_12_ok.png");
}
else
{
paymentSystemActive = false;
spriteRenderer.sprite = Resources.Load<Sprite>("T_11_no.png");
}
}
public void CloseDevPanel()
{
devPanel.SetActive(false);
}
}

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using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class TweenScript : MonoBehaviour
{
[SerializeField] private float duration;
[SerializeField] private GameObject button;
//private KeyCode secretCode = KeyCode.G;
Vector3 ort = new Vector3();
public void Start()
{
duration = 2;
//button = this.GameObject;
}
public void Update()
{
OnClick();
}
public void Scale()
{
LeanTween.scale(button, transform.localScale * 1.1f, duration * Time.deltaTime).setEase(LeanTweenType.easeOutBounce);
//LeanTween.scale(Trinagle, new Vector3(2,2,2), duration).setOnComplete(Debug.Log);
}
private void Move()
{
LeanTween.moveX(button, button.transform.position.y, duration * Time.deltaTime);
}
public void Bounce()
{
//code folgt
//code steht in scale
//mach circle bounce on space press
}
public void OnClick()
{
if (Input.GetKeyDown(KeyCode.Mouse1))
{
Scale();
}
}
}

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using UnityEngine;
public class InventoryScript : MonoBehaviour
{
//Energy
[SerializeField] int energy = 10;
//Health
[SerializeField] int health = 1;
//Gems
[SerializeField] int gems = 100;
public InventoryScript(int energy, int health, int gems)
{
this.energy = energy;
this.health = health;
this.gems = gems;
}
public int Energy { get => energy; set => energy = value; }
public int Health { get => health; set => health = value; }
public int Gems { get => gems; set => gems = value; }
void Start()
{
}
void Update()
{
}
}

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