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14 Commits

Author SHA1 Message Date
0a1e32ad01 Merge Konlikte versucht zu beheben 2025-09-26 16:19:45 +02:00
28f6dc5d4f Fast fertig, aber die MenuScene spinnt wieder rum 2025-09-26 12:46:43 +02:00
439215614b Neues Script 2025-09-26 08:32:47 +02:00
b3e52c9db6 Pflanzen und ein Fisch //Assets 2025-09-25 20:16:05 +02:00
838d2153a9 Fertige MenuScene//Start/Exit/Credits/Audio 2025-09-25 16:36:38 +02:00
4483bb5db8 Neues Script angelegt 2025-09-25 12:50:09 +02:00
022b6edb3c Licht zum Aquarium hinzugefügt 2025-09-25 12:08:31 +02:00
e573421be6 Merge branch 'Xilver' of https://git.bib.de/PBA3H24ASE/UnnamedFishProject
# Conflicts:
#	UnnamedFishProject/Assets/Scenes/MainMenuScene.unity
2025-09-25 09:47:53 +02:00
a9cc14a23c fertige creditscene//background und audio//hab den das canvas und die font noch ein bisschen angepasst 2025-09-25 09:46:06 +02:00
563b1f50be MainMenu grob aufgebaut, fehlt noch Audio 2025-09-24 15:04:50 +02:00
deca5cca22 Flaschen texturiert und platziert, bissl am Filter getweaked, Heizung und Raum eingebaut 2025-09-24 14:45:03 +02:00
3c7d8e9914 Material hinzugefügt, Filter ist ready- Glaube mal wir können fast auf Heizung scheißen 2025-09-24 12:46:39 +02:00
77d489f0de no message 2025-09-24 12:25:31 +02:00
dcde6a2b56 Audio in allen Scene//gefixte Creditscene 2025-09-24 11:48:41 +02:00
385 changed files with 120053 additions and 5580 deletions

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 JazzCreateBubble Alt Keys Document.
To use some fonts in Unity,
you may need to copy and paste them from here
then paste into your code, and or the inspector.
☺ = alt 1
☻ = alt2
♥= alt3
♦ = alt4
♣ = alt5
♠ = alt6
• = alt7
◘ = alt8
○ = alt9
◙ = alt10
♂ = alt11
♀ = alt12
♪ = alt13
♫ = alt14
☼ = alt15
► = alt16
◄ = alt17
↕ = alt18
‼ = alt19
¶ = alt20
§ = alt21
▬ = alt22
↨ = alt23
↑ = alt24
↓ = alt25
→ = alt26
← = alt27
∟ = alt28
↔ = alt29
▲ = alt30
▼ = alt31
! = alt33
" = alt34
# = alt35
$ = alt36
% = alt37
& = alt38
' = alt39
( = alt40
) = alt41
* = alt42
+ = alt43
, = alt44
- = alt45
. = alt46
/ = alt47
0 = alt48
1 = alt49
2 = alt50
3 = alt51
4 = alt52
5 = alt53
6 = alt54
7 = alt55
8 = alt56
9 = alt57
: = alt58
; = alt59
< = alt60
= = alt61
> = alt62
? = alt63
@ = alt64
A = alt65
B = alt66
C = alt67
D = alt68
E = alt69
F = alt70
G = alt71
H = alt72
I = alt73
J = alt74
K = alt75
L = alt76
M = alt77
N = alt78
O = alt79
P = alt80
Q = alt81
R = alt82
S = alt83
T = alt84
U = alt85
V = alt86
W = alt87
X = alt88
Y = alt89
Z = alt90
` = alt96
a = alt97
b = alt98
c = alt99
d = alt100
e = alt101
f = alt102
g = alt103
h = alt104
i = alt105
j = alt106
k = alt107
l = alt108
m = alt109
n = alt110
o = alt111
p = alt112
q = alt113
r = alt114
s = alt115
t = alt116
u = alt117
v = alt118
w = alt119
x = alt120
y = alt121
z = alt122
î = alt140
ì = alt141
Ä = alt142
Å = alt143
É = alt144
æ = alt145
Æ = alt146
ô = alt147
ö = alt148
ò = alt149
û = alt150
ù = alt151
ÿ = alt152
Ö = alt153
Ü = alt154
¢ = alt155
£ = alt156
¥ = alt157
ƒ = alt159
á = alt160
í = alt161
ó = alt162
ú = alt163
ñ = alt164
Ñ = alt165
ª = alt166
º = alt167
¿ = alt168
¬ = alt170
½ = alt171
¼ = alt172
¡ = alt173
« = alt174
» = alt175
░ = alt176
▒ = alt177
▓ = alt178
│ = alt179
┤ = alt180
╣ = alt185
║ = alt186
╗ = alt187
┐ = alt191
└ = alt192
┴ = alt193
┬ = alt194
├ = alt195
─ = alt196
┼ = alt197
╚ = alt200
╔ = alt201
╩ = alt202
╦ = alt203
╣ = alt441
║ = alt442
╗ = alt443
• = alt0149
§ = alt0167
© = alt0169
® = alt0174
¶ = alt0182
174 usable font Characters
--------------------------------------------------
☺☻♥♦♣♠•◘○◙♂♀♪♫☼►◄↕‼▬↨↑↓→←
∟↔▲▼!"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ
`abcdefghijklmnopqrstuvwxyzîìÄÅÉæÆôöòûùÿÖÜ¢£¥ƒáíóúñѪº¿¬½¼¡«
»░▒▓│┤╣ ║╗┐└┴┬├─┼╚╔╩╦╣║╗•§©®¶
----------------------------------------------------
Thanks for using fonts from JazzCreates2015-2016©.

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 JazzCreateBubble Font Version History_1.1 date-format = dd/mm/yyyy
Version 1.0 - First Submission
Version 1.1 - Beginner mistakes
Version 1.2 - Beginner mistakes
Version 1.3 - Beginner mistakes
Version 1.4 - Updated store images to give a better overview of this font. Also updated the alt key document and script to display all 174 usable font characters.
Version 1.5 - a) Added this Version History Document to coincide with the rest of my assets
b) Removed unused Resources Folder from project
c) Added Documentation Folder and moved Alt Key Document and Version History
into this folder.
Version 1.6 Fixes - Major update to Font TTF file, removed all unwanted pixels that were effecting several letters, for example the heart character had a pixel at the left bottom, not suppose to be there.
Version 1.6 - Please re-download if you have downloaded previously this before 22/02/2015 and reinstall it to your operating system, if you had already installed it to the OS. else just replace the TTF file by downloading again from the asset store and overwrite the old TTF file.
Version 1.6 - Re-submitted(22/02/2015)
Version 1.7 - Upgrade demo scene & script to use new UI system instead of the old GUI.
Version 1.7 - Re-submitted(25/02/2015)
Version 1.8 - upgrade this package to Unity 5
Version 1.8 - resubmitted (01/03/2015)
Version 1.9 - upgrade to unity 5.2.0f3
Version 1.9 - Submitted (15/09/2015)
Version 2.0 - a) changed font demo scene to match other store fonts (e.g text colour, added UI sprite)
b) change store icons to match other store fonts
c) add to meta-data
d) upgrade to Unity 5.3
Version 2.0 - submitted(01/04/2016)
Version 2.1 - no change
Version 2.1 - Submitted (13/04/2016)
JazzCreate©2015-2016.

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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class scriptTexttest : MonoBehaviour
{
public Text bubbleText;
public Text bubbleTitleTxt;
public GameObject bubble;
public GameObject bubbleTitle;
void Start ()
{
bubbleTitleTxt.text = "Font JazzCreate Bubble";
bubbleText.text = "☺☻♥♦♣♠•◘○◙♂♀♪♫☼►◄↕‼▬↨↑↓→←\n" + "∟↔▲▼!#$%&'()*+,-./0123456789:;<=>?@\n"
+ "ABCDEFGHIJKLMNOPQRSTUVWXYZ\n`abcdefghijklmnopqrstuvwxyz\nîìÄÅÉæÆôöòûùÿÖÜ \n ¢£¥ƒáíóúñѪº¿¬½¼¡«»░▒▓\n "
+ "│┤╣║╗┐└┴┬├─┼╚╔╩╦╣║╗•§©®¶" + "\nThanks for using fonts from JazzCreates2015©.";
}
}

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using UnityEditor.SearchService;
using UnityEngine;
using UnityEngine.SceneManagement;
public class CreditButton : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
// Update is called once per frame
void Update()
{
}
public void LoadGameScene()
{
Debug.Log("Button pressed");
UnityEngine.SceneManagement.SceneManager.LoadScene("CreditScene");
}
}

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using UnityEditor;
using UnityEngine;
public class ExitButton : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
void QuitGame()
{
#if UNITY_EDITOR
EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}

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using UnityEditor.SearchService;
using UnityEngine;
using UnityEngine.SceneManagement;
public class StartButton : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
// Update is called once per frame
void Update()
{
}
public void LoadGameScene()
{
Debug.Log("Button pressed");
UnityEngine.SceneManagement.SceneManager.LoadScene("GameScene");
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
using TMPro;
using Unity.VisualScripting;
using UnityEngine.SceneManagement;
public class ManageDialogue : MonoBehaviour
{
public static ManageDialogue Instance;
public KeyCode continueKey = KeyCode.Space;
public Canvas canvas;
public Image characterIcon;
public TextMeshProUGUI characterName;
public TextMeshProUGUI hinweis;
public TextMeshProUGUI dialogueArea;
private Queue<DialogueLine> lines;
public bool isDialogueActive = false;
public float typingSpeed = 0.05f;
public Animator animator;
public bool finishedAll = false;
void Start()
{
canvas = GetComponent<Canvas>();
canvas.enabled = false;
}
private void Awake()
{
if (Instance == null)
Instance = this;
lines = new Queue<DialogueLine>();
}
public void StartDialogue(Dialogue dialogue)
{
canvas.enabled = true;
isDialogueActive = true;
lines.Clear();
foreach (DialogueLine dialogueLine in dialogue.dialogueLines)
{
lines.Enqueue(dialogueLine);
}
DisplayNextDialogueLine();
}
public void DisplayNextDialogueLine()
{
if (lines.Count == 0)
{
EndDialogue();
return;
}
DialogueLine currentLine = lines.Dequeue();
characterIcon.sprite = currentLine.character.icon;
characterName.text = currentLine.character.name;
hinweis.text = currentLine.character.psa;
StopAllCoroutines();
StartCoroutine(TypeSentence(currentLine));
}
IEnumerator TypeSentence(DialogueLine dialogueLine)
{
dialogueArea.text = "";
foreach (char letter in dialogueLine.line.ToCharArray())
{
dialogueArea.text += letter;
yield return new WaitForSeconds(typingSpeed);
}
}
void EndDialogue()
{
finishedAll = true;
isDialogueActive = false;
//TO DO: Transform Camera mit genauen Blick auf Aquarium
//SceneManager.LoadSceneAsync(2);
}
private void Update()
{
if (Input.GetKeyDown(continueKey))
{
DisplayNextDialogueLine();
}
if (finishedAll == true)
{
canvas.enabled = !canvas.enabled;
}
}
}

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using System.Numerics;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PutInPlace : MonoBehaviour
{
public GameObject unterschrank;
public GameObject aquarium;
public GameObject boden;
public GameObject elektronik;
public GameObject duengerFlaschen;
public GameObject testFlaschen;
public GameObject fischfutter;
public GameObject fisch1;
public GameObject fisch2;
public GameObject pflanzen;
bool moveSchrankDone = false;
bool moveBeckenDone = false;
bool moveBodenDone = false;
bool moveElektroDone = false;
bool moveDuengerDone = false;
bool moveTestsDone = false;
bool moveFutterDone = false;
bool movePlantDone = false;
bool moveFisch1Done = false;
bool moveFisch2Done = false;
[SerializeField] KeyCode weiter;
[SerializeField] KeyCode EnterCreditScene;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
unterschrank.SetActive(false);
aquarium.SetActive(false);
boden.SetActive(false);
elektronik.SetActive(false);
duengerFlaschen.SetActive(false);
testFlaschen.SetActive(false);
fischfutter.SetActive(false);
pflanzen.SetActive(false);
fisch1.SetActive(false);
fisch2.SetActive(false);
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(weiter))
{
if(moveFisch1Done == true && moveFisch2Done == false)
{
MoveFisch2();
}
if(movePlantDone == true && moveFisch1Done == false)
{
MoveFisch1();
}
if(moveFutterDone == true && movePlantDone == false)
{
MovePlant();
}
if(moveTestsDone == true && moveFutterDone == false)
{
MoveFutter();
}
if(moveDuengerDone == true && moveTestsDone == false)
{
MoveTests();
}
if(moveElektroDone == true && moveDuengerDone == false)
{
MoveDuenger();
}
if (moveBodenDone == true && moveElektroDone == false)
{
MoveElektro();
}
if (moveBeckenDone == true && moveBodenDone == false)
{
MoveBoden();
}
if (moveSchrankDone == true && moveBeckenDone == false)
{
MoveBecken();
}
if (moveSchrankDone == false)
{
MoveSchrank();
}
}
if (Input.GetKeyDown(KeyCode.Escape))
{
SceneManager.LoadSceneAsync(0);
}
if (Input.GetKeyDown(EnterCreditScene))
{
SceneManager.LoadSceneAsync(2);
}
}
public void MoveSchrank()
{
//unterschrank.transform.position += new Vector3(-2.015, 0.188, -2.1306);
unterschrank.SetActive(true);
moveSchrankDone = true;
}
public void MoveBecken()
{
aquarium.SetActive(true);
moveBeckenDone = true;
}
public void MoveBoden()
{
boden.SetActive(true);
moveBodenDone = true;
}
public void MoveElektro()
{
elektronik.SetActive(true);
moveElektroDone = true;
}
public void MoveDuenger()
{
duengerFlaschen.SetActive(true);
moveDuengerDone = true;
}
public void MoveTests()
{
testFlaschen.SetActive(true);
moveTestsDone = true;
}
public void MoveFutter()
{
fischfutter.SetActive(true);
moveFutterDone = true;
}
public void MovePlant()
{
pflanzen.SetActive(true);
movePlantDone = true;
}
public void MoveFisch1()
{
fisch1.SetActive(true);
moveFisch1Done = true;
}
public void MoveFisch2()
{
fisch2.SetActive(true);
moveFisch2Done = true;
}
}

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using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class DialogueCharacter
{
public string name;
public Sprite icon;
public string psa;
}
[System.Serializable]
public class DialogueLine
{
public DialogueCharacter character;
[TextArea(3, 10)]
public string line;
}
[System.Serializable]
public class Dialogue
{
public List<DialogueLine> dialogueLines = new List<DialogueLine>();
}
public class TriggerDialogue : MonoBehaviour
{
[SerializeField] KeyCode triggeringDialogue = KeyCode.Mouse0;
public Dialogue dialogue;
private bool dialogueHasBeenTriggered = false;
public void TriggerTheDialogue()
{
ManageDialogue.Instance.StartDialogue(dialogue);
}
private void Update()
{
if(dialogueHasBeenTriggered == false)
{
if (Input.GetKeyDown(triggeringDialogue))
{
TriggerTheDialogue();
dialogueHasBeenTriggered = true;
}
}
}
//private void OnTriggerEnter2D(Collider2D collision)
//{
//
}

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