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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";
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+ "ABCDEFGHIJKLMNOPQRSTUVWXYZ\n`abcdefghijklmnopqrstuvwxyz\nîìÄÅÉæÆôöòûùÿÖÜ \n ¢£¥ƒáíóúñѪº¿¬½¼¡«»░▒▓\n "
+ "│┤╣║╗┐└┴┬├─┼╚╔╩╦╣║╗•§©®¶" + "\nThanks for using fonts from JazzCreates2015©.";
}
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Assets__________\n\n\n\n___________UI Assets___________\n\n\n\n_______Special
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Assets__________\n\nDokument\n\n___________UI Assets___________\n\nDokument\n\n_______Special
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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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