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.gitignore vendored

@ -1,7 +1,7 @@
# ---> Unity
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
@ -15,8 +15,8 @@
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
@ -60,6 +60,7 @@ sysinfo.txt
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
@ -71,6 +72,3 @@ crashlytics-build.properties
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
/.plastic
/.vscode
Model

@ -1,6 +0,0 @@
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

@ -1,21 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class AI01 : MonoBehaviour
{
public GameObject p;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
GetComponent<NavMeshAgent>().SetDestination(p.transform.position);
}
}

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using System.Collections;
using System.Collections.Generic;
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void Start()
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void Update()
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class anim01 : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
float j = Input.GetAxis("Jump");
if (j > 0.1f)
{
GetComponent<Animator>().SetInteger("Jump", 1);
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{
GetComponent<Animator>().SetInteger("Jump", 0);
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float h = Input.GetAxis("Horizontal");
Debug.Log(h);
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if (v > 0.1f)
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GetComponent<Animator>().SetFloat("Blend", h);
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if(Input.GetKeyDown(KeyCode.E)) {
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GetComponent<Animator>().SetBool("wave", false);
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MouseRay : MonoBehaviour
{
Ray ray; // ÉäÏß
RaycastHit hit; // ÉäÏß¼ì²âÆ÷
public GameObject ssss;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.E))
{
Cursor.visible = true;
}
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Input.GetMouseButton(0))
{
if (Physics.Raycast(ray, out hit)) {
Debug.Log(hit.collider.gameObject.name);
if (hit.collider.gameObject.name=="Button") {
ssss.GetComponent<step>().active = true;
}
}
}
}
int sum(int a,int b,out int c)
{
c = a * b;
return a + b;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Video;
public class PlayVideo : MonoBehaviour
{
public GameObject vv;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter(Collider other)
{
vv.GetComponent<VideoPlayer>().Play();
// GameObject.Find("Cube").SetActive(false);
}
private void OnTriggerExit(Collider other)
{
vv.GetComponent<VideoPlayer>().Stop();
}
}

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@ -1,13 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class check : MonoBehaviour
{
public bool Go = false;
private void OnTriggerEnter(Collider other)
{
Go = true;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class fire : MonoBehaviour
{
public float speed = 1f;
// Start is called before the first frame update
void Start()
{
GameObject target = GameObject.Find("target");
transform.LookAt(target.transform.position);
GetComponent<Rigidbody>().AddForce(transform.forward * speed);
}
// Update is called once per frame
void Update()
{
}
}

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@ -1,27 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using UnityEngine;
public class move : MonoBehaviour
{
public float Speed = 1f;
public int num = 0;
public check check;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (check.Go)
{
float step = Speed * Time.deltaTime;
gameObject.transform.localPosition = new Vector3(Mathf.Lerp(gameObject.transform.localPosition.x, 0, step), Mathf.Lerp(gameObject.transform.localPosition.y, 0.1f + 0.3f * num, step), Mathf.Lerp(gameObject.transform.localPosition.z, -1.1f * num, step));//²åÖµËã·¨
}
//gameObject.transform.localPosition = new Vector3(0, 0.1f + 0.3f * num, -1.1f * num);//²åÖµËã·¨
}
}

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@ -1,59 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class opendoor : MonoBehaviour
{
public GameObject gg;
public GameObject ll;
private bool cc = false;
void Start()
{
}
// Update is called once per frame
void Update()
{
if(Input.GetKeyDown(KeyCode.E))
{
Debug.Log(cc);
if(cc) {
this.gg.SetActive(false);
this.GetComponent<BoxCollider>().isTrigger = true;
ll.SetActive(true);
}
}
}
private void OnCollisionEnter(Collision collision)
{
cc = true;
Debug.Log(collision.gameObject.name);
}
private void OnCollisionExit(Collision collision)
{
cc = false;
Debug.Log(cc);
}
private void OnTriggerEnter(Collider other)
{
Debug.Log("trigger enter");
}
private void OnTriggerStay(Collider other)
{
Debug.Log(other.gameObject.name);
}
private void OnTriggerExit(Collider other)
{
Debug.Log("trigger exit!!!!!!!!!!!!!!!!!");
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class shoot : MonoBehaviour
{
public GameObject bucket;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(0))
{
Instantiate(bucket, transform.position, Quaternion.LookRotation(transform.forward, transform.up));
}
}
void Ball() { }
void Ball(int a) { }
}

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