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4 changes: 4 additions & 0 deletions TrainingField/.idea/.idea.TrainingField/.idea/encodings.xml

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8 changes: 8 additions & 0 deletions TrainingField/.idea/.idea.TrainingField/.idea/indexLayout.xml

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87 changes: 87 additions & 0 deletions TrainingField/.idea/.idea.TrainingField/.idea/workspace.xml

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44 changes: 44 additions & 0 deletions TrainingField/Assets/MouseLook.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.ProBuilder;
using UnityEngine.UI;

public class MouseLook : MonoBehaviour
{
private const float DefaultMouseSensitivity = 500f;
public float mouseSensitivity = DefaultMouseSensitivity;

public Slider sensitivitySlider;

public Transform playerBody;

private float xRotation = 0f;

// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}

// Update is called once per frame
void Update()
{


float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;

xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);

transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}

public void SenseSliderListener(System.Single speedSlideVal)
{
mouseSensitivity = DefaultMouseSensitivity * sensitivitySlider.value;
//print("Slider updated.");
}
}
11 changes: 11 additions & 0 deletions TrainingField/Assets/MouseLook.cs.meta

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154 changes: 154 additions & 0 deletions TrainingField/Assets/PlayerScript.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Security.Principal;
using UnityEngine;
using UnityEngine.ProBuilder;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using Cursor = UnityEngine.Cursor;
using Slider = UnityEngine.UI.Slider;

public class PlayerScript : MonoBehaviour
{
public CharacterController cCont;
public Canvas menuCanvas;
public GameObject menuPanel;
public Text scoreText;
public Text maxScoreText;
public Image TimerImg;

public Slider speedSlider;

private const float DefaultSpeed = 12f;
private const float totalTime = 2.8f;

public float speed = DefaultSpeed;
public float gravity = -9.81f * 2f;
public float jumpHeight = 3f;

private Vector3 velocity;
private bool isPaused = false;
private float numSecs = totalTime;

public int score;

// Start is called before the first frame update
void Start()
{
StopAllCoroutines();
score = 0;
StartCoroutine(TimerTick());

}

// Update is called once per frame
void Update()
{
TimerImg.fillAmount = (numSecs / totalTime) > 0f ? numSecs/totalTime : 0f ;
;
if (Input.GetKeyDown(KeyCode.Escape) && !isPaused)
{
isPaused = true;
//print("Paused");
//menuCanvas.enabled = true;
menuPanel.SetActive(true);
Time.timeScale = 0f;
Cursor.lockState = CursorLockMode.None;

if (PlayerPrefs.HasKey("maxScore"))
{
var oldmax = PlayerPrefs.GetInt("maxScore");
maxScoreText.text = oldmax.ToString();
}
else
{
maxScoreText.text = "0";
}
}
else if (Input.GetKeyDown(KeyCode.Escape) && isPaused)
{
isPaused = false;
//print("Resumed");
//menuCanvas.enabled = false;
menuPanel.SetActive(false);
Time.timeScale = 1f;
Cursor.lockState = CursorLockMode.Locked;
}

if (isPaused)
{
//SliderUpdater();
return;
}

//Ground Check?

float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");

var transform1 = transform;
Vector3 move = transform1.right * x + transform1.forward * z;

cCont.Move(move * (speed * Time.deltaTime));

if (Input.GetButtonDown("Jump"))
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}

velocity.y += gravity * Time.deltaTime;
cCont.Move(velocity * Time.deltaTime);
}

private void SliderUpdater()
{
speed = DefaultSpeed * speedSlider.value;
}

public void SpeedSliderListener(System.Single speedSlideVal)
{
speed = DefaultSpeed * speedSlider.value;
print("Slider updated.");
}

public void IncrementScore(int points)
{
score += points;
scoreText.text = score.ToString();
numSecs = totalTime;

if (PlayerPrefs.HasKey("maxScore"))
{
var oldmax = PlayerPrefs.GetInt("maxScore");
if (score > oldmax)
{
PlayerPrefs.SetInt("maxScore", score);
}
}
else
{
PlayerPrefs.SetInt("maxScore", score);
}
}

IEnumerator TimerTick()
{
while (numSecs > 0)
{
//print(numSecs);
numSecs -= 0.01f;

yield return new WaitForSeconds(.01f);
}

SceneManager.LoadScene("Application");
//StopAllCoroutines();

}

private void OnDestroy()
{
StopAllCoroutines();
}
}
11 changes: 11 additions & 0 deletions TrainingField/Assets/PlayerScript.cs.meta

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