Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Submit feedback
Contribute to GitLab
Sign in / Register
Toggle navigation
S
SSlabs Games
Project
Project
Details
Activity
Releases
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
Abdulrahman Mohammed
SSlabs Games
Commits
2b026e88
Commit
2b026e88
authored
Jan 25, 2026
by
Abdulrahman Mohammed
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
Add VFX to coin
parent
2c064b16
Changes
8
Expand all
Show whitespace changes
Inline
Side-by-side
Showing
8 changed files
with
10213 additions
and
4931 deletions
+10213
-4931
Chip.cs
Assets/Base Scripts/Chip.cs
+3
-0
22.mat
Assets/Lava_Flowing_Shader/Materials/22.mat
+1
-1
BioGame.unity
Assets/Scenes/Bio game/BioGame.unity
+10124
-4891
HandleRightScreen.cs
Assets/Scenes/Bio game/Scripts/HandleRightScreen.cs
+31
-0
HandleRightScreen.cs.meta
Assets/Scenes/Bio game/Scripts/HandleRightScreen.cs.meta
+11
-0
ChangeInput.cs
Assets/Scenes/Switch Input/Scripts/ChangeInput.cs
+7
-5
InputManager.cs
Assets/Scenes/Switch Input/Scripts/InputManager.cs
+24
-22
EditorBuildSettings.asset
ProjectSettings/EditorBuildSettings.asset
+12
-12
No files found.
Assets/Base Scripts/Chip.cs
View file @
2b026e88
...
...
@@ -9,10 +9,13 @@ public class Chip : MonoBehaviour
[
SerializeField
]
AudioClip
AudioClip
;
[
SerializeField
]
int
PosY
;
[
SerializeField
]
float
Duration
;
[
SerializeField
]
ParticleSystem
particleSystemEffect
;
private
void
OnTriggerEnter
(
Collider
other
)
{
if
(
other
.
CompareTag
(
"Player"
))
{
particleSystemEffect
.
transform
.
position
=
transform
.
position
;
particleSystemEffect
.
Play
();
ChipManager
.
instance
.
AddChip
();
Camera
.
main
.
GetComponent
<
AudioSource
>().
PlayOneShot
(
AudioClip
);
GetComponent
<
MeshRenderer
>().
shadowCastingMode
=
UnityEngine
.
Rendering
.
ShadowCastingMode
.
Off
;
...
...
Assets/Lava_Flowing_Shader/Materials/22.mat
View file @
2b026e88
...
...
@@ -34,7 +34,7 @@ Material:
-
_MainTex
:
m_Texture
:
{
fileID
:
2800000
,
guid
:
348fa4d278c53ad4dacd07df1e63a248
,
type
:
3
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
62.310833
,
y
:
0
}
m_Offset
:
{
x
:
10.4946995
,
y
:
0
}
-
_MainTex2
:
m_Texture
:
{
fileID
:
2800000
,
guid
:
bef54341b6d21864c82d47f3bed4c7db
,
type
:
3
}
m_Scale
:
{
x
:
1
,
y
:
1
}
...
...
Assets/Scenes/Bio game/BioGame.unity
View file @
2b026e88
This diff is collapsed.
Click to expand it.
Assets/Scenes/Bio game/Scripts/HandleRightScreen.cs
0 → 100644
View file @
2b026e88
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.EventSystems
;
public
class
HandleRightScreen
:
MonoBehaviour
,
IBeginDragHandler
,
IDragHandler
,
IEndDragHandler
{
InputManager
_inputManager
;
[
SerializeField
]
float
_moveThreshold
;
Vector2
_startPos
;
private
void
Start
()
{
_inputManager
=
InputManager
.
Instance
;
}
public
void
OnBeginDrag
(
PointerEventData
eventData
)
{
_startPos
=
eventData
.
position
;
}
public
void
OnDrag
(
PointerEventData
eventData
)
{
_inputManager
.
UpdateCameraMovement
(
eventData
.
delta
);
}
public
void
OnEndDrag
(
PointerEventData
eventData
)
{
_inputManager
.
UpdateCameraMovement
(
Vector2
.
zero
);
}
}
Assets/Scenes/Bio game/Scripts/HandleRightScreen.cs.meta
0 → 100644
View file @
2b026e88
fileFormatVersion: 2
guid: 5832d47842759fc4d8e4a4123fc43f44
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scenes/Switch Input/Scripts/ChangeInput.cs
View file @
2b026e88
...
...
@@ -9,12 +9,11 @@ public class ChangeInput : MonoBehaviour
public
static
ChangeInput
Instance
;
[
SerializeField
]
Sprite
[]
icons
;
// first is pc;
[
SerializeField
]
RectTransform
joyStickPanel
;
//[SerializeField] RectTransform dialoguePanel;
//[SerializeField] RectTransform dialoguePanelPc;
//[SerializeField] RectTransform dialoguePanelAndroid;
bool
SwitchToJoystick
;
public
float
mouseSensitivity
{
get
;
private
set
;
}
// for cllision game set .1f for pc and 1f for joystick
InputManager
_inputManager
;
private
void
Awake
()
{
if
(
Instance
==
null
)
...
...
@@ -25,6 +24,8 @@ public class ChangeInput : MonoBehaviour
void
Start
()
{
_inputManager
=
InputManager
.
Instance
;
GetComponent
<
Button
>().
onClick
.
AddListener
(
Change
);
mouseSensitivity
=
.
1f
;
if
(
PlayerPrefs
.
GetInt
(
"input"
,
0
)
==
0
)
...
...
@@ -62,6 +63,7 @@ public class ChangeInput : MonoBehaviour
{
//if(dialoguePanel != null)
// dialoguePanel = dialoguePanelPc;
_inputManager
.
useJoystick
=
false
;
transform
.
GetChild
(
0
).
GetComponent
<
Image
>().
sprite
=
icons
[
1
];
mouseSensitivity
=
.
1f
;
}
...
...
@@ -69,8 +71,8 @@ public class ChangeInput : MonoBehaviour
{
//if (dialoguePanel != null)
// dialoguePanel = dialoguePanelAndroid;
_inputManager
.
useJoystick
=
true
;
transform
.
GetChild
(
0
).
GetComponent
<
Image
>().
sprite
=
icons
[
0
];
mouseSensitivity
=
1
;
mouseSensitivity
=
.
15f
;
}
}
Assets/Scenes/Switch Input/Scripts/InputManager.cs
View file @
2b026e88
using
System
;
using
UnityEngine
;
using
UnityEngine.InputSystem.EnhancedTouch
;
...
...
@@ -7,8 +8,12 @@ public class InputManager : MonoBehaviour
public
Vector2
Move
;
public
Vector2
Camera
;
public
bool
Boost
;
public
bool
useJoystick
;
InputActions
_inputActions
;
Vector2
_startPos
;
Vector2
_delta
;
private
void
Awake
()
{
_inputActions
=
new
InputActions
();
...
...
@@ -37,26 +42,23 @@ public class InputManager : MonoBehaviour
_inputActions
.
Player
.
Boost
.
performed
+=
ctx
=>
Boost
=
true
;
_inputActions
.
Player
.
Boost
.
canceled
+=
ctx
=>
Boost
=
false
;
}
//void OnApplicationPause(bool pause)
//{
// if (pause)
// {
// Time.timeScale = 0f;
// }
// else
// {
// Time.timeScale = 1f;
// }
//}
//void OnApplicationFocus(bool focus)
//{
// if (!focus)
// {
// Time.timeScale = 0f;
// }
// else
// {
// Time.timeScale = 1f;
// }
//}
private
void
Update
()
{
if
(!
useJoystick
)
return
;
if
(
Vector2
.
Distance
(
_startPos
,
_delta
)
>
.
01
)
{
Camera
=
_delta
;
_startPos
=
_delta
;
}
else
{
Camera
=
Vector2
.
zero
;
}
}
public
void
UpdateCameraMovement
(
Vector2
delta
)
{
_delta
=
delta
;
}
}
ProjectSettings/EditorBuildSettings.asset
View file @
2b026e88
...
...
@@ -5,40 +5,40 @@ EditorBuildSettings:
m_ObjectHideFlags
:
0
serializedVersion
:
2
m_Scenes
:
-
enabled
:
1
-
enabled
:
0
path
:
Assets/Scenes/Car Game/Tutorial Screen.unity
guid
:
5fa264385f0cc9544b4dc1bd1e33f578
-
enabled
:
1
-
enabled
:
0
path
:
Assets/Scenes/Car Game/Intro.unity
guid
:
4e4353d314055ce4584976af6d6c2808
-
enabled
:
1
-
enabled
:
0
path
:
Assets/Scenes/Car Game/Level 1.unity
guid
:
fbe9df0776567584caa54591418596ff
-
enabled
:
1
-
enabled
:
0
path
:
Assets/Scenes/Car Game/Level 2.unity
guid
:
d853ef6f0a6b7434bae3055b5060e35a
-
enabled
:
1
-
enabled
:
0
path
:
Assets/Scenes/Car Game/Level 3.unity
guid
:
9724a62ede6115547b82a54372316bb9
-
enabled
:
1
-
enabled
:
0
path
:
Assets/Scenes/Car Game/World.unity
guid
:
9fc0d4010bbf28b4594072e72b8655ab
-
enabled
:
1
-
enabled
:
0
path
:
Assets/Scenes/Car Game/End.unity
guid
:
46ec004ac47f66a43abbc2c810b62e25
-
enabled
:
0
-
enabled
:
1
path
:
Assets/Scenes/Bio game/Tutorial Screen Intro.unity
guid
:
edd172c4d65152c409ea566e82c25424
-
enabled
:
0
-
enabled
:
1
path
:
Assets/Scenes/Bio game/BioIntro.unity
guid
:
f20ab22b1aa93734d81e00b8fd6fad93
-
enabled
:
0
-
enabled
:
1
path
:
Assets/Scenes/Bio game/Tutorial Screen Intro Game.unity
guid
:
94bc698ad4d364b4c99264b2f14f3105
-
enabled
:
0
-
enabled
:
1
path
:
Assets/Scenes/Bio game/BioGame.unity
guid
:
6aec03f9c3befd54590a9a6538629e98
-
enabled
:
0
-
enabled
:
1
path
:
Assets/Scenes/Bio game/BioEnd.unity
guid
:
fe2bc7de1cfec244b9dfd662022089ea
m_configObjects
:
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment