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Click Adventure
Click adventure game and organized repository
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ClickAdventureGame_Wolf/BuildNotes(1&3 code answer).app/Contents/Info.plist
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<?xml version="1.0" encoding="UTF-8"?> | ||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> | ||
<plist version="1.0"> | ||
<dict> | ||
<key>CFBundleDevelopmentRegion</key> | ||
<string>English</string> | ||
<key>CFBundleExecutable</key> | ||
<string>Untitled</string> | ||
<key>CFBundleGetInfoString</key> | ||
<string>Unity Player version 5.4.0f3 (a6d8d714de6f). (c) 2016 Unity Technologies ApS. All rights reserved.</string> | ||
<key>CFBundleIconFile</key> | ||
<string>PlayerIcon.icns</string> | ||
<key>CFBundleIdentifier</key> | ||
<string>unity.DefaultCompany.ClickAdventureGame</string> | ||
<key>CFBundleInfoDictionaryVersion</key> | ||
<string>6.0</string> | ||
<key>CFBundleName</key> | ||
<string>ClickAdventureGame</string> | ||
<key>CFBundlePackageType</key> | ||
<string>APPL</string> | ||
<key>CFBundleShortVersionString</key> | ||
<string>Unity Player version 5.4.0f3</string> | ||
<key>CFBundleSignature</key> | ||
<string>????</string> | ||
<key>CFBundleVersion</key> | ||
<string>5.4.0f3</string> | ||
<key>NSMainNibFile</key> | ||
<string>MainMenu</string> | ||
<key>NSPrincipalClass</key> | ||
<string>PlayerApplication</string> | ||
<key>UnityBuildNumber</key> | ||
<string>a6d8d714de6f</string> | ||
</dict> | ||
</plist> |
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{\rtf1\ansi\ansicpg1252\cocoartf1348\cocoasubrtf170 | ||
{\fonttbl\f0\fswiss\fcharset0 Helvetica;} | ||
{\colortbl;\red255\green255\blue255;} | ||
\margl1440\margr1440\vieww10800\viewh8400\viewkind0 | ||
\pard\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640\pardirnatural | ||
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\f0\fs24 \cf0 Click Adventure Game\ | ||
\ | ||
Find the four colors cubes\ | ||
Solve the 3 puzzle switch to open door (Answer: 1 & 3)\ | ||
Place cube on right color cylinder by clicking\ | ||
} |
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using UnityEngine; | ||
using System.Collections; | ||
using UnityEngine.UI; | ||
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public class Raycast : MonoBehaviour { | ||
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public GameObject cube1; | ||
public GameObject cubeGreen; | ||
public GameObject cubeYellow; | ||
public GameObject cubePurple; | ||
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public GameObject xText; | ||
public GameObject greenText; | ||
public GameObject yellowText; | ||
public GameObject purpleText; | ||
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public GameObject cylR; | ||
public GameObject cylG; | ||
public GameObject cylY; | ||
public GameObject cylP; | ||
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public GameObject boxR; | ||
public GameObject boxG; | ||
public GameObject boxY; | ||
public GameObject boxP; | ||
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public bool haveRed = false; | ||
public bool haveGreen = false; | ||
public bool haveYellow = false; | ||
public bool havePurple = false; | ||
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public int BoxIndex = 0; | ||
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public int WinIndex = 0; | ||
public Text win; | ||
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// Use this for initialization | ||
void Start () { | ||
boxR.active = false; | ||
boxG.active = false; | ||
boxY.active = false; | ||
boxP.active = false; | ||
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win.enabled = false; | ||
} | ||
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// Update is called once per frame | ||
void Update () { | ||
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if (WinIndex == 4) { | ||
win.enabled = true; | ||
} | ||
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if (Input.GetMouseButtonDown (0)) { | ||
Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition); | ||
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RaycastHit hit; | ||
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if (Physics.Raycast (ray, out hit)) { | ||
if (hit.collider.gameObject == cube1) { | ||
xText.GetComponent<Text> ().color = Color.red; | ||
cube1.active = false; | ||
haveRed = true; | ||
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} | ||
else if (hit.collider.gameObject == cubeGreen) { | ||
greenText.GetComponent<Text> ().color = Color.green; | ||
cubeGreen.active = false; | ||
BoxIndex++; | ||
haveGreen = true; | ||
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} | ||
else if (hit.collider.gameObject == cubeYellow) { | ||
yellowText.GetComponent<Text> ().color = Color.yellow; | ||
cubeYellow.active = false; | ||
haveYellow = true; | ||
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} | ||
else if (hit.collider.gameObject == cubePurple) { | ||
purpleText.GetComponent<Text> ().color = Color.magenta; | ||
cubePurple.active = false; | ||
havePurple = true; | ||
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} | ||
else if (hit.collider.gameObject == cylP) { | ||
if (havePurple == true) { | ||
purpleText.GetComponent<Text> ().color = new Color(227f,227f,227f); | ||
boxP.active = true; | ||
WinIndex++; | ||
} | ||
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} | ||
else if (hit.collider.gameObject == cylR) { | ||
if (haveRed == true) { | ||
xText.GetComponent<Text> ().color = new Color (227f, 227f, 227f); | ||
boxR.active = true; | ||
WinIndex++; | ||
} | ||
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} | ||
else if (hit.collider.gameObject == cylY) { | ||
if (haveYellow == true) { | ||
yellowText.GetComponent<Text> ().color = new Color (227f, 227f, 227f); | ||
boxY.active = true; | ||
WinIndex++; | ||
} | ||
} | ||
else if (hit.collider.gameObject == cylG) { | ||
if (haveGreen == true) { | ||
greenText.GetComponent<Text> ().color = new Color (227f, 227f, 227f); | ||
boxG.active = true; | ||
WinIndex++; | ||
} | ||
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} | ||
} | ||
} | ||
} | ||
} |
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