Project Sint Lucas Game
Explore the low poly world and find out the hidden secrets.
Find clues and make puzzels!
complete the game by solving all the puzzles
my unity C# develop coding
-this code is for dragging and caring items of the ground
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Collections.Generic;
using UnityEngine;
public class levatation_Script : MonoBehaviour {
GameObject mainCamera;
bool carrying;
GameObject carriedObject;
public float distance;
public float smooth;
void Start () {
mainCamera = GameObject.FindWithTag("MainCamera");
}
void Update () {
if(carrying) {
carry(carriedObject);
checkDrop();
ScrollDistance ();
} else {
pickup();
}
}
GameObject mainCamera;
bool carrying;
GameObject carriedObject;
public float distance;
public float smooth;
void Start () {
mainCamera = GameObject.FindWithTag("MainCamera");
}
void Update () {
if(carrying) {
carry(carriedObject);
checkDrop();
ScrollDistance ();
} else {
pickup();
}
}
void rotateObject() {
carriedObject.transform.Rotate(5,10,15);
}
carriedObject.transform.Rotate(5,10,15);
}
void carry(GameObject o) {
o.transform.position = Vector3.Lerp (o.transform.position, mainCamera.transform.position + mainCamera.transform.forward * distance, Time.deltaTime * smooth);
o.transform.rotation = Quaternion.identity;
}
o.transform.position = Vector3.Lerp (o.transform.position, mainCamera.transform.position + mainCamera.transform.forward * distance, Time.deltaTime * smooth);
o.transform.rotation = Quaternion.identity;
}
void pickup() {
if(Input.GetKeyDown (KeyCode.E)) {
int x = Screen.width / 2;
int y = Screen.height / 2;
if(Input.GetKeyDown (KeyCode.E)) {
int x = Screen.width / 2;
int y = Screen.height / 2;
Ray ray = mainCamera.GetComponent<Camera>().ScreenPointToRay(new Vector3(x,y));
RaycastHit hit;
if(Physics.Raycast(ray, out hit)) {
Pickupable p = hit.collider.GetComponent<Pickupable>();
if(p != null) {
carrying = true;
carriedObject = p.gameObject;
p.gameObject.GetComponent<Rigidbody>().useGravity = false;
}
}
}
}
RaycastHit hit;
if(Physics.Raycast(ray, out hit)) {
Pickupable p = hit.collider.GetComponent<Pickupable>();
if(p != null) {
carrying = true;
carriedObject = p.gameObject;
p.gameObject.GetComponent<Rigidbody>().useGravity = false;
}
}
}
}
void checkDrop() {
if(Input.GetKeyDown (KeyCode.E)) {
dropObject();
}
}
if(Input.GetKeyDown (KeyCode.E)) {
dropObject();
}
}
public void dropObject() {
carrying = false;
carriedObject.gameObject.GetComponent<Rigidbody>().useGravity = true;
carriedObject = null;
distance = 2;
}
void ScrollDistance ()
{
var d = Input.GetAxis ("Mouse ScrollWheel");
if (d > 0f && distance < 5) {
distance++;
carrying = false;
carriedObject.gameObject.GetComponent<Rigidbody>().useGravity = true;
carriedObject = null;
distance = 2;
}
void ScrollDistance ()
{
var d = Input.GetAxis ("Mouse ScrollWheel");
if (d > 0f && distance < 5) {
distance++;
} else if (d < 0f && distance > 1) {
distance--;
}
}
}
}
}
-this script is for pointing out the objects you can carry and giving them an ID
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Collections.Generic;
using UnityEngine;
public class Pickupable : MonoBehaviour {
public int ID;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
public int ID;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
-this is the padlock script
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using UnityEngine;
public class padlockScript : MonoBehaviour {
public bool num1;
public bool num2;
public bool num3;
public Text text_1;
public Text text_2;
public Text text_3;
public GameObject uiUnlockScreen;
public GameObject player;
// Use this for initialization
void Start () {
num1 = false;
num2 = false;
num3 = false;
uiUnlockScreen.SetActive(false);
}
// Update is called once per frame
void Update ()
{
if (player.GetComponent<playerScript_2>().doorlock == true){
uiUnlockScreen.SetActive(true);
DoorLock ();
}
if (num1 == true && num2 == true && num3 == true) {
Debug.Log ("Het WERKT");
SceneManager.LoadScene (2);
}
if (num1 == true && num2 == true && num3 == true) {
Debug.Log ("Het WERKT");
SceneManager.LoadScene (2);
}
}
void DoorLock(){
if (Input.GetKey (KeyCode.Alpha3)) {
num1 = true;
if (num1 == true) {
text_1.text = "3";
}
}
if (Input.GetKey (KeyCode.Alpha6)) {
num2 = true;
if (num2 == true) {
text_2.text = "6";
}
}
if (Input.GetKey (KeyCode.Alpha9)) {
num3 = true;
if (num3 = true) {
text_3.text = "9";
}
}
num1 = true;
if (num1 == true) {
text_1.text = "3";
}
}
if (Input.GetKey (KeyCode.Alpha6)) {
num2 = true;
if (num2 == true) {
text_2.text = "6";
}
}
if (Input.GetKey (KeyCode.Alpha9)) {
num3 = true;
if (num3 = true) {
text_3.text = "9";
}
}
}
}
}
-this script is there for travelling thru the scenes in the game
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
using UnityEngine;
public class playerScript_2 : MonoBehaviour {
public bool doorlock = false;
public bool doorlock = false;
void Start() {
}
void Update () {
RaycastHit hit;
}
void Update () {
RaycastHit hit;
// Debug Raycast in the Editor - laat de Raycast in editor mode zien-
if (Input.GetKey (KeyCode.E)) {
Vector3 forward = transform.TransformDirection (Vector3.forward) * 2;
Debug.DrawRay (transform.position, forward, Color.green);
if (Physics.Raycast (transform.position, (forward), out hit)) {
if (hit.collider.gameObject.CompareTag ("Door")) {
doorlock = true;
}
if (hit.collider.gameObject.CompareTag ("Door2")) {
SceneManager.LoadScene (3);
}
if (hit.collider.gameObject.CompareTag ("Door3")) {
doorlock = true;
}
if (hit.collider.gameObject.CompareTag ("Door2")) {
SceneManager.LoadScene (3);
}
if (hit.collider.gameObject.CompareTag ("Door3")) {
SceneManager.LoadScene (2);
}
if (hit.collider.gameObject.CompareTag ("Door4")) {
}
if (hit.collider.gameObject.CompareTag ("Door4")) {
SceneManager.LoadScene (1);
}
}
}
}
}
}
}
}