Team Updates

gntakakisGiorgos Ntakakis
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ArrowBehavior : MonoBehaviour {
// Update is called once per frame
void Update () {
gameObject.transform.Rotate(gameObject.transform.rotation.y + 0.8f, 0 , 0);
}
}
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view raw Audience.meta hosted with ❤ by GitHub
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AudienceMovement : MonoBehaviour
{
public float maxSize;
public float growFactor;
public float waitTime;
public float maxRotation;
public Vector3 from = new Vector3(0f, 0f, -1.8f);
public Vector3 to = new Vector3(0f, 0f, 1.8f);
public float speed = 0.1f;
void Start()
{
StartCoroutine(Scale());
}
void Update()
{
//float t = Mathf.PingPong(Time.time * speed * 2.0f, 1.0f);
float t = (Mathf.Sin(Time.time * speed * Mathf.PI * 2.0f) + 1.0f) / 2.0f;
transform.eulerAngles = Vector3.Lerp(from, to, t);
}
IEnumerator Scale()
{
float timer = 0;
while (true)
{
// we scale all axis, so they will have the same value,
// so we can work with a float instead of comparing vectors
while (maxSize > transform.localScale.x)
{
timer += Time.deltaTime;
transform.localScale += new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
yield return null;
}
// reset the timer
yield return new WaitForSeconds(waitTime);
timer = 0;
while (1 < transform.localScale.x)
{
timer += Time.deltaTime;
transform.localScale -= new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
yield return null;
}
timer = 0;
yield return new WaitForSeconds(waitTime);
}
}
/* IEnumerator Rotate()
{
float timer = 0;
Vector3 newRotationAngles = transform.rotation.eulerAngles;
while (true)
{
while (maxRotation > transform.localRotation.z)
{
timer += Time.deltaTime;
//transform.rotation.z += Quaternion.Euler(0, 0, 0.1f); //* Time.deltaTime * growFactor;
newRotationAngles.z += 50;
transform.rotation = Quaternion.Euler(newRotationAngles);
yield return null;
}
// reset the timer
yield return new WaitForSeconds(waitTime);
timer = 0;
while (1 < transform.localScale.x)
{
timer += Time.deltaTime;
//transform.localScale -= new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
newRotationAngles.z -= 50;
transform.rotation = Quaternion.Euler(newRotationAngles);
yield return null;
}
timer = 0;
yield return new WaitForSeconds(waitTime);
}
}
*/
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class CupolaOnClick : MonoBehaviour {
void OnSelect()
{
SceneManager.LoadScene("CupolaScene");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class DestinyOnClick : MonoBehaviour {
void OnSelect()
{
SceneManager.LoadScene("DestinyScene");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EarthRotation : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
gameObject.transform.eulerAngles = new Vector3(
gameObject.transform.eulerAngles.x,
gameObject.transform.eulerAngles.y + 0.05f,
gameObject.transform.eulerAngles.z);
}
}
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using UnityEngine;
using UnityEngine.XR.WSA.Input;
public class GazeGestureManager : MonoBehaviour {
public static GazeGestureManager Instance { get; private set; }
public GameObject FocusedObject { get; private set; }
public GestureRecognizer recognizer;
private bool updateFocusedObject = true;
void Awake()
{
Instance = this;
recognizer = new GestureRecognizer();
recognizer.TappedEvent += (source, tapCount, ray) =>
{
if (FocusedObject != null)
{
updateFocusedObject = true;
FocusedObject.SendMessageUpwards("OnSelect");
}
};
recognizer.StartCapturingGestures();
}
void Update()
{
GameObject oldFocusObject = FocusedObject;
var headPosition = Camera.main.transform.position;
var gazeDirection = Camera.main.transform.forward;
RaycastHit hitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))
{
FocusedObject = hitInfo.collider.gameObject;
}
else
{
FocusedObject = null;
}
if (FocusedObject != oldFocusObject)
{
recognizer.CancelGestures();
recognizer.StartCapturingGestures();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GlobalCursor : MonoBehaviour {
private MeshRenderer meshRenderer;
void Start()
{
meshRenderer = this.gameObject.GetComponentInChildren<MeshRenderer>();
}
void Update()
{
var headPosition = Camera.main.transform.position;
var gazeDirection = Camera.main.transform.forward;
RaycastHit hitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))
{
meshRenderer.enabled = true;
this.transform.position = hitInfo.point;
this.transform.rotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal);
}
else
{
meshRenderer.enabled = false;
}
}
}
view raw GlobalCursor.cs hosted with ❤ by GitHub
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LaunchManager : MonoBehaviour {
public static LaunchManager Instance { get; private set; }
public GameObject saturn;
public ParticleSystem particleSystem;
public static bool has_Started = true;
public bool is_Partic_Enabled = true;
float exp = 0.001f;
// Use this for initialization
void Start () {
particleSystem.Stop();
}
void Awake()
{
Instance = this;
}
public static void StartApollo()
{
has_Started = false;
}
// Update is called once per frame
void Update () {
if (!has_Started)
{
exp += 0.0002f;
transform.position = new Vector3(transform.position.x, transform.position.y + exp, transform.position.z);
if (is_Partic_Enabled)
{
particleSystem.Play();
is_Partic_Enabled = false;
}
}
if (saturn.transform.position.y > 35)
{
SceneManager.LoadScene("MoonLandingScene");
}
}
}
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view raw Materials.meta hosted with ❤ by GitHub
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view raw Models.meta hosted with ❤ by GitHub
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoonExplorationManager : MonoBehaviour {
public static MoonExplorationManager Instance { get; private set; }
public GameObject bootPrintGB;
public GameObject leafGB;
public GameObject SiliconDiskGB;
public GameObject StickerGB;
public GameObject FlagGB;
public GameObject SSEPGB;
public GameObject LRRGB;
public GameObject PlaqueGB;
public AudioClip audioClipBreath;
public AudioSource audioSourceBreath;
public GameObject scoreText;
public static float collected = 0.0f;
public static int state = 0;
void Start() {
//bootPrintGB.SetActive(false);
//leafGB.SetActive(false);
//SiliconDiskGB.SetActive(false);
//StickerGB.SetActive(false);
//FlagGB.SetActive(false);
//SSEPGB.SetActive(false);
//LRRGB.SetActive(false);
//PlaqueGB.SetActive(false);
audioSourceBreath.PlayOneShot(audioClipBreath);
}
void Awake()
{
Instance = this;
}
void Update() {
//Debug.Log(state);
if (collected == 25.0f)
scoreText.GetComponent<TextMesh>().text = string.Format("25.1 kg {0}Congratulations!{0}You can go home {0}now.", Environment.NewLine);
else
scoreText.GetComponent<TextMesh>().text = string.Format("Collected: {0} kg", collected);
//if ((int)State.BootPrint == state)
//{
// bootPrintGB.SetActive(true);
//}
//else if ((int)State.Flag == state)
//{
// FlagGB.SetActive(true);
//}
//else if ((int)State.SecondAstronaut == state)
//{
//}
//else if ((int)State.DropOff1 == state)
//{
// leafGB.SetActive(true);
//}
//else if ((int)State.DropOff2 == state)
//{
// SiliconDiskGB.SetActive(false);
//}
//else if ((int)State.DropOff3 == state)
//{
// SSEPGB.SetActive(false);
//}
//else if ((int)State.DropOff4 == state)
//{
// LRRGB.SetActive(false);
//}
//else if ((int)State.DropOff5 == state)
//{
// PlaqueGB.SetActive(false);
//}
//else if ((int)State.DropOff6 == state)
//{
// StickerGB.SetActive(false);
//}
//else if ((int)State.CollectRocks == state)
//{
//}
}
public static void ChangeState()
{
state = state + 1;
}
public static void CollectRocks()
{
collected = collected + 2.5f;
}
private enum State {Initial, BootPrint, Flag, SecondAstronaut, DropOff1, DropOff2, DropOff3, DropOff4, DropOff5, DropOff6, CollectRocks };
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MoonLandingManager : MonoBehaviour {
public static MoonLandingManager Instance { get; private set; }
public GameObject lunar;
public GameObject lunarLight;
float timeLeft = 15.0f;
// Use this for initialization
void Start () {
}
void Awake()
{
Instance = this;
}
public static void ChangeScene()
{
SceneManager.LoadScene(2);
}
// Update is called once per frame
void Update () {
if (lunar.transform.position.y >= 160)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.3f, lunar.transform.position.z);
}
else if (lunar.transform.position.y < 160 && lunar.transform.position.y >= 150)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.1f, lunar.transform.position.z);
}
else if (lunar.transform.position.y < 150 && lunar.transform.position.y >= 138)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.05f, lunar.transform.position.z);
}
lunarLight.transform.Rotate(lunarLight.transform.rotation.x, lunarLight.transform.rotation.y + 2, lunarLight.transform.rotation.z);
timeLeft -= Time.deltaTime;
if (timeLeft < 0)
{
SceneManager.LoadScene("MoonExplorationScene");
timeLeft = 10000;
//lunarLight.transform.Rotate(lunarLight.transform.rotation.x, lunarLight.transform.rotation.y + 40, lunarLight.transform.rotation.z);
}
}
}
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ApolloX projectfileFormatVersion: 2
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using UnityEngine;
using UnityEngine.XR.WSA.Input;
public class GazeGestureManager : MonoBehaviour {
public static GazeGestureManager Instance { get; private set; }
public GameObject FocusedObject { get; private set; }
public GestureRecognizer recognizer;
private bool updateFocusedObject = true;
void Awake()
{
Instance = this;
recognizer = new GestureRecognizer();
recognizer.TappedEvent += (source, tapCount, ray) =>
{
if (FocusedObject != null)
{
updateFocusedObject = true;
FocusedObject.SendMessageUpwards("OnSelect");
}
};
recognizer.StartCapturingGestures();
}
void Update()
{
GameObject oldFocusObject = FocusedObject;
var headPosition = Camera.main.transform.position;
var gazeDirection = Camera.main.transform.forward;
RaycastHit hitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))
{
FocusedObject = hitInfo.collider.gameObject;
}
else
{
FocusedObject = null;
}
if (FocusedObject != oldFocusObject)
{
recognizer.CancelGestures();
recognizer.StartCapturingGestures();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GlobalCursor : MonoBehaviour {
private MeshRenderer meshRenderer;
void Start()
{
meshRenderer = this.gameObject.GetComponentInChildren<MeshRenderer>();
}
void Update()
{
var headPosition = Camera.main.transform.position;
var gazeDirection = Camera.main.transform.forward;
RaycastHit hitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))
{
meshRenderer.enabled = true;
this.transform.position = hitInfo.point;
this.transform.rotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal);
}
else
{
meshRenderer.enabled = false;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LaunchManager : MonoBehaviour {
public static LaunchManager Instance { get; private set; }
public GameObject saturn;
public ParticleSystem particleSystem;
public static bool has_Started = true;
public bool is_Partic_Enabled = true;
float exp = 0.001f;
// Use this for initialization
void Start () {
particleSystem.Stop();
}
void Awake()
{
Instance = this;
}
public static void StartApollo()
{
has_Started = false;
}
// Update is called once per frame
void Update () {
if (!has_Started)
{
exp += 0.0002f;
transform.position = new Vector3(transform.position.x, transform.position.y + exp, transform.position.z);
if (is_Partic_Enabled)
{
particleSystem.Play();
is_Partic_Enabled = false;
}
}
if (saturn.transform.position.y > 35)
{
SceneManager.LoadScene("MoonLandingScene");
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoonExplorationManager : MonoBehaviour {
public static MoonExplorationManager Instance { get; private set; }
public GameObject bootPrintGB;
public GameObject leafGB;
public GameObject SiliconDiskGB;
public GameObject StickerGB;
public GameObject FlagGB;
public GameObject SSEPGB;
public GameObject LRRGB;
public GameObject PlaqueGB;
public AudioClip audioClipBreath;
public AudioSource audioSourceBreath;
public GameObject scoreText;
public static float collected = 0.0f;
public static int state = 0;
void Start() {
//bootPrintGB.SetActive(false);
//leafGB.SetActive(false);
//SiliconDiskGB.SetActive(false);
//StickerGB.SetActive(false);
//FlagGB.SetActive(false);
//SSEPGB.SetActive(false);
//LRRGB.SetActive(false);
//PlaqueGB.SetActive(false);
audioSourceBreath.PlayOneShot(audioClipBreath);
}
void Awake()
{
Instance = this;
}
void Update() {
//Debug.Log(state);
if (collected == 25.0f)
scoreText.GetComponent<TextMesh>().text = string.Format("25.1 kg {0}Congratulations!{0}You can go home {0}now.", Environment.NewLine);
else
scoreText.GetComponent<TextMesh>().text = string.Format("Collected: {0} kg", collected);
//if ((int)State.BootPrint == state)
//{
// bootPrintGB.SetActive(true);
//}
//else if ((int)State.Flag == state)
//{
// FlagGB.SetActive(true);
//}
//else if ((int)State.SecondAstronaut == state)
//{
//}
//else if ((int)State.DropOff1 == state)
//{
// leafGB.SetActive(true);
//}
//else if ((int)State.DropOff2 == state)
//{
// SiliconDiskGB.SetActive(false);
//}
//else if ((int)State.DropOff3 == state)
//{
// SSEPGB.SetActive(false);
//}
//else if ((int)State.DropOff4 == state)
//{
// LRRGB.SetActive(false);
//}
//else if ((int)State.DropOff5 == state)
//{
// PlaqueGB.SetActive(false);
//}
//else if ((int)State.DropOff6 == state)
//{
// StickerGB.SetActive(false);
//}
//else if ((int)State.CollectRocks == state)
//{
//}
}
public static void ChangeState()
{
state = state + 1;
}
public static void CollectRocks()
{
collected = collected + 2.5f;
}
private enum State {Initial, BootPrint, Flag, SecondAstronaut, DropOff1, DropOff2, DropOff3, DropOff4, DropOff5, DropOff6, CollectRocks };
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MoonLandingManager : MonoBehaviour {
public static MoonLandingManager Instance { get; private set; }
public GameObject lunar;
public GameObject lunarLight;
float timeLeft = 15.0f;
// Use this for initialization
void Start () {
}
void Awake()
{
Instance = this;
}
public static void ChangeScene()
{
SceneManager.LoadScene(2);
}
// Update is called once per frame
void Update () {
if (lunar.transform.position.y >= 160)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.3f, lunar.transform.position.z);
}
else if (lunar.transform.position.y < 160 && lunar.transform.position.y >= 150)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.1f, lunar.transform.position.z);
}
else if (lunar.transform.position.y < 150 && lunar.transform.position.y >= 138)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.05f, lunar.transform.position.z);
}
lunarLight.transform.Rotate(lunarLight.transform.rotation.x, lunarLight.transform.rotation.y + 2, lunarLight.transform.rotation.z);
timeLeft -= Time.deltaTime;
if (timeLeft < 0)
{
SceneManager.LoadScene("MoonExplorationScene");
timeLeft = 10000;
//lunarLight.transform.Rotate(lunarLight.transform.rotation.x, lunarLight.transform.rotation.y + 40, lunarLight.transform.rotation.z);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NextMoonOnSelect : MonoBehaviour {
void OnSelect()
{
MoonLandingManager.ChangeScene();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NextOnSelect : MonoBehaviour {
void OnSelect()
{
MoonExplorationManager.ChangeState();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OutsideOnClick : MonoBehaviour {
void OnSelect()
{
//SceneManager.LoadScene("OutsideScene");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RocksOnSelect : MonoBehaviour {
void OnSelect()
{
gameObject.SetActive(false);
MoonExplorationManager.CollectRocks();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceFloat : MonoBehaviour
{
//rotation
GameObject cube;
public Transform center;
public Vector3 axis = Vector3.up;
public float rotationSpeed = 30.0f;
//movement
public Vector3[] positions;
public Transform ObjectToMove;
public float MoveSpeed = 8;
Coroutine MoveIE;
void Start()
{
cube = GameObject.FindWithTag("AstronautEscapeSuit");
center = cube.transform;
StartCoroutine(moveObject());
}
void Update()
{
transform.RotateAround(center.position, axis, rotationSpeed * Time.deltaTime);
}
IEnumerator moveObject()
{
for (int i = 0; i < positions.Length; i++)
{
MoveIE = StartCoroutine(Moving(i));
yield return MoveIE;
}
}
IEnumerator Moving(int currentPosition)
{
while (ObjectToMove.transform.position != positions[currentPosition])
{
ObjectToMove.transform.position = Vector3.MoveTowards(ObjectToMove.transform.position, positions[currentPosition], MoveSpeed * Time.deltaTime);
yield return null;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceManager : MonoBehaviour {
public static SpaceManager Instance { get; private set; }
void Start()
{
}
void Awake()
{
Instance = this;
}
// Update is called once per frame
void Update () {
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceMove : MonoBehaviour
{
public Vector3[] positions;
public Transform ObjectToMove;
public float MoveSpeed = 8;
Coroutine MoveIE;
void Start()
{
StartCoroutine(moveObject());
}
void Update()
{
}
IEnumerator moveObject()
{
for (int i = 0; i < positions.Length; i++)
{
MoveIE = StartCoroutine(Moving(i));
yield return MoveIE;
}
}
IEnumerator Moving(int currentPosition)
{
while (ObjectToMove.transform.position != positions[currentPosition])
{
ObjectToMove.transform.position = Vector3.MoveTowards(ObjectToMove.transform.position, positions[currentPosition], MoveSpeed * Time.deltaTime);
yield return null;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class StartApolloOnSelect : MonoBehaviour {
void OnSelect()
{
LaunchManager.StartApollo();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ArrowBehavior : MonoBehaviour {
// Update is called once per frame
void Update () {
gameObject.transform.Rotate(gameObject.transform.rotation.y + 0.8f, 0 , 0);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AudienceMovement : MonoBehaviour
{
public float maxSize;
public float growFactor;
public float waitTime;
public float maxRotation;
public Vector3 from = new Vector3(0f, 0f, -1.8f);
public Vector3 to = new Vector3(0f, 0f, 1.8f);
public float speed = 0.1f;
void Start()
{
StartCoroutine(Scale());
}
void Update()
{
//float t = Mathf.PingPong(Time.time * speed * 2.0f, 1.0f);
float t = (Mathf.Sin(Time.time * speed * Mathf.PI * 2.0f) + 1.0f) / 2.0f;
transform.eulerAngles = Vector3.Lerp(from, to, t);
}
IEnumerator Scale()
{
float timer = 0;
while (true)
{
// we scale all axis, so they will have the same value,
// so we can work with a float instead of comparing vectors
while (maxSize > transform.localScale.x)
{
timer += Time.deltaTime;
transform.localScale += new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
yield return null;
}
// reset the timer
yield return new WaitForSeconds(waitTime);
timer = 0;
while (1 < transform.localScale.x)
{
timer += Time.deltaTime;
transform.localScale -= new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
yield return null;
}
timer = 0;
yield return new WaitForSeconds(waitTime);
}
}
/* IEnumerator Rotate()
{
float timer = 0;
Vector3 newRotationAngles = transform.rotation.eulerAngles;
while (true)
{
while (maxRotation > transform.localRotation.z)
{
timer += Time.deltaTime;
//transform.rotation.z += Quaternion.Euler(0, 0, 0.1f); //* Time.deltaTime * growFactor;
newRotationAngles.z += 50;
transform.rotation = Quaternion.Euler(newRotationAngles);
yield return null;
}
// reset the timer
yield return new WaitForSeconds(waitTime);
timer = 0;
while (1 < transform.localScale.x)
{
timer += Time.deltaTime;
//transform.localScale -= new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
newRotationAngles.z -= 50;
transform.rotation = Quaternion.Euler(newRotationAngles);
yield return null;
}
timer = 0;
yield return new WaitForSeconds(waitTime);
}
}
*/
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class CupolaOnClick : MonoBehaviour {
void OnSelect()
{
SceneManager.LoadScene("CupolaScene");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class DestinyOnClick : MonoBehaviour {
void OnSelect()
{
SceneManager.LoadScene("DestinyScene");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EarthRotation : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
gameObject.transform.eulerAngles = new Vector3(
gameObject.transform.eulerAngles.x,
gameObject.transform.eulerAngles.y + 0.05f,
gameObject.transform.eulerAngles.z);
}
}
view raw Nasa Challenge hosted with ❤ by GitHub
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NextMoonOnSelect : MonoBehaviour {
void OnSelect()
{
MoonLandingManager.ChangeScene();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NextOnSelect : MonoBehaviour {
void OnSelect()
{
MoonExplorationManager.ChangeState();
}
}
view raw NextOnSelect.cs hosted with ❤ by GitHub
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OutsideOnClick : MonoBehaviour {
void OnSelect()
{
//SceneManager.LoadScene("OutsideScene");
}
}
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view raw Prefabs.meta hosted with ❤ by GitHub
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RocksOnSelect : MonoBehaviour {
void OnSelect()
{
gameObject.SetActive(false);
MoonExplorationManager.CollectRocks();
}
}
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view raw Scenes.meta hosted with ❤ by GitHub
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view raw Scripts.meta hosted with ❤ by GitHub
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceFloat : MonoBehaviour
{
//rotation
GameObject cube;
public Transform center;
public Vector3 axis = Vector3.up;
public float rotationSpeed = 30.0f;
//movement
public Vector3[] positions;
public Transform ObjectToMove;
public float MoveSpeed = 8;
Coroutine MoveIE;
void Start()
{
cube = GameObject.FindWithTag("AstronautEscapeSuit");
center = cube.transform;
StartCoroutine(moveObject());
}
void Update()
{
transform.RotateAround(center.position, axis, rotationSpeed * Time.deltaTime);
}
IEnumerator moveObject()
{
for (int i = 0; i < positions.Length; i++)
{
MoveIE = StartCoroutine(Moving(i));
yield return MoveIE;
}
}
IEnumerator Moving(int currentPosition)
{
while (ObjectToMove.transform.position != positions[currentPosition])
{
ObjectToMove.transform.position = Vector3.MoveTowards(ObjectToMove.transform.position, positions[currentPosition], MoveSpeed * Time.deltaTime);
yield return null;
}
}
}
view raw SpaceFloat.cs hosted with ❤ by GitHub
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceManager : MonoBehaviour {
public static SpaceManager Instance { get; private set; }
void Start()
{
}
void Awake()
{
Instance = this;
}
// Update is called once per frame
void Update () {
}
}
view raw SpaceManager.cs hosted with ❤ by GitHub
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceMove : MonoBehaviour
{
public Vector3[] positions;
public Transform ObjectToMove;
public float MoveSpeed = 8;
Coroutine MoveIE;
void Start()
{
StartCoroutine(moveObject());
}
void Update()
{
}
IEnumerator moveObject()
{
for (int i = 0; i < positions.Length; i++)
{
MoveIE = StartCoroutine(Moving(i));
yield return MoveIE;
}
}
IEnumerator Moving(int currentPosition)
{
while (ObjectToMove.transform.position != positions[currentPosition])
{
ObjectToMove.transform.position = Vector3.MoveTowards(ObjectToMove.transform.position, positions[currentPosition], MoveSpeed * Time.deltaTime);
yield return null;
}
}
}
view raw SpaceMove.cs hosted with ❤ by GitHub
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class StartApolloOnSelect : MonoBehaviour {
void OnSelect()
{
LaunchManager.StartApollo();
}
}
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view raw Textures.meta hosted with ❤ by GitHub
gntakakisGiorgos Ntakakis
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ArrowBehavior : MonoBehaviour {
// Update is called once per frame
void Update () {
gameObject.transform.Rotate(gameObject.transform.rotation.y + 0.8f, 0 , 0);
}
}
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view raw Audience.meta hosted with ❤ by GitHub
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AudienceMovement : MonoBehaviour
{
public float maxSize;
public float growFactor;
public float waitTime;
public float maxRotation;
public Vector3 from = new Vector3(0f, 0f, -1.8f);
public Vector3 to = new Vector3(0f, 0f, 1.8f);
public float speed = 0.1f;
void Start()
{
StartCoroutine(Scale());
}
void Update()
{
//float t = Mathf.PingPong(Time.time * speed * 2.0f, 1.0f);
float t = (Mathf.Sin(Time.time * speed * Mathf.PI * 2.0f) + 1.0f) / 2.0f;
transform.eulerAngles = Vector3.Lerp(from, to, t);
}
IEnumerator Scale()
{
float timer = 0;
while (true)
{
// we scale all axis, so they will have the same value,
// so we can work with a float instead of comparing vectors
while (maxSize > transform.localScale.x)
{
timer += Time.deltaTime;
transform.localScale += new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
yield return null;
}
// reset the timer
yield return new WaitForSeconds(waitTime);
timer = 0;
while (1 < transform.localScale.x)
{
timer += Time.deltaTime;
transform.localScale -= new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
yield return null;
}
timer = 0;
yield return new WaitForSeconds(waitTime);
}
}
/* IEnumerator Rotate()
{
float timer = 0;
Vector3 newRotationAngles = transform.rotation.eulerAngles;
while (true)
{
while (maxRotation > transform.localRotation.z)
{
timer += Time.deltaTime;
//transform.rotation.z += Quaternion.Euler(0, 0, 0.1f); //* Time.deltaTime * growFactor;
newRotationAngles.z += 50;
transform.rotation = Quaternion.Euler(newRotationAngles);
yield return null;
}
// reset the timer
yield return new WaitForSeconds(waitTime);
timer = 0;
while (1 < transform.localScale.x)
{
timer += Time.deltaTime;
//transform.localScale -= new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
newRotationAngles.z -= 50;
transform.rotation = Quaternion.Euler(newRotationAngles);
yield return null;
}
timer = 0;
yield return new WaitForSeconds(waitTime);
}
}
*/
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class CupolaOnClick : MonoBehaviour {
void OnSelect()
{
SceneManager.LoadScene("CupolaScene");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class DestinyOnClick : MonoBehaviour {
void OnSelect()
{
SceneManager.LoadScene("DestinyScene");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EarthRotation : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
gameObject.transform.eulerAngles = new Vector3(
gameObject.transform.eulerAngles.x,
gameObject.transform.eulerAngles.y + 0.05f,
gameObject.transform.eulerAngles.z);
}
}
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using UnityEngine;
using UnityEngine.XR.WSA.Input;
public class GazeGestureManager : MonoBehaviour {
public static GazeGestureManager Instance { get; private set; }
public GameObject FocusedObject { get; private set; }
public GestureRecognizer recognizer;
private bool updateFocusedObject = true;
void Awake()
{
Instance = this;
recognizer = new GestureRecognizer();
recognizer.TappedEvent += (source, tapCount, ray) =>
{
if (FocusedObject != null)
{
updateFocusedObject = true;
FocusedObject.SendMessageUpwards("OnSelect");
}
};
recognizer.StartCapturingGestures();
}
void Update()
{
GameObject oldFocusObject = FocusedObject;
var headPosition = Camera.main.transform.position;
var gazeDirection = Camera.main.transform.forward;
RaycastHit hitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))
{
FocusedObject = hitInfo.collider.gameObject;
}
else
{
FocusedObject = null;
}
if (FocusedObject != oldFocusObject)
{
recognizer.CancelGestures();
recognizer.StartCapturingGestures();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GlobalCursor : MonoBehaviour {
private MeshRenderer meshRenderer;
void Start()
{
meshRenderer = this.gameObject.GetComponentInChildren<MeshRenderer>();
}
void Update()
{
var headPosition = Camera.main.transform.position;
var gazeDirection = Camera.main.transform.forward;
RaycastHit hitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))
{
meshRenderer.enabled = true;
this.transform.position = hitInfo.point;
this.transform.rotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal);
}
else
{
meshRenderer.enabled = false;
}
}
}
view raw GlobalCursor.cs hosted with ❤ by GitHub
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LaunchManager : MonoBehaviour {
public static LaunchManager Instance { get; private set; }
public GameObject saturn;
public ParticleSystem particleSystem;
public static bool has_Started = true;
public bool is_Partic_Enabled = true;
float exp = 0.001f;
// Use this for initialization
void Start () {
particleSystem.Stop();
}
void Awake()
{
Instance = this;
}
public static void StartApollo()
{
has_Started = false;
}
// Update is called once per frame
void Update () {
if (!has_Started)
{
exp += 0.0002f;
transform.position = new Vector3(transform.position.x, transform.position.y + exp, transform.position.z);
if (is_Partic_Enabled)
{
particleSystem.Play();
is_Partic_Enabled = false;
}
}
if (saturn.transform.position.y > 35)
{
SceneManager.LoadScene("MoonLandingScene");
}
}
}
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view raw Materials.meta hosted with ❤ by GitHub
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view raw Models.meta hosted with ❤ by GitHub
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoonExplorationManager : MonoBehaviour {
public static MoonExplorationManager Instance { get; private set; }
public GameObject bootPrintGB;
public GameObject leafGB;
public GameObject SiliconDiskGB;
public GameObject StickerGB;
public GameObject FlagGB;
public GameObject SSEPGB;
public GameObject LRRGB;
public GameObject PlaqueGB;
public AudioClip audioClipBreath;
public AudioSource audioSourceBreath;
public GameObject scoreText;
public static float collected = 0.0f;
public static int state = 0;
void Start() {
//bootPrintGB.SetActive(false);
//leafGB.SetActive(false);
//SiliconDiskGB.SetActive(false);
//StickerGB.SetActive(false);
//FlagGB.SetActive(false);
//SSEPGB.SetActive(false);
//LRRGB.SetActive(false);
//PlaqueGB.SetActive(false);
audioSourceBreath.PlayOneShot(audioClipBreath);
}
void Awake()
{
Instance = this;
}
void Update() {
//Debug.Log(state);
if (collected == 25.0f)
scoreText.GetComponent<TextMesh>().text = string.Format("25.1 kg {0}Congratulations!{0}You can go home {0}now.", Environment.NewLine);
else
scoreText.GetComponent<TextMesh>().text = string.Format("Collected: {0} kg", collected);
//if ((int)State.BootPrint == state)
//{
// bootPrintGB.SetActive(true);
//}
//else if ((int)State.Flag == state)
//{
// FlagGB.SetActive(true);
//}
//else if ((int)State.SecondAstronaut == state)
//{
//}
//else if ((int)State.DropOff1 == state)
//{
// leafGB.SetActive(true);
//}
//else if ((int)State.DropOff2 == state)
//{
// SiliconDiskGB.SetActive(false);
//}
//else if ((int)State.DropOff3 == state)
//{
// SSEPGB.SetActive(false);
//}
//else if ((int)State.DropOff4 == state)
//{
// LRRGB.SetActive(false);
//}
//else if ((int)State.DropOff5 == state)
//{
// PlaqueGB.SetActive(false);
//}
//else if ((int)State.DropOff6 == state)
//{
// StickerGB.SetActive(false);
//}
//else if ((int)State.CollectRocks == state)
//{
//}
}
public static void ChangeState()
{
state = state + 1;
}
public static void CollectRocks()
{
collected = collected + 2.5f;
}
private enum State {Initial, BootPrint, Flag, SecondAstronaut, DropOff1, DropOff2, DropOff3, DropOff4, DropOff5, DropOff6, CollectRocks };
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MoonLandingManager : MonoBehaviour {
public static MoonLandingManager Instance { get; private set; }
public GameObject lunar;
public GameObject lunarLight;
float timeLeft = 15.0f;
// Use this for initialization
void Start () {
}
void Awake()
{
Instance = this;
}
public static void ChangeScene()
{
SceneManager.LoadScene(2);
}
// Update is called once per frame
void Update () {
if (lunar.transform.position.y >= 160)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.3f, lunar.transform.position.z);
}
else if (lunar.transform.position.y < 160 && lunar.transform.position.y >= 150)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.1f, lunar.transform.position.z);
}
else if (lunar.transform.position.y < 150 && lunar.transform.position.y >= 138)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.05f, lunar.transform.position.z);
}
lunarLight.transform.Rotate(lunarLight.transform.rotation.x, lunarLight.transform.rotation.y + 2, lunarLight.transform.rotation.z);
timeLeft -= Time.deltaTime;
if (timeLeft < 0)
{
SceneManager.LoadScene("MoonExplorationScene");
timeLeft = 10000;
//lunarLight.transform.Rotate(lunarLight.transform.rotation.x, lunarLight.transform.rotation.y + 40, lunarLight.transform.rotation.z);
}
}
}
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using UnityEngine;
using UnityEngine.XR.WSA.Input;
public class GazeGestureManager : MonoBehaviour {
public static GazeGestureManager Instance { get; private set; }
public GameObject FocusedObject { get; private set; }
public GestureRecognizer recognizer;
private bool updateFocusedObject = true;
void Awake()
{
Instance = this;
recognizer = new GestureRecognizer();
recognizer.TappedEvent += (source, tapCount, ray) =>
{
if (FocusedObject != null)
{
updateFocusedObject = true;
FocusedObject.SendMessageUpwards("OnSelect");
}
};
recognizer.StartCapturingGestures();
}
void Update()
{
GameObject oldFocusObject = FocusedObject;
var headPosition = Camera.main.transform.position;
var gazeDirection = Camera.main.transform.forward;
RaycastHit hitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))
{
FocusedObject = hitInfo.collider.gameObject;
}
else
{
FocusedObject = null;
}
if (FocusedObject != oldFocusObject)
{
recognizer.CancelGestures();
recognizer.StartCapturingGestures();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GlobalCursor : MonoBehaviour {
private MeshRenderer meshRenderer;
void Start()
{
meshRenderer = this.gameObject.GetComponentInChildren<MeshRenderer>();
}
void Update()
{
var headPosition = Camera.main.transform.position;
var gazeDirection = Camera.main.transform.forward;
RaycastHit hitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))
{
meshRenderer.enabled = true;
this.transform.position = hitInfo.point;
this.transform.rotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal);
}
else
{
meshRenderer.enabled = false;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LaunchManager : MonoBehaviour {
public static LaunchManager Instance { get; private set; }
public GameObject saturn;
public ParticleSystem particleSystem;
public static bool has_Started = true;
public bool is_Partic_Enabled = true;
float exp = 0.001f;
// Use this for initialization
void Start () {
particleSystem.Stop();
}
void Awake()
{
Instance = this;
}
public static void StartApollo()
{
has_Started = false;
}
// Update is called once per frame
void Update () {
if (!has_Started)
{
exp += 0.0002f;
transform.position = new Vector3(transform.position.x, transform.position.y + exp, transform.position.z);
if (is_Partic_Enabled)
{
particleSystem.Play();
is_Partic_Enabled = false;
}
}
if (saturn.transform.position.y > 35)
{
SceneManager.LoadScene("MoonLandingScene");
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoonExplorationManager : MonoBehaviour {
public static MoonExplorationManager Instance { get; private set; }
public GameObject bootPrintGB;
public GameObject leafGB;
public GameObject SiliconDiskGB;
public GameObject StickerGB;
public GameObject FlagGB;
public GameObject SSEPGB;
public GameObject LRRGB;
public GameObject PlaqueGB;
public AudioClip audioClipBreath;
public AudioSource audioSourceBreath;
public GameObject scoreText;
public static float collected = 0.0f;
public static int state = 0;
void Start() {
//bootPrintGB.SetActive(false);
//leafGB.SetActive(false);
//SiliconDiskGB.SetActive(false);
//StickerGB.SetActive(false);
//FlagGB.SetActive(false);
//SSEPGB.SetActive(false);
//LRRGB.SetActive(false);
//PlaqueGB.SetActive(false);
audioSourceBreath.PlayOneShot(audioClipBreath);
}
void Awake()
{
Instance = this;
}
void Update() {
//Debug.Log(state);
if (collected == 25.0f)
scoreText.GetComponent<TextMesh>().text = string.Format("25.1 kg {0}Congratulations!{0}You can go home {0}now.", Environment.NewLine);
else
scoreText.GetComponent<TextMesh>().text = string.Format("Collected: {0} kg", collected);
//if ((int)State.BootPrint == state)
//{
// bootPrintGB.SetActive(true);
//}
//else if ((int)State.Flag == state)
//{
// FlagGB.SetActive(true);
//}
//else if ((int)State.SecondAstronaut == state)
//{
//}
//else if ((int)State.DropOff1 == state)
//{
// leafGB.SetActive(true);
//}
//else if ((int)State.DropOff2 == state)
//{
// SiliconDiskGB.SetActive(false);
//}
//else if ((int)State.DropOff3 == state)
//{
// SSEPGB.SetActive(false);
//}
//else if ((int)State.DropOff4 == state)
//{
// LRRGB.SetActive(false);
//}
//else if ((int)State.DropOff5 == state)
//{
// PlaqueGB.SetActive(false);
//}
//else if ((int)State.DropOff6 == state)
//{
// StickerGB.SetActive(false);
//}
//else if ((int)State.CollectRocks == state)
//{
//}
}
public static void ChangeState()
{
state = state + 1;
}
public static void CollectRocks()
{
collected = collected + 2.5f;
}
private enum State {Initial, BootPrint, Flag, SecondAstronaut, DropOff1, DropOff2, DropOff3, DropOff4, DropOff5, DropOff6, CollectRocks };
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MoonLandingManager : MonoBehaviour {
public static MoonLandingManager Instance { get; private set; }
public GameObject lunar;
public GameObject lunarLight;
float timeLeft = 15.0f;
// Use this for initialization
void Start () {
}
void Awake()
{
Instance = this;
}
public static void ChangeScene()
{
SceneManager.LoadScene(2);
}
// Update is called once per frame
void Update () {
if (lunar.transform.position.y >= 160)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.3f, lunar.transform.position.z);
}
else if (lunar.transform.position.y < 160 && lunar.transform.position.y >= 150)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.1f, lunar.transform.position.z);
}
else if (lunar.transform.position.y < 150 && lunar.transform.position.y >= 138)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.05f, lunar.transform.position.z);
}
lunarLight.transform.Rotate(lunarLight.transform.rotation.x, lunarLight.transform.rotation.y + 2, lunarLight.transform.rotation.z);
timeLeft -= Time.deltaTime;
if (timeLeft < 0)
{
SceneManager.LoadScene("MoonExplorationScene");
timeLeft = 10000;
//lunarLight.transform.Rotate(lunarLight.transform.rotation.x, lunarLight.transform.rotation.y + 40, lunarLight.transform.rotation.z);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NextMoonOnSelect : MonoBehaviour {
void OnSelect()
{
MoonLandingManager.ChangeScene();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NextOnSelect : MonoBehaviour {
void OnSelect()
{
MoonExplorationManager.ChangeState();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OutsideOnClick : MonoBehaviour {
void OnSelect()
{
//SceneManager.LoadScene("OutsideScene");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RocksOnSelect : MonoBehaviour {
void OnSelect()
{
gameObject.SetActive(false);
MoonExplorationManager.CollectRocks();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceFloat : MonoBehaviour
{
//rotation
GameObject cube;
public Transform center;
public Vector3 axis = Vector3.up;
public float rotationSpeed = 30.0f;
//movement
public Vector3[] positions;
public Transform ObjectToMove;
public float MoveSpeed = 8;
Coroutine MoveIE;
void Start()
{
cube = GameObject.FindWithTag("AstronautEscapeSuit");
center = cube.transform;
StartCoroutine(moveObject());
}
void Update()
{
transform.RotateAround(center.position, axis, rotationSpeed * Time.deltaTime);
}
IEnumerator moveObject()
{
for (int i = 0; i < positions.Length; i++)
{
MoveIE = StartCoroutine(Moving(i));
yield return MoveIE;
}
}
IEnumerator Moving(int currentPosition)
{
while (ObjectToMove.transform.position != positions[currentPosition])
{
ObjectToMove.transform.position = Vector3.MoveTowards(ObjectToMove.transform.position, positions[currentPosition], MoveSpeed * Time.deltaTime);
yield return null;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceManager : MonoBehaviour {
public static SpaceManager Instance { get; private set; }
void Start()
{
}
void Awake()
{
Instance = this;
}
// Update is called once per frame
void Update () {
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceMove : MonoBehaviour
{
public Vector3[] positions;
public Transform ObjectToMove;
public float MoveSpeed = 8;
Coroutine MoveIE;
void Start()
{
StartCoroutine(moveObject());
}
void Update()
{
}
IEnumerator moveObject()
{
for (int i = 0; i < positions.Length; i++)
{
MoveIE = StartCoroutine(Moving(i));
yield return MoveIE;
}
}
IEnumerator Moving(int currentPosition)
{
while (ObjectToMove.transform.position != positions[currentPosition])
{
ObjectToMove.transform.position = Vector3.MoveTowards(ObjectToMove.transform.position, positions[currentPosition], MoveSpeed * Time.deltaTime);
yield return null;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class StartApolloOnSelect : MonoBehaviour {
void OnSelect()
{
LaunchManager.StartApollo();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ArrowBehavior : MonoBehaviour {
// Update is called once per frame
void Update () {
gameObject.transform.Rotate(gameObject.transform.rotation.y + 0.8f, 0 , 0);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AudienceMovement : MonoBehaviour
{
public float maxSize;
public float growFactor;
public float waitTime;
public float maxRotation;
public Vector3 from = new Vector3(0f, 0f, -1.8f);
public Vector3 to = new Vector3(0f, 0f, 1.8f);
public float speed = 0.1f;
void Start()
{
StartCoroutine(Scale());
}
void Update()
{
//float t = Mathf.PingPong(Time.time * speed * 2.0f, 1.0f);
float t = (Mathf.Sin(Time.time * speed * Mathf.PI * 2.0f) + 1.0f) / 2.0f;
transform.eulerAngles = Vector3.Lerp(from, to, t);
}
IEnumerator Scale()
{
float timer = 0;
while (true)
{
// we scale all axis, so they will have the same value,
// so we can work with a float instead of comparing vectors
while (maxSize > transform.localScale.x)
{
timer += Time.deltaTime;
transform.localScale += new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
yield return null;
}
// reset the timer
yield return new WaitForSeconds(waitTime);
timer = 0;
while (1 < transform.localScale.x)
{
timer += Time.deltaTime;
transform.localScale -= new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
yield return null;
}
timer = 0;
yield return new WaitForSeconds(waitTime);
}
}
/* IEnumerator Rotate()
{
float timer = 0;
Vector3 newRotationAngles = transform.rotation.eulerAngles;
while (true)
{
while (maxRotation > transform.localRotation.z)
{
timer += Time.deltaTime;
//transform.rotation.z += Quaternion.Euler(0, 0, 0.1f); //* Time.deltaTime * growFactor;
newRotationAngles.z += 50;
transform.rotation = Quaternion.Euler(newRotationAngles);
yield return null;
}
// reset the timer
yield return new WaitForSeconds(waitTime);
timer = 0;
while (1 < transform.localScale.x)
{
timer += Time.deltaTime;
//transform.localScale -= new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
newRotationAngles.z -= 50;
transform.rotation = Quaternion.Euler(newRotationAngles);
yield return null;
}
timer = 0;
yield return new WaitForSeconds(waitTime);
}
}
*/
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class CupolaOnClick : MonoBehaviour {
void OnSelect()
{
SceneManager.LoadScene("CupolaScene");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class DestinyOnClick : MonoBehaviour {
void OnSelect()
{
SceneManager.LoadScene("DestinyScene");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EarthRotation : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
gameObject.transform.eulerAngles = new Vector3(
gameObject.transform.eulerAngles.x,
gameObject.transform.eulerAngles.y + 0.05f,
gameObject.transform.eulerAngles.z);
}
}
view raw Nasa Challenge hosted with ❤ by GitHub
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NextMoonOnSelect : MonoBehaviour {
void OnSelect()
{
MoonLandingManager.ChangeScene();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NextOnSelect : MonoBehaviour {
void OnSelect()
{
MoonExplorationManager.ChangeState();
}
}
view raw NextOnSelect.cs hosted with ❤ by GitHub
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OutsideOnClick : MonoBehaviour {
void OnSelect()
{
//SceneManager.LoadScene("OutsideScene");
}
}
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view raw Prefabs.meta hosted with ❤ by GitHub
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RocksOnSelect : MonoBehaviour {
void OnSelect()
{
gameObject.SetActive(false);
MoonExplorationManager.CollectRocks();
}
}
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view raw Scenes.meta hosted with ❤ by GitHub
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view raw Scripts.meta hosted with ❤ by GitHub
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceFloat : MonoBehaviour
{
//rotation
GameObject cube;
public Transform center;
public Vector3 axis = Vector3.up;
public float rotationSpeed = 30.0f;
//movement
public Vector3[] positions;
public Transform ObjectToMove;
public float MoveSpeed = 8;
Coroutine MoveIE;
void Start()
{
cube = GameObject.FindWithTag("AstronautEscapeSuit");
center = cube.transform;
StartCoroutine(moveObject());
}
void Update()
{
transform.RotateAround(center.position, axis, rotationSpeed * Time.deltaTime);
}
IEnumerator moveObject()
{
for (int i = 0; i < positions.Length; i++)
{
MoveIE = StartCoroutine(Moving(i));
yield return MoveIE;
}
}
IEnumerator Moving(int currentPosition)
{
while (ObjectToMove.transform.position != positions[currentPosition])
{
ObjectToMove.transform.position = Vector3.MoveTowards(ObjectToMove.transform.position, positions[currentPosition], MoveSpeed * Time.deltaTime);
yield return null;
}
}
}
view raw SpaceFloat.cs hosted with ❤ by GitHub
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceManager : MonoBehaviour {
public static SpaceManager Instance { get; private set; }
void Start()
{
}
void Awake()
{
Instance = this;
}
// Update is called once per frame
void Update () {
}
}
view raw SpaceManager.cs hosted with ❤ by GitHub
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceMove : MonoBehaviour
{
public Vector3[] positions;
public Transform ObjectToMove;
public float MoveSpeed = 8;
Coroutine MoveIE;
void Start()
{
StartCoroutine(moveObject());
}
void Update()
{
}
IEnumerator moveObject()
{
for (int i = 0; i < positions.Length; i++)
{
MoveIE = StartCoroutine(Moving(i));
yield return MoveIE;
}
}
IEnumerator Moving(int currentPosition)
{
while (ObjectToMove.transform.position != positions[currentPosition])
{
ObjectToMove.transform.position = Vector3.MoveTowards(ObjectToMove.transform.position, positions[currentPosition], MoveSpeed * Time.deltaTime);
yield return null;
}
}
}
view raw SpaceMove.cs hosted with ❤ by GitHub
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class StartApolloOnSelect : MonoBehaviour {
void OnSelect()
{
LaunchManager.StartApollo();
}
}
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view raw Textures.meta hosted with ❤ by GitHub
gntakakisGiorgos Ntakakis
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ArrowBehavior : MonoBehaviour {
// Update is called once per frame
void Update () {
gameObject.transform.Rotate(gameObject.transform.rotation.y + 0.8f, 0 , 0);
}
}
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view raw Audience.meta hosted with ❤ by GitHub
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AudienceMovement : MonoBehaviour
{
public float maxSize;
public float growFactor;
public float waitTime;
public float maxRotation;
public Vector3 from = new Vector3(0f, 0f, -1.8f);
public Vector3 to = new Vector3(0f, 0f, 1.8f);
public float speed = 0.1f;
void Start()
{
StartCoroutine(Scale());
}
void Update()
{
//float t = Mathf.PingPong(Time.time * speed * 2.0f, 1.0f);
float t = (Mathf.Sin(Time.time * speed * Mathf.PI * 2.0f) + 1.0f) / 2.0f;
transform.eulerAngles = Vector3.Lerp(from, to, t);
}
IEnumerator Scale()
{
float timer = 0;
while (true)
{
// we scale all axis, so they will have the same value,
// so we can work with a float instead of comparing vectors
while (maxSize > transform.localScale.x)
{
timer += Time.deltaTime;
transform.localScale += new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
yield return null;
}
// reset the timer
yield return new WaitForSeconds(waitTime);
timer = 0;
while (1 < transform.localScale.x)
{
timer += Time.deltaTime;
transform.localScale -= new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
yield return null;
}
timer = 0;
yield return new WaitForSeconds(waitTime);
}
}
/* IEnumerator Rotate()
{
float timer = 0;
Vector3 newRotationAngles = transform.rotation.eulerAngles;
while (true)
{
while (maxRotation > transform.localRotation.z)
{
timer += Time.deltaTime;
//transform.rotation.z += Quaternion.Euler(0, 0, 0.1f); //* Time.deltaTime * growFactor;
newRotationAngles.z += 50;
transform.rotation = Quaternion.Euler(newRotationAngles);
yield return null;
}
// reset the timer
yield return new WaitForSeconds(waitTime);
timer = 0;
while (1 < transform.localScale.x)
{
timer += Time.deltaTime;
//transform.localScale -= new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
newRotationAngles.z -= 50;
transform.rotation = Quaternion.Euler(newRotationAngles);
yield return null;
}
timer = 0;
yield return new WaitForSeconds(waitTime);
}
}
*/
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class CupolaOnClick : MonoBehaviour {
void OnSelect()
{
SceneManager.LoadScene("CupolaScene");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class DestinyOnClick : MonoBehaviour {
void OnSelect()
{
SceneManager.LoadScene("DestinyScene");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EarthRotation : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
gameObject.transform.eulerAngles = new Vector3(
gameObject.transform.eulerAngles.x,
gameObject.transform.eulerAngles.y + 0.05f,
gameObject.transform.eulerAngles.z);
}
}
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using UnityEngine;
using UnityEngine.XR.WSA.Input;
public class GazeGestureManager : MonoBehaviour {
public static GazeGestureManager Instance { get; private set; }
public GameObject FocusedObject { get; private set; }
public GestureRecognizer recognizer;
private bool updateFocusedObject = true;
void Awake()
{
Instance = this;
recognizer = new GestureRecognizer();
recognizer.TappedEvent += (source, tapCount, ray) =>
{
if (FocusedObject != null)
{
updateFocusedObject = true;
FocusedObject.SendMessageUpwards("OnSelect");
}
};
recognizer.StartCapturingGestures();
}
void Update()
{
GameObject oldFocusObject = FocusedObject;
var headPosition = Camera.main.transform.position;
var gazeDirection = Camera.main.transform.forward;
RaycastHit hitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))
{
FocusedObject = hitInfo.collider.gameObject;
}
else
{
FocusedObject = null;
}
if (FocusedObject != oldFocusObject)
{
recognizer.CancelGestures();
recognizer.StartCapturingGestures();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GlobalCursor : MonoBehaviour {
private MeshRenderer meshRenderer;
void Start()
{
meshRenderer = this.gameObject.GetComponentInChildren<MeshRenderer>();
}
void Update()
{
var headPosition = Camera.main.transform.position;
var gazeDirection = Camera.main.transform.forward;
RaycastHit hitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))
{
meshRenderer.enabled = true;
this.transform.position = hitInfo.point;
this.transform.rotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal);
}
else
{
meshRenderer.enabled = false;
}
}
}
view raw GlobalCursor.cs hosted with ❤ by GitHub
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LaunchManager : MonoBehaviour {
public static LaunchManager Instance { get; private set; }
public GameObject saturn;
public ParticleSystem particleSystem;
public static bool has_Started = true;
public bool is_Partic_Enabled = true;
float exp = 0.001f;
// Use this for initialization
void Start () {
particleSystem.Stop();
}
void Awake()
{
Instance = this;
}
public static void StartApollo()
{
has_Started = false;
}
// Update is called once per frame
void Update () {
if (!has_Started)
{
exp += 0.0002f;
transform.position = new Vector3(transform.position.x, transform.position.y + exp, transform.position.z);
if (is_Partic_Enabled)
{
particleSystem.Play();
is_Partic_Enabled = false;
}
}
if (saturn.transform.position.y > 35)
{
SceneManager.LoadScene("MoonLandingScene");
}
}
}
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view raw Materials.meta hosted with ❤ by GitHub
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view raw Models.meta hosted with ❤ by GitHub
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoonExplorationManager : MonoBehaviour {
public static MoonExplorationManager Instance { get; private set; }
public GameObject bootPrintGB;
public GameObject leafGB;
public GameObject SiliconDiskGB;
public GameObject StickerGB;
public GameObject FlagGB;
public GameObject SSEPGB;
public GameObject LRRGB;
public GameObject PlaqueGB;
public AudioClip audioClipBreath;
public AudioSource audioSourceBreath;
public GameObject scoreText;
public static float collected = 0.0f;
public static int state = 0;
void Start() {
//bootPrintGB.SetActive(false);
//leafGB.SetActive(false);
//SiliconDiskGB.SetActive(false);
//StickerGB.SetActive(false);
//FlagGB.SetActive(false);
//SSEPGB.SetActive(false);
//LRRGB.SetActive(false);
//PlaqueGB.SetActive(false);
audioSourceBreath.PlayOneShot(audioClipBreath);
}
void Awake()
{
Instance = this;
}
void Update() {
//Debug.Log(state);
if (collected == 25.0f)
scoreText.GetComponent<TextMesh>().text = string.Format("25.1 kg {0}Congratulations!{0}You can go home {0}now.", Environment.NewLine);
else
scoreText.GetComponent<TextMesh>().text = string.Format("Collected: {0} kg", collected);
//if ((int)State.BootPrint == state)
//{
// bootPrintGB.SetActive(true);
//}
//else if ((int)State.Flag == state)
//{
// FlagGB.SetActive(true);
//}
//else if ((int)State.SecondAstronaut == state)
//{
//}
//else if ((int)State.DropOff1 == state)
//{
// leafGB.SetActive(true);
//}
//else if ((int)State.DropOff2 == state)
//{
// SiliconDiskGB.SetActive(false);
//}
//else if ((int)State.DropOff3 == state)
//{
// SSEPGB.SetActive(false);
//}
//else if ((int)State.DropOff4 == state)
//{
// LRRGB.SetActive(false);
//}
//else if ((int)State.DropOff5 == state)
//{
// PlaqueGB.SetActive(false);
//}
//else if ((int)State.DropOff6 == state)
//{
// StickerGB.SetActive(false);
//}
//else if ((int)State.CollectRocks == state)
//{
//}
}
public static void ChangeState()
{
state = state + 1;
}
public static void CollectRocks()
{
collected = collected + 2.5f;
}
private enum State {Initial, BootPrint, Flag, SecondAstronaut, DropOff1, DropOff2, DropOff3, DropOff4, DropOff5, DropOff6, CollectRocks };
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MoonLandingManager : MonoBehaviour {
public static MoonLandingManager Instance { get; private set; }
public GameObject lunar;
public GameObject lunarLight;
float timeLeft = 15.0f;
// Use this for initialization
void Start () {
}
void Awake()
{
Instance = this;
}
public static void ChangeScene()
{
SceneManager.LoadScene(2);
}
// Update is called once per frame
void Update () {
if (lunar.transform.position.y >= 160)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.3f, lunar.transform.position.z);
}
else if (lunar.transform.position.y < 160 && lunar.transform.position.y >= 150)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.1f, lunar.transform.position.z);
}
else if (lunar.transform.position.y < 150 && lunar.transform.position.y >= 138)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.05f, lunar.transform.position.z);
}
lunarLight.transform.Rotate(lunarLight.transform.rotation.x, lunarLight.transform.rotation.y + 2, lunarLight.transform.rotation.z);
timeLeft -= Time.deltaTime;
if (timeLeft < 0)
{
SceneManager.LoadScene("MoonExplorationScene");
timeLeft = 10000;
//lunarLight.transform.Rotate(lunarLight.transform.rotation.x, lunarLight.transform.rotation.y + 40, lunarLight.transform.rotation.z);
}
}
}
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ApolloX projectfileFormatVersion: 2
guid: 104c16ddd4552424bba1db379a6ece52
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using UnityEngine;
using UnityEngine.XR.WSA.Input;
public class GazeGestureManager : MonoBehaviour {
public static GazeGestureManager Instance { get; private set; }
public GameObject FocusedObject { get; private set; }
public GestureRecognizer recognizer;
private bool updateFocusedObject = true;
void Awake()
{
Instance = this;
recognizer = new GestureRecognizer();
recognizer.TappedEvent += (source, tapCount, ray) =>
{
if (FocusedObject != null)
{
updateFocusedObject = true;
FocusedObject.SendMessageUpwards("OnSelect");
}
};
recognizer.StartCapturingGestures();
}
void Update()
{
GameObject oldFocusObject = FocusedObject;
var headPosition = Camera.main.transform.position;
var gazeDirection = Camera.main.transform.forward;
RaycastHit hitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))
{
FocusedObject = hitInfo.collider.gameObject;
}
else
{
FocusedObject = null;
}
if (FocusedObject != oldFocusObject)
{
recognizer.CancelGestures();
recognizer.StartCapturingGestures();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GlobalCursor : MonoBehaviour {
private MeshRenderer meshRenderer;
void Start()
{
meshRenderer = this.gameObject.GetComponentInChildren<MeshRenderer>();
}
void Update()
{
var headPosition = Camera.main.transform.position;
var gazeDirection = Camera.main.transform.forward;
RaycastHit hitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))
{
meshRenderer.enabled = true;
this.transform.position = hitInfo.point;
this.transform.rotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal);
}
else
{
meshRenderer.enabled = false;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LaunchManager : MonoBehaviour {
public static LaunchManager Instance { get; private set; }
public GameObject saturn;
public ParticleSystem particleSystem;
public static bool has_Started = true;
public bool is_Partic_Enabled = true;
float exp = 0.001f;
// Use this for initialization
void Start () {
particleSystem.Stop();
}
void Awake()
{
Instance = this;
}
public static void StartApollo()
{
has_Started = false;
}
// Update is called once per frame
void Update () {
if (!has_Started)
{
exp += 0.0002f;
transform.position = new Vector3(transform.position.x, transform.position.y + exp, transform.position.z);
if (is_Partic_Enabled)
{
particleSystem.Play();
is_Partic_Enabled = false;
}
}
if (saturn.transform.position.y > 35)
{
SceneManager.LoadScene("MoonLandingScene");
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoonExplorationManager : MonoBehaviour {
public static MoonExplorationManager Instance { get; private set; }
public GameObject bootPrintGB;
public GameObject leafGB;
public GameObject SiliconDiskGB;
public GameObject StickerGB;
public GameObject FlagGB;
public GameObject SSEPGB;
public GameObject LRRGB;
public GameObject PlaqueGB;
public AudioClip audioClipBreath;
public AudioSource audioSourceBreath;
public GameObject scoreText;
public static float collected = 0.0f;
public static int state = 0;
void Start() {
//bootPrintGB.SetActive(false);
//leafGB.SetActive(false);
//SiliconDiskGB.SetActive(false);
//StickerGB.SetActive(false);
//FlagGB.SetActive(false);
//SSEPGB.SetActive(false);
//LRRGB.SetActive(false);
//PlaqueGB.SetActive(false);
audioSourceBreath.PlayOneShot(audioClipBreath);
}
void Awake()
{
Instance = this;
}
void Update() {
//Debug.Log(state);
if (collected == 25.0f)
scoreText.GetComponent<TextMesh>().text = string.Format("25.1 kg {0}Congratulations!{0}You can go home {0}now.", Environment.NewLine);
else
scoreText.GetComponent<TextMesh>().text = string.Format("Collected: {0} kg", collected);
//if ((int)State.BootPrint == state)
//{
// bootPrintGB.SetActive(true);
//}
//else if ((int)State.Flag == state)
//{
// FlagGB.SetActive(true);
//}
//else if ((int)State.SecondAstronaut == state)
//{
//}
//else if ((int)State.DropOff1 == state)
//{
// leafGB.SetActive(true);
//}
//else if ((int)State.DropOff2 == state)
//{
// SiliconDiskGB.SetActive(false);
//}
//else if ((int)State.DropOff3 == state)
//{
// SSEPGB.SetActive(false);
//}
//else if ((int)State.DropOff4 == state)
//{
// LRRGB.SetActive(false);
//}
//else if ((int)State.DropOff5 == state)
//{
// PlaqueGB.SetActive(false);
//}
//else if ((int)State.DropOff6 == state)
//{
// StickerGB.SetActive(false);
//}
//else if ((int)State.CollectRocks == state)
//{
//}
}
public static void ChangeState()
{
state = state + 1;
}
public static void CollectRocks()
{
collected = collected + 2.5f;
}
private enum State {Initial, BootPrint, Flag, SecondAstronaut, DropOff1, DropOff2, DropOff3, DropOff4, DropOff5, DropOff6, CollectRocks };
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MoonLandingManager : MonoBehaviour {
public static MoonLandingManager Instance { get; private set; }
public GameObject lunar;
public GameObject lunarLight;
float timeLeft = 15.0f;
// Use this for initialization
void Start () {
}
void Awake()
{
Instance = this;
}
public static void ChangeScene()
{
SceneManager.LoadScene(2);
}
// Update is called once per frame
void Update () {
if (lunar.transform.position.y >= 160)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.3f, lunar.transform.position.z);
}
else if (lunar.transform.position.y < 160 && lunar.transform.position.y >= 150)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.1f, lunar.transform.position.z);
}
else if (lunar.transform.position.y < 150 && lunar.transform.position.y >= 138)
{
lunar.transform.position = new Vector3(lunar.transform.position.x, lunar.transform.position.y - 0.05f, lunar.transform.position.z);
}
lunarLight.transform.Rotate(lunarLight.transform.rotation.x, lunarLight.transform.rotation.y + 2, lunarLight.transform.rotation.z);
timeLeft -= Time.deltaTime;
if (timeLeft < 0)
{
SceneManager.LoadScene("MoonExplorationScene");
timeLeft = 10000;
//lunarLight.transform.Rotate(lunarLight.transform.rotation.x, lunarLight.transform.rotation.y + 40, lunarLight.transform.rotation.z);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NextMoonOnSelect : MonoBehaviour {
void OnSelect()
{
MoonLandingManager.ChangeScene();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NextOnSelect : MonoBehaviour {
void OnSelect()
{
MoonExplorationManager.ChangeState();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OutsideOnClick : MonoBehaviour {
void OnSelect()
{
//SceneManager.LoadScene("OutsideScene");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RocksOnSelect : MonoBehaviour {
void OnSelect()
{
gameObject.SetActive(false);
MoonExplorationManager.CollectRocks();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceFloat : MonoBehaviour
{
//rotation
GameObject cube;
public Transform center;
public Vector3 axis = Vector3.up;
public float rotationSpeed = 30.0f;
//movement
public Vector3[] positions;
public Transform ObjectToMove;
public float MoveSpeed = 8;
Coroutine MoveIE;
void Start()
{
cube = GameObject.FindWithTag("AstronautEscapeSuit");
center = cube.transform;
StartCoroutine(moveObject());
}
void Update()
{
transform.RotateAround(center.position, axis, rotationSpeed * Time.deltaTime);
}
IEnumerator moveObject()
{
for (int i = 0; i < positions.Length; i++)
{
MoveIE = StartCoroutine(Moving(i));
yield return MoveIE;
}
}
IEnumerator Moving(int currentPosition)
{
while (ObjectToMove.transform.position != positions[currentPosition])
{
ObjectToMove.transform.position = Vector3.MoveTowards(ObjectToMove.transform.position, positions[currentPosition], MoveSpeed * Time.deltaTime);
yield return null;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceManager : MonoBehaviour {
public static SpaceManager Instance { get; private set; }
void Start()
{
}
void Awake()
{
Instance = this;
}
// Update is called once per frame
void Update () {
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceMove : MonoBehaviour
{
public Vector3[] positions;
public Transform ObjectToMove;
public float MoveSpeed = 8;
Coroutine MoveIE;
void Start()
{
StartCoroutine(moveObject());
}
void Update()
{
}
IEnumerator moveObject()
{
for (int i = 0; i < positions.Length; i++)
{
MoveIE = StartCoroutine(Moving(i));
yield return MoveIE;
}
}
IEnumerator Moving(int currentPosition)
{
while (ObjectToMove.transform.position != positions[currentPosition])
{
ObjectToMove.transform.position = Vector3.MoveTowards(ObjectToMove.transform.position, positions[currentPosition], MoveSpeed * Time.deltaTime);
yield return null;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class StartApolloOnSelect : MonoBehaviour {
void OnSelect()
{
LaunchManager.StartApollo();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ArrowBehavior : MonoBehaviour {
// Update is called once per frame
void Update () {
gameObject.transform.Rotate(gameObject.transform.rotation.y + 0.8f, 0 , 0);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AudienceMovement : MonoBehaviour
{
public float maxSize;
public float growFactor;
public float waitTime;
public float maxRotation;
public Vector3 from = new Vector3(0f, 0f, -1.8f);
public Vector3 to = new Vector3(0f, 0f, 1.8f);
public float speed = 0.1f;
void Start()
{
StartCoroutine(Scale());
}
void Update()
{
//float t = Mathf.PingPong(Time.time * speed * 2.0f, 1.0f);
float t = (Mathf.Sin(Time.time * speed * Mathf.PI * 2.0f) + 1.0f) / 2.0f;
transform.eulerAngles = Vector3.Lerp(from, to, t);
}
IEnumerator Scale()
{
float timer = 0;
while (true)
{
// we scale all axis, so they will have the same value,
// so we can work with a float instead of comparing vectors
while (maxSize > transform.localScale.x)
{
timer += Time.deltaTime;
transform.localScale += new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
yield return null;
}
// reset the timer
yield return new WaitForSeconds(waitTime);
timer = 0;
while (1 < transform.localScale.x)
{
timer += Time.deltaTime;
transform.localScale -= new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
yield return null;
}
timer = 0;
yield return new WaitForSeconds(waitTime);
}
}
/* IEnumerator Rotate()
{
float timer = 0;
Vector3 newRotationAngles = transform.rotation.eulerAngles;
while (true)
{
while (maxRotation > transform.localRotation.z)
{
timer += Time.deltaTime;
//transform.rotation.z += Quaternion.Euler(0, 0, 0.1f); //* Time.deltaTime * growFactor;
newRotationAngles.z += 50;
transform.rotation = Quaternion.Euler(newRotationAngles);
yield return null;
}
// reset the timer
yield return new WaitForSeconds(waitTime);
timer = 0;
while (1 < transform.localScale.x)
{
timer += Time.deltaTime;
//transform.localScale -= new Vector3(1, 1, 1) * Time.deltaTime * growFactor;
newRotationAngles.z -= 50;
transform.rotation = Quaternion.Euler(newRotationAngles);
yield return null;
}
timer = 0;
yield return new WaitForSeconds(waitTime);
}
}
*/
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class CupolaOnClick : MonoBehaviour {
void OnSelect()
{
SceneManager.LoadScene("CupolaScene");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class DestinyOnClick : MonoBehaviour {
void OnSelect()
{
SceneManager.LoadScene("DestinyScene");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EarthRotation : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
gameObject.transform.eulerAngles = new Vector3(
gameObject.transform.eulerAngles.x,
gameObject.transform.eulerAngles.y + 0.05f,
gameObject.transform.eulerAngles.z);
}
}
view raw Nasa Challenge hosted with ❤ by GitHub
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NextMoonOnSelect : MonoBehaviour {
void OnSelect()
{
MoonLandingManager.ChangeScene();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NextOnSelect : MonoBehaviour {
void OnSelect()
{
MoonExplorationManager.ChangeState();
}
}
view raw NextOnSelect.cs hosted with ❤ by GitHub
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OutsideOnClick : MonoBehaviour {
void OnSelect()
{
//SceneManager.LoadScene("OutsideScene");
}
}
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view raw Prefabs.meta hosted with ❤ by GitHub
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RocksOnSelect : MonoBehaviour {
void OnSelect()
{
gameObject.SetActive(false);
MoonExplorationManager.CollectRocks();
}
}
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view raw Scenes.meta hosted with ❤ by GitHub
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view raw Scripts.meta hosted with ❤ by GitHub
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceFloat : MonoBehaviour
{
//rotation
GameObject cube;
public Transform center;
public Vector3 axis = Vector3.up;
public float rotationSpeed = 30.0f;
//movement
public Vector3[] positions;
public Transform ObjectToMove;
public float MoveSpeed = 8;
Coroutine MoveIE;
void Start()
{
cube = GameObject.FindWithTag("AstronautEscapeSuit");
center = cube.transform;
StartCoroutine(moveObject());
}
void Update()
{
transform.RotateAround(center.position, axis, rotationSpeed * Time.deltaTime);
}
IEnumerator moveObject()
{
for (int i = 0; i < positions.Length; i++)
{
MoveIE = StartCoroutine(Moving(i));
yield return MoveIE;
}
}
IEnumerator Moving(int currentPosition)
{
while (ObjectToMove.transform.position != positions[currentPosition])
{
ObjectToMove.transform.position = Vector3.MoveTowards(ObjectToMove.transform.position, positions[currentPosition], MoveSpeed * Time.deltaTime);
yield return null;
}
}
}
view raw SpaceFloat.cs hosted with ❤ by GitHub
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceManager : MonoBehaviour {
public static SpaceManager Instance { get; private set; }
void Start()
{
}
void Awake()
{
Instance = this;
}
// Update is called once per frame
void Update () {
}
}
view raw SpaceManager.cs hosted with ❤ by GitHub
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceMove : MonoBehaviour
{
public Vector3[] positions;
public Transform ObjectToMove;
public float MoveSpeed = 8;
Coroutine MoveIE;
void Start()
{
StartCoroutine(moveObject());
}
void Update()
{
}
IEnumerator moveObject()
{
for (int i = 0; i < positions.Length; i++)
{
MoveIE = StartCoroutine(Moving(i));
yield return MoveIE;
}
}
IEnumerator Moving(int currentPosition)
{
while (ObjectToMove.transform.position != positions[currentPosition])
{
ObjectToMove.transform.position = Vector3.MoveTowards(ObjectToMove.transform.position, positions[currentPosition], MoveSpeed * Time.deltaTime);
yield return null;
}
}
}
view raw SpaceMove.cs hosted with ❤ by GitHub
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class StartApolloOnSelect : MonoBehaviour {
void OnSelect()
{
LaunchManager.StartApollo();
}
}
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gntakakisGiorgos Ntakakis
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SpaceApps is a NASA incubator innovation program.