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8 changes: 8 additions & 0 deletions Assets/Scenes/New Folder.meta

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39 changes: 39 additions & 0 deletions Assets/Scenes/New Folder/1.cs
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using Unity.VisualScripting;
using UnityEngine;

public class NewMonoBehaviourScript : MonoBehaviour
{
public float speed = 0.1f;
Vector2 left;
Vector2 right;

// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
left = Camera.main.ScreenToWorldPoint(Vector2.zero);
right = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width,Screen.height));
}

// Update is called once per frame
void Update()
{
Vector2 newPosition = transform.position;
newPosition.x += speed * Time.deltaTime;


//check if the position.x < 0 or position.x > width of the screen
Vector2 screenPos = Camera.main.WorldToScreenPoint(transform.position);
if (screenPos.x < 0)
{
newPosition.x = left.x;
speed = -speed;
}

if (screenPos.x > Screen.width)
{
newPosition.x = right.x;
speed = -speed;
}
transform.position = newPosition;
}
}
2 changes: 2 additions & 0 deletions Assets/Scenes/New Folder/1.cs.meta

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27 changes: 27 additions & 0 deletions Assets/Scenes/New Folder/LineearInterpolation.cs
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using UnityEngine;

public class LineearInterpolation : MonoBehaviour
{
public Transform start;
public Transform end;
public float t = 0;

public AnimationCurve curve;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{

}

// Update is called once per frame
void Update()
{
t += Time.deltaTime;
if (t > 1)
{
t = 0;
}

transform.position = Vector2.Lerp(start.position, end.position, curve.Evaluate(t));
}
}
2 changes: 2 additions & 0 deletions Assets/Scenes/New Folder/LineearInterpolation.cs.meta

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19 changes: 19 additions & 0 deletions Assets/Scenes/New Folder/Rotate.cs
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using UnityEngine;

public class Rotate : MonoBehaviour
{
public float speed = 2f;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{

}

// Update is called once per frame
void Update()
{
Vector3 newP = transform.eulerAngles;
newP.z += speed;
transform.eulerAngles = newP;
}
}
2 changes: 2 additions & 0 deletions Assets/Scenes/New Folder/Rotate.cs.meta

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19 changes: 19 additions & 0 deletions Assets/Scenes/New Folder/follow me.cs
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using UnityEngine;
using UnityEngine.InputSystem;

public class followme : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{

}

// Update is called once per frame
void Update()
{
Vector3 mousPos = Camera.main.ScreenToWorldPoint(Mouse.current.position.ReadValue());
//mousPos.z = 0;
transform.position = mousPos;
}
}
2 changes: 2 additions & 0 deletions Assets/Scenes/New Folder/follow me.cs.meta

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26 changes: 26 additions & 0 deletions Assets/Scenes/New Folder/pulse.cs
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using UnityEngine;

public class pulse : MonoBehaviour
{
public AnimationCurve curve;
public float t = 0;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{

}

// Update is called once per frame
void Update()
{
t += Time.deltaTime;
if (t > 1)
{
t = 0;
}

float y = curve.Evaluate(t);
Vector3 newSize = Vector3.one * y;
transform.localScale = Vector3.one * curve.Evaluate(t);
}
}
2 changes: 2 additions & 0 deletions Assets/Scenes/New Folder/pulse.cs.meta

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54 changes: 54 additions & 0 deletions Assets/Scenes/New Folder/spritechanger.cs
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;

public class spritechanger : MonoBehaviour
{
public SpriteRenderer spriteRenderer;
public Color col;
public List<Sprite> barrels;
public int randomNumber;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
PickARandomcolor();
}

// Update is called once per frame
void Update()
{
if (Keyboard.current.anyKey.wasPressedThisFrame) {
PickARandomcolor();
}


//get the mouce position
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Mouse.current.position.ReadValue());
//is the mouse over the sprite
if (spriteRenderer.bounds.Contains(mousePos) == true){
spriteRenderer.color = col;
}
else {
spriteRenderer.color = Color.white;
}
if (Mouse.current.leftButton.wasPressedThisFrame == true) {
barrels.RemoveAt(0);
}
}
void PickARandomcolor() {
spriteRenderer.color = Random.ColorHSV();
}

void PickARandomSprite() {

randomNumber = Random.Range(0, barrels.Count);

randomNumber = Random.Range(0, 3);
spriteRenderer.sprite = barrels[randomNumber];


}


}
2 changes: 2 additions & 0 deletions Assets/Scenes/New Folder/spritechanger.cs.meta

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8 changes: 8 additions & 0 deletions Assets/Scenes/sf.meta

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143 changes: 143 additions & 0 deletions Assets/Scenes/sf/9913683d1d5dfe978148e977e5939087.psd.meta

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