consolidate all repos to one for archive

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2025-01-28 13:46:42 +01:00
commit a6610fbc7a
5350 changed files with 2705721 additions and 0 deletions

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#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
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/[Oo]bj/
/[Bb]uild/
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# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
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# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
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# Gradle cache directory
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*.tmp
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*.mdb
*.opendb
*.VC.db
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*.pdb.meta
*.mdb.meta
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*.aab
*.unitypackage
*.app
# Crashlytics generated file
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Temp
temp
Obj
obj
Build
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using System.Collections;
using System.Collections.Generic;
using TMPro;
using System;
using UnityEngine;
using Unity.XR.CoreUtils;
//using UnityEngine.UIElements;
public class GameLogicSk3 : MonoBehaviour
{
public GameObject[] spPoints;
public GameObject[] objInScene;
public string[] objOrder;
public Transform mizaPos;
public TextMeshProUGUI mssg;
List<int> usedIndices = new List<int>();
GameObject Base;
int searchForObjIdx;
// Start is called before the first frame update
void Start()
{
int index = UnityEngine.Random.Range(0, spPoints.Length); ;
for (int i = 0; i < objInScene.Length; i++)
{
while (usedIndices.Contains(index))
{
index = UnityEngine.Random.Range(0, spPoints.Length);
}
GameObject target = spPoints[index];
usedIndices.Add(index);
GameObject.Instantiate(objInScene[i], target.transform.position, target.transform.rotation);
}
searchForObjIdx = 0;
}
// Update is called once per frame
void Update()
{
mssg.text = "Išči objekt: " + objOrder[searchForObjIdx];
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
{
Ray raycast = Camera.current.ScreenPointToRay(Input.GetTouch(0).position);
RaycastHit raycastHit;
if (Physics.Raycast(raycast, out raycastHit))
{
if (raycastHit.collider.gameObject.tag == objOrder[searchForObjIdx])
{
if(raycastHit.collider.gameObject.tag == "Miza")
{
raycastHit.collider.gameObject.transform.position = mizaPos.transform.position;
raycastHit.collider.gameObject.transform.rotation = mizaPos.transform.rotation;
Vector3 TmvV = mizaPos.transform.position;
TmvV.y += (float)0.5;
mizaPos.transform.position = TmvV;
Base = raycastHit.collider.gameObject;
}
else
{
if (raycastHit.collider.gameObject.tag == "Stol")
{
Transform trns = Base.transform.GetChild(9).transform;
raycastHit.collider.gameObject.transform.position = trns.transform.position;
//raycastHit.collider.gameObject.transform.rotation = trns.transform.rotation;
raycastHit.collider.gameObject.transform.localRotation = Quaternion.identity;
}
else
{
if (raycastHit.collider.gameObject.tag == "Prenosnik")
{
Transform trns = Base.transform.GetChild(5).transform;
raycastHit.collider.gameObject.transform.position = trns.transform.position;
raycastHit.collider.gameObject.transform.rotation = trns.transform.rotation;
}
else
{
raycastHit.collider.gameObject.transform.position = mizaPos.transform.position;
raycastHit.collider.gameObject.transform.rotation = mizaPos.transform.rotation;
}
}
}
searchForObjIdx++;
if (searchForObjIdx == objInScene.Length)
{
mssg.text = " ";
TimerSk3 tmr = GetComponent<TimerSk3>();
tmr.StopTimer();
}
}
else {
// Na novo razmeci objekte
}
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class TimerSk3 : MonoBehaviour
{
public TextMeshProUGUI mssg;
float timePlaying;
private bool gameOn;
// Start is called before the first frame update
void Start()
{
timePlaying = 0;
gameOn = true;
}
// Update is called once per frame
void Update()
{
if (gameOn)
{
timePlaying += Time.deltaTime;
int sec = (int)timePlaying % 60;
int min = (int)(timePlaying / 60);
mssg.text = string.Format("{0:00}:{1:00}", min, sec);
}
}
public void StopTimer()
{
gameOn = false;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class myScript : MonoBehaviour
{
public TextMeshProUGUI mssg1;
public TextMeshProUGUI mssg2;
public Camera mainCamera;
public List<GameObject> objects;
readonly List<Vector3> positions = new();
readonly List<GameObject> spawned = new();
int count = 0;
float timePlaying = 0;
bool gameOn = true;
// Start is called before the first frame update
void Start()
{
foreach (GameObject obj in objects)
{
positions.Add(obj.transform.position);
Vector2 pos = Random.insideUnitCircle;
Vector3 newPos = new(pos.x, obj.transform.position.y, pos.y);
spawned.Add(Instantiate(obj, newPos, obj.transform.rotation));
}
mssg2.text = "Find";
mssg1.text = objects[0].tag;
}
void reTrow()
{
foreach (GameObject obj in spawned)
{
Vector2 pos = Random.insideUnitCircle;
Vector3 newPos = new(pos.x, obj.transform.position.y, pos.y);
obj.transform.position = newPos;
obj.GetComponent<BoxCollider>().enabled = true;
}
}
// Update is called once per frame
void Update()
{
try
{
if (!gameOn) return;
timePlaying += Time.deltaTime;
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
{
Ray ray = mainCamera.ScreenPointToRay(Input.GetTouch(0).position);
if (Physics.Raycast(ray, out RaycastHit hit))
{
GameObject pressedObject = hit.collider.gameObject;
if (pressedObject.CompareTag(objects[count].tag))
{
pressedObject.GetComponent<BoxCollider>().enabled = false;
pressedObject.transform.position = positions[count];
count++;
if (count > objects.Count - 1)
{
mssg2.text = "You Win";
int sec = (int)timePlaying % 60;
int min = (int)(timePlaying / 60);
mssg1.text = string.Format("{0:00}:{1:00}", min, sec);
gameOn = false;
}
else
{
mssg1.text = objects[count].tag;
}
}
else
{
count = 0;
mssg1.text = objects[0].tag;
reTrow();
}
}
}
}
catch (System.Exception e)
{
mssg1.text = e.ToString();
}
}
}

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Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

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