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23 Commits

Author SHA1 Message Date
09897c3316 Documentation: Updated game concepts and timeline 2024-05-08 22:25:13 +01:00
fc53dfe330 Uploaded all of my game concepts.
Michael maybe did one idk
2024-05-08 21:24:50 +01:00
Arlo Filley
494ebb168a Documentation: Added Jump Rope Mini-Game Concept 2024-05-08 20:37:24 +01:00
68b5b3ce67 Uploading concept files to master branch 2024-05-08 20:28:09 +01:00
Arlo Filley
c23552b77b Documentation: File in wrong place 🤦 2024-05-08 20:22:47 +01:00
Arlo Filley
c7176039fb Documentation: Defend! Mini-Game Concept 2024-05-08 20:18:48 +01:00
Arlo Filley
09328d0e46 Documentation: Parkour Mini-Game Concept, and Mini-Game Concepts Folder 2024-05-08 19:57:14 +01:00
9c35c7026c Uploading concept files to master branch 2024-05-07 17:32:01 +01:00
Arlo Filley
3c560e016d Documentation: QuickShot Game Concept Document 2024-05-06 19:52:06 +01:00
d285b20a7e Documentation: Added Types and Games section in Concepts 2024-05-04 01:02:10 +01:00
2f9f0a235b Documentation: Added Undertale Research 2024-05-01 20:13:53 +01:00
fa2e738f20 Merge branch 'master' of https://git.arlofilley.com/Arlo/Mini-Games-Game 2024-05-01 20:02:13 +01:00
e4da2db7ca "Document: Updated Document."
"Added Wii Party To Game Research List."
2024-05-01 19:59:20 +01:00
163d003c28 Document: Updated Document.
Added Wii Party To Game Research List.
2024-05-01 19:58:43 +01:00
Arlo Filley
4fc3e04d95 Merge branch 'master' of https://git.arlofilley.com/Arlo/Mini-Games-Game 2024-05-01 19:56:52 +01:00
Arlo Filley
64920a6eb3 Documentation: Updates to timeline and audio 2024-05-01 19:54:50 +01:00
e71fb07073 Documentation: Dodge! Mini-game concept 2024-05-01 01:08:07 +01:00
2158966e73 Documentation: Added References Section 2024-04-30 23:21:02 +01:00
d94b4e16ad Documentation: Brief Description of Undertale
Added:
- A brief description of Undertale
- An image for Undertale
- Links for Wii Tanks
2024-04-30 22:58:52 +01:00
017eb42849 Documentation: Reaserch on WarioWare and Requirements
Added:
- Research links on requirements (mostly possible music programs)
- WarioWare reasearch
- Callouts and links for easier reading
2024-04-27 16:34:11 +01:00
4129723d02 Documentation: More Wii Play Mini-Games Reasearch
Added:
- Wii Play Shooting Range mini-game
- Wii Play Find Mii mini-game
2024-04-27 13:44:52 +01:00
8f5285b95f Documentation: Removed Duplicate Image 2024-04-27 12:50:10 +01:00
5c891b5d2e Documentation: Minor Style Changes and Research for Wii Play Tanks!
Added:
- Wii Play Description
- Wii Play Tanks! Minigame Description
- Wii Play Music (still needs more research)
Changes:
- Minor Style Changes (* -> -) for consistency
2024-04-27 09:48:25 +01:00
642 changed files with 413 additions and 211563 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//TODO Create Catch Game:
//* Objects constantly and randomly spawn in the air
//* Player must catch (just touch) the objects before they hit the ground
//* The player has a score that increases by 1 for each object caught
//* The player has a timer that counts down from 60 seconds
//* The game ends when the timer reaches 0
//TODO Some objects are worth more points than others and fall faster
//TODO Some objects are bombs and will decrease the player's score if in radius
//TODO Objects smash on the ground if not caught, create particles
public class BoxTP_Catch : MonoBehaviour
{
public GameObject[] objects;
public TextMeshProUGUI scoreText;
public float defaultSpeed = 1.5f;
public float timerSpeed;
public Timer timer;
public bool canSpawn = true;
void Start()
{
scoreText.text = "Score: 0";
}
void FixedUpdate() {
timerSpeed = defaultSpeed * (timer.timeRemaining/60);
//spawn object a random object from the list every few seconds, randomly on the x and z axis
//if the object is not caught, destroy it
//if the object is caught, increase score by 1
if(timer.timeRemaining-1 > 0)
{
if (canSpawn) {
GameObject currentObject = Instantiate(objects[Random.Range(0, objects.Length)], new Vector3(Random.Range(5f, -5f), 15,- Random.Range(-5f, 5f)), Quaternion.identity);
currentObject.GetComponent<Rigidbody>().useGravity = true;
canSpawn = false;
StartCoroutine(SpawnTimer());
}
}
}
IEnumerator SpawnTimer() {
yield return new WaitForSeconds(timerSpeed);
canSpawn = true;
}
private void OnTriggerEnter(Collider other) {
if(other.gameObject.tag == "PickupObject" || other.gameObject.tag == "Bomb" || other.gameObject.tag == "SpecialObject")
{
Destroy(other.gameObject);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
public class Catch : MonoBehaviour
{
public int score;
public TextMeshProUGUI scoreText;
public Movement movement;
private void OnTriggerEnter(Collider other) {
if(other.gameObject.tag == "PickupObject")
{
Destroy(other.gameObject);
score = score + 1;
scoreText.text = "Score: " + score;
}
else if(other.gameObject.tag == "Bomb")
{
Destroy(other.gameObject);
score = score - 3;
scoreText.text = "Score: " + score;
StartCoroutine(ConcussionTime());
}
else if(other.gameObject.tag == "SpecialObject")
{
Destroy(other.gameObject);
score = score + 2;
scoreText.text = "Score: " + score;
}
}
IEnumerator ConcussionTime()
{
movement.speed = 0;
yield return new WaitForSeconds(2);
movement.speed = 7.0f;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//* Increase the gravity of the object attached to this script
public class CubeGravity : MonoBehaviour
{
public float gravity = 1.75f;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void FixedUpdate()
{
GetComponent<Rigidbody>().AddForce(Physics.gravity *gravity, ForceMode.Acceleration);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
public class TouchFloor : MonoBehaviour
{
void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.tag == "Floor")
{
Destroy(gameObject);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
public class MeshCombiner : MonoBehaviour
{
[SerializeField] private List<MeshFilter> sourceMeshFilters;
[SerializeField] private MeshFilter targetMeshFilter;
[ContextMenu("Combine Meshes")]
private void CombineMeshes()
{
var combine = new CombineInstance[sourceMeshFilters.Count];
for (var i = 0; i < sourceMeshFilters.Count; i++)
{
combine[i].mesh = sourceMeshFilters[i].sharedMesh;
combine[i].transform = sourceMeshFilters[i].transform.localToWorldMatrix;
}
var mesh = new Mesh();
mesh.CombineMeshes(combine);
targetMeshFilter.mesh = mesh;
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//! Aftering hitting down with hammer, turning stops working in what direction the player tries to move first in
public class Movement : MonoBehaviour
{
public float speed = 7.0f;
public float turnSpeed;
public float sprintSpeed = 10.0f;
public float jumpForce;
public float gravity = 9.8f;
public PickUpObject throwForce;
private CharacterController controller;
private Vector3 moveDirection = Vector3.zero;
[Header("Keybinds")]
public KeyCode forwardsKey = KeyCode.W;
public KeyCode backwardsKey = KeyCode.S;
public KeyCode leftKey = KeyCode.A;
public KeyCode rightKey = KeyCode.D;
public KeyCode sprintKey = KeyCode.LeftShift;
public KeyCode jumpKey = KeyCode.Space;
public bool hammer = false;
void Start()
{
controller = GetComponent<CharacterController>();
}
void Update()
{
float forwards = Convert.ToSingle(Input.GetKey(forwardsKey));
float backwards = Convert.ToSingle(Input.GetKey(backwardsKey));
float left = Convert.ToSingle(Input.GetKey(leftKey));
float right = Convert.ToSingle(Input.GetKey(rightKey));
if (controller.isGrounded && !hammer)
{
moveDirection = new Vector3(right - left, 0, forwards - backwards);
//* Change the direction the player is facing based on the direction they are moving
if (right - left != 0 || forwards - backwards != 0)
{
Quaternion ToRotation = Quaternion.LookRotation(moveDirection);
throwForce.throwForce = 8.5f;
transform.rotation = Quaternion.RotateTowards(transform.rotation, ToRotation, turnSpeed * Time.deltaTime);
}
else
{
throwForce.throwForce = 4.0f;
}
moveDirection *= speed;
jumpForce = 2.5f;
if (Input.GetKeyDown(jumpKey))
{
moveDirection.y = jumpForce;
}
//If player is moving diagonally, reduce speed
if (forwards != 0 && right != 0 || forwards != 0 && left != 0 || backwards != 0 && right != 0 || backwards != 0 && left != 0)
{
moveDirection *= 0.7f;
}
else
{
moveDirection *= 1.0f;
}
}
if(hammer)
{
moveDirection = Vector3.zero;
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
public class BoxTeleport_Sort : MonoBehaviour
{
private GameObject currentContainer;
public int waitTime = 3;
public TextMeshProUGUI scoreText;
private int score;
void Start()
{
scoreText.text = "Score: 0";
}
private void OnTriggerEnter(Collider other)
{
if(other.gameObject.tag == "Container")
{
currentContainer = other.gameObject;
//* If the box is not the same colour as the container, teleport the box after a few seconds
if(currentContainer.gameObject.GetComponentInParent<Renderer>().material.name == gameObject.GetComponent<Renderer>().material.name)
{
StartCoroutine(BoxSpawnCorrectDelay());
}
else
{
StartCoroutine(BoxSpawnDIncorrectDelay());
}
}
}
IEnumerator BoxSpawnCorrectDelay()
{
yield return new WaitForSeconds(.5f);
gameObject.transform.position = new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10));
score =+ 1;
scoreText.text = "Score: " + score;
}
//* Teleport the box to a random location in the air
IEnumerator BoxSpawnDIncorrectDelay()
{
yield return new WaitForSeconds(waitTime);
gameObject.transform.position = new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10));
}
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.Serialization;
using Unity.VisualScripting;
using UnityEngine;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
public class Colours : MonoBehaviour
{
public GameObject Box;
public GameObject[] containers;
public List<Material> materials = new List<Material>();
private GameObject currentBox;
private int num;
//* Start is called before the first frame update
void Start()
{
//* Instantiate 8 containers with random colours at the start of the game
for (int i = 0; i < containers.Length; i++)
{
currentBox = Instantiate(Box, new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10)), Quaternion.identity);
num = Random.Range(0, materials.Count);
currentBox.GetComponent<Renderer>().material = materials[num];
containers[i].GetComponent<Renderer>().material = materials[num];
materials.RemoveAt(num);
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.UIElements;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//! Somtimes boxes get thrown further than other times. Boxes also sometimes get thrown into random directions.
public class PickUpObject : MonoBehaviour
{
public GameObject carryPosition; // blank object, position declares where the object will be teleported to/carried
public bool insideTrigger = false; // checks if player is inside the trigger of a pickup object
public bool playerIsCarrying = false; // checks if player is carrying an object
public GameObject nearestCarriableObject;
public GameObject previousObject; // previous object that player was carrying
public GameObject heldObject; // object that player is currently holding
public float throwForce;
/// <summary>
/// Cooldown time between picking up objects in seconds
/// </summary>
public float cooldownSeconds = 1;
public bool cooldownActive = true;
public KeyCode interactKey = KeyCode.F;
// Update is called once per frame
void Update()
{
// * Cubes are quite hot so need time to cool off
cooldownSeconds -= Time.deltaTime;
cooldownActive = cooldownSeconds > 0;
// * Old objects deserve gravity too
if(previousObject != null && previousObject.GetComponent<Rigidbody>().useGravity == false)
{
previousObject.GetComponent<Rigidbody>().useGravity = true;
}
if(insideTrigger && Input.GetKeyDown(KeyCode.F) && !cooldownActive)
{
// * Who needs gravity
nearestCarriableObject.GetComponent<Rigidbody>().useGravity = false;
playerIsCarrying = true;
heldObject = nearestCarriableObject;
cooldownSeconds = 1;
}
// * YEET
else if(playerIsCarrying && Input.GetKeyDown(KeyCode.F))
{
heldObject.GetComponent<Rigidbody>().useGravity = true;
previousObject = heldObject;
playerIsCarrying = false;
previousObject.GetComponent<Rigidbody>().AddForce(transform.forward * throwForce, ForceMode.Impulse);
Debug.Log("Yoted!");
}
// * Cubes not stored above heads are highly dangerous
if(playerIsCarrying)
{
nearestCarriableObject.transform.position = carryPosition.transform.position;
nearestCarriableObject.transform.rotation = carryPosition.transform.rotation;
}
}
//* Called when the player is inside a trigger tagged as PickupObject
void OnTriggerStay(Collider otherObject)
{
if(otherObject.gameObject.tag == "PickupObject" && !cooldownActive)
{
nearestCarriableObject = otherObject.gameObject;
insideTrigger = true;
// * old cube is boring
if(heldObject != null && heldObject != nearestCarriableObject && playerIsCarrying)
{
previousObject = heldObject;
cooldownSeconds = 1;
}
}
}
//* If player is not inside trigger, then they probably aren't inside it
void OnTriggerExit(Collider otherObject)
{
if(otherObject.gameObject.tag == "PickupObject")
{
insideTrigger = false;
}
}
}
//! To make player launch self:
//! add public GameObject player; and place player in it fron inspector
//! in if(insiderTrigger && Input.GetKeyDown(KeyCode.F))
//! Place the code below:
//! player.GetComponent<Rigidbody>().AddForce(transform.forward * throwForce, ForceMode.Impulse);
//! Run the game and press F to launch the player

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using System.Collections;
using System.Collections.Generic;
using System.Security.Cryptography;
using UnityEngine;
using UnityEngine.AI;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//TODO AI Script for the Stick Beating Game
//* AI for enemies to run away from the character once in range
//* AI should change direction every few seconds to make it harder for the player to hit them
//* AI should not go into a direction within the player's range
//* If player is not in range, AI should move randomly
//* Slow down AI when hit by player rock
//TODO AI dies if hit by player stick
//? Enemy AI gets stuck in corners - maybe have AI move in a random direction if it gets stuck
//! AI bugs out if player touches it and won't leave edge of map
public class AIScript : MonoBehaviour
{
public NavMeshAgent agent;
public float range;
public Transform centrePoint;
public bool isHit = false;
public detectionScript detectionScript;
private void Awake()
{
//* Gets compomnents at start
agent = GetComponent<NavMeshAgent>();
detectionScript = GetComponentInChildren<detectionScript>();
}
private void Update()
{
//* If enemy is within stopping distance and player is not in range, move to a random point in range
if(agent.remainingDistance <= agent.stoppingDistance && !detectionScript.playerInRange)
{
agent.speed = 3.5f;
Vector3 point;
if(RandomPoint(centrePoint.position, range, out point))
{
Debug.DrawRay(point, Vector3.up, Color.blue, 1.0f); //* Displays a blue ray to show where the enemy is moving
agent.SetDestination(point); //* Sets the destination of the enemy to the random point
}
}
else if(detectionScript.playerInRange && !isHit) //* If player is in range, run away
{
agent.speed = 7.0f;
RunAway();
}
if(isHit)
{
agent.speed = 1.75f;
}
}
void RunAway()
{
Vector3 direction = transform.position - centrePoint.position;
Vector3 runTo = transform.position + direction.normalized;
NavMeshHit hit;
NavMesh.SamplePosition(runTo, out hit, 5.0f, NavMesh.AllAreas);
agent.SetDestination(hit.position);
}
bool RandomPoint(Vector3 center, float range, out Vector3 result)
{
Vector3 randompoint = center + Random.insideUnitSphere * range;
NavMeshHit hit;
if (NavMesh.SamplePosition(randompoint, out hit, 1.0f, NavMesh.AllAreas))
{
Vector3 point = hit.position;
Debug.DrawRay(point, Vector3.up, Color.blue, 1.0f);
result = hit.position;
return true;
}
result = Vector3.zero;
return false;
}
}

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@ -1,108 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//! Aftering hitting down with hammer, turning stops working in what direction the player tries to move first in
//! As with throwing objects, the rock sometimes goes in random directions and random speeds
//* Playing StickBeating Game, player should be able to throw rocks
//* Player can only throw rocks every 3 seconds
//? Soft auto lock on enemies when throwing rocks
public class MovementStickBeating : MonoBehaviour
{
public float speed = 7.0f;
public float turnSpeed;
public float sprintSpeed = 10.0f;
public float jumpForce;
public float gravity = 9.8f;
// public PickUpObject throwForce;
private CharacterController controller;
private Vector3 moveDirection = Vector3.zero;
[Header("Keybinds")]
public KeyCode forwardsKey = KeyCode.W;
public KeyCode backwardsKey = KeyCode.S;
public KeyCode leftKey = KeyCode.A;
public KeyCode rightKey = KeyCode.D;
public KeyCode sprintKey = KeyCode.LeftShift;
public KeyCode jumpKey = KeyCode.Space;
public KeyCode rockKey = KeyCode.Mouse1;
public bool hammer = false;
public bool rock = true;
public GameObject rockObject;
public GameObject spawnPoint;
void Start()
{
controller = GetComponent<CharacterController>();
}
void Update()
{
float forwards = Convert.ToSingle(Input.GetKey(forwardsKey));
float backwards = Convert.ToSingle(Input.GetKey(backwardsKey));
float left = Convert.ToSingle(Input.GetKey(leftKey));
float right = Convert.ToSingle(Input.GetKey(rightKey));
if (controller.isGrounded && !hammer)
{
moveDirection = new Vector3(right - left, 0, forwards - backwards);
//* Change the direction the player is facing based on the direction they are moving
if (right - left != 0 || forwards - backwards != 0)
{
Quaternion ToRotation = Quaternion.LookRotation(moveDirection);
transform.rotation = Quaternion.RotateTowards(transform.rotation, ToRotation, turnSpeed * Time.deltaTime);
}
moveDirection *= speed;
jumpForce = 2.5f;
if (Input.GetKeyDown(jumpKey))
{
moveDirection.y = jumpForce;
}
//If player is moving diagonally, reduce speed
if (forwards != 0 && right != 0 || forwards != 0 && left != 0 || backwards != 0 && right != 0 || backwards != 0 && left != 0)
{
moveDirection *= 0.7f;
}
else
{
moveDirection *= 1.0f;
}
}
if(hammer)
{
moveDirection = Vector3.zero;
}
if(rock)
{
if(Input.GetKeyDown(rockKey))
{
GameObject throwing = Instantiate(rockObject, spawnPoint.transform.position, spawnPoint.transform.rotation);
throwing.GetComponent<Rigidbody>().AddForce(transform.forward * 8.5f, ForceMode.Impulse);
Destroy(throwing, 3);
StartCoroutine(RockCooldown());
}
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
}
IEnumerator RockCooldown()
{
rock = false;
yield return new WaitForSeconds(2);
rock = true;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//* Rock must detect what it hits
//* If rock hits enemy, enemy slows down
//* Rock hitting enemy needs to destroy the rock
//TODO Particles for hitting an enemy
public class RockScript : MonoBehaviour
{
public ParticleSystem bonkParticles;
private GameObject contact;
public bool particles = false;
public AIScript AIScript;
// Update is called once per frame
void Update()
{
}
private void OnCollisionEnter(Collision other) {
if(other.gameObject.tag == "Enemy")
{
//* Play the bonk particles
// var parLocation = Instantiate(bonkParticles, contact.transform.position, Quaternion.identity);
// Destroy(parLocation, 1);
particles = true;
AIScript.isHit = true;
StartCoroutine(BonkTimer());
}
}
IEnumerator BonkTimer()
{
yield return new WaitForSeconds(2);
AIScript.isHit = false;
particles = false;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//* Detects if player is in range of enemy
public class detectionScript : MonoBehaviour
{
public bool playerInRange = false;
private void OnTriggerEnter(Collider other)
{
if(other.tag == "Player")
{
playerInRange = true;
}
}
private void OnTriggerExit(Collider other)
{
if(other.tag == "Player")
{
playerInRange = false;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
public class Timer : MonoBehaviour
{
public float timeRemaining;
public TextMeshProUGUI timeText;
//* Universal game timer
void Update()
{
if (timeRemaining > 0)
{
timeRemaining -= Time.deltaTime;
timeText.text = timeRemaining.ToString("F0");
}
}
}

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