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// Example in Unity
public class RealityFragment : MonoBehaviour
{
public bool invertedGravity;
public float gravityStrength;
void Start()
{
if (invertedGravity)
{
Physics.gravity = new Vector3(0, gravityStrength, 0);
}
else
{
Physics.gravity = new Vector3(0, -gravityStrength, 0);
}
}
}
public class PuzzleManager : MonoBehaviour
{
public bool isSolved;
public RealityFragment[] fragments;
void Update()
{
if (CheckPuzzleCondition())
{
isSolved = true;
UnlockNextFragment();
}
}
bool CheckPuzzleCondition()
{
// Custom logic to check puzzle
return fragments.All(f => f.invertedGravity);
}
void UnlockNextFragment()
{
// Logic to unlock the next part of the game
}
}
public class StoryManager : MonoBehaviour
{
public List<string> playerChoices;
public void MakeChoice(string choice)
{
playerChoices.Add(choice);
UpdateStoryline();
}
void UpdateStoryline()
{
// Modify the world based on player choices
if (playerChoices.Contains("merge_gravity_fragments"))
{
// Change dialogue or events in the game
}
}
}
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