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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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