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Agregado proyecto
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gabrielbosio committed May 23, 2019
1 parent 6c6a360 commit 91deda9
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398 changes: 398 additions & 0 deletions Assembly-CSharp-Editor-firstpass.csproj

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443 changes: 443 additions & 0 deletions Assembly-CSharp-firstpass.csproj

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321 changes: 321 additions & 0 deletions Assembly-CSharp.csproj

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30 changes: 30 additions & 0 deletions Assets/CameraBehaviour.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraBehaviour : MonoBehaviour {
private const int Z_MINIMO = 10;
private const int Z_MAXIMO = 200;

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {
int speed = 0;

if (Input.GetKey(KeyCode.UpArrow) && transform.position.z > Z_MINIMO)
{
speed = 1;
}
else if (Input.GetKey(KeyCode.DownArrow) && transform.position.z < Z_MAXIMO)
{
speed = -1;
}

transform.Translate(Vector3.forward * speed);
Debug.Log(transform.localPosition);
}
}
11 changes: 11 additions & 0 deletions Assets/CameraBehaviour.cs.meta

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77 changes: 77 additions & 0 deletions Assets/Contenedor.mat
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8 changes: 8 additions & 0 deletions Assets/Contenedor.mat.meta

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79 changes: 79 additions & 0 deletions Assets/Gas.mat
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8 changes: 8 additions & 0 deletions Assets/Gas.mat.meta

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103 changes: 103 additions & 0 deletions Assets/GasBehaviour.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class GasBehaviour : MonoBehaviour {
private const float CONSTANTE_GASES = 0.082f;
public float presion;
public float volumen;
public float temperatura;
public float moles;
public bool presionFija = false;
public bool volumenFijo = false;
public bool temperaturaFija = false;
public bool molesFijo = false;

// Use this for initialization
void Start () {
}

// Update is called once per frame
void Update () {

}

public void CambiarPresion(float presion)
{
this.presion = presion;
ActualizarVolumen();
ActualizarTemperatura();
ActualizarMoles();
}

public void CambiarVolumen(float volumen)
{
this.volumen = volumen;
ActualizarPresion();
ActualizarTemperatura();
ActualizarMoles();
}

public void CambiarMoles(float moles)
{
this.moles = moles;
ActualizarPresion();
ActualizarVolumen();
ActualizarTemperatura();
ActualizarParticleSystem();
}

public void CambiarTemperatura(float temperatura)
{
this.temperatura = temperatura;
ActualizarPresion();
ActualizarVolumen();
ActualizarMoles();
}

private void ActualizarPresion()
{
if (!presionFija)
{
presion = moles * CONSTANTE_GASES * temperatura / volumen;
}
}

private void ActualizarMoles()
{
if (!molesFijo)
{
moles = Convert.ToSingle(presion * volumen / (CONSTANTE_GASES * temperatura));
ActualizarParticleSystem();
}
}

private void ActualizarTemperatura()
{
if (!temperaturaFija)
{
temperatura = presion * volumen / (moles * CONSTANTE_GASES);
}
}

private void ActualizarVolumen()
{
if (!volumenFijo)
{
volumen = moles * CONSTANTE_GASES * temperatura / presion;
GameObject.Find("VolumenInput").GetComponent<VolumenInputBehaviour>().ActualizarContenedor(volumen);
}
}

private void ActualizarParticleSystem()
{
ParticleSystem particleSystem = gameObject.GetComponent<ParticleSystem>();
ParticleSystem.Burst[] nuevoBurst = new ParticleSystem.Burst[particleSystem.emission.burstCount];
particleSystem.emission.GetBursts(nuevoBurst);
nuevoBurst[0].count = 30 * moles;
particleSystem.emission.SetBursts(nuevoBurst);
particleSystem.Stop(false, ParticleSystemStopBehavior.StopEmittingAndClear);
particleSystem.Play();
}
}
11 changes: 11 additions & 0 deletions Assets/GasBehaviour.cs.meta

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44 changes: 44 additions & 0 deletions Assets/GestorDeTogglesBehaviour.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class GestorDeTogglesBehaviour : MonoBehaviour {
private const int CANTIDAD_DE_PROPIEDADES_FIJAS_MAXIMA = 2;
private int cantidadDePropiedadesFijas = 0;
private bool seDebenFijarPropiedades = true;

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {

}

public void FijarPropiedad(GameObject toggle)
{
if (seDebenFijarPropiedades)
{
Toggle toggleBehaviour = toggle.GetComponent<Toggle>();

if (toggleBehaviour != null)
{
cantidadDePropiedadesFijas += toggleBehaviour.isOn ? -1 : 1;

if (cantidadDePropiedadesFijas > CANTIDAD_DE_PROPIEDADES_FIJAS_MAXIMA)
{
cantidadDePropiedadesFijas = CANTIDAD_DE_PROPIEDADES_FIJAS_MAXIMA;
seDebenFijarPropiedades = false;
toggleBehaviour.isOn = true;
}
}
}
else
{
seDebenFijarPropiedades = true;
}
}
}
11 changes: 11 additions & 0 deletions Assets/GestorDeTogglesBehaviour.cs.meta

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