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(+1)

this was awesome! I loved the part where you read the paper about how santa knows if you were sleeping.

(+1)

Glad you liked it! :)

(+2)

Oh, and, I may have messed with the game, and it was more than only a little... XD

(+1)

Woop, what'd you do?? Lmao!! Did you crack the game files into Unity editor? Haha

(+1)

Have you heard of dnSpy? You can mess with the code without putting it into Unity! If you are feeling really fun, you can get a game into unity using dnSpy, but you need some other programs to do it. I made a short set of code that lets me press JKL to Duplicate, Delete, and Add physics to objects. For horror games with fog and stuff, I can press / to get light. If you wanted to see the code, I can show you, its pretty short.

(+1)

Hey, that's interesting! You can show me if you want, sure!

Here it is! (All the tokens are added by dnSpy for some reason.):


using System;

using UnityEngine;

// Token: 0x02000011 RID: 17

[RequireComponent(typeof(CharacterController))]

public class SC_FPSController : MonoBehaviour

{

    // Token: 0x0600002F RID: 47 RVA: 0x00002223 File Offset: 0x00000423

    private void Start()

    {

        this.characterController = base.GetComponent<CharacterController>();

        Cursor.lockState = CursorLockMode.Locked;

        Cursor.visible = false;

    }

    // Token: 0x06000030 RID: 48 RVA: 0x00002AF8 File Offset: 0x00000CF8

    private void Update()

    {

        if (Input.GetKeyDown(KeyCode.Slash))

        {

            GameObject gameObject = UnityEngine.Object.Instantiate<GameObject>(new GameObject(), base.transform.position, new Quaternion(45f, 45f, 45f, 0f));

            gameObject.AddComponent<Light>();

            gameObject.GetComponent<Light>().range = 9999f;

            gameObject.transform.SetParent(base.transform);

        }

        Vector3 a = base.transform.TransformDirection(Vector3.forward);

        Vector3 a2 = base.transform.TransformDirection(Vector3.right);

        bool key = Input.GetKey(KeyCode.LeftShift);

        float d = this.canMove ? ((key ? (this.runningSpeed * 3f) : (this.walkingSpeed * 3f)) * Input.GetAxis("Vertical")) : 0f;

        float d2 = this.canMove ? ((key ? (this.runningSpeed * 3f) : (this.walkingSpeed * 3f)) * Input.GetAxis("Horizontal")) : 0f;

        float y = this.moveDirection.y;

        this.moveDirection = a * d + a2 * d2;

        if (Input.GetButton("Jump") && this.canMove && this.characterController.isGrounded)

        {

            this.moveDirection.y = 15f;

        }

        else

        {

            this.moveDirection.y = y;

        }

        if (!this.characterController.isGrounded)

        {

            this.moveDirection.y = this.moveDirection.y - this.gravity * Time.deltaTime;

        }

        this.characterController.Move(this.moveDirection * Time.deltaTime);

        if (this.canMove)

        {

            this.rotationX += -Input.GetAxis("Mouse Y") * this.lookSpeed;

            this.rotationX = Mathf.Clamp(this.rotationX, -this.lookXLimit, this.lookXLimit);

            this.playerCamera.transform.localRotation = Quaternion.Euler(this.rotationX, 0f, 0f);

            base.transform.rotation *= Quaternion.Euler(0f, Input.GetAxis("Mouse X") * this.lookSpeed, 0f);

        }

        if (Input.GetKeyDown("k"))

        {

            Vector3 forward = this.playerCamera.transform.forward;

            RaycastHit raycastHit;

            if (Physics.Raycast(this.playerCamera.transform.position + forward, forward, out raycastHit, 9999f))

            {

                raycastHit.transform.gameObject.SetActive(false);

            }

        }

        if (Input.GetKeyDown("j"))

        {

            Vector3 forward2 = this.playerCamera.transform.forward;

            RaycastHit raycastHit2;

            if (Physics.Raycast(this.playerCamera.transform.position + forward2, forward2, out raycastHit2, 9999f))

            {

                UnityEngine.Object.Instantiate<GameObject>(raycastHit2.transform.gameObject, raycastHit2.transform.position, raycastHit2.transform.rotation);

            }

        }

        if (Input.GetKeyDown("l"))

        {

            Vector3 forward3 = this.playerCamera.transform.forward;

            RaycastHit raycastHit3;

            if (Physics.Raycast(this.playerCamera.transform.position + forward3, forward3, out raycastHit3, 9999f))

            {

                if (raycastHit3.transform.gameObject.GetComponent<Rigidbody>() != null)

                {

                    UnityEngine.Object.Destroy(raycastHit3.transform.gameObject.GetComponent<Rigidbody>());

                }

                raycastHit3.transform.gameObject.AddComponent<Rigidbody>();

                return;

            }

        }

    }

    // Token: 0x04000041 RID: 65

    public float walkingSpeed = 7.5f;

    // Token: 0x04000042 RID: 66

    public float runningSpeed = 11.5f;

    // Token: 0x04000043 RID: 67

    public float jumpSpeed = 8f;

    // Token: 0x04000044 RID: 68

    public float gravity = 20f;

    // Token: 0x04000045 RID: 69

    public Camera playerCamera;

    // Token: 0x04000046 RID: 70

    public float lookSpeed = 2f;

    // Token: 0x04000047 RID: 71

    public float lookXLimit = 45f;

    // Token: 0x04000048 RID: 72

    private CharacterController characterController;

    // Token: 0x04000049 RID: 73

    private Vector3 moveDirection = Vector3.zero;

    // Token: 0x0400004A RID: 74

    private float rotationX;

    // Token: 0x0400004B RID: 75

    [HideInInspector]

    public bool canMove = true;

}