Add Bow and Arrow minigame, textmeshpro, lightprobes to door prefab
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File diff suppressed because it is too large
Load Diff
104
Assets/Scripts/Bow/ArcheryRange.cs
Normal file
104
Assets/Scripts/Bow/ArcheryRange.cs
Normal file
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using System;
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using System.Linq;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Bow
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{
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public class ArcheryRange : MonoBehaviour
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{
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public Transform targetStartPosition;
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public Transform targetEndPosition;
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public GameObject targetPrefab;
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public StartTarget startTarget;
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public Vector3 minRandomOffset = new Vector3(0f, 0f, -5f);
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public Vector3 maxRandomOffset = new Vector3(0f, 0f, 5f);
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public float roundLength = 60f;
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public float targetSpawnTime = 3f;
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private List<ArcheryTarget> _targets;
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private float _score;
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private float _maxScore;
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private float _roundEndTime;
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private float _nextTargetTime;
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private float _startEndDistance;
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private bool _roundActive;
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// Start is called before the first frame update
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void Start()
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{
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_roundActive = false;
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_targets = new List<ArcheryTarget>();
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_score = 0;
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_maxScore = 0;
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_roundEndTime = 0f;
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_startEndDistance = Vector3.Distance(targetStartPosition.position, targetEndPosition.position);
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}
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// Update is called once per frame
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void Update()
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{
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if (Time.time >= _roundEndTime + roundLength)
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{
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Reset();
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}
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else
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{
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if (Time.time >= _nextTargetTime)
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{
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SpawnTarget();
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}
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}
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}
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{
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var randomPos = targetStartPosition.position + new Vector3(
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Random.Range(minRandomOffset.x, maxRandomOffset.x),
|
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Random.Range(minRandomOffset.y, maxRandomOffset.y), Random.Range(minRandomOffset.z, maxRandomOffset.z));
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var prefab = Instantiate(targetPrefab, randomPos, Quaternion.identity, null);
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prefab.transform.Rotate(new Vector3(0, -90, 0));
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ArcheryTarget target = prefab.GetComponent<ArcheryTarget>();
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target.endPosition = targetEndPosition.position;
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target.archeryRange = this;
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_targets.Add(target);
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}
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public void Reset()
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{
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foreach (var target in _targets.Where(target => target != null))
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{
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Destroy(target.gameObject);
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}
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_targets = new List<ArcheryTarget>();
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if (_maxScore < _score) _maxScore = _score;
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_score = 0;
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Debug.Log(_maxScore);
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startTarget.ShowTarget();
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_roundActive = false;
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}
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public void StartRound()
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{
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_roundEndTime = Time.time + roundLength;
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_nextTargetTime = Time.time;
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_roundActive = true;
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}
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public void AddScore(float distance)
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{
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_score += _startEndDistance - (_startEndDistance - distance);
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Debug.Log(_score);
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}
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}
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}
|
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31
Assets/Scripts/Bow/ArcheryTarget.cs
Normal file
31
Assets/Scripts/Bow/ArcheryTarget.cs
Normal file
@ -0,0 +1,31 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Bow
|
||||
{
|
||||
public class ArcheryTarget : MonoBehaviour
|
||||
{
|
||||
public Vector3 endPosition;
|
||||
public float forwardSpeed = 2f;
|
||||
public ArcheryRange archeryRange;
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
float step = forwardSpeed * Time.deltaTime;
|
||||
|
||||
var position = transform.position;
|
||||
transform.position = Vector3.MoveTowards(position,
|
||||
new Vector3(endPosition.x, position.y, position.z), step);
|
||||
}
|
||||
|
||||
|
||||
public void OnArrowHit(Arrow arrow)
|
||||
{
|
||||
if (arrow == null) return;
|
||||
|
||||
archeryRange.AddScore(Vector3.Distance(transform.position, endPosition));
|
||||
Destroy(arrow.gameObject);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Bow/ArcheryTarget.cs.meta
Normal file
11
Assets/Scripts/Bow/ArcheryTarget.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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@ -34,6 +34,8 @@ namespace Bow
|
||||
if (Physics.Linecast(_lastPosition, tip.position, out hit, LayerMask.GetMask("Default"),
|
||||
QueryTriggerInteraction.Ignore))
|
||||
{
|
||||
hit.collider.gameObject.SendMessage("OnArrowHit", this,
|
||||
SendMessageOptions.DontRequireReceiver);
|
||||
Stop();
|
||||
}
|
||||
}
|
||||
@ -92,11 +94,16 @@ namespace Bow
|
||||
{
|
||||
base.OnSelectExited(interactor);
|
||||
}
|
||||
|
||||
|
||||
public new void OnSelectExiting(XRBaseInteractor interactor)
|
||||
{
|
||||
base.OnSelectExiting(interactor);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
colliders.Clear();
|
||||
}
|
||||
}
|
||||
}
|
@ -54,7 +54,6 @@ namespace Bow
|
||||
_currentArrow.OnSelectExited(this);
|
||||
base.OnSelectExiting(_currentArrow);
|
||||
base.OnSelectExited(_currentArrow);
|
||||
|
||||
}
|
||||
|
||||
private void ReleaseArrow()
|
||||
|
43
Assets/Scripts/Bow/StartTarget.cs
Normal file
43
Assets/Scripts/Bow/StartTarget.cs
Normal file
@ -0,0 +1,43 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Bow
|
||||
{
|
||||
public class StartTarget : MonoBehaviour
|
||||
{
|
||||
public ArcheryRange archeryRange;
|
||||
public Canvas textCanvas;
|
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private MeshRenderer _meshRenderer;
|
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private BoxCollider _boxCollider;
|
||||
|
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// Start is called before the first frame update
|
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void Start()
|
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{
|
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|
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_boxCollider = GetComponent<BoxCollider>();
|
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}
|
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|
||||
|
||||
public void OnArrowHit(Arrow arrow)
|
||||
{
|
||||
if (arrow == null) return;
|
||||
|
||||
Destroy(arrow.gameObject);
|
||||
HideTarget();
|
||||
archeryRange.StartRound();
|
||||
}
|
||||
|
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private void HideTarget()
|
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{
|
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_meshRenderer.enabled = false;
|
||||
_boxCollider.enabled = false;
|
||||
textCanvas.enabled = false;
|
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}
|
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|
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public void ShowTarget()
|
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{
|
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_meshRenderer.enabled = true;
|
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_boxCollider.enabled = true;
|
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textCanvas.enabled = true;
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}
|
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}
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Normal file
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Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowAir03.wav
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Normal file
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Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowAir03.wav
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Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowAir04.wav
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Normal file
BIN
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Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowAir05.wav
(Stored with Git LFS)
Normal file
BIN
Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowAir05.wav
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Normal file
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Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowAir06.wav
(Stored with Git LFS)
Normal file
BIN
Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowAir06.wav
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Normal file
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fileFormatVersion: 2
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Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowAir07.wav
(Stored with Git LFS)
Normal file
BIN
Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowAir07.wav
(Stored with Git LFS)
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Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowAir08.wav
(Stored with Git LFS)
Normal file
BIN
Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowAir08.wav
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Normal file
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BIN
Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowAir09.wav
(Stored with Git LFS)
Normal file
BIN
Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowAir09.wav
(Stored with Git LFS)
Normal file
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fileFormatVersion: 2
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userData:
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assetBundleVariant:
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Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowFallGround01.wav
(Stored with Git LFS)
Normal file
BIN
Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowFallGround01.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
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fileFormatVersion: 2
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Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowFallGround02.wav
(Stored with Git LFS)
Normal file
BIN
Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowFallGround02.wav
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Normal file
Binary file not shown.
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Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowFallGround03.wav
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Normal file
BIN
Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowFallGround03.wav
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Normal file
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Assets/SteamVR/InteractionSystem/Longbow/Sounds/ArrowFallGround04.wav
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Normal file
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Normal file
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Reference in New Issue
Block a user