glass layer occlusion, previous event occlusion changes, locomotaion steps change, ui hovers (for some reason currently play when a new location is set)

This commit is contained in:
Timur Nizamov
2025-11-11 21:18:49 +02:00
parent 02f640218c
commit e12c5f2f98
18 changed files with 5357 additions and 5400 deletions

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -10,34 +11,38 @@ public class ContinuoslocomotionConfigurator : MonoBehaviour
public Button turnOnButton;
public ContinuousMoveProviderBase locomotion;
// Events for listeners
public event Action<bool> OnLocomotionToggled; // true = enabled, false = disabled
public event Action<float> OnSpeedChanged; // sends new speed
// Start is called before the first frame update
void Start()
{
turnOnButton.onClick.AddListener(enableLocomotion);
turnOffButton.onClick.AddListener(disableLocomotion);
turnOffButton.gameObject.SetActive(false); // off by default
turnOffButton.gameObject.SetActive(false);
}
public void UpdateSpeed(float speed)
{
locomotion.moveSpeed = speed;
OnSpeedChanged?.Invoke(speed);
}
private void enableLocomotion()
{
AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.Click, gameObject); //3d oneshot sound
AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.Click, gameObject);
locomotion.enabled = true;
turnOnButton.gameObject.SetActive(false);
turnOffButton.gameObject.SetActive(true);
OnLocomotionToggled?.Invoke(true);
}
private void disableLocomotion()
{
AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.Click, gameObject); //3d oneshot sound
AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.Click, gameObject);
locomotion.enabled = false;
turnOnButton.gameObject.SetActive(true);
turnOffButton.gameObject.SetActive(false);
OnLocomotionToggled?.Invoke(false);
}
}

View File

@@ -58,6 +58,7 @@ public class MenuTeleportButton : MonoBehaviour
public void SetStateSelected()
{
AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.Hover, gameObject);
if (button != null && HoverSprite != null)
{
button.targetGraphic.GetComponent<Image>().sprite = HoverSprite;

View File

@@ -7,20 +7,24 @@ public class TutorialAudioListener : MonoBehaviour
{
[Header("References")]
[SerializeField] private TutorialController tutorialController;
[SerializeField] private ContinuoslocomotionConfigurator locomotionConfigurator;
private InputAction moveAction;
private InputAction turnAction;
private TeleportationProvider teleportationProvider;
private float lastStepTime;
[SerializeField] private float stepCooldown = 0.5f; // seconds between steps
[SerializeField] private float baseStepCooldown = 0.5f; // base interval at speed = 1
private float stepCooldown;
private bool locomotionEnabled = false;
private void Awake()
{
if (tutorialController == null)
{
tutorialController = FindObjectOfType<TutorialController>();
}
if (locomotionConfigurator == null)
locomotionConfigurator = FindObjectOfType<ContinuoslocomotionConfigurator>();
if (tutorialController != null)
{
@@ -28,10 +32,8 @@ public class TutorialAudioListener : MonoBehaviour
turnAction = tutorialController.turnProvider.rightHandSnapTurnAction.action;
teleportationProvider = tutorialController.teleportProvider;
}
else
{
//Debug.LogError("[TutorialAudioListener] No TutorialController found!");
}
stepCooldown = baseStepCooldown;
}
private void OnEnable()
@@ -44,6 +46,12 @@ public class TutorialAudioListener : MonoBehaviour
if (teleportationProvider != null)
teleportationProvider.endLocomotion += OnTeleportEnd;
if (locomotionConfigurator != null)
{
locomotionConfigurator.OnLocomotionToggled += HandleLocomotionToggled;
locomotionConfigurator.OnSpeedChanged += HandleSpeedChanged;
}
}
private void OnDisable()
@@ -56,31 +64,52 @@ public class TutorialAudioListener : MonoBehaviour
if (teleportationProvider != null)
teleportationProvider.endLocomotion -= OnTeleportEnd;
if (locomotionConfigurator != null)
{
locomotionConfigurator.OnLocomotionToggled -= HandleLocomotionToggled;
locomotionConfigurator.OnSpeedChanged -= HandleSpeedChanged;
}
}
private void HandleLocomotionToggled(bool enabled)
{
locomotionEnabled = enabled;
Debug.Log($"[TutorialAudioListener] Locomotion toggled: {enabled}");
}
private void HandleSpeedChanged(float newSpeed)
{
// Invert proportionality: faster speed = shorter step interval
float calculatedCooldown = baseStepCooldown / Mathf.Max(newSpeed, 0.01f);
// Clamp the result between 0.4 and 0.6 seconds
stepCooldown = Mathf.Clamp(calculatedCooldown, 0.3f, 0.69f);
Debug.Log($"[TutorialAudioListener] Step cooldown adjusted: {stepCooldown}");
}
private void OnMovePerformed(InputAction.CallbackContext context)
{
// Only play a sound if enough time has passed since the last one
if (!locomotionEnabled)
return;
if (Time.time - lastStepTime < stepCooldown)
return;
lastStepTime = Time.time;
AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.StepOverall, gameObject);
}
private void OnTurnPerformed(InputAction.CallbackContext context)
{
AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.StepSpin, gameObject);
//Debug.Log("[TutorialAudioListener] Turn sound played.");
}
private void OnTeleportEnd(LocomotionSystem locomotionSystem)
{
//TeleportationListen plays the required sound. To play it here, unattach the TeleportationListen.cs script.
//AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.Steps, gameObject);
//Debug.Log("[TutorialAudioListener] Teleport sound played.");
// Optional: Uncomment if teleport should play sound
// AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.Steps, gameObject);
}
}