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96 Commits

Author SHA1 Message Date
24543cce38 Upload files to "Doc/designs" 2025-12-16 13:59:03 +00:00
9af96fed99 Upload files to "Doc/clips" 2025-12-16 13:45:02 +00:00
ac87f2f8ef Update README.md
Just a small reference change
2025-12-07 22:21:10 +00:00
856ff3ca40 Update README.md
Adding myself into credits.
2025-12-07 17:10:52 +00:00
693b3a572e Upload files to "Doc/designs" 2025-12-02 13:37:36 +00:00
8977957054 Upload files to "Doc/clips" 2025-12-02 13:36:51 +00:00
b563be1158 Upload files to "Doc/clips" 2025-11-18 14:08:38 +00:00
616532e69c Upload files to "Doc/clips" 2025-11-18 14:03:31 +00:00
450efe675a Upload files to "Doc/clips" 2025-11-18 14:00:18 +00:00
cce7492556 Upload files to "Doc/designs" 2025-11-17 19:20:02 +00:00
e197206d0a Upload files to "Doc/designs" 2025-11-17 19:07:21 +00:00
dc7aa3b9b9 Upload files to "Doc/designs" 2025-11-17 18:03:37 +00:00
54d44afcec Upload files to "Doc/designs" 2025-11-04 17:32:58 +00:00
15c2e62e92 Upload files to "Doc/clips" 2025-11-04 17:28:46 +00:00
c4fafd1dd3 Delete Doc/clips/Hand-Collider-Prototype-Clip.gif 2025-11-04 17:26:11 +00:00
1c03f1773b Upload files to "Doc/clips" 2025-11-04 17:25:57 +00:00
ef3bc5da39 Upload files to "Doc/designs" 2025-10-21 14:03:55 +00:00
ed66253b06 Upload files to "Doc/clips" 2025-10-21 13:59:00 +00:00
6b8c3b6fbb Merge pull request 'SamWorkset' (#5) from SamWorkset into master
Reviewed-on: #5
2025-10-11 13:47:30 +00:00
cb73b9cbbc messing with LFS 2025-10-11 16:44:58 +03:00
07cdba6097 messing with LFS 2025-10-11 16:43:42 +03:00
b9448fb4c7 Upload files to "Doc/clips" 2025-10-07 10:30:34 +00:00
4b1d8ea5bd Delete Doc/clips/Player-Collide-Offset-Clip.gif 2025-10-07 10:21:00 +00:00
6a76fa038f Upload files to "Doc/clips" 2025-10-07 10:16:24 +00:00
8af4eff8c7 Upload files to "Doc/clips" 2025-10-03 13:53:59 +00:00
b38461fc52 Delete Doc/clips/Multiplayer-join-Clip.mp4 2025-10-03 13:53:37 +00:00
e5baba75cf Delete Doc/clips/Singleplayer-Join-Clip.mp4 2025-10-03 13:53:28 +00:00
b9515d50d0 Delete Doc/clips/Quit-Clip.mp4 2025-10-03 13:53:20 +00:00
e06b0206c8 Upload files to "Doc/clips" 2025-10-03 13:36:43 +00:00
cd0313e693 Forgot to build 2025-10-03 16:33:20 +03:00
1580f40636 Added multiplayer joining capability to the desktop UI 2025-09-30 18:22:46 +03:00
803e87688a Forgot to zip the build 2025-09-26 12:23:40 +03:00
6479d850e9 Worked on restart button. Unsuccessful, left it disabled. 2025-09-26 12:21:08 +03:00
bad94ab628 Updated the UI. Refresh button is disabled for now and multiplayer needs testing. Added quit button. 2025-09-25 18:53:36 +03:00
a8568685ab made skywalk teleportation istructions flip according to the rotation of the entered player. 2025-09-23 15:16:55 +03:00
eadbd139e4 Fixed invisible car and tutorial text. Did some minor cosmetic improvements. 2025-09-21 18:54:35 +03:00
4f0e84caae Fixed lone elevator reflections (forgot to re-assign materials) 2025-09-20 20:26:40 +03:00
25ed189168 Reconfigured elevator reflections, added additional teleportable areas, resized box colliders and meddled with corrupted elements. 2025-09-20 20:16:48 +03:00
f5ba95849e Delete Doc/clips/Old menu gif.gif 2025-09-19 12:06:07 +00:00
c5b90be63f Upload files to "Doc/clips" 2025-09-19 12:05:54 +00:00
5a41559b88 Upload files to "Doc/clips"
Added the old menu gif
2025-09-19 11:57:21 +00:00
5ab753f4b5 Merge pull request 'Doing minor changes' (#4) from SamWorkset into master
Reviewed-on: #4
2025-09-19 11:51:52 +00:00
ed18f85228 Doing minor changes 2025-09-19 14:48:02 +03:00
dab664b62a Update README.md 2025-09-15 17:57:21 +00:00
9d389a3296 Merge pull request 'SamWorkset' (#3) from SamWorkset into master
Reviewed-on: #3
2025-09-15 17:55:36 +00:00
c7ed19b8dc Added complete lift interaction. Might need some debugging later. 2025-09-15 20:49:01 +03:00
5e251e9d23 Added the elevator. Needs configuring, doing a quicksave before editing project settings. 2025-09-10 19:13:32 +03:00
b176dcc20a added ground trascans 2025-09-03 22:13:59 +03:00
a1c495cf92 added card readers to doors 2025-08-29 16:29:09 +03:00
9f65f3d476 fixed build freezing issue, added decorations to door card readers 2025-08-29 15:53:25 +03:00
317d74dfef testing git 2025-08-28 19:02:04 +03:00
7ec96e6fdd Added decorations to the building and re-instaled Unity (new computer) 2025-08-28 18:39:09 +03:00
f42fc6463c added in-game UI option improvements 2025-06-21 13:45:26 +03:00
d269226b4b Update README.md 2025-06-18 08:45:31 +00:00
47d505a1ba Update README.md 2025-06-17 16:26:30 +00:00
e7ad8e6fd4 Update Readme 2025-06-17 16:23:35 +00:00
36e3b95645 Replaced clips for readme 2025-06-17 15:29:34 +00:00
b012ae17b2 Added clips for readme 2025-06-11 17:26:54 +00:00
11b4c264ef fixed arrchery range score bug 2025-05-28 20:44:46 +03:00
a3f514b6eb filled the credits tab, added lobby picture(when setting up, see background), updated UFO sounds 2025-05-28 19:43:19 +03:00
b9ccfb1c3a Update README.md 2025-05-28 10:48:13 +00:00
cdd6a2e96d Update README.md 2025-05-27 15:29:09 +00:00
9af005b651 Merge pull request 'Added options and credits tabs for the in-game UI menu. Credits tab is blank for now. Disabled smooth locomotion to address the player controller confusion issues (see my thesis). Smooth locomotion can be reactivated via the options menu.' (#2) from SamWorkset into master
Reviewed-on: #2
2025-05-27 11:20:01 +00:00
e9b013a904 Update README.md 2025-05-27 11:11:04 +00:00
262a67293e Update README.md 2025-05-27 11:10:37 +00:00
bc7217fce3 Added options and credits tabs for the in-game UI menu. Credits tab is blank for now. Disabled smooth locomotion to address the player controller confusion issues (see my thesis). Smooth locomotion can be reactivated via the options menu. 2025-05-25 20:07:14 +03:00
ab2406c367 Update README.md 2025-05-22 15:49:08 +00:00
0f409ddb08 Merge pull request 'SamWorkset' (#1) from SamWorkset into master
Reviewed-on: #1
2025-05-22 15:43:50 +00:00
d3f41bd245 Fixed an issue wit the server room alarm being restarted when button pushed during alarm 2025-05-22 18:38:48 +03:00
4aa139be24 Update README.md 2025-05-22 15:35:10 +00:00
b4c665abe4 Update README.md 2025-05-22 15:32:07 +00:00
jee7
b84e1b7837 Merge branch 'master' of https://cgvrgit.ulno.net/cgvr/DeltaVR 2025-05-20 22:53:54 +03:00
jee7
e9fe4cb559 Added design files 2025-05-20 22:53:35 +03:00
ffd98b6322 added scoring system for the bow game 2025-05-20 14:53:35 +03:00
03a3ca570e Added slideshow (disabled, but fully functional, not actually part of the player experience, just for fun). Moved teleport button for bolt car onto its front. Added signs for barred areas and server entry guiding. 2025-05-09 19:18:31 +03:00
fe60892585 trying to get LFS to work 2025-03-25 20:58:23 +02:00
fe90ea9996 trying to get LFS to work 2025-03-25 20:55:18 +02:00
7f643bf361 Ensure LFS tracking and add large file 2025-03-25 20:40:35 +02:00
1287fd8f39 Removed large files from Git history. LFS needs it to be so in order to be configured 2025-03-25 20:35:49 +02:00
ac04a4ee16 fixing an LFS issue 2025-03-25 20:26:33 +02:00
e40106b45e added UFO skywalk animation and bolt car teleport button 2025-03-25 20:09:15 +02:00
7ea187f9fd fixing push issue 2025-03-09 21:48:52 +02:00
b62e851c0e finished portal fundimentals 2025-03-09 20:43:38 +02:00
960991b17d added portals 2025-01-24 03:14:07 +02:00
9f4da45c40 fixed network manager prefab issue 2025-01-22 21:33:47 +02:00
afab7d7810 Merge commit 'e7f8693f' into SamWorkset 2025-01-22 21:22:58 +02:00
3db109d127 commiting minor changes 2025-01-22 21:22:00 +02:00
42aacaafb4 prepping for new skywalk system 2025-01-22 19:43:13 +02:00
Ranno Samuel Adson
776c68736d constructed entryway for skywalk 2025-01-15 21:44:46 +02:00
Ranno Samuel Adson
7ba5fe1f30 Implimented the card 2025-01-07 02:40:37 +02:00
Ranno Samuel Adson
98094a9f5f Adding server room sound effects and button to trigger them 2025-01-02 16:37:16 +02:00
Ranno Samuel Adson
de968605ec installed server racks 2024-12-28 20:11:26 +02:00
Ranno Samuel Adson
8177855e63 finished bolt car interaction 2024-12-28 18:15:03 +02:00
Ranno Samuel Adson
8cba77447f worked on ground moddelling. Doing a quicksave before doing a large model alteration. 2024-12-27 16:23:25 +02:00
Ranno Samuel Adson
fa3d2f7ec8 worked on ground moddelling. Doing a quicksave before altering materials. 2024-12-27 15:24:51 +02:00
Ranno Samuel Adson
5df9dacfb5 making changes to lighting. This is a backup just in case 2024-12-27 14:11:36 +02:00
820 changed files with 64991 additions and 2305392 deletions

25
.gitattributes vendored
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@@ -1,8 +1,8 @@
* text=auto
# Unity files
*.meta -text merge=unityyamlmerge diff
*.unity -text merge=unityyamlmerge diff
*.asset -text merge=unityyamlmerge diff
*.unity filter=lfs diff=lfs merge=lfs -text
*.asset filter=lfs diff=lfs merge=lfs -text
*.prefab -text merge=unityyamlmerge diff
*.mat -text merge=unityyamlmerge diff
*.anim -text merge=unityyamlmerge diff
@@ -79,3 +79,24 @@
*.tar filter=lfs diff=lfs merge=lfs -text
*.exr filter=lfs diff=lfs merge=lfs -text
*.hdr filter=lfs diff=lfs merge=lfs -text
*.cubemap filter=lfs diff=lfs merge=lfs -text
*.assets filter=lfs diff=lfs merge=lfs -text
*.resS filter=lfs diff=lfs merge=lfs -text
*.dylib filter=lfs diff=lfs merge=lfs -text
*.tar.7z filter=lfs diff=lfs merge=lfs -text
*.f8 filter=lfs diff=lfs merge=lfs -text
Assets/_PROJECT/Components/Portals2/New[[:space:]]Cubemap.cubemap filter=lfs diff=lfs merge=lfs -text
Assets/_PROJECT/Other/Delta[[:space:]](Toomas)[[:space:]]v3.blend filter=lfs diff=lfs merge=lfs -text
Assets/_PROJECT/Other/Delta[[:space:]](Toomas)[[:space:]]v3.blend1 filter=lfs diff=lfs merge=lfs -text
Assets/_PROJECT/Scenes/DeltaBuilding_base/LightingData.asset filter=lfs diff=lfs merge=lfs -text
Build/DeltaVR_Data/level0 filter=lfs diff=lfs merge=lfs -text
Build/DeltaVR_Data/sharedassets0.assets filter=lfs diff=lfs merge=lfs -text
Build/DeltaVR_Data/sharedassets0.assets.resS filter=lfs diff=lfs merge=lfs -text
Library/Artifacts/6e/6e8680668429d5a691eb5372cd18a3f8 filter=lfs diff=lfs merge=lfs -text
Library/PackageCache/com.unity.burst@1.8.3/.Runtime/libburst-llvm-14.dylib filter=lfs diff=lfs merge=lfs -text
Library/PackageCache/com.unity.toolchain.win-x86_64-linux-x86_64@2.0.4/data~/payload.tar.7z filter=lfs diff=lfs merge=lfs -text
Library/PlayerDataCache/Win64/Data/level0 filter=lfs diff=lfs merge=lfs -text
Library/PlayerDataCache/Win64/Data/sharedassets0.assets filter=lfs diff=lfs merge=lfs -text
Library/PlayerDataCache/Win64/Data/sharedassets0.assets.resS filter=lfs diff=lfs merge=lfs -text
Assets/_PROJECT/Scenes/DeltaBuilding_base.unity filter=lfs diff=lfs merge=lfs -text
*.ext filter=lfs diff=lfs merge=lfs -text

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@@ -158,6 +158,7 @@ namespace FishNet.Discovery
/// </summary>
public void StartAdvertisingServer()
{
//Debug.Log("NetworkDiscovery is advertizing on port " + port);
if (!InstanceFinder.IsServer)
{
if (NetworkManager.StaticCanLog(LoggingType.Warning)) Debug.LogWarning("Unable to start advertising server. Server is inactive.", this);
@@ -184,7 +185,7 @@ namespace FishNet.Discovery
EnableBroadcast = true,
MulticastLoopback = false,
};
//Debug.Log("UDP = " + _serverUdpClient.ToString());
Task.Run(AdvertiseServerAsync);
if (NetworkManager.StaticCanLog(LoggingType.Common)) Debug.Log("Started advertising server.", this);
@@ -208,11 +209,13 @@ namespace FishNet.Discovery
{
while (_serverUdpClient != null)
{
await Task.Delay(TimeSpan.FromSeconds(discoveryInterval));
UdpReceiveResult result = await _serverUdpClient.ReceiveAsync();
Debug.Log("Awaiting for server");
string receivedSecret = Encoding.UTF8.GetString(result.Buffer);
Debug.Log(receivedSecret);
if (receivedSecret == secret)
{
@@ -221,6 +224,7 @@ namespace FishNet.Discovery
await _serverUdpClient.SendAsync(okBytes, okBytes.Length, result.RemoteEndPoint);
}
}
Debug.Log("_serverUdpClient == null");
}
#endregion
@@ -238,6 +242,7 @@ namespace FishNet.Discovery
//
// return;
// }
Debug.Log("NetworkDiscovery is searching");
if (InstanceFinder.IsClient)
{

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@@ -0,0 +1,257 @@
using _PROJECT.NewHandPresence;
using FishNet;
using FishNet.Discovery;
using FishNet.Managing.Scened;
using FishNet.Object;
using System.Collections;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Net;
using TMPro;
using Unity.XR.CoreUtils;
using UnityEngine;
using UnityEngine.UI;
public class NetworkMenuUI : MonoBehaviour
{
private ConcurrentQueue<System.Action> mainThreadQueue = new();
[Header("UI References")]
public Toggle VRToggle;
public Button startPlayingButton;
public Button reloadButton;
public Button joinMultiplayerButton;
public Transform serverListContainer;
public GameObject serverListItemPrefab;
public TMP_Text statusText;
public Button quitButton;
[Header("Networking")]
public NetworkDiscovery networkDiscovery;
public Camera uiCamera;
public AudioListener placeholderAudioListener;
private bool _useVR;
//public Image coverImage;
private readonly List<IPEndPoint> foundServers = new();
private void Start()
{
if (networkDiscovery == null)
networkDiscovery = FindObjectOfType<NetworkDiscovery>();
_useVR = PlayerPrefs.GetInt("UseVR", 0) == 1;
VRToggle.isOn = _useVR;
// React to UI toggle changes
VRToggle.onValueChanged.AddListener((isOn) =>
{
_useVR = isOn;
PlayerPrefs.SetInt("UseVR", _useVR ? 1 : 0);
PlayerPrefs.Save();
Debug.Log($"UseVR set to {_useVR}");
});
startPlayingButton.onClick.AddListener(OnStartPlaying);
reloadButton.onClick.AddListener(OnReload);
joinMultiplayerButton.onClick.AddListener(OnJoinMultiplayer);
quitButton.onClick.AddListener(OnQuit);
networkDiscovery.ServerFoundCallback += (endPoint) =>
{
Debug.Log("Found a server");
// Only queue the endpoint for main-thread processing
mainThreadQueue.Enqueue(() =>
{
StartCoroutine(ProcessServerFound(endPoint));
});
};
}
private void Update()
{
while (mainThreadQueue.TryDequeue(out var action))
{
action.Invoke(); // safely runs on main thread
}
}
private void OnStartPlaying()
{
statusText.text = "Starting host...";
StartCoroutine(HostAndSearchRoutine());
}
private void OnReload()
{
/*if (!InstanceFinder.IsClient)
{
Debug.LogWarning("Reload can only be called from a client!");
return;
}
// Use the ClientManager.Objects dictionary
foreach (NetworkObject obj in InstanceFinder.ClientManager.Objects.)
{
if (obj.IsOwner) // This ensures it's YOUR local player
{
var xr = obj.GetComponentInChildren<XROrigin>();
if (xr != null)
{
Debug.Log("Found my XR Origin player.");
TutorialController tutorial = xr.GetComponent<TutorialController>();
if (tutorial != null)
{
tutorial._state = TutorialController.TutorialState.Initializing;
}
}
else
{
Debug.Log("My local player is not an XR Origin.");
}
}
}*/
}
private void OnJoinMultiplayer()
{
statusText.text = "Searching for servers...";
networkDiscovery.StopSearchingForServers();
ClearServerList();
//Debug.Log(foundServers.Count);
foundServers.Clear();
//Debug.Log(foundServers.Count);
networkDiscovery.StartSearchingForServers();
}
private void OnQuit()
{
Debug.Log("Quitting application");
Application.Quit();
}
private IEnumerator ProcessServerFound(IPEndPoint endPoint)
{
Debug.Log("server found");
//Debug.Log(endPoint.Address.ToString());
//Debug.Log(foundServers.Count);
if (foundServers.Contains(endPoint)) yield return null;
foundServers.Add(endPoint);
Debug.Log($"Server found {endPoint}");
// Auto-join if started as host
if (InstanceFinder.IsServer)
{
Debug.Log("Server is local");
//networkDiscovery.StopAdvertisingServer();
networkDiscovery.StopSearchingForServers();
uiCamera.enabled = false;
Debug.Log("Disabled placeholder audio source");
placeholderAudioListener.enabled = false;
//coverImage.gameObject.SetActive(false);
InstanceFinder.ClientManager.StartConnection(endPoint.Address.ToString());
statusText.text = $"Joined server: {endPoint.Address}";
yield return null;
}
Debug.Log("Server is foregin");
GameObject item = Instantiate(serverListItemPrefab, serverListContainer);
TMP_Text label = item.GetComponentInChildren<TMP_Text>();
if (label != null)
label.text = endPoint.Address.ToString();
Button btn = item.GetComponent<Button>();
btn.onClick.RemoveAllListeners(); // clear any old listener
btn.onClick.AddListener(() =>
{
networkDiscovery.StopSearchingForServers();
if (uiCamera != null) uiCamera.enabled = false;
if (placeholderAudioListener != null)
{
Debug.Log("Disabled placeholder audio source");
placeholderAudioListener.enabled = false;
}
//coverImage.gameObject.SetActive(false);
InstanceFinder.ClientManager.StartConnection(endPoint.Address.ToString());
statusText.text = $"Joined server: {endPoint.Address}";
});
}
private Coroutine joinRoutine;
private IEnumerator HostAndSearchRoutine()
{
// Step 1: Start hosting
InstanceFinder.ServerManager.StartConnection();
// Step 2: Start advertising
yield return new WaitForSeconds(0.5f); // Let the server settle
networkDiscovery.StartAdvertisingServer();
// Step 3: Begin searching
yield return new WaitForSeconds(0.5f); // Let advertisement initialize
networkDiscovery.StartSearchingForServers();
// Step 4: Try to find and join a better server
yield return new WaitForSeconds(0.5f); // Give discovery a moment
StartJoinRoutine();
}
public void StartJoinRoutine()
{
if (joinRoutine != null) StopCoroutine(joinRoutine);
joinRoutine = StartCoroutine(TryJoinServerRepeatedly());
}
private IEnumerator TryJoinServerRepeatedly()
{
float timeout = 10f;
float timer = 0f;
while (timer < timeout)
{
if (foundServers.Count > 0)
{
var firstServer = foundServers[0];
//networkDiscovery.StopAdvertisingServer();
if (uiCamera != null) uiCamera.enabled = false;
if (placeholderAudioListener != null)
{
Debug.Log("Disabled placeholder audio source");
placeholderAudioListener.enabled = false;
}
networkDiscovery.StopSearchingForServers();
InstanceFinder.ClientManager.StartConnection(firstServer.Address.ToString());
statusText.text = $"Joined server: {firstServer.Address}";
//coverImage.gameObject.SetActive(false);
yield break;
}
statusText.text = $"Searching for servers... ({Mathf.FloorToInt(timer)}s)";
yield return new WaitForSeconds(1f);
timer += 1f;
}
statusText.text = "No servers found. Acting as host.";
// You can optionally start your own server here
}
private void ClearServerList()
{
foreach (Transform child in serverListContainer)
{
Destroy(child.gameObject);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraMovement : MonoBehaviour
{
[SerializeField] private Transform target;
[SerializeField] private float speed;
private MapInfo map;
private Camera cam;
void Start()
{
map = FindObjectOfType<MapInfo>();
cam = GetComponentInChildren<Camera>();
if (cam == null)
enabled = false;
}
// LateUpdate is called once at the end of frame
void LateUpdate()
{
if(target == null)
return;
Vector3 targetPositon = target.position;
if (map != null)
{
targetPositon = map.ClampPosition(targetPositon,
new Vector2(cam.orthographicSize * cam.aspect, cam.orthographicSize));
}
transform.position = Vector3.MoveTowards(transform.position, targetPositon, speed * Time.deltaTime);
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target = newTarget;
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//Command.cs
using UnityEngine;
public abstract class Command
{
public abstract KeyCode Key { get; set; }
public abstract string Description { get; }
/*
Todo:
1. Add an abstract Execute method with an argument for receiver.
For your consideration:
What would make for a good Execute receiver parameter?
Should we try to limit the receiver types?
How precisely can we limit the receiver's type?
Could we move the receiver into command data instead?
What are the benefits of either approach? Which works best here?
*/
/*
2. Create a MoveCommand class, which executes Walk method in TileBasedMovement component.
Execute method of this command should call the Walk(Vector3 direction) method of GridMovement.
*/
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ControlCard : MonoBehaviour
{
public Command MyCommand;
[SerializeField] private Text description;
[SerializeField] private Text key;
private RebindMenu rebindMenu;
public void Populate(Command command, RebindMenu rebindMenu)
{
this.rebindMenu = rebindMenu;
MyCommand = command;
Refresh();
}
public void Rebind()
{
rebindMenu.Open(this);
}
public void Refresh()
{
description.text = MyCommand.Description;
key.text = MyCommand.Key.ToString();
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ControlsMenu : MonoBehaviour
{
[Header("Widgets")]
[SerializeField] private GameObject mainPanel;
[SerializeField] private GameObject scrollContent;
[SerializeField] private RebindMenu rebindMenu;
[Header("Prefabs")]
[SerializeField] private ControlCard controlCardPrefab;
private InputHandler inputHandler;
// Start is called before the first frame update
void Start()
{
inputHandler = FindObjectOfType<InputHandler>();
if (inputHandler == null)
{
gameObject.SetActive(false);
return;
}
foreach (Command command in inputHandler.Keymap)
{
ControlCard card = Instantiate(controlCardPrefab, scrollContent.transform);
card.Populate(command, rebindMenu);
}
Close();
}
public void Open()
{
mainPanel.SetActive(true);
inputHandler.enabled = false;
}
public void Close()
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rebindMenu.Close();
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class RebindMenu : MonoBehaviour
{
[SerializeField] private Text instruction;
private ControlCard controlCard;
public void Open(ControlCard keybindCard)
{
controlCard = keybindCard;
instruction.text = $"Enter new key for\n" +
$"{controlCard.MyCommand.Description}";
gameObject.SetActive(true);
}
public void Close()
{
gameObject.SetActive(false);
}
//On GUI provides a convenient method to get keycodes through Event data
void OnGUI()
{
if(!(Event.current.isKey && Input.anyKeyDown))
return;
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controlCard.Refresh();
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//GridMovement.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GridMovement : MonoBehaviour
{
[SerializeField] private float moveTime = 0.3f;
[SerializeField] private AnimationCurve spacing;
private bool isMoving;
private Animator animator;
private MapInfo map;
void Start()
{
animator = GetComponent<Animator>();
animator.SetFloat("y", -1);
map = FindObjectOfType<MapInfo>();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.W))
{
Walk(Vector3.up);
}
else if (Input.GetKeyDown(KeyCode.S))
{
Walk(Vector3.down);
}
else if (Input.GetKeyDown(KeyCode.A))
{
Walk(Vector3.left);
}
else if (Input.GetKeyDown(KeyCode.D))
{
Walk(Vector3.right);
}
}
public bool Walk(Vector3 direction)
{
if (isMoving)
return false;
if (!IsPositionWalkable(transform.position + direction))
return false;
StartCoroutine(WalkCoroutine(direction, moveTime));
return true;
}
private bool IsPositionWalkable(Vector3 pos)
{
if (Physics2D.OverlapPoint(pos) != null)
return false;
if (map != null)
{
return map.IsPositionInBounds(pos);
}
return true;
}
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Vector3 to = from + direction;
animator.SetFloat("x", direction.x);
animator.SetFloat("y", direction.y);
animator.SetFloat("speed", 1f);
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yield break;
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//InputHandler.cs
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
public class InputHandler : MonoBehaviour
{
// SerializeField let's us assign a value in the Unity editor for private variables.
[SerializeField]
// The character currently being commanded
private GridMovement currentActor;
// A list of all characters in the scene
private List<GridMovement> allActors;
// Variables for binding commands to input and executing commands
public List<Command> Keymap = new List<Command>(); // keycode to command mapping
// Use this for initialization
void Awake()
{
// TODO: Add movement commands to the list
}
void Update()
{
// TODO: Loop through all commands and execute them on correct actor via correct key press.
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MapInfo : MonoBehaviour
{
[Header("Map Bounds")]
public Vector2Int MaxCoordinate;
public Vector2Int MinCoordinate;
public bool IsPositionInBounds(Vector3 pos)
{
return pos.x <= MaxCoordinate.x &&
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