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62 Commits

Author SHA1 Message Date
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
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
352 changed files with 32413 additions and 11099 deletions

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@@ -1,38 +1,83 @@
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; // Optional, disable if connecting
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 += OnServerFound;
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...";
@@ -40,45 +85,106 @@ public class NetworkMenuUI : MonoBehaviour
}
private void OnJoinMultiplayer()
private void OnReload()
{
statusText.text = "Searching for servers...";
ClearServerList();
foundServers.Clear();
networkDiscovery.StartSearchingForServers();
}
private void OnServerFound(IPEndPoint endPoint)
{
if (foundServers.Contains(endPoint)) return;
foundServers.Add(endPoint);
// Auto-join if started as host
if (InstanceFinder.IsServer)
/*if (!InstanceFinder.IsClient)
{
//networkDiscovery.StopAdvertisingServer();
networkDiscovery.StopSearchingForServers();
uiCamera.enabled = false;
InstanceFinder.ClientManager.StartConnection("192.168.42.212");
statusText.text = $"Joined server: {endPoint.Address}";
Debug.LogWarning("Reload can only be called from a client!");
return;
}
// Display in UI for manual joining
GameObject item = Instantiate(serverListItemPrefab, serverListContainer);
TMP_Text label = item.GetComponentInChildren<TMP_Text>();
label.text = endPoint.Address.ToString();
Button btn = item.GetComponent<Button>();
btn.onClick.AddListener(() =>
// Use the ClientManager.Objects dictionary
foreach (NetworkObject obj in InstanceFinder.ClientManager.Objects.)
{
networkDiscovery.StopSearchingForServers();
if (uiCamera != null) uiCamera.enabled = false;
InstanceFinder.ClientManager.StartConnection(endPoint.Address.ToString());
statusText.text = $"Joined server: {endPoint.Address}";
});
if (obj.IsOwner) // This ensures it's YOUR local player
{
var xr = obj.GetComponentInChildren<XROrigin>();
if (xr != null)
{
Debug.Log("Found my XR Origin player.");
TutorialController tutorial = xr.GetComponent<TutorialController>();
if (tutorial != null)
{
tutorial._state = TutorialController.TutorialState.Initializing;
}
}
else
{
Debug.Log("My local player is not an XR Origin.");
}
}
}*/
}
private void OnJoinMultiplayer()
{
statusText.text = "Searching for servers...";
networkDiscovery.StopSearchingForServers();
ClearServerList();
//Debug.Log(foundServers.Count);
foundServers.Clear();
//Debug.Log(foundServers.Count);
networkDiscovery.StartSearchingForServers();
}
private void OnQuit()
{
Debug.Log("Quitting application");
Application.Quit();
}
private IEnumerator ProcessServerFound(IPEndPoint endPoint)
{
Debug.Log("server found");
//Debug.Log(endPoint.Address.ToString());
//Debug.Log(foundServers.Count);
if (foundServers.Contains(endPoint)) yield return null;
foundServers.Add(endPoint);
Debug.Log($"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;
@@ -118,9 +224,16 @@ public class NetworkMenuUI : MonoBehaviour
{
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;
}

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@@ -101,7 +101,7 @@ public class CarDrivingRoutine : MonoBehaviour
}
private void OnTriggerEnter(Collider other)
{
{;
if (other.GetComponent<XROrigin>() == null) return;
StartCoroutine(SmoothAdjustSpeed(0, 0, haltspeed)); // Smoothly halt in 1 second
_tireSound.Stop();

View File

@@ -13,6 +13,9 @@ public class PassangerSeat : LocomotionProvider
public CarTeleportButton ExitButton;
private XROrigin currentPassanger;
private LocomotionSystem currentPlayerLocomotion;
private bool wasSmoothLocomotionEnabled;
private ContinuousMoveProviderBase moveProvider;
void Start()
{
}
@@ -45,18 +48,22 @@ public class PassangerSeat : LocomotionProvider
private void disablePlayerLocomotion(XROrigin player)
{
Menu menu = player.GetComponentInChildren<Menu>();
if (menu == null) return;
if (menu != null) menu.DeactivateMenu();
menu.DeactivateMenu();
currentPlayerLocomotion = player.GetComponentInChildren<LocomotionSystem>();
moveProvider = player.GetComponentInChildren<ContinuousMoveProviderBase>();
LocomotionSystem locomotion = player.GetComponentInChildren<LocomotionSystem>();
currentPlayerLocomotion = locomotion;
//if (locomotion == null) return;
Debug.Log("LocomotionSystem of: " + locomotion + " disabled");
if (moveProvider != null)
wasSmoothLocomotionEnabled = moveProvider.enabled;
locomotion.gameObject.SetActive(false);
if (currentPlayerLocomotion != null)
{
Debug.Log("LocomotionSystem of: " + currentPlayerLocomotion + " disabled");
currentPlayerLocomotion.gameObject.SetActive(false);
}
}
public void ExitCar()
{
if (currentPassanger == null) return;
@@ -80,16 +87,17 @@ public class PassangerSeat : LocomotionProvider
private void enablePlayerLocomotion(XROrigin player)
{
Menu menu = player.GetComponentInChildren<Menu>();
//if (menu == null) return;
if (menu != null) menu.ReactivateMenu();
menu.ReactivateMenu();
if (currentPlayerLocomotion != null)
currentPlayerLocomotion.gameObject.SetActive(true);
//LocomotionSystem locomotion = player.GetComponentInChildren<LocomotionSystem>();
//if (locomotion == null) return;
currentPlayerLocomotion.gameObject.SetActive(true);
if (moveProvider != null)
moveProvider.enabled = wasSmoothLocomotionEnabled;
moveProvider = null;
}
// Update is called once per frame
void Update()
{

View File

@@ -227,7 +227,7 @@ public class ArcheryRange : NetworkBehaviour
return data.HighScore;
}
return -1f; // default score
return 0f; // default score
}
}

View File

@@ -33,25 +33,39 @@ public class ScoreBoard : MonoBehaviour
public void SaveScore(string playerName, float score)
{
LoadScores();
LoadScores(); // Make sure we<77>re working with the latest data
_scoreData.entries.Add(new ScoreEntry { name = playerName, score = score });
_scoreData.entries = _scoreData.entries.OrderByDescending(e => e.score).Take(15).ToList(); // Keep top 15
// Keep only the top 15 scores
_scoreData.entries = _scoreData.entries
.OrderByDescending(e => e.score)
.Take(15)
.ToList();
// Convert to JSON
string json = JsonUtility.ToJson(_scoreData, true);
File.WriteAllText(filePath, json);
// Save JSON next to the executable
File.WriteAllText("highscores.json", json);
DisplayTopScores();
}
public void LoadScores()
{
if (File.Exists(filePath))
if (File.Exists("highscores.json"))
{
string json = File.ReadAllText(filePath);
string json = File.ReadAllText("highscores.json");
_scoreData = JsonUtility.FromJson<ScoreData>(json);
}
else
{
_scoreData = new ScoreData(); // Start fresh if no file exists
}
}
private void DisplayTopScores()
{
if (_scoreData.entries.Count == 0)

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum ElevatorMoveState
{
NotMoving,
Ascending,
Decending
}
public class ElevatorStatusPlate : MonoBehaviour
{
[System.Serializable]
public struct FloorNumbers
{
public int floorNumber;
public GameObject floorNumberSprite;
}
public List<FloorNumbers> floorNumbers;
public GameObject upArrow;
public GameObject downArrow;
private ElevatorMoveState moveState;
// Start is called before the first frame update
void Start()
{
SetMoveState(ElevatorMoveState.NotMoving);
}
public void SetMoveState(ElevatorMoveState newState)
{
if (newState == ElevatorMoveState.NotMoving)
{
upArrow.SetActive(false);
downArrow.SetActive(false);
}
else if (newState == ElevatorMoveState.Ascending)
{
upArrow.SetActive(true);
downArrow.SetActive(false);
}
else
{
upArrow.SetActive(false);
downArrow.SetActive(true);
}
this.moveState = newState;
}
public void UpdateDisplayFloorNumber(int newValue)
{
foreach (var f in floorNumbers)
{
if (f.floorNumber != newValue)
f.floorNumberSprite.SetActive(false);
else
f.floorNumberSprite.SetActive(true);
}
}
// Update is called once per frame
void Update()
{
}
}

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using _PROJECT.NewHandPresence;
using System.Collections;
using System.Collections.Generic;
using Unity.XR.CoreUtils;
using UnityEditor;
using UnityEngine;
public enum ElevatorState
{
Stationary,
OpeningDoors,
AwaitingPassengers,
ClosingDoors,
Moving
}
public class ElevatorBox : MonoBehaviour
{
public List<ElevatorOuter> callers = new List<ElevatorOuter>();
public GameObject leftDoor;
public Transform leftDoorOpenPos;
public Transform leftDoorClosedPos;
public GameObject rightDoor;
public Transform rightDoorOpenPos;
public Transform rightDoorClosedPos;
public float doorOpenTime = 4f;
public float doorCloseTime = 5.6f;
public float floorMoveTime = 5f;
public float doorStayOpenTime = 2f;
[System.Serializable]
public struct FloorData
{
public int floorNumber; // can be -1, 0, 1, 2 ...
public Transform floorPoint; // reference to the transform in scene
}
// Unity can display arrays/lists of this struct in Inspector
public FloorData[] floors;
// Runtime dictionary for quick lookup
private Dictionary<int, Transform> floorDict = new Dictionary<int, Transform>();
[System.Serializable]
public struct FloorNumbers
{
public int floorNumber;
public GameObject floorNumberSprite;
}
public List<FloorNumbers> floorDisplayNumbers;
public AudioSource audioSource;
public AudioClip[] openDoorsClips;
public AudioClip[] closeDoorsClips;
public AudioClip[] moveElevatorClips;
private int currentFloor = 2;
private int targetFloor = 2;
private ElevatorState state = ElevatorState.Stationary;
void Awake()
{
foreach (var f in floors)
{
if (!floorDict.ContainsKey(f.floorNumber))
floorDict.Add(f.floorNumber, f.floorPoint);
}
}
private void Start()
{
updateDisplayFloorNumber(currentFloor);
foreach (ElevatorOuter caller in callers)
caller.statusPlate.UpdateDisplayFloorNumber(currentFloor);
}
public IEnumerator callElevator(int floor)
{
//Debug.Log("Calling Elevator");
Debug.Log(state);
if (state == ElevatorState.Stationary || state == ElevatorState.ClosingDoors)
{
Debug.Log(floor);
if (floor != currentFloor)
{
//Debug.Log("Started moving lift");
yield return StartCoroutine(CloseDoors());
targetFloor = floor;
yield return StartCoroutine(MoveToFloor(targetFloor));
}
else
StartCoroutine(OpenDoors());
SetState(ElevatorState.AwaitingPassengers);
}
}
public void interestExpired()
{
if (state == ElevatorState.AwaitingPassengers)
{
if (IsElevatorEmpty())
{
StartCoroutine(CloseAndStationary());
}
}
}
private bool IsElevatorEmpty()
{
return this.GetComponentInChildren<XROrigin>() == null;
}
private void SetState(ElevatorState newstate)
{
Debug.Log("Setting new state of " + newstate);
this.state = newstate;
}
private void OnTriggerEnter(Collider other)
{
XROrigin enteredPlayerVR = other.GetComponent<XROrigin>();
KbmController enteredPlayerKbm = other.GetComponent<KbmController>();
Debug.Log("Player Entered box");
if (enteredPlayerVR != null)
{
addChild(enteredPlayerVR);
}
else if (enteredPlayerKbm != null)
{
enteredPlayerKbm.transform.SetParent(this.transform);
}
else
return;
switch (targetFloor)
{
case int f when f == floors[0].floorNumber:
targetFloor = floors[1].floorNumber;
break;
case int f when f == floors[1].floorNumber:
targetFloor = floors[0].floorNumber;
break;
default:
break;
}
StartCoroutine(LiftTransferSequence());
}
private void OnTriggerExit(Collider other)
{
// Was it a player, that exited?
XROrigin exitedPlayerVR = other.GetComponent<XROrigin>();
KbmController exitedPlayerKbm = other.GetComponent<KbmController>();
if (exitedPlayerVR != null)
{
removeChild(exitedPlayerVR);
}
else if (exitedPlayerKbm != null)
{
exitedPlayerKbm.transform.SetParent(null);
}
else
return;
Debug.Log("Player exited box, state is: " + this.state);
if (this.state == ElevatorState.AwaitingPassengers)
{
if (IsElevatorEmpty())
{
//Debug.Log("Elevator is empty");
StartCoroutine(CloseAndStationary());
}
}
}
private ElevatorOuter findTargetCaller()
{
//Debug.Log("finding target caller");
foreach (ElevatorOuter caller in this.callers)
{
//Debug.Log(caller.floor);
//Debug.Log(targetFloor);
if (caller.floor == targetFloor)
{
//Debug.Log("found caller");
return caller;
}
}
return null;
}
private ElevatorOuter findCurrentCaller()
{
//Debug.Log("finding target caller");
foreach (ElevatorOuter caller in this.callers)
{
//Debug.Log(caller.floor);
//Debug.Log(targetFloor);
if (caller.floor == this.currentFloor)
{
//Debug.Log("found caller");
return caller;
}
}
return null;
}
private void SetCurrentFloor(int floor) {
this.currentFloor = floor;
updateDisplayFloorNumber(floor);
foreach (ElevatorOuter caller in callers)
caller.statusPlate.UpdateDisplayFloorNumber(floor);
}
private void updateDisplayFloorNumber(int newValue)
{
foreach (var f in floorDisplayNumbers)
{
if (f.floorNumber != newValue)
f.floorNumberSprite.SetActive(false);
else
f.floorNumberSprite.SetActive(true);
}
}
public void addChild(XROrigin player)
{
player.transform.SetParent(this.transform);
}
public void removeChild(XROrigin player)
{
player.transform.SetParent(null);
}
private void playRandomAudioClipFrom(AudioClip[] list)
{
if (list.Length == 0) return;
int index = Random.Range(0, list.Length);
audioSource.clip = list[index];
audioSource.Play();
}
private IEnumerator LiftTransferSequence()
{
yield return StartCoroutine(CloseDoors());
yield return StartCoroutine(MoveToFloor(targetFloor));
}
public IEnumerator MoveToFloor(int floorNumber)
{
Debug.Log("Moving to floor " + floorNumber);
if (floorDict.TryGetValue(floorNumber, out Transform target))
{
yield return StartCoroutine(MoveElevator(target.position));
SetCurrentFloor(targetFloor);
}
else
{
Debug.LogWarning($"No floor defined for number {floorNumber}");
}
yield return StartCoroutine(OpenDoors());
}
private IEnumerator CloseAndStationary()
{
Debug.Log("Close and set stationary");
// Wait for CloseDoors() to finish
yield return StartCoroutine(CloseDoors());
// After doors have closed, set state
SetState(ElevatorState.Stationary);
}
private IEnumerator CloseDoors()
{
//if (state == ElevatorState.AwaitingPassengers) {
//Debug.Log("Closing doors");
if (Vector3.Distance(leftDoor.transform.position, leftDoorClosedPos.position) < 0.01f)
yield break;
SetState(ElevatorState.ClosingDoors);
playRandomAudioClipFrom(closeDoorsClips);
ElevatorOuter currentCaller = findCurrentCaller();
if (currentCaller != null) currentCaller.CloseDoors();
yield return StartCoroutine(MoveDoors(leftDoor, leftDoorClosedPos, rightDoor, rightDoorClosedPos, doorCloseTime));
//}
}
private IEnumerator OpenDoors()
{
if (state != ElevatorState.AwaitingPassengers) {
//Debug.Log("Opening doors");
SetState(ElevatorState.OpeningDoors);
playRandomAudioClipFrom(openDoorsClips);
ElevatorOuter targetCaller = findTargetCaller();
//Debug.Log("Target caller is: " + targetCaller);
if (targetCaller != null)
targetCaller.OpenDoors();
yield return StartCoroutine(MoveDoors(leftDoor, leftDoorOpenPos, rightDoor, rightDoorOpenPos, doorOpenTime));
SetState(ElevatorState.AwaitingPassengers);
yield return new WaitForSeconds(doorStayOpenTime); // wait for passengers
}
}
private IEnumerator MoveDoors(GameObject left, Transform targetLeft, GameObject right, Transform targetRight, float moveTime)
{
Debug.Log("Moving doors");
Vector3 startL = left.transform.position;
Vector3 startR = right.transform.position;
float t = 0;
while (t < 1f)
{
t += Time.deltaTime / moveTime;
float easedT = Mathf.SmoothStep(0f, 1f, t); // ease in/out
left.transform.position = Vector3.Lerp(startL, targetLeft.position, easedT);
right.transform.position = Vector3.Lerp(startR, targetRight.position, easedT);
yield return null;
}
//Debug.Log("Inner Doors moved");
}
private IEnumerator MoveElevator(Vector3 targetPos)
{
if (targetFloor > currentFloor)
foreach (ElevatorOuter caller in callers)
caller.statusPlate.SetMoveState(ElevatorMoveState.Ascending);
else
foreach (ElevatorOuter caller in callers)
caller.statusPlate.SetMoveState(ElevatorMoveState.Decending);
Vector3 startPos = transform.position;
float t = 0;
SetState(ElevatorState.Moving);
playRandomAudioClipFrom(moveElevatorClips);
while (t < 1f)
{
t += Time.deltaTime / floorMoveTime;
float easedT = Mathf.SmoothStep(0f, 1f, t); // ease in/out
transform.position = Vector3.Lerp(startPos, targetPos, easedT);
yield return null;
}
foreach (ElevatorOuter caller in callers)
caller.statusPlate.SetMoveState(ElevatorMoveState.NotMoving);
}
}

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using System.Collections;
using System.Collections.Generic;
using Unity.XR.CoreUtils;
using UnityEngine;
public class ElevatorOuter : MonoBehaviour
{
public ElevatorBox box;
public int floor;
public Transform boxPos;
public GameObject leftDoor;
public Transform leftDoorOpenPos;
public Transform leftDoorClosedPos;
public GameObject rightDoor;
public Transform rightDoorOpenPos;
public Transform rightDoorClosedPos;
private float doorOpenTime = 4f;
private float doorCloseTime = 5.6f;
public ElevatorStatusPlate statusPlate;
public AudioSource arrivalBeeper;
private void Start()
{
doorOpenTime = box.doorOpenTime;
doorCloseTime = box.doorCloseTime;
}
private void OnTriggerEnter(Collider other)
{
Debug.Log("Something entered call area");
if (other.GetComponent<XROrigin>() == null && other.GetComponent<KbmController>() == null) return;
StartCoroutine(box.callElevator(floor));
Debug.Log("Player entered call area");
}
private void OnTriggerExit(Collider other)
{
Debug.Log("Something entered call area");
if (other.GetComponent<XROrigin>() == null && other.GetComponent<KbmController>() == null) return;
box.interestExpired();
Debug.Log("Player exited call area");
}
public void CloseDoors()
{
StartCoroutine(MoveDoors(leftDoor, leftDoorClosedPos, rightDoor, rightDoorClosedPos, doorCloseTime));
}
public void OpenDoors()
{
arrivalBeeper.Play();
Debug.Log("Outer Doors opened");
StartCoroutine(MoveDoors(leftDoor, leftDoorOpenPos, rightDoor, rightDoorOpenPos, doorOpenTime));
}
private IEnumerator MoveDoors(GameObject left, Transform targetLeft, GameObject right, Transform targetRight, float moveTime)
{
Vector3 startL = left.transform.position;
Vector3 startR = right.transform.position;
float t = 0;
while (t < 1f)
{
t += Time.deltaTime / moveTime;
float easedT = Mathf.SmoothStep(0f, 1f, t); // ease in/out
left.transform.position = Vector3.Lerp(startL, targetLeft.position, easedT);
right.transform.position = Vector3.Lerp(startR, targetRight.position, easedT);
yield return null;
}
Debug.Log("Outer Doors moved");
}
}

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