Current version of pause menu panel to change settings while gameplay.

This commit is contained in:
2022-04-04 17:15:27 +03:00
parent 5d197d0958
commit 194574ee65
18 changed files with 6785 additions and 66 deletions

View File

@@ -8,6 +8,7 @@ public class ArmSwingLocomotion : MonoBehaviour
public GameObject RightHand;
public GameObject CenterEyeCamera;
public GameObject ForwardDirection;
public GameObject Player;
private Vector3 PositionPreviousFrameLeftHand;
private Vector3 PositionPreviousFrameRightHand;
@@ -22,7 +23,7 @@ public class ArmSwingLocomotion : MonoBehaviour
// Start is called before the first frame update
void Start()
{
PlayerPositionPreviousFrame = transform.position;
PlayerPositionPreviousFrame = Player.transform.position;
PositionPreviousFrameLeftHand = LeftHand.transform.position;
PlayerPositionPreviousFrame = RightHand.transform.position;
}
@@ -39,7 +40,7 @@ public class ArmSwingLocomotion : MonoBehaviour
PositionCurrentFrameLeftHand = LeftHand.transform.position;
PositionCurrentFrameRightHand = RightHand.transform.position;
PlayerPositionCurrentFrame = transform.position;
PlayerPositionCurrentFrame = Player.transform.position;
//Debug.Log("Previous" + PositionPreviousFrameLeftHand);
//Debug.Log("Current" + PositionCurrentFrameLeftHand);
@@ -52,7 +53,7 @@ public class ArmSwingLocomotion : MonoBehaviour
if (Time.timeSinceLevelLoad > 1f)
{
transform.position += ForwardDirection.transform.forward * HandSpeed * Speed * Time.deltaTime;
Player.transform.position += ForwardDirection.transform.forward * HandSpeed * Speed * Time.deltaTime;
}
PositionPreviousFrameLeftHand = PositionCurrentFrameLeftHand;

View File

@@ -0,0 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChangeButtonColor : MonoBehaviour
{
[SerializeField] private Color enterColor = Color.white;
[SerializeField] private Color exitColor = Color.white;
private MeshCollider _collider;
private MeshRenderer _renderer;
// Start is called before the first frame update
void Start()
{
_collider = GetComponent<MeshCollider>();
_renderer = GetComponent<MeshRenderer>();
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Hand")
{
_renderer.material.color = enterColor;
Debug.Log("Touched!");
}
}
private void OnTriggerExit(Collider other)
{
if (other.tag == "Hand")
{
_renderer.material.color = exitColor;
}
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,33 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChangeButtonColorLocomotion : MonoBehaviour
{
[SerializeField] private Color enterColor = Color.white;
[SerializeField] private Color exitColor = Color.white;
private MeshCollider _collider;
private MeshRenderer _renderer;
// Start is called before the first frame update
void Start()
{
_collider = GetComponent<MeshCollider>();
_renderer = GetComponent<MeshRenderer>();
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Hand")
{
if(_renderer.material.color != enterColor)
_renderer.material.color = enterColor;
else
_renderer.material.color = exitColor;
}
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ControllLocomotion : MonoBehaviour
{
public GameObject XRorigin;
public GameObject ArmSwingButton;
public GameObject JoyStickButton;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnableArmSwing : MonoBehaviour
{
private MeshCollider _collider;
private MeshRenderer _renderer;
public GameObject Player;
// Start is called before the first frame update
void Start()
{
_collider = GetComponent<MeshCollider>();
_renderer = GetComponent<MeshRenderer>();
Player.GetComponent<ArmSwingLocomotion>().enabled = false;
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Hand")
{
if(_renderer.material.color == Color.white)
Player.GetComponent<ArmSwingLocomotion>().enabled = true;
else
Player.GetComponent<ArmSwingLocomotion>().enabled = false;
}
}
}

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@@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnableDash : MonoBehaviour
{
private MeshCollider _collider;
private MeshRenderer _renderer;
public GameObject Player;
// Start is called before the first frame update
void Start()
{
_collider = GetComponent<MeshCollider>();
_renderer = GetComponent<MeshRenderer>();
Player.GetComponent<Dash>().enabled = false;
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Hand")
{
if (_renderer.material.color == Color.white)
Player.GetComponent<Dash>().enabled = true;
else
Player.GetComponent<Dash>().enabled = false;
}
}
}

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@@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnableJoyStick : MonoBehaviour
{
private MeshCollider _collider;
public GameObject LocomotionSystem;
// Start is called before the first frame update
void Start()
{
_collider = GetComponent<MeshCollider>();
LocomotionSystem.SetActive(false);
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Hand")
{
LocomotionSystem.SetActive(true);
}
}
}

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@@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LocomotionSettingButton : MonoBehaviour
{
private MeshCollider _collider;
public GameObject LocomotionPanel;
// Start is called before the first frame update
void Start()
{
_collider = GetComponent<MeshCollider>();
LocomotionPanel.SetActive(false);
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Hand")
{
LocomotionPanel.SetActive(!LocomotionPanel.activeSelf);
}
}
}

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