merge door to staging
This commit is contained in:
@@ -5,113 +5,106 @@ using UnityEngine;
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public class ActionGestureInteraction : MonoBehaviour
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{
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public List<GameObject> objects;
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public Camera playerCamera;
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private Vector3 destination;
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private Transform rightHandTransform;
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public Transform rightHandTransform;
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private GameObject player;
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/**public int blinkUses;
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public float blinkCooldown, blinkDistance, blinkSpeed, blinkDestinationMultiplier;
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public LayerMask blinkLayerMask;**/
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public float projectileSpeed = 30;
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void Start()
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{
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player = GameObject.Find("XR Origin");
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rightHandTransform = player.transform.Find("Camera Offset").Find("RightHand Controller").transform;
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player = gameObject;
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}
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public void PerformAction(string action)
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{
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//Debug.Log(action);
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//if (action == "Blink")
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//{
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//BlinkCast(); [DEPRECATED]
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//}
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//else
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//{
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Debug.Log(action);
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if (action == "Portal")
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{
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// Raycast to find portal were looking at.
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var nearestPortal = FindPortalInFront();
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Debug.Log(nearestPortal);
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EnableDisablePortal(nearestPortal);
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}
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else
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{
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foreach (var item in objects)
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{
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if (item.name == action)
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if (item.name == action && action == "IceBolt")
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{
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Instantiate(item, rightHandTransform.position, Quaternion.identity);
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ShootProjectile();
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InstantiateIceBolt(item);
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}
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}
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//}
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}
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/**
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int maxUses;
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float cooldownTimer;
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bool blinking = false;
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Vector3 destination;
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**/
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private void Update()
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{
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// Blink cooldown action;
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}
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/** [DEPRECATED]
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void BlinkCast()
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{
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Transform cameraTransform = Camera.main.transform;
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Transform playerTransform = player.transform;
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ParticleSystem blinkTrail = player.transform.Find("BlinkTrail").GetComponent<ParticleSystem>();
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maxUses = blinkUses;
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cooldownTimer = blinkCooldown;
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Blink();
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if (blinkUses < maxUses)
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{
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if (cooldownTimer > 0)
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{
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cooldownTimer -= Time.deltaTime;
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}
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else
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{
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blinkUses += 1;
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cooldownTimer = blinkCooldown;
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}
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if (blinking)
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{
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var dist = Vector3.Distance(playerTransform.position, destination);
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if (dist > 0.5f)
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if (item.name == action && action == "IceWall")
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{
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Debug.Log(Time.deltaTime * blinkSpeed);
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playerTransform.position = Vector3.MoveTowards(playerTransform.position, destination, blinkDistance);
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// Make ice wall appear from below to block incoming projectiles
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}
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}
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}
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}
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void EnableDisablePortal(GameObject portal)
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{
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// Did the raycast catch a portal in front of us?
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if (portal != null)
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{
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var distance = Vector3.Distance(portal.transform.position, this.transform.position);
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Debug.Log(distance);
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// Is the portal within a reasonable distance?
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if (distance <= 10.0f)
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{
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var portalVFX = portal.transform.Find("PortalFX");
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var portalTrigger = portal.transform.Find("Portal");
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// if the nearest portal is already enabled, then disable, else enable.
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if (portalVFX.gameObject.activeInHierarchy)
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{
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portalVFX.gameObject.SetActive(false);
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portalTrigger.gameObject.GetComponent<PortalTeleporter>().enabled = false;
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}
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else
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{
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blinking = false;
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portalVFX.gameObject.SetActive(true);
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portalTrigger.gameObject.GetComponent<PortalTeleporter>().enabled =true;
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}
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}
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}
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void Blink()
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{
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if (blinkUses > 0)
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{
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blinkUses -= 1;
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blinkTrail.Play();
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//RaycastHit hit;
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if (Physics.Raycast(playerTransform.position, playerTransform.forward, out hit, blinkDistance, blinkLayerMask))
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{
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Debug.Log(hit.transform.name);
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destination = hit.point * blinkDestinationMultiplier;
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}
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else
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{
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destination = (cameraTransform.position + cameraTransform.forward.normalized * blinkDistance) * blinkDestinationMultiplier;
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//}
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}
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destination.y += Camera.main.transform.position.y;
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blinking = true;
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GameObject FindPortalInFront()
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{
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Ray ray = playerCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
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RaycastHit hit;
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LayerMask playerLayerMask = LayerMask.GetMask("Player");
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if (Physics.Raycast(ray, out hit, playerLayerMask))
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{
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if (hit.transform.gameObject.transform.root.CompareTag("Portal"))
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{
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return hit.transform.gameObject.transform.root.gameObject;
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}
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}
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}**/
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return null;
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}
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void ShootProjectile()
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{
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Ray ray = playerCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit))
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{
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destination = hit.point;
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}
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else
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{
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destination = ray.GetPoint(1000);
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}
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}
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void InstantiateIceBolt(GameObject item)
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{
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var projectileObj = Instantiate(item, rightHandTransform.position, Quaternion.identity) as GameObject;
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projectileObj.GetComponent<Rigidbody>().velocity = (destination - rightHandTransform.position).normalized * projectileSpeed;
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}
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}
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@@ -9,7 +9,7 @@ using UnityEngine.Events;
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public class GestureRecognizer : MonoBehaviour
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{
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//public InputDevice rightHandController;
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public XRNode rightHandSource;
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public InputHelpers.Button rightInputButton;
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public InputHelpers.Button rightControlButton;
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@@ -60,11 +60,13 @@ public class GestureRecognizer : MonoBehaviour
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if (!isMoving && startGesture)
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{
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StartMovement();
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//StartCoroutine("Haptics");
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}
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// Ending the movement
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else if (isMoving && !startGesture)
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{
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EndMovement();
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//StopCoroutine("Haptics");
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}
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// Updating the movement
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else if (isMoving && startGesture)
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@@ -72,6 +74,14 @@ public class GestureRecognizer : MonoBehaviour
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UpdateMovement();
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}
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}
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// Still needs to be tested
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//IEnumerator Haptics()
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//{
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// while (true)
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// {
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// rightHandController.SendHapticImpulse(0u, 0.7f, 0.2f);
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// }
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//}
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void StartMovement()
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{
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@@ -13,7 +13,12 @@ public class SpawnerGestureInteraction : MonoBehaviour
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foreach (var item in objects)
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{
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if (item.name == objectName)
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Debug.Log(item);
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if (item.name == "IceBolt")
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{
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Instantiate(item, rightHandTransform.position, Quaternion.identity, rightHandTransform);
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}
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else
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{
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Instantiate(item, rightHandTransform.position, Quaternion.identity);
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Debug.Log(objectName);
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12
Assets/Project Files/Scripts/Shumpei.meta
Normal file
12
Assets/Project Files/Scripts/Shumpei.meta
Normal file
@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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<<<<<<< HEAD:Assets/LowPolyDungeons/LowPolyDungeons_HDRP_2018.4.unitypackage.meta
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guid: 756af0be88eb0024a9d659a6afb1bebc
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=======
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guid: 20b2cd43130816e429a419c3adf589b0
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folderAsset: yes
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>>>>>>> Shumpei:Assets/Project Files/Scripts/Shumpei.meta
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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64
Assets/Project Files/Scripts/Shumpei/ArmSwingLocomotion.cs
Normal file
64
Assets/Project Files/Scripts/Shumpei/ArmSwingLocomotion.cs
Normal file
@@ -0,0 +1,64 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ArmSwingLocomotion : MonoBehaviour
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{
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public GameObject LeftHand;
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public GameObject RightHand;
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public GameObject CenterEyeCamera;
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public GameObject ForwardDirection;
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private Vector3 PositionPreviousFrameLeftHand;
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private Vector3 PositionPreviousFrameRightHand;
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private Vector3 PlayerPositionPreviousFrame;
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private Vector3 PlayerPositionCurrentFrame;
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private Vector3 PositionCurrentFrameLeftHand;
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private Vector3 PositionCurrentFrameRightHand;
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public float Speed;
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private float HandSpeed;
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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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PlayerPositionPreviousFrame = transform.position;
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PositionPreviousFrameLeftHand = LeftHand.transform.position;
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PlayerPositionPreviousFrame = RightHand.transform.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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float Yrot = CenterEyeCamera.transform.eulerAngles.y;
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ForwardDirection.transform.eulerAngles = new Vector3(0, Yrot, 0);
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PositionCurrentFrameLeftHand = LeftHand.transform.position;
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PositionCurrentFrameRightHand = RightHand.transform.position;
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PlayerPositionCurrentFrame = transform.position;
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//Debug.Log("Previous" + PositionPreviousFrameLeftHand);
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//Debug.Log("Current" + PositionCurrentFrameLeftHand);
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var playerDistanceMoved = Vector3.Distance(PlayerPositionCurrentFrame, PlayerPositionPreviousFrame);
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var leftHandDistanceMoved = Vector3.Distance(PositionCurrentFrameLeftHand, PositionPreviousFrameLeftHand);
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var rightHandDistanceMoved = Vector3.Distance(PositionCurrentFrameRightHand, PositionPreviousFrameRightHand);
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HandSpeed = ((leftHandDistanceMoved - playerDistanceMoved) + (rightHandDistanceMoved - playerDistanceMoved));
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if (Time.timeSinceLevelLoad > 1f)
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{
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transform.position += ForwardDirection.transform.forward * HandSpeed * Speed * Time.deltaTime;
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}
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PositionPreviousFrameLeftHand = PositionCurrentFrameLeftHand;
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PositionPreviousFrameRightHand = PositionCurrentFrameRightHand;
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PlayerPositionPreviousFrame = PlayerPositionCurrentFrame;
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: cb6b66c1ad57ba249be7d5b3edef8a9e
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MonoImporter:
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externalObjects: {}
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||||
serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
|
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assetBundleVariant:
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20
Assets/Project Files/Scripts/Shumpei/DoorController.cs
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20
Assets/Project Files/Scripts/Shumpei/DoorController.cs
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@@ -0,0 +1,20 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DoorController : MonoBehaviour
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{
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[SerializeField] private Animator myDoor = null;
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// Start is called before the first frame update
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public void DoorOpen()
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{
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myDoor.Play("DoorOpen", 0, 0.0f);
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}
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public void DoorClose()
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{
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myDoor.Play("DoorClose", 0, 0.0f);
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}
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}
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11
Assets/Project Files/Scripts/Shumpei/DoorController.cs.meta
Normal file
11
Assets/Project Files/Scripts/Shumpei/DoorController.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: f56717b6302ac07418400cc124cf091e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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55
Assets/Project Files/Scripts/Shumpei/PhysicsButton.cs
Normal file
55
Assets/Project Files/Scripts/Shumpei/PhysicsButton.cs
Normal file
@@ -0,0 +1,55 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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public class PhysicsButton : MonoBehaviour
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{
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[SerializeField] private float threshold = 0.1f;
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[SerializeField] private float deadzone = 0.025f;
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private bool _isPressed;
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private Vector3 _startPos;
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private ConfigurableJoint _joint;
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public UnityEvent onPressed, onReleased;
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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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_startPos = transform.localPosition;
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_joint = GetComponent<ConfigurableJoint>();
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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 (!_isPressed && GetValue() + threshold >= 1)
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Pressed();
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if (_isPressed && GetValue() - threshold <= 0)
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Released();
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}
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private float GetValue()
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{
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var value = Vector3.Distance(_startPos, transform.localPosition) / _joint.linearLimit.limit;
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if (Mathf.Abs(value) < deadzone)
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value = 0;
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return Mathf.Clamp(value, -1f, 1f);
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}
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private void Pressed()
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{
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_isPressed = true;
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onPressed.Invoke();
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Debug.Log("Pressed");
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}
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private void Released()
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{
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_isPressed = false;
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onReleased.Invoke();
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Debug.Log("Released");
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}
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}
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11
Assets/Project Files/Scripts/Shumpei/PhysicsButton.cs.meta
Normal file
11
Assets/Project Files/Scripts/Shumpei/PhysicsButton.cs.meta
Normal file
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: f3309089836901644bcce7402b672a82
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleVariant:
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@@ -0,0 +1,37 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class TriggerDoorController : MonoBehaviour
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{
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[SerializeField] private Animator myDoor = null;
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[SerializeField] private bool openTrigger = false;
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[SerializeField] private bool closeTrigger = false;
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[SerializeField] private string doorOpen = "DoorOpen";
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[SerializeField] private string doorClose = "DoorClose";
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// Start is called before the first frame update
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public void OnTriggerEnter(Collider other)
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{
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if (other.CompareTag("Player"))
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{
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Debug.Log("col");
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if (openTrigger)
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{
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Debug.Log("open");
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myDoor.Play(doorOpen, 0, 0.0f);
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gameObject.SetActive(false);
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}
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else if (closeTrigger)
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{
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myDoor.Play(doorClose, 0, 0.0f);
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gameObject.SetActive(false);
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}
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}
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}
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}
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||||
@@ -0,0 +1,11 @@
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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Reference in New Issue
Block a user