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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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||||
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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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@ -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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@ -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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|
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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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- _StarsColor0: {r: 0.96470594, g: 0.9450981, b: 0.76470596, a: 1}
|
||||
- _StarsColor1: {r: 1, g: 0.5294118, b: 0.93725497, a: 1}
|
||||
- _StarsColor2: {r: 0, g: 0.92549026, b: 1, a: 1}
|
||||
- _SunColor: {r: 0.9716981, g: 0.9225799, b: 0.8400939, a: 1}
|
||||
- _SunColor: {r: 0.99916184, g: 0.9976116, b: 0.994954, a: 0}
|
||||
- _SunDirection: {r: 0, g: 0, b: 1, a: 0}
|
||||
- _SunLightColor: {r: 1, g: 0.9921569, b: 0.90196085, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
|
|
|
@ -5,9 +5,12 @@ EditorBuildSettings:
|
|||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 2
|
||||
m_Scenes:
|
||||
- enabled: 1
|
||||
- enabled: 0
|
||||
path: Assets/SimpleNaturePack/Scenes/DO_NOT_TOUCH.unity
|
||||
guid: 9fc0d4010bbf28b4594072e72b8655ab
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/Shumpei/SampleScene.unity
|
||||
guid: ad383caacd1d8a24d93c30a3c9be852f
|
||||
m_configObjects:
|
||||
Unity.XR.Oculus.Settings: {fileID: 11400000, guid: bfa1182bd221b4ca89619141f66f1260,
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||||
type: 2}
|
||||
|
|
|
@ -147,9 +147,7 @@ PlayerSettings:
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|||
- {fileID: 0}
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||||
- {fileID: 0}
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- {fileID: 0}
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- {fileID: -990268426630310298, guid: a9a6963505ddf7f4d886008c6dc86122, type: 2}
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||||
- {fileID: -8196854396901781169, guid: 1a4c68ca72a83449f938d669337cb305, type: 2}
|
||||
- {fileID: 11400000, guid: bfa1182bd221b4ca89619141f66f1260, type: 2}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
|
|
Loading…
Reference in New Issue