19 Commits

Author SHA1 Message Date
e0f3c3e580 Fixed door interaction 2022-04-04 18:31:12 +03:00
194574ee65 Current version of pause menu panel to change settings while gameplay. 2022-04-04 17:15:27 +03:00
5d197d0958 Merge pull request 'staging into master' (#20) from staging into master
Reviewed-on: #20
2022-03-28 14:43:38 +00:00
joonasp
0bd4fcc0a0 joonasP scene missing prefabs replaced 2022-03-28 17:36:04 +03:00
HelarJ
af07a29f40 final changes 2022-03-28 17:00:22 +03:00
HelarJ
53bd10a13c merge door to staging 2022-03-28 16:54:50 +03:00
HelarJ
99d412b258 merge minigame to staging 2022-03-28 16:52:34 +03:00
HelarJ
72401758e2 merge highlight to staging 2022-03-28 16:46:33 +03:00
joonasp
06fde8ab2e minigame node particles and despawn timer 2022-03-28 12:52:41 +03:00
HelarJ
8246a9ef8a stackable inv objects, inv container 2022-03-28 10:08:54 +03:00
joonasp
851b7ae0da essence minigame improvements 2022-03-25 18:03:38 +02:00
c23213ad50 outline on hover 2022-03-21 18:36:45 +02:00
joonasp
f0649da5d3 sounds for prefabs 2022-03-21 17:52:47 +02:00
f76431d855 panel to toggle nodding on/off 2022-03-19 22:29:19 +02:00
joonasp
22e4260521 lever improvements, ready to be used 2022-03-18 20:35:45 +02:00
joonasp
6f8245e798 Initial minigame testing in scene 2022-03-17 17:24:46 +02:00
joonasp
f2c0c3d9a1 lever prefab, haptic events and more comments in lever code 2022-03-16 22:16:55 +02:00
joonasp
ec8a34daf5 initial lever system 2022-03-15 20:07:59 +02:00
joonasp
c2767fe0d1 new branch joonasp 2022-03-15 10:20:33 +02:00
107 changed files with 21540 additions and 1454 deletions

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m_OnHoverEntered:
m_PersistentCalls:
m_Calls: []
m_OnHoverExited:
m_PersistentCalls:
m_Calls: []
m_OnSelectEntered:
m_PersistentCalls:
m_Calls: []
m_OnSelectExited:
m_PersistentCalls:
m_Calls: []
m_OnSelectCanceled:
m_PersistentCalls:
m_Calls: []
m_OnActivate:
m_PersistentCalls:
m_Calls: []
m_OnDeactivate:
m_PersistentCalls:
m_Calls: []
--- !u!114 &7543052554150911968
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m_Name:
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m_PersistentCalls:
m_Calls: []
onDown:
m_PersistentCalls:
m_Calls: []
minAngle: 35
maxAngle: 75
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hapticDuration: 0.1
upSound: {fileID: 7884637555489891255}
downSound: {fileID: 6789214051418302579}
leftHand: {fileID: 0}
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@@ -0,0 +1,11 @@
fileFormatVersion: 2
<<<<<<<< HEAD:Assets/Project Files/Prefabs/Arlo/Cube.prefab.meta
guid: cb8b19b563b3d224897e3b3d94c353aa
========
guid: 8f5582064724dbc45bc5c3432899f9c1
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View File

@@ -1125,6 +1125,34 @@
"isPartOfComposite": false "isPartOfComposite": false
} }
] ]
},
{
"name": "Arlo",
"id": "25dc1661-9ce5-4e87-89c0-b3a1cf542d24",
"actions": [
{
"name": "Toggle",
"type": "Button",
"id": "e8d17945-12eb-403b-b900-eefad26af1e9",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
}
],
"bindings": [
{
"name": "",
"id": "9f1b732b-4735-4961-9648-673618745016",
"path": "<OculusTouchController>{LeftHand}/primaryButton",
"interactions": "",
"processors": "",
"groups": "",
"action": "Toggle",
"isComposite": false,
"isPartOfComposite": false
}
]
} }
], ],
"controlSchemes": [ "controlSchemes": [

View File

@@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Hover : MonoBehaviour
{
Material material;
Color color;
Outline outline;
// Start is called before the first frame update
void Start()
{
material = GetComponent<Renderer>().material;
color = material.color;
outline = gameObject.GetComponent<Outline>();
outline.enabled = false;
}
// Update is called once per frame
void Update()
{
}
public void HoverStart()
{
outline.enabled = true;
}
public void HoverEnd()
{
outline.enabled = false;
}
}

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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;
using UnityEngine.InputSystem;
public class Menu : MonoBehaviour
{
public InputActionReference toggleReference;
// Start is called before the first frame update
void Awake()
{
toggleReference.action.started += Toggle;
}
private void OnDestroy()
{
toggleReference.action.started -= Toggle;
}
void Toggle(InputAction.CallbackContext context)
{
bool isActive = gameObject.active;
gameObject.SetActive(!isActive);
}
// Update is called once per frame
void Update()
{
}
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -28,4 +28,10 @@ public class NoddingMovement : MonoBehaviour
transform.Translate(new Vector3(camera.transform.forward.x, 0, camera.transform.forward.z) * speed * Time.deltaTime * (camera.transform.eulerAngles.x-360)); transform.Translate(new Vector3(camera.transform.forward.x, 0, camera.transform.forward.z) * speed * Time.deltaTime * (camera.transform.eulerAngles.x-360));
} }
} }
public void toggle()
{
bool isActive = this.enabled;
this.enabled = (!isActive);
}
} }

View File

@@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestRotator : MonoBehaviour
{
private GameObject cube;
// Start is called before the first frame update
void Start()
{
cube = GameObject.Find("Cube (1)");
}
// Update is called once per frame
void Update()
{
cube.transform.Rotate(0, 1, 0);
}
}

View File

@@ -0,0 +1,11 @@
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@@ -0,0 +1,30 @@
using System;
using TMPro;
using UnityEngine;
public class ConsolePrinter : MonoBehaviour
{
static string historyOutput = "";
public TMP_Text textBox;
void OnEnable()
{
Application.logMessageReceived += Log;
}
void OnDisable()
{
Application.logMessageReceived -= Log;
}
private void Log(string logString, string stackTrace, LogType type)
{
historyOutput = Time.fixedTime + ": " + logString + "\n" + historyOutput;
if (historyOutput.Length > 5000)
{
historyOutput = historyOutput[..4000];
}
textBox.text = historyOutput;
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: af6659aa65864ce9987c4e88ca2fa878
timeCreated: 1648411791

View File

@@ -1,39 +1,77 @@
using System; using System;
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using UnityEngine; using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
[Serializable] [Serializable]
[RequireComponent(typeof(XRSocketInteractor))]
public class Inventory : MonoBehaviour public class Inventory : MonoBehaviour
{ {
public int slots = 1; public List<InventorySlot> additionalSlots;
private List<int> _inv;
private XRSocketInteractor xrSocketInteractor; public GameObject itemContainerPrefab;
private List<InventorySlot> _inventorySlots;
private void Awake() private void Awake()
{ {
xrSocketInteractor = GetComponent<XRSocketInteractor>(); _inventorySlots = new List<InventorySlot>();
_inv = new List<int>(slots); foreach (var inventorySlot in additionalSlots)
var oldestInteractableSelected = xrSocketInteractor.GetOldestInteractableSelected();
xrSocketInteractor.selectEntered.AddListener(Call);
xrSocketInteractor.hoverEntered.AddListener(Call);
}
private void Call(HoverEnterEventArgs arg0)
{ {
Debug.Log("hoverenter "+arg0.interactableObject + " " + xrSocketInteractor.hasHover + " " + xrSocketInteractor.hasSelection); inventorySlot.SetParentInventory(this);
_inventorySlots.Add(inventorySlot);
}
} }
private void Call(SelectEnterEventArgs arg0) private void OnEnable()
{ {
Debug.Log("selectenter "+arg0.interactableObject); var inventorySlotsInChildren = GetComponentsInChildren<InventorySlot>();
foreach (var inventorySlot in inventorySlotsInChildren)
{
inventorySlot.SetParentInventory(this);
_inventorySlots.Add(inventorySlot);
}
} }
public bool AddItem(ItemData item)
{
if (item.canStack)
{
return AddItem(ConvertToInventoryItem(item));
}
return AddToFirstOpenSlot(item.gameObject);
}
public bool AddItem(InventoryItem item)
{
//Stacks the item if it already exists in the inventory.
foreach (var inventorySlot in _inventorySlots.Where(inventorySlot =>
inventorySlot.ContainsItem(item.GetItemid())))
{
inventorySlot.GetItem().ChangeCount(item.Count);
return true;
}
return AddToFirstOpenSlot(item.gameObject);
}
private bool AddToFirstOpenSlot(GameObject item)
{
foreach (var inventorySlot in _inventorySlots.Where(inventorySlot => !inventorySlot.ContainsItem()))
{
inventorySlot.AssignItem(item);
return true;
}
return false;
}
private InventoryItem ConvertToInventoryItem(ItemData item)
{
var inventoryItem = Instantiate(itemContainerPrefab, transform);
itemContainerPrefab.GetComponent<InventoryItem>().itemPrefab = item.gameObject;
return inventoryItem.gameObject.GetComponent<InventoryItem>();
}
} }

View File

@@ -1,11 +1,3 @@
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@@ -0,0 +1,172 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
[Serializable]
[RequireComponent(typeof(XRSocketInteractor))]
public class InventorySlot : MonoBehaviour
{
private XRSocketInteractor xrSocketInteractor;
private GameObject _itemInSlot;
private Inventory _parentInventory;
private void Awake()
{
xrSocketInteractor = GetComponent<XRSocketInteractor>();
var oldestInteractableSelected = xrSocketInteractor.GetOldestInteractableSelected();
xrSocketInteractor.selectEntered.AddListener(SelectEnter);
xrSocketInteractor.selectExited.AddListener(SelectExit);
xrSocketInteractor.hoverEntered.AddListener(HoverEnter);
xrSocketInteractor.hoverExited.AddListener(HoverExit);
}
private void HoverEnter(HoverEnterEventArgs args)
{
if (_itemInSlot == null) return;
if (_itemInSlot.GetComponent<InventoryItem>() == null) return;
if (_itemInSlot == args.interactableObject.transform.gameObject) return;
//Debug.Log("hoverenter "+args.interactableObject + " " + xrSocketInteractor.hasHover + " " + xrSocketInteractor.hasSelection);
var newItem = args.interactableObject.transform.gameObject;
var itemData = newItem.GetComponentInChildren<ItemData>();
Debug.Log("HOVER ENTER: "+itemData);
if (itemData.canStack && itemData.itemId == _itemInSlot.GetComponentInChildren<ItemData>().itemId)
{
var inventoryItem = newItem.GetComponent<InventoryItem>();
if (inventoryItem != null)
{
_itemInSlot.GetComponent<InventoryItem>().ChangeCount(inventoryItem.Count);
}
else
{
_itemInSlot.GetComponent<InventoryItem>().ChangeCount(1);
}
args.manager.interactableUnregistered += ManagerOninteractableUnregistered;
args.manager.UnregisterInteractable(args.interactableObject);
args.manager.interactableUnregistered -= ManagerOninteractableUnregistered;
}
}
private void HoverExit(HoverExitEventArgs args)
{
Debug.Log("hoverexit "+args.interactableObject + " " + xrSocketInteractor.hasHover + " " + xrSocketInteractor.hasSelection);
}
private void SelectEnter(SelectEnterEventArgs args)
{
Debug.Log("Added to slot item " + _itemInSlot);
var newItem = args.interactableObject.transform.gameObject;
//Converts the item into a inventory item
if (newItem.GetComponent<InventoryItem>() == null && newItem.GetComponent<ItemData>().canStack)
{
var load = Resources.Load("Helar/Item", typeof(GameObject)) as GameObject;
var instance = Instantiate(load, args.interactorObject.transform);
instance.GetComponent<InventoryItem>().itemPrefab = newItem.gameObject;
instance.transform.localScale = Vector3.one;
instance.transform.localPosition = Vector3.zero;
instance.GetComponent<InventoryItem>().enabled = true;
args.manager.interactableUnregistered += ManagerOninteractableUnregistered;
args.manager.UnregisterInteractable(args.interactableObject);
args.manager.interactableUnregistered -= ManagerOninteractableUnregistered;
args.interactableObject = instance.GetComponent<XRGrabInteractable>();
args.interactorObject.interactablesSelected.Add(instance.GetComponent<XRGrabInteractable>());
Debug.Log("Upgraded item to InventoryItem "+instance);
_itemInSlot = instance;
return;
}
_itemInSlot = newItem;
//xrSocketInteractor.attachTransform = _itemInSlot.transform;
Debug.Log("Holstered item" + _itemInSlot.GetComponentInChildren<ItemData>());
}
private void ManagerOninteractableUnregistered(InteractableUnregisteredEventArgs obj)
{
Debug.Log("Removing object "+ obj);
Destroy(obj.interactableObject.transform.gameObject);
}
private void SelectExit(SelectExitEventArgs args)
{
if (_itemInSlot == null) return;
if (_itemInSlot.GetComponent<InventoryItem>() == null) return;
var component = _itemInSlot.GetComponent<Rigidbody>();
component.useGravity = true;
component.angularDrag = 2f;
component.drag = 0.5f;
if (!_itemInSlot.GetComponentInChildren<ItemData>().canStack ||
_itemInSlot.GetComponent<InventoryItem>().Count == 1)
{
//var transformGameObject = _itemInSlot.GetComponentInChildren<ItemData>().transform.gameObject;
//Debug.Log(transformGameObject);
//args.interactableObject = transformGameObject.GetComponent<XRGrabInteractable>();
//todo change back to regular item
}
Debug.Log("Removed from slot item " + _itemInSlot);
_itemInSlot = null;
}
public void SetParentInventory(Inventory inventory)
{
_parentInventory = inventory;
}
public bool ContainsItem()
{
return _itemInSlot != null;
}
public bool ContainsItem(int id)
{
if (!ContainsItem()) return false;
var inventoryItem = _itemInSlot.GetComponent<InventoryItem>();
if (inventoryItem != null) return inventoryItem.GetItemid() == id;
return false;
}
public void AssignItem(GameObject newObject)
{
_itemInSlot = newObject;
}
public InventoryItem GetItem()
{
var inventoryItem = _itemInSlot.GetComponent<InventoryItem>();
if (inventoryItem == null) Debug.LogError("Item in slot doesn't have InventoryItem component");
return inventoryItem;
}
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -9,6 +9,7 @@ public class ItemSpawner : MonoBehaviour
public GameObject placeToSpawn; public GameObject placeToSpawn;
public void SpawnItem() public void SpawnItem()
{ {
//Debug.Log("Spawned " + objectToSpawn);
Instantiate(objectToSpawn, placeToSpawn.transform); Instantiate(objectToSpawn, placeToSpawn.transform);
} }
} }

View File

@@ -0,0 +1,13 @@
fileFormatVersion: 2
<<<<<<<< HEAD:Assets/Project Files/Scripts/Helar/Items.meta
guid: c509c0c7d8d7f2942a05792798d31fc0
folderAsset: yes
DefaultImporter:
========
guid: 1e00d72d45b494a4ea598ff34d46a589
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View File

@@ -0,0 +1,115 @@
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using Unity.Mathematics;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
[ExecuteAlways]
public class InventoryItem : MonoBehaviour
{
public GameObject itemPrefab;
private int _itemId;
private GameObject _childPrefab;
public int Count { get; private set; }
public TMP_Text itemCounterText;
private ItemData _itemData;
private void OnEnable()
{
if (itemPrefab == null)
{
enabled = false;
//Debug.LogError("Item has no attached prefab");
return;
}
enabled = true;
if (itemCounterText == null) itemCounterText = GetComponentInChildren<TMP_Text>();
_childPrefab = GetComponentInChildren<ItemData>()?.gameObject;
//Only attaches the prefab if it doesn't already have one ([ExecuteAlways] causes one to be spawned in editor).
if (_childPrefab != null) return;
_childPrefab = Instantiate(itemPrefab, transform);
_childPrefab.transform.localPosition = new Vector3(0, -0.45f, 0);
_childPrefab.transform.localScale = new Vector3(2, 2, 2);
_childPrefab.transform.rotation = quaternion.identity;
//Disable prefab components that arent relevant.
var colliderComponent = _childPrefab.GetComponent<Collider>();
if (colliderComponent != null) colliderComponent.enabled = false;
var rigidbodyComponent = _childPrefab.GetComponent<Rigidbody>();
if (rigidbodyComponent != null)
{
rigidbodyComponent.isKinematic = true;
rigidbodyComponent.useGravity = false;
}
var xrGrabInteractableComponent = _childPrefab.GetComponent<XRGrabInteractable>();
if (xrGrabInteractableComponent != null) xrGrabInteractableComponent.enabled = false;
}
private void Start()
{
_itemData = _childPrefab.GetComponent<ItemData>();
if (_itemData == null) Debug.LogError("Item prefab has no attached ItemData", _childPrefab);
_itemId = _itemData.itemId;
if (Count == 0) Count = 1;
UpdateText();
}
private void UpdateText()
{
itemCounterText.text = _itemData.canStack ? Count.ToString() : "";
}
/**
* Changes how many items are in this itemcontainer.
* Returns false if attempted to remove more items than exists in the container.
*/
public bool ChangeCount(int amount)
{
if (Count + amount < 0) return false;
Count += amount;
if (Count == 0)
{
//Destroys this gameobject if the count is 0 or lower
Destroy(this);
return true;
}
UpdateText();
return true;
}
public int GetItemid()
{
return _itemId;
}
public override string ToString()
{
return $"{base.ToString()}, Count: {Count}, ItemData: {_itemData}";
}
}

View File

@@ -0,0 +1,18 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class ItemData : MonoBehaviour
{
public int itemId;
public bool canStack;
public string itemName;
public string itemDescription;
public override string ToString()
{
return $"{base.ToString()}, itemId: {itemId}, canStack: {canStack}, itemName: {itemName}";
}
}

View File

@@ -0,0 +1,11 @@
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@@ -0,0 +1,83 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class EssenceNodeController : MonoBehaviour
{
[SerializeField]
private AudioSource chime;
public bool isTouched;
private bool followPlayer = false;
private Transform player;
private float timer;
private Material nodeMaterial;
private Coroutine decayCo;
private void Awake()
{
nodeMaterial = GetComponent<Renderer>().material;
}
public void Touched()
{
if (!isTouched)
{
GetComponent<Renderer>().material.color = Color.cyan;
chime.Play();
isTouched = true;
StopCoroutine(decayCo);
}
}
public void FollowPlayer()
{
followPlayer = true;
player = GameObject.FindGameObjectWithTag("MainCamera").transform;
StartCoroutine(Collect());
}
public void SetPitch(float value)
{
chime.pitch = value;
}
public void SetTimer(float seconds)
{
timer = seconds;
decayCo = StartCoroutine(Decay());
}
IEnumerator Collect()
{
yield return new WaitForSeconds(2f);
//TODO: Update value in player inventory
Destroy(gameObject);
}
IEnumerator Decay()
{
yield return new WaitForSeconds(timer);
Destroy(gameObject);
}
private void Update()
{
if (!isTouched)
{
//A way to either linearly reduce the alpha value of color or fade the color to gray (must react to changing timer values)
}
if (followPlayer)
{
transform.position = Vector3.Lerp(transform.position, new Vector3(player.position.x,player.position.y - 0.5f, player.position.z), Time.deltaTime);
}
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,102 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.XR.Interaction.Toolkit;
public class LeverController : MonoBehaviour
{
private Transform pivot; //The lever will use a pivot point
private Transform grabHand;
private bool leverGrabbed;
private bool eventCalled;
private bool leverDown;
private Vector3 handDelta;
private Vector3 lastPosition;
//These UnityEvent objects can be set in the inspector as any public methods from scripts
[SerializeField]
private UnityEvent onUp;
[SerializeField]
private UnityEvent onDown;
public float minAngle = 20f;
public float maxAngle = 75f;
public float hapticAmplitude = 1f;
public float hapticDuration = 0.1f;
public AudioSource upSound;
public AudioSource downSound;
//This script cannot work with multiplayer, see CheckHand() method
public Transform leftHand;
public Transform rightHand;
void Awake()
{
pivot = transform.parent;
leverGrabbed = false;
leverDown = false;
pivot.eulerAngles = new Vector3(pivot.eulerAngles.x, pivot.eulerAngles.y, minAngle);
leftHand = GameObject.Find("LeftHand Controller").transform;
rightHand = GameObject.Find("RightHand Controller").transform;
}
void Update()
{
if (leverGrabbed)
{
handDelta = lastPosition - grabHand.position; //The vector of hand movement between frames
pivot.RotateAround(pivot.position, pivot.forward, 200 * handDelta.y); //Is a Time.deltaTime multiplication needed here?
//Two following if statements set the up and down position angles and call events when angle is met
//Only one event is called per grab because the logic is in the update method
if(pivot.eulerAngles.z < minAngle)
{
pivot.eulerAngles = new Vector3(pivot.eulerAngles.x, pivot.eulerAngles.y, minAngle);
if (leverDown)
{
onUp.Invoke();
grabHand.gameObject.GetComponent<ActionBasedController>().SendHapticImpulse(hapticAmplitude, hapticDuration);
if (upSound != null) upSound.Play();
leverDown = false;
}
}
else if(pivot.eulerAngles.z > maxAngle)
{
pivot.eulerAngles = new Vector3(pivot.eulerAngles.x, pivot.eulerAngles.y, maxAngle);
if (!leverDown)
{
onDown.Invoke();
grabHand.gameObject.GetComponent<ActionBasedController>().SendHapticImpulse(hapticAmplitude, hapticDuration);
if (downSound != null) downSound.Play();
leverDown = true;
}
}
lastPosition = grabHand.position;
}
}
public void GrabLever()
{
CheckHand();
leverGrabbed = !leverGrabbed;
handDelta = Vector3.zero;
lastPosition = grabHand.position;
eventCalled = false;
}
private void CheckHand()
{
float leftDistance = Vector3.Distance(leftHand.position, transform.position);
float rightDistance = Vector3.Distance(rightHand.position, transform.position);
if (leftDistance > rightDistance) grabHand = rightHand;
else grabHand = leftHand;
}
}

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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 LeverEventTest : MonoBehaviour
{
private void Awake()
{
gameObject.GetComponent<Renderer>().material.color = Color.red;
}
public void On()
{
gameObject.GetComponent<Renderer>().material.color = Color.green;
}
public void Off()
{
gameObject.GetComponent<Renderer>().material.color = Color.red;
}
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@@ -0,0 +1,69 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WellController : MonoBehaviour
{
public GameObject node;
public int numberOfNodes = 5;
private List<GameObject> nodes = new List<GameObject>();
public float spawnDelay;
public float despawnTime;
private Transform player;
public float rightDistance = 0.2f; //Distance between spawned nodes
public float maxUp = 0.2f; //Maximum up shift between orbs
public float minDown = -0.2f; //Same but for down
private Vector3 right;
private Vector3 up;
private void Awake()
{
}
public void StartMinigame()
{
player = GameObject.FindGameObjectWithTag("MainCamera").transform;
Vector3 nodeSpawn = player.transform.position + (player.forward * 0.5f);
nodeSpawn.y = player.transform.position.y;
up = player.transform.up;
right = player.transform.right;
StartCoroutine(SpawnNode(nodeSpawn, 0.5f, 0));
}
IEnumerator SpawnNode(Vector3 nodeSpawn, float pitch, int i)
{
if(i == numberOfNodes)
{
yield return new WaitForSeconds((despawnTime - spawnDelay) * 2); //Wait for all of the nodes to despawn
foreach(GameObject node in nodes)
{
node.GetComponent<EssenceNodeController>().FollowPlayer();
}
nodes.Clear();
yield break;
}
GameObject tempNode = Instantiate(node, nodeSpawn, Quaternion.identity);
tempNode.GetComponent<EssenceNodeController>().SetTimer(2f);
tempNode.GetComponent<AudioSource>().pitch = pitch;
nodeSpawn = nodeSpawn + right * rightDistance + Random.Range(minDown, maxUp) * up;
yield return new WaitForSeconds(spawnDelay);
StartCoroutine(SpawnNode(nodeSpawn, pitch, i + 1));
yield return new WaitForSeconds(despawnTime - spawnDelay);
if (tempNode.GetComponent<EssenceNodeController>().isTouched)
{
nodes.Add(tempNode);
}
}
private void Update()
{
transform.Rotate(new Vector3(10f, 10f, 10f) * Time.deltaTime);
}
}

View File

@@ -0,0 +1,11 @@
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View File

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

View File

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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;
}
}
}

View File

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@@ -2,8 +2,12 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class InventoryItem : MonoBehaviour public class ControllLocomotion : MonoBehaviour
{ {
public GameObject XRorigin;
public GameObject ArmSwingButton;
public GameObject JoyStickButton;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {

View File

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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;
}
}
}

View File

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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);
}
}
}

View File

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@@ -6,8 +6,8 @@ public class TriggerDoorController : MonoBehaviour
{ {
[SerializeField] private Animator myDoor = null; [SerializeField] private Animator myDoor = null;
[SerializeField] private bool openTrigger = false; [SerializeField] private bool Trigger = false;
[SerializeField] private bool closeTrigger = false; //[SerializeField] private bool closeTrigger = false;
[SerializeField] private string doorOpen = "DoorOpen"; [SerializeField] private string doorOpen = "DoorOpen";
[SerializeField] private string doorClose = "DoorClose"; [SerializeField] private string doorClose = "DoorClose";
@@ -19,17 +19,26 @@ public class TriggerDoorController : MonoBehaviour
if (other.CompareTag("Player")) if (other.CompareTag("Player"))
{ {
Debug.Log("col"); Debug.Log("col");
if (openTrigger) if (Trigger)
{ {
Debug.Log("open"); Debug.Log("open");
myDoor.Play(doorOpen, 0, 0.0f); myDoor.Play(doorOpen, 0, 0.0f);
gameObject.SetActive(false);
} }
else if (closeTrigger) /*else if (closeTrigger)
{
myDoor.Play(doorClose, 0, 0.0f);
}*/
}
}
public void OnTriggerExit(Collider other)
{
if (other.CompareTag("Player"))
{
if (Trigger)
{ {
myDoor.Play(doorClose, 0, 0.0f); myDoor.Play(doorClose, 0, 0.0f);
gameObject.SetActive(false);
} }
} }
} }

View File

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8
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Quick Outline
=============
Developed by Chris Nolet (c) 2018
Instructions
------------
To add an outline to an object, drag-and-drop the Outline.cs
script onto the object. The outline materials will be loaded
at runtime.
You can also add outlines programmatically with:
var outline = gameObject.AddComponent<Outline>();
outline.OutlineMode = Outline.Mode.OutlineAll;
outline.OutlineColor = Color.yellow;
outline.OutlineWidth = 5f;
The outline script does a small amount of work in Awake().
For best results, use outline.enabled to toggle the outline.
Avoid removing and re-adding the component if possible.
For large meshes, you may also like to enable 'Precompute
Outline' in the editor. This will reduce the amount of work
performed in Awake().
Troubleshooting
---------------
If the outline appears off-center, please try the following:
1. Set 'Read/Write Enabled' on each model's import settings.
2. Disable 'Optimize Mesh Data' in the player settings.

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========
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float3 normal : NORMAL;
float3 smoothNormal : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 position : SV_POSITION;
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//
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//
// Outline.cs
// QuickOutline
//
// Created by Chris Nolet on 3/30/18.
// Copyright © 2018 Chris Nolet. All rights reserved.
//
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[DisallowMultipleComponent]
public class Outline : MonoBehaviour {
private static HashSet<Mesh> registeredMeshes = new HashSet<Mesh>();
public enum Mode {
OutlineAll,
OutlineVisible,
OutlineHidden,
OutlineAndSilhouette,
SilhouetteOnly
}
public Mode OutlineMode {
get { return outlineMode; }
set {
outlineMode = value;
needsUpdate = true;
}
}
public Color OutlineColor {
get { return outlineColor; }
set {
outlineColor = value;
needsUpdate = true;
}
}
public float OutlineWidth {
get { return outlineWidth; }
set {
outlineWidth = value;
needsUpdate = true;
}
}
[Serializable]
private class ListVector3 {
public List<Vector3> data;
}
[SerializeField]
private Mode outlineMode;
[SerializeField]
private Color outlineColor = Color.white;
[SerializeField, Range(0f, 10f)]
private float outlineWidth = 2f;
[Header("Optional")]
[SerializeField, Tooltip("Precompute enabled: Per-vertex calculations are performed in the editor and serialized with the object. "
+ "Precompute disabled: Per-vertex calculations are performed at runtime in Awake(). This may cause a pause for large meshes.")]
private bool precomputeOutline;
[SerializeField, HideInInspector]
private List<Mesh> bakeKeys = new List<Mesh>();
[SerializeField, HideInInspector]
private List<ListVector3> bakeValues = new List<ListVector3>();
private Renderer[] renderers;
private Material outlineMaskMaterial;
private Material outlineFillMaterial;
private bool needsUpdate;
void Awake() {
// Cache renderers
renderers = GetComponentsInChildren<Renderer>();
// Instantiate outline materials
outlineMaskMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineMask"));
outlineFillMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineFill"));
outlineMaskMaterial.name = "OutlineMask (Instance)";
outlineFillMaterial.name = "OutlineFill (Instance)";
// Retrieve or generate smooth normals
LoadSmoothNormals();
// Apply material properties immediately
needsUpdate = true;
}
void OnEnable() {
foreach (var renderer in renderers) {
// Append outline shaders
var materials = renderer.sharedMaterials.ToList();
materials.Add(outlineMaskMaterial);
materials.Add(outlineFillMaterial);
renderer.materials = materials.ToArray();
}
}
void OnValidate() {
// Update material properties
needsUpdate = true;
// Clear cache when baking is disabled or corrupted
if (!precomputeOutline && bakeKeys.Count != 0 || bakeKeys.Count != bakeValues.Count) {
bakeKeys.Clear();
bakeValues.Clear();
}
// Generate smooth normals when baking is enabled
if (precomputeOutline && bakeKeys.Count == 0) {
Bake();
}
}
void Update() {
if (needsUpdate) {
needsUpdate = false;
UpdateMaterialProperties();
}
}
void OnDisable() {
foreach (var renderer in renderers) {
// Remove outline shaders
var materials = renderer.sharedMaterials.ToList();
materials.Remove(outlineMaskMaterial);
materials.Remove(outlineFillMaterial);
renderer.materials = materials.ToArray();
}
}
void OnDestroy() {
// Destroy material instances
Destroy(outlineMaskMaterial);
Destroy(outlineFillMaterial);
}
void Bake() {
// Generate smooth normals for each mesh
var bakedMeshes = new HashSet<Mesh>();
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
// Skip duplicates
if (!bakedMeshes.Add(meshFilter.sharedMesh)) {
continue;
}
// Serialize smooth normals
var smoothNormals = SmoothNormals(meshFilter.sharedMesh);
bakeKeys.Add(meshFilter.sharedMesh);
bakeValues.Add(new ListVector3() { data = smoothNormals });
}
}
void LoadSmoothNormals() {
// Retrieve or generate smooth normals
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
// Skip if smooth normals have already been adopted
if (!registeredMeshes.Add(meshFilter.sharedMesh)) {
continue;
}
// Retrieve or generate smooth normals
var index = bakeKeys.IndexOf(meshFilter.sharedMesh);
var smoothNormals = (index >= 0) ? bakeValues[index].data : SmoothNormals(meshFilter.sharedMesh);
// Store smooth normals in UV3
meshFilter.sharedMesh.SetUVs(3, smoothNormals);
// Combine submeshes
var renderer = meshFilter.GetComponent<Renderer>();
if (renderer != null) {
CombineSubmeshes(meshFilter.sharedMesh, renderer.sharedMaterials);
}
}
// Clear UV3 on skinned mesh renderers
foreach (var skinnedMeshRenderer in GetComponentsInChildren<SkinnedMeshRenderer>()) {
// Skip if UV3 has already been reset
if (!registeredMeshes.Add(skinnedMeshRenderer.sharedMesh)) {
continue;
}
// Clear UV3
skinnedMeshRenderer.sharedMesh.uv4 = new Vector2[skinnedMeshRenderer.sharedMesh.vertexCount];
// Combine submeshes
CombineSubmeshes(skinnedMeshRenderer.sharedMesh, skinnedMeshRenderer.sharedMaterials);
}
}
List<Vector3> SmoothNormals(Mesh mesh) {
// Group vertices by location
var groups = mesh.vertices.Select((vertex, index) => new KeyValuePair<Vector3, int>(vertex, index)).GroupBy(pair => pair.Key);
// Copy normals to a new list
var smoothNormals = new List<Vector3>(mesh.normals);
// Average normals for grouped vertices
foreach (var group in groups) {
// Skip single vertices
if (group.Count() == 1) {
continue;
}
// Calculate the average normal
var smoothNormal = Vector3.zero;
foreach (var pair in group) {
smoothNormal += smoothNormals[pair.Value];
}
smoothNormal.Normalize();
// Assign smooth normal to each vertex
foreach (var pair in group) {
smoothNormals[pair.Value] = smoothNormal;
}
}
return smoothNormals;
}
void CombineSubmeshes(Mesh mesh, Material[] materials) {
// Skip meshes with a single submesh
if (mesh.subMeshCount == 1) {
return;
}
// Skip if submesh count exceeds material count
if (mesh.subMeshCount > materials.Length) {
return;
}
// Append combined submesh
mesh.subMeshCount++;
mesh.SetTriangles(mesh.triangles, mesh.subMeshCount - 1);
}
void UpdateMaterialProperties() {
// Apply properties according to mode
outlineFillMaterial.SetColor("_OutlineColor", outlineColor);
switch (outlineMode) {
case Mode.OutlineAll:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
break;
case Mode.OutlineVisible:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
break;
case Mode.OutlineHidden:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
break;
case Mode.OutlineAndSilhouette:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
break;
case Mode.SilhouetteOnly:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
outlineFillMaterial.SetFloat("_OutlineWidth", 0f);
break;
}
}
}

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