30 Commits

Author SHA1 Message Date
joonasp
73dd34ba61 crafting tweaks 2022-04-25 16:06:41 +03:00
joonasp
96f2f41d9b script fix 2022-04-25 13:39:16 +03:00
joonasp
270acfd18d wand power value affects spells 2022-04-25 12:55:41 +03:00
joonasp
06045c07fb shield cast sound 2022-04-25 12:26:34 +03:00
joonasp
effc8d18fd sheld passive sound, initial crafting (2x wood = wand, wand + wood = damage up) 2022-04-25 11:46:51 +03:00
joonasp
aeaf7f4b22 gesture relative to player 2022-04-18 17:35:55 +03:00
joonasp
4922174840 shield color change on lifetime 2022-04-18 14:14:48 +03:00
joonasp
b3c991bd09 start minigame with gesure named "Circle" 2022-04-18 12:08:55 +03:00
joonasp
a997c06e99 shield costs 1 essence, sound played if trying with 0 essence, shield despawns in 5 sec 2022-04-18 11:52:14 +03:00
joonasp
ad1a931c41 shield spell, ice bolt adjustments, training dummys 2022-04-18 11:29:26 +03:00
joonasp
5bf99356ff merge fixes and icebolt tweaks 2022-04-14 17:56:04 +03:00
be8b9a987d Merge pull request 'staging2' (#26) from staging2 into master
Reviewed-on: #26
2022-04-11 16:26:05 +00:00
HelarJ
5f55b04eba merge arlo 2022-04-11 19:13:05 +03:00
HelarJ
fd4432fc6d Merge remote-tracking branch 'origin/PauseMenu' into staging2
# Conflicts:
#	ProjectSettings/EditorBuildSettings.asset
#	ProjectSettings/TagManager.asset
2022-04-11 19:10:18 +03:00
HelarJ
029c6cf7ba comment out missing playerinfo methods 2022-04-11 19:08:35 +03:00
HelarJ
ca41eda129 merge joonasp's branches 2022-04-11 19:03:18 +03:00
HelarJ
ec2dd764d4 merge joonasp joonasty 2022-04-11 18:56:51 +03:00
HelarJ
cd1633af54 Merge remote-tracking branch 'origin/joonasp_Milestone3' into staging2
# Conflicts:
#	Assets/SkyProfile-457889269655148736.asset
#	Assets/_TerrainData/TerrainData_521113671563848736.asset
#	Assets/_TerrainData/TerrainData_699485723238748736.asset
#	Assets/_TerrainData/TerrainData_869121471408748736.asset
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#	Assets/_TerrainData/TerrainMaterial_699485723238748736.mat
#	Assets/_TerrainData/TerrainMaterial_869121471408748736.mat
2022-04-11 18:53:05 +03:00
82b7e7fbb2 merge commit 2022-04-11 18:46:10 +03:00
joonasp
f032bb323a essence add to playerinfo 2022-04-11 18:27:18 +03:00
f7e6a2e44b started slime AI 2022-04-11 18:13:11 +03:00
ba8883786b Changed to portal transition 2022-04-11 17:19:41 +03:00
1ed57d5c31 Add menu scene, scene transition, simple position save and load 2022-04-11 16:34:14 +03:00
joonasp
f7734432cc branch from homebase, icebolt collision issues 2022-04-11 13:58:13 +03:00
6f7c3eaa9b portal vfx rework - shield spell art added - logs made stackable - some portal script interference fixed 2022-04-10 18:06:16 +03:00
26e2d0d1db Merge branch 'master' of https://cgvrgit.ulno.net/helar/Heroes_of_Hiis into PauseMenu 2022-04-10 15:26:28 +03:00
1f2af9127e portal vfx rework with spawn animation 2022-04-09 14:20:46 +03:00
9b4be15690 hand animations 2022-04-08 23:38:29 +03:00
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
217 changed files with 128290 additions and 19173 deletions

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@@ -31,9 +31,22 @@ public class CuttableTree : MonoBehaviour
rotation = transform.rotation; rotation = transform.rotation;
rotation *= Quaternion.AngleAxis(20, Vector3.up); rotation *= Quaternion.AngleAxis(20, Vector3.up);
Instantiate(stumpPrefab, transform.position, rotation); Instantiate(stumpPrefab, transform.position, rotation);
Instantiate(logPrefab, transform.position+new Vector3(0, 1, 0), rotation); Instantiate(logPrefab, transform.position + new Vector3(0, 1, 0), rotation);
onCut.Invoke(); onCut.Invoke();
Destroy(gameObject); Destroy(gameObject);
} }
} }
void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.tag == "Cutter")
{
rotation = transform.rotation;
rotation *= Quaternion.AngleAxis(20, Vector3.up);
Instantiate(stumpPrefab, transform.position, rotation);
Instantiate(logPrefab, transform.position + new Vector3(0, 1, 0), rotation);
onCut.Invoke();
Destroy(gameObject);
}
}
} }

View File

@@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SlimeAI : MonoBehaviour
{
Animator animator;
float playerDistance;
// Start is called before the first frame update
void Start()
{
animator = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
}
}

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@@ -0,0 +1,111 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
using UnityEngine.XR.Interaction.Toolkit;
using TMPro; // Add the TextMesh Pro namespace to access the various functions.
using System.Linq;
using UnityEngine.InputSystem;
using System;
public class HandAnim : MonoBehaviour
{
public Animator m_animator = null;
[Header("Input")]
[SerializeField] public InputActionProperty GripAction;
[SerializeField] public InputActionProperty TriggerAction;
[SerializeField] public InputActionProperty IndexAction;
[SerializeField] public InputActionProperty ThumbAction;
public const string ANIM_LAYER_NAME_POINT = "Point Layer";
public const string ANIM_LAYER_NAME_THUMB = "Thumb Layer";
public const string ANIM_PARAM_NAME_FLEX = "Flex";
public const string ANIM_PARAM_NAME_POSE = "Pose";
private int m_animLayerIndexThumb = -1;
private int m_animLayerIndexPoint = -1;
private int m_animParamIndexFlex = -1;
private int m_animParamIndexPose = -1;
private Collider[] m_colliders = null;
public float anim_frames = 4f;
private float grip_state = 0f;
private float trigger_state = 0f;
private float triggerCap_state = 0f;
private float thumbCap_state = 0f;
private void Reset()
{
m_animator = GetComponentInChildren<Animator>();
}
private void Awake()
{
GripAction.action.performed += GripActionPerformed;
TriggerAction.action.performed += TriggerActionPerformed;
IndexAction.action.performed += IndexActionPerformed;
ThumbAction.action.performed += ThumbActionPerformed;
GripAction.action.Enable();
TriggerAction.action.Enable();
IndexAction.action.Enable();
ThumbAction.action.Enable();
}
void Start()
{
m_colliders = this.GetComponentsInChildren<Collider>().Where(childCollider => !childCollider.isTrigger).ToArray();
for (int i = 0; i < m_colliders.Length; ++i)
{
Collider collider = m_colliders[i];
// collider.transform.localScale = new Vector3(COLLIDER_SCALE_MIN, COLLIDER_SCALE_MIN, COLLIDER_SCALE_MIN);
collider.enabled = true;
}
m_animLayerIndexPoint = m_animator.GetLayerIndex(ANIM_LAYER_NAME_POINT);
m_animLayerIndexThumb = m_animator.GetLayerIndex(ANIM_LAYER_NAME_THUMB);
m_animParamIndexFlex = Animator.StringToHash(ANIM_PARAM_NAME_FLEX);
m_animParamIndexPose = Animator.StringToHash(ANIM_PARAM_NAME_POSE);
}
private void ThumbActionPerformed(InputAction.CallbackContext obj)
{
CalculateState(obj.ReadValue<float>(), ref thumbCap_state);
m_animator.SetLayerWeight(m_animLayerIndexThumb, 1f - thumbCap_state);
}
private void IndexActionPerformed(InputAction.CallbackContext obj)
{
CalculateState(obj.ReadValue<float>(), ref triggerCap_state);
m_animator.SetLayerWeight(m_animLayerIndexPoint, 1f - triggerCap_state);
}
private void TriggerActionPerformed(InputAction.CallbackContext obj)
{
CalculateState(obj.ReadValue<float>(), ref trigger_state);
m_animator.SetFloat("Pinch", trigger_state);
}
private void GripActionPerformed(InputAction.CallbackContext obj)
{
Debug.Log("grip");
CalculateState(obj.ReadValue<float>(), ref grip_state);
m_animator.SetFloat(m_animParamIndexFlex, grip_state);
}
private void CalculateState(float value, ref float state)
{
var delta = value - state;
if (delta > 0f)
{
state = Mathf.Clamp(state + 1 / anim_frames, 0f, value);
}
else if (delta < 0f)
{
state = Mathf.Clamp(state - 1 / anim_frames, value, 1f);
}
else
{
state = value;
}
}
}

View File

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@@ -12,6 +12,12 @@ public class ActionGestureInteraction : MonoBehaviour
private GameObject player; private GameObject player;
public float projectileSpeed = 30; public float projectileSpeed = 30;
private bool holdingWand;
private float wandPower;
private string wandElement;
public AudioSource noEssenceAudio;
void Start() void Start()
{ {
player = gameObject; player = gameObject;
@@ -19,8 +25,88 @@ public class ActionGestureInteraction : MonoBehaviour
public void PerformAction(string action) public void PerformAction(string action)
{ {
Debug.Log(action); Debug.LogWarning(action);
if (action == "Portal")
Debug.LogWarning(player.GetComponent<PlayerInfo>().GetRightHand());
if (player.GetComponent<PlayerInfo>().GetRightHand() != null)
{
if (player.GetComponent<PlayerInfo>().GetRightHand().name.Contains("wand"))
{
holdingWand = true;
wandPower = player.GetComponent<PlayerInfo>().GetRightHand().GetComponent<WandData>().power;
}
}
else holdingWand = false;
switch (action)
{
case "HorizontalLine":
if (holdingWand)
{
Debug.LogWarning("CAST BOLT");
ShootProjectile();
InstantiateIceBolt(objects[0]);
}
else
{
Debug.LogWarning("WOODCUTTING ACTION");
}
break;
case "VerticalLine":
if (holdingWand)
{
Debug.LogWarning("WAND VERTICAL");
if (PlayerInfo.Instance.AddEssenceBasic(-1))
{
Vector3 spawnPoint = transform.position + playerCamera.transform.forward;
spawnPoint = new Vector3(spawnPoint.x, spawnPoint.y + 1, spawnPoint.z);
GameObject shield = Instantiate(objects[1], spawnPoint, Quaternion.Euler(-90, playerCamera.transform.eulerAngles.y - 180, 180));
shield.GetComponent<ShieldController>().health = 3 * wandPower;
}
else
{
noEssenceAudio.Play();
}
}
else
{
Debug.LogWarning("VERTICAL");
}
break;
case "Circle":
if (holdingWand)
{
Debug.LogWarning("Arcing fireball");
}
else
{
GameObject minigame = FindMinigame();
if (minigame != null)
{
float distance = Vector3.Distance(transform.position, minigame.transform.position);
if(distance < 4f) minigame.GetComponent<WellController>().StartMinigame();
}
}
break;
case "Triangle":
if (holdingWand)
{
Debug.LogWarning("WAND TRIANGLE");
}
else
{
Debug.LogWarning("WOODCUTTING ACTION");
}
break;
}
/*if (action == "Portal")
{ {
// Raycast to find portal were looking at. // Raycast to find portal were looking at.
var nearestPortal = FindPortalInFront(); var nearestPortal = FindPortalInFront();
@@ -41,9 +127,9 @@ public class ActionGestureInteraction : MonoBehaviour
// Make ice wall appear from below to block incoming projectiles // Make ice wall appear from below to block incoming projectiles
} }
} }
} */
} }
} void MinigameEnable(GameObject portal)
void EnableDisablePortal(GameObject portal)
{ {
// Did the raycast catch a portal in front of us? // Did the raycast catch a portal in front of us?
if (portal != null) if (portal != null)
@@ -70,7 +156,7 @@ public class ActionGestureInteraction : MonoBehaviour
} }
} }
GameObject FindPortalInFront() GameObject FindMinigame()
{ {
Ray ray = playerCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0)); Ray ray = playerCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
RaycastHit hit; RaycastHit hit;
@@ -104,7 +190,9 @@ public class ActionGestureInteraction : MonoBehaviour
void InstantiateIceBolt(GameObject item) void InstantiateIceBolt(GameObject item)
{ {
Debug.LogWarning("INSTANTIATE BOLT");
var projectileObj = Instantiate(item, rightHandTransform.position, playerCamera.transform.rotation) as GameObject; var projectileObj = Instantiate(item, rightHandTransform.position, playerCamera.transform.rotation) as GameObject;
projectileObj.GetComponent<Rigidbody>().velocity = (destination - rightHandTransform.position).normalized * projectileSpeed; projectileObj.GetComponent<Projectile>().damage = 1 * wandPower;
projectileObj.GetComponent<Rigidbody>().velocity = (playerCamera.transform.forward).normalized * projectileSpeed;
} }
} }

View File

@@ -14,6 +14,8 @@ public class GestureRecognizer : MonoBehaviour
public InputHelpers.Button rightInputButton; public InputHelpers.Button rightInputButton;
public InputHelpers.Button rightControlButton; public InputHelpers.Button rightControlButton;
public Camera mainCamera;
public float inputThreshold = 0.1f; public float inputThreshold = 0.1f;
public Transform movementSource; public Transform movementSource;
@@ -31,10 +33,15 @@ public class GestureRecognizer : MonoBehaviour
private List<Gesture> trainingSet = new List<Gesture>(); private List<Gesture> trainingSet = new List<Gesture>();
private bool isMoving = false; private bool isMoving = false;
private List<Vector3> positionsList = new List<Vector3>(); private List<Vector3> positionsList = new List<Vector3>();
private Vector3 relativePosition;
private List<GameObject> debugCubes;
private List<Vector3> relativePositions;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
debugCubes = new List<GameObject>();
relativePositions = new List<Vector3>();
// Path = ..\AppData\LocalLow\DefaultCompany\Heroes of Hiis SCM // Path = ..\AppData\LocalLow\DefaultCompany\Heroes of Hiis SCM
Debug.Log(Application.persistentDataPath); Debug.Log(Application.persistentDataPath);
string[] gestureFiles = Directory.GetFiles(Application.persistentDataPath, "*.xml"); string[] gestureFiles = Directory.GetFiles(Application.persistentDataPath, "*.xml");
@@ -85,13 +92,18 @@ public class GestureRecognizer : MonoBehaviour
void StartMovement() void StartMovement()
{ {
debugCubes.Clear();
relativePositions.Clear();
Debug.Log("Movement started"); Debug.Log("Movement started");
isMoving = true; isMoving = true;
positionsList.Clear(); positionsList.Clear();
positionsList.Add(movementSource.position); relativePosition = movementSource.position - mainCamera.transform.position;
positionsList.Add(relativePosition);
if (debugCubePrefab) if (debugCubePrefab)
{ {
Destroy(Instantiate(debugCubePrefab, movementSource.position, Quaternion.identity), 3); GameObject cube = Instantiate(debugCubePrefab, relativePosition, Quaternion.identity);
debugCubes.Add(cube);
relativePositions.Add(relativePosition);
} }
} }
void EndMovement() void EndMovement()
@@ -129,17 +141,31 @@ public class GestureRecognizer : MonoBehaviour
} }
} }
foreach(GameObject obj in debugCubes)
{
Destroy(obj);
}
} }
void UpdateMovement() void UpdateMovement()
{ {
Vector3 lastPosition = positionsList[positionsList.Count - 1]; relativePosition = movementSource.position - mainCamera.transform.position;
if (Vector3.Distance(movementSource.position, lastPosition) > newPositionThresholdDistance)
for(int i = 0; i < debugCubes.Count; i++)
{ {
positionsList.Add(movementSource.position); debugCubes[i].transform.position = mainCamera.transform.position + relativePositions[i];
}
Vector3 lastPosition = positionsList[positionsList.Count - 1];
if (Vector3.Distance(relativePosition, lastPosition) > newPositionThresholdDistance)
{
positionsList.Add(relativePosition);
if (debugCubePrefab) if (debugCubePrefab)
{ {
Destroy(Instantiate(debugCubePrefab, movementSource.position, Quaternion.identity), 3); GameObject cube = Instantiate(debugCubePrefab, relativePosition, Quaternion.identity);
debugCubes.Add(cube);
relativePositions.Add(relativePosition);
} }
} }
} }

View File

@@ -20,6 +20,12 @@ public class PortalTeleporter : MonoBehaviour
private GameObject vfx_gameobject; private GameObject vfx_gameobject;
private void Start() private void Start()
{
if (linkedPortal == null)
{
DisablePortal();
}
else
{ {
linkedPortalTransform = linkedPortal.transform; linkedPortalTransform = linkedPortal.transform;
_portalCanBeUsed = true; _portalCanBeUsed = true;
@@ -34,7 +40,7 @@ public class PortalTeleporter : MonoBehaviour
{ {
vfx_gameobject.SetActive(false); vfx_gameobject.SetActive(false);
} }
}
} }
void OnTriggerEnter(Collider other) void OnTriggerEnter(Collider other)
@@ -43,7 +49,7 @@ public class PortalTeleporter : MonoBehaviour
Debug.Log(_enabled); Debug.Log(_enabled);
if (_portalCanBeUsed && !_justUsed && _enabled) if (_portalCanBeUsed && !_justUsed && _enabled)
{ {
if (other.name.StartsWith("Holster")) if (other.name.StartsWith("Holster") || other.tag.Contains("Holster"))
{ {
Debug.Log("holster"); Debug.Log("holster");
} }

View File

@@ -7,34 +7,46 @@ public class Projectile : MonoBehaviour
private bool collided; private bool collided;
Vector3 oldEulerAngles; Vector3 oldEulerAngles;
public float damage;
private void Start() private void Start()
{ {
// Will always be destroyed after 10 seconds. // Will always be destroyed after 10 seconds.
Destroy(gameObject, 10); Destroy(gameObject, 10);
oldEulerAngles = transform.rotation.eulerAngles; //oldEulerAngles = transform.rotation.eulerAngles;
} }
private void Update() private void Update()
{ {
if (oldEulerAngles != transform.rotation.eulerAngles) /*if (oldEulerAngles != transform.rotation.eulerAngles)
{ {
Destroy(gameObject); Destroy(gameObject);
} }
*/
} }
private void onCollisionEnter(Collider other) private void OnCollisionEnter(Collision collision)
{ {
Debug.LogWarning(collision.gameObject.name);
if (collision.gameObject.tag != "IceBolt" && collision.gameObject.tag != "Player" && !collided)
{
collided = true;
if (collision.gameObject.name == "Dummy") Destroy(collision.gameObject); //REPLACE WITH ENEMY TAG CHECK AND DAMAGE CHECKING
Destroy(gameObject);
}
}
private void OnTriggerEnter(Collider other)
{
Debug.LogWarning(other.gameObject.name);
if (other.gameObject.tag != "IceBolt" && other.gameObject.tag != "Player" && !collided) if (other.gameObject.tag != "IceBolt" && other.gameObject.tag != "Player" && !collided)
{ {
collided = true; collided = true;
Destroy(gameObject); Destroy(gameObject);
} }
} else if (other.gameObject.name == "Dummy")
private void onTriggerEnter(Collider other)
{ {
if (other.gameObject.tag != "IceBolt" && other.gameObject.tag != "Player" && !collided) Destroy(other.gameObject);
{
collided = true;
Destroy(gameObject); Destroy(gameObject);
} }
} }

View File

@@ -0,0 +1,86 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class CraftingTable : MonoBehaviour
{
public Transform item1;
public Transform item2;
public Transform socket1;
public Transform socket2;
public Transform output;
public GameObject startWand;
void Start()
{
item1 = null;
item2 = null;
}
public void Set1()
{
StartCoroutine(DelayCast(socket1,1));
}
public void Exit1()
{
item1 = null;
}
public void Set2()
{
StartCoroutine(DelayCast(socket2, 2));
}
public void Exit2()
{
item2 = null;
}
public void Craft()
{
//Currently simple if statement check crafting. Could be done better but will see if this system will be expanded
if (item1 == null || item2 == null) Debug.LogError("Missing item!");
else
{
if((item1.name.StartsWith("wand") && item2.name.StartsWith("Log")) || (item2.name.StartsWith("wand") && item1.name.StartsWith("Log")))
{
if (item1.name.StartsWith("wand"))
{
WandData data = item1.GetComponent<WandData>();
data.SetPower(data.power + 0.5f);
item1.transform.position = output.position;
Destroy(item2.gameObject);
item2 = null;
}
else
{
WandData data = item2.GetComponent<WandData>();
data.SetPower(data.power + 0.5f);
item2.transform.position = output.position;
Destroy(item1.gameObject);
item1 = null;
}
}
}
Debug.LogError("Invalid Recipe!");
}
IEnumerator DelayCast(Transform from, int i)
{
yield return new WaitForSeconds(0.5f);
RaycastHit hit;
if (Physics.Raycast(from.position + from.up, -from.up, out hit, Mathf.Infinity))
{
if (i == 1) item1 = hit.transform;
else item2 = hit.transform;
}
}
}

View File

@@ -0,0 +1,11 @@
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@@ -12,7 +12,10 @@ public class EssenceNodeController : MonoBehaviour
public bool isTouched; public bool isTouched;
private bool followPlayer = false; private bool followPlayer = false;
private Transform player; private Transform playerCamera;
[SerializeField]
private PlayerInfo playerInfo;
private float timer; private float timer;
private Material nodeMaterial; private Material nodeMaterial;
@@ -22,6 +25,7 @@ public class EssenceNodeController : MonoBehaviour
private void Awake() private void Awake()
{ {
nodeMaterial = GetComponent<Renderer>().material; nodeMaterial = GetComponent<Renderer>().material;
playerInfo = PlayerInfo.Instance;
playerInventory = GameObject.Find("Inventory").GetComponent<Inventory>(); playerInventory = GameObject.Find("Inventory").GetComponent<Inventory>();
} }
@@ -39,7 +43,7 @@ public class EssenceNodeController : MonoBehaviour
public void FollowPlayer() public void FollowPlayer()
{ {
followPlayer = true; followPlayer = true;
player = GameObject.FindGameObjectWithTag("MainCamera").transform; playerCamera = GameObject.FindGameObjectWithTag("MainCamera").transform;
StartCoroutine(Collect()); StartCoroutine(Collect());
} }
@@ -58,6 +62,7 @@ public class EssenceNodeController : MonoBehaviour
IEnumerator Collect() IEnumerator Collect()
{ {
playerInfo.AddEssenceBasic(1);
yield return new WaitForSeconds(2f); yield return new WaitForSeconds(2f);
//TODO: Update value in player inventory //TODO: Update value in player inventory
playerInventory.AddItem(GetComponent<ItemData>()); playerInventory.AddItem(GetComponent<ItemData>());
@@ -79,7 +84,7 @@ public class EssenceNodeController : MonoBehaviour
if (followPlayer) if (followPlayer)
{ {
transform.position = Vector3.Lerp(transform.position, new Vector3(player.position.x,player.position.y - 0.5f, player.position.z), Time.deltaTime); transform.position = Vector3.Lerp(transform.position, new Vector3(playerCamera.position.x, playerCamera.position.y - 0.5f, playerCamera.position.z), Time.deltaTime);
} }
} }

View File

@@ -4,32 +4,70 @@ using UnityEngine;
public class PlayerInfo : MonoBehaviour public class PlayerInfo : MonoBehaviour
{ {
public static PlayerInfo Instance;
private int health; private int health;
private int essence_basic; private int essence_basic;
//Add elemental essences? //Add elemental essences?
private GameObject rightHandHeld;
private GameObject leftHandHeld;
private void Awake() private void Awake()
{ {
Instance = this;
health = 5; health = 5;
essence_basic = 0; essence_basic = 0;
rightHandHeld = null;
leftHandHeld = null;
} }
public void AddHealth(int value) public bool AddHealth(int value)
{ {
health += value; health += value;
if (health <= 0) if (health <= 0)
{ {
Debug.Log("NO HEALTH REMAINING"); Debug.Log("NO HEALTH REMAINING");
return false;
} }
return true;
} }
public void AddEssenceBasic(int value) public bool AddEssenceBasic(int value)
{ {
if (essence_basic + value < 0) if (essence_basic + value < 0)
{ {
Debug.LogError("NOT ENOUGH ESSENCE"); Debug.Log("NOT ENOUGH ESSENCE");
return false;
} }
else essence_basic += value; else
{
essence_basic += value;
return true;
} }
}
public void AddLeftHand(GameObject obj)
{
leftHandHeld = obj;
}
public void AddRightHand(GameObject obj)
{
rightHandHeld = obj;
}
public void RemoveLeftHand()
{
leftHandHeld = null;
}
public void RemoveRightHand()
{
rightHandHeld = null;
}
public GameObject GetRightHand() { return rightHandHeld; }
public GameObject GetLeftHand() { return leftHandHeld; }
} }

View File

@@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShieldController : MonoBehaviour
{
public float health = 5;
public Color startColor;
public Color endColor;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
health -= Time.deltaTime;
GetComponent<Renderer>().material.SetColor("_Color0", Color.Lerp(endColor, startColor, health / 5));
if (health <= 0) Destroy(gameObject);
}
}

View File

@@ -0,0 +1,11 @@
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@@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WandData : MonoBehaviour
{
public float power = 1f;
//public string element = "water";
private void Awake()
{
}
public void SetPower(float pow)
{
power = pow;
}
}

View File

@@ -0,0 +1,11 @@
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@@ -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;
} }
@@ -33,13 +34,13 @@ public class ArmSwingLocomotion : MonoBehaviour
float Yrot = CenterEyeCamera.transform.eulerAngles.y; /*float Yrot = CenterEyeCamera.transform.eulerAngles.y;
ForwardDirection.transform.eulerAngles = new Vector3(0, Yrot, 0); ForwardDirection.transform.eulerAngles = new Vector3(0, Yrot, 0);*/
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

@@ -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;
}
}
}

View File

@@ -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()
{
}
}

View File

@@ -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(Player.GetComponent<ArmSwingLocomotion>().enabled == true)
Player.GetComponent<ArmSwingLocomotion>().enabled = false;
else
Player.GetComponent<ArmSwingLocomotion>().enabled = true;
}
}
}

View File

@@ -0,0 +1,11 @@
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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 (Player.GetComponent<Dash>().enabled == true)
Player.GetComponent<Dash>().enabled = false;
else
Player.GetComponent<Dash>().enabled = true;
}
}
}

View File

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

@@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnableJoyStick : MonoBehaviour
{
private MeshCollider _collider;
private MeshRenderer _renderer;
public GameObject LocomotionSystem;
// Start is called before the first frame update
void Start()
{
_collider = GetComponent<MeshCollider>();
_renderer = GetComponent<MeshRenderer>();
LocomotionSystem.SetActive(false);
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Hand")
{
LocomotionSystem.SetActive(!LocomotionSystem.activeSelf);
}
}
}

View File

@@ -0,0 +1,11 @@
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@@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class EnterGameScene : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Player")
{
SceneManager.LoadScene("GameScene");
}
}
}

View File

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

@@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ForwardDirection : MonoBehaviour
{
public GameObject CenterEyeCamera;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
float Yrot = CenterEyeCamera.transform.eulerAngles.y;
transform.eulerAngles = new Vector3(0, Yrot, 0);
}
}

View File

@@ -0,0 +1,11 @@
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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

@@ -0,0 +1,11 @@
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@@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PauseMenu : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@@ -0,0 +1,11 @@
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@@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
/*public int level;
public int health;*/
public void SavePlayer()
{
SaveSystem.SavePlayer(this);
}
public void LoadPlayer()
{
PlayerData data = SaveSystem.LoadPlayer();
Vector3 position;
position.x = data.position[0];
position.y = data.position[1];
position.z = data.position[2];
transform.position = position;
}
}

View File

@@ -0,0 +1,11 @@
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@@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class PlayerData
{
/*public int level;
public int health;*/
public float[] position;
public PlayerData(Player player)
{
/*level = player.level;
health = player.health;*/
position = new float[3];
position[0] = player.transform.position.x;
position[1] = player.transform.position.y;
position[2] = player.transform.position.z;
}
}

View File

@@ -0,0 +1,11 @@
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@@ -0,0 +1,42 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
public static class SaveSystem
{
public static void SavePlayer(Player player)
{
BinaryFormatter formatter = new BinaryFormatter();
string path = Application.persistentDataPath + "/player.data";
FileStream stream = new FileStream(path, FileMode.Create);
PlayerData data = new PlayerData(player);
formatter.Serialize(stream, data);
stream.Close();
}
public static PlayerData LoadPlayer ()
{
string path = Application.persistentDataPath + "/player.data";
if (File.Exists(path))
{
BinaryFormatter formatter = new BinaryFormatter();
FileStream stream = new FileStream(path, FileMode.Open);
PlayerData data = formatter.Deserialize(stream) as PlayerData;
stream.Close();
return data;
}
else
{
Debug.Log("Save File not found in " + path);
return null;
}
}
}

View File

@@ -0,0 +1,11 @@
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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

@@ -0,0 +1,45 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.UI;
public class XRGUI : MonoBehaviour
{
[SerializeField]
private Button SettingsButton;
[SerializeField]
private Button LoadButton;
[SerializeField]
private Button ExitButton;
// Start is called before the first frame update
void Start()
{
SettingsButton.onClick.AddListener(() =>
{
});
LoadButton.onClick.AddListener(() =>
{
});
ExitButton.onClick.AddListener(() =>
{
Debug.Log("Clicked");
//UnityEditor.EditorApplication.isPlaying = false;
});
}
// Update is called once per frame
void Update()
{
}
}

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