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21 Commits

Author SHA1 Message Date
HelarJ b1954dd40e Basic saving, currently hardcoded to the one "chest" inventory in HomeBase.
Loads when scene name contains "Homebase" and saves when button pressed.
2022-04-18 08:59:26 +03:00
helar 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
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2022-04-11 18:53:05 +03:00
joonasp f032bb323a essence add to playerinfo 2022-04-11 18:27:18 +03:00
arlo f7e6a2e44b started slime AI 2022-04-11 18:13:11 +03:00
Shumpei ba8883786b Changed to portal transition 2022-04-11 17:19:41 +03:00
Shumpei 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
Shumpei 26e2d0d1db Merge branch 'master' of https://cgvrgit.ulno.net/helar/Heroes_of_Hiis into PauseMenu 2022-04-10 15:26:28 +03:00
joonasp 09e7e26cbb gemportal branch merge 2022-04-08 22:18:18 +03:00
joonasp 037432c393 playerinfo script and duplicate scene for testing 2022-04-08 22:16:25 +03:00
joonasp 9eaa6517c3 Merge branch 'staging' of https://cgvrgit.ulno.net/helar/Heroes_of_Hiis into joonasp_Milestone2 2022-04-08 21:14:07 +03:00
joonasp c13d671975 Inventory and minigame tweaks 2022-04-04 18:57:40 +03:00
Shumpei e0f3c3e580 Fixed door interaction 2022-04-04 18:31:12 +03:00
Shumpei 194574ee65 Current version of pause menu panel to change settings while gameplay. 2022-04-04 17:15:27 +03:00
joonasp e671f77c77 item stack pop item, minigame additem method 2022-04-03 09:40:36 +03:00
163 changed files with 163147 additions and 768 deletions
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@@ -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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View File
@@ -87,7 +87,7 @@ public class HandAnim : MonoBehaviour
private void GripActionPerformed(InputAction.CallbackContext obj)
{
Debug.Log("grip");
//Debug.Log("grip");
CalculateState(obj.ReadValue<float>(), ref grip_state);
m_animator.SetFloat(m_animParamIndexFlex, grip_state);
}
+101 -4
View File
@@ -1,17 +1,22 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
[Serializable]
public class Inventory : MonoBehaviour
{
//perhaps use these additional slots for holsters attached to the player?
public List<InventorySlot> additionalSlots;
public GameObject itemContainerPrefab;
private List<InventorySlot> _inventorySlots;
public InventorySaveData inventorySaveData;
private void Awake()
{
_inventorySlots = new List<InventorySlot>();
@@ -20,10 +25,15 @@ public class Inventory : MonoBehaviour
inventorySlot.SetParentInventory(this);
_inventorySlots.Add(inventorySlot);
}
Debug.Log(_inventorySlots.Count);
}
private void OnEnable()
{
SceneManager.sceneLoaded += OnSceneLoaded;
var inventorySlotsInChildren = GetComponentsInChildren<InventorySlot>();
foreach (var inventorySlot in inventorySlotsInChildren)
{
@@ -32,6 +42,12 @@ public class Inventory : MonoBehaviour
}
}
private void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
public bool AddItem(ItemData item)
{
if (item.canStack)
@@ -39,16 +55,17 @@ public class Inventory : MonoBehaviour
return AddItem(ConvertToInventoryItem(item));
}
return AddToFirstOpenSlot(item.gameObject);
return AddToFirstOpenSlot(item.prefab.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);
inventorySlot.GetItem().ChangeCount(item.saveData.count);
return true;
}
@@ -67,11 +84,91 @@ public class Inventory : MonoBehaviour
return false;
}
private void AddToSpecificSlot(GameObject item, int slot)
{
_inventorySlots[slot].AssignItem(item);
}
private InventoryItem ConvertToInventoryItem(ItemData item)
{
var inventoryItem = Instantiate(itemContainerPrefab, transform);
itemContainerPrefab.GetComponent<InventoryItem>().itemPrefab = item.gameObject;
itemContainerPrefab.GetComponent<InventoryItem>().itemPrefab = item.prefab.gameObject;
return inventoryItem.gameObject.GetComponent<InventoryItem>();
}
public void SaveInventory()
{
inventorySaveData.inventoryContents.Clear();
foreach (var inventoryItem in _inventorySlots.Select(inventorySlot => inventorySlot.GetItem()))
{
//adds an itemsavedata to the list if it exists or an empty one if it doesnt
inventorySaveData.inventoryContents.Add(inventoryItem != null
? inventoryItem.saveData
: new ItemSaveData());
}
var json = JsonUtility.ToJson(inventorySaveData);
Debug.Log(json);
using var sw = new StreamWriter(Path.Combine(Application.persistentDataPath, "invSave.dat"));
sw.Write(json);
Debug.Log("Inv data saved!");
}
public IEnumerator LoadInventory()
{
//Wait for 1 second after loading the scene to prevent missing prefabs. (1 second delay might also break something in the future)
yield return new WaitForSeconds(1);
//todo make this modular, currently only supports one inventory, although the slots can be anywhere.
if (File.Exists(Path.Combine(Application.persistentDataPath, "invSave.dat")))
{
var saveData = JsonUtility.FromJson<InventorySaveData>(File.ReadAllText(Path.Combine(Application.persistentDataPath, "invSave.dat")));
Debug.Log(saveData);
Debug.Log("Inv data loaded! total "+saveData.inventoryContents.Count);
for (var i = 0; i < saveData.inventoryContents.Count; i++)
{
//prevents overwriting inventory slots when there is something already in there.
//if (_inventorySlots[i]._itemInSlot != null) continue;
var data = saveData.inventoryContents[i];
//if there isnt an item in the slot the count is 0
Debug.Log(data.assetPath + " "+data.count);
if (data.count == 0) continue;
//Loads the prefab from resources folder
var load = Resources.Load(data.assetPath, typeof(GameObject)) as GameObject;
if (load == null)
{
Debug.LogError("Didn't find a prefab at " + data.assetPath);
yield break;
}
Debug.Log(load);
AddToSpecificSlot(load, i);
//sets the count after the item has been converted into inventoryitem
if (load.GetComponent<ItemData>().canStack) _inventorySlots[i]._itemInSlot.GetComponent<InventoryItem>().saveData.count = data.count;
}
}
else
Debug.LogError("There is no save data!");
}
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
Debug.Log("OnSceneLoaded: " + scene.name);
//primitive check to only load the inventory when you are in the home scene.
if (scene.name.Contains("Homebase")) StartCoroutine(LoadInventory());
}
}
@@ -4,16 +4,14 @@ 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;
public GameObject _itemInSlot;
private Inventory _parentInventory;
private void Awake()
{
xrSocketInteractor = GetComponent<XRSocketInteractor>();
@@ -35,6 +33,7 @@ public class InventorySlot : MonoBehaviour
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;
@@ -47,7 +46,7 @@ public class InventorySlot : MonoBehaviour
if (inventoryItem != null)
{
_itemInSlot.GetComponent<InventoryItem>().ChangeCount(inventoryItem.Count);
_itemInSlot.GetComponent<InventoryItem>().ChangeCount(inventoryItem.saveData.count);
}
else
{
@@ -70,11 +69,13 @@ public class InventorySlot : MonoBehaviour
private void SelectEnter(SelectEnterEventArgs args)
{
Debug.Log("Added to slot item " + _itemInSlot);
var newItem = args.interactableObject.transform.gameObject;
//todo: fix ones that cant stack
//Converts the item into a inventory item
if (newItem.GetComponent<InventoryItem>() == null && newItem.GetComponent<ItemData>().canStack)
if (newItem.GetComponent<InventoryItem>() == null)
{
var load = Resources.Load("Helar/Item", typeof(GameObject)) as GameObject;
@@ -101,12 +102,39 @@ public class InventorySlot : MonoBehaviour
_itemInSlot = instance;
//_parentInventory.AddItem(instance.GetComponent<InventoryItem>());
return;
}
_itemInSlot = newItem;
//_parentInventory.AddItem(newItem.GetComponentInChildren<ItemData>());
//xrSocketInteractor.attachTransform = _itemInSlot.transform;
Debug.Log("Holstered item" + _itemInSlot.GetComponentInChildren<ItemData>());
}
private GameObject ConvertItem(GameObject item)
{
//load container object
var load = Resources.Load("Helar/Item", typeof(GameObject)) as GameObject;
//instantiate the container object
var instance = Instantiate(load, transform);
//load the container with the item to convert
instance.GetComponent<InventoryItem>().itemPrefab = item.gameObject;
//set the position and scale so it fits in the container
instance.transform.localScale = Vector3.one;
instance.transform.localPosition = Vector3.zero;
instance.transform.rotation = Quaternion.identity;
//enable the itemcontainer (more logic in InventoryItem OnEnable() method)
instance.GetComponent<InventoryItem>().enabled = true;
return instance;
}
private void ManagerOninteractableUnregistered(InteractableUnregisteredEventArgs obj)
@@ -126,12 +154,14 @@ public class InventorySlot : MonoBehaviour
component.drag = 0.5f;
if (!_itemInSlot.GetComponentInChildren<ItemData>().canStack ||
_itemInSlot.GetComponent<InventoryItem>().Count == 1)
_itemInSlot.GetComponent<InventoryItem>().saveData.count == 1)
{
//todo change back to regular item
//_itemInSlot.GetComponent<InventoryItem>().PopItem();
//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;
@@ -160,11 +190,20 @@ public class InventorySlot : MonoBehaviour
public void AssignItem(GameObject newObject)
{
_itemInSlot = newObject;
if (newObject.GetComponent<InventoryItem>() == null)
{
_itemInSlot = ConvertItem(newObject);
}
else
{
_itemInSlot = newObject;
}
}
public InventoryItem GetItem()
{
if (_itemInSlot == null) return null;
var inventoryItem = _itemInSlot.GetComponent<InventoryItem>();
if (inventoryItem == null) Debug.LogError("Item in slot doesn't have InventoryItem component");
return inventoryItem;
@@ -9,7 +9,7 @@ public class ItemSpawner : MonoBehaviour
public GameObject placeToSpawn;
public void SpawnItem()
{
Debug.Log("Spawned " + objectToSpawn);
Instantiate(objectToSpawn, placeToSpawn.transform);
Debug.Log("Spawned " + objectToSpawn);
}
}
@@ -3,7 +3,6 @@ using System.Collections;
using System.Collections.Generic;
using TMPro;
using Unity.Mathematics;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
@@ -13,15 +12,13 @@ public class InventoryItem : MonoBehaviour
public GameObject itemPrefab;
private int _itemId;
private GameObject _childPrefab;
public int Count { get; private set; }
private TMP_Text itemCounterText;
public TMP_Text itemCounterText;
private ItemData itemData;
private ItemData _itemData;
public ItemSaveData saveData;
private void OnEnable()
@@ -37,13 +34,15 @@ public class InventoryItem : MonoBehaviour
if (itemCounterText == null) itemCounterText = GetComponentInChildren<TMP_Text>();
_childPrefab = GetComponentInChildren<ItemData>()?.gameObject;
_childPrefab = GetComponentInChildren<ItemData>()?.prefab.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);
//todo switch to multiply instead so items with non 1,1,1 scale will retain their proportions
_childPrefab.transform.localPosition = GetComponentInChildren<ItemData>().positionInContainer;
_childPrefab.transform.localScale = GetComponentInChildren<ItemData>().scaleInContainer;
_childPrefab.transform.rotation = quaternion.identity;
//Disable prefab components that arent relevant.
@@ -59,24 +58,29 @@ public class InventoryItem : MonoBehaviour
var xrGrabInteractableComponent = _childPrefab.GetComponent<XRGrabInteractable>();
if (xrGrabInteractableComponent != null) xrGrabInteractableComponent.enabled = false;
}
private void Start()
{
_itemData = _childPrefab.GetComponent<ItemData>();
itemData = _childPrefab.GetComponent<ItemData>();
if (_itemData == null) Debug.LogError("Item prefab has no attached ItemData", _childPrefab);
_itemId = _itemData.itemId;
if (Count == 0) Count = 1;
if (itemData == null) Debug.LogError("Item prefab has no attached ItemData", _childPrefab);
Debug.Log(saveData);
if (string.IsNullOrEmpty(saveData.assetPath))
{
saveData.assetPath = itemData.assetLocation;
saveData.count = saveData.count == 0 ? 1 : saveData.count;
}
UpdateText();
}
private void UpdateText()
{
itemCounterText.text = _itemData.canStack ? Count.ToString() : "";
itemCounterText.text = itemData.canStack ? saveData.count.ToString() : "";
}
/**
@@ -85,14 +89,14 @@ public class InventoryItem : MonoBehaviour
*/
public bool ChangeCount(int amount)
{
if (Count + amount < 0) return false;
if (saveData.count + amount < 0) return false;
Count += amount;
saveData.count += amount;
if (Count == 0)
if (saveData.count == 0)
{
//Destroys this gameobject if the count is 0 or lower
Destroy(this);
Destroy(gameObject);
return true;
}
UpdateText();
@@ -101,15 +105,40 @@ public class InventoryItem : MonoBehaviour
return true;
}
public void PopItem()
{
GameObject item = Instantiate(itemData.prefab, transform.position + transform.forward, Quaternion.identity);
item.transform.localScale = Vector3.one;
item.transform.name = itemData.itemName;
var colliderComponent = item.GetComponent<Collider>();
if (colliderComponent != null) colliderComponent.enabled = true;
var rigidbodyComponent = item.GetComponent<Rigidbody>();
if (rigidbodyComponent != null)
{
rigidbodyComponent.isKinematic = false;
rigidbodyComponent.useGravity = true;
}
var xrGrabInteractableComponent = item.GetComponent<XRGrabInteractable>();
if (xrGrabInteractableComponent != null) xrGrabInteractableComponent.enabled = true;
ChangeCount(-1);
}
public int GetItemid()
{
return _itemId;
return itemData.itemId;;
}
public override string ToString()
{
return $"{base.ToString()}, Count: {Count}, ItemData: {_itemData}";
return $"{base.ToString()}, Count: {saveData.count}, ItemData: {itemData}";
}
}
@@ -0,0 +1,10 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class InventorySaveData
{
public List<ItemSaveData> inventoryContents;
}
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@@ -1,15 +1,44 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
[Serializable]
public class ItemData : MonoBehaviour
{
[Tooltip("Location is populated automatically")]
public string assetLocation;
public int itemId;
public bool canStack;
public string itemName;
public string itemDescription;
public GameObject prefab;
public Vector3 scaleInContainer;
public Vector3 positionInContainer;
private void OnValidate()
{
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(prefab))) assetLocation = AssetDatabase.GetAssetPath(prefab);
AdjustPath();
}
private void AdjustPath()
{
//trims the location for use with Resources.Load later
if (assetLocation.StartsWith("Assets/Resources/"))
assetLocation = assetLocation[17 .. ^7];
else if (!string.IsNullOrEmpty(assetLocation))
if (assetLocation.StartsWith("Assets"))
{
Debug.LogError(itemName +
": item with this script should be placed in the Assets/Resources/ folder. Currently: " +
assetLocation);
}
}
public override string ToString()
{
@@ -0,0 +1,12 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class ItemSaveData
{
public string assetPath;
public int count;
}
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@@ -12,6 +12,8 @@ public class ActionGestureInteraction : MonoBehaviour
private GameObject player;
public float projectileSpeed = 30;
private bool holdingWand;
void Start()
{
player = gameObject;
@@ -19,8 +21,67 @@ public class ActionGestureInteraction : MonoBehaviour
public void PerformAction(string action)
{
Debug.Log(action);
if (action == "Portal")
Debug.LogWarning(action);
/* todo: playerinfo doesnt have these methods?
if (player.GetComponent<PlayerInfo>().GetRightHand() != null)
{
Debug.LogWarning(player.GetComponent<PlayerInfo>().GetRightHand().name);
if (player.GetComponent<PlayerInfo>().GetRightHand().name.Equals("wand")) holdingWand = true;
}
else holdingWand = false;
*/
switch (action)
{
case "HorizontalLine":
if (holdingWand)
{
Debug.LogWarning("CAST BOLT");
ShootProjectile();
InstantiateIceBolt(objects[0]);
}
else
{
Debug.LogWarning("WOODCUTTING ACTION");
}
return;
case "VerticalLine":
if (holdingWand)
{
Debug.LogWarning("WAND VERTICAL");
}
else
{
Debug.LogWarning("VERTICAL");
}
return;
case "Circle":
if (holdingWand)
{
Debug.LogWarning("Arcing fireball");
}
else
{
Debug.LogWarning("CIRCLE");
}
return;
case "Triangle":
if (holdingWand)
{
Debug.LogWarning("WAND TRIANGLE");
}
else
{
Debug.LogWarning("WOODCUTTING ACTION");
}
return;
}
/*if (action == "Portal")
{
// Raycast to find portal were looking at.
var nearestPortal = FindPortalInFront();
@@ -41,9 +102,9 @@ public class ActionGestureInteraction : MonoBehaviour
// Make ice wall appear from below to block incoming projectiles
}
}
}
} */
}
void EnableDisablePortal(GameObject portal)
void MinigameEnable(GameObject portal)
{
// Did the raycast catch a portal in front of us?
if (portal != null)
@@ -70,7 +131,7 @@ public class ActionGestureInteraction : MonoBehaviour
}
}
GameObject FindPortalInFront()
GameObject FindMinigame()
{
Ray ray = playerCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
RaycastHit hit;
@@ -104,6 +165,7 @@ public class ActionGestureInteraction : MonoBehaviour
void InstantiateIceBolt(GameObject item)
{
Debug.LogWarning("INSTANTIATE BOLT");
var projectileObj = Instantiate(item, rightHandTransform.position, playerCamera.transform.rotation) as GameObject;
projectileObj.GetComponent<Rigidbody>().velocity = (destination - rightHandTransform.position).normalized * projectileSpeed;
}
@@ -7,11 +7,15 @@ public class EssenceNodeController : MonoBehaviour
{
[SerializeField]
private AudioSource chime;
private Inventory playerInventory;
public bool isTouched;
private bool followPlayer = false;
private Transform player;
private Transform playerCamera;
[SerializeField]
private PlayerInfo playerInfo;
private float timer;
private Material nodeMaterial;
@@ -21,6 +25,8 @@ public class EssenceNodeController : MonoBehaviour
private void Awake()
{
nodeMaterial = GetComponent<Renderer>().material;
//playerInfo = PlayerInfo.Instance;
playerInventory = GameObject.Find("Inventory").GetComponent<Inventory>();
}
public void Touched()
@@ -37,7 +43,7 @@ public class EssenceNodeController : MonoBehaviour
public void FollowPlayer()
{
followPlayer = true;
player = GameObject.FindGameObjectWithTag("MainCamera").transform;
playerCamera = GameObject.FindGameObjectWithTag("MainCamera").transform;
StartCoroutine(Collect());
}
@@ -56,8 +62,10 @@ public class EssenceNodeController : MonoBehaviour
IEnumerator Collect()
{
playerInfo.AddEssenceBasic(1);
yield return new WaitForSeconds(2f);
//TODO: Update value in player inventory
playerInventory.AddItem(GetComponent<ItemData>());
Destroy(gameObject);
}
@@ -76,7 +84,7 @@ public class EssenceNodeController : MonoBehaviour
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);
}
}
@@ -0,0 +1,35 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerInfo : MonoBehaviour
{
private int health;
private int essence_basic;
//Add elemental essences?
private void Awake()
{
health = 5;
essence_basic = 0;
}
public void AddHealth(int value)
{
health += value;
if (health <= 0)
{
Debug.Log("NO HEALTH REMAINING");
}
}
public void AddEssenceBasic(int value)
{
if (essence_basic + value < 0)
{
Debug.LogError("NOT ENOUGH ESSENCE");
}
else essence_basic += value;
}
}
@@ -0,0 +1,11 @@
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@@ -8,6 +8,7 @@ public class ArmSwingLocomotion : MonoBehaviour
public GameObject RightHand;
public GameObject CenterEyeCamera;
public GameObject ForwardDirection;
public GameObject Player;
private Vector3 PositionPreviousFrameLeftHand;
private Vector3 PositionPreviousFrameRightHand;
@@ -22,7 +23,7 @@ public class ArmSwingLocomotion : MonoBehaviour
// Start is called before the first frame update
void Start()
{
PlayerPositionPreviousFrame = transform.position;
PlayerPositionPreviousFrame = Player.transform.position;
PositionPreviousFrameLeftHand = LeftHand.transform.position;
PlayerPositionPreviousFrame = RightHand.transform.position;
}
@@ -33,13 +34,13 @@ public class ArmSwingLocomotion : MonoBehaviour
float Yrot = CenterEyeCamera.transform.eulerAngles.y;
ForwardDirection.transform.eulerAngles = new Vector3(0, Yrot, 0);
/*float Yrot = CenterEyeCamera.transform.eulerAngles.y;
ForwardDirection.transform.eulerAngles = new Vector3(0, Yrot, 0);*/
PositionCurrentFrameLeftHand = LeftHand.transform.position;
PositionCurrentFrameRightHand = RightHand.transform.position;
PlayerPositionCurrentFrame = transform.position;
PlayerPositionCurrentFrame = Player.transform.position;
//Debug.Log("Previous" + PositionPreviousFrameLeftHand);
//Debug.Log("Current" + PositionCurrentFrameLeftHand);
@@ -52,7 +53,7 @@ public class ArmSwingLocomotion : MonoBehaviour
if (Time.timeSinceLevelLoad > 1f)
{
transform.position += ForwardDirection.transform.forward * HandSpeed * Speed * Time.deltaTime;
Player.transform.position += ForwardDirection.transform.forward * HandSpeed * Speed * Time.deltaTime;
}
PositionPreviousFrameLeftHand = PositionCurrentFrameLeftHand;
@@ -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;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
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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;
}
}
}
@@ -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()
{
}
}
@@ -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;
}
}
}
@@ -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;
}
}
}
@@ -0,0 +1,11 @@
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@@ -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);
}
}
}
@@ -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");
}
}
}
@@ -0,0 +1,11 @@
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@@ -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);
}
}
@@ -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);
}
}
}
@@ -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()
{
}
}
@@ -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;
}
}
@@ -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;
}
}
@@ -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;
}
}
}
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@@ -6,8 +6,8 @@ public class TriggerDoorController : MonoBehaviour
{
[SerializeField] private Animator myDoor = null;
[SerializeField] private bool openTrigger = false;
[SerializeField] private bool closeTrigger = false;
[SerializeField] private bool Trigger = false;
//[SerializeField] private bool closeTrigger = false;
[SerializeField] private string doorOpen = "DoorOpen";
[SerializeField] private string doorClose = "DoorClose";
@@ -19,17 +19,26 @@ public class TriggerDoorController : MonoBehaviour
if (other.CompareTag("Player"))
{
Debug.Log("col");
if (openTrigger)
if (Trigger)
{
Debug.Log("open");
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);
gameObject.SetActive(false);
}
}
}
@@ -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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