26 Commits

Author SHA1 Message Date
4df9180db1 slimes now die and disappear after death 2022-04-18 18:06:39 +03:00
7926bcdef4 slime AI 2022-04-18 03:08:12 +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
#	Assets/_TerrainData/TerrainMaterial_521113671563848736.mat
#	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
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
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
8727b6d949 portals activated with gems + some small optims 2022-04-08 15:39:32 +03:00
joonasp
c13d671975 Inventory and minigame tweaks 2022-04-04 18:57:40 +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
joonasp
e671f77c77 item stack pop item, minigame additem method 2022-04-03 09:40:36 +03:00
332 changed files with 211049 additions and 8307 deletions

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@@ -0,0 +1,12 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
[Serializable]
[RequireComponent(typeof(XRSocketInteractor))]
public class PortalInteractor : MonoBehaviour
{
}

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<<<<<<<< HEAD:Assets/Scenes/Shumpei/MenuScene.unity.meta
guid: 8eb805c8ac3b6ff41a6002372d160f1f
========
guid: 7132a8e595d20114aa50d2f143f253d0
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@@ -20,7 +20,7 @@ AnimatorStateTransition:
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m_StateMachineBehaviours: []
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@@ -140,6 +167,56 @@ AnimatorState:
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--- !u!91 &9100000
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--- !u!1101 &1101571659118250030
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m_Speed: 1
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m_Transitions: []
m_StateMachineBehaviours: []
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View File

@@ -15,13 +15,13 @@ public class CuttableTree : MonoBehaviour
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
void OnTriggerEnter(Collider other)
@@ -31,9 +31,22 @@ public class CuttableTree : MonoBehaviour
rotation = transform.rotation;
rotation *= Quaternion.AngleAxis(20, Vector3.up);
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();
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

@@ -1,21 +1,84 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class SlimeAI : MonoBehaviour
{
Animator animator;
float playerDistance;
GameObject player;
int HP;
//[SerializeField]
//private UnityEvent onAttack;
// Start is called before the first frame update
void Start()
{
animator = GetComponent<Animator>();
player = GameObject.FindWithTag("Player");
HP = 10;
}
// Update is called once per frame
void Update()
{
playerDistance = Vector3.Distance(player.transform.position, transform.position);
if (playerDistance < 1.5) //Attack
{
animator.SetBool("EnemyInAttackRange", true);
animator.SetBool("EnemyInAggroRange", true);
animator.SetBool("EnemyInVisionRange", true);
Rotate();
}
else if (playerDistance < 5) //Chase
{
animator.SetBool("EnemyInAttackRange", false);
animator.SetBool("EnemyInAggroRange", true);
animator.SetBool("EnemyInVisionRange", true);
Rotate();
Move();
}
else if (playerDistance < 8) //Stare
{
animator.SetBool("EnemyInAttackRange", false);
animator.SetBool("EnemyInAggroRange", false);
animator.SetBool("EnemyInVisionRange", true);
Rotate();
}
else //Idle
{
animator.SetBool("EnemyInAttackRange", false);
animator.SetBool("EnemyInAggroRange", false);
animator.SetBool("EnemyInVisionRange", false);
}
if (HP <= 0)
{
animator.SetBool("Dead", true);
}
if (animator.GetBool("DeathComplete"))
{
print("asd");
Destroy(this.gameObject);
}
}
void Rotate()
{
// Rotate the forward vector towards the target direction by one step
Vector3 newDirection = Vector3.RotateTowards(transform.forward, player.transform.position - transform.position, 1.0f * Time.deltaTime, 0.0f);
// Calculate a rotation a step closer to the target and applies rotation to this object
transform.rotation = Quaternion.LookRotation(newDirection);
}
void Move()
{
transform.position += transform.forward * Time.deltaTime * 1.0f;
}
public void GetHit(int dmg)
{
HP -= dmg;
}
}

View File

@@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class death : StateMachineBehaviour
{
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateMove is called right after Animator.OnAnimatorMove()
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that processes and affects root motion
//}
// OnStateIK is called right after Animator.OnAnimatorIK()
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that sets up animation IK (inverse kinematics)
//}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6c7f89faf36f41b418e5105a12c34cdb
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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View File

@@ -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

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 158ebba8614f70a47b5379affd3d7b17
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serializedVersion: 2
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View File

@@ -92,7 +92,7 @@ public class InventoryItem : MonoBehaviour
if (Count == 0)
{
//Destroys this gameobject if the count is 0 or lower
Destroy(this);
Destroy(gameObject);
return true;
}
UpdateText();
@@ -101,6 +101,30 @@ 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.name;
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;

View File

@@ -10,6 +10,7 @@ public class ItemData : MonoBehaviour
public bool canStack;
public string itemName;
public string itemDescription;
public GameObject prefab;
public override string ToString()
{

View File

@@ -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;
}

View File

@@ -9,30 +9,53 @@ public class PortalTeleporter : MonoBehaviour
private Transform linkedPortalTransform;
private float _portalCooldown = 2.5f;
private bool _travellerIsOverlapping = false;
private bool _portalIsEnabled;
private bool _portalCanBeUsed;
private bool _enabled;
private float _lastUsed;
private bool _justUsed;
private Transform traveller;
public AudioClip TeleportSound;
// poopy code, can be done much more efficient if this class is rewritten and attached to Portal parent object
private AudioSource audioSource;
private GameObject vfx_gameobject;
private void Start()
{
linkedPortalTransform = linkedPortal.transform;
_portalIsEnabled = true;
if (linkedPortal == null)
{
DisablePortal();
}
else
{
linkedPortalTransform = linkedPortal.transform;
_portalCanBeUsed = true;
vfx_gameobject = transform.parent.Find("PortalFX").gameObject;
audioSource = transform.parent.GetComponent<AudioSource>();
audioSource.mute = true;
if (_enabled)
{
vfx_gameobject.SetActive(true);
}
else
{
vfx_gameobject.SetActive(false);
}
}
}
void OnTriggerEnter(Collider other)
{
traveller = other.gameObject.transform;
if (_portalIsEnabled && !_justUsed)
Debug.Log(_enabled);
if (_portalCanBeUsed && !_justUsed && _enabled)
{
if (other.name.StartsWith("Holster"))
if (other.name.StartsWith("Holster") || other.tag.Contains("Holster"))
{
Debug.Log("holster");
}
else
{
linkedPortal._portalIsEnabled = false;
linkedPortal._portalCanBeUsed = false;
_travellerIsOverlapping = true;
if (other.tag == "Throwable")
{
@@ -47,6 +70,28 @@ public class PortalTeleporter : MonoBehaviour
}
}
}
// Enable/Disable portal if selected item is in a socket.
public void EnablePortal()
{
Debug.Log("enabled");
_enabled = true;
linkedPortal._enabled = true;
vfx_gameobject.SetActive(true);
linkedPortal.vfx_gameobject.SetActive(true);
audioSource.mute = false;
}
public void DisablePortal()
{
Debug.Log("disabled");
_enabled = false;
linkedPortal._enabled = false;
vfx_gameobject.SetActive(false);
linkedPortal.vfx_gameobject.SetActive(false);
audioSource.mute = true;
}
private void HandlePlayer()
{
Vector3 portalToTraveller = traveller.position - transform.position;
@@ -65,7 +110,7 @@ public class PortalTeleporter : MonoBehaviour
AudioSource.PlayClipAtPoint(TeleportSound, traveller.position, 1);
_travellerIsOverlapping = false;
_portalIsEnabled = false;
_portalCanBeUsed = false;
_lastUsed = Time.time;
_justUsed = true;
}
@@ -86,7 +131,7 @@ public class PortalTeleporter : MonoBehaviour
Vector3 positionOffset = Quaternion.Euler(0f, rotationDiff, 0f) * portalToTraveller;
traveller.position = linkedPortalTransform.position + positionOffset;
_travellerIsOverlapping = false;
_portalIsEnabled = false;
_portalCanBeUsed = false;
_lastUsed = Time.time;
_justUsed = true;
}
@@ -108,8 +153,8 @@ public class PortalTeleporter : MonoBehaviour
if (_lastUsed + _portalCooldown < Time.time)
{
_justUsed = false;
_portalIsEnabled = true;
linkedPortal._portalIsEnabled = true;
_portalCanBeUsed = true;
linkedPortal._portalCanBeUsed = true;
}
}

View File

@@ -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);
}
}

View File

@@ -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;
}
}

View File

@@ -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;

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@@ -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;
}
}
}

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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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@@ -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()
{
}
}

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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;
}
}
}

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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

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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);
}
}
}

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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

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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);
}
}

View File

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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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@@ -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

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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

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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;
}
}

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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 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);
}
}
}

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()
{
}
}

View File

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