Compare commits
26 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| b1954dd40e | |||
| be8b9a987d | |||
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| fd4432fc6d | |||
| 029c6cf7ba | |||
| ca41eda129 | |||
| ec2dd764d4 | |||
| cd1633af54 | |||
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| f032bb323a | |||
| f7e6a2e44b | |||
| ba8883786b | |||
| 1ed57d5c31 | |||
| f7734432cc | |||
| 6f7c3eaa9b | |||
| 26e2d0d1db | |||
| 1f2af9127e | |||
| 9b4be15690 | |||
| 09e7e26cbb | |||
| 037432c393 | |||
| 9eaa6517c3 | |||
| 8727b6d949 | |||
| c13d671975 | |||
| e0f3c3e580 | |||
| 194574ee65 | |||
| e671f77c77 |
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using System;
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========
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// Start is called before the first frame update
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void Start()
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{
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}
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void Update()
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{
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}
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void OnTriggerEnter(Collider other)
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rotation = transform.rotation;
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rotation *= Quaternion.AngleAxis(20, Vector3.up);
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Instantiate(stumpPrefab, transform.position, rotation);
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Instantiate(logPrefab, transform.position+new Vector3(0, 1, 0), rotation);
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Instantiate(logPrefab, transform.position + new Vector3(0, 1, 0), rotation);
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onCut.Invoke();
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Destroy(gameObject);
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}
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}
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void OnCollisionEnter(Collision collision)
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{
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if (collision.gameObject.tag == "Cutter")
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{
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rotation = transform.rotation;
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rotation *= Quaternion.AngleAxis(20, Vector3.up);
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Instantiate(stumpPrefab, transform.position, rotation);
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Instantiate(logPrefab, transform.position + new Vector3(0, 1, 0), rotation);
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onCut.Invoke();
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Destroy(gameObject);
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}
|
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SlimeAI : MonoBehaviour
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{
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Animator animator;
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float playerDistance;
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// Start is called before the first frame update
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void Start()
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{
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animator = GetComponent<Animator>();
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}
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// Update is called once per frame
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void Update()
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{
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.XR;
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using UnityEngine.XR.Interaction.Toolkit;
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using TMPro; // Add the TextMesh Pro namespace to access the various functions.
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using System.Linq;
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using UnityEngine.InputSystem;
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using System;
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public class HandAnim : MonoBehaviour
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{
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public Animator m_animator = null;
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[Header("Input")]
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[SerializeField] public InputActionProperty GripAction;
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[SerializeField] public InputActionProperty TriggerAction;
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[SerializeField] public InputActionProperty IndexAction;
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[SerializeField] public InputActionProperty ThumbAction;
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|
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public const string ANIM_LAYER_NAME_POINT = "Point Layer";
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public const string ANIM_LAYER_NAME_THUMB = "Thumb Layer";
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public const string ANIM_PARAM_NAME_FLEX = "Flex";
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public const string ANIM_PARAM_NAME_POSE = "Pose";
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private int m_animLayerIndexThumb = -1;
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private int m_animLayerIndexPoint = -1;
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private int m_animParamIndexFlex = -1;
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private int m_animParamIndexPose = -1;
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private Collider[] m_colliders = null;
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public float anim_frames = 4f;
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private float grip_state = 0f;
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private float trigger_state = 0f;
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private float triggerCap_state = 0f;
|
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private float thumbCap_state = 0f;
|
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private void Reset()
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{
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m_animator = GetComponentInChildren<Animator>();
|
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}
|
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private void Awake()
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{
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GripAction.action.performed += GripActionPerformed;
|
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TriggerAction.action.performed += TriggerActionPerformed;
|
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IndexAction.action.performed += IndexActionPerformed;
|
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ThumbAction.action.performed += ThumbActionPerformed;
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GripAction.action.Enable();
|
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TriggerAction.action.Enable();
|
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IndexAction.action.Enable();
|
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ThumbAction.action.Enable();
|
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}
|
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void Start()
|
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{
|
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m_colliders = this.GetComponentsInChildren<Collider>().Where(childCollider => !childCollider.isTrigger).ToArray();
|
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for (int i = 0; i < m_colliders.Length; ++i)
|
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{
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Collider collider = m_colliders[i];
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// collider.transform.localScale = new Vector3(COLLIDER_SCALE_MIN, COLLIDER_SCALE_MIN, COLLIDER_SCALE_MIN);
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collider.enabled = true;
|
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}
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m_animLayerIndexPoint = m_animator.GetLayerIndex(ANIM_LAYER_NAME_POINT);
|
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m_animLayerIndexThumb = m_animator.GetLayerIndex(ANIM_LAYER_NAME_THUMB);
|
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m_animParamIndexFlex = Animator.StringToHash(ANIM_PARAM_NAME_FLEX);
|
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m_animParamIndexPose = Animator.StringToHash(ANIM_PARAM_NAME_POSE);
|
||||
}
|
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private void ThumbActionPerformed(InputAction.CallbackContext obj)
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{
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CalculateState(obj.ReadValue<float>(), ref thumbCap_state);
|
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m_animator.SetLayerWeight(m_animLayerIndexThumb, 1f - thumbCap_state);
|
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}
|
||||
|
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private void IndexActionPerformed(InputAction.CallbackContext obj)
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{
|
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CalculateState(obj.ReadValue<float>(), ref triggerCap_state);
|
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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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 158ebba8614f70a47b5379affd3d7b17
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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;
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e60ec35305ed0b94099d18a09b488310
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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;
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2e553150cec08514e9aacc82fe8da007
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 08f72f5d017837743b67d344a6a7ed52
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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
|
||||
guid: a16108a6f7081d14f9f5a046ac04b8c2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
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|
||||
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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||||
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||||
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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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||||
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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 @@
|
||||
fileFormatVersion: 2
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||||
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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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assetBundleVariant:
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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;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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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- _Electricity_Scale: 4
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- _Electricity_Thickness: 1
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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Reference in New Issue
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