forked from cgvr/DeltaVR
shape scanner emits particles on config complete
This commit is contained in:
@@ -2,6 +2,7 @@
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* korralik teleportation minigame'idesse, kasutades TeleportProviderit, nagu button
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* quest marker peaks jätma nähtavad noolekesed enda liikumise teele
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* teha build kus archery range'is spawnitud objektid
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* fix FMOD ChannelControl errors
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* Unity crash after stopping the game - most likely due to FMOD trying to do something with invalid audio instances
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* speech-to-text:
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* uurida miks buildis Whisper halvemini töötab
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@@ -13,14 +14,14 @@
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* professor võiks öelda "good job, continue..." pärast esimest successi
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* kui kõik configurationid tehtud, siis professor ütleb "thank you"
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* particle effectid 3d printerile
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* particle effectid shape scannerile, kui config success
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* peab mängijale kuidagi selgitama, kuidas scale'ida prinditud objekte
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* prinditud objekti scale'imisele min ja max size limiit
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* archery range:
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* võiks jääda kordama viimast instruktsiooni, kui mängija ei progressi edasi
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* kui archery range läbi, võiks npc öelda "good job, try again..."
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* particle effectid model display'le
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* cafe:
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* cafe:
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* võiks saada hinnata saadud tellimust
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* npc võiks olla keeratud sinu poole juba kaugelt
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Can't/Won't Do:
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@@ -84,7 +84,7 @@ namespace _PROJECT.Multiplayer.NewBow
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public void SetLaunchDirection(Vector3 direction)
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{
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Debug.Log("Setting launch direction: " + direction);
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// Debug.Log("Setting launch direction: " + direction);
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if (direction != Vector3.zero)
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{
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_networkBehavior.SetLaunchDirection(direction);
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@@ -46,6 +46,7 @@ public class ShapeScanner : MonoBehaviour
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public Transform rayParent;
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public TextMeshProUGUI currentConfigurationDisplay;
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public TextMeshProUGUI correctPercentageDisplay;
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public ParticleSystem particles;
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public XRInteractionManager interactionManager;
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[Header("Materials")]
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@@ -134,7 +135,7 @@ public class ShapeScanner : MonoBehaviour
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UpdateDisplay(calculateCorrectPercentage());
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}
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private void DestroyCollidingObjects()
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private void OnConfigurationComplete()
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{
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HashSet<GameObject> allCollidingObjects = new HashSet<GameObject>();
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foreach (ShapeScannerRay ray in existingRays)
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@@ -157,6 +158,10 @@ public class ShapeScanner : MonoBehaviour
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collidingObject.transform.position = Vector3.zero;
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Destroy(collidingObject);
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}
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AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.ShapeScannerSuccess, gameObject);
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if (!particles.isPlaying) particles.Play();
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particles.Emit(100);
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}
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private float calculateCorrectPercentage()
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@@ -176,16 +181,13 @@ public class ShapeScanner : MonoBehaviour
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if (correctPercentage >= configurations[currentConfiguration].requiredCorrectPercentage)
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{
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UpdateCurrentConfigurationDisplay(currentConfiguration + 1);
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OnConfigurationComplete();
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if (currentConfiguration + 1 < configurations.Count)
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{
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AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.ShapeScannerSuccess, gameObject);
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DestroyCollidingObjects();
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currentConfiguration++;
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InitializeConfiguration(configurations[currentConfiguration]);
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} else
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{
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AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.ShapeScannerSuccess, gameObject);
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DestroyCollidingObjects();
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// Initialize configuration with all rays requiring collision
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List<BoolRow> rows = Enumerable.Repeat(new BoolRow(Enumerable.Repeat(false, 6).ToList()), 6).ToList();
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ShapeScannerConfiguration configuration = new ShapeScannerConfiguration(6, 100, rows);
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@@ -74,7 +74,6 @@ public class TwoHandScaleGrabInteractable : XRGrabInteractable
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return;
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float ratio = current / initialHandsDistance;
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Debug.Log("distance ratio: " + ratio);
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Vector3 desired = initialScale * ratio;
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float uniform = Mathf.Clamp(desired.x, minScale, maxScale);
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@@ -1 +1 @@
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{"HighScore":1.0}
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{"HighScore":340.0}
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