gun elements added and uvs updated to better space out texture.

This commit is contained in:
sebastianhampel1 2023-04-03 11:02:11 -04:00
parent a5eebfa7cf
commit 174e912d1f
68 changed files with 13545 additions and 4295 deletions

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@ -0,0 +1,58 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ItemSelector : MonoBehaviour
{
[SerializeField]
private Camera cam;
private InteractableItem selected;
[SerializeField]
private bool debug = false;
[SerializeField]
private LayerMask mask;
public static ItemSelector instance;
[SerializeField]
private float range = 1;
public InteractableItem Selected { get { return selected; } }
// Start is called before the first frame update
void Start()
{
instance = this;
}
void FixedUpdate()
{
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit,range,layerMask:mask))
{
if(selected!= null||hit.transform.gameObject==null)
{
selected.Disable();
}
selected = hit.transform.gameObject.GetComponent<InteractableItem>();
selected.Enable();
print(selected);
}
else
{
if (selected != null)
{
selected.Disable();
}
}
}
// Update is called once per frame
void Update()
{
}
}

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@ -25,7 +25,7 @@ public abstract class InteractableItem : CarryableItem
public void Enable() public void Enable()
{ {
print("Enabled!"); //print("Enabled!");
interactionCanvas.transform.LookAt((GameObject.FindGameObjectWithTag("MainCamera").transform.position)); interactionCanvas.transform.LookAt((GameObject.FindGameObjectWithTag("MainCamera").transform.position));
interactionCanvas.transform.Rotate(0, 180, 0); interactionCanvas.transform.Rotate(0, 180, 0);
target_alpha = 1; target_alpha = 1;
@ -34,7 +34,7 @@ public void Enable()
public void Disable() public void Disable()
{ {
print("Disabled!"); //print("Disabled!");
target_alpha = 0; target_alpha = 0;
isEnabled = true; isEnabled = true;
} }

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@ -0,0 +1,68 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PistolComponent : MonoBehaviour
{
[SerializeField]
private Light targetingLight;
private bool IsEnabled = false;
GameObject targetObject;
[SerializeField]
GameObject targetObjectPrefab;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void FixedUpdate()
{
if (this.IsEnabled)
{
Ray ray = new Ray(transform.position, transform.up);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 50))
{
print(hit.transform.name);
targetObject.gameObject.transform.position = hit.point;
}
}
}
public void Enable()
{
IsEnabled = true;
if (targetObject == null)
{
targetObject = Instantiate(targetObjectPrefab);
}
}
public void Disable()
{
IsEnabled = false;
if (targetObject != null)
{
Destroy(targetObject);
}
}
public void LightToggle() {
this.targetingLight.gameObject.SetActive(!this.targetingLight.gameObject.activeSelf);
}
public bool IsLightOn { get { return this.targetingLight.gameObject.activeSelf; } }
}

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@ -53,6 +53,7 @@ void Start()
void Update() void Update()
{ {
animController.SetBool("IsCarrying", interactionHandler.IsCarrying); animController.SetBool("IsCarrying", interactionHandler.IsCarrying);
animController.SetBool("HasGun",interactionHandler.GunEnabled);
} }
} }

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@ -2,6 +2,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
using System.Xml;
using Unity.VisualScripting; using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
@ -17,6 +18,7 @@ public class PlayerInteractionHandler : MonoBehaviour
private Light flashlight; private Light flashlight;
[SerializeField] [SerializeField]
private GameObject flashlight3D; private GameObject flashlight3D;
private bool flashlightEnabled = true;
[SerializeField] [SerializeField]
private int materialIndex = 1; private int materialIndex = 1;
private Material selMaterial; private Material selMaterial;
@ -24,9 +26,17 @@ public class PlayerInteractionHandler : MonoBehaviour
private HeavyInteractableItem heavyInvent; private HeavyInteractableItem heavyInvent;
public bool IsCarrying { get { return heavyInvent !=null; } } public bool IsCarrying { get { return heavyInvent !=null; } }
public bool GunEnabled { get { return this.gunEnabled; } }
private bool gunEnabled = false;
[SerializeField] [SerializeField]
private Transform carryingPos; private Transform carryingPos;
private ItemSelector itemSelector;
[SerializeField]
private bool useItemSelector = true;
[SerializeField]
private PistolComponent pistol;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
@ -35,13 +45,44 @@ void Start()
invent = this.transform.parent.GetComponent<Inventory>(); invent = this.transform.parent.GetComponent<Inventory>();
initColor = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].GetColor("_BaseColor"); initColor = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].GetColor("_BaseColor");
selMaterial = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex]; selMaterial = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex];
itemSelector = ItemSelector.instance;
pistol.gameObject.SetActive(this.gunEnabled);
flashlightEnabled = this.flashlight.gameObject.activeSelf;
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
// if (itemSelector == null)
{
itemSelector = ItemSelector.instance;
}
if (useItemSelector)
{
InteractableItem item = this.itemSelector.Selected;
if(item != null)
{
if (item is HeavyInteractableItem)
{
heavyItemsInRange = new List<HeavyInteractableItem>() { (HeavyInteractableItem)item };
itemsInRange = new List<InteractableItem> { item };
print("Item:" + item.name);
}
else
{
itemsInRange = new List<InteractableItem> { item };
heavyItemsInRange = new List<HeavyInteractableItem>();
}
}
else
{
itemsInRange = new List<InteractableItem>();
heavyItemsInRange = new List<HeavyInteractableItem>();
}
}
if(Input.GetButtonDown("Fire1")) if(Input.GetButtonDown("Fire1"))
{ {
if (!IsCarrying) if (!IsCarrying)
@ -103,21 +144,67 @@ void Update()
} }
if (Input.GetButtonDown("Fire2")) if (Input.GetButtonDown("Fire2"))
{ {
flashlight.gameObject.SetActive(!flashlight.gameObject.activeSelf); print(this.GunEnabled);
if (flashlight.gameObject.activeSelf) if (!this.GunEnabled)
{ {
flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", initColor);
selMaterial.SetColor("_EmissionColor", new Color(255,255, 255, 255)); if (!flashlight.gameObject.activeSelf)
flashlight3D.gameObject.SetActive(true); {
EnableFlashlight();
} }
else else
{ {
DisableFlashlight();
}
}
else
{
this.pistol.LightToggle();
}
}
if (Input.GetButtonDown("Fire3"))
{
if (!this.IsCarrying)
{
this.gunEnabled = !this.gunEnabled;
if(!this.gunEnabled)
pistol.Disable();
pistol.gameObject.SetActive(this.gunEnabled);
if (this.gunEnabled)
pistol.Enable();
}
}
if (this.GunEnabled)
{
this.DisableFlashlight();
}
else
{
}
}
public void EnableFlashlight()
{
print("Enabling Flashlight...");
flashlight.gameObject.SetActive(true);
flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", initColor);
selMaterial.SetColor("_EmissionColor", new Color(255, 255, 255, 255));
flashlight3D.gameObject.SetActive(true);
this.flashlightEnabled = true;
}
public void DisableFlashlight()
{
print("Disabling Flashlight...");
flashlight.gameObject.SetActive(false);
flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", new Color(0, 0, 0)); flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", new Color(0, 0, 0));
selMaterial.SetColor("_EmissionColor", new Color(0, 0, 0, 0)); selMaterial.SetColor("_EmissionColor", new Color(0, 0, 0, 0));
flashlight3D.gameObject.SetActive(false); flashlight3D.gameObject.SetActive(false);
this.flashlightEnabled = false;
} }
}
}
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {

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@ -12,7 +12,7 @@ TagManager:
- -
- Water - Water
- UI - UI
- - Item
- -
- -
- -