This commit is contained in:
sebastianhampel1 2023-04-08 01:23:11 -04:00
parent 02b827102c
commit 1ba73e3f13
49 changed files with 40483 additions and 36 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.VFX;
public class VectorFieldHandler : MonoBehaviour
{
[SerializeField]
private float avoidanceDist;
[SerializeField]
private List<Vector3> avoidances;
[SerializeField]
private Vector3 size;
private Texture3D vField;
[SerializeField]
private VisualEffect effect;
// Start is called before the first frame update
void Start()
{
vField = new Texture3D((int)size.x, (int)size.y, (int)size.z, TextureFormat.RFloat, 0);
for(int x = 0;x<size.x;x++)
{
for(int y = 0; y < size.y; y++)
{
for(int z = 0; z<size.z; z++)
{
vField.SetPixel(x, y, z, new Color(1, 0, 0, 0));
}
}
}
//vField.SetPixel(0, 0, 0, new Color(1, 0, 0, 0));
effect.SetTexture("VectorField", vField);
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.VFX;
[ExecuteAlways]
public class SwarmAnimator : MonoBehaviour
{
[SerializeField]
private VisualEffect vfx;
private Vector3 currentPosition;
private Vector3 previousPosition;
[SerializeField]
private Rigidbody rb;
[SerializeField]
private string parameterName = "DeltaVector";
[SerializeField]
private Vector3 avoidancePosDefault;
[SerializeField]
private float explodeDuration = 1.0f;
private float dur = 0f;
private bool isExploding = false;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
previousPosition = currentPosition;
currentPosition = transform.position;
Vector3 velocity = (currentPosition - previousPosition) ;
vfx.SetVector3("DeltaVector", velocity);
if (Input.GetKeyDown(KeyCode.Space))
{
Explode();
}
if (isExploding)
{
if(dur> explodeDuration)
{
StopExplode();
}
dur += Time.deltaTime;
}
}
void Explode()
{
vfx.SetVector3("Avoid", transform.position);
this.isExploding = true;
dur = 0;
//Wait a sec then stop.
}
void StopExplode()
{
vfx.SetVector3("Avoid", avoidancePosDefault);
this.isExploding = false;
vfx.Stop();
}
private void FixedUpdate()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PistolAnimationAimAssist : MonoBehaviour
{
public Transform leftShoulder;
public Transform rightShoulder;
[SerializeField]
private bool isEnabled = false;
Vector3 lTarget;
Vector3 rTarget;
private Animator anim;
// Start is called before the first frame update
void Start()
{
lTarget = new Vector3(72.9f, 122.2f, -129.9f);
rTarget = new Vector3(82f, 11f, -88f);
anim =GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
if (isEnabled)
{
anim.StopPlayback();
leftShoulder.transform.eulerAngles = lTarget;
rightShoulder.transform.eulerAngles = rTarget;
print("Applying!");
anim.StartPlayback();
}
}
public void Enable()
{
isEnabled = true;
}
public void Disable()
{
isEnabled = false;
}
}

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[SerializeField]
private bool isChild = false;
// Start is called before the first frame update
void Start()
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[SerializeField]
private float animatedRotationSpeed = 5f;
[SerializeField]
private Camera cam;

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# Interaction System
## Order Of Precedence
1. Heavy Item Receiver
2. Heavy Item
3. Item
4. Interactable (button)
Reasoning:
- Since buttons may have bigger impact than heavy items when clicked, this gives option for heavy items to be moved first, before clicking.
- Normal items, while important can clutter the inventory so taking heavy items first can help prevent accidental mis-clicks
- Heavy Items being second ensures that while carrying a heavy item, the heavy receiver is selected first.
- One is ignored if no heavy item is held.

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node53 [shape="box" color="lightgray" style="filled" label="VFXValue`1 Float (1)"]
node54 [shape="box" color="lightgray" style="filled" label="VFXValue`1 Float (1)"]
node55 [shape="box" color="cyan" style="filled" label="VFXValue`1 Float (1)
Intensity_a"]
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Drag_a"]
node57 [shape="box" color="lightgray" style="filled" label="VFXValue`1 Float (1)"]
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frequency_a"]
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octaves_a"]
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roughness_a"]
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lacunarity_a"]
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deltaTime_a
deltaTime_b
deltaTime_c"]
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Scale_b"]
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Scale_c"]
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Position_e"]
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node88 [shape="box" color="lightgray" style="filled" label="VFXValue`1 Float (0)"]
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mainTexture"]
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node88 -> node85 [headlabel="2"]
}