Added Readme and Cleanup
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using UnityEngine;
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public class DGemItem : MonoBehaviour
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{
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[SerializeField] private float decSpeed = 5f;
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// Start is called before the first frame update
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private void Start()
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{
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}
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// Update is called once per frame
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private void Update()
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{
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}
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private void OnTriggerEnter(Collider collision)
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{
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if (collision.gameObject.CompareTag("Player"))
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{
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collision.gameObject.GetComponent<PlayerMovementController>().SetSpeed(decSpeed);
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Destroy(gameObject);
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}
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}
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}
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fileFormatVersion: 2
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guid: b81301b367248407f8c53744b655b039
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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@ -1,33 +0,0 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.VFX;
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public class VectorFieldHandler : MonoBehaviour
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{
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[SerializeField] private float avoidanceDist;
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[SerializeField] private List<Vector3> avoidances;
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[SerializeField] private Vector3 size;
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[SerializeField] private VisualEffect effect;
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private Texture3D vField;
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// Start is called before the first frame update
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private void Start()
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{
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vField = new Texture3D((int)size.x, (int)size.y, (int)size.z, TextureFormat.RFloat, 0);
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for (var x = 0; x < size.x; x++)
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for (var y = 0; y < size.y; y++)
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for (var z = 0; z < size.z; z++)
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vField.SetPixel(x, y, z, new Color(1, 0, 0, 0));
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//vField.SetPixel(0, 0, 0, new Color(1, 0, 0, 0));
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effect.SetTexture("VectorField", vField);
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}
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// Update is called once per frame
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private void Update()
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{
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}
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}
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fileFormatVersion: 2
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userData:
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@ -1,26 +0,0 @@
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using UnityEngine;
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public class GemItem : MonoBehaviour
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{
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[SerializeField] private float instantSpeed = 98f;
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// Start is called before the first frame update
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private void Start()
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{
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}
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// Update is called once per frame
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private void Update()
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{
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}
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private void OnTriggerEnter(Collider collision)
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{
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if (collision.gameObject.CompareTag("Player"))
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{
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collision.gameObject.GetComponent<PlayerMovementController>().SetSpeed(instantSpeed);
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Destroy(gameObject);
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}
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}
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}
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fileFormatVersion: 2
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54
Assets/Scripts/Item/Readme.txt
Normal file
54
Assets/Scripts/Item/Readme.txt
Normal file
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Class Definitions:
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Overview: Basically the classes are built out to uniquely abstract certain types of objects.
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Basically there are currently only Interactable Items that are used. Some are heavy (ie Power Cores)
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used to power things like doors. The classes defined here offer functionality over serveral abstraction layers
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to keep implementation of new items at a minimum with higher layers automatically performing tasks.
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CarryableItem
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- Type: Abstract Class
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- Extends: MonoBehaviour
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- Description: The highest level representation of an item.
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- Features: Forces an item to have a size and name.
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InteractableItem
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- Type: Abstract Class
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- Extends: CarryableItem
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- Description: Any 3D in world item that can be picked up in the game.
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- Features:
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- Must have a In World Canvas and Text that appears whenever the player gets close.
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Generic Interactable:
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- Type: Class
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- Extends: InteractableItem
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- Description: Object has no functionality other than enforcing InteractableItem's features.
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This was done since Abstract Classes cannot be instantiated in a scene.
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Heavy Interactable:
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- Type: Class
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- Extends: InteractableItem
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- Description: A large item that the astronaut has to carry in their arms.
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- Features:
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- Offers functionality to Enable and Disable the collision systems of a Heavy
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item for pickup. Additionally defines functions for classes that extend it to
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define how it gets interacted with.
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Heavy Item Receiver:
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- Type: Abstract Class
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- Extends: InteractableItem
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- Description: Represents items that stores Heavy Interactable Items within.
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- Features:
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- Defines space for the Heavy Item that is stored within it.
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- Defines a keyword the receiver looks for when a heavy item is inserted.
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Door Interactable Item:
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- Type: Class
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- Extends: Heavy Item Receiver
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- Description: Represents power slots for doors. Taking in a Heavy Interactable Item with
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the name "Power Core" in it.
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- Features:
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- Defines the Interact() function for when a player clicks the interaction button.
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- Checks if a player has a heavy item in its hands and moves it into the slot both
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on back-end and visually.
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- Then modifies the door's animator to animate it opening/closing.
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@ -1,7 +1,6 @@
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