Steam lobby implemented

This commit is contained in:
Madhav Kapa
2023-06-01 08:03:48 -07:00
parent c7647c8097
commit 49efee80e2
95 changed files with 10258 additions and 6167 deletions

View File

@ -1,60 +1,52 @@
using System.Collections;
using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
[ExecuteAlways]
public class ObjectiveText : MonoBehaviour
{
[SerializeField]
public List<VisualObjectiveItemGUI> visualObjects;
[SerializeField]
private Color inCompleteColor = Color.white;
[SerializeField]
private Color completeColor = Color.yellow;
[SerializeField]
private float speed;
[SerializeField]
private Animator animator;
[SerializeField] public List<VisualObjectiveItemGUI> visualObjects;
[SerializeField] private Color inCompleteColor = Color.white;
[SerializeField] private Color completeColor = Color.yellow;
[SerializeField] private float speed;
[SerializeField] private Animator animator;
// Start is called before the first frame update
void Start()
private void Start()
{
}
// Update is called once per frame
void Update()
private void Update()
{
foreach(VisualObjectiveItemGUI item in visualObjects)
{
if (item.isComplete){
item.icon.color = Color.Lerp(item.icon.color, completeColor, Time.deltaTime*speed);
}
foreach (var item in visualObjects)
if (item.isComplete)
item.icon.color = Color.Lerp(item.icon.color, completeColor, Time.deltaTime * speed);
else
{
item.icon.color = Color.Lerp(item.icon.color,inCompleteColor, Time.deltaTime*speed);
}
}
item.icon.color = Color.Lerp(item.icon.color, inCompleteColor, Time.deltaTime * speed);
}
public void FadeOut()
{
animator.Play("FadeOut");
}
public void FadeIn()
{
animator.Play("FadeIn");
}
}
[System.Serializable]
[Serializable]
public class VisualObjectiveItemGUI
{
public TMP_Text text;
public Image icon;
public bool isComplete = false;
public bool isComplete;
}

View File

@ -1,60 +1,49 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class WaypointMarker : MonoBehaviour
{
public Image pointer;
public Transform target;
public TMP_Text distanceMarker;
private Vector2 offset;
// Start is called before the first frame update
void Start()
private void Start()
{
offset = distanceMarker.transform.position - pointer.transform.position;
}
// Update is called once per frame
void Update()
private void Update()
{
float minX = pointer.GetPixelAdjustedRect().width / 2;
float maxX = Screen.width - minX;
float minY = pointer.GetPixelAdjustedRect().height / 2;
float maxY = Screen.height - minY;
var minX = pointer.GetPixelAdjustedRect().width / 2;
var maxX = Screen.width - minX;
var minY = pointer.GetPixelAdjustedRect().height / 2;
var maxY = Screen.height - minY;
Vector2 pos = Camera.main.WorldToScreenPoint(target.position);
if (Vector3.Dot(target.position - Camera.main.transform.position, Camera.main.transform.forward) < 0)
{
//target is behind player
if(pos.x < Screen.width / 2)
{
if (pos.x < Screen.width / 2)
pos.x = maxX;
}
else
{
pos.x = minX;
}
}
pos.x = Mathf.Clamp(pos.x, minX, maxX);
pos.y = Mathf.Clamp(pos.y, minY, maxY);
pointer.transform.position = pos;
distanceMarker.text = Mathf.RoundToInt(Vector3.Distance(Camera.main.transform.position, target.transform.position)).ToString() + " meters";
distanceMarker.text =
Mathf.RoundToInt(Vector3.Distance(Camera.main.transform.position, target.transform.position)) + " meters";
if (pos.x < Screen.width / 2)
{
distanceMarker.transform.position = pos + offset;
}
else
{
distanceMarker.transform.position = pos - offset;
}
}
}
}